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AUS 1862 declare war on Denmark over Schleswig-Holstein

Posted: Wed Mar 19, 2014 12:18 pm
by Q-Kee
I suppose Kensai has played the GC as Austria, or anyone else who knows it - the decision to declare war on Denmark does not work for me, it's the second game I play and in both choice 1 (declare war) does nothing. I click it and it shows as chosen as usual, but next turn, the same decision to be made is there, and neither war is declared nor the other consequences are in effect. I have not tried choice 2 since I don't want that, so I don't know if that would have worked.

Posted: Wed Mar 19, 2014 4:23 pm
by Kensai
I will need your save game and script log in a zip file, ideally of the turn before this issue happens. Please attach them here.

Posted: Wed Mar 19, 2014 8:39 pm
by Q-Kee
The log is from the 3rd turn after the decision appeared, I had clicked choice 1 in both previous turns but the following turn it shows again "like new". In this save, I have selected the declare war option in F9, but have not let the turn run yet.

Say, did you not have this problem?

Posted: Fri Mar 21, 2014 12:12 pm
by Q-Kee
I looked for the event in AUS events to check on, but did not find it. Where else could I look for it?

Posted: Sat Mar 22, 2014 8:41 am
by Kensai
Ι need the last turn's scripts log which is in the Scripts subfolder. I want to read which events have fired and why. Sorry it takes so long, your save game crashes my PON.exe when I process it.

However, a quick note. Indeed sometimes the F1 decision events stay there even after you make the decision. It will go away eventually when the event is deprecated later. There is probably a minor bug in some events that do not make the decision screen go deprecated after you make a decision. This is not problematic for the abstracted effects that should fire the turn after you make your decision.

From what I've seen in your save game, the decision fired and you got your short-term CB against Denmark. You also declared war on Denmark in the turn that you sent me. What happens the next turn after you process this turn?

Posted: Sat Mar 22, 2014 10:06 am
by epaminondas
I had a similar experience. Declared war on Denmark when the CB arrived and found that nothing happened at all.

Posted: Sat Mar 22, 2014 11:37 am
by loki100
epaminondas wrote:I had a similar experience. Declared war on Denmark when the CB arrived and found that nothing happened at all.


I've no solution but I think its due to this that the entire AI-driven German unification chain is falling apart.

Posted: Sat Mar 22, 2014 11:44 am
by epaminondas
You've read my other thread so you know that I'm in the same condition. Thanks for the advice there - I'm implementing now.

Posted: Sat Mar 22, 2014 8:12 pm
by Kensai
loki100 wrote:I've no solution but I think its due to this that the entire AI-driven German unification chain is falling apart.

But why should that be of influence?

A war declaration should happen given it is an F9 choice for Austria and the player selects it. This overrules scripted events' conditions. Unless there is something blocking it from happening. I can only thing of an erroneous and enforced diPeace between of Austria and Denmark. If you have time try to process the turn, in my rig it crashes the game.

Posted: Sat Mar 22, 2014 11:55 pm
by epaminondas
I'm working from memory here, but as I recall it the F9 choice didn't result in war - in fact it seemed to have no effect whatsoever. When I then used the CB to declare war I got my war alright, but none of the benefits I was expecting from the decision.

Posted: Sun Mar 23, 2014 7:54 am
by Q-Kee
Hi there, sorry, I think I found what you wanted and attached it here.

BTW it likes to crash on me too, even if it is the 2nd time I have installed the game from the CD. No idea why. Now even the whole PC usually crashes after resolving 1-2 turns, when rebooting it works fine.

I recieved a short term CB by the same event that gave me the decision in F1, so when the F1 decision did not work I declared war "as usual" by F9, but actually before resolving I cancelled it because I remembered that the first time I played the GC I did the same and, like epaminondas said, war was declared alright but the "bonus" was not put in effect so I though I'd just let the decision lie in F1 since it obviously does not want to go away and hope for advice. Yes, I know that often decisions, after being put in effect, show in the F1 and F6 in the next turn but you cannot click them then - while this decision ist just there like it should be, it obviously seems to get postponed to the next turn as the game engine thinks that the player has "forgotten" to make his decision.

loki and epaminondas, what's the title of that other thread?

