User avatar
Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Sun Jun 16, 2013 11:42 am

In our game it happened by conquer. Germany conquered the region while in war with Egypt and France. I am not really sure what would happen if Germany was at war with France only, actually this should be a very exciting scenario: a nation that has passage rights (or defensive agreement) can seize the assets of a third country at war even on a neutral host country. Obviously the seized country might get angry with the neutral host but that's for the players to deal with. This opens up for many exciting scenarios and "international incidents" on neutral grounds. A sort of economic war! Can this be programmed for the patch? :)

Pocus, also, could you see into it that China (when with the 2-2-2 Emperors) or Turkey under Abdul Hamid II have a bug with the diplos? These nations in our game could not even get the minimum 2 diplomats per semester. Also, if you think it's easy, please enhance the theaters filter button so it shows "Sea Theaters" as well. This is important so we know where the limits of each theater fall so we can send our 3-star Admirals. ;)

---

Regarding sieges, I beg to differ. The archetype of a long siege (the Siege of Leningrad) was the exception, not the rule in history. Apart from being almost a century later and using possibly stuff we cannot abstract in game, most sieges in this era should be very catastrophic under heavy artillery and a reasonable blockade. The effects I propose should not be seen before the first 5 turns of a breached fortress and become really serious after 10. That means almost 13-14 turns in game for a 3-tier industrial fortress in PON... we are talking about a 6-7 month siege under heavy artillery barrage already!! (cause breaches accumulated and not repaired means continuous pounding!!)

If the besieged has not managed to free his fortifications after six months with outside help or perhaps by repairing the damage (can happen with engineers, etc), then the troops inside should somehow be abstracted to feel the toll.
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De_Spinoza
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Sun Jun 16, 2013 8:58 pm

Is patch 1.04 to be applied on a fresh install? In the 'B' trade overview the text is slightly misplaced, and the regional trade windows appear in the bottom right and when trying to drag them to the centre of the screen it popped right back, thus preventing me from changing trade orders. Might this be caused by the custom .exe we use in our Conflict in Europe Game?

EDIT: same on a clean install, the font of the 'B' trade window is misplaced and the 'T' regional trade window jumps back out of the screen when trying to drag it to the center.

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Sir Garnet
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Tue Jun 18, 2013 4:21 am

The trade windows stopped dragging normally (popping back part way to their former position on each drag) before the 1.04 beta which I have not yet tried due to reports..

The B and T windows used to drag normally, but the popping partway back or occasionally off screen on a misclick drag near the edge is from a prior update. Sometimes on a bad click it can get far enough off the screen that you can't drag from the middle of it and need to restart the game to resert it.

I find it essential to move F4 up a little and B and T to the sides in order to get a full picture of the economy and manage trade and production with minimum overlap. They should remain draggable and a misclick in the middle of the screen won't throw it off entirely. Ideally they can be dragged normally. It sounds like you have a low res screen that cuts off part of the windows if in a side position?

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De_Spinoza
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Tue Jun 18, 2013 10:09 am

Sir Garnet wrote:The trade windows stopped dragging normally (popping back part way to their former position on each drag) before the 1.04 beta which I have not yet tried due to reports..

The B and T windows used to drag normally, but the popping partway back or occasionally off screen on a misclick drag near the edge is from a prior update. Sometimes on a bad click it can get far enough off the screen that you can't drag from the middle of it and need to restart the game to resert it.

I find it essential to move F4 up a little and B and T to the sides in order to get a full picture of the economy and manage trade and production with minimum overlap. They should remain draggable and a misclick in the middle of the screen won't throw it off entirely. Ideally they can be dragged normally. It sounds like you have a low res screen that cuts off part of the windows if in a side position?


I'm using a 1920x1080 screen, so there should be no problems there. Before 1.04 the T screen did however not appear on the bottom right, and now it does.

