ajnatalo wrote:Went red-red and still issues. I'm trying to take Kuching as Japan from the natives, no other forces that I see. Could the fact that I've built up loyalty with bribe/treaties cause a problem. The population is 55% loyal to me already so is it possible this is causing the game to think i'm in friendly territory? Thats my best guess as to why red-red still won't let me take the city.
Pocus wrote:Transactions and commerce screens are slower as economy develop, but I doubt they are slower in 1850 in this patch compared to previous ones.
sagji wrote:There are also some techs that have no effect - these are techs that have no effects of their own, and all the techs they are precursors for are also on the list.
Can't find an effect for 321-Air Superiority or for any tech that requires it
Can't find an effect for 34-Balliste or for any tech that requires it
Can't find an effect for 27-Barbettes or for any tech that requires it
Can't find an effect for 80-Depth Charge or for any tech that requires it
Can't find an effect for 87-Dreadnought or for any tech that requires it
Can't find an effect for 250-Electric Telegraph or for any tech that requires it
Can't find an effect for 49-Electrical Mounts or for any tech that requires it
Can't find an effect for 306-Expanded Reserve or for any tech that requires it
Can't find an effect for 7-Explosive Shells or for any tech that requires it
Can't find an effect for 300-French 75 Model or for any tech that requires it
Can't find an effect for 322-Giulio Douhet or for any tech that requires it
Can't find an effect for 43-Heavy Caliber Guns III or for any tech that requires it
Can't find an effect for 44-Heavy Caliber Guns IV or for any tech that requires it
Can't find an effect for 11-Hospital Ships or for any tech that requires it
Can't find an effect for 262-Infiltration or for any tech that requires it
Can't find an effect for 257-Ivan Bloch or for any tech that requires it
Can't find an effect for 298-Krupp or for any tech that requires it
Can't find an effect for 263-Low Echelon Fire Support or for any tech that requires it
Can't find an effect for 324-Military Airplanes or for any tech that requires it
Can't find an effect for 0-Muzzle loaded smoothbore or for any tech that requires it
Can't find an effect for 211-New synchronization techniques or for any tech that requires it
Can't find an effect for 415-Panama Canal or for any tech that requires it
Can't find an effect for 33-Poudre B or for any tech that requires it
Can't find an effect for 238-Sere de Rivieres or for any tech that requires it
Can't find an effect for 179-Skyscrapers or for any tech that requires it
Can't find an effect for 5-Steam Frigates or for any tech that requires it
Can't find an effect for 412-Suez Canal or for any tech that requires it
Can't find an effect for 95-Torpedo planes or for any tech that requires it
Can't find an effect for 189-Underground rail systems or for any tech that requires it
Can't find an effect for 68-Zone of Immunity or for any tech that requires it
UID = 4750
Alias = uni_GBR_BB06
NationTag = GBR
Name = Battleship Squadron
ShortName = Battleship Squadron
Text = $uni_txt_CMN_BB1_Battleship_Squadron
Color = $colGBRNavy
DoubleLength = 1
ModelType0 = $mdl_GBR_BB06|4
BuildAttributes = *HeavyShipbuilding*
TechAutoUpg = $uni_GBR_BB07
FamilyType0 = $famLightWarship|4
CmdCost = 2
Pillage = 0
BuildRule = $recHarbor
BuildWeight = 25
CustomNames = 1st Battle Division|2nd Battle Division|3rd Battle Division|4th Battle Division|5th Battle Division|6th Battle Division|7th Battle Division|8th Battle Division|9th Battle Division|10th Battle Division|11th Battle Division|12th Battle Division|13th Battle Division|14th Battle Division|15th Battle Division|16th Battle Division|17th Battle Division|18th Battle Division|19th Battle Division|20th Battle Division|21st Battle Division|22nd Battle Division|23rd Battle Division|24th Battle Division|25th Battle Division|26th Battle Division|27th Battle Division|28th Battle Division|29th Battle Division|30th Battle Division|
FamilyType0 = $famHvyWarship|4
, I'm going to recode all the relevant entries and generate the cache to see if that deals with the gap. Now to look at airplanes$famLightWarship|4
Tach wrote:Not entirely certain this is the right place but since I'm running 1.04rc2 I'd put it here.
I'm assaulting Richmond. Day 1, assault goes in, all 7 defending elements destroyed. Yay, thinks I. Day 2, assault takes place again, 1 defending militia element which promptly gets squashed. Ok, perhaps it moved in from an adjacent region and being so small, I didn't see it. Day 6, the same thing happens, 1 defending militia element. Day 7, another single defending militia element. Day 9, 2 defending militia elements. Day 11, 1 element. Day 13, 1 element. Day 14, 2 elements. End result is that Richmond is still Confederate and I'm wondering where all these militia are coming from.
The following turn, I switched to assault - all out attack (red/red). Same thing happens, every couple of days, one or two militia elements spawn and immediately get squashed. Again, turn ends with Richmond still in Confederate hands, my army is slowly bleeding to death (loss of cohesion and a few casualties) and more importantly, the confederate army nearby that prompted the assault has now recovered.
So, is this WAD or a bug? I think I remember reading a thread about instantly spawning defenders, but can't find it.
Edit: found it, Kensai seemed to be saying that if you fail to take the objective, they would respawn the garrison, but surely if I have annihilated the defenders, I should take the objective and not have them respawn repeatedly within the same turn?
Tach wrote:By take the objective, I mean capture the city (so Richmond in this case), but in the other thread it is colonial buildings, or forts, or ports. Basically whatever I am assaulting.
