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Sneaky Cultist
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Will my current savegames still be playable when I download this mod?
 

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I don't know if it's a bug or whatever...
But it's 1945, playing as France, end of the pacific war.
In the 30's, Japan defeated China and set a puppet there. I annexed it, then release... Japan got finally defeated. What bothers me is that China did not get land such as Sinkiang or Mandchouria. Sinkiang, Shangai or Hainan stay japanese, whereas I keep Mandchouria.

Are the events compatible with a japanese victory against china? :confused:
 

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This was about the SCW Victory -events a while back:
eRadicate said:
After looking in the scw-smep event file I found the event, which seems ok.
Now, after making some games I realised that the event doesnt fire for me.
I'd like to know if the event fired for someone here when the Republicans won the Civil War in their games?
Playing a game as the Republicans at the moment, annexed Nationalist Spain and the Victory event doesn't fire indeed. Looking at the event, all the trigger conditions are set (owning Madrid, SPA doesn't exist, the alternate civil war event hasn't fired, I'm not a puppet). Weird.

I'm using the latest SMEP (August 7).
 

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scubasteve1233 said:
Does this mod work with arma 1.1?



I would like the answer to that as well.
 

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TeutonburgerW said:
Yes, but not optimized for it.

Well I was a major fan of SMEP on DD 1.3, would love to see a version optimized for Arma. I can wait as long as it takes :D
 

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I've recently been playing Victoria and have come to appreciate the longer battles. I think there are other mods out there that make battles longer, make units move faster to compensate for the longer battles, make experience gains less, etc. Can anyone point me in the right direction OR lead development of this for SMEP? Thanks.
 

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Barking Buffoon said:
The anti-comintern pact event needs either a death date or remove control of paris as a trigger (why is this added?) currently I don't think it fires at all.

Weird. I have no idea how that got there. Fixed by removing Paris as a condition. Thanks :)
 

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tsorl said:
This was about the SCW Victory -events a while back:

Playing a game as the Republicans at the moment, annexed Nationalist Spain and the Victory event doesn't fire indeed. Looking at the event, all the trigger conditions are set (owning Madrid, SPA doesn't exist, the alternate civil war event hasn't fired, I'm not a puppet). Weird.

I'm using the latest SMEP (August 7).

I'll look into it. Dammit. :wacko:
 

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Emp_Palpatine said:
I don't know if it's a bug or whatever...
But it's 1945, playing as France, end of the pacific war.
In the 30's, Japan defeated China and set a puppet there. I annexed it, then release... Japan got finally defeated. What bothers me is that China did not get land such as Sinkiang or Mandchouria. Sinkiang, Shangai or Hainan stay japanese, whereas I keep Mandchouria.

Are the events compatible with a japanese victory against china? :confused:

Sounds confusing. And rare. So I'm not too worried, honestly. Do you have suggestions?
 

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Emp_Palpatine said:
Here are some toughts:

First, congratulations for the job! :)

I've a few considerations/ideas. Playing France, I choose to go to war when Germany occupied Rhineland and defeated them on November 11th ( :D ) 1936.
Surprinsigly, Germany got the Anschluss in 1938! I'm still playing because USSR used the fact that me and germany were at war to join us and took the whole balkans. I'm just waiting for Red Storm Rising. ;)

Therefore, I think a defeated Germany should not get nazi events such as sudetenland, Austria, Memel, etc.

Agreed. I have added "InCabinet = 1 # AH" to those event conditions, meaning Hitler has to be in office.

I do think also that the Munich sequence should be reworked: just giving the choice to allied player to fight or not, something like the HSR does.

Not yet.
 
Last edited:

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Anastasia said:
I came here to report this very same bug. Finland manually joined the Axis just before a slightly early Barbarossa. The AI steamrolled them in two weeks and they bowed out. Then a week later the continuation war event fires and it's all back to hell.

Fixed. Thanks, both of you.
 

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Anastasia said:
From the land of minor bug reports:

I'm playing Japan and I got the Second Russo-Japanese war events in early 1937. This entailed a few problems. First of all, I attacked from eastern Manchuko to the fringes of Mongolia, so my front was fairly wide. When the peace triggered I didn't get military access, so all my troops in those areas got strategically redeployed to Tokyo. Ow. I don't know if this can be reasonably helped, as I doubt such a small war would grant military access. The stakes are pretty small, all things considered.

