powloon1
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Mon Nov 05, 2012 10:37 am

sagji wrote:Historically there was a stalemate at this point until Piedmont declared war on the Papal States and defeated the Papal army in order to get access to Naples to assist Garabaldi. The chain gives Piedmont the CB against Naples, but not against the Papal states. Also it was that fact the the Piedmontese army was coming rather than its participation that broke the stalemate against Garibaldi. I think if you attack Naples and weaken it Garibaldi will then take it but I you take Naples the Garibaldi will attack you and take it..


Yes I agree with this in the historical context (although it could be argued that Piedmont moved to block Garibaldi from taking Rome and antagonising the French) however in terms of the game I still believe this event chain is not working correctly. Garibaldi's aim is the conquest of southern Italy, for over 4 months after he completed the conquest of Siciily he has sat stationary on the island which makes no sense as his objective is Naples, the Straits of Maseena are/were undefended and he outnumbers his enemy 4-1 in raw power terms. Something needs to be modified to make Garibaldi more agressive whether that is something within the event or how the AI evaluates a threat.

I don't think I am the only one to run into this in the multplayer game on the paradox site the event chain was tweaked and from Loki's AAR (again on the paradox site) the exact same situation developed.

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Pocus
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Mon Nov 05, 2012 11:46 am

I try to read the forum in depth, Moriety, but that's not always possible. About PON, we really don't have much time for it, so if the people from the PBEM games have some turnkey events fixes, that would be a good way to improve the game with our meager time available.

@Sagji: ok...
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czert2
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Mon Nov 05, 2012 12:19 pm

Sir Garnet wrote:2. State Visit and Commercial Agreement increase relations and require consent. Local Support has the risk of triggering a short-fuse CB not just in crisis but in any war (bad change in my view - should be long term CB applicable only from crisis, not any war at all) but does not require consent and increases relations.

Trade should improve relations, but I don't know how it is designed.

3. Just click on the target formation rather than an area and an offensive force movees to intercept.


2. because booth state visit and comercial need agreement, it is out of question in many cases and promision of local support...well going to (posible) war if you dont have power to wage or or you are currently deeply in one is not ideal solution.

3. moving to over enemy fromation (and taht they will be named in destination) works only for one battle, when enemy is defeted, but not destroyd, your force dont keep puruing them (to another province) or dont engage them again (in most cases) if in same prov (and they have enough coheresion and are full cavalay so they are fast).

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Kensai
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Mon Nov 05, 2012 2:37 pm

sagji, if you ever wanna hop in back to play a relaxed nation, there are always candidates. :)
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Tue Nov 06, 2012 8:55 pm

idea : option to send to another state gift(s) - it should be money, goods or booths :) , not only for improving relations, but to help to develope him/support in war.
and (another) option to give him millitary support will be nce too (deduce some officers/conscrips + military goods : steel, manufactured goods, ammo, supplies and add them to reciving state).

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Wed Nov 07, 2012 9:01 am

No, sending goods directly would bypass the trading mechanism which is based on relations and inherent characteristics of each nation. The loan mechanism (only for SF and PC) is already designed, but needs to be implemented. Perhaps a state gift could be considered a loan with 0% interest. In that case the code might have a special bonus for relations (or prestige for the lender!) between the nations. If the player sets interest to 0% it might toggle a selection if the player or AI desires this to be a gift or loan with no interest (perhaps the only loan possible for Muslim nations in the game!).

Pocus,
Nagoya and Toyama in Japan are still not changing from colonial areas. Since I need them to be national areas (as all the regions of the home islands actually) to build anything useful on them, is there a trick of how to do it with a script?
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Pocus
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Wed Nov 07, 2012 11:58 am

so your loyalty there is not high, right? You can add back some of your loyalty by script.

Do you have a save showing a ruler that should get a penalty from a government but is getting a bonus instead?
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Kensai
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Wed Nov 07, 2012 1:17 pm

Pocus, my loyalty there is 100% as the end of the Boshin War scripted the loyalty back to me. But somehow the engine does not take this into account. Do you think that a reset capital command would force the engine calculate national regions as regions connected directly (land) to the capital? Theoretically that would mean that the situation becomes as when the game started (ie correct) as only Hokkaido will remain Extended regions. All the rest overseas is colonial anyway.