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Sir Garnet
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Tue Jun 18, 2013 10:26 am

De_Spinoza wrote:I'm using a 1920x1080 screen, so there should be no problems there. Before 1.04 the T screen did however not appear on the bottom right, and now it does.


On the high res screen it's the only unused real estate to fit it in with the others. I can imagine a UI change that gives you info on all aspects of each product's status in a single window and with tooltips.

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Pocus
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Tue Jun 18, 2013 2:53 pm

Hi,

Tomorrow 1.04 release candidate 2 will be out:

- fix for windows alignments being screwed up
- fix for money cost not appearing for structures
- some text fixes on B and T windows
- HQ artillery range fixed (if you encountered it).

I have a back catalog of 4-5 gameplay bugs also, hopefully I can clear 1 or 2 Friday, so expect RC3 soon. These are complex so take potentially a lot of time to trace.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Sir Garnet
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Tue Jun 18, 2013 6:31 pm

Sounds promising.

Pocus wrote:- some text fixes on B and T windows


Is the 25% premium price label being changed to the correct % (50%?).

On the windows, they dragged fine up to fix e I think, but for a while have been dragging strangely and popping partway back in the direction they moved from. Probably part of the same issue.

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Kensai
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Location: Freiburg, Germany

Wed Jun 19, 2013 11:58 am

Thanks for everything, Pocus. Much appreciated.
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Pocus
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Thu Jun 20, 2013 3:35 pm

1.04 RC2 is now up, see first post!
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Sir Garnet
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Thu Jun 20, 2013 6:26 pm

Can UserPath be used to specify an even more convenient place to save files, such as a dropbox directory?

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Kensai
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Location: Freiburg, Germany

Thu Jun 20, 2013 8:11 pm

Sir Garnet wrote:Can UserPath be used to specify an even more convenient place to save files, such as a dropbox directory?


That would be cool. Especially if it could be as easy as writing a line in the Settings file software with the target directory. Wondering if Windows will allow it though. The UserPath is precisely an 'allowed space' to avoid asking for extra authorization.
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Sir Garnet
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Thu Jun 20, 2013 9:17 pm

Kensai wrote:That would be cool. Especially if it could be as easy as writing a line in the Settings file software with the target directory. Wondering if Windows will allow it though. The UserPath is precisely an 'allowed space' to avoid asking for extra authorization.


I understand the logic of that. I've set the threshold so it doesn't bother me for saves - the bother is going from folder to folder opening down the tree, and making sure it's the right file for uploading - and not misclicking.

For 2 player PBEM having it instantly transmitted by dropbox would be the fastest way to play.

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Pocus
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Fri Jun 21, 2013 8:08 am

I can try that...
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Kensai
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Location: Freiburg, Germany

Sat Jun 22, 2013 10:21 am

Pocus,

also have a look on a minor bug on two regions (118 Hamburg and 119 Holstein). bjfagan found a bug with the regions that allowed his ships pass through the Kiel canal before it was even built.

The code we changed was here, please compare it with the original files. If you find an inconsistency, please do add this later version and check if it fixes it for good.

For 118Hamburg:

