Maybe a fool question, but is it possible to attach any flash on it?
Maybe a fool question, but is it possible to attach any flash on it?
How Should I introduce or install this one? Instruction needed.
Wonder how you introduce "satellite tech" into M.W.
Guys, who can explain that should I build up a level 10 Rocket test site? Is High level of it necessary? Cost too much IC...
Roo~
I found If I save games several times on the same time (I mean I pause the game and save games several times during several changes, such as research new tech, move my army....) the game will have a CTD.
Just an observation and guess.
After a re-installation, original BI is working well. Then, I add submods and addons correctly, but CTD issue happens again when I choose some decisions and run for a while.
I will upload this problem to those submods author and try to find a way to solve this.
Really like your team's work!
Want to submit some bugs.
First of all, I am not sure if it is caused by other sub mods or addons, including:
1.Third Reich Events by Gamer_1745
2.TDW submod adds extra historical German leaders/ festung zones and defensive lines By TheDWorm --- I did not overwrite their files onto BI original files. I run Launcher and select both mods (BI and TDW) to run game.
3.Black ICE German Graphical Augment by Revolverheld
4.Tanganyika!
5.Foreign Aid - Airbases
6.California Province Pictures
All of them are promised specially for BI 7.53.
Now the issue happened when:
1.Go to National Decision page;
2.Choose some BI specific decisions, such as "National Recruiting policy"
3.Choose the options on the page of "National Peacetime Recruiting policy"
4.Click one option --- "Let's put a restrict filter on Who we call our Nation's Finest" (This option have no pop-up explanation when the mouse stop on it, not like another option, "Open the ranks to anyone who will help", will have a pop-up explanation saying "One of 2 options will happen: 80% chance of No effect; 20% chance of No effect).
5. Run game after a while, HOI3_tfh.exe has stopped working.
To summary, I found the same issue happened several times after I chose a No-pop-up-explanation options of BI specified decisions. Is this problem caused by other submods installation? I guess this might be the highest possibility. I will try your original BI again to test it.
Very quick question:
Superior Strength (2) have no any effect in Strategic Doctrines in Technology page. Is it a pre-tech of other techs? Cannot find what is its use.
Your group has a GREAT job! Roo~~
Where could I have this sub mod? Is it necessary to add into your great work?
Thank you so much, PANZEROO!!!!
Great job, Pal!!!
Waiting for it so long!!
Dude, does your Mod work for new HW remastered? How to install it?
Great jobs!!!!!!!!!!!
Great job!!
A quick question: does this work for new release: v1.7.4 "Full Version"??
Thank you so much!!!!
Does Spawn Dialog v1.1c work for this??
Great mp5,
A suggestion and a little complain.
Honestly I'm a fan of WWII German sniper rifles. There is too less modification on Karabiner 43 and 98 Kurz. Please please treat them as the same as Mosin, Russian spear if possible in your next version.
BTW, for more immersion, please add these two types of ammo as extension:
Ball 7.92×57mm rounds ("flatter" nose and longer parallel portion, dark purple Annulus colour -- High Tissue damage rating)
Incendiary 7.92×57mm rounds (Blue Annulus colour -- let's burn!!)
If you need more introduction of these stuffs, lemme know and I can provide.
Again, great job, mp5!
Enigma, Will you release a CoPR addon in future? Like what you did in your A.O. 2.3 package.
So, Enigma. What installation order should I follow if I want to keep both CoPR and you A.O. 2.4.1?
Misery just release a new tweak about CS-3a and M40 Steel Helmet. The link is below: Moddb.com
Any conflict with it if I use your 1.7 mod? What's your suggestion?
Again, great job!!
Great job!
Maybe there is a bug, but not your problem. I found the global modifier: "COUNTER_ESPIONAGE" (in "static_modifiers.txt") has some logical error. Each time, when I set it as negative number, such as COUNTER_ESPI it works very well, showing on "internal spies caught" in "Intelligence" tab. In another words, internal counterespionage is effective and kick out spies from my country. And leave no red "exclamation point" before the number of spies caught.
However, when I change modifier: "COUNTER_ESPIONAGE" as a positive number, which will appear as a Green effect buff in the game, I always get techs stolen and appear red "exclamation point" before the number of spies caught.
I am not sure if it is a design error of the basic HOI3, please let me know your comment so that I am able to correct the in-game effect with a high negative/positive modifier.
leelele
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