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Egg Bub
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Wed Dec 19, 2012 12:22 am

Ah yes, I forgot to mention - they have 178 national morale. :( This could explain some of my defeats (in addition to mild incompetence on my behalf).

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Kensai
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Wed Dec 19, 2012 11:58 am

With v1.03d this will fall down pretty soon. They probably got this high NM by capturing a rival regional capital (Taiping, Bhutan, Tibet, etc). Yes, wait for their NM to become more or less equal to yours before engaging them.
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ruur
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Wed Dec 19, 2012 5:27 pm

In the strictest rigourosity of the thread´s purpose: what´s in next patch list?

Moriety
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Wed Dec 19, 2012 7:56 pm

An interesting development with the Russian Light Cavalry bug:

I researched 'Bolt Action Rifles' in 1894 and all units upgraded, however they are still listed as the 1840-1850 model though. The element graphic is displaying, but the image for most of the unit cards is blank.
I say they upgraded, if an Offensive fire rating of 14/15/15 is correct for the 1890 models? I certainly got all the upgrade notifications.
Who knows, now the 20-30% (?) of the Russian Army that is built from this unit type is finally on equal terms with the world, I might actually try a little war. :)
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Caoster
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Wed Dec 19, 2012 10:11 pm

Kensai wrote:Most of the above things are fixable through scripts. AGE 3 is a fantastic engine! :cool:


What are the capabilities of the AGE 3 versus prior versions? And where/what uses the different versions of the engine?

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Kensai
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Thu Dec 20, 2012 9:51 am

According to Pocus: mainly library details, supply rules, and a more comprehensive economy/diplomacy model to deliver the complexity of non-war aspects of titles such as Pride of Nations.
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Sir Garnet
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Fri Dec 21, 2012 8:52 pm

Egg Bub wrote:P.S. I understand that in 1870/1914 Europe this is less unusual, but no way could China put 500000 men on the battlefield in 1865.


The Chinese army was always nominally huge including all components. Over the course of a dynasty padding the rolls, corruption and fraud of all kinds routinely increased with occasional reforms to roll it back. In the 1860s the Taiping threat was a big deal, but in game if it is already largely suppressed and Chna if run well it can raise a million "men" or more in game based on its force pool and huge manpower pool (see my China AAR in the Paradox forum).

However, only a limited minority are the musket-armed regulars who can be compared to European troops, and supply remains a big concern since huge armies need a lot of supply and only the richer regions in China have ample supplies without a build out of the rail and depot system.

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nemethand
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Fri Dec 28, 2012 3:16 pm

Not a bug but would be a welcome interface addition:

On the 'F10' screen, both objectives as well as a comparative list of other nations is shown.

However, both lists are limited to the screen, without a scroll possibility (similar to that of the earlier diplomacy screen, where not all but only some treaties were listed). So, you only see some of your nations's objectives, as well as only some of your competitors.

Would it be possible to apply a scroll function for both lists, to allow access for the whole lists? I really think it would be a welcome addition.

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bjfagan
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Fri Dec 28, 2012 6:18 pm

I would definitely like to see a fix to the supply issue in regards to blockading ports and besieging forts/cities. Right now there is no effective way to actually starve out a beseiged force.

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Kensai
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Sat Jan 05, 2013 11:43 am

Indeed the blockading seems incomplete although in Sakhalin's case it was not continuous as if Russia had few ships to do this effectively. I have noticed something strange though (in tests): sometimes you THINK you blockade but the other side (the blockaded) does not even see your ships (they are hidden) and obviously no blockade appears. This happens especially in bad weather. So there is this interface problem where one side sees the blockading icon and same turn the other side does not. I do not know what the engine counts at this point.
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Moriety
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Tue Jan 08, 2013 12:52 pm

The pillaged problem;

These two provinces have been pillaged for about 20 years, or over 450 turns! It would be nice if the pillage problem was looked at . :)
[ATTACH]21289[/ATTACH]