When I get home I will provide you with both saves. Ruler sums certainly do not work correctly as per DB values at least. Negative gives always 1 no matter what. So two rulers (or one- plus void) give always a minimum 2 of two when that should be 1.

Thanks for looking into this!
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powloon1
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Wed Nov 07, 2012 4:27 pm

powloon1 wrote:Would it be possible to check the Italian Unification Events.

In my current game the Garibaldi event has fired and he has successfully invaded and captured Sicily (I believe that this is further along the chain than some players get). Now he is just sitting there even though the Straits of Masseena are undefended and he outnumbers the Neoploitan army 4 to 1 in power terms. I believe for the last part of the unification chain to occur he must capture Naples which looks like it will never happen! This event was manually modified to get around the problem on the multiplayer game.


I have looked at this in a bit more detail

Looking at part of the script here for the GaribaldiPalermo1860 event

Code: Select all

Conditions
  MinDate = 1860/04/01
  MaxDate = 1861/04/01
  EvalEvent = evt_nam_ITA_GaribaldiSicily1860;=;1
  Probability = 50


To me there is not enough time in most cases for Garibaldi to spawn and complete the seige of Sicily to enable the next Garibaldi event in Calabria to fire. Which is what happened to me Garibaldi completed the seige in March 1861 and failed the condition. In most cases I think you will end up with Garibaldi marooned in Sicily particularly if the Sicily event takes time to fire. Extending the Max date and increasing the probability should enable the event to continue which should be the most likely option(just my opinion)

Code: Select all

Conditions
  MinDate = 1860/04/01
  MaxDate = 1861/12/01
  EvalEvent = evt_nam_ITA_GaribaldiSicily1860;=;1
  Probability = 75


Looking at part of the script here for the GaribaldiPalermo1860 event

Code: Select all

Actions
  DescEvent = evt_desc_ITA_GaribaldiPalermo1860

SelectFaction = $ITA
SelectRegion = $Sicilia
SelectSubUnits = Region $Sicilia;FactionTags SIC
  AlterCuSubUnit = ApplyToList;Kill
  SelectSubUnits = Region $Sicilia;FactionTags REB
  AlterCuSubUnit = ApplyToList;Kill
  ChangeRgnOwner = REB
  ChgVPCount = 20


This is the part of the script that removes any Sicilian or rebel units from the island and assigns Sicily to S-P which does not work. When the next event GaribaldiCalabria fires you end up with 2 identical stacks the original stack of Garibaldi on Sicily and another identical Garibaldi stack on Calabria. I also ended up with Sicily back in Sicilian control.

When I modified the script to this

Code: Select all

SelectFaction = $REB
SelectRegion = $Sicilia
  SelectSubUnits = Region $Sicilia
  AlterCuSubUnit = ApplyToList;Kill

SelectFaction = $ITA
SelectRegion = $Sicilia
  SelectSubUnits = Region $Sicilia
  AlterCuSubUnit = ApplyToList;Kill

SelectFaction = $ITA
SelectRegion = $Sicilia
  ChangeRgnOwner = REB
  ChangeRgnOwner = SIC
  ChgVPCount = 20
 


It removed the Garibaldi stack on Sicily and correctly passed control to S-P. I've never attempted to mod the game before so I am not sure if there is a better method of obtaining the same end.

The next script GaribaldiCalabria1860 there is a section designed to remove any Sicialian units

Code: Select all

SelectFaction = $ITA
SelectRegion = $Calabria
  SelectSubUnits = Region $Calabria;FactionTags SIC
  AlterCuSubUnit = ApplyToList;Kill
  ChangeRgnOwner = REB


This did not work. When I modified it to this

Code: Select all

SelectFaction = $SIC
SelectRegion = $Calabria
  SelectSubUnits = Region $Calabria
  AlterCuSubUnit = ApplyToList;Kill

SelectFaction = $REB
SelectRegion = $Calabria
  ChangeRgnOwner = SIC


It removed the Sicilian stack which was in the province and changed the region to Rebel

I think the next issue will be if Garibaldi then attempts to move on Napoli. My game hasn't reached this point yet so I will let you know.

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Wed Nov 07, 2012 6:52 pm

I believe there is something wrong with the command that applies an "AI interest" to the region of Naples. Although that interest is very high, the REBel unit of Garibaldi never moves against its target...
(at least it never did in our game)
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Wed Nov 07, 2012 11:42 pm

Pocus wrote:I try to read the forum in depth, Moriety, but that's not always possible. About PON, we really don't have much time for it, so if the people from the PBEM games have some turnkey events fixes, that would be a good way to improve the game with our meager time available.

