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Centurion
 
Joined: 11/4/2009 Posts: 853
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Should I clean up mod and then copy this one, or just add to existing mod folder?
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Pilus prior
 
Joined: 4/25/2008 Posts: 1,017
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Is this last patch still moddir? Cant we just do it normally... jeez. So much confusion
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Pilus prior

 
Joined: 8/1/2009 Posts: 1,097 Location: Up north (cet+1)
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Gah, ok, the way I did that, probably means it won't work very well without moddir. (As you get province info doubled for those 8 italian provinces) -> The only change done was to remove "/italy/" from the path of history/provinces/italy/* ... And yes, it's complete and I suggest not using it over the one ederon posted, bound to create mistakes, so delete that first then put this in mod directory.
Simple written instruction; 1. Find or make unmodified 2.03c version of the game (Checksum SIDW) 2. Make a double check there's no previous 'Monday' folder in 'Mod' Directory, if there is, remove it. 3. Take the 'Mod.rar' I posted, open and extract to the 'Mod' folder in your Hoi directory. 4. when starting, remember to choose the mod from list or start the way ederon instructed earlier in this thread somewhere, confirm you now have checksum YUCC and all is fine.
Different instruction for those who already put this 'over' the one Ederon gave... -> Go to 'your hoi3 folder'/mod/monday/history/provinces and from there, delete the folder 'italy' and it's contents, (provinces folder should now only contain 8 files in format like '3427 - Trento'
Absolute power corrupts absolutely. Which is a problem, if you are powerless.
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Centurion
 
Joined: 11/4/2009 Posts: 853
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Okay, now it is understandable what to do. I hope first post is also appropriately amended when possible.
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Pilus prior
 
Joined: 4/25/2008 Posts: 1,017
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Forgiven wrote:Gah, ok, the way I did that, probably means it won't work very well without moddir. (As you get province info doubled for those 8 italian provinces) -> The only change done was to remove "/italy/" from the path of history/provinces/italy/* ... And yes, it's complete and I suggest not using it over the one ederon posted, bound to create mistakes, so delete that first then put this in mod directory.
Simple written instruction; 1. Find or make unmodified 2.03c version of the game (Checksum SIDW) 2. Make a double check there's no previous 'Monday' folder in 'Mod' Directory, if there is, remove it. 3. Take the 'Mod.rar' I posted, open and extract to the 'Mod' folder in your Hoi directory. 4. when starting, remember to choose the mod from list or start the way ederon instructed earlier in this thread somewhere, confirm you now have checksum YUCC and all is fine.
Different instruction for those who already put this 'over' the one Ederon gave... -> Go to 'your hoi3 folder'/mod/monday/history/provinces and from there, delete the folder 'italy' and it's contents, (provinces folder should now only contain 8 files in format like '3427 - Trento' why cant we just extract the files in the 1st post over the game as we used to do? Do we know if moddir works well in mp? Are there no problems in loading saves and transfering later on? Has anybody tested this?
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Pilus prior

 
Joined: 8/1/2009 Posts: 1,097 Location: Up north (cet+1)
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I don't know that it doesn't work well Basicly I wouldn't mind putting it over the game now that I finally realized that I want to make a copy of the game before doing that  but at least this saves what, a GB of room?
Absolute power corrupts absolutely. Which is a problem, if you are powerless.
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Centurion
 
Joined: 11/4/2009 Posts: 853
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I am sure that betatesters tested all that  Still expect some mess tomorrow...
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Generalfeldmarschall

     
Joined: 3/9/2007 Posts: 13,058 Location: Auf das der Adler wieder fliegt
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Here's what I'm going to do: 1. Patch HOI3:SF up with latest patch and hotfix 2. Make a copy of the HOI3-folder 3. Put the "Monday" folder and "monday.mod" file into HOI3/mod 4. Start the game... somehow...
"Hvor fattige var de ikke, disse fiskere som levde av havets nåde! De slet sig gjennom livet uten å se sig om til høire eller til venstre. Deres gleder var få, deres bekymringer mange. Men de hadde allikevel et gemyttlig smil til den fremmede, en munter vise og en lun historie. For sånn er de, disse Sørlandets barn." I joined Ederon.net before it became mainstream
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Pilus prior
 