One other thing: If a new city is formed in a colonial area, but without Protectorate or Colony status, and a great power has troops within the province, they automatically gain control of the new city. This has so far (1901) caused problems in almost every colony the AI is trying to gain as these cities become fixed to that illegal owner.
A fix that gives ownership of the city automatically to the tribe/minor nation would solve this problem.
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Pillage and Goods.jpg
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Kensai
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Tue Jan 08, 2013 1:44 pm

Russians in Africa... argh, my eyes are hurting! :p
(I suspect you play with extended claims, right?)
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Moriety
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Tue Jan 08, 2013 1:55 pm

Kensai wrote:Russians in Africa... argh, my eyes are hurting! :p
(I suspect you play with extended claims, right?)


Correct! :)

Next game will be Russia again, but the proper version with normal SOI's, then the USA. I might be busy for sometime....(although I may break to get an old RPG game that I abandoned in 2002 properly played.) :)
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Jim-NC
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Wed Jan 09, 2013 1:20 am

Moriety wrote:The pillaged problem;

These two provinces have been pillaged for about 20 years, or over 450 turns! It would be nice if the pillage problem was looked at . :)
[ATTACH]21289[/ATTACH]

One other thing: If a new city is formed in a colonial area, but without Protectorate or Colony status, and a great power has troops within the province, they automatically gain control of the new city. This has so far (1901) caused problems in almost every colony the AI is trying to gain as these cities become fixed to that illegal owner.
A fix that gives ownership of the city automatically to the tribe/minor nation would solve this problem.


Have you moved any high detection units into those 2 areas (like cavalry)? I suspect you have a rebel or tribal problem (you can't see the units with what you have there).
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

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Sir Garnet
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Wed Jan 09, 2013 10:50 am

It is theoretically possible to find out the total income from projected sales and the total expense from projected purchases by adjusting the success % sliders under line 3 of the F4 display alternately to 100% and 0%. The total purchases is important for checking adequacy of PC for purchases.

Ideally these would slide, or be very responsive to clicks to move these around. Unfortunately I can spend a lot of clicks trying to get them to move to the ends of the scale to find out the information, and then put them back to a reasonable estimate (this is not just the usual 6-count delay in responding - they sometimes move and sometimes don't.

It would be great for PC planning if the tooltip saying "Buy Transaction Success %: 75" instead read "Buy Transaction Success %: 75 of 954f total purchase bids made." so that the max expenditure at 100% is identified in the tooltip for planning while the scale can be set and left or fine-tuned at a consistent level.

This is important since the effects of this slider propagate to the Assets Balance numbers, so it is not a helpful solution to just leave the slider at 100% Buy 0% Sell to generate the total purchase bids number.

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nemethand
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Wed Jan 09, 2013 11:59 am

Kensai wrote:Indeed the blockading seems incomplete although in Sakhalin's case it was not continuous as if Russia had few ships to do this effectively. I have noticed something strange though (in tests): sometimes you THINK you blockade but the other side (the blockaded) does not even see your ships (they are hidden) and obviously no blockade appears. This happens especially in bad weather. So there is this interface problem where one side sees the blockading icon and same turn the other side does not. I do not know what the engine counts at this point.


It is not so much 'think' then indicated. There had been occasions when the blockading side saw the blockade icon, whilst the blockaded did not. Question is, is there then a blockade or not?

Moriety
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Fri Jan 11, 2013 5:35 pm

Jim-NC wrote:Have you moved any high detection units into those 2 areas (like cavalry)? I suspect you have a rebel or tribal problem (you can't see the units with what you have there).


