I have clicked the box, the error still comes up
"Cannot find [Insert Path]/Localisation/text.cvs"
"Cannot find [Insert Path]/Localisation/text.cvs"
DONT click the mod box, since there is no text.csv in the PDM modI have clicked the box, the error still comes up
"Cannot find [Insert Path]/Localisation/text.cvs"
Nope, I am always happy to discuss changes, and I like having another input!Hey thatsgerman, you are probably afraid to see my name again because I keep bringing up things that may need changing.
The naval bases and airports are working fine! Much appreciated. The artillery and tank brigades are working fine. I was hoping the tanks would be created as tank divisions but having them be brigades makes more sense so you probably have it right. Planes seems to be working well too.
One issue (possibly) I had was that only transport ships were in my production queue. I was hoping to get my glorious armada of Dreadnoughts from my V2 save. What I'm wondering is if it has to do with the size of the queue. I had a lot of military built up in V2. I assume there must be some maximum number of items that can be in the queue and between my massive number of brigades, planes, etc. there wasn't enough room for all the ships. This is assuming of course, you implemented logic to actually provide battlehip conversion.
If this is the case, I may not be the only one with a gigantic military. One solution I suppose would be to determine what that maximum queue number is, and then make sure some slots are allocated to navy, some to airforces, etc. Or maybe after tallying up the number of units from the V2 save, a percentage is calculated and then that is the percentage applied to the maximum production queue. Example: 40% of my military units are actually dreadnoughts, thus 40% of my available production queue slots are for battleships. 25% were planes, so 25% of the production queue are for planes, and the remainder is artillery/tank brigades.
Again, not sure what logic is currently in the converter, but something to think about. I have no idea if there is, in fact, a maximum production queue number.
Did not know about this, posted!You may wish to make a post about this converter in the Paradox Game Converters thread. At the very least, you've had someone ask about it there.
Should work fine for a CK2 to EU4 game, I have not tried it but I dont see any reason that It shouldnt.Oh, neat. Two questions:
1. How well will this work with a game converted from EU4 to V2 that has in turn been converted from CK2 to EU4?
2. Do you have an idea on how to convert resources and IC?
Let me know how it works, I got someone saying they got some strange IC conversions. I need more V2 saves to testAbsolutely great work as always. Can't wait to see what my German Empire looks like with the new IC conversions.
IC Conversion:
Let me know how it works, I got someone saying they got some strange IC conversions. I need more V2 saves to test
I've got a couple in the Vic2 to HoI3 test data set. One has an EU4 to Vic2 mod associated with it even.
This converter doesn't happen to work with Megacampaigns coming all the way from CK2, does it?
*Starting Resources converts based on your country score in V2, if you are top 8 you will have tons of manpower, escorts, ect.
Yes absolutely, however in the V2 population is divided into each province, and in each province, divided again by the population type. This makes it a little more difficult to optain a countries population since its not as easy as "GER Population = 30,000,000" which I could easily grab and impliment. Not impossible just something I havent had time to do.Shouldn't manpower be based on POP rather then country score?