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amkirkla

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Nov 15, 2014
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It's correct, but may be other parameters involved too.
For example, i if the annexed country in revolt.txt has regular_id = [TAG of annexing country]. That would lead to the observed behaviour. Check revolt.txt for rules regarding regular_id.

There is version of this command which also allows you to inherit a nations tech teams?
 

^_AC_^

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Actually my case is annexing Austria by Germany, so it shouldn't be a problem with regular_id. I've just seen in revolt.txt that AUS has parameter no = { GER }, but it means that GER cannot release AUS, doesn't it? In GER there are no parameters involving AUS.
Uhmmm... I vaguely recall that there was something special about AUS and GER, but I can't remember. Try with other two nations. It could be that there is some old HOI2 legacy code that forces this behaviour between AUS and GER.
 

IllyaTokar

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As far as I know when country X release country Y, Y 'inherit' all technologies of X. What happens if X has locked technology (let's say it isn't doctrine or secret weapon tech)? Does Y inherit also 'lock' on this technology?
It may be whatever you want, but if it's initially locked, it's considered 'secret'. Secret technologies may be allowed to get inherited by changing a variable in db\misc.txt:
Code:
# On new country release - allow known secret techs to be given to the new country: 0 - No, 1 - Yes   
    0 #0

hey does any one know how to make battle scenario
Battle scenarios only have a few differences from regular scenarios.
First, you need to add a few lines:
- "combat = yes" in the header section
- and this:
Code:
    rules = {
        diplomacy = no
        production = no
        technology = no
    }
in the rules section.

Then you have to create alliances. The attackers should be part of the Axis, and the defenders part of the Allies. This only affects the way their flags are shown in the game menu. It doesn't mean that they'll be at war at the start of the scenario. If you want them to be, you'd have to set up that war in the scenario file.

The map goes next. There're two ways of excluding provinces:
- a "no = all" line in the map section excludes all provinces. You can re-include any province by adding "yes = X", where X is that province's ID.
- similarly, all provinces are included by "yes = all" line, and then some of them can be excluded by adding "no = X", where X is that province's ID.

Everything else works just like in a regular scenario.
 
J

Jenna Haze

Guest
Hi, i am playing edge of darkness mod ( but these will be some general modding questions too ) and won against the ussr in the 50s. For the whole campaign the bigger nations got massive boosts in ic, manpower and so on - its now 1966 and the axis is fighting the allies in africa and the ai is working fine so far.

On the other hand i helped chc with savegame editing in order for them to win against the nationalists and now they are allied with the ussr. I loaded up with them and declared war against the allies ( canada, usa, japan, korea, and so on ) and they annexed everything in mainland asia except korea so far BUT here is the problem and my first question:

The ai doesnt work propery, it takes ages for the ai to make an attack despite outnumbering enemies more than 10 to 1 ( they even wait ages to attack partisans, that happens with all ai but the allies and axis atleast attack each other ). What could be the reason for the ai being so slow and afraid to attack, the russians build over 900 divisions even after bitter peace? ( It happened in the late 50s or early 60s and before it was fine. ) Maybe tc is really bad but it happens for nations with better tc too.

Second question: The soviets after bitter peace and the communist chinese even after the peoples republic event will not build aircraft and ships and china doesnt even research these. I know i have to mod the ai files ( Building / Research priorities and so on ) but how do i tell especially the chinese to start building aircraft and ships after annexing the nationalists. ( I guess i need to create some chc file in the switch folder? Got no experience with that. ) Its tiring to load up as the ai and build everything manually.

Thx in advance
 

Markush100

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is there a way to give a specific blueprint to a country? For example i want to give a blueprint for industry, but all the blueprint related commands are random.
 

Canadian Mind

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Trying to make an "Imperial Federation" out of the United Kingdom and all of it's Dominion's & puppets prior to starting a game. Having an issue with two Australian provinces, Malasait and San Cristobar. Both remain Australian despite my having otherwise wiped Australia from the game. Neither of them show up on any online search engines or in my HOI 3 folders. Does anyone know what the provincial IDs are, or if they may be listed under another name in the directories?

Thanks.
 

NukePL91

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Trying to make an "Imperial Federation" out of the United Kingdom and all of it's Dominion's & puppets prior to starting a game. Having an issue with two Australian provinces, Malasait and San Cristobar. Both remain Australian despite my having otherwise wiped Australia from the game. Neither of them show up on any online search engines or in my HOI 3 folders. Does anyone know what the provincial IDs are, or if they may be listed under another name in the directories?

Thanks.
You came to the wrong forum I think. This one is about Darkest Hour, not HoI3.
 

AtheistDane

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Hi guys,

I feel like the defenders in urban terrain should get a much higher defensive bonus than is currently the case.

I guess I need to change the numbers in modifiers.csv, but what do I need to change them to?

Right now most numbers under DEF_URBAN are negative - does that mean a division gets a negative modifier?

Thanks a lot in advance.
 

Elder1488

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Something like this?
 

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