- DrSunshine
- Mar 23, 2009
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Did I just say that out loud~~?!!!
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Afghanistan's mountains should be a unique terrain that's simply called "Afghanistan", and it should give like ten times the attrition. Never invade Afghanistan. Many have tried, but only the Mongols ever did it, and they came and went.
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Apr 16, 2013 03:31
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- Adbot
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ADBOT LOVES YOU
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May 29, 2024 16:14
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- Zeron
- Oct 23, 2010
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They said that they have done some performance improvements...but they also said that they added a lot of stuff and it ends up cancelling it out. So basically...no.
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Apr 16, 2013 03:34
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- Quantumfate
- Feb 17, 2009
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Angered & displeased, he went to the Blessed One and, on arrival, insulted & cursed him with rude, harsh words.
When this was said, the Blessed One said to him:
"Motherfucker I will -end- you"
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So! I'm a fan of alternate histories, and with HoD I'd like to jump in on alternate scenario mods. I grabbed a paintable world map and started planning out states and provinces, and this is what I've arrived at so far. I'd be interested in hearing goon opinions.
Basically britain lost most of its north american colonies in the revolution, and three states emerged. Quebec, a maritime union, and the 13 colonies. The indian wars went poorly when quebec and the US both went to war over the ohio river valley, what emerged was a native state, the Great Lakes Confederacy. West of that is the sioux confederacy. Above that the metis confederacy. I was originally going to have BC/Washington be part of the california/cascadia state, but I thought that making it another native confederacy would be interesting. With the failure of land speculation in the ohio valley, US real estate interests shifted into mexican claims, mormonism happened too. So by 1836 Texas, rio Grande, and the Deseret state have revoluted against Mexico. With the louisiana purchase Jefferson decided to create a new pacific state, and that's the california/cascadia region.
In south america, US interests have taken colombia as a colonial prospect. The bolivarian revolution was pretty successful, but on his death the republics split apart. There's a bolivian union and venezuela as seperate states. Dutch brazil remained dutch because why not, and panama joined the UCSA.
In europe, the napoleonic war went pretty poorly. Britain Won, but not a total victory. France has remained split into three states: a british friendly republican france in the dark blue, Bourbon royalist france in the pink, and a napoleonic france in the teal. Napoleonic france has kept egypt and the carribean colonies, Royalist france kept india. Because the napoleonic war is something of a cold war, britain never took ceylon or all of india. South africa is an independent boer state fighting the dutch. Norway is still danish. Turkey is a dual monarchy, a greco-turkish union. Egypt is independent, and babylon is revolting against the state because also why not.
The cisalpine republic and catalonia are napoleonic sattelite states, while spain has remained under british influence. Poland-lithuania and the Ukraine are free, but the ukraine is claimed by russia. There's also a free baltic state. Austria and hungary are split to take pressure off of the turks.
And that's what I have so far.
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Apr 16, 2013 03:56
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- Wolfgang Pauli
- Mar 26, 2008
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One Three Seven
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Afghanistan's mountains should be a unique terrain that's simply called "Afghanistan", and it should give like ten times the attrition. Never invade Afghanistan. Many have tried, but only the Mongols ever did it, and they came and went.
Alexander hellenized it. Modern Pashtuns are the descendents of Arachosia and Kapisa and related satrapies. Hell, Kapisa is still a (tiny) province in Afghanistan.
I'm trying my best to crush the last remaining problems in what I've been calling the Great Dark North. I think that, once I get some factories seeded in my Great Powers, countries will have the supplies available to militarize. Is there some way that I can just give every nation a clump of supplies to build armies with? Is that in OOB?
*edit*
Here's Great Dark North v0.1. There are still issues with militarization since small arms and artillery and wine are scarce. It incorporates NNM so no need to run it alongside another big mod.
Wolfgang Pauli fucked around with this message at 04:11 on Apr 16, 2013
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Apr 16, 2013 04:01
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- WhitemageofDOOM
- Sep 13, 2010
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... It's magic. I ain't gotta explain shit.
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It's almost creepy how spot-on the predicament of these uncivilized or "almost-West" nations is concerning unwarranted intervention and meddling by European Great Powers and the USA.
