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Neoman

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definitely. I re-installed the mod today following all the instructions and fixes you had given and I have to see I am glad. I started up the mod just to check it out and I noticed a number of things, including graphics, so thanks for that.

I am looking forward to my new game as spain, plan to become communist and join Comintern. Of course it ain't ever that simple :D

Good to hear that nuking does something, I wasn't seeing any long term effects besides the low province stats. I was hoping it would start revolts but I didn't seem to see any.

What are fixes and install instructions? I'm hoping one of the patches maybe fixes the issue with AI France getting slammed with major Dissent and partisan uprisings not long after WW1 breaks out. Note that this happens for AI Serbia also but it works out since it allows them to actually be defeated around the time they actually did fall.

Edit: What needs to be done is after Germany reaches the province next to Paris, the French should have the dissent and dissent generating event wiped and do like NWO did with the Korean war and give the French reinforcements and plus a temporary bonus to the attack and defense until they push the Germans back to around the French-Belgian borders.
 
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CPTblackadder

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In my game Russia has around 800 IC, and about 700 infantry and is just unstoppable... This is after ww1, and they have become the soviet union, at around 1936 (WW2 started early). Does the soviet union get massive bonuses to IC or something?
 

dskod1

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What are fixes and install instructions? I'm hoping one of the patches maybe fixes the issue with AI France getting slammed with major Dissent and partisan uprisings not long after WW1 breaks out. Note that this happens for AI Serbia also but it works out since it allows them to actually be defeated around the time they actually did fall.

Edit: What needs to be done is after Germany reaches the province next to Paris, the French should have the dissent and dissent generating event wiped and do like NWO did with the Korean war and give the French reinforcements and plus a temporary bonus to the attack and defense until they push the Germans back to around the French-Belgian borders.

Instructions posted by Del here:
http://forum.paradoxplaza.com/forum...d-Campagin&p=17195185&viewfull=1#post17195185

All fixes can be downloaded from one file here:
http://forum.paradoxplaza.com/forum...d-Campaign-Fixes-V0.1&p=17354430#post17354430
 

delanonne

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In my game Russia has around 800 IC, and about 700 infantry and is just unstoppable... This is after ww1, and they have become the soviet union, at around 1936 (WW2 started early). Does the soviet union get massive bonuses to IC or something?

Hey I am glad you mentioned that. It seems that the Russian Civil War goes on for so long that they are not subject to the Force Limit events for a long time and seem to get way too powerful. The thing is though the AI Germany usually beats the AI Sovs so I am not sure what a good balance is. The Sovs though should not get that much IC and the US gets too little. In fact if d can come up with a way to adjust the Force limits a bunch of adjustments could be done. Poland never can get a historical amount of IC or units by 1933 or 36 or even 39. The Force Limits and the depression events both need some tlc. Right now I just try to make sure that it ends by 1925. If not I load up as the Sovs and finish it. They are very slow to destroy the last white faction.
delanonne
 

OneAussieMan777

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Hey that is great news. Keep up the good work. We just keep limping along on the rest of the mod.
delanonne

Well, events have no triggers or gfx. I'm working on gfx and trying to fix triggers (no proper modding experience) but my mod 'medical breakthroughs' will work perfectly (check signature) it's designed for AAR usage.

-Dan.
 

eeeex

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Hey I am glad you mentioned that. It seems that the Russian Civil War goes on for so long that they are not subject to the Force Limit events for a long time and seem to get way too powerful. The thing is though the AI Germany usually beats the AI Sovs so I am not sure what a good balance is. The Sovs though should not get that much IC and the US gets too little. In fact if d can come up with a way to adjust the Force limits a bunch of adjustments could be done. Poland never can get a historical amount of IC or units by 1933 or 36 or even 39. The Force Limits and the depression events both need some tlc. Right now I just try to make sure that it ends by 1925. If not I load up as the Sovs and finish it. They are very slow to destroy the last white faction.
delanonne

If they don't finish in 1925 just make an event where the SOV annexes all of it's enemies.
 

