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Whisper

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Hi!

Concerning Japan, i wonder if it is intentionally that upon the creation o6 f the Nanjing government the japanese troops in china defect to nanjing...

i mean, i was quite shocked when my 6 new marine divisions suddenly chose to become chinese...
 

Luxor

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Whisper said:
Hi!

Concerning Japan, i wonder if it is intentionally that upon the creation o6 f the Nanjing government the japanese troops in china defect to nanjing...

i mean, i was quite shocked when my 6 new marine divisions suddenly chose to become chinese...
Yes, it's WAD.
 

Stuart750

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Hey guys, I need some help with my checksum. I need it to be FLQZ, but it ranges from QHTZ to LXBV. I have the 1.2 patch, and I am using Compendium v1.1, so everything should work.

Is there any way to fix this?
 

Lascars

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Hello,

I have FLQZ but every time that i begin the scenario i have an database mismatch message (model 7-id 20000-36000) which i must ignore in order to play. It's at least annoying. Any solutions? :confused:
 
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unmerged(101225)

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Just realized I had the most unlucky game ever.

I annexed Poland and got Vichy in October while fighting a two-front war (Accident, I had 90 movable divisions to fight both wars, but I didnt know DOWing Netherlands would bring Benelux into the war, but it worked because France tried to break through Luxumborg and let me crash through netherlands and belgium with 15 divs).

But then I realized Italy wasn't reinforcing Africa because... their 6 TPs were OUTSIDE of the Med when i brought them into the Axis. They can't ferry troops. Not to mention the have a dozen divs in Ethiopia out of supply.
 

unmerged(101225)

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Actual question this time; what stops countries from building certain units? I want to take off ship building limitations for Canada post naval treaties.

I'm playing a game as Canada, Germany just invaded poland. Still, I can't build anything larger than destroyers. I built a significant amount of IC (50 something base IC now) plus i've researched domestic naval tech and have mostly up to date naval techs, so I figure I should be able to lay down a BB or two and some smaller capital ships when my IC building is done.

Oh, but one cool thing is making money worth more! I bought Bearn, Richelieu, Strasbourg and Dunkurque, a CA and 3 CL's from France, plus Jamaica from the UK (gotta have a vacation spot). Still have some cash to spare from selling all of my resources.
 
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Luxor

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Romantic said:
Actual question this time; what stops countries from building certain units? I want to take off ship building limitations for Canada post naval treaties.

I'm playing a game as Canada, Germany just invaded poland. Still, I can't build anything larger than destroyers. I built a significant amount of IC (50 something base IC now) plus i've researched domestic naval tech and have mostly up to date naval techs, so I figure I should be able to lay down a BB or two and some smaller capital ships when my IC building is done.
I don't understand your problem with Canada. If you research proper Naval Techs (not doctrines), naval models become available. Can you post a screenshot of your actual naval tech status and your building capabilities?
 

ComteDeMeighan

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I was reading the grey alert AAR I think I'm gonna try this mod out..
 

unmerged(101225)

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Luxor said:
I don't understand your problem with Canada. If you research proper Naval Techs (not doctrines), naval models become available. Can you post a screenshot of your actual naval tech status and your building capabilities?


Oh, I've got it! I need to go back and research the Great War ships to activate the unit type. I'm up to the newest models but never got the first ones.
 

unmerged(28820)

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I've read parts of Grey Alert and of this thread - and a bit about the CCIP which I gather this mod includes - and I'm intrigued, but is there somewhere I can read (at least) a short list or a few paragraphs of summary of what it changes? Not a complete list, just something that would give me a general idea of its goals and ways of meeting them.

Or better yet, an outright manual like CORE has, if that isn't too much to hope for :D.
 

Whisper

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Yeah, a manual, or even a bit more detailed readme would be great...

i think im using this mod for some months now, and still there are some things i didnt figure out till now.

And another question: Does anyone know how to best use Subs as germany? i tried stacks of 6 and of 3, but somehow they get sunk in short orde, doesnt matter what i do...
 

Luxor

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The readme.txt file in the mod has a complete changelog. There are just too many changes to name all of them and making a manual is out of question, I just don't have the time.
 

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Whisper said:
i think im using this mod for some months now, and still there are some things i didnt figure out till now.

And another question: Does anyone know how to best use Subs as germany? i tried stacks of 6 and of 3, but somehow they get sunk in short orde, doesnt matter what i do...

Well, try stacks of 12. I use them for convoy raiding at night and out in the middle of the Atlantic, not near the coasts. You can destroy a good amount of convoys before getting attacked. I have sunk a cruiser or 2. You have to keep researching naval sub doctrine, also. Sometimes after a sea battle I use them to try and catch some damaged ships.
 

unmerged(28820)

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Luxor said:
The readme.txt file in the mod has a complete changelog. There are just too many changes to name all of them and making a manual is out of question, I just don't have the time.
I'm asking for neither a manual (that would be ideal, but is by no means a necessity) nor a complete changelog (which can be hard to pick the important bits out of, or in some cases, even to understand), just a couple of paragraphs listing the highlights, and perhaps the motivations behind the changes.
 

Luxor

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jeffh said:
I'm asking for neither a manual (that would be ideal, but is by no means a necessity) nor a complete changelog (which can be hard to pick the important bits out of, or in some cases, even to understand), just a couple of paragraphs listing the highlights, and perhaps the motivations behind the changes.
Motivations are historical feeling and realism, even for unhistorical outcomes. Battles are longer than Vanilla, also units speed is higher. Lot of new events for all major countries and for many minor countries too. New tech trees, many other features included in other mods, like CCIP and New Nations MOD. GIP graphic and Skiff icons are included.
 

Whisper

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DrBob said:
Well, try stacks of 12. I use them for convoy raiding at night and out in the middle of the Atlantic, not near the coasts. You can destroy a good amount of convoys before getting attacked. I have sunk a cruiser or 2. You have to keep researching naval sub doctrine, also. Sometimes after a sea battle I use them to try and catch some damaged ships.


Stacks of 12 are so unhistoric, arent they?

And i thought that the more ships, or subs, are in a stack, the higher is the visibility. And was just thinking that less subs are better in order to go unnoticed...
 

Luxor

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Whisper said:
Stacks of 12 are so unhistoric, arent they?
12 subs in a sea region unhistoric? I don't see how...

And i thought that the more ships, or subs, are in a stack, the higher is the visibility. And was just thinking that less subs are better in order to go unnoticed...
It's beyond game mechanics.