Well, in real life you can raise tariffs on the western imperialists and thus force them to compete in a fair market. So you basically have no defense against Britain being massively more efficient than you.
Though in real life, Britain could threaten you with gunboats for raising tariffs.
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Apr 16, 2013 04:21
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- Fister Roboto
- Feb 21, 2008
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Fun fact: Kandahar is, after a 3000-year-long game of linquistic telephone, one of the many Alexandrias.
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Apr 16, 2013 07:04
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- Baloogan
- Dec 5, 2004
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Fun Shoe
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So: how long til HoD is out? Do we have a release time?
Nobody will tell me a release time.
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Apr 16, 2013 07:09
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- Baloogan
- Dec 5, 2004
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Fun Shoe
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What the fuckity gently caress!Link to store page!
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Apr 16, 2013 07:38
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- Baloogan
- Dec 5, 2004
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Fun Shoe
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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
okay purchasing atm geez
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Apr 16, 2013 07:51
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- Shorter Than Some
- May 6, 2009
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The download is really small as well, like 70 MB.
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Apr 16, 2013 07:54
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- Supeerme
- Sep 13, 2010
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For anyone who is still playing Darkest Hour Patch 1.03RC3 just came out. The next patch after this will be 1.03 final.
This is the patch log for Bug fixes only:
quote:1.3RC3 Darkest Hour 1.03
(Changes since patch 1.02)
Engine changes:
Fixed bugs
1. Fixed a bug with brigades not upgrading when division is set to upgrade to a not yet available unit type or model.
2. Fixed a bug with Detach brigade button availability on divisions with no brigades attached.
3. Fixed an issue on conquering of a province with Rocket site(s) or Nuclear reactor(s) where those are added to the building queue of the conqueror.
4. Fixed an issue with country AI files loaded twice on country creation.
5. Fixed a cosmetic issue in production screen with incorrect land unit speed limits for brigades when more then one brigade is attached.
6. Fixed a bug in production screen where right-click menu for trades remained active under “Convoys…” and “Automate…” panels.
7. Fixed a cosmetic issue where Convoys button in production screen remains enabled under “Automate…” panel.
8. Fixed bugs in production screen where production and oil conversion buttons remained active under “Convoys…” and “Automate…” panels.
9. Fixed a bug with friendly nation logic where 2 countries at war with each other and against a 3rd country are counted as friendly.
10. Fixed an issue where players controlling non-democratic countries are not allowed to declare war with "Democracies can start war" global game setting enabled. This setting applies to all countries now.
11. Extended "Democracies can start war" global game setting usage to ignore both belligerence and relationship requirements (not just the belligerence one).
12. Fixed an issue with leaders list (unable to change leaders to any unit) when a leader sent with unit to another country is available for selection.
13. Fixed a bug with ORG loss (50%) of land units applied on troops unloads only from fleets on Sea Transport mission. This ORG hit to unloaded troops is now applied to all fleet missions, except for Amphibious Assault.
14. Fixed a bug with invalid auto-annexation when a country does not own any provinces and also a game freeze in the same situation when “Tech Team Take Over” option is enabled.
15. Fixed a rare CTD on return of expeditionary forces between 2 AI countries when one is annexed.
16. Fixed a bug with invalid brigades remaining attached in some cases on upgrade from one unit type to another.
17. Fixed a bug with "endgame" event command not ending the game in some cases.
18. Fixed a bug with out_of_fuel_speed unit modifier not used properly for land units out of fuel.
19. Fixed an issue with desired combat range calculation for carriers with 2 or more brigades when the 1st is not CAG.
20. Expeditionary forces set to use their own country combat, difficulty and intelligence modifiers and Min/Max positioning (instead wrongly using those of the receiving country).
21. Fixed event flags not set on clients in multiplayer games.
22. Fixed rare CTD on game exit when troops are loaded on military controlled transport fleet.
23. Fixed issues with Nuclear Submarine unit type (not counted as submarine in combats).
24. Removed unused “escort” sprite type.
25. Increased max new development name from 39 to 63 characters (fixes issues with too long division names defined in unitnames.csv).
26. Removed db\units\divisions\none.txt from checksum calculation.
27. Fixed a memory leak on Intelligence panel.
28. Fixed a bug in intelligence report preventing most distinguished active military commander to be reported. Activated scrolling for intelligence report.