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Hey I am glad you mentioned that. It seems that the Russian Civil War goes on for so long that they are not subject to the Force Limit events for a long time and seem to get way too powerful. The thing is though the AI Germany usually beats the AI Sovs so I am not sure what a good balance is. The Sovs though should not get that much IC and the US gets too little. In fact if d can come up with a way to adjust the Force limits a bunch of adjustments could be done. Poland never can get a historical amount of IC or units by 1933 or 36 or even 39. The Force Limits and the depression events both need some tlc. Right now I just try to make sure that it ends by 1925. If not I load up as the Sovs and finish it. They are very slow to destroy the last white faction.
delanonne

How do they get so much IC? Do they just build it? And do the slowdowns on IC production not apply if you're at war?

Also, on the force limits: it really should be possible to change the force limit after WW1! As Greece, I got 10 division force limit but after I annexed the Ottomans, I had >30 base IC. But I still had the 10 division limit; not really realistic if you ask me.

Anyway, this is a great mod! (I'm not sure who to congratulate on this because I don't know who did what, but whoever it is, I'm having a great time with this mod! :) )
 

delanonne

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How do they get so much IC? Do they just build it? And do the slowdowns on IC production not apply if you're at war?

Also, on the force limits: it really should be possible to change the force limit after WW1! As Greece, I got 10 division force limit but after I annexed the Ottomans, I had >30 base IC. But I still had the 10 division limit; not really realistic if you ask me.

Anyway, this is a great mod! (I'm not sure who to congratulate on this because I don't know who did what, but whoever it is, I'm having a great time with this mod! :) )

Yes the Sovs just build a bunch of IC and no the limits do not apply as long as you are at war. If you are at peace they do apply and they are supposed to put you back under the limits for land air naval and IC. They do not always do that though. Sometimes you can cheat a little bit. The land unit limit is kinda realistic because democratic countries do not usually keep a big peacetime army. Annexing Turkey is not gonna give you a whole of new Greek people. I doubt a bunch of Turks are gonna want to join your army right away. But I think that during war time you can make a much bigger army than 10 units. If you have more information on the historical size of the peacetime Greek army maybe it can be changed. d will have more information on that. We are trying to fix some problems and that is one of them. I hope this helps. I am gonna be running a handsoff game with the new fixes tonight when I get home from work. I will try to see how the new fixes are working out.
delanonne
 

delanonne

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If they don't finish in 1925 just make an event where the SOV annexes all of it's enemies.

Hey e that might just work and it is much easier than running the Sovs so they do just that. Thanks for the idea.
Oh and everyone who is wondering, this mod was created by Burning based on an idea from another guy. That is the AAR mod. Bizon created the TGC software that allows us to combine the AAR mod with NWO2 and the CWTT mods. We have been trying to fix a few of the remaining problems. Smoggy and d are doing the recent fixes and we are trying make sure they are working OK and then adding and fixing other stuff too. Hopefully we will get it whipped into even better shape.
delanonne
 

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Yes the Sovs just build a bunch of IC and no the limits do not apply as long as you are at war. If you are at peace they do apply and they are supposed to put you back under the limits for land air naval and IC. They do not always do that though. Sometimes you can cheat a little bit. The land unit limit is kinda realistic because democratic countries do not usually keep a big peacetime army. Annexing Turkey is not gonna give you a whole of new Greek people. I doubt a bunch of Turks are gonna want to join your army right away. But I think that during war time you can make a much bigger army than 10 units. If you have more information on the historical size of the peacetime Greek army maybe it can be changed. d will have more information on that. We are trying to fix some problems and that is one of them. I hope this helps. I am gonna be running a handsoff game with the new fixes tonight when I get home from work. I will try to see how the new fixes are working out.
delanonne

Thanks for the reply! Well, my reasoning was that it seems the limits that are imposed after WW1 are based on IC you have at that moment, but they don't get updated if IC changes dramatically. It seems to me the limit should be a function of the size of your economy, not a function of the size of your economy in 1918. Btw, note that a decent proportion of provinces I annexed are actually Greek cores.

