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thatsgerman

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I'm getting an error that sounds like white army's. See below:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at ClassLibrary5.country.ProcessINF(List`1 v2ToDHMap)
at ClassLibrary5.Form1.Convertgame()
at ClassLibrary5.Form1.button1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18444 built by: FX451RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
ClassLibrary5
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/V2toDHv0.1.1/V2toDH/V2toDH.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18408 built by: FX451RTMGREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Hmm the only part I understand is that it is something to do with the process infantry section of the code. Hopefully it isnt too much to ask but can you send me your save here or PM me along with your mod from V2? I will run it through visual studios which makes debugging a lot easier.

Upload to mediafire If you dont have an account with another uploading site.
 

white army

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Fascist - Fascist Dictatorship with low number of reforms (or only certain reforms passed) OR Presidential Dictatorship with low number of reforms
National Socialist - Fascist Dictatorship with medium or high number of reforms
Paternal Autocrat - Absolute Monarchy with low or medium reforms if any
Social Conservative - Absolute Monarchy with high number of reforms OR Prussian Constitutionalism OR Presidential Dictatorship with medium to high number of reforms
Market Liberal - Democracy depending on policies dictated by party or Bourgeois Dictatorship (this one is iffy) or HM's Govt depending on polices
Social Liberal - Democracy depending on policies dictated by party or HM's Govt depending on polices
Social Democratic - Democracy depending on policies dictated by party
Left-Wing Radical - Democracy depending on policies dictated by party
Leninist - Proletariat Dictatorship with medium to high number of reforms
Stalinist - Proletariat Dictatorship with low number of reforms .

Mostly agree. Except:
National Socialist: As written
Fascist: Presidential Dictatorship with low reforms / Fascist Dictatorship with medium or high number of reforms
Paternal Autocrat: Presidential Dictatorship with low reforms, maybe Bourgeois Dictatorship, Absolute Monarchy/Prussian Constitutionalism with Conservative/Reactionary
Social Conservative: HM's government OR Democracy with Conservatives.
Market Liberal: Liberal Party without many social reforms.
Social Liberal: Liberal Party with many social reforms.
Social Democratic: Social Dem. party with many political reforms.
Left-Wing Radical: Social Dem. party with restrictive political reforms.
Leninist: Proletariat Dictatorship with some or little political reforms
Stalinist: Proletariat Dictatorship with minimum political reforms.

Great ideas! Past converters (of HOI2,HOI3) calculated party policies and that wasn't so good.
 
G

Gungsong Gungts

Guest
Sorry for the late reply! Anyways, your suggested fix works!
 

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thatsgerman

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So I am excited to talk about the next big update which adds events. Custom events along with the changes to slider conversion will be coming in the next week (hopefully).

Events will be created at the beginning of the game and add a new element to the game called "Tension". If you are a great power and have -150 relations with another great power then a rivalry starts between your two countries and starts Tension. Tension is what you expect it to be and determines how likely you are going to go to war with the other country. Tension has different levels at 5, 10, 15, 20, and 30.

You will get random events that increase tension, (For instance there was a murder in your country and the main suspect was a spy from your rival) around 1 a year for each country. You have 2 options, either blame the other country and increase tension, or take the blame and get a dissent hit but decrease tension.

Another change with tension is alliances. If you and a country have +190 relations, and that country is not in an alliance, negotiations start to form an alliance within a year. Your rivals get to respond to this proposed alliance, and can either allow it (for a dissent hit), condemn it (for a smaller dissent hit but increase tension), or at higher tension levels (15 or higher), to force the end of negotiations of the alliance or declare war. If they choose the third option, you can either go to war and get the alliance, or end negotiations for a large dissenthit. You can still make alliances the old way however and ignore this bit, however it is a lot faster then doing it the vanilla way.

Lastly if your country gets to 30 Tension, war is imminent and an event strikes that you can either declare war or do a diplomatic mission to ease tensions. This diplomatic mission will be expensive and will cause a huge dissent hit as you are cowarding away from a fight from a country that has been constantly bullying you!

