The Historical Plausibility Project is a mod for Hearts of Iron 3 and its expansions with the goal of helping the game reach its full potential as a half-historical / half-sandbox game. The mod features a vastly improved AI, historical OOBs for every nation, complex internal politics, a reworked leadership system, the Soviet invasion of Poland, HOI2-style doctrines, capital ship modernizations, over 6,000 unique unit pictures, and much more. The HPP is the result of the efforts of the HPP team's five members of Slan, TheBromgrev, TZoli, SSmith, and Nephandus from the ParadoxPlaza forum, and its main forum is its official ParadoxPlaza forum, which Paradox requires proof of game ownership to enter. The HPP's forum contains the mod's FAQ, Submod downloads, country guides, and small hotfixes. In addition, part of the mod's previous work to the East Asia part of the map is now in the Their Finest Hour base game for everyone to enjoy.

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Bugreports (you can send your saves to hoi3.hpp[at]gmail.com!) (Games : Hearts of Iron III: Their Finest Hour : Mods : The Historical Plausibility Project : Forum : Bug Reports : Bugreports (you can send your saves to hoi3.hpp[at]gmail.com!)) Post Reply
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Jul 11 2012 Anchor

Please report any bugs you find here. Please read the Known Bugs thread before reporting, because it's possible your problem is already a known issue or non-issue.

Edited by: thebromgrev

Jan 20 2013 Anchor

Hey, I'm playing using the FTM launcher to run the mod when I have TFH. I'm playing as Canada, and have come across a rather annoying bug where my leadership distribution bars stop doing what I told them to do and refuse to be locked, unlocked or moved whatsoever.

Also, from January 1936 to June 1937 the automated trade function has done nothing but buy supplies (which I have a large surplus of). Also, the trade agreements that I create randomly become cancelled as if they've expired. Is that a feature? If so, I like it, but would appreciate a message informing me.

My thanks to you for producing this rather brilliant mod, I'm loving the whole millitary theory system!

Jan 21 2013 Anchor

Make sure you don't have the tech tab to be on any form of AI control. That's the only possible way to see what you're seeing. If you have it on manual control and can't unlock (right click the slider box) then you hit a vanilla bug.

The trade and production AI likes to get your stockpiles up to around 30k to 60k depending on how much IC you have. I didn't code that part, so I'm not sure if it's working as designed. To be sure, after you finish a game session go to the folder ../hoi3/logs and open the file system.log in a text editor. Check near the bottom of the file to see if there are any errors listed. If there are, could you please post the error here? AI errors are placed into that file, so if you do see an error then that will help me know where to start looking.

The way I think the trade AI works is that it tries to keep your resource stockpiles just under the limit that would cause the resource storage penalty events to start firing. The mod has events that try to prevent resource hoarding like you can do in vanilla, which in turn makes it possible to starve nations of resources through naval blockades. When you get close to the limit (limits are based on your effective IC), then the trade AI will cut off the trade.

Jan 22 2013 Anchor

OK thanks, I'll try that later

Edit. Yeah, somehow I managed to accidentally set the tech to AI control. With that sorted I'm looking forward to testing the Royal Canadian Army in battle. Cheers!

Edited by: shostak

Apr 29 2013 Anchor

Hi
i'm having a CTD on 3 may 1936 with Germany playng normaly.

If i go aehad fast doing nothing then it doesn't crash.

Then i have another CTD in february 1939 when i claim all the czekoslovakia in the first vienna award.

Here is the savegame
Mediafire.com

Edited by: Durka

Apr 29 2013 Anchor

Thanks for the report!

Apr 30 2013 Anchor

if you can solve this, please help, is a very well-made mod :)

May 1 2013 Anchor

We think we fixed the CTD problems in the latest version, v3.1.2. The ones we've been seeing amongst the mod team at least. The team ran about 4 hands-off tests to 1942 and didn't see a single crash, but you guys always tend to find something we missed :)

If you still have issues after starting a new game, please report it here.

Jun 20 2013 Anchor

Hi
I am keep crashing to my desktop despite having v.3.2.6, I have encountered several crashes when I am playing a custom game with USSR. Sometimes, I just entered the science screen; sometimes, I was reading through the statistics.

Here is the save:
Sendspace.com

Jun 20 2013 Anchor

When I try to download your save I get to a page that says it was moved or deleted. The email address in the title is available for you to email the save to if you can compress it enough.

There's a known crash in the statistics screen (see the new items) when you try to view the strategic resource tab. Maybe that's what you're hitting? Which tabs in the science screen are you clicking on when it crashes? I went through all of them and can't reproduce.

Jun 20 2013 Anchor

well... in fact I also went through all those science screen for a couple of times, so I believe it may not be related to the science part...