@Sagji: ok...


Thanks for the reply Pocus.
The game is the most indepth I've seen from Ageod and it has massive potential for a PoN 2, it is simply put, a great game, but could be really, really great!
I think a player-led PoN 2 would be a great idea...... :)

One thing:
I've been looking at the railway tracks only appearing in some provinces issue and am coming to the conclusion that only some provinces were ever programmed to display them, Am I correct in my assumption? If yes, how difficult would it be to add in provinces without rails within the game files? (Even if just painting straight lines - rather than the attractive realistic way they are currently painted). If it's do-able, I'll do it and upload the results.
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Thu Nov 08, 2012 2:16 am

Found one interesing bug (hoped it was fixed) , and it is very simple , after any major player declare colony/protectorate over country and someone else (major/minor and sometimes even unorganized states) contol some regions they dont change ownership to legitimate owner after he gain MC over time, from proectorate/colony creating. I think best solution will be force that once owner of protectorate have over 80% of MC ALL existing stuctures - include cities (which for unknown reson dont change ownership, while many other stuctures yes).
And to this is related anoter bug - if player/ai take region from rebels he is changed to his ownership and after he move back units, then he is controler of that region "forever", it dont swich back to legitimate owner.

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Kensai
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Thu Nov 08, 2012 9:41 am

Moriety wrote:Thanks for the reply Pocus.
The game is the most indepth I've seen from Ageod and it has massive potential for a PoN 2, it is simply put, a great game, but could be really, really great!
I think a player-led PoN 2 would be a great idea...... :)

I would love to see a v1.1 with a WWI DLC first and all designed but not yet implemented features (such as loans, etc).

One thing:
I've been looking at the railway tracks only appearing in some provinces issue and am coming to the conclusion that only some provinces were ever programmed to display them, Am I correct in my assumption? If yes, how difficult would it be to add in provinces without rails within the game files? (Even if just painting straight lines - rather than the attractive realistic way they are currently painted). If it's do-able, I'll do it and upload the results.

It is not difficult, but it would be time-consuming. There is a database with all these graphics according to coordinates on the game map. You could design them yourself. We had noticed the same thing in our 24-nation PBEM.

czert2 wrote:Found one interesing bug (hoped it was fixed) , and it is very simple , after any major player declare colony/protectorate over country and someone else (major/minor and sometimes even unorganized states) contol some regions they dont change ownership to legitimate owner after he gain MC over time, from proectorate/colony creating. I think best solution will be force that once owner of protectorate have over 80% of MC ALL existing stuctures - include cities (which for unknown reson dont change ownership, while many other stuctures yes).
And to this is related anoter bug - if player/ai take region from rebels he is changed to his ownership and after he move back units, then he is controler of that region "forever", it dont swich back to legitimate owner.


I would need a more specific example to understand what you mean, but 3rd party structures should stay neutral (even after you declare a colony) unless in war with them or not in cordial relations where you might eventually seize the productive structures over time.

---

Pocus, I hope you got my email with the issues! :)
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powloon1
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Thu Nov 08, 2012 10:25 am

Kensai wrote:I believe there is something wrong with the command that applies an "AI interest" to the region of Naples. Although that interest is very high, the REBel unit of Garibaldi never moves against its target...
(at least it never did in our game)


I agree in my current game rebel Garibaldi in Calabria has not moved a muscle in over 4 months! I am wondering if it was worth setting the AI interest on the Sicilian faction instead (on Calabria) to at least try and force some kind of show down. Otherwise I think I will need to do what you did which was to add an extra event which forces Garibaldi to Napoli.

Kensai did you include the Garibaldi chain in your email as it definately needs a few tweaks. I would also ask that at the end of the treaty of plombiere whether it is possible to add a crises at least then there is a chance of war occuring with Austria or the Austrians need to be penalised further for not declaring war.

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Thu Nov 08, 2012 10:32 am

Another potential issue / exploit is if you build a fortification which from memory takes about a year to complete and that region is attacked before the fort is built it still acts as a fully functional fortification complete with mustered garrison (even in the very next turn). To me you should not get the benefits of the building unitil it is completed.