Hi Jim,
I've tried it with a couple of my highest detection and patrol value units but no joy. It isn't just these two provinces, there are 5 in total.
The problem with pillaged provinces is the development level slowly drops and I'm having to occasionally waste my single telegraph card on them, especially the major Naval base and supply centre in the picture.
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Jim-NC
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Fri Jan 11, 2013 6:33 pm

Hi Moriety,

Since it's not that, do you have allied nomad/tribal units in the areas? I have heard that some units will pillage friendly territory (it was reported by a US player with the Native American units), and that your own units will pillage your towns/supply system.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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Kensai
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Sat Jan 12, 2013 5:43 pm

Suggestion for some potential future fixes and features, Pocus at your own time, if it is ever possible:

  • It would be ideal to have the three canals (Suez, Panama, Kiel) in the game being switched ON and OFF by their owner at will (the structure's owner, which in most cases is the nation that built it regardless of to where this canal lies: ie Suez in our game is French, but the region belongs to Egypt). The owner of the structure should decide to activate it or not but this effect should affect everyone, even himself, friends and foes, in peace or in war. Also, ideally, the structure should appear to be tradeable in the F9 screen as "peace offer" claim. This will make the three canals awesome assets for the holding nation and also targets for peace arrangements. They should obviously be set to provide money and prestige per turn for the owner.
  • While we are at it, please check if there is some issue with the Kiel canal. From the moment the Suez canal is built Germany acquired the buggy ability to pass from the Kiel canal without it built.
  • Supply consumption for ships should be increased considerably. I know that in the future more advaned types consume more, but currently their coal/supplies requests is unrealistic, they can remain like 10-12 turns (half a year!) in the sea and nothing happens.
  • For a future patch I will suggest that the cost of actually creating a railroad in a region should be inversely proportional to the population and development combined of that region. Meaning to create a railroad there should be a fixed amount of capital PLUS the extra for the difficult terrain PLUS some formula that takes into consideration development and population of the region. Wilderness regions should have exorbitant costs. This would make for cheap railroads in advanced populous regions of Western Europe, as it was historically the case, and prohibitively expensive in African or Asian wastelands.


Pocus, if it is difficult or impossible to work on these matters, code-wise, please help us find their nearest equivalents in the database or gamelogic. For example, I presume the supplies per turn needed for ships are somewhere in the setup files and could potentially be tweaked.
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Pocus
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Mon Jan 14, 2013 10:37 am

I'm currently checking on point 2, will tell you what happens.
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Kensai
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Mon Jan 14, 2013 11:06 am

Also, Pocus, consider setting all the canals as indestructible structures in the future, as if they were higher level forts.

In our game: French-owned Suez in Egypt got seized by Great Britain (GBR was at war with EGY) which simply destroyed it from one turn to another. The end result was the structure is now lost forever (France cannot rebuild it) and for the rest of the game we will have to travel around Africa... :bonk:

Obviously, we can always script the structure newly in. :D
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PhilThib
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Mon Jan 14, 2013 11:52 am

May be we could decide these canal structures could not be destroyed?
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Mon Jan 14, 2013 3:16 pm

PhilThib wrote:May be we could decide these canal structures could not be destroyed?

Agreed... :D
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Kensai
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Tue Jan 15, 2013 10:28 am

Also, I still believe the probability of meeting rival trade ships in an MTBs is still remarkably low. I mean in my tests I put my entire fleet of 4000+ combined power (comprised of battleships, frigates, and corvettes) in an MTB and there can be even 4-5 turns (!!) before a meager damage of a couple of hits (!!!!) is done. Considering that once a trade ship or any other ships gets to an MTB it is almost "indestructible" (because of how battles in MTBs work), I am positive that the probability of encountering and hitting rival ships in MTBs should be at least 2-3x more. BOTH probability of encounter and damage delivered.

If one places a huge fleet in an MTB, damage should be the rule, not the exception. And I mean serious damage: 5-10 hits at least per turn, more if one places his entire fleet to counter the enemy trade activity. This will revolutionize how MTB battles are done, effectively forcing players to send fleets there to fight and protect their merchant ships and even renewing them. :w00t:
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bjfagan
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Tue Jan 15, 2013 8:12 pm

FYI, the Kiel Canal issue is a problem from the start of the game. It had nothing to do with the completion of the Suez Canal. I have mentioned this several times going way back, so it is an old issue.

Also, as I pointed out to Pocus a few days ago, hopefully we can get the ship construction problem fixed so we are paying the proper costs for what gets placed on the map.