Meh. Unfortunately you'll have to deal with that strategic redeployment.

Secondly, after I event annexed Mongolia and created Mengkukuo, I ran into a few stoppers. It created Mengkukuo but the puppeting event didn't work right, I got a neutral, unaligned Mengkukuo that was all of two provinces big. It's like the event did everything but made Mengkukuo last, so things didn't really work out right. Perhaps that can be spaced out into two events?

Possibly. I'd have to look into the events, or you could do it for me. No, for all of us :D
 

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Atruejedi said:
I've recently been playing Victoria and have come to appreciate the longer battles. I think there are other mods out there that make battles longer, make units move faster to compensate for the longer battles, make experience gains less, etc. Can anyone point me in the right direction OR lead development of this for SMEP? Thanks.

The mod Starfire was the one that started it, but I believe that that people at TRP could help you...
 

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Atruejedi said:
I've recently been playing Victoria and have come to appreciate the longer battles. I think there are other mods out there that make battles longer, make units move faster to compensate for the longer battles, make experience gains less, etc. Can anyone point me in the right direction OR lead development of this for SMEP? Thanks.


Starfire is the father of the "longer battles" mod

http://www.mnstarfire.com/ww2/hoi/hoimain.html

http://forum.paradoxplaza.com/forum/showthread.php?t=184041&page=1

http://forum.paradoxplaza.com/forum/showthread.php?t=268130



MEM - Multiplayer Enhancement Mod - continue the development of starfire combat style

http://xsorbit25.com/users5/hoiplayers/index.php


TRP - use starfire combat style too.

http://www.totalrealismproject.com/
 

unmerged(64876)

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Atruejedi said:
Meh. Unfortunately you'll have to deal with that strategic redeployment.

No big, I pretty much resigned myself to it as a limitation of the engine. There's just not much that can be done here.

Possibly. I'd have to look into the events, or you could do it for me. No, for all of us :D

Sure.

A few tests get me the same result, with a non aligned Mengkukuo of two provinces created, Japan annexing Mongolia for itself, and general chaos. I tried changing around the order of events within the single event, no dice. So I wrote a three set of events that seems to work well on casual console triggering testing. I can't guarantee that they won't screw up in normal play, but I don't see why in the world they would.

I commented out the -5 dissent for creating Mengkukuo written into the events, as creating such doesn't seem make any dissent. Perhaps roll that into the -1 dissent in event 72450 for a dissent reduction then if you want to just give Japan a nice boost. (This makes sense to me, as -1 for winning a war is awfully paltry.)

Also, event 72454 needs some sort of actual fallout for the Soviets. 5 dissent, maybe?

EDIT - Does anyone know why the boards are screwing up the bottom tildes for each event?


#########################################################################
# Japanese Victory
#########################################################################
event = {
id = 72453
random = no
country = JAP

name = "The Treaty of Vladivostok"
desc = "To the victor go the spoils!"
style = 0
picture = "Nomonhan"

action_a = {
name = "Long live the Emperor!"
command = { type = dissent value = -1 }
command = { type = independence which = MEN value = 1 }
#command = { type = inherit which = MON }#See below.
command = { type = make_puppet which = MAN }
#command = { type = make_puppet which = MEN } #See below.
command = { type = secedeprovince which = SOV value = 1418 }
#command = { type = dissent value = -5 }
command = { type = trigger which = 72455 }
#command = { type = sleepevent which = } #russo-jap events
#command = { type = sleepevent which = }
#command = { type = sleepevent which = }
#command = { type = sleepevent which = }
}
}


#########################################################################
# Japanese Victory - Controlling Menkukuo
#########################################################################
event = {
id = 72455
random = no
country = JAP

name = "The Treaty of Vladivostok - Creating Inner Mongolia"
desc = "Blahblahblah"
style = 0
picture = "Nomonhan"

action_a = {
name = "Long live the Emperor!"
command = { type = make_puppet which = MEN }
#command = { type = dissent value = -5 }#Unneeded?
command = { type = trigger which = 72456 }
}
}

#########################################################################
# Japanese Victory - Controlling Menkukuo
#########################################################################
event = {
id = 72456
random = no
country = MEN

name = "The Treaty of Vladivostok - Inner Mongolia absorbs Mongolia"
desc = "Blahblahblah"
style = 0
picture = "Nomonhan"

action_a = {
name = "Long live the Emperor!"
command = { type = inherit which = MON }
}
}