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Is the zombie region existing in the Hokkaido save? Do they control the little base added to keep them alive for the beginning of the game in Antarctis?
What I decided to do was have a one year grace period and then have the zombies start spawning in. They will generally spawn once in each region somewhere in the countryside.
Start settings have nothing to do with the spawns since it's hardcoded events, but a lot more than vanilla.
Details in the change notes.
Normally there's only one .cvp loaded so this is not an issue, But I've split mine into multiple files in order to still get changes from the base game file and to make them a bit more managable.
The order the files are read are defined in the .scenario file, in my case it's the following:
- SW2030.CVP // Base game shattered world .CVP
- W2030_Influences.CVP // My file resetting all the influences
- W2030_RaF.CVP // My file setting all base game region populations and other minor changes
- W2030_EastAfrica.CVP // (and all the other files) My new regions in specific area.
If you include a new file at the bottom of the list with your changes it should overwrite my changes from what I understand.
It sounds like your changes in .CVP file is not being used by the game when rebuilding cache. If it's a new .CVP file it needs to be added in the .scenario file to load, if it's loaded before others it might be getting overwritten.
In this particular mod the w2030_RaF.CVP is responsible for all the updates to regions I havent split up. It's loaded first so it shouldn't cause issues to later edits.
The only file I've made changes to now (fairly recently) is the Localize/LOCALEN/LocalText-TTR.csv which contains research names and I needed to know what was going on when setting up the techs for the zombie scenario.
Everything else is contained in the scenario or new flag files.
If the other two scenarios are working as expected I think it has to do with the changes you've added or something that gets messed up when rebuilding cache file because I forgot to include it.
If you're editing existing files I recommend using winmerge, notepad++ or vscode to compare the files for possible errors.
That said I have no idea what could cause the game to work apart from the treaties.
Re-did the GDPc of all regions for the low-tech scenario based on 1914 campaign values + running the game for a year to give it a chance to balance.
Further details in the change notes.
There's also the issue of performance and the AI being less active when it has less to work with.
That said there are still a lot of regions I'd like to get to when I have the time.
Though except for Tokyo the next 10-20 wars have been in Europe.
But all in all, the scenario is fun as soon as you learn how to start and then maintein the ecnomy.
Airports: https://hubud.kemenhub.go.id/hubud/website/bandara
Harbors: https://www.pelindo.co.id/operasional
Power Plants: https://www.plnindonesiapower.co.id/id/produk-dan-layanan/produk/daftar-produk.aspx?kategoriid=1 and https://www.plnnusantarapower.co.id/unit-pembangkitan/
*notes:
- PLTU = (mostly) Coal fired steam power plant
- PLTS = Solar power plant
- PLTA = Hydro power Plant
- PLTD = Diesel/Oil power plant
- PLTGU = Combined cycle power plant (Combined Gas-Coal Power Plant)
- PLTP = Geothermal power plant
- PLTB = Wind power plant
I hope you could add all of those informations in Indonesia's map.
Thank you.
I was looking around for a way to see if the AI would become more active with more units available. As it turns out, early units are a lot cheaper and quicker to build so I made this second scenario to see what would happen. There's problems with the economy early on since the lack of tech makes production a lot lower but I thought it might be fun to share for anyone interested.
Have a good 1st of April.
I would love to get rid of the nonsensical war declarations, but it's better than none at all.
Regarding wars, as a layman (I know the BGs are proffesional and have good reasons why they do as they do) some more weights when AI decides to declare war might be wise to use, but I guess it doesnt work that way.
The AI is extremely binary in how it acts, sadly. I'm not sure if there are better settings to go for, but generally it will either be passive or attack absolutely everyone. Disregarding whether it can actually get there or not and ruining any future diplomacy for itself in the process.
I haven't gotten to most of eastern Europe yet, hopefully it will balance out a bit more once I get there.
But I think the big problem will be to scale with all the other nations, even if you do a massive job in Belarus and Ukraine into their oblast you face Moscow and the rest of Russia after that and so on.
I've just started a new game as Illinois and 1,5 years in starting to see some wars breaking out. Rumania has gone all in declaring wars left to right. The only sane one is against Hungary which it will win against.
The big change this update is the playeragenda of all regions being set to more aggressive values. I haven't had the time to run as much testing as I would have liked, so for now the default settings are still for an extremely volatile game.
I'm interested in knowing how it plays if you give it a go and what settings you were using so we can dial in something reasonable as the default settings.
While I agree the historical regions would look better in many cases it becomes a bit of a nightmare to work with when they don't map to the administrative regions or even to the modern day country border in some cases.
The idea for Poland so far is to go with the voivodeships even if a few of them are on the smaller side since I'm not sure how I'd merge most of them. For Indonesia I'm planning to go with the provinces, but merge some of them such as western new Guinea.