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Thread: Historical Plausibility Project Mod

  1. #21
    kostas84's Avatar Campidoctor
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    Default Re: Historical Plausibility Project Mod

    Thats not what i mean, i mean, i had "Standing Army" as Greece, and i got some event which said "Greece improves/expands their army" or something along those lines, and my base went from 55 to 650.

    But i didnt get the same event as Turkey.

    Edit: I got it right, i made it so that Regional Powers can Annex Developed Countries, Majors can Annex Regional Powers and etc..., finally , Thanks Bromgrev
    Last edited by kostas84; July 17, 2012 at 01:00 AM.

  2. #22

    Default Re: Historical Plausibility Project Mod

    Quote Originally Posted by kostas84 View Post
    Thats not what i mean, i mean, i had "Standing Army" as Greece, and i got some event which said "Greece improves/expands their army" or something along those lines, and my base went from 55 to 650.

    But i didnt get the same event as Turkey.

    Edit: I got it right, i made it so that Regional Powers can Annex Developed Countries, Majors can Annex Regional Powers and etc..., finally , Thanks Bromgrev
    Could you attach your modified files? It will save me some digging when I install HPP

  3. #23
    kostas84's Avatar Campidoctor
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    Default Re: Historical Plausibility Project Mod

    Here you are, just paste this in: Hearts of Iron III/mod/HPP/common .

    Overwrite if it asks you to.

    Make sure to make a backup of the original first just in case u want to revert.

    This file enables Regional Powers to Annex Developed Countries and Major Powers to Annex Regional Powers.

  4. #24

    Default Re: Historical Plausibility Project Mod

    love the mod. really adds what vanilla lack in my opinon.

    but i have some questions
    1. why is there no artilery in production screen (or i am missing something?) (FTM Version)
    2. could u tell me how much in % mod is finished for FTM*
    3.Would it work Smooth in Multiplayer? i mean smooth as Vanilla

    thanks

  5. #25
    kostas84's Avatar Campidoctor
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    Default Re: Historical Plausibility Project Mod

    1, I think thats the support Brigades role(Artillery was support in Vanilla i think), im not sure.
    3. I havent played any multiplayer but from what i already know there shouldnt be any problems as long as you both have the exact same versions of the mod.

  6. #26
    TheBromgrev's Avatar Ducenarius
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    Default Re: Historical Plausibility Project Mod

    Good news and bad news. The good news is that an update is available and the graphics pack was updated with about 7 months worth of new pictures. I'll post the updates ASAP, so check the first post.

    The bad news is that Slan, the mod leader, is super-busy due to work, so there likely won't be a new major update for a few weeks. In the meantime I plan to post some smaller updates related to the map regions (need to add the USSR's regions) and the naval model events. Germany has some events, and I'll be adding the rest of the countries in the coming week.

    Quote Originally Posted by kostas84 View Post
    Thats not what i mean, i mean, i had "Standing Army" as Greece, and i got some event which said "Greece improves/expands their army" or something along those lines, and my base went from 55 to 650.

    But i didnt get the same event as Turkey.
    I haven't checked, but if Turkey has a Drafted Army then you'll get that decision when you're at war, but not before.

    Quote Originally Posted by SoldierOfRome View Post
    love the mod. really adds what vanilla lack in my opinon.

    but i have some questions
    1. why is there no artilery in production screen (or i am missing something?) (FTM Version)
    2. could u tell me how much in % mod is finished for FTM*
    3.Would it work Smooth in Multiplayer? i mean smooth as Vanilla

    thanks
    1) Kostas answered this one. All artillery units are now merged into a single Support Brigade unit. There are three support brigade units to reflect how they were moved. You should use the horse-towed version with infantry to save supplies.
    2) I'd say between 85% and 90%. We only have the SRs to put back in, a "demand territory" feature that will be for everyone and work like a generic version of the Vienna Award events, I need to finish the naval model events, plus bug fixes.
    3) I honestly don't know. The SF version of the mod had an AI problem that killed MP games, but I've never heard of anyone trying the FtM version out in MP.
    Last edited by TheBromgrev; July 17, 2012 at 05:31 PM.

  7. #27

    Default Re: Historical Plausibility Project Mod

    Any ideas on what to rename the support brigades?

    The first thing I do with any install is copy Bullfrog's brigade name mod http://forum.paradoxplaza.com/forum/...igade-name-mod

    Not particularly aesthetically pleasing to see 1st Sup (H) Brigade. I can't decide what to call them. I thought maybe just Combat Support or something

  8. #28
    TheBromgrev's Avatar Ducenarius
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    Default Re: Historical Plausibility Project Mod

    You can probably just rename it as artillery or heavy weapons, since the unit contains all the various forms of artillery and heavy guns.

