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> when I loaded in.
You mean you just start and check the generals? The way they work is replacing the first (or however many they got) commander you recruit, so they still have random level and traits. You are not supposed to have any generals at the start. If you have NSB, the division commander will be a generico, but when you recruit they'll be replaced with the named character.
For more information, the only game rules I change are to disallow AI from making factions. I usually play with every continent enabled, states instead of regions (Yes it is very laggy but just my preference). Every setting is set to EAW standard, don't know if that effects generals but some games they do show up so idk. Allow foreign recruitment, formables core.
I think that's it really.
The only way around i can see here is to move the continent options to Setup GUI after starting the game, as the basegame version of the mod has. So i guess i'll do that. One reason i would hate doing it is something from EaW makes annexing take way longer than basegame here, but better have it working properly. Plus, i might as well add more options to it if i'm moving it to GUI, basegame has 7 continent options there. More customisation for the player.
If it is not that i have no idea, but i can take a look. I need to look into what @Fish reported as well. But i've been busy with other stuff.
Every now and then I'll have a game where they decide to exist but most of the time they just don't. Am I doing something wrong?
(Well it's more like they have the same borders on the non selected continents with the names of their states only. but they're basically the same just without a focus tree)
Would it be possible to make a flowchart for formables? Like, unites x chunk of land -> unites x chunk of continent -> unites continent, or the other unique formables for nations?
Can you please make separate mod for that?
All country have zebras race technology and icon overlaps
I cant open other racial technologies(
Motorised spam rules Equss continent only it turns out.
Also how are you so much behind the AI, generally i grow way quicker than them. You are aware of the State Management GUI and using decisions from there, right? Not manually justifying? See the 11th screenshot above, if you don't know what i'm talking about. That's what the AI uses to declare wars.
If the ai was aggressive and kept claiming war goals that would be fine.
But the game occasionaly just decides your fighting the newly formed Poviet Union with 4 times your divisions, and 3 other countries.
Its mostly insufferable tbh.
Maybe it's because I have a lot of mods installed that this error occurs. Anyway, thanks for the reply. I wish you good luck in the development of the project.
I'm not sure if i understand what you mean, the focus trees in this mod has nothing that transfers land. It can be easy to lose to a surprise attack if you haven't cored much land, but that also applies to the AI. Guard your core VPs, and snipe enemy's ones in the early game where you can just snake around, ignore anything that isn't their core yet.
The translation on the setup events and state management GUI was done with one of EaW artists, who is Ukranian afaik, not Russian. He also helped with some flags. State/strat region names and some formable stuff come from basemod, rest of the formable names are done with my own little understanding of Russian tho (i'm Turkish), which isn't much and i'm sure i got quite a lot wrong. Anything else is untranslated and should show English text, including some of the setup events because i didn't go back to ask for updated translation after changing some of the events. So yeah, it is quite a mess in general.
The translation was made by Yandex.