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Pocus
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Thu Nov 08, 2012 11:30 am

About railways graphics, we could not plan for all possibilities. The good news is that adding rail lines don't ask for any graphical skills, the code will draw them for you.

Look at

gamedata\map.ini

the first railway is

{AGE_Lanes}
1
Paris-Lyon-Marseille
15176|1860|0|15228|1856|0|15308|1900|0|15372|1980|0|15357|2052|0|15376|2116|0|15352|2216|0|15384|2240|0|15424|2256|0|15424|2292|0|
{/AGE_Lanes}

the list you see, 15176|1860|0, is the first set of x/y/z coordinate for the railway. A railway must start from a city and ends in a city, it will look much better. You can get coordinate by activating full debug and checking the values in the red box, when you mouse over the map. And that's it!

If you have new railways, we can add them, but don't go overboard though.
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czert2
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Thu Nov 08, 2012 11:31 am

Kensai wrote:I would need a more specific example to understand what you mean, but 3rd party structures should stay neutral (even after you declare a colony) unless in war with them or not in cordial relations where you might eventually seize the productive structures over time.
Pocus, I hope you got my email with the issues! :)

True, some neutral structures should stay to his owner, even when declaring colony, like mission, but i dont see use for it, one someone declared here colony :) .
Here comes two nice examples:
when declaring protectorate over hanoi, then this city remain in control in hands of france, despite having here 100% MC, but can build here all structures freely (and all stuctures i build here belongs to me). Yes, this region have french flag before i declared colony here, but i dont feel it is right.
Yes, i know about some historical "fingers" in otehrive uniform colony, but need to say i didn looked focusely on them, so dont recall if they are one region colony, or part of multiregion colony, if case of multiregion colony, they should have hardcoded excemption from that rule.
For rebels, rebels just invaded my region from my neightbor, so i chosen to not only kill them, but root them out (read invade rebel held regions). I invaded previously british held region (and it is colony of GB), now that region belong "forever" to me.

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Thu Nov 08, 2012 11:52 am

czert2 wrote:True, some neutral structures should stay to his owner, even when declaring colony, like mission, but i dont see use for it, one someone declared here colony :) .
Here comes two nice examples:
when declaring protectorate over hanoi, then this city remain in control in hands of france, despite having here 100% MC, but can build here all structures freely (and all stuctures i build here belongs to me). Yes, this region have french flag before i declared colony here, but i dont feel it is right.
Yes, i know about some historical "fingers" in otehrive uniform colony, but need to say i didn looked focusely on them, so dont recall if they are one region colony, or part of multiregion colony, if case of multiregion colony, they should have hardcoded excemption from that rule.
For rebels, rebels just invaded my region from my neightbor, so i chosen to not only kill them, but root them out (read invade rebel held regions). I invaded previously british held region (and it is colony of GB), now that region belong "forever" to me.


I have noticed this too at least where the part where a colonial region has been taken over by rebels. When you "liberate" the region instead of control passing back to the original owner it passes to you. As an example I invaded a rebel controlled Mombassa previously controlled by a tribal nation. Afterwards I was the proud owner of the region

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Kensai
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Thu Nov 08, 2012 4:33 pm

Which country do you play, czert2?
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Thu Nov 08, 2012 8:57 pm

i play russia :) . It can be conected to that russia have only regional colonial dreams and i play it more world wide :) .

found one "small" bug - mwhen russia get even abolising of selfdorm, it correcty convers serviles to farmers (prevously it was broken, thank fox fixing it) BUT id do it only for mainland, and not for his colonies (read siberia). Pls make it posible that it will convers serviles in colonies too (not need for instand as in mainlaind, but at some resonable rate).

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Fri Nov 09, 2012 12:17 am

Alright. If you play Russia and try to usurp Indochina from France as a colonial area, it is normal some of the structures (even cities) remain French UNLESS you declare war on France as well. It is my understanding that only at war changes of ownership are forced.
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Fri Nov 09, 2012 12:46 am

czert2 wrote:found one "small" bug - mwhen russia get even abolising of selfdorm, it correcty convers serviles to farmers (prevously it was broken, thank fox fixing it) BUT id do it only for mainland, and not for his colonies (read siberia). Pls make it posible that it will convers serviles in colonies too (not need for instand as in mainlaind, but at some resonable rate).


Yes, I noticed that as well.
New immigrants to the Siberian colonies still appear as Serviles as well, adding to the problem. It would be great if all were converted when the 'Abolish Serfdom' Act is passed.