  9. #29

    Default Re: Historical Plausibility Project Mod

    I was thinking along that line too. But then I thought there might be a better inclusive term. I think I'll just stick with Field Artillery from Bullfrog's mod, like you say

  10. #30
    TheBromgrev's Avatar Ducenarius
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    Default Re: Historical Plausibility Project Mod

    Well, field artillery is different from heavy artillery. Practically every infantry division in the world had field artillery, so that's what the Infantry Offensive Weapon tech represents. The support brigade represents support weapons that are so large people can't move them without horse or mechanized assistance. Check out the picture below in the spoiler; that's the type of gun that is in the support brigade unit. It's freaking massive, weighing in at over 16,000 pounds but was not a fixed gun emplacement. There's no way that's a field gun.

    Spoiler Alert, click show to read: 


    Now check out the guns below. These types of artillery are abstracted as being part of the infantry division, because even though they're heavy a small group of men can move them around without problems. The bottom gun is an example of field artillery.



    Last edited by TheBromgrev; July 17, 2012 at 07:10 PM.

  11. #31

    Default Re: Historical Plausibility Project Mod

    Heavy Weapons Brigade it is then. If only I could remember what Stony Road used as their abstracted "fleshed out" brigade. I believe it was Heavy Weapons also

  12. #32
    TheBromgrev's Avatar Ducenarius
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    Default Re: Historical Plausibility Project Mod

    By all means, call it whatever you want. The point is to have fun. I was just pointing out the mod's design philosophy in regards to the support brigade unit, since the base game and virtually every other HOI3 mod can't tell the difference between the two types of artillery. I mean, just looking at the scales involved it's obvious why heavy support brigades would have terrain penalties while the field guns would not.

  13. #33

    Default Re: Historical Plausibility Project Mod

    well i think i am familiar with these new techs and stuff so who would like to play or Test Multiplayer , 6 people maximum. (those who have decent amount of free time)

    FTM version

    leave me a replay here (if thread poster doesnt object)

    OR

    Add me on facebook
    http://www.facebook.com/FranciscoFranco94

    OR

    here:

    http://www.youtube.com/user/Praventore?feature=mhee
    (youtube channeL)

  14. #34
    kostas84's Avatar Campidoctor
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    Default Re: Historical Plausibility Project Mod

    Quote Originally Posted by SoldierOfRome View Post
    well i think i am familiar with these new techs and stuff so who would like to play or Test Multiplayer , 6 people maximum. (those who have decent amount of free time)

    FTM version

    leave me a replay here (if thread poster doesnt object)

    OR

    Add me on facebook
    http://www.facebook.com/FranciscoFranco94

    OR

    here:

    http://www.youtube.com/user/Praventore?feature=mhee
    (youtube channeL)
    Check YouTube channel for my PM.

  15. #35
    kostas84's Avatar Campidoctor
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    Default Re: Historical Plausibility Project Mod

    What kind of Naval Research should i be Performing?

    I always hated Naval Stuff because i didnt know what to do with ships and naval research but i want to play as Japan so..

  16. #36
    TheBromgrev's Avatar Ducenarius
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    Default Re: Historical Plausibility Project Mod

    Hotfix for version 2.6.8a uploaded. Mostly little things, but there was a bug in Italy's AI that would cause it to lock up and a fix is included. See first post for attachment.

    @kostas84: Here's a link to my Japan AAR that uses a slightly older version of the mod. In it I talk about how I'll compose my fleets and at the end of chapter 5 is a screenshot showing how I organized the fleet.

  17. #37
    Halbard's Avatar Campidoctor
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    Default Re: Historical Plausibility Project Mod

    is there any newer version of HPP?
    What makes a real American? A cowboy hat? Enjoying a fine T-bone
    steak? Going to a baseball game? Shooting a gun? Maybe it’s the freedom to go
    into a poor country and tell them how to do things?! Heh! Those are all great
    qualities! But one thing that makes a true patriot is the ability to choose
    an American car! When you buy an import you take a hot meal off a hard
    working American’s table. There, there! This poor girl is going
    to starve to death, just because you bought a cheaper, more efficient
    Maibazu. Without gross symbols of excess, what will Americans have to look up
    to? Our great industries is a threaten! Cars, pornography, armaments! And
    they need your help! So the next time you buy a car, a piece of adult
    literature or a missile defense system! Make sure you do the American thing!