Code: Select all

UID = 118
Name = Hamburg
Kind = 0
x = 15740
y = 1400
xc = 15782
yc = 1434
DisplayNb = 9
Coo0             = 15808|1446|0
Coo1             = 15760|1416|0
Coo2             = 15776|1436|0
Coo3 = 15796|1446|0
Coo4             = 15784|1416|0
Coo5 = 15772|1412|0
Coo6 = 15808|1420|0
Coo7 = 15792|1444|0
Coo8 = 15756|1420|0
Bitmap = 118Hamburg.bmp
WinterBmp = Winter_118Hamburg.bmp
TerrainType = 0
SprFacing = 3
DisplaceOffset0 = 0|0
Adjacency0 = 2228
Adjacency1 = 2228
Adjacency2 = 116
Adjacency3 = 119
Adjacency4 = 119
Adjacency5 = 119
Adjacency6 = 119
Adjacency7 = 2228
Adjacency8 = 2228
Adjacency9 = 2228
JumpLink0 = 116|24
JumpLink1 = 117|18
JumpLink2 = 2224|26
JumpLink3 = 2225|26
JumpLink4 = 119|26
StraitBlock = 0
FixedSprite = 0
PolyMinX = 15740
PolyMinY = 1400
PolyMaxX = 15828
PolyMaxY = 1472
Poly0 = 15768|1436|0|
Poly1 = 15784|1448|0|
Poly2 = 15784|1460|0|
Poly3 = 15812|1468|0|
Poly4 = 15824|1448|0|
Poly5 = 15820|1420|0|
Poly6 = 15780|1404|0|
Poly7 = 15756|1412|0|
Poly8 = 15744|1420|0|
Poly9 = 15752|1428|0|
Triangle0 = 15756.000|1412.000|0.000|15744.000|1420.000|0.000|15752.000|1428.000|0.000|
Triangle1 = 15756.000|1412.000|0.000|15752.000|1428.000|0.000|15768.000|1436.000|0.000|
Triangle2 = 15780.000|1404.000|0.000|15756.000|1412.000|0.000|15768.000|1436.000|0.000|
Triangle3 = 15784.000|1448.000|0.000|15784.000|1460.000|0.000|15812.000|1468.000|0.000|
Triangle4 = 15784.000|1448.000|0.000|15812.000|1468.000|0.000|15824.000|1448.000|0.000|
Triangle5 = 15780.000|1404.000|0.000|15768.000|1436.000|0.000|15784.000|1448.000|0.000|
Triangle6 = 15784.000|1448.000|0.000|15824.000|1448.000|0.000|15820.000|1420.000|0.000|
Triangle7 = 15784.000|1448.000|0.000|15820.000|1420.000|0.000|15780.000|1404.000|0.000|


For 119Holstein:

