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unmerged(74720)

Second Lieutenant
Apr 19, 2007
128
0
I have been working on a mod that splits the USA up into smaller States. Everything loads up fine and there are no error messages. The events the splits up the USA happens fine but then on febuary 14th the game always crashes. I have no idea why and I have checked over everything numerous times. I am putting a link up and if anyone with modding experience could tell me whats wrong I would be very greatful. Even if you aren't experience and you just want to check out my mod so far feel free to download, it is not a big file.

DisUnited States
 

unmerged(74720)

Second Lieutenant
Apr 19, 2007
128
0
Why wont this event work

why would this event cause the game to crash about 1 month in? Does the USA need to control certain provinces for the game to run without crashing>?

Code:
event = {
	id = 340669
	random = no
	country = usa

	trigger = {
		government = democratic
	}

	name = "DisUnited States"
	desc = "Dissolve the Union"
      picture = "india"
	style = 0

	date = { day = 1 month = january year = 1936 }
	offset = 1
	deathdate = { day = 30 month = december year = 1953 }

	action_a = {
		name = "ACTIONNAME3406A" # They cannot be held back any longer
		command = { type = independence which = fla value = 0 }
		command = { type = independence which = geo value = 0 }
		command = { type = independence which = u00 value = 0 }
		command = { type = independence which = u02 value = 0 }
		command = { type = independence which = u03 value = 0 }		
		command = { type = independence which = u05 value = 0 }
		command = { type = independence which = u06 value = 0 }
		command = { type = independence which = u08 value = 0 }
		command = { type = independence which = u09 value = 0 }
		command = { type = independence which = u10 value = 0 }
		command = { type = independence which = u15 value = 0 }
		command = { type = independence which = u16 value = 0 }
		command = { type = independence which = u12 value = 0 }
		command = { type = independence which = u11 value = 0 }
		command = { type = independence which = u14 value = 0 }
		command = { type = independence which = tex value = 0 }
		command = { type = independence which = u17 value = 0 }
		command = { type = independence which = cal value = 0 }
		command = { type = independence which = u13 value = 0 }
		command = { type = independence which = u07 value = 0 }
		command = { type = independence which = csa value = 0 }
			}
	}
 

HMS Enterprize

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If you are making a Disunited states mod, would it not be better to set up the mod to start disunited. At least that way you can amputate :D one state or whatever at a time and check it is stable before continuing...
 

Czarina Julie

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Breaking apart the US? Hmmm....I see Texas, California, CSA and is it...
Georgia and Florida I see too.


If you want to restore the Kingdom of Hawai‘i (it was an independent country from 1796 to 1892) I can give you all of my work (i.e. revolt.txt, world_names.csv, unitnames.csv, the shield, flag, etc).

What was I thinking (or better yet, Was I thinking) :rolleyes:

command = { type = independence which = fla value = 0 }
command = { type = independence which = geo value = 0 }

Are you sure you want to liberate Flanners (fla) and Soviet SSR Georgia (geo)?

They don't represent Floridia or USA Gerogia. You'll need to use another U user defined as it appears you have done for other states.
 
Last edited:

Czarina Julie

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Floridian said:
why would this event cause the game to crash about 1 month in? Does the USA need to control certain provinces for the game to run without crashing>?

Code:
event = {
	id = 340669
	random = no
	country = usa

	trigger = {
		government = democratic
	}

	name = "DisUnited States"
	desc = "Dissolve the Union"
      picture = "india"
	style = 0

	date = { day = 1 month = january year = 1936 }
	offset = 1
	deathdate = { day = 30 month = december year = 1953 }

	action_a = {
		name = "ACTIONNAME3406A" # They cannot be held back any longer
		...
		command = { type = independence which = tex value = 0 }
		...
                          command = { type = independence which = cal value = 0 }
		...
                          command = { type = independence which = csa value = 0 }
			}
	}

I haven't check this out but will download and test it today (taking today off....hookey!!).

If I get you right. When this event fires (@ Feb 14th) the game crashes. If so, it could be that the Texas (tex), California (cal), Confederate States (csa), and/or your U user defined states are competing for some of the same providences?

I'll download it now and check it out for you.
 

unmerged(74720)

Second Lieutenant
Apr 19, 2007
128
0
If I remove u11 (minnesota) and u12 (missouri) then the game won't crash until mid june.

The reason I made the released instead of just modding them from the begining is because this is a faster way to atleast test it out before I have to do more work and actually put them in. Now I might just try and see if they crash if they are in from the begining.
 