  18. #38
    TheBromgrev's Avatar Ducenarius
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    Default Re: Historical Plausibility Project Mod

    Nothing since 4 days ago. A new version typically comes out every 1 to 2 weeks, depending on how much free time we have. The four of us have real jobs and families to worry about; modding is just a hobby. On top of that, we like to test everything that we add as best possible so nothing gets broken. Some things happen that we didn't consider or have time to test, but the mod hasn't consistently crashed or had other performance issues since FtM first came out a year ago and we were porting the SF version to the new expansion.

    Also, we're finally done with the rest of the planned FtM changes and are talking about Strategic resources in our forum, so there won't be anything big released until we finalize what we want to do and implement it. The basic idea at the moment is that SRs don't give effects, but instead allow for certain industrial benefits given a set of conditions.

  19. #39
    TheBromgrev's Avatar Ducenarius
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    Default Re: Historical Plausibility Project Mod

    New version up. The trade AI has been tweaked a bit and the AI research bug that resulted in some techs like infantry weapons being constantly researched was fixed. Link in first post updated.

    Changelog

    2.6.81a
    - Fixed an issue with the Italian AI.
    - Added some map fixes from TheBromgrev.
    - Fixed a minor issue with the Spanish Civil War.
    - The first iteration of the resource-related techs is now in '30 and the offset is 2 years. The bonuses are increased from 2.5% to 3%. This means that technological difference can have a higher effect on resource production and a technologically developed country can start at 15% better but this difference can be worked off in a few years by dedicated effort. This should help with the global resource deficit a little. (Oil Refining is NOT effected!) The starting techs need some updating.
    - As an experiment, the Relation value is removed from the consideration of the AI when dealing with trades (the other diplomatic factors like threat and different treaties are still considered).
    - Found a bug in the tech AI causing some of the techs to disregard the specific modifiers which caused some techs like Infantry Training to be researched regardless of the year.
    - Removed the artificial penalty from Spain's AI that prevented them from joining a faction while the Spanish Civil War is ongoing. It makes no sense, the only reason it was imported from vanilla was to avoid an unbalanced SCW but if one side joins a faction, the war will escalate so it's no longer a problem. Also removed that stupidity with Gibraltar...

  20. #40
    Halbard's Avatar Campidoctor
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    Default Re: Historical Plausibility Project Mod

    Quote Originally Posted by TheBromgrev View Post
    New version up. The trade AI has been tweaked a bit and the AI research bug that resulted in some techs like infantry weapons being constantly researched was fixed. Link in first post updated.

    Changelog

    2.6.81a
    - Fixed an issue with the Italian AI.
    - Added some map fixes from TheBromgrev.
    - Fixed a minor issue with the Spanish Civil War.
    - The first iteration of the resource-related techs is now in '30 and the offset is 2 years. The bonuses are increased from 2.5% to 3%. This means that technological difference can have a higher effect on resource production and a technologically developed country can start at 15% better but this difference can be worked off in a few years by dedicated effort. This should help with the global resource deficit a little. (Oil Refining is NOT effected!) The starting techs need some updating.
    - As an experiment, the Relation value is removed from the consideration of the AI when dealing with trades (the other diplomatic factors like threat and different treaties are still considered).
    - Found a bug in the tech AI causing some of the techs to disregard the specific modifiers which caused some techs like Infantry Training to be researched regardless of the year.
    - Removed the artificial penalty from Spain's AI that prevented them from joining a faction while the Spanish Civil War is ongoing. It makes no sense, the only reason it was imported from vanilla was to avoid an unbalanced SCW but if one side joins a faction, the war will escalate so it's no longer a problem. Also removed that stupidity with Gibraltar...
    Thanks!

    By the way, can you tell me how updates are installed? just put the stuff over the \mod\HPP?
    What makes a real American? A cowboy hat? Enjoying a fine T-bone
    steak? Going to a baseball game? Shooting a gun? Maybe it’s the freedom to go
    into a poor country and tell them how to do things?! Heh! Those are all great
    qualities! But one thing that makes a true patriot is the ability to choose
    an American car! When you buy an import you take a hot meal off a hard
    working American’s table. There, there! This poor girl is going
    to starve to death, just because you bought a cheaper, more efficient
    Maibazu. Without gross symbols of excess, what will Americans have to look up
    to? Our great industries is a threaten! Cars, pornography, armaments! And
    they need your help! So the next time you buy a car, a piece of adult
    literature or a missile defense system! Make sure you do the American thing!

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