Bottlenecks Mod: Updated Jan 16, 2026

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btd64
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by btd64 »

LargeSlowTarget wrote: Mon Feb 02, 2026 5:58 am The Dropbox link in the first post leads to the most recent mod version files. I have deleted the links to the "hotfixes" of older versions. Is this what you meant, btd64?
Yes, I guess. It was just a little confusing to figure out which files I needed. And which files I didn't. Thank you....GP
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DD696
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by DD696 »

Hi LST,

I've been using your ideas in my personal mod I use playing the AI against the Japanese. I have modified mine to embrace your economic ideas and your latest map. I want to report that I have found issues with mainland India's ability to transfer supplies, fuel, resources and probably oil to the island of Ceylon. There seems to be a land bridge there. I had to modify your pwhexe file to rectify this. You may want to check this as you do your testing.

You've put a lot of time and effort into your scenario and it does make the war much more realistic in the economic realities.

I do hope my biggest critic finds nothing in this post to whine to his masters about, however I fully expect that not to be true.
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LargeSlowTarget
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

Hello DD696 aka USS English, thanks for your kind message.

The "issue" is actually a feature :D

Mainland India and Ceylon are connected by the "Adam's Bridge", a succession of islands, sandbars, reefs and shoals which in the past have formed a landbridge (apparently it has been destroyed by a violent cyclone in the 15th century).

At current sealevels, that landbridge is partly submerged - just barely, as water depth is between 1 and 3 meters.

Large ships cannot navigate in the area, but boats and small ferries can.

In fact there has 'almost' been a rail connection between India mainland and Ceylon, with bridges and causeways connecting the larger islands on both side of the Adam's bridge and a ferry for the 'missing link' of 22 miles in the middle between the railheads. It was a a vital lifeline for trade and travel between the two nations across the Palk Bay.

This ferry connection is represented as a "trail" (like I have done for the ferries at river crossing where bridges were missing), and since the two "railheads" (size 1 ports) are adjacent to each other, small amounts of supplies, resources etc. can be automatically exchanged between them.

See https://en.wikipedia.org/wiki/Adam%27s_Bridge
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Falken
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Falken »

LST,

As with others, I just wanted to thank you for another great update to your great mod "Bottlenecks". Always been a fan of your mod.

Going to be doing some H2H with both yours and the "Empire" mod to see how it goes. Luv the detail and the attention to history of your mod as well.

You and Cavalry Corp, are both amazing in your ability to want to continue to update your mods for this great game, and continuing to make it better, and as bug-free as possible.

Btw.. luv the new v3 map. The colors and Base details are quite nice to look at. The only issue i have, now that I'm over 60, is I've started to use the Platoonist High Viz Map Icons mod. Makes it way easier to see TFs now. His Icons are really well done.

Anyway, just wanted to say thanks, and your efforts are VERY appreciated.
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

Thank you, Falken. The reputation of Canadians as polite, kind and nice people seems well deserved — you are a prime example! :)
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Falken
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Falken »

LST,

Please forgive me as I'm about to ask a really stupid question, but I'm about to start a PBEM with Scenario 59, and just need to make doubly sure I have this completely right, so I don't start on the wrong path with my new opponent, and it will be worth a "DUH" just to make sure.

For the "Transportation Infrastructure", I only have to worry about Base Port sizes for items that are "X"ed or Dashes for STRAT moves, correct?

If a regular Railway happens to have zero Base Ports along the way, I can still use STRAT move, correct?

Mostly thinking of the Burma Railway to Pisanloke, etc., and of course, the China ones that to Shanghai, etc.

thanks.....
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LargeSlowTarget
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

Correct, my dear Falken. The building of "ports" is only required for destroyed bridges, damaged railroads and for railroads which have not existed yet at game start. On existing track, you can strat move as you please.
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by derwho »

Sorry @LargeSlowTarget - it took me a sec to get you a example of my squad issue.

The game date is June 29th 1944. Here are three squads I disbanded on the beginning of March 1944.

I don't do any magic; I just disband the squads before the removal date hits me. Then the squad will reappear, but the "Remove by mm-dd-yyyy" date doesn't change from the original (to my understanding, it should reset), and I now only have the option to permanently withdraw the group or face a severe PP penalty every turn.
squad-3.png
squad-3.png (914.94 KiB) Viewed 831 times
squad-2.png
squad-2.png (934.92 KiB) Viewed 831 times
squad-1.png
squad-1.png (818.21 KiB) Viewed 831 times
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LargeSlowTarget
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

The "(Remove by xxx P)" indicates that the units are meant to be removed permanently.

They are not supposed to reappear - in the editor, they have no "return delay" (the delay value "9999" means "not used")

How did you manage to make them reappear? Has there been a prompt when disbanding asking to "Reform group in 120days"?
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by derwho »

Ah, thanks!
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Kokubokan »

Hi.

Does anyone know if the mod can be played with the (official) 28b patch or it's better to play with the (unofficial) 26b patch?

Thanks!
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btd64
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by btd64 »

Use 1126b....GP
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Cavalry Corp »

Just out of interest, why are the updates suggested running backwards - is it because a better version is coming using 26 as a benchmark?

Cav
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Kokubokan »

btd64 wrote: Wed Apr 01, 2026 4:43 pm Use 1126b....GP

Thanks for the fast reply!
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by btd64 »

Kokubokan wrote: Wed Apr 01, 2026 4:46 pm
btd64 wrote: Wed Apr 01, 2026 4:43 pm Use 1126b....GP

Thanks for the fast reply!
You're welcome 😊....GP
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Cavalry Corp »

Did anyone see my post about 1.26 and a new patch ? see above
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btd64
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by btd64 »

Cavalry Corp wrote: Wed Apr 01, 2026 4:45 pm Just out of interest, why are the updates suggested running backwards - is it because a better version is coming using 26 as a benchmark?

Cav
No, I'll be working on the last build in a few weeks....GP
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LargeSlowTarget
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

@Cavalry Corp What do you mean by "why are the updates suggested running backwards"?

The game distinguishes between game engine (26b, 28b), scenario files and map files (incl. hex data files).

The mod can be played on any game engine version - as long as you use the scenario files (obviously) and the map files provided by with the mod.

If you use a different map and different hex data files, you will face issues, regardless of whether you use 26b or 28b.
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by Cavalry Corp »

Sorry, what I meant was do people not like the changes in the later patches, and a new one based on the last one anyone seems to like 1.26b is in the pipeline, or am I wrong?

I imagine in our mods, the changes to the DB are irrelevant (as we are providing a new scn file) and only changes to the mechanics of the game have any effect.

Note where DB changes were done in later patches, I added this to my mod scn files if they seemed errors or corrections to the original game.

cav
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LargeSlowTarget
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Re: Bottlenecks Mod: Updated Jan 16, 2026

Post by LargeSlowTarget »

I see, Cavalry Corp. It seems that the introduction of more off-map bases in 1.28 has not been well received by the majority of players, and that a new patch version with a partial roll-back concerning these bases is in the pipeline, while maintaining the modifications of the code and map and scenario changes in the on-map areas. I'm honoured that my mod inspired some of these modifications of the map and scenario. It is indeed irrelevant for my mod, it is well possible to use either the 1.26 or the 1.28 code with the map and scenario files of my mod.
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