I recalled that in some cases of crashing, it happened after several days I agreed to intervene the Spanish Civil War. But I am not really sure whether the crash is related to the event.
I have sent the save to the email you mentioned

After playing for several more times, I found there doesn't seems to have any sign before the game goes CTD, and all previous possible cause no longer seem to make sense. Now I would be restarting every time the game goes CTD and wait for any suggestions...

Aug 12 2013 Anchor

Hello,
I am playing TFH latest version, followed all instruction steps. When I am doing a custom start not all the technologies let me put points in them, even though they are green. I'm hoping that the mod can use the custom start feature but if not that isn't a problem.
I hope you can help me out :)

Tom

Edited by: UlixesNelson

Aug 12 2013 Anchor

The mod doesn't really work with custom game. The reason is because we want our starting techs to be exact, and the game (CGM or not) doesn't allow that without a workaround. What the game does, is take the techs we specify for each country and then generates its own techs, which can lead to some really messed up stuff. To work around it all of our techs require a country flag to be set, and this flag is set shortly after the game starts up. This means you can't put points into techs in CGM, because the flag hasn't been set yet.

Also, CGM will set to zero all practicals you don't have techs for. This can totally $^%# up your build times, so even if CGM did work with techs it's HIGHLY recommended to not use it anyway.

Unfortunately all of that is hard-coded and we can't mod it. I refuse to stop using the setup flag that allows techs to be researched, because that would allow the game engine to completely destroy our painstakingly-researched starting techs and practicals for every country, and one of the mod's goals is to have as accurate a 1936 setup as humanly possible.

Sep 24 2013 Anchor

Had a bit of a problem in my Poland game...
I.imgur.com

Also, not strictly a bug, but initial mobilization cost/time seems far too high. I had to mobilize Jan 1st 1939 to get ready in time for Danzig or War, and even with all of my IC into reinforcement I wasn't able to finish 100% by then. Consider knocking down the reserve penalty impact on War Economy/Full Mobilization by 10-15% each and extending the initial mobilization bonus for an extra month?

Nov 17 2013 Anchor

I installed v3.30 I launch the game and get the correct checksum. without moving anything I went to the statistics and the mod crashed on page 17. repeatable. Uninstalled and reinstalled, same. I added the 3 graphics files got the new correct checksum and it still crashed on page 17. I am just starting to play it and no other crashed yet, so this is not a complete show stopper.

Was playing tfh, German, tried both 1936 and 1939

Nov 17 2013 Anchor

In the known issues list, the statistics screen CTD is listed. It has to do with not using all of the base game's strategic resources, but we've never figured out why exactly the crash happens or how to fix it.

The mod only has a 1936 start date, and only works in English. If you saw a 1939 start date then you totally installed the mod in the wrong place.

Mar 22 2014 Anchor

If Greece refuses to join the Allies when Italy attacks, Germany's attack on Greece to help Italy forces them into the Allies by the internal game mechanics anyway. And while you're at it, Greece could use a bit more leaders.

It's impossible to peacefully rewrite the constitution to rescind voting rights. The Decision requires both repressive civil and press laws, but only the Civil laws are obtainable as far as I can tell (from random events while having a fascist/communist government). Press laws have the same style events but they can only become less repressive under democratic governments, not more.

Not strictly a bug, but it would be nice if Paternal Autocrat governments could leave the Allies. At the moment being PA is enough to allow you to reform the Axis, but doing so is impossible if you can't leave the Allies.

Edited by: sland

Mar 22 2014 Anchor

Can't beat game mechanics, sorry. If you have suggestions for leaders then post them here. I'm not going to make up leaders, and I don't have time to research leaders for every single little minor nation in the game.

I can't comment on the constitution rewrite since I didn't make those decisions, and the guy who did is gone so I can't ask him. I'll look into it once the bigger balance issues have been addressed.

The PA faction thing is working as designed. The same thing happens for LR governments, and that's intended.

Oct 16 2014 Anchor

Came across a strange bug. Half of country flags are misplaced. Like Canada has the flag of Cuba, Brazil has Chilli's and so on, but none of the major countries. Jing-wei China flag is white. Reinstalling the mod doesn't help. In Vanilla game flags work fine. What could be wrong?

Nov 24 2014 Anchor

For some reason your flag file is messed up. Go to ../hoi3/mod/hpp/gfx/flags and delete the two files named flagfiles.*. The game will rebuild them when you start it up again.

Dec 4 2014 Anchor

-deleted-

Edited by: crazyshadowdami

Feb 11 2015 Anchor

Hi ! I'm playing the latest HPP version (I think), with TFH.
I have a small bug (or maybe it's a feature ?): I play as France. I suffered a coup, and the action française (PA) party took control. A few monthes later, another coup occured, and the SL took power. Yet, the ruling party in the politics screen is still PA. In particular, if I fire the "The Crisis is over"" event, the state becomes a monarchy (which is PA's favorite state I guess?)
How can I csolve this problem ?

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