Posted: Sun Mar 23, 2014 9:42 am
by epaminondas
Hi Q. The other thread I mentioned was this one ageod-forum.com/showthread.php?34837-Stumped but I'm sorry, it has nothing to do with this issue. It's just me whinging about difficulties I'm having scripting some events I'd like to include in my current game.

Posted: Sun Mar 23, 2014 8:00 pm
by Q-Kee
Eager to get on I now (a couple turns later) declared war "manually" by F9 as I have CB. War was declared, and the F1 decision is still there, lets me click on my choice, does nothing and keeps appearing.

Posted: Sun Mar 23, 2014 8:01 pm
by Kensai
Q-Kee, indeed this is the right course of action. The event gives you the CB and then you have to declare the war manually. This is my understanding at least by what you described and I've seen.

Posted: Sun Mar 23, 2014 8:56 pm
by Q-Kee
All F1 decisions usually have an immediate effect, as far as I have seen. In the description it says with choice 1 you get "more support" in Germany plus some PP. I will end the war rather soon and see if maybe this effect comes after the war this time. Curiously, I just got a report saying that my CB against Holstein (???) has expired and Holstein has gained 4 PP...

EDIT: Now I got the option to demand to free Holstein in a peace. 130 points needed though, and about 200 for Schleswig.

Posted: Mon Mar 24, 2014 8:13 am
by Christophe.Barot
what is diplomatic situation with Prussia and Denmark ? did Prussia declare war ?

Posted: Mon Mar 24, 2014 3:12 pm
by Q-Kee
No, they didn't.

Posted: Mon Mar 24, 2014 4:19 pm
by Kensai
The decision event that fires is this:

Code: Select all

SelectFaction = $CMN
SelectRegion = $Holstein
StartEvent = evt_nam_AUS_SchleswigHolstein1863|1|2|evt_txt_AUS_SchleswigHolstein1863|Event-img_AUS_SchleswigHolstein1863Question|$Holstein|NULL

Conditions
  EvalEvent = evt_nam_PRU_DuchiesCrisis1864;=;0
  MinDate = 1863/01/01
  MaxDate = 1866/01/01

SelectFaction = $GER

EvalRgnOwned = $Schleswig;NOT

EvalRgnOwned = $Holstein;NOT
  SelectFaction = HLS
  EvalFactionSel = NULL
  Probability = 50

Actions
  DescEvent = evt_desc_AUS_SchleswigHolstein1863
  ChangeFacMorale = 10
  ChgFacRelationships = DAN;-25

SelectFaction = $AUS
  ChgFacRelationships = DAN;-25

SelectFaction = $GER
  AddDiploItem = DAN;$diCBLong;CURRENT

SelectFaction = $AUS
  AddDiploItem = DAN;$diCBShort;CURRENT

SelectFaction = $HLS
  AddDiploItem = DAN;$diDefensiveTreaty;CURRENT

SelectFaction = $DAN
SelectRegion = $Schleswig

SelectRegion = $Schleswig
  ChangeRgnOwner = HLS

SelectRegion = $Holstein
  ChangeRgnOwner = HLS

SelectRegion = $Schleswig

SelectFaction = $DAN
SelectRegion = $Schleswig
  CreateGroup
  Posture = $Defensive
  SetKind = $Land
  Entranch = 4
  InCS = 1
  FixType = 999
  SetName = Dybbol Linie
  Apply
  CreateUnit
  SetType = $uni_DAN_FortArt_1850
  SUFlavorName = A Battery|B Battery|C Battery|D Battery
  SetLevel = 3
  SetName = Dybbol Artillery
  Apply
  CreateUnit
  SetType = $uni_DAN_Fort_1850_Div
  NumCreate = 1
  SUFlavorName = Dybbol Garrison
  SetLevel = 3
  SetName = Dybbol Garrison
  Apply

SelectFaction = $GER
  ChgFacRelationships = SAX;15;HAN;15;HEK;5;HED;5;BAD;5;WUR;5;BAY;5
  SetEvtOccurs = evt_nam_PRU_DuchiesCrisis1864;MaxOccurs;0
  SetEvtOccurs = evt_nam_AUS_DuchiesWar1863_ON;MaxOccurs;1

EndEvent


This gives you a short CB against Holstein. It works the next turn from the turn you select the decision to go to war and for four turns, as it is a short CB. It is up to you to take advantage of it, regardless of what Germany (played by AI) does. Bear in mind that Holstein has a defensive agreement with Denmark and the latter may come to help it.

