Pocus wrote:Hi all,
* If you have suffered from the loyalty bug, you can bring the console and type ‘CleanupLoyalty’. On next turn processing, odd loyalties will start to be removed. This will use the same logic as in the line before, only 100 times faster.
Pocus wrote:
in an handful of turns, loyalties should be cleaned up almost totally with that
Pocus wrote:* Added a MTB connection for East Persia and North Balkans
Kensai wrote:Please consider adding an MBT connection for Parana (South America) as well. We justified this in our MP game as Paraguay had always used its river for an exit in the ocean. This fixes one of the last Minor nations that can't trade directly.
The Wealth of capital in your country led to the emergence of a new businessman, he managed to close a deal of -5 Petroleum for 0£!
sagji wrote:Missing files
16:48:24 (Reporting) TSlaveThing.SetBitmap: Unable to find MediaInfo for image: Unit_AUS_Inf1870_Marine4.png
16:35:17 (Reporting) TScriptEngine.TriggerEvent Cannot find event file: RegionsDecisions
If I create the latter it changes to
18:46:21 (Reporting) TScriptEngine.TriggerEvent This event not found while triggering a research C:\Games\Pride of Nations\VGN\Events\RegionsDecisions.sct RGDScriptSurrender
I have seen an enemy city (Bologna) reported as having "-3 of 50" which makes the attacker at 100% and "the defender will also suffer a penalty". If you are below the limit then the text for the defender suffering a penalty should not be there. The city was relatively empty - 1 element.
The enemy then mobilised and a corps and some other stuff appeared in the city - at which point it went to 17 though there were 18 elements mobilising and 1 other in the city.
New business emergence always produces gems.
Getting a repeated message saying assault called off due to low cohesion - however the unit is on defend orders, and no unit in the area is on assault orders.
Francois Xavier wrote:I carried over a save form RC2 and this popped up:
Is this because I'm playing as Japan?
EDIT: After the second turn, I realized also that 'wealth' is misspelled as weath.
Pocus wrote:all fixed. Except what businessmen generate...They generate a little quantity of the most rare tradable resource among all organized nations, provided there is at least 1 pt of this resource in a stock somewhere (we don't want to see cars in 1850). So you'll get generally what most people want the most, and as this is a self adjusting mechanism, I believe it will help smooth shortages in a nice way. Sometime it's gems, sometime oil, opium...
sagji wrote:It is a little odd to get the same resource turn after turn.
sagji wrote:What is valuable to someone else might not be so valuable to you - if you produce an excess of gems but have a critical shortage for dyes, then that gems are the rarest resource world wide isn't so important.
Looking at the coastal guns issue, I think they aren't firing - but they still should not be involved in the combat, i.e. the check for not firing should be a check for not being included.
Kensai wrote:Philippe(s), can you tell me if stakes don't work for Japan (or any other nation) before getting a high Imperialism or Diplomacy ruler rating? Is there a minimum for them to work? Tests I have made on previous turns always fail much more than the tooltip 50%.
James D Burns wrote:After running the CleanupLoyalty command for three turns and then turning it off for one turn, I’ve got some observations. It appears the foreign loyalties have permanently altered the core loyalty of the regions they’ve appeared in.
For example:
Turk loyalty will not drop below 4% for any region in the US that had Turk loyalty in it and Moldavian loyalties appeared locked to 1%.
The command appears to affect Confederate loyalties as well, dropping all regions to 10% unless the regions also had Turk and other loyalties, then it appears the Confederates lose part of their core 10% to the foreign loyalty changes.
Rebel loyalties that appeared due to the same bug that made the Turks appear drop down to about 20% fast, but then only drop a percentage or two per turn after that with the cleanup command active, so it is much harder to scrub the bogus rebel loyalties even at 100 times speed.
Here’s a save of my current game before I turned on the CleanupLoyalty command so you can test the effects to see what I saw.
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