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Where did my conscripts go?

Posted: Thu Nov 12, 2009 2:28 am
by Courtenay
Playing the Union in the April '61 w/Kentucky campaign solo, at the end of my Early June '61 turn the reinforcement screen said the expected number of conscripts for next turn was 89. When I did the next turn, at the end of the turn the top display did say 89 conscripts -- for about a second. Then it switched to zero. I know that naval replacements can use extra resources, but every damaged ship in the fleet wouldn't cost 89 conscripts to build from scratch, so that isn't it. Is there some other place that conscripts can disappear to? There were no messages that explained this that I could see.

(My thanks to Arsan for answering my previous stupid question, and to everyone else for not ridiculing me for it. I hope that this one is not so stupid.)

Posted: Thu Nov 12, 2009 8:35 am
by arsan
Hi! :)
Maybe they were spent on the reinforcement and replacements you bought??
Or you already counted on this? :confused:
Cheers!

PS: don't worry about posting questions. :thumbsup:
Everybody has been a "new player" and know how lost one can feel! :D

Posted: Thu Nov 12, 2009 2:05 pm
by Courtenay
I believe that I, or rather, the computer, had already counted my replacements and reinforcements. That is my understanding of what the "planned balance" provided on the reinforcement screen (and four others) is: the number of resources one is expected to have next turn, after adding expected gain from normal production and drafts, and subtracting purchased replacement, reinforcement, and industrial expansion costs. The balance does not include the effects of events, naval replacements costs, and the results of industrial expansion, since these can not be anticipated in advance by the computer. Also, I think the "expected" gain is not necessarily the true gain from production and drafts. (In this case, since there were no drafts, expected production was pretty close to actual production, so that is not the source of the problem.)

For all I know, there may be other unanticipated expenses. Indeed, these disappearing conscripts are evidence that there are, or that there is an event that I am missing.

Posted: Thu Nov 12, 2009 4:42 pm
by arsan
Hi!

So that 89 conscripts are the net sum for the next turn??
I mean, what remains after subtracting all your planned expenses??
It's that number what you see on that neat table you have on the ledger that tells you your planned production/expenses of $, WS and conscripts?? :confused:

A possible reason for the dissapearing conscripts could have been that you created a bunch of divisions (each divisional commander you enable has a money/war supplies and conscripts cost) but i don't think you can make divisions still :bonk:
I'm running out of ideas...: :bonk: maybe some other player can give us an answer! :)
Cheers

Posted: Fri Nov 13, 2009 3:56 am
by Courtenay
arsan wrote:Hi!

So that 89 conscripts are the net sum for the next turn??
I mean, what remains after subtracting all your planned expenses??
It's that number what you see on that neat table you have on the ledger that tells you your planned production/expenses of $, WS and conscripts?? :confused:

A possible reason for the dissapearing conscripts could have been that you created a bunch of divisions (each divisional commander you enable has a money/war supplies and conscripts cost) but i don't think you can make divisions still :bonk:
I'm running out of ideas...: :bonk: maybe some other player can give us an answer! :)
Cheers

Yes, those 89 conscripts were the net sum for next turn, the net after expenses. When it first happened, I replayed the turn, just to make sure I had not made a mistake, and it happened both times. The second time, I was looking carefully, and saw the resource screen flash 89 for a very brief moment before changing to zero.

No, I can't build divisions yet, so that is not the problem.

Posted: Sun Nov 22, 2009 10:43 am
by Courtenay
Courtenay wrote:Playing the Union in the April '61 w/Kentucky campaign solo, at the end of my Early June '61 turn the reinforcement screen said the expected number of conscripts for next turn was 89. When I did the next turn, at the end of the turn the top display did say 89 conscripts -- for about a second. Then it switched to zero. I know that naval replacements can use extra resources, but every damaged ship in the fleet wouldn't cost 89 conscripts to build from scratch, so that isn't it. Is there some other place that conscripts can disappear to? There were no messages that explained this that I could see.


I finally figured out what happened here: the expiration of the 90 day conscripts.

From the "USA Events" file:
SelectFaction = $USA
StartEvent = evt_nam_USA_ExpirationFirstTerm1861|1|2|evt_txt_USA_ExpirationFirstTerm1861|Event-img_USA_ExpirationFirstTerm1861|NULL|11

Conditions
MinDate = 1861/07/17
MaxDate = 1862/01/01

Actions
DescEvent = evt_desc_USA_ExpirationFirstTerm1861
ChangeConscriptPool = -100

EndEvent


The problem was that there was no announcement whatsoever of this event. The NULL in the StartEvent seems to stop any description from
appearing in the log. I replaced the "NULL" with "$Prince George's, MD", and the event was announced.

There are many other events with NULL in the region field that should be announced. (Such as the McClellan candidate events.) Are these events
announced? I suspect that they aren't.

Posted: Sun Nov 22, 2009 11:58 am
by arsan
Good catch! :coeurs:
I know nothing about events scripting. :bonk:
Maybe Gray can tell us something :)
Not sure if this has been there since the beginning or was introduced o 1.15 :confused:

Cheers!

Posted: Mon Nov 23, 2009 2:58 am
by Gray_Lensman
deleted

Posted: Mon Nov 23, 2009 3:19 am
by Courtenay
Gray_Lensman wrote:Incorrect assumption.

In this specific case the missing NULL does in fact affect the conscript announcement but don't ASSUME that in every case there is supposed to be a Regional Name in that field EVERY time. The conscript event DID NOT have any specific units to zero in on and therefore should have had a regional name placed in that field but, it depends on the event design. Quite a few events are designed to focus in on a specific region that might vary with where specific affected unit(s) might be located. In such cases that field is left as NULL and the message zeros in on the variable region that might be affected depending on the context of some of the following embedded event syntax statements. Most of the McClellan events are designed to zero in on whatever region McClellan happens to be in when the event fires thus a NULL is in fact deliberately placed in that field.


Thank you for your response. I got my usual result that I get when I make assumptions.

(At any rate, I did find a bug with the Expiration First Turn event.)

Posted: Mon Nov 23, 2009 3:30 am
by Gray_Lensman
deleted

Posted: Mon Nov 23, 2009 8:54 pm
by enf91
Gray_Lensman wrote:Fix it yourself like you did above. (I've been doing just that for bugs left over after Medieval 2 Total War's last patch.)


Ouch. SEGA, which has been around for decades, being schooled by a guy doing DB work in his spare time.