29. Fixed a cosmetic issue in intelligence report that included dormant divisions too.
30. Removed Muddy weather from Naval units modifier statistics page (not used in-game).
31. Removed Frozen weather from Naval units modifier statistics page (not used in-game).
32. Changed unit stats color on production list from white to black to match the color used for deployed units.
33. Moved a bit to the left the “Supplied from…” text on unit panel.
34. Changed fleet speed text from “kmh” to “kn” on unit panel.
35. Fixed a bug in CG auto-slider for players (insufficient money production when having negative “free money”).
36. Fixed bugs with military power calculation (2-5 and naval brigades not taken into account before).
37. Fixed a bug on military statistics page not reporting CAG availability on carriers when not on the first attachment slot.
38. Fixed a bug where mixed fleets of CV+CAG and CVLs or CVs without a CAG could be reported as having no CV+CAG at all in naval combats.
39. Fixed issues with missing escort and engineer brigades symbols on unit plate when the last checked unit doesn’t have such brigade.
40. Removed FoW next to all allied units when at war (not only next to units with war allies).
41. Fixed a bug with Expeditionary forces in the redeployment pool being reinforced/upgraded twice per turn (once at the expense of the receiving country and once of its own).
42. Fixed bug with incorrect tool-tips on 2+ brigades for land and air units.
43. Fixed a bug in military statistics page skipping not yet deployed units.
44. Fixed a bug with unit modifiers changed by events wrongly applied to foreign expeditionary forces in redeployment pool.
45. Fixed a bug with missing/wrongly applied to expeditionary forces brigade stat modifiers changed by events.
46. Fixed an issue with tech team selection when no tech teams are available.
47. Masters set to get full intelligence report for puppets even when not allied.
48. Fixed a bug with missing tech teams if a country is annexed and then released after save/reload with "TT take over" option enabled.
49. Fixed a bug with missing tech teams if a country is annexed by one and released by another country and "TT take over" option is enabled.
50. Update unit sprite and counter on upgrade from one unit type to another.
51. Fixed a bug with air and land unit path finding when a province is owned by the unit’s country, but controlled by a neutral country.
52. Fixed a bug/exploit where any brigade type could be attached to any unit type when switching between units with a hotkey.
53. Fixed a bug/exploit where retreating to a friendly province unit vanish upon arrival if that province is attacked by a parachute division at the same time.
54. Fixed bugs with country diplomatic relations initialization (random data could occur).
55. Clear/set proper relations on country annexation and TAG change.
56. Added check if the model is not already in list on scrap division/brigade models.
57. Added check if a tech is not already in blueprints list before adding to the list.
58. Fixed a bug with released countries inheriting all deactivated techs from releasing country and some techs could not be researched in result.
59. Fixed CTD on coup of country that is not allied to other countries but has at least one puppet.
60. Added a check to prevent slept by command events to be included more then once in events history and slept lists. Do not add slept events to save_date list anymore.
61. Fixed AI bug where a tech team can be left on 2 or more tech slots at the same time.
62. Fixed AI to allow it to start a new tech research on the day the old one is completed instead with 1 day delay.
63. Ministers of countries created after ministers’ End Year won’t be saved anymore (solves a problem where such ministers can be appointed to posts on game reload).
64. Fixed a bug with non-researchable techs if the tech is disabled by other tech research start, but then the project research is terminated because of a tech slot loss.
65. Fixed a bug where AI can start more tech projects research then allowed to.
66. Fixed a bug with lost air units based in a province owned by country A but controlled by allied to A country B when land units from A enter the province and take control of it.
67. Apply combat damage to coastal forts as it is applied to land forts.
68. Event driven annexations changed to not cause relationship hits between annexing and other countries.
69. Fixed issues belligerence command tool-tip to show the correct country.
70. Fixed military_control trigger tool-tip text.
71. Damaged ships (less then 0.5 ORG and 20 STR) no longer will be deleted after the first hour of combat.
72. Fixed a bug with mobilization command applying tickle-back modifiers to (de)mobilized land units.
73. Show only one post battle message per battle instead of message for every player controlled country participating in the combat.