All WAD if you ask me.

Posted: Mon Mar 24, 2014 5:54 pm
by Q-Kee
I see - I should have declared war on Holstein instead of Denmark! This never occurred to me, since Schleswig and Holstein were by event occupied by Denmark and the question said "Decide if you want to go to war with Denmark over Schleswig-Holstein". Give my regards to the developers and if they might like to fix this so dummies understand :)

Posted: Mon Mar 24, 2014 10:26 pm
by Kensai
I am sorry, I should have said Denmark. It is Denmark in the scripted event the target of the short CB. As I said, I could not process the turn after the one you sent me to see if war was actually declared, but I cannot understand why it shouldn't.

Posted: Tue Mar 25, 2014 11:29 am
by Q-Kee
There seems to be a misunderstanding - war was declared, manually from F9 with the CB. What I expected, however, was that war is automatically declared as a result of clicking choice 1 but this didn't happen. Now I know that the choice is actually unnecessary, a report would suffice that AUS has recieved CB against DEN and an event giving AUS +5 relationship with the small German states and some PP if it declares war. The coice mislead me to think that this is done automatically, also it comes again and again which I suppose it should not. This could be fixed in the future, although it is not a major bug.

Posted: Tue Mar 25, 2014 5:15 pm
by Kensai
I will keep this in mind. We will have to discuss this with the other guys in the improvement peace. There is the possibility of declaring war through an event (enforcing it). But we will have to find which thing is better: (1) rewrite the text of the event so there is no misunderstanding or (2) change the event effects so it matches the text.

I personally think it is always better to give the opportunity and let the player grasp it, if he wants: so the current CB mechanism is the most flexible and also allows for further checks. An enforced declaration of war could have meant problems (if for example the player had a defensive agreement with Denmark).

Anyway, thanks for bringing this up! :)

Posted: Wed Mar 26, 2014 3:58 am
by epaminondas
Rewriting the event text could be something as simple as:

Relations with Denmark have deteriorated to the point where citizens are taking to the streets to demand action. Should we
(a) let public anger grow until the Schleswig-Holstein issue becomes a Cassus Beli
(b) put troops on the street to suppress further demonstrations

Posted: Mon Mar 31, 2014 8:58 am
by Kensai
Q-Kee, are you doing an AAR on this game? I supposed this is the same with the one you contacted me (in PM), so you play with the Austrian unification mod, right?

Posted: Mon Mar 31, 2014 9:30 am
by Q-Kee
Yes, I play your mod. I have though about an AAR, but not much happens and I don't find the time to play more than a couple turns each week. I might start one, now that the unifications is about to begin. So far all has worked as advertised, the SGF has formed (what a sorry lot those small German principalities are! Striking workers if you can believe it!). There was an event saying Prussia and S-P were making a treaty against me, with France in support, but the only effect I see so far is slightly worsened relations with S-P while I have 100 with Prussia still (or 92 atm after cancelled the defensive treaty with them) and there is no treaty between those 2.

Posted: Wed Apr 02, 2014 10:19 am
by Kensai
Q-Kee wrote:So far all has worked as advertised, the SGF has formed (what a sorry lot those small German principalities are! Striking workers if you can believe it!).

I am happy to hear! :)
The small German States might suffer from the usual "no goods" problem. This is a long-term issue of many smallish AI nations in PON, unfortunately. I hope contentment is not too low that is not salvageable any more. In that case you might need a script to manually correct it. Nonetheless, it adds to the challenge factor. You should park military police and armies to problematic regions and lower taxes overall in order to get back contentment high.

There was an event saying Prussia and S-P were making a treaty against me, with France in support, but the only effect I see so far is slightly worsened relations with S-P while I have 100 with Prussia still (or 92 atm after cancelled the defensive treaty with them) and there is no treaty between those 2.

This is part of the normal historical chain of events, not my work. Indeed there is room for improvement here, both for the vanilla game and the alternate reality mod of mine.