Code: Select all

UID = 119
Name = Holstein
Kind = 0
x = 15708
y = 1348
xc = 15829
yc = 1400
DisplayNb = 9
Coo0             = 15831|1382|0
Coo1             = 15765|1380|0
Coo2             = 15887|1391|0
Coo3 = 15853|1432|0
Coo4             = 15872|1400|0
Coo5 = 15880|1416|0
Coo6 = 15768|1376|0
Coo7 = 15840|1432|0
Coo8 = 15844|1384|0
Bitmap = 119Holstein.bmp
WinterBmp = Winter_119Holstein.bmp
TerrainType = 7
SprFacing = 1
DisplaceOffset0 = 0|0
Adjacency0 = 120
Adjacency1 = 120
Adjacency2 = 2225
Adjacency3 = 2225
Adjacency4 = 2224
Adjacency5 = 2224
Adjacency6 = 2224
Adjacency7 = 2224
Adjacency8 = 2224
Adjacency9 = 2224
Adjacency10 = 2224
Adjacency11 = 2224
Adjacency12 = 2224
Adjacency13 = 2224
Adjacency14 = 2224
Adjacency15 = 122
Adjacency16 = 122
Adjacency17 = 125
Adjacency18 = 116
Adjacency19 = 118
Adjacency20 = 118
Adjacency21 = 118
Adjacency22 = 118
Adjacency23 = 2228
Adjacency24 = 2228
Adjacency25 = 2228
Adjacency26 = 2228
JumpLink0 = 116|24
JumpLink1 = 2228|26
JumpLink2 = 118|26
StraitBlock = 0
FixedSprite = 0
PolyMinX = 15708
PolyMinY = 1348
PolyMaxX = 15928
PolyMaxY = 1472
Poly0 = 15732|1376|0|
Poly1 = 15788|1356|0|
Poly2 = 15800|1352|0|
Poly3 = 15820|1360|0|
Poly4 = 15832|1360|0|
Poly5 = 15836|1376|0|
Poly6 = 15820|1384|0|
Poly7 = 15844|1380|0|
Poly8 = 15848|1392|0|
Poly9 = 15868|1388|0|
Poly10 = 15884|1392|0|
Poly11 = 15892|1396|0|
Poly12 = 15912|1388|0|
Poly13 = 15924|1392|0|
Poly14 = 15924|1404|0|
Poly15 = 15896|1420|0|
Poly16 = 15876|1436|0|
Poly17 = 15864|1464|0|
Poly18 = 15840|1464|0|
Poly19 = 15812|1468|0|
Poly20 = 15824|1448|0|
Poly21 = 15820|1420|0|
Poly22 = 15780|1404|0|
Poly23 = 15756|1412|0|
Poly24 = 15740|1408|0|
Poly25 = 15712|1396|0|
Poly26 = 15740|1384|0|
Triangle0 = 15912.000|1388.000|0.000|15924.000|1392.000|0.000|15924.000|1404.000|0.000|
Triangle1 = 15820.000|1360.000|0.000|15832.000|1360.000|0.000|15836.000|1376.000|0.000|
Triangle2 = 15840.000|1464.000|0.000|15812.000|1468.000|0.000|15824.000|1448.000|0.000|
Triangle3 = 15820.000|1360.000|0.000|15836.000|1376.000|0.000|15820.000|1384.000|0.000|
Triangle4 = 15740.000|1408.000|0.000|15712.000|1396.000|0.000|15740.000|1384.000|0.000|
Triangle5 = 15868.000|1388.000|0.000|15884.000|1392.000|0.000|15892.000|1396.000|0.000|
Triangle6 = 15820.000|1384.000|0.000|15844.000|1380.000|0.000|15848.000|1392.000|0.000|
Triangle7 = 15788.000|1356.000|0.000|15800.000|1352.000|0.000|15820.000|1360.000|0.000|
Triangle8 = 15756.000|1412.000|0.000|15740.000|1408.000|0.000|15740.000|1384.000|0.000|
Triangle9 = 15892.000|1396.000|0.000|15912.000|1388.000|0.000|15924.000|1404.000|0.000|
Triangle10 = 15892.000|1396.000|0.000|15924.000|1404.000|0.000|15896.000|1420.000|0.000|
Triangle11 = 15788.000|1356.000|0.000|15820.000|1360.000|0.000|15820.000|1384.000|0.000|
Triangle12 = 15868.000|1388.000|0.000|15892.000|1396.000|0.000|15896.000|1420.000|0.000|
Triangle13 = 15864.000|1464.000|0.000|15840.000|1464.000|0.000|15824.000|1448.000|0.000|
Triangle14 = 15780.000|1404.000|0.000|15756.000|1412.000|0.000|15740.000|1384.000|0.000|
Triangle15 = 15868.000|1388.000|0.000|15896.000|1420.000|0.000|15876.000|1436.000|0.000|
Triangle16 = 15848.000|1392.000|0.000|15868.000|1388.000|0.000|15876.000|1436.000|0.000|
Triangle17 = 15876.000|1436.000|0.000|15864.000|1464.000|0.000|15824.000|1448.000|0.000|
Triangle18 = 15740.000|1384.000|0.000|15732.000|1376.000|0.000|15788.000|1356.000|0.000|
Triangle19 = 15780.000|1404.000|0.000|15740.000|1384.000|0.000|15788.000|1356.000|0.000|
Triangle20 = 15780.000|1404.000|0.000|15788.000|1356.000|0.000|15820.000|1384.000|0.000|
Triangle21 = 15820.000|1420.000|0.000|15780.000|1404.000|0.000|15820.000|1384.000|0.000|
Triangle22 = 15820.000|1420.000|0.000|15820.000|1384.000|0.000|15848.000|1392.000|0.000|
Triangle23 = 15820.000|1420.000|0.000|15848.000|1392.000|0.000|15876.000|1436.000|0.000|
Triangle24 = 15876.000|1436.000|0.000|15824.000|1448.000|0.000|15820.000|1420.000|0.000|
|