74. Fixed a bug with ‘peace’ event command not refreshing active wars immediately.
75. Allowed existing units of unit types that currently are forbidden for production to be upgraded.
76. Changed inherit event command to be instantly executed to solve some event issues.
77. Fixed wrong tool-tip for difficulty trigger.
78. Ignore “Min. Available IC as percentage of the final IC” and “Min. final Available IC” misc.txt modifiers when production is disabled in scenario.
79. Disabled production sliders automation button when production is disabled in scenario.
80. Fixed issues with dissent and CG needs calculations for “IC to Consumer Goods Ratio” setting in misc.txt different then 1.0.
81. Fixed issues in some cases with dissent added by minister changes. There will be dissent only on manual minister change by players now (2% for democracies except for chiefs of staff, army, navy and air, and 1% in all other cases).
82. Fixed issue with false “leader gains new trait” message.
83. Fixed bug with allied area not properly updated on alliance creation or extension.
84. Fixed bugs with some modifiers values on doctrine abandoning: extra_tc, tc_mod, tc_occupied_mod, attrition_mod, trickleback_mod, supply_dist_mod, repair_mod, research_mod, radar_eff, building_prod_mod, convoy_prod_mod.
85. Fixed invalid value of lost IC because of partisans on production tool-tip (added lost IC in provinces because of high revolt risk to the total IC hit because of dissent).
86. Fixed crashes on debug level 2 on battle scenarios start when not all provinces on the map are used.
87. Fixed a bug with resources from oversea puppets not delivered to oversea depot if that depot has no supplies.
88. Fixed synchronization issue with delayed convoying of resources from puppets added to oversea depots.
89. Fixed a bug with needed convoy transports calculation to depots where oversea puppets add resources.
90. Fixed a rare CTD on unit reorganization when one of the units is empty (“ghost unit”).
91. Fixed bugs where multiple wars of countries in the same alliance against a common enemy could be created.
92. Puppets set to join (or create) alliance with master on DoW by a country already at war with the master.
93. Non-allied to master puppets are no longer forced to join alliance after the master. Fixes a bug with joining a new alliance, but not ongoing wars.
94. Reclaim and return all expeditionary forces on alliance leave or alliance dissolve. Fixes various issues with troops left under command of another country indefinitely.
95. Fixed issue with air units redeployed to provinces without airport – these will be deployed to province with air base or will be deleted if no suitable deployment province could be found.
96. Fixed broken auto deploy of naval brigades for the player and AI.
97. Fixed a bug with max amphibious size parameter not saved when equal to 3 and reset to 1 upon reload.
98. Fixed a bug with “Force puppets to join their master's alliance...” misc.txt setting with puppets joining the alliance, but not joining any ongoing wars.
99. Fixed broken “Force puppets to join their master's alliance if AI Neutrality is...” misc.txt setting. Checked daily, puppets will join master’s alliance and any ongoing wars now.
100. Fixed a bug in merge wars logic resulting in members of the same alliance in separate wars against a common enemy.
101. Fixed alliance merging so all members of the old alliance to join the new one. All wars of both alliances will be merged too if possible.
102. Removed redundant country entry in save game for divisions left after strategic redeployment.
103. Fixed an issue with military controlled by player land units disengaging from combats on their own.
104. Fixed a random issue with units not taking control of a province when entering it, usually if attacked immediately.
105. Tweaked transport AI to not use enemy provinces as staging when there are friendly provinces in the area. Fixes weird AI behavior like start/cancel hopeless attacks.
106. Fixed CTD on game save in MP games if another player issued “Remove all countries” from intelligence targets list.
107. Fixed a bug with incorrect spy settings sent to host for a new country added to intelligence targets list in MP games.
108. Fixed issues with naval units transferred to alliance leader on annexation (leader was transferred too and ships kept old owner, country bonuses etc.)
109. Fixed issue with stats of rebel units switching side to a revolting country not using proper new country unit stats.
110. Fixed issues with units in captured ports:
- Always delete empty fleets
- Captured ships will be properly transferred to the new country and updated to its stats
- Always capture enemy ships in civil wars if no retreat possible
- Friendly fleets will be left in the port
- Neutral fleets will be expelled from the port
- Enemy fleets (not sunk or captured) will be expelled from the port if possible
- Loaded transports cannot be captured anymore
- Delete enemy fleets if no retreat is possible
111. Fixed issues with leader assignment UI - lag and leaders availability, when leaders from another country are in the list.