Hey, btw, about Poland: I just noticed that they don't have cores on a lot of their territory. Could that be the reason for their low IC? In my game they only have 11.
 

dskod1

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Thanks for the reply! Well, my reasoning was that it seems the limits that are imposed after WW1 are based on IC you have at that moment, but they don't get updated if IC changes dramatically. It seems to me the limit should be a function of the size of your economy, not a function of the size of your economy in 1918. Btw, note that a decent proportion of provinces I annexed are actually Greek cores.

Hey, btw, about Poland: I just noticed that they don't have cores on a lot of their territory. Could that be the reason for their low IC? In my game they only have 11.

Grand campaign Fixes will fix the poland core issue:
http://forum.paradoxplaza.com/forum/showthread.php?774232-Grand-Campaign-Fixes-V0.1
 

Taylor

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Hey, great! Didn't know that existed. I have to say there are so many versions/threads going round, my head is spinning.

unrelated:

Here's something I don't understand about the tech tree: the doctrine techs "Post Great War Unified Doctrine" (let's call it PGWUD) and "*-Branch Tactical Experience" (where * is either Specialized or Cross; so there's SBTE and CBTE). SBTE and CBTE mostly give negative modifiers, while PGWUD is a bit of a mixed bag.

First about PGWUD: According to DH dev diary #17, PGWUD is supposed to be an alternative for going through the entire WW1 doctrine tree, giving roughly the same benefits of all the WW1 doctrine techs added up. However, what is apparent from my Greece game (but this is also true in vanilla), is that it doesn't work that way in-game. You can still research PGWUD after researching the WW1 tree; heck, PGWUD even requires the WW1 techs! (needs Combined Arms Force - 1918) So basically after the WW1 techs, PGWUD adds the same bonusses (and malusses) again. (they get doubled)

Then there's SBTE and CBTE. Why would anyone ever research those? Attack, defense, morale and org malusses? No thanks. They are not required for any future doctrine and only give negatives (ok ok not only negative: SBTE gives +8% delay chance, whohoo). There is no point in them, it seems to me. Except that the AI does research them and thus gets malusses with respect to the player, who will avoid those techs.
 
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Blecky

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Hey, great! Didn't know that existed. I have to say there are so many versions/threads going round, my head is spinning.

unrelated:

Here's something I don't understand about the tech tree: the doctrine techs "Post Great War Unified Doctrine" (let's call it PGWUD) and "*-Branch Tactical Experience" (where * is either Specialized or Cross; so there's SBTE and CBTE). SBTE and CBTE mostly give negative modifiers, while PGWUD is a bit of a mixed bag.

First about PGWUD: According to DH dev diary #17, PGWUD is supposed to be an alternative for going through the entire WW1 doctrine tree, giving roughly the same benefits of all the WW1 doctrine techs added up. However, what is apparent from my Greece game (but this is also true in vanilla), is that it doesn't work that way in-game. You can still research PGWUD after researching the WW1 tree; heck, PGWUD even requires the WW1 techs! (needs Combined Arms Force - 1918) So basically after the WW1 techs, PGWUD adds the same bonusses (and malusses) again. (they get doubled)

Then there's SBTE and CBTE. Why would anyone ever research those? Attack, defense, morale and org malusses? No thanks. They are not required for any future doctrine and only give negatives (ok ok not only negative: SBTE gives +8% delay chance, whohoo). There is no point in them, it seems to me. Except that the AI does research them and thus gets malusses with respect to the player, who will avoid those techs.

If you would continue to add up org or moral, you would have something like 200% org when 1936 comes around. During the interwar period no major wars should be fought, so the techs (and events) are in place to reach a managable level of org/moral/IC by the time the next WW is due. This basically means you have to start from a fairly low level so combat mechanics will work (again).
 

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If you would continue to add up org or moral, you would have something like 200% org when 1936 comes around. During the interwar period no major wars should be fought, so the techs (and events) are in place to reach a managable level of org/moral/IC by the time the next WW is due. This basically means you have to start from a fairly low level so combat mechanics will work (again).

