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unmerged(82211)

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i tried it(with paintnet) and saved it as a 8bit bmp, but when i open the game at the place where the icon should be i see a white box with the church like it is scetched with a pencil, any ideas why?
The problem is the color scale. Try to do it in Photoshop, if you can. Otherwise, ask for somebody that can has it, you may use the Flag requests thread to that too.
 

unmerged(416312)

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The problem is the color scale. Try to do it in Photoshop, if you can. Otherwise, ask for somebody that can has it, you may use the Flag requests thread to that too.

thnx, it worked with photoshop
is there a way ti make it change by event?
 

Unit101

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Hi,

I have a question about creating new unit types. Is it possible to create a unit which is playable and upgradable, but not produceable? Let's say for example I want to create "Presidential Guard Infantry", they are there when the scenario starts, they will be upgraded like regular infantry (through technology) but they cannot be produced like regular infantry.

I want to use this system in my mod: I want to have German air force infantry (which will be poorer than regular infantry) but cannot be produced.
 

Unit101

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Every unit is activated in the tech tree. Look at the first infantry or cavalry tech. If it is not activated, it cannot be built.

Thanks for this. However, that still leaves me with one question.

Let's say I have an infantry type in the OOB called "Presidential Guards". They are there, but they cannot be build. Will you still be able to upgrade them? Or does a unit type always have to be activated before it can be upgraded.

Alternatively, if you have an event which disables the construction of a certain unit type (this is possible right?), will it still be upgraded?
 

Lyrecryer

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Where can I find the Helicopter Sprite? I know that Calvary evolves to Helicopters but I can't seem to find it at all.
 

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Hi, what is the easiest way to streamline files?

I work on a mod which uses DH Full as its basis. In other words, you first make a copy of DH Full and then overwrite this new copy with files from my mod. For the downloadable file I keep a separate directory with all the corrosponding sub-directories. Whenever I change or add a new file, I have to add it this downloadable file. What's the most time cost-effective way to do this?
 

OneAussieMan777

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Units can be deactivated, and are in the AAR mod through the inter-war years if your military gets too big.
 

Wilksjohnson

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Small question here. Is it possible to use the same TAG for two different scenarios, and yet have different names? For example in the default scenario the country could be called "Spain" and in a different scenario could the name be changed to something completely different without altering the name of the country in the default scenario.

I guess what I'm really asking here is that what do I need to do to the world_names file to accomplish this? :p
 

unmerged(82211)

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Small question here. Is it possible to use the same TAG for two different scenarios, and yet have different names? For example in the default scenario the country could be called "Spain" and in a different scenario could the name be changed to something completely different without altering the name of the country in the default scenario.

I guess what I'm really asking here is that what do I need to do to the world_names file to accomplish this? :p
Well, you can rename the country via an event that could fire at the scenario start. I think it's the only way to do that.
 

Unit101

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If you don't want to use the world_names file you could put this in the nation's scenario (.inc) file:

tag = SPA
name = "My Little Pony Land"

Now the nation will have a fabulous name at the game start.
 

unmerged(82211)

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If you don't want to use the world_names file you could put this in the nation's scenario (.inc) file:

tag = SPA
name = "My Little Pony Land"

Now the nation will have a fabulous name at the game start.
I didn't know this tool. But, please... do nothing with ponnyes, ok?
 

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e: nevermind, it was the number of semi-colons

I am experimenting with making techs and I don't know what I'm doing wrong here:



Components 2 and 4 are not displaying their string but everything else is working

This is in my tech file:

Code:
	# Counterinsurgency
  application =
  { id        = 30000
    name      = TECH_COUNTERINS

    position = { x = 370 y = 3 }
	picture   = "DH6500"
    year      = 1946
    # ? 
    component = { id = 30001 name = TECH_COUNTERINS_1 type = infantry_focus difficulty = 8 }
    # ? 
    component = { id = 30002 name = TECH_COUNTERINS_2 type = small_unit_tactics difficulty = 8 }
    # ?
    component = { id = 30003 name = TECH_COUNTERINS_3 type = combined_arms_focus difficulty = 8 }
    # ? 
    component = { id = 30004 name = TECH_COUNTERINS_4 type = training difficulty = 8 }
    # ?
    component = { id = 30005 name = TECH_COUNTERINS_5 type = management difficulty = 8 }
    required  = { }
	OR_required = { 14100 14060 14050 14070 6490 }
    effects =
    { 
		command = { type = max_organization which = police value = 10 }
		command = { type = soft_attack which = police value = 3 }
		command = { type = supply_consumption which = police value = 0.2 }
		command = { type = suppression which = land value = 1 }
    }
  }

This is in my config file:

Code:
TECH_COUNTERINS;Counter-Insurgency Techniques;;;;;;;;;;X
SHORT_TECH_COUNTERINS;CounterInsurgency;;;;;;;;;;X
TECH_COUNTERINS_1;Patrols and Roadblocks;;;;;;;;;X
TECH_COUNTERINS_2;Ambushes and Raids;;;;;;;;;X
TECH_COUNTERINS_3;Dynamic Leadership;;;;;;;;;X
TECH_COUNTERINS_4;'Hearts And Minds';;;;;;;;;X
TECH_COUNTERINS_5;Population Control;;;;;;;;;X
 
Last edited:

Barbaelectrica

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Im trying to add new provinces for a country. I was working on scenarios/1914/x country, where is located the files. But when i done the work, the game crashed and sent me to windows.

Its seems that HOI II wiki is outdated, so:

Can anyone send me a link for a tutorial about how can I add new provinces for a country?

Cheers :unsure: