Light CSA said:I'll be willing to see if it works again.
Thank you! All help is most certainly appreciated.
Light CSA said:I'll be willing to see if it works again.
Armfeldt said:Thanks, will try it myself!
Armfeldt said:Will this work in saved games, or only new games?
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.
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.
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?
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.
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!)
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.
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.
What I wouldn't give for some AK-47s now, though...