I currently have Afghanistan as a Russian colony but the British still own the town in the Khyber Pass province, and have a Military Outpost and mission as well. They have missions in a few other Afghan provinces as well. How come they weren't destroyed when I declared a Colony? They are blocking many colonial cards from being played.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I also noticed a few more things playing as Russia:

1) Russian National Light Cavalry has never upgraded and also has no replacement chits (it's now 1882 in the game and they are still the 1840-50 model).
2) Attack and defence values of all units (Russian and Rebel) are still exactly 1/1 despite multiple tech advances............
3) Game missions: Three were set in 1850 (to 1860) and that was it, no more offered.
4) The 1890-1920 Mixed Expedition model became available in the 1870's and has no graphic image on the unit card (it does on the unit map tile though).
5) The Peking Treaty is also displayed as a text string (so is the other China treaty/demand), along with the result.
6) No Polish regional units are available when regional units become available in 1875, part of the Colonial problem discussed before about Japan and Russia I guess?
7) All RUS national Brigade sized infantry units (excepting Marine and Lt Inf') vanish after 1875 (Or after a key technology was reached in this year!). As these Inf' and Militia brigades are ideal garrison units it's a tad frustrating. :)
8) Russian troops cannot be placed in Korea, except for the Capital, despite being under both Russian and Chinese influence, but owned by neither.
9) Russia is completely unable to send immigrants outside of Siberia and Alaska. (I have the Gilbert Islands as an uncontested colony but cannot send any there) Is this WAD?
10) The Treaty between Russia and Japan resolves the Sakhalin Dispute in favour of Japan. Being a nice Russian Autocrat I removed all remaining Russian structures that the AI failed to take over/destroy, but yet Russia is still getting an automatic CB against Japan over this now supposedly resolved dispute.
11) National morale is still always snapping back to 100%, despite playing University cards etc.

Three other weird things;

French Diplomacy AI:
France is constantly getting the "random" event "tensions between these two countries has degenerated into a major incident". Generally 1 or 2 per turn, but rarely getting them against an actual nation in play.
It's had them against (for example) Poland, Czechoslovakia, Slovakia, Slovenia, The Ukraine, Georgia, Texas, The Lebanon, Deseret (where is that?!) etc, despite none of these nations actually being in existence at the time.

Germany and Italy:
I'm often getting notifications that the German or Italian government has issued a new medal, or refused a new telecoms network etc. You guessed it, neither nations exist yet....

The USA;
Received a CB against the CSA, despite having annexed them upon victory, two years prior.

