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CSABadass

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Armfeldt said:
Will this work in saved games, or only new games?

The change will only show up in saved games if it's been less than 5 years since the CSA won the WBTS. Ideally, the save should be as close to the end of the War as possible.
 
May 22, 2007
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Armfeldt said:
Well, that happens because the average population militancy is sky high after the war. The current victory event reduces militancy by 3 IIRC, maybe this value should be modified to prevent extremist takeovers.

That's during the war. France made peace for the alliance, including me, in 1864.
 

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First try at this was a failure, I used all diplomats I had to increase relations with the US, but despite getting more than +10 relation increase several times I could not get the relation to more than +70 during the truce, and when it ended the US immediately DoWed me...

Maybe this was because I demanded border states in the peace deal, what option did the other people go with here?
 

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I can easily see that the USA and CSA would still be cold to each other five years after fighting a war. However I don't think that would lead them to refighting the war. At least not every time. Maybe a random chance.

+100 relations seam like rather good relations to me. I would find it hard to imagine that relations would get that good within 5 years. Only way I could really see it happening consistantly IRL is if one side won the war and installed a puppet government in the other country.
 

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Second try was also a failure. This time I went with the first victory option, so the US did not have any cores on me. This time I only managed to get relations up to +20, still it took maybe a year after the treaty ended for the US to DoW me. The lack of diplomats seems to make this task almost impossible.
 

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Armfeldt said:
Second try was also a failure. This time I went with the first victory option, so the US did not have any cores on me. This time I only managed to get relations up to +20, still it took maybe a year after the treaty ended for the US to DoW me. The lack of diplomats seems to make this task almost impossible.

You are not going to get up to +100 getting only hardly improved results. It will require some luck getting successfully improved and improved results after increasing relations to have a chance to get to 100 plus. Somehow, I got a whole lot of luck in my AAR, and I got two or three of those. Probably the best path to take in this is to not change it all, maybe offering a second version. You are just not going to have enough luck to get to +100 everytime I guess, and its not worth removing the feature from the mod.
 

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I'll probably give it a shot myself, but based on these results I don't think I'll be making any AI changes.

Thanks for the help everybody!
 

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Light CSA said:
CSABadass:
Do you have the event ids for the World War I events in this mod? If so, would you post them please?

Yes, I do, but there are a *lot* of them. It'd be better I think if you looked at the 1914 events file in the SR mod. They're all in there, with really big ID numbers.

(Feel free to use them as you will, but if they're to be included in another mod, I'd like to be consulted first. Thanks in advance!)
 

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I could not resist to play another game of SR. Doing so I discovered that the fascist takeover issue has not been fixed. Perhaps you did fix it, but in that case it's not been released yet.
 

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Armfeldt said:
I could not resist to play another game of SR. Doing so I discovered that the fascist takeover issue has not been fixed. Perhaps you did fix it, but in that case it's not been released yet.

I sent OHGamer a PM about this. Soon as I get his thoughts on the matter, I'll see what else I can do.
 

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Okay i see. Well the fix itself would be extremely easy to implement, cut 5-10 lines of code from one event and paste it into 1-2 others...
 

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CSABadass said:
Yes, I do, but there are a *lot* of them. It'd be better I think if you looked at the 1914 events file in the SR mod. They're all in there, with really big ID numbers.

(Feel free to use them as you will, but if they're to be included in another mod, I'd like to be consulted first. Thanks in advance!)

Thanks, I am not really planning for a new mod, but I might just be rigging the VIP mod I have installed with World War I events.
 

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Light CSA said:
Thanks, I am not really planning for a new mod, but I might just be rigging the VIP mod I have installed with World War I events.

Sounds interesting--thanks for the info!
 
May 22, 2007
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Y'know, I was going to come on here and ask what was up with the Union being so weak, until I checked some files on a hunch and found I had set the Republicans to be Pacifist. :eek:o

And holy crap, it's suddenly a lot harder. :p It's now March of 1863, I was just forced to abandon Richmond, Marse Robert died with the five-division ANV in an ill-fated attempt to seize Washington in '62, and the Euros don't give a damn what happens to me. A.S. and Joe Johnston are barely holding the line in Tennessee and North Carolina, I have no troops west of the Mississippi, and this is the most fun damn game of Victoria I have yet played.

I was then going to propose an event for the CS government leaving Richmond, but it kinda seems unnecessary, so instead I'll just shower you with praise for this excellent mod. :cool:

What I wouldn't give for some AK-47s now, though...

EDIT: Well, that was anti-climactic. Apparently, 50,000 soldiers decided to interpret "go toward Atlanta" as "throw down your weapons and run for your lives", since Atlanta isn't in Tennessee. :mad:
 
Last edited:

CSABadass

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JohnnyReb said:
I was then going to propose an event for the CS government leaving Richmond, but it kinda seems unnecessary, so instead I'll just shower you with praise for this excellent mod. :cool:

What I wouldn't give for some AK-47s now, though...

LOL! Thank you very much, good sir!
 
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