The files are obviously found in Regions folder.
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Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Sat Jun 22, 2013 4:14 pm

Another minor thing to look at for v1.04 is the Asian and Arab culture city icons. They don't appear anymore when you click on the cities.
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Sir Garnet
Posts: 935
Joined: Sat Jul 16, 2011 8:23 pm

Sat Jun 22, 2013 4:28 pm

Kensai wrote:The files are obviously found in Regions folder.


Those files in patch 1.03e and in the CIE files are identical.

The 2min diplomats should be a humanplayer only sort of thing, though given the choice I'd want the 2 for everyone rather than zero.

User avatar
Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Sun Jun 23, 2013 2:04 pm

Puzzled by this message. :confused:

Image

The structure disappeared and now (perhaps even before but hadn't quite noticed playing with Greece and Japan) there is no movement path through Suez. I really hope the patch fix this small nuisance once and for all, ideally as I suggested in my report (in a previous post).
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vaalen
AGEod Guard of Honor
Posts: 1229
Joined: Thu Dec 20, 2007 8:48 pm

Sun Jun 23, 2013 4:27 pm

Kensai wrote:Pocus,

also have a look on a minor bug on two regions (118 Hamburg and 119 Holstein). bjfagan found a bug with the regions that allowed his ships pass through the Kiel canal before it was even built.

The code we changed was here, please compare it with the original files. If you find an inconsistency, please do add this later version and check if it fixes it for good.

For 118Hamburg:

Code: Select all

UID = 118
Name = Hamburg
Kind = 0
x = 15740
y = 1400
xc = 15782
yc = 1434
DisplayNb = 9
Coo0             = 15808|1446|0
Coo1             = 15760|1416|0
Coo2             = 15776|1436|0
Coo3 = 15796|1446|0
Coo4             = 15784|1416|0
Coo5 = 15772|1412|0
Coo6 = 15808|1420|0
Coo7 = 15792|1444|0
Coo8 = 15756|1420|0
Bitmap = 118Hamburg.bmp
WinterBmp = Winter_118Hamburg.bmp
TerrainType = 0
SprFacing = 3
DisplaceOffset0 = 0|0
Adjacency0 = 2228
Adjacency1 = 2228
Adjacency2 = 116
Adjacency3 = 119
Adjacency4 = 119
Adjacency5 = 119
Adjacency6 = 119
Adjacency7 = 2228
Adjacency8 = 2228
Adjacency9 = 2228
JumpLink0 = 116|24
JumpLink1 = 117|18
JumpLink2 = 2224|26
JumpLink3 = 2225|26
JumpLink4 = 119|26
StraitBlock = 0
FixedSprite = 0
PolyMinX = 15740
PolyMinY = 1400
PolyMaxX = 15828
PolyMaxY = 1472
Poly0 = 15768|1436|0|
Poly1 = 15784|1448|0|
Poly2 = 15784|1460|0|
Poly3 = 15812|1468|0|
Poly4 = 15824|1448|0|
Poly5 = 15820|1420|0|
Poly6 = 15780|1404|0|
Poly7 = 15756|1412|0|
Poly8 = 15744|1420|0|
Poly9 = 15752|1428|0|
Triangle0 = 15756.000|1412.000|0.000|15744.000|1420.000|0.000|15752.000|1428.000|0.000|
Triangle1 = 15756.000|1412.000|0.000|15752.000|1428.000|0.000|15768.000|1436.000|0.000|
Triangle2 = 15780.000|1404.000|0.000|15756.000|1412.000|0.000|15768.000|1436.000|0.000|
Triangle3 = 15784.000|1448.000|0.000|15784.000|1460.000|0.000|15812.000|1468.000|0.000|
Triangle4 = 15784.000|1448.000|0.000|15812.000|1468.000|0.000|15824.000|1448.000|0.000|
Triangle5 = 15780.000|1404.000|0.000|15768.000|1436.000|0.000|15784.000|1448.000|0.000|
Triangle6 = 15784.000|1448.000|0.000|15824.000|1448.000|0.000|15820.000|1420.000|0.000|
Triangle7 = 15784.000|1448.000|0.000|15820.000|1420.000|0.000|15780.000|1404.000|0.000|