Christophe.Barot wrote:point is not here,is that in version 1.03 (russian endgame for me), they were almost immediate
in 1.04 lag is such game becomes unplayable (had to deinstall, reinstall with last 1.03 fix, could really no longer play, B and F4 became unusable, and they are irrepleacable tools) - waiting 10-15 minutes interturn is managable - a lag in minutes (or even 30second) EACH click for managing economy is not
please, can you plan to correct the lag for next patch, is really a killer, prevents to benefit from further improvements (I don't know if you notice on your computer, as I guess you develop with a powerful PC)
cheers
Christophe
I can't find anything that triggers the effect - I suspect this oe is hard coded into the exe rather than done by events.loki100 wrote:HI Sagji, sorry to respond rather late but I've been working on trying to understand problems with the 1900 techs, esp the non-appearing dreadnoughts.
but there is at least one error in your list - Hospital ships generates a unit of that type that you can build
Now Dreadnougjts, I think I've caught the flaw:
If we look at BBO6 (ie the 1900 Dreadnought), we see:
that is the British one, same apart from unit names for the other majors. Now the Super-Dreadnought (ie the 1910 tech) has one key line different:
I *think* that is the key, the BB06 tries to use , I'm going to recode all the relevant entries and generate the cache to see if that deals with the gap. Now to look at airplanes
a wee bit out of my depth, but on checking in models, none of Dreadnought, air recon, air bomb, air fight, air sep, airships or airfield, have any activation tech (all are 'Null'), but then so are a lot of techs, like every generation of battleships from 1-5 (and I know they all work, so is 'activated by' of any real importance?)
StartEvent = RI_Ironclad_Frigates|999|0|NULL|NULL|NULL|NULL
Conditions
Actions
ChangeUnitType = $uni_XXX_Frg2;$uni_XXX_Frg3;InFP;OnMap
ObsoleteModelGen = *WSFF1*
EndEvent
Kensai wrote:I wish sagji's tool was in the hands of Pocus. Or Pocus had a similar one. This will indeed speed up things in the few remaining database errors. This is the most difficult part of hiccups to eradicate cause it might only be a single line that changes or breaks the whole upgrade sequence. I suspect there are some issues in the sequence to make obsolete older techs, unless it was a problem of the PBEM (which was started with a very early release of the game). I really could understand why some nations had for example to build 3 types of the same (say commercial ships) of the same generation (ie, the button appeared three times), instead of combining their force pool into one and keeping the UI sleek.
sagji wrote:Won't work. Family is the list of types that can be in the unit - you can combine two units (e.g. a learder and a corps) if all of the models actually in the two units are in the family list for one of the units.
The way units are usually added to the forcepool is by adding or replacing a forcepool limit - when you research ironclad frigates it triggers an event (in RI_Template Naval) with XXX replaced with the researching nation's TAG
The change unit type changes all units of the first type to the second type. So Britain has a forcepool of 10 uni_GBR_Frg2 then it change that to 0 and adds 10 to Britain's uni_GBR_Frg3 forcepool.
The obsoleteModelGen marks that model as obsolete - any model (i.e. sub unit) that has that value for its generation will ten be eligible to upgrade - to the model specified in its Upgrade to field.
Some techs use "ChangeUnitPool = $uni_XXX_CD01;5" which simply adds 5 to the nation's early monitor forcepool.
SelectFaction = $XXX
StartEvent = RI_Dreadnought_tech|999|0|NULL|NULL|NULL|NULL
Conditions
Actions
ChangeUnitType = $uni_XXX_BA04;$uni_XXX_BB06;InFP
ObsoleteModelGen = *SBB1*
ChangeUnitPool = $uni_XXX_BB06;5
EndEvent
NULL = NULL
SelectFaction = $XXX
StartEvent = RI_Late_Battleships|999|0|NULL|NULL|NULL|NULL
Conditions
Actions
ChangeUnitType = $uni_XXX_War3;$uni_XXX_BA05;InFP
ObsoleteModelGen = *WBBLR1*
ObsoleteModelGen = *WBBLR2*
ObsoleteModelGen = *WBBLR3*
EndEvent
NULL = NULL
loki100 wrote:Ok that is helpful, when I find the RI_.... code for the Dreadnought I find:
sagji wrote:I suspect you are confusing RI_Dreadnought_tech and RI_Dreadnought
There is a invention RI_Battleships. When you invent it you get a technology RI_Battleships_tech. When you research that it fires the RI_Battleships_tech event in the naval template and you get some battleships.
With RI_Dreadnoughts_tech it doesn't require RI_Dreadnoughts (only RI_Steel_Ships, RI_Steam_Turbine, RI_Early_Battleships, RI_All_Big_Guns and RI_Cordite).
The result is that as RI_Dreadnoughts isn't required for RI_Dreadnoughts_tech it has no effect.
It may be that RI_Dreadnoughts was removed from RI_Dreadnoughts_tech to give it some chance of arriving at a reasonable time - but this also needs to be done for Ironclads - to build Ironclad frigates the tech chain is locked until 1860 and then you need an invention and two technologies in sequence before you can build HMS Warrior (which takes another year) so you are doing well if you can launch her before 1870.
You don't know that. I believe the design intent was that you have to get the dreadnought invention before you can get the deadnought technology which adds the Dreadnought units to the forcepool. Thus the implementation which doesn't require the invention before getting the tech isn't WAD but is giving you the Dreadnoughts more easily than intended.loki100 wrote:This is like the Hospital Ship, the tech works exactly as it is designed to.
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