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Pocus
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Wed Jan 16, 2013 8:44 am

About MTB battles, send me a single TRN and the HST so I can see how probabilities are calculated. The TRN must be from a nation having a significant fleet in MTB.
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Moriety
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Wed Jan 16, 2013 11:14 am

Kensai wrote:Also, I still believe the probability of meeting rival trade ships in an MTBs is still remarkably low. I mean in my tests I put my entire fleet of 4000+ combined power (comprised of battleships, frigates, and corvettes) in an MTB and there can be even 4-5 turns (!!) before a meager damage of a couple of hits (!!!!) is done. Considering that once a trade ship or any other ships gets to an MTB it is almost "indestructible" (because of how battles in MTBs work), I am positive that the probability of encountering and hitting rival ships in MTBs should be at least 2-3x more. BOTH probability of encounter and damage delivered.

If one places a huge fleet in an MTB, damage should be the rule, not the exception. And I mean serious damage: 5-10 hits at least per turn, more if one places his entire fleet to counter the enemy trade activity. This will revolutionize how MTB battles are done, effectively forcing players to send fleets there to fight and protect their merchant ships and even renewing them. :w00t:


That may be a problem to achieve given you also wish to reduce the time ships can spend at sea. It takes several turns to send even steel battleships to some MTB's and most ships arrive without much cohesion remaining.
Personally I would increase the time they spend at sea (and speed). Most fleets had supply ships attached. In 1900 the Royal Navy could reach the Falklands in 3-4 weeks if not mistaken.

The Canals; I'd be happy if just one of the three canals were actually built. It's 1903 in the game and so far none exist.

Jim-NC
"Hi Moriety,
Since it's not that, do you have allied nomad/tribal units in the areas? I have heard that some units will pillage friendly territory (it was reported by a US player with the Native American units), and that your own units will pillage your towns/supply system."


Thanks for the reply, I'll check my units to see if the tribal units have the , 'destroy' and 'pillage' vices, as I did have a few units stationed there until a couple of game years ago.
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Kensai
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Wed Jan 16, 2013 5:51 pm

Moriety, the travel speed is rather nicely simulated, actually. Do you check the weather before sending the ships to a distant destination? (use the appropriate filter)

When I need to send ships far away I always send them in "port hops", meaning I try to reach by the 10th day of the voyage a friendly anchorage or coaling station (better: as it resupplies the ships!). I give 10 days because sometimes the ships delay their departure and I don't want to end the fortnight in open sea. Other than that, the weather (if windy or worse) can severely slow down your fleet and sip it of its cohesion.
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Moriety
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Thu Jan 17, 2013 9:04 am

Kensai wrote:Moriety, the travel speed is rather nicely simulated, actually. Do you check the weather before sending the ships to a distant destination? (use the appropriate filter)

When I need to send ships far away I always send them in "port hops", meaning I try to reach by the 10th day of the voyage a friendly anchorage or coaling station (better: as it resupplies the ships!). I give 10 days because sometimes the ships delay their departure and I don't want to end the fortnight in open sea. Other than that, the weather (if windy or worse) can severely slow down your fleet and sip it of its cohesion.


Can't agree with you there Kensai :)

In the 1850's-70's Clippers and Auxiliary steamers had a min/max journey time between the UK and Australia of 2-4 months, by 1900 with the Suez Canal and steamers this reduced to 35-40 days.

Within the game the UK and France have the luxury of many victualling points, the rest do not, or have very limited options!
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Kensai
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Thu Jan 17, 2013 11:09 am

But this is the time it takes, actually, but only when the weather is good (green) in all the distance. Sometimes you need to plan your direction manually to avoid the yellow-red weather regions, even if the engine takes that into consideration in its pathfinding. I am positive that I need 4-6 turns with clippers and less than 4 with steamers to get from Japan to Europe if the Suez Canal is open. Exactly as you said. But only with nice weather.

You don't need to own the anchoring and coaling stations of your trip... ask passage/supply rights from the other nations.
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