One final thing, a question! :)
Does everyone else have 2½ minute to 5 minute turn processing times? I've got a new PC so I'm guessing it's unfortunate but normal? (I have disabled giving the AI more time).

~~~~~~~~~~~~~~~~~~~~~~

Pocus and Kensai,
Thanks for the info on the railways.
I'll see if I can learn how to do it by trying to create the mainline between Stockholm and Helsingfors (Helsinki). The Finnish part of the line stops dead at the province of Nikolaistad. :)
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Fri Nov 09, 2012 2:02 am

Deseret is in the American west (around the current state of Utah).

I think the German/Italy thing is a text string (they have 1 text string for each event, and it says Germany, even if the country isn't there yet. It would look a little silly later in the game to have it say "Prussia issued a new medal" when the game has Germany.)

You seem to have a lot of "not used" nations in your game. All those nations are factions that could become countries but don't or haven't yet. The same thing with the CSA, even though they were defeated, their government "resides" in the game.

Depending on where you are in the game, a 2.5 to 5 minute turn is normal (it's shorter in the earlier game, and longer as you go on). Also it depends on your patch level (1.03 sped up the turn processing).
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Moriety
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Fri Nov 09, 2012 2:50 am

Jim-NC wrote:Deseret is in the American west (around the current state of Utah).

I think the German/Italy thing is a text string (they have 1 text string for each event, and it says Germany, even if the country isn't there yet. It would look a little silly later in the game to have it say "Prussia issued a new medal" when the game has Germany.)

You seem to have a lot of "not used" nations in your game. All those nations are factions that could become countries but don't or haven't yet. The same thing with the CSA, even though they were defeated, their government "resides" in the game.

Depending on where you are in the game, a 2.5 to 5 minute turn is normal (it's shorter in the earlier game, and longer as you go on). Also it depends on your patch level (1.03 sped up the turn processing).


I'm wondering if these potential and future nations are what makes the turn processing so slow?
One of them - Slovakia - didn't come into existence until Czechoslovakia split in 1993, which itself didn't exist until 1918. I'm guessing it's kept as a potential breakaway from the Austro-Hungarian Empire, but only because of the random revolts. If the game just had scripted actual historical revolts, then once over, nations that have failed to form could be packed up and put to bed, AI wise, until the next historical revolt. That would surely have a massive improvement on turn processing times?
Even I wouldn't mind real historical revolts, it's the insipid drip, drip, drip of the random ones that drive me bonkers (plus some units being invincible and having the special 'abilities' of *retreat* and *destroy* (I looked at the models file, but I digress....) :)

In a nutshell; The CSA for example: Its lost the Civil War, so its files should be removed from the DB for the rest of the game. Once Texas joins so should her files be removed. I've even noticed a 'Californian Republic' file being processed.

Regarding Germany and Italy; both Prussia and Sardinia-Piedmont are giving normal event notifications, it's just that the future and currently non-existent Germany and Italy are also coughing out occasional notifications.
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Fri Nov 09, 2012 3:24 am

Kensai wrote:Alright. If you play Russia and try to usurp Indochina from France as a colonial area, it is normal some of the structures (even cities) remain French UNLESS you declare war on France as well. It is my understanding that only at war changes of ownership are forced.


Hmm, so once in future i will have bigger SOI in that area, it will switch to me ? Still it dont explain that my "liberated" cities from rebels still belong to me and not righful owner (with same/bigger SOI in that area).

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Fri Nov 09, 2012 4:17 am

Moriety wrote:Yes, I noticed that as well.
New immigrants to the Siberian colonies still appear as Serviles as well, adding to the problem. It would be great if all were converted when the 'Abolish Serfdom' Act is passed.

I currently have Afghanistan as a Russian colony but the British still own the town in the Khyber Pass province, and have a Military Outpost and mission as well. They have missions in a few other Afghan provinces as well. How come they weren't destroyed when I declared a Colony? They are blocking many colonial cards from being played.

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I also noticed a few more things playing as Russia:

1) Russian National Light Cavalry has never upgraded and also has no replacement chits (it's now 1882 in the game and they are still the 1840-50 model).
2) Attack and defence values of all units (Russian and Rebel) are still exactly 1/1 despite multiple tech advances............
3) Game missions: Three were set in 1850 (to 1860) and that was it, no more offered.
4) The 1890-1920 Mixed Expedition model became available in the 1870's and has no graphic image on the unit card (it does on the unit map tile though).
5) The Peking Treaty is also displayed as a text string (so is the other China treaty/demand), along with the result.
6) No Polish regional units are available when regional units become available in 1875, part of the Colonial problem discussed before about Japan and Russia I guess?
7) All RUS national Brigade sized infantry units (excepting Marine and Lt Inf') vanish after 1875 (Or after a key technology was reached in this year!). As these Inf' and Militia brigades are ideal garrison units it's a tad frustrating. :)