112. Fixed "Load new AI settings on AI file switching to all clients in MP games.” misc.txt setting not working properly.
113. Fixed bug with dissent and belligerence hits and cost from DoW not recorded on clients in MP games if the DoWed country joins a major alliance.
114. Fixed multiple dissent and belligerence hits and cost from DoW if the DoWed country had allies and all join a major alliance.
115. Fixed attrition losses value on tool-tip (was shown 10 times higher then the real).
116. Fixed issues with convoy transport/escorts under production tool-tip on top of the new convoy creation panel (random invalid values, not accounting for already built in serial builds, not accounting for amount of convoys/escorts added to the pool).
117. Fixed game lag issue when AI tries to rebase to inaccessible port.
118. Fixed a cosmetic issue with land unit speed shown under leader picture (it was 25% higher then the real unit speed).
119. Disabled "Join Alliance" diplomatic action when target country is not the alliance leader.
120. Improved desired naval combat range calculation by excluding disorganised and non-combat ships in fleets.
121. Disorganised carriers and bombers cannot do damage to buildings anymore.
122. Improved DoW logic when a member in alliance declares war on a country that is already at war with another allied country or vice versa. Countries join the existing war, instead of making a new one.
123. UI – fixed missing highlight on Weather Map button when selected.
124. Fixed a rare bug where an unit that is attacking in 2 provinces at the same time (after a rebellion in the current province while attacking another one) wrongly retreats to an enemy province when losing both battles and vanish on arrival.
125. Fixed a bug in production AI incorrectly building brigade types with no (0.0%) build priority set in AI files.
126. Fixed a bug with production AI overriding "max_factor" construction setting when "Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Enabling this will encourage AI to build more IC when this ratio is exceeded." misc.txt setting is enabled even when "ic_end_year" is exceeded (incorrectly making all IC available for other constructions and convoys).
127. Changed GDE to apply to "Base chance of Land units to avoid hit if no defences left" too.
128. Fixed puppets to end all old alliance wars when leaving an alliance after the master.
129. Changed rebel units to use attack (as any other AI or player controlled countries do) instead of move order when moving to another province. Retreating rebel units no longer are allowed to change mission.
130. Fixed a rare bug with vanishing land units when participating in 2 land combats at the same time (one attacking and one defending) and losing any of those.
131. Fixed issues (missing airbase tooltip and selecting by a click on the base sprite) with air unit based in countries granting only military access.
132. Cancel (no longer valid) ongoing unit moves to neutral provinces after peace deals.
133. Fixed a bug where land units can be loaded to non-allied ships in ports in provinces with just Military Access to province controller.
134. Fixed a bug in multiplayer games where units given as expeditionary forces from host to clients change ownership permanently upon redeployment.
135. Set proper division stats on divisions transferred from deployment pool from one country to another on civil war start.
136. Return deployed or into the redeployment pool expeditionary forces to ex-allied countries on peace, war declarations and alliance changes.
137. Improved maintenance of original unit owner on change of controlling country.
138. Preserved current intelligence level on TAG change.
139. Fixed a bug with Support Defense mission not cleared when combat ends.
140. Fixed a bug with fleets remaining trapped in ports on province capture if escape sea zone is controlled by the same province (Suez, Panama etc.).
141. Fixed a rare CTD when a unit is deleted while in the list of selected by the player units.
142. Fixed a bug with missing messages when non-empty army, fleet or air unit is killed (captured) by the enemy.
143. Support defense and Planned defense missions no longer can be set to impassable provinces.
144. Fixed a bug with Shore bombardment mission not available to own controlled provinces if the country is not allied to someone.
145. Fixed a bug with lagging behind or missing production queue refresh after an item priority change for clients in MP games.
146. Fixed land and coastal fort bonuses to be applied only to province controller when defending. Previously those were applied to the defender even when not controlling the province (after rebel pop-up for example).
147. Fixed incorrect strength bar for side in combat when 2 or more units participate on the same side.
148. Fixed a bug with random unit merge after redeployment. Addresses many issues including permanent change of divisions ownership.