Yes, I understand the need for lowering morale and org, but the funny thing is the player can just choose to not research that tech. SBTE/CBTE are entirely optional. I think it may be better to instead have a global event that lowers everyone's org and morale. Maybe simultaneously give everyone WW1 doctrine blueprints so that the not-so-advanced nations aren't suddenly stuck with 1% max org or something like that :). Or better yet, make PGWUD actually be a replacement for the WW1 doctrines and give that blueprint to everyone. (call the event "Great War Experience" or something :) )
 

NikephorosSonar

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One problem with PGWUD is that it's designed for the tail end of the 1914 scenario, which creates problems moving on.
 

delanonne

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One problem with PGWUD is that it's designed for the tail end of the 1914 scenario, which creates problems moving on.

Yes we did not make the tech tree. It is from CWTT mod. I agree with the idea that org should not go over 100 per cent. They changed the combat system in DH 1.3 so that typical Ger org in 36 is like 40 per cent. Hence the minuses on the tech tree. Right now all the big countries with enough tech teams are picking mobility land doc. That is no good since they exist to differentiate between various countries. In fact only Ger should get it or a player run country. Having the Sovs and Japanese using it let alone Italy or France is no good. It is one of the important things we need to fix.
delanonne
 

delanonne

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Status of Playtest

:eek:o

Hey all I promised some feedback from my handsoff game with the new fixes. So here goes...

USA did not mobilize when WW1 started for them so they have zero mp and cannot build units. Whoops

The Ottoman Empire stayed out of the war and is still in existance in Jan 1934.

We got a really big Hungary after WW1 with chunks of Romania and Russia (Moldavia area) Kinda fixed later when the Little Entente beat up Commie Hungary.

Poland Force limits need to be fixed since they only have like 11 IC and 16 land units. The mod right now cannot duplicate a historical Poland for WW2.

The Russian Civil war finally ended kinda in November of 1930. The Southern Russia revolter got a white peace and is still alive. The Force limits are kinda working OK for them though at about 250 divs and close to 300 IC. They have not made any new land divs since peace broke out.

The Force limit end dates are not working. The events are supposed to stop in 35 or 37 for democracies and 32 or so for dictatorships.

In 1928 Ger has 63 subs, Feb 31 120. Ger was not supposed to have any subs after Versailles. Hitler hid the few that they did have even during the Spanish Civil War.

Aug 1929 Jamaica Dows the UK. There are a few of these weird events also with Cyprus and Madagascar. They usually get put down fast but then the Allies build a bunch of land units since the Force Limits are not in effect.

Spain goes LWR in Dec 1930. Still waiting to see if we get a Spanish Civil War. I hope so. Never happened before.

Italy has 15 land units and never built a new one after WW1. Not good.

US election of 28 Hoover gets elected by the event but is not the new Pres. Roosy does pop up in Jan 33 though.

Hitler shows up OK on time.

Could anyone else playing the current version of the mod with the .3 fixes please confirm or deny getting any of these results so we can fix what is needed?

Thanks... delanonne
 

Taylor

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I've played without the .3 fixes so far, but most of the stuff you see, I saw too.

- USA sent maybe 5 divisions to Europe at most. But that was fine since the Germans never got far into Belgium and by the time the US entered, Belgium was fully liberated already. Note that I was playing Greece so maybe the AI was paying attention to the southern front instead of the western, but who knows. Germany did pwn Russia a lot, who got its abdication event a bit early, but its communist revolution at approx. the right time.
- OE lost big time and peaced out in 1917. Russia got a northeastern chunk, France and UK got Middle East. OE retained Kuwait though, strangely enough. As a result of the early peaceout, however, no Turkish revolution happened so it remained the OE until I annexed them in 1919. I have to say that was a cakewalk, but maybe it's harder if Turkey becomes a republic? Later I released them as a puppet and allied the UK, which resulted in France and the UK handing over a bunch of territory to them!
- The RCW in the West was done in ~1925. Azerbaijan had become independent but DoWed the Soviets twice (first time they managed a white peace since the soviets were still busy with other stuff) for some inexplicable reason and got annexed. The Ufa directory kept existing however, until in 1927 I had had enough and edited the save so the Soviets annexed them (they only had Vladivostok with 5 divisions and the Soviets had 30 divisions standing around but refused to attack).
- Poland waltzed over the Soviets easily and gained their correct territory. Still missing the cores though, but that is fixed in .3 I hear.
- Hitler showed up, as did Mussolini.
- I got partial recovery many times, giving only dissent since I'm a free marketeer. Bit strange to call the event partial recovery then give dissent, but I guess it makes more sense if there are more options available (as there are if you're not free market).
- Spain became republican, Nat. China showed up OK, Japan puppeted Manchuria.
- Me and the rest of the allies are very far ahead of time. That is not good. There is no differentiation anymore that way: everyone in the allies has all techs up to date and most of them a few years ahead of time.