This is the basic framework that I have made for its initial release in v0.2 but hopefully I would like to add other features that make the system even more dynamic, such as spending money to increase or decrease tensions, or events to increase tensions between other countries to promote war, and more dynamic events that cause each game to be unique it its own way.
 
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srd5090

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Hey thatsgerman, glad you were able to fix the infantry issue. I'll try the latest version either tonight or tomorrow when I get off of work. I meant to send you my save and mods but just didn't have the time this past week to do any of that. I'm streaming DH tonight as part of a 'Let's Learn to Play DH' series so if I mess with the latest converter version, it won't be until after that.

And just to say, really appreciate the work you are putting into this man. Without encouragement converter efforts are in peril, so just know I think you have done amazing work so far.

As for the tension mechanics, seems really cool! I would imagine that if I didn't want to include it though, I would just remove the events? Can you put all tension related events into the same event file for ease of removal/modification?

One last thought. At least for my game I'd like to lay the Cold War Tech Tree Expansion mod and unit graphics mods on top of the base converted mod. Any idea how easy that would be to do? I can always make my own thread or post in the actual mod thread but it is something I would assume others are interested in as well.
 

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Hey thatsgerman, glad you were able to fix the infantry issue. I'll try the latest version either tonight or tomorrow when I get off of work. I meant to send you my save and mods but just didn't have the time this past week to do any of that. I'm streaming DH tonight as part of a 'Let's Learn to Play DH' series so if I mess with the latest converter version, it won't be until after that.

And just to say, really appreciate the work you are putting into this man. Without encouragement converter efforts are in peril, so just know I think you have done amazing work so far.

As for the tension mechanics, seems really cool! I would imagine that if I didn't want to include it though, I would just remove the events? Can you put all tension related events into the same event file for ease of removal/modification?

One last thought. At least for my game I'd like to lay the Cold War Tech Tree Expansion mod and unit graphics mods on top of the base converted mod. Any idea how easy that would be to do? I can always make my own thread or post in the actual mod thread but it is something I would assume others are interested in as well.

No problem, the infantry issue happened to me so was an easy fix.

And thanks! I am glad at least someone besides myself is enjoying it, I love working on this project.

They will be optional, on the converter page there will be a button you can click that will add the events and maybe some settings to determine how fast tension increases. I do recommend it however since without them larger countries, at least in my experience, dont declare war on each other.

Cold war tech tree is something I plan to support, I actually totally forgot about it and have to test it. Theoretically, since it does not change the base technology ids then you should be able to just put the tech tree mod over the converted mod, ill test this out soon.
 

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No problem, the infantry issue happened to me so was an easy fix.

And thanks! I am glad at least someone besides myself is enjoying it, I love working on this project.

They will be optional, on the converter page there will be a button you can click that will add the events and maybe some settings to determine how fast tension increases. I do recommend it however since without them larger countries, at least in my experience, dont declare war on each other.

Cold war tech tree is something I plan to support, I actually totally forgot about it and have to test it. Theoretically, since it does not change the base technology ids then you should be able to just put the tech tree mod over the converted mod, ill test this out soon.

Okay good to hear the Tension events will be optional. One of the reasons I'm debating using them for my game is that I may potentially write my own custom events for my alternate world (Italy is a likely rival for various reasons, for example). If I don't, Tension is the perfect solution to keep the game interesting. Again, glad there is a choice, very flexible.

You're right about the tech tree expansion, the base tech IDs are unchanged (thankfully). I had done a comparison between DH Full .inc files and mods using the CWTTE .inc files. Since I'm not at my home computer I can't verify, but the only things I am worried about are what components need to be pulled over from that mod and what impacts on dependencies.
 

white army

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Hey Man I just tried using the 1.2 new version of the converter, and now it is creating a blank scenario file....