8) Russian troops cannot be placed in Korea, except for the Capital, despite being under both Russian and Chinese influence, but owned by neither.
9) Russia is completely unable to send immigrants outside of Siberia and Alaska. (I have the Gilbert Islands as an uncontested colony but cannot send any there) Is this WAD?
10) The Treaty between Russia and Japan resolves the Sakhalin Dispute in favour of Japan. Being a nice Russian Autocrat I removed all remaining Russian structures that the AI failed to take over/destroy, but yet Russia is still getting an automatic CB against Japan over this now supposedly resolved dispute.
11) National morale is still always snapping back to 100%, despite playing University cards etc.

Three other weird things;

French Diplomacy AI:
France is constantly getting the "random" event "tensions between these two countries has degenerated into a major incident". Generally 1 or 2 per turn, but rarely getting them against an actual nation in play.
It's had them against (for example) Poland, Czechoslovakia, Slovakia, Slovenia, The Ukraine, Georgia, Texas, The Lebanon, Deseret (where is that?!) etc, despite none of these nations actually being in existence at the time.

Germany and Italy:
I'm often getting notifications that the German or Italian government has issued a new medal, or refused a new telecoms network etc. You guessed it, neither nations exist yet....

The USA;
Received a CB against the CSA, despite having annexed them upon victory, two years prior.

One final thing, a question! :)
Does everyone else have 2½ minute to 5 minute turn processing times? I've got a new PC so I'm guessing it's unfortunate but normal? (I have disabled giving the AI more time).

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Pocus and Kensai,
Thanks for the info on the railways.
I'll see if I can learn how to do it by trying to create the mainline between Stockholm and Helsingfors (Helsinki). The Finnish part of the line stops dead at the province of Nikolaistad. :)


Yeah, i dont like not auto removing missionis (from anyone) once that land is declared colony (but not protectorate), after declaring colony, missins are usless IMO, they dont increase CP, becaus it is allready over thier max limit, so i hope that ageod will implemet this that they are automaticaly removed, after you or anyone else declare colony.

1. i have never problem with upgading cavalary units, just be sure you have enough free replacements (not sure if it helps, but it cant harm) and have some free money/consumer goods. I know, that upgrade is random, but it should hapen afer cca 10 turns max. Having units in depots/defence helping with upgading too (they will never upgarde if they are in middle of wasteland of siberia, with nearest city of 500 km), and are you sure you dont confuse cossacks/russian cavalary (dont forget thay are split in heavy/light).

2. yes, event with technology advancement, off/deff on info screen never changes, mayby display bug, but which mater is that unit statisticks/firepower is changing with technology , and you see it when you look at card of that unit.

3.game missions are only meant for first 10 years, but if you want you can create for anotehr ones, just edit events (and no idea if they are loaded dynamicaly - but i think they are, or only loaded when game starts - but not very likely).

4/5- yeah, i hope they will fix it in future patch :) .

7. yes it is posible that they are no longer posible to build due to new wepons, as if you look at description, they simply add new units (models) and make others obolete. So its normal, taht with tech progres smaller unist will be imposible to create, after all in WWI no one was creating independed regiments, only divisions. And i think this inability to create new small unist is imply compesated by posibility to create more bigger sized units. (in other words, field dvisons in cities and use RR for firefigting, instead of many brigades in all cities, after all you dont need to garrisaon many cities for generating presige).

8. can you elaborate more precisely ? like how big CP you have..etc.

9. mayby is here 100% loayality to erewhonese (not to russia) ? Well, since erewhonese (to my understanding) represents no man land, i think that colonizing should override loaylity to no one, just in this case. (overlook by ageod ?).

10. well, that dispute isnt even solved today in RL word. But you in game simply get auto CB because of lost dispute, if you win, then japan will get it against you, this is WAD. It allow you to take it by war if you unhapy with result, otherwise it will be very hard to get into war for it.

11. national morale is meaned to be at 100% all time, and it slowly progres to that "ideal" state, even if that mean reduing your NM, look at it from oposite side - you will never like if you will be locked "forever" on 75 NM right (from lost war)?

12, yeah, problems with non-created state is "funny" in my game persia declared war on afganistan, which is long time before it my happy colony, have no idea how they wage war :) .

And yes, even in 1,03 it is normal to take some time, in my case every time i press next turn, i just go to wc/make tea/food and if this fail, i just start reading some pages from opened book/magazine (actualy 2-3 per "turn"), alt-tabing to win and browing on net, game started to dislike in last time.

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Fri Nov 09, 2012 4:26 am

Moriety wrote:I'm wondering if these potential and future nations are what makes the turn processing so slow?
One of them - Slovakia - didn't come into existence until Czechoslovakia split in 1993, which itself didn't exist until 1918. I'm guessing it's kept as a potential breakaway from the Austro-Hungarian Empire, but only because of the random revolts. If the game just had scripted actual historical revolts, then once over, nations that have failed to form could be packed up and put to bed, AI wise, until the next historical revolt. That would surely have a massive improvement on turn processing times?