All in all not too bad at all. I'm starting to fear I'll be gobbled up by Germany during ww2. Luckily Crete is an impregnable fortress so I will survive!

edit: btw, in my game Guyana declared independence from the UK and DoWed them. However, the force limits are not lifted. I still have 10 divs max and the UK has 50 divs max (I loaded up as them to see). It's now 1936, and the lifting of the IC restriction and the IC build restriction did fire. As a side note, it is impossible for us to invade Guyana because there is no naval base in the neighborhood. Anyway, the UK is not the only one with partisan troubles: my puppet, the OE (whom I released partly to not have to deal with revolt risky provinces) managed to build up to around 60% dissent (now down to 45%). So I'm helping them fight rebels, which I was hoping to avoid...
 
Last edited:

delanonne

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I've played without the .3 fixes so far, but most of the stuff you see, I saw too.

- USA sent maybe 5 divisions to Europe at most. But that was fine since the Germans never got far into Belgium and by the time the US entered, Belgium was fully liberated already. Note that I was playing Greece so maybe the AI was paying attention to the southern front instead of the western, but who knows. Germany did pwn Russia a lot, who got its abdication event a bit early, but its communist revolution at approx. the right time.
- OE lost big time and peaced out in 1917. Russia got a northeastern chunk, France and UK got Middle East. OE retained Kuwait though, strangely enough. As a result of the early peaceout, however, no Turkish revolution happened so it remained the OE until I annexed them in 1919. I have to say that was a cakewalk, but maybe it's harder if Turkey becomes a republic? Later I released them as a puppet and allied the UK, which resulted in France and the UK handing over a bunch of territory to them!
- The RCW in the West was done in ~1925. Azerbaijan had become independent but DoWed the Soviets twice (first time they managed a white peace since the soviets were still busy with other stuff) for some inexplicable reason and got annexed. The Ufa directory kept existing however, until in 1927 I had had enough and edited the save so the Soviets annexed them (they only had Vladivostok with 5 divisions and the Soviets had 30 divisions standing around but refused to attack).
- Poland waltzed over the Soviets easily and gained their correct territory. Still missing the cores though, but that is fixed in .3 I hear.
- Hitler showed up, as did Mussolini.
- I got partial recovery many times, giving only dissent since I'm a free marketeer. Bit strange to call the event partial recovery then give dissent, but I guess it makes more sense if there are more options available (as there are if you're not free market).
- Spain became republican, Nat. China showed up OK, Japan puppeted Manchuria.
- Me and the rest of the allies are very far ahead of time. That is not good. There is no differentiation anymore that way: everyone in the allies has all techs up to date and most of them a few years ahead of time.

All in all not too bad at all. I'm starting to fear I'll be gobbled up by Germany during ww2. Luckily Crete is an impregnable fortress so I will survive!

edit: btw, in my game Guyana declared independence from the UK and DoWed them. However, the force limits are not lifted. I still have 10 divs max and the UK has 50 divs max (I loaded up as them to see). It's now 1936, and the lifting of the IC restriction and the IC build restriction did fire. As a side note, it is impossible for us to invade Guyana because there is no naval base in the neighborhood. Anyway, the UK is not the only one with partisan troubles: my puppet, the OE (whom I released partly to not have to deal with revolt risky provinces) managed to build up to around 60% dissent (now down to 45%). So I'm helping them fight rebels, which I was hoping to avoid...

Hey T thanks for the feedback. Those weird declarations of independence by minors does cause probs since the Force Limits turn off. In my game now France has 142 Divs instead of a normal 50 or so due to a war with Jamaica. Please let us know how it goes.