Agree. Thought it's only my conversion. When you click on it, countries are not their names, it creates the normal 1936 map and it crashes most times. (always shows Germany_january_2 savegame)
 

white army

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Game works for the first time! Some points I want to say:
1.Provinces are mostly good except some minor bugs (Turkey has a province in Mongolia and Thailand in Burma)
2. I can see there are always the right ministers for UK, France, Scandinavian states, USA, Austria, Turkey and Russia - that is great. However, there should be at least for netherlands, switzerland, poland and more. (Austria-Hungary and countries from 1914 scenario that are non-existent in 1936 should have ministers accroding to their tags)
3. Ideology - of course need some rework as was sugguested in the thread above.
4. There aren't any alliances of allies, axis, etc except those that are exported. As I understand it will be with the next update together with the tension system (that I must say, it sounds to me geniusly!)
5. Continue with your blessed work!!!
 

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Game works for the first time! Some points I want to say:
1.Provinces are mostly good except some minor bugs (Turkey has a province in Mongolia and Thailand in Burma)
2. I can see there are always the right ministers for UK, France, Scandinavian states, USA, Austria, Turkey and Russia - that is great. However, there should be at least for netherlands, switzerland, poland and more. (Austria-Hungary and countries from 1914 scenario that are non-existent in 1936 should have ministers accroding to their tags)
3. Ideology - of course need some rework as was sugguested in the thread above.
4. There aren't any alliances of allies, axis, etc except those that are exported. As I understand it will be with the next update together with the tension system (that I must say, it sounds to me geniusly!)
5. Continue with your blessed work!!!

1. Provinces there are some issue that I have to look into, its something beyond the V2toDH province mapper I have and something to do with how the code is implimented so it will be a bit harder to fix.
2. Not sure what you meant by this, are netherlands, switzerland, ect not getting correct ministers?
3. Being worked on! It is a little more difficult then I originally imagined.
4. Unfortunately Axis, Allies, and Comintern will not be in the next update. Right now if you wish to have them you can easily change the name of the alliance in the scenario.eug from "alliance" to "axis" and it should change accordingly.
5. Thank you! If you end up playing, please let me know how infantry conversions work out as one game I converted as Germany I had more units then UK, France, italy, Russia, and United States combined! Right now it is 1 to 1 from V2 but this might need some tweeking.
 

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One other problem I forgot to mention, though it could be because I am using a mod converted from Vic2. Whenever I have divisions ready for deployment, I cannot deploy my air or naval units anywhere on the map. Upon looking, I am seeing that there are no airports or naval bases ANYWHERE, at least in Germany.

Is the converter set to use the default 1936 airport and naval base locations when using a mod? If not, you may want to have it that way...
 

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One other problem I forgot to mention, though it could be because I am using a mod converted from Vic2. Whenever I have divisions ready for deployment, I cannot deploy my air or naval units anywhere on the map. Upon looking, I am seeing that there are no airports or naval bases ANYWHERE, at least in Germany.

Is the converter set to use the default 1936 airport and naval base locations when using a mod? If not, you may want to have it that way...

I thought that Province.csv was responsible for that but was wrong and was worrying about the issue as well!

However it has been fixed in v0.2, which is avaliable now!
0.2 adds the changes to sliders along with the tension mechanic, which is optional. If you want to have tension events make sure to press the "Events?" button before converting!
 

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I thought that Province.csv was responsible for that but was wrong and was worrying about the issue as well!

However it has been fixed in v0.2, which is avaliable now!
0.2 adds the changes to sliders along with the tension mechanic, which is optional. If you want to have tension events make sure to press the "Events?" button before converting!

Absolutely awesome work man. I am looking forward to trying it all out!
 

Nax24

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Hey um, I am trying to convert a save from the PDM mod. The convertor cannot seem to find the text.cvs thing in the localisation file

Note: I am not using vicky 2 via steam
 

thatsgerman

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Hey um, I am trying to convert a save from the PDM mod. The convertor cannot seem to find the text.cvs thing in the localisation file

Note: I am not using vicky 2 via steam
Hmm, I have never used PDM, but I will try to fix this.
First thing you could try is when converting, dont click the "usings mod" box and see if that fixes it. This might cause name issues, but can be fixed manually.
The checkbox for mod is more or less made specifically for EU4 to V2 conversions. If that doesnt work I will look into the PDM files and see if it can be fixed.