Tegetthoff

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Try releasing fewer states in the event, maybe split up the event into two events.

You are giving the code a lot of things to do, this may cause the crash. I have noticed that deleting more than 20 units may cause a crash, so relasing a dozen countries in one go may cause the game to crash.
 

Czarina Julie

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I've looked at your code and played around with it a bit. I've called the event through the F12 cheat screen at the beginning of a '36 campaign, let it go until Mar '36 then called the event, and even let it go a year then called the event. I ususally get the same results. After 44-46 days my system locks up and my Visual Studio debugger kicks in.

I just wondering what would be happening 45 days after the new nations are created? Some unit being created and when the ai attempts to deployed it it crashes? Don't know at this time but I only worked on it for @ 1 hour.

Now that you have narrowed down
If I remove u11 (minnesota) and u12 (missouri) then the game won't crash until mid june.
this sholud help me. I'll look into tonight.

Try releasing fewer states in the event, maybe split up the event into two events.
I didn't try this but I did reorder the country creation.

Ain't no program going to kick my butt! FIDO (f@#$ it, Drive On) :D

PS - you do know that New England and Maryland have no shields or flags?
 

unmerged(74720)

Second Lieutenant
Apr 19, 2007
128
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new england should and I have yet to do anything about Maryland.

I was thinking the same thing about building a unit or something like that, I am sure it justs some stupid little thing that pushes the program over the edge.

Sometimes I wish it were harder to mod this game to keep me away but for some reason I have an uncurable desire to make the game more intresting in my own kind of way.
 

unmerged(74720)

Second Lieutenant
Apr 19, 2007
128
0
just for info

u00- Carolina
u02- Louisiana
u03- Tennessee
u05- Penn.
u06- New York
u07- New England
u08- Ohio
U09- Michigan
u10- Illinois
u11- Minnesota
u12- Missouri
u13- Oklahoma
u14- Arizona
u15- Colorado
u16- Oregon
u17- Utah

If I eventually put in Maryland they would be u04
 

Czarina Julie

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I'm doing this from memory but don't worry about Virginia, Maryland, Hawai‘i, and Alaska. I've already done them for you. In your country.csv file I saw that you had already made room for Virginia (I used the flag/shield_mad.bmps. Couldn't figure out what state/region they belonged to. guess now it was New England) & Maryland. I already have the Hawa‘i (and added Hawaiian unit names too) and I just created the Alaska (you'll need to create a shield & flag) yesterday when I saw it was missing. Basically (after the event) USA has Wash DC, Phoenix Island, Samona, and Guam.

I also 'converted' your Florida & Georgia over to U18 & U19 respectively to avoid any conflicts (other events, etc) with Flanners & Georgia (SSR). It was the easist way to rule out any of those possible conflicts.

Here's what I have:
u00- Carolina
u01- Virginia
u02- Louisiana
u03- Tennessee
u04- Maryland
u05- Penn.
u06- New York
u07- New England
u08- Ohio
U09- Michigan
u10- Illinois
u11- Minnesota
u12- Missouri
u13- Oklahoma
u14- Arizona
u15- Colorado
u16- Oregon
u17- Utah
u18- Florida
u19- Georgia
u20- Hawai‘i
u21- Alaska

My plan tonight is to remark out all new countries (liberated states/regions) through out all the pertient files and then unremarking one at a time (testing each) to narrow down any issues.

On another note: Why is the UK.txt file in the events folder? Shouldn't it have been the USA.txt since your event script has 'country = usa'?
 

unmerged(74720)

Second Lieutenant
Apr 19, 2007
128
0
On the UK, I had made a seperate event from scratch. Thats when it started to crash. So I thought maybe it was an event issue so I converted the Indian Independence from the UK file to make sure everything was correct. I guess it really doesn't matter where the event is.

Czarina Julie you are a champ, thanks for the help I really appreciate it. I know for a fact that it was working fine when originally I only had just Florida, Georgia, Texas, and California. It wasn't till I added the user defined nations that I started to notice the issue. Unfortunately when Iw as originally testing I only waited to see if everything was fine for like a week or so, so now I have no idea when the problem exactly started happening.
 