For 119Holstein:

Code: Select all

UID = 119
Name = Holstein
Kind = 0
x = 15708
y = 1348
xc = 15829
yc = 1400
DisplayNb = 9
Coo0             = 15831|1382|0
Coo1             = 15765|1380|0
Coo2             = 15887|1391|0
Coo3 = 15853|1432|0
Coo4             = 15872|1400|0
Coo5 = 15880|1416|0
Coo6 = 15768|1376|0
Coo7 = 15840|1432|0
Coo8 = 15844|1384|0
Bitmap = 119Holstein.bmp
WinterBmp = Winter_119Holstein.bmp
TerrainType = 7
SprFacing = 1
DisplaceOffset0 = 0|0
Adjacency0 = 120
Adjacency1 = 120
Adjacency2 = 2225
Adjacency3 = 2225
Adjacency4 = 2224
Adjacency5 = 2224
Adjacency6 = 2224
Adjacency7 = 2224
Adjacency8 = 2224
Adjacency9 = 2224
Adjacency10 = 2224
Adjacency11 = 2224
Adjacency12 = 2224
Adjacency13 = 2224
Adjacency14 = 2224
Adjacency15 = 122
Adjacency16 = 122
Adjacency17 = 125
Adjacency18 = 116
Adjacency19 = 118
Adjacency20 = 118
Adjacency21 = 118
Adjacency22 = 118
Adjacency23 = 2228
Adjacency24 = 2228
Adjacency25 = 2228
Adjacency26 = 2228
JumpLink0 = 116|24
JumpLink1 = 2228|26
JumpLink2 = 118|26
StraitBlock = 0
FixedSprite = 0
PolyMinX = 15708
PolyMinY = 1348
PolyMaxX = 15928
PolyMaxY = 1472
Poly0 = 15732|1376|0|
Poly1 = 15788|1356|0|
Poly2 = 15800|1352|0|
Poly3 = 15820|1360|0|
Poly4 = 15832|1360|0|
Poly5 = 15836|1376|0|
Poly6 = 15820|1384|0|
Poly7 = 15844|1380|0|
Poly8 = 15848|1392|0|
Poly9 = 15868|1388|0|
Poly10 = 15884|1392|0|
Poly11 = 15892|1396|0|
Poly12 = 15912|1388|0|
Poly13 = 15924|1392|0|
Poly14 = 15924|1404|0|
Poly15 = 15896|1420|0|
Poly16 = 15876|1436|0|
Poly17 = 15864|1464|0|
Poly18 = 15840|1464|0|
Poly19 = 15812|1468|0|
Poly20 = 15824|1448|0|
Poly21 = 15820|1420|0|
Poly22 = 15780|1404|0|
Poly23 = 15756|1412|0|
Poly24 = 15740|1408|0|
Poly25 = 15712|1396|0|
Poly26 = 15740|1384|0|
Triangle0 = 15912.000|1388.000|0.000|15924.000|1392.000|0.000|15924.000|1404.000|0.000|
Triangle1 = 15820.000|1360.000|0.000|15832.000|1360.000|0.000|15836.000|1376.000|0.000|
Triangle2 = 15840.000|1464.000|0.000|15812.000|1468.000|0.000|15824.000|1448.000|0.000|
Triangle3 = 15820.000|1360.000|0.000|15836.000|1376.000|0.000|15820.000|1384.000|0.000|
Triangle4 = 15740.000|1408.000|0.000|15712.000|1396.000|0.000|15740.000|1384.000|0.000|
Triangle5 = 15868.000|1388.000|0.000|15884.000|1392.000|0.000|15892.000|1396.000|0.000|
Triangle6 = 15820.000|1384.000|0.000|15844.000|1380.000|0.000|15848.000|1392.000|0.000|
Triangle7 = 15788.000|1356.000|0.000|15800.000|1352.000|0.000|15820.000|1360.000|0.000|
Triangle8 = 15756.000|1412.000|0.000|15740.000|1408.000|0.000|15740.000|1384.000|0.000|
Triangle9 = 15892.000|1396.000|0.000|15912.000|1388.000|0.000|15924.000|1404.000|0.000|
Triangle10 = 15892.000|1396.000|0.000|15924.000|1404.000|0.000|15896.000|1420.000|0.000|
Triangle11 = 15788.000|1356.000|0.000|15820.000|1360.000|0.000|15820.000|1384.000|0.000|
Triangle12 = 15868.000|1388.000|0.000|15892.000|1396.000|0.000|15896.000|1420.000|0.000|
Triangle13 = 15864.000|1464.000|0.000|15840.000|1464.000|0.000|15824.000|1448.000|0.000|
Triangle14 = 15780.000|1404.000|0.000|15756.000|1412.000|0.000|15740.000|1384.000|0.000|
Triangle15 = 15868.000|1388.000|0.000|15896.000|1420.000|0.000|15876.000|1436.000|0.000|
Triangle16 = 15848.000|1392.000|0.000|15868.000|1388.000|0.000|15876.000|1436.000|0.000|
Triangle17 = 15876.000|1436.000|0.000|15864.000|1464.000|0.000|15824.000|1448.000|0.000|
Triangle18 = 15740.000|1384.000|0.000|15732.000|1376.000|0.000|15788.000|1356.000|0.000|
Triangle19 = 15780.000|1404.000|0.000|15740.000|1384.000|0.000|15788.000|1356.000|0.000|
Triangle20 = 15780.000|1404.000|0.000|15788.000|1356.000|0.000|15820.000|1384.000|0.000|
Triangle21 = 15820.000|1420.000|0.000|15780.000|1404.000|0.000|15820.000|1384.000|0.000|
Triangle22 = 15820.000|1420.000|0.000|15820.000|1384.000|0.000|15848.000|1392.000|0.000|
Triangle23 = 15820.000|1420.000|0.000|15848.000|1392.000|0.000|15876.000|1436.000|0.000|
Triangle24 = 15876.000|1436.000|0.000|15824.000|1448.000|0.000|15820.000|1420.000|0.000|
|