149. Allowed AI puppets to become AI front area leaders.
150. Fixed a bug with incorrect country specific division stats (added by techs, events etc.) on upgrade if the division is in control of another country (stats form the controlling country are applied instead from the own one).
151. Fixed a bug where divisions with no ORG did not properly have a chance to be targetted in land combats (misc.txt modifier).
152. Fixed a bug with own units not upgrading when in the redeployment pool.
153. Fixed issue with random events firing for all countries when TAG = { ... } list is used, instead of firing only for countries in that list.
154. Fixed stacking penalty calculation in naval combats to count all friendly ships in the combat instead of counting only own ships.
155. Improved strength, demobilize, strength_cap commands to ensure that these will be applied to all own units even it those are currently controlled by non-friendly nation.
156. Fixed a bug with AI being able to redeploy units when Strategic Redeployment mission type is not available for the country.
157. Fixed a bug with incorrectly triggered events on game start.
158. Fixed an issue with oversea provinces and fleets stationed in foreign ports that can be given at random to ex-alliance leader when a country is made puppet of another country.
159. Fixed an issue with “Load AI files from Moddir only” misc.txt setting usage.
160. Fixed an issue with AI not accounting for blocked strait when attacking, sometimes resulting in attacks/cancel attacks cycle to a wrong province.
161. Fixed an issue with naval combats range calculation.
162. Fixed a bug with custom alliance names resulting in crash on scenario end when used.
163. Fixed a bug with improperly applied and used max base province revolt risk modifier (misc.txt).
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Apr 16, 2013 07:57
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- Baloogan
- Dec 5, 2004
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Fun Shoe
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For anyone who is still playing Darkest Hour Patch 1.03RC3 just came out. The next patch after this will be 1.03 final.
This is the patch log for Bug fixes only:
This is a list of 163 things I don't care about. I got HoD!!!!!
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Apr 16, 2013 08:01
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- Baloogan
- Dec 5, 2004
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Fun Shoe
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The AI seems to love releasing Dominions. Portugal released Angola and Mozambique Jan 1, 1936. The British released British Colombia too at some point. For some reason.
1836?
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Apr 16, 2013 08:14
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- Darkrenown
- Jul 18, 2012
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please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
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Uncivs can get research points from conquering other countries (fellow uncivs only?), there's a minimum Tactics level now so your troops aren't quite as lovely, and you can build Cav as an unciv.
The RP you gain is based on the RP produced in that area, so if you can manage it civ states are even better.
So I'm just reading the HoD manual, it states colonisation points come from naval bases and naval power..I'm assuming this is still needed even for landlocked countries colonizing the area next to them..which doesn't really make sense surely? Podcat can you confirm this is the case?
You get some points from the level1 naval base tech, so you can grab that without needing a coast.
Well yeah, I wrote it
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Apr 16, 2013 09:23
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- Darkrenown
- Jul 18, 2012
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please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
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Verify files if it's Steam and clear your cache.
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Apr 16, 2013 10:35
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- Adbot
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ADBOT LOVES YOU
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May 29, 2024 16:14
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- ZearothK
- Aug 25, 2008
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I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!
THUNDERDOME LOSER 2021
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And that's what I have so far.
I really like that concept. As I have done a similar work with the A Srb Divided scenario, here are a few things that might help you out.
-Give a one-island province nation (Hawaii/Iceland work great) a Precious Metals RGO and make sure its literacy is under 30%, and that you have an absolute monarchy. This will make sure you have the least ammount of events for running hands-off games;
-Use the Clausewitz Scenario Editor for visually editing the province and country history files. It is a really handy tool that will save you a lot of time and let you plan properly. This thing works with all Clausewitz Engine games, so I believe it should still function with Heart of Darkness;
-This is a collection of tools made by the creator of Divergences to make his job easier, and it will make yours as well. POPAdjuster is the most relevant one, as it allows you to convert cultures seamlessly as well as alter population sizes. For example, you could select the Dutch-Brazil colonies and convert all the population of those cores to Dutch, or whatever Neo-Dutch culture you invent. As usual, make sure to backup files before using any automated tool.
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Apr 16, 2013 10:35
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