Czarina Julie

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About this:
On the UK, I had made a seperate event from scratch. Thats when it started to crash. So I thought maybe it was an event issue so I converted the Indian Independence from the UK file to make sure everything was correct. I guess it really doesn't matter where the event is.
Don't worry about it. I saw the reference to the pic = indian.bmp (IIRC) in the event and then thought that's why you sent the UK.txt file. After looking at the two sizes of the UK.txt (yours and the orignal) last night, I copied and pasted the original over yours to no avail. It still bombed @ 45 day after the event is fired.

Czarina Julie you are a champ, thanks for the help I really appreciate it. I know for a fact that it was working fine when originally I only had just Florida, Georgia, Texas, and California. It wasn't till I added the user defined nations that I started to notice the issue.

You're welcome!

Knowing that Florida, Georgia, Texas, and California didn't bomb the system is a great help....less to check for.

BTW - At home I have a list of things I've found and any changes I made. Once I've figured this out I send it to ya if you like. Not sure if you want me to post it all on this forum or even if it's appropriate. It's prettty detailed.

EDIT: Just rememebered. I'm stupid! :wacko:
Wiki says @ User definable nations:
U00, U01, U02, U03, U04, U05, U06, U07, U08, U09, U10, U11, U12, U13, U14, U15, U16, U17, U18, U19

Therefore, Hawai'i and Alaska have decided to say with the Union! :D
I'm not sure but U20 & U21 could be my problem troubleshooting your event even after the UK.txt. Will check first thing when I get home tonight!!

I know (at least with ARM) that the AI uses Uxx for liberation of certain contries (i.e Wales and England are Uxx countries).

I'll start a thread to see if any other members know/have a list of ALL the countries tags (including the AI Uxx tags). We might still be able to get away with a U20 & U21.
 
Last edited:

unmerged(74720)

Second Lieutenant
Apr 19, 2007
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If not why not just use a tag from one of the smaller African countries for Alaska and Hawai'i although I would agree they are the least important.

If you want to post it up on here I don't mind but if you just want to send me a messsage thats fine too.
 

Czarina Julie

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We don't have to worry about any African countires. Here's a thread where I asked about other Uxx country tags:
http://forum.paradoxplaza.com/forum/showthread.php?t=354600

I have (this if from memory) Hawai‘i, Alaska, Carolina, California, Texas, CSA, Tennessee, Louisiana (can't remember the rest, have 12 in all) up and running fine.

Found errors in Michigan, Ohio, & two others (which of course I can't remember). In the revolt.txt file the Michigan minimum { ... } contained providence 590 (Windsor, Canada) and also one of Ohio's providences. If you compare Ohio & Michigan minimum { ... } you'll see the duplicate providence id. I didn't spend much time on it since a friend of mine flew up from Louisiana for a couple of days.

I'm just waiting for the weekend (do most of my modding then. Guess I should start posting my mod enhancements to the forum)
 

Czarina Julie

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The Solution

Floridian....Got it!!!!

I've successfully ran it from 1 Jan 36 to 4 July 36 (figured it would be a good date to end on). Couldn't run it any longer since I'm running it off my USB pen drive on my laptop here at work

Here's what's happening.
Tegetthoff was pretty close:
Try releasing fewer states in the event, maybe split up the event into two events.

You are giving the code a lot of things to do, this may cause the crash. I have noticed that deleting more than 20 units may cause a crash, so releasing a dozen countries in one go may cause the game to crash.
but it wasn't the releasing of all the countries that was the problem (though it does take time to create them all). When the states become nations any land unit or air unit stationed in any of the new nation’s providences become theirs. BUT....all naval units leave the ports that are now controlled by the new nation(s). The AI doesn't even try to rebase them, just letting them waste away. I watched the strength and org fall (org had a replacement rate of -1.7). The US has a boatload :D of ships that run out of strength and org all at the same time. The game just can't handle all of that at one time.

I tested my theory by deleting all of the US navy that are ported in the 50 states (don't have to worry about those in PHI, Guam, etc).

We have a couple ways to rectify this issue.
1. Delete all of the US navy that can't fit into Wash DC
2. Programatically rebase them to PHI, Guam, Wake, etc
3. Divy them up between the states/new nations.

So, What do you want to do?

I could have a package for you late tonight or tomorrow morn sometime. Want to clean up some overlapping providence ids between the states/countries.
 
Last edited:

unmerged(74720)

Second Lieutenant
Apr 19, 2007
128
0
I didn't notice the fleet issue great find.

Hmm I think the best thing to do would be to leave the US a good sized carrier fleet and transport fleet and maybe delete the rest or give it away.

I didn't want the new states to start off with too much so a player could build them up as he sees fit.