The files are obviously found in Regions folder.


I found the same bug in my game as Prussia. I was quite surprised to see the Reichsflotte sail through solid land !

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Kensai
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Mon Jun 24, 2013 9:56 am

Another potential minor feature that can be added, in my opinion to all AGEOD titles, is: naval sorties

I was thinking about it the other day while I was watching my ships in port with full cohesion. If I set them to "offensive" and "intercept enemy fleets passing by" it would have been rather cool they indeed attacked ships that passed nearby. Of course it should work even in "defensive" in case one of the rival fleets passing near that port is on "offensive". They should not react if in "passive" only.

The game engine should more or less already allow this as all ports are tied to their nearby sea regions through the Harbor Exit Points. As an example, if I have a fleet ready and waiting in the Orkneys (Scapa Flow harbor) and an enemy passes nearby in one of the two exit point regions (The Minch or Moray Firth) I would want that fleet to intercept the enemy as if it did a sortie. ;)
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Sir Garnet
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Mon Jun 24, 2013 1:02 pm

Kensai wrote:Another potential minor feature that can be added, in my opinion to all AGEOD titles, is: naval sorties

I was thinking about it the other day while I was watching my ships in port with full cohesion. If I set them to "offensive" and "intercept enemy fleets passing by" it would have been rather cool they indeed attacked ships that passed nearby. Of course it should work even in "defensive" in case one of the rival fleets passing near that port is on "offensive". They should not react if in "passive" only.