Even I wouldn't mind real historical revolts, it's the insipid drip, drip, drip of the random ones that drive me bonkers (plus some units being invincible and having the special 'abilities' of *retreat* and *destroy* (I looked at the models file, but I digress....) :)

In a nutshell; The CSA for example: Its lost the Civil War, so its files should be removed from the DB for the rest of the game. Once Texas joins so should her files be removed. I've even noticed a 'Californian Republic' file being processed.

Regarding Germany and Italy; both Prussia and Sardinia-Piedmont are giving normal event notifications, it's just that the future and currently non-existent Germany and Italy are also coughing out occasional notifications.


I dont think that these potential states make troubles in delaying, since i only few time notice taht game is generating AI for them (and it is fery fast, compared to existing ones), and still game neeed to compute supply distubution for existing units (virtual states have none), production of stuctures (again virtual have none)...etc.
For slovakia, you are not abloutely true, slovakia was independent state in 1939-45 as minion of nazi germany, after hitler partioned czechoslovakie definitively in 39, from cuts in 38. And was independed for shor time in bigger past (pre this game time), but not reccaling of year and duration.

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Fri Nov 09, 2012 2:07 pm

czert2 wrote:I dont think that these potential states make troubles in delaying, since i only few time notice taht game is generating AI for them (and it is fery fast, compared to existing ones), and still game neeed to compute supply distubution for existing units (virtual states have none), production of stuctures (again virtual have none)...etc.
For slovakia, you are not abloutely true, slovakia was independent state in 1939-45 as minion of nazi germany, after hitler partioned czechoslovakie definitively in 39, from cuts in 38. And was independed for shor time in bigger past (pre this game time), but not reccaling of year and duration.


I ignored the puppet state of Slovakia created by the Nazi's as it was anything but independent!
The Kuriles dispute, I too thought it was an unresolved dispute today. At least now I've removed all the remaining Russian structures hopefully Japan will be able to turn them into a state? I wish I hadn't colonised Okinawa as I'd like them to have it, but there is no way I'm able to give it to them. I guess I could just leave though and destroy all the structures. Territory swaps and give-aways would be a great diplomatic idea in the game.

The Light Cavalry: so yours are upgrading? In my game even new RUS cavalry brigades available for purchase contain the 1840-50 model. After combat the existing units do receive replacements, but from the standard Cavalry chit as no Light Cavalry chits are available to purchase in my game. (I have the 1.03 patch). If yours do upgrade then I know it's just my install and I'll reinstall once this game is over.

The Gilbert Islands- all conditions were fine for sending immigrants, except all 4 islanders have total loyalty.....to themselves. :)
I am mucking around with the cards though, experimenting. I thought the Prosecute and Retaliate cards were fairly poor so I've been tinkering with them, it's difficult to know if you are upsetting the balance of the game though as changes effect the AI as well.

I would like Brigade size infantry/militia units to remain around longer, come 1917 I'm expecting all hell to break loose. Yes, in WWI divisions were the norm, but outside of WWI and II these are huge formations- especially for the British who traditionally had a very small army, especially compared to the key European army (France). I dunno about the Russian Army size in this era though, but large like the French I guess, just without the quality?

As to the long processing times, I'm happy that it isn't my PC causing it. It's not the end of the world :)
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

StephenT
Sergeant
Posts: 88
Joined: Fri Sep 24, 2010 3:14 pm

Fri Nov 09, 2012 4:12 pm

Moriety wrote:I would like Brigade size infantry/militia units to remain around longer, come 1917 I'm expecting all hell to break loose. Yes, in WWI divisions were the norm, but outside of WWI and II these are huge formations- especially for the British who traditionally had a very small army
Even during WW1, smaller formations were used outside of the main theatres of war.

For a real-life example, take the British colony of Aden. In 1914 it was defended by one brigade made up of a single British battalion (the 1/1st Brecknockshire Regiment) and one Indian Army battalion (the 109th), plus an element of locally-raised cavalry and a Sikh engineer detachment. In 1915 the region came under attack by the Turks, and the British reinforced the colony by creating the 28th (Frontier Force) Brigade in India and shipping it to Aden.

I'm sure you could find similar examples from the French and Russian colonies.

Plus, of course during the Russian Civil War regiment-sized units were standard, even if they were sometimes given grander titles like 'Division' or 'Legion' or 'Army Group'. :)

glennbob
Corporal
Posts: 51
Joined: Fri Apr 06, 2012 3:33 pm

Fri Nov 09, 2012 9:56 pm

I started a file as Britain on 1.03b, and I've found a pretty buggy issue regarding loyalty. I managed to get Burma up to colonial status, but when this happened all the regions went to 100% British lotalty, this has never happened before, and shouldn't happen either. The even weirder thing is that 3 or 4 of the regions have no loyalty stat on their tooltip, there is no actual stat meaning their is no loyalty there, to anyone...

Even on the population and allegiance map view, the regions remain the usual terrain colour, so there is literally no loyalty there.

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