Joined: 4/25/2008 Posts: 1,017
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when you talk about depth is it only dependant on the depth of the game folder or of the mod folder? Ie if i have the game in a deep folder like games/paradox/hoi/moddedversions/hoi3/etc will it work?
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Generalfeldmarschall

   
Joined: 3/5/2007 Posts: 3,505 Location: guarding Democracy
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he changed the directories. Mod dir can only go two subdirectories "deep". so he deleted the "italy" folder, just dumped the files in "provinces", one folder further up. that works like a charm then. EDIT: Oh great i should have updated the site before i wrote this 
In Soviet Russia, Schuermann defeats YOU!
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Field Major

Joined: 2/28/2007 Posts: 5,949 Location: Heart of Europe
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Thanks Forgiven.  So the checksum is YUCC. If you get anything else whether you use moddir or not, you did something wrong.
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Pilus prior

 
Joined: 8/1/2009 Posts: 1,097 Location: Up north (cet+1)
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As purely theoretical discussion, this still really confuses me even if it does seem to work... ...you see, if it doesn't read subdirectories deeper than the 2, then it should not 'extend' out the old ones in my brain, so it can read deep enough to 'not load' the original ones from game directory, but then fails to replace them? God I'm happy I don't remember crap about programming, I'd be thinking for a long time how that system has ever come to be in place otherwise...
Absolute power corrupts absolutely. Which is a problem, if you are powerless.
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Generalfeldmarschall

   
Joined: 3/5/2007 Posts: 3,505 Location: guarding Democracy
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the problems is here i think that 'we' think the game needs subfolders in the mod folder, while it probably only needs the files that are changed. You could probably dump everything in the Monday Mod folder, without any subfolders. It cannot be described otherwise why it would read the italian files in a folder not assigned to it.
In Soviet Russia, Schuermann defeats YOU!
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Lieutenant Colonel

 
Joined: 11/3/2009 Posts: 588 Location: Texas
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Hmm, cause I got the TIDH checksum as originally posted.......got yucc now.
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Pilus prior

 
Joined: 8/1/2009 Posts: 1,097 Location: Up north (cet+1)
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If you are planning to use the mod in that other game too, I'd advice on adding to mod directory mod/monday/history/units/ENG_1938.txt that I'll attach to here in a moment, will fix the CAG's for england (And someone remember this for next game as I have awful feeling this won't find it's way to a patch anyways)... P.S. First to figure out who my new avatar is wins a cookie or pint. File Attachment(s):
ENG_1938.txt (41kb) downloaded 35 time(s).
Absolute power corrupts absolutely. Which is a problem, if you are powerless.
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Lieutenant Colonel

  
Joined: 9/15/2010 Posts: 552 Location: Sweden
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I see that you have increased repair time for structures. I absolutely agree with this.
I also feel that repair time for naval units is way too short.
Its neither realistic not balanced that a naval unit that is sunk is gone forever and have to be rebuilt for maybe 2 years and the unit that gets away with strength 1 can be in combat within weeks. Historically it coudl take months and even years to repair heavily damaged ships.
You would also have to protect your damaged units for a longer time and size of port would be more important.
Increasing time of repair would be a kind of bonus to the loser of the admittedly often very random sea battles of HOI3.
Would it be possible to increase this some for the next campaign?
Is this a good idea you think?
Also if the game ever would progress into an invasion of France, do you think editing down Maginot forts to level 2 or so would be a good idea?
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Field Major

Joined: 2/28/2007 Posts: 5,949 Location: Heart of Europe
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I agree on naval units repair rate. But I'm not sure it's maddable. We can check it though.
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