The game engine should more or less already allow this as all ports are tied to their nearby sea regions through the Harbor Exit Points. As an example, if I have a fleet ready and waiting in the Orkneys (Scapa Flow harbor) and an enemy passes nearby in one of the two exit point regions (The Minch or Moray Firth) I would want that fleet to intercept the enemy as if it did a sortie. ;)


I assumed the engine already tested for interception from anchorage, and that it just didn't succeed in game. Seems basic As you say, Scapa Flow is the perfect example. Exactly the advantage of a prepared fleet intercepting from a suitable location (ease of coordinated exit even in weather being a key).

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Kensai
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Mon Jun 24, 2013 1:11 pm

I thought it was happening too, but it didn't. It should be easy to add and will be a great addition for every AGEOD title. It's actually 'a sortie'. :D
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vaalen
AGEod Guard of Honor
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Tue Jun 25, 2013 1:10 pm

Kensai wrote:I thought it was happening too, but it didn't. It should be easy to add and will be a great addition for every AGEOD title. It's actually 'a sortie'. :D


This would be a great improvement to the game, and I too would like to see it.

Xoo
Civilian
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Thu Jun 27, 2013 3:05 pm

Hey Pocus.

I try to send private message, but i am not allowed? (maybe wrong with system?)
Since i got a mail from The Slitherine & Ageod Team. And i am ready for beta tester (Civil War II Beta), but i need to deal with you (pocus) in private message, so... How can I get allow to make new message via PM?

(ugh, wrong thread, i bet...)

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Kensai
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Thu Jun 27, 2013 3:30 pm

Another minor bug I've noticed: although trade ships in MTBs can receive supplies and replenish in their special boxes, ammo is not replenished. So after a couple of skirmishes and fights abstracted in the MTBs, the ships could be without ammo, unless you bring them back to port manually.

This, actually, could be considered WAD for an added difficulty factor. By forcing the player to do at least an ammo-replenishment turnover, we have some more movement to and from the MTBs. I like it either way.

(supplies obviously should continue to be forwarded automatically)
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Sir Garnet
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Fri Jun 28, 2013 4:12 am

One more bug that should only be a problem when playing larger great powers: F3 shows what is under construction until if fills up the page, obsuring the F3 decisions so they can not be used until after sufficient construction is complete. THe longer build times and the bigger the icons, the more potential limitation on the human player from this.

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Kensai
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Fri Jun 28, 2013 7:12 am

Have you filled the entire F3 screen with recruited units?! :blink:
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Sir Garnet
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Fri Jun 28, 2013 8:51 am

Enough to cover the decisions.

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Kensai
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Fri Jun 28, 2013 11:06 am

This should be fairly uncommon for a balanced game, but I guess it can happen if you build mainly ships cause ships take two/three spaces...
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Sir Garnet
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Fri Jun 28, 2013 11:42 am

Ships and some small cheap units. The ships take a long time to build.

On sieges, the Siege of Sevastopol was a year, and not resupplied by sea. Siege of Petersburg as long, but resupply was available. Now the siege of Paris was 4 months or so, a populous and unprepared city with obsolete defenses, but the surrender was driven more by political events than rations. I think the system described for 1.03 sounds good, but there are indications it is not being implemented in full in game.

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Kensai
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Sat Jun 29, 2013 11:08 am

Unless you have a surreal possibility to build many ships at once and a surreal amount of accumulated money and resources, you shouldn't be able to fill the screen with orders. This is a very minor bug. I think there are some other of this kind, especially in horizontal scrolling of regional structures.
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