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Citizen X
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Tue Jun 11, 2013 12:15 am

I currently have no password on my turn files, I think. Or it is Otto01man. Everybody can download the tur.trn and have a closer look from that perspective.
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nemethand
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Tue Jun 11, 2013 12:17 am

coolbean wrote:The thing that sticks out the most would be that a lot of Ottoman guards troops were present, versus a lot of Russian militia troops. It also looks like the Ottomans had a higher luck roll. Also, are there any combat penalties for troops being in a passive stance? Were there any extenuating circumstances, did the Russian troops have any hits on them before the battle? That would mean the roughly even hits during this battle would kill off Russian units while just hurting Ottoman units. Could you post the unit detail battle screen? That would answer a lot of questions.



That would answer the assault hits but not the ranged artillery fire ones.

The story is that there were 3 armies; two "normal" ones, with max CP, indeed one consisting of two militia corps, and a third one under a guy with artillery trait, consisting of 4 arty units with some foot soldiers and cavalry. Although I haven't checked it seems that this 'support' corps was targeted and wiped out, whilst the other two remained less affected - intact.

But what is really stunning is the ranged losses for the Russian side. It had more and better guns (with longer range), yet it had 8 elements destroyed. So, the less and "worse" Turkish guns caused more damage then the more and better Russian ones. :bonk:

FYI, all 3 armies have been present there for several turns, having lvl 2 entrenchements - as indicated by the battle screen.

So, even though being stronger, having more artillery and far more cavalry, being on the defensive with max entrenchement, I was not only badly beaten but simply annihillated. There go my ideas about how combat is handled...

EDIT: detailed screens, with a renegade British unit! :)

Image

Image

Image

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Sir Garnet
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Tue Jun 11, 2013 12:41 am

nemethand wrote:That would answer the assault hits but not the ranged artillery fire ones.

The story is that there were 3 armies; two "normal" ones, with max CP, indeed one consisting of two militia corps, and a third one under a guy with artillery trait, consisting of 4 arty units with some foot soldiers and cavalry. Although I haven't checked it seems that this 'support' corps was targeted and wiped out, whilst the other two remained less affected - intact.

But what is really stunning is the ranged losses for the Russian side. It had more and better guns (with longer range), yet it had 8 elements destroyed. So, the less and "worse" Turkish guns caused more damage then the more and better Russian ones. :bonk:

FYI, all 3 armies have been present there for several turns, having lvl 2 entrenchements - as indicated by the battle screen.

So, even though being stronger, having more artillery and far more cavalry, being on the defensive with max entrenchement, I was not only badly beaten but simply annihillated. There go my ideas about how combat is handled...


Troop experience and especially national morale will also have played a role, but I'd look first at the luck roll. At least in a naval battle, it does happen that the luck roll runs well out of the bump in the bell curve and I have at least once got a 0 luck roll and done NO damage to the enemy. Less extreme results occur more often.

Second, it would be interesting which troops were actually engaged. The Ottomans took 60% casualties, which suggests that more than the one Russian corps must have been involved at some stage.

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nemethand
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Tue Jun 11, 2013 1:00 am

Sir Garnet wrote:Troop experience and especially national morale will also have played a role, but I'd look first at the luck roll. At least in a naval battle, it does happen that the luck roll runs well out of the bump in the bell curve and I have at least once got a 0 luck roll and done NO damage to the enemy. Less extreme results occur more often.


Then I am doomed! In all 3 battles Russia had with the Ottos, luck was always for the latter. :bonk:

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Tue Jun 11, 2013 2:49 am

The Turk NM is about 200, and from what I've seen in previous wars, it makes a huge difference.

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Sir Garnet
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Tue Jun 11, 2013 7:03 am

Kensai wrote:You can start with the "Includes" folder/files which set up the initial force pools for each nation, in each campaign. This way you may have a more appropriate idea of the respective force pools.


Kensai, I understand you to be saying that a script in the form

ChangeUnitPool = $uni_BRZ_Inf_1840_Div;0

which makes no adjustment to the pool will generate a script report showing the current pool number as adjusted, so the unit database columns and search/replace can easily adapt the data files for this purpose.

What is the NULL=NULL line about? Substantive or just a placeholder for a line from an Excel database?

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Citizen X
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Tue Jun 11, 2013 9:48 am

Sir Garnet wrote:Troop experience and especially national morale will also have played a role, but I'd look first at the luck roll. At least in a naval battle, it does happen that the luck roll runs well out of the bump in the bell curve and I have at least once got a 0 luck roll and done NO damage to the enemy. Less extreme results occur more often.

Second, it would be interesting which troops were actually engaged. The Ottomans took 60% casualties, which suggests that more than the one Russian corps must have been involved at some stage.


The Russians lost by far more morale checks than the Ottomans. I think that the destroyed elements were destroyed while routed, rather than in battle, making up for huge loss count.

Actually what puzzled me more were the results of the 3-day attack on Kars last turn, where the odds were against the Ottomans and the luck and morale checks evened, yet still I kept the ground. Have a glimpse here.

[ATTACH]22931[/ATTACH]
[ATTACH]22932[/ATTACH]
[ATTACH]22933[/ATTACH]
Attachments
Russia-1878-aug-7.jpg
Russia-1878-aug-6.jpg
Russia-1878-aug-5.jpg
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Kensai
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Tue Jun 11, 2013 10:38 am

Sir Garnet, any issues with the script run? Did it correct the issues at hand? Remember, everyone is responsible for the scripts that are applied to his own nation. We we will not hunt the author (even if it is Philippe), but the player of the benefited nation. :p
Indeed, the NULL=NULL line is probably a conversion artifact, it is ignored by the script parser. And yes the "change 0" will produce a script log with no changes.

The surprising victory of the Ottomans in Rumelia may not be surprising after all, as correctly Savoyard notices. You can check the huge cohesion bonus (psyched up thanks to NM!) by seeing the detail screens nemethand posted and comparing the various corps, divisions, brigades. There is almost a 50% cohesion bonus in some cases, meaning elements that are potentially unbreakable (ie they break the enemy before they break him).

Pocus has fixed unreasonably high NMs since v1.03c, with code that decreases over time NM. If you recall guys, I was insisting that (given the huge effect NM has) to have this "NM decrease" lot faster, but I was downvoted: the decrease roll cannot fall more than 10 points per turn.

Such a difference in cohesion can make battles for the nation that has the lower value quite difficult, but not impossible. Some things to remember: a "battle loss" is not necessarily a strategic loss if:

- The stance was set to probe or conservative and the attacker broke off earlier (or respectively the defender broke off earlier)... I feel that the victor/defeated in the game is simply decided on who held his ground by the end of the battle. Something similar applies for the sea battles. Of course, when breaking off (or even worse, routing) extra hits may be taken.
- If the goal of the confrontation was to simply give losses to the other nation, regardless of own losses (especially useful for big nations against small) as long as you can afford them.

Moreover, even if a unit has not lost many elements, it can be very damaged and lost in the next battle if not in position to take enough reinforcements (by next turn). Sometimes, losing a unit completely is better than having to fix it, considering the reinforcement pool is unique and units may be fighting in different theaters.

All in all, I am not worried of Russia's apparent defeats. :)
(hint: look at the screen where it shows total hits inflicted/suffered... picture a nation with almost unlimited resources such as Imperial Russia, etc)
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Sir Garnet
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Tue Jun 11, 2013 1:14 pm

Kensai wrote:Sir Garnet, any issues with the script run? Did it correct the issues at hand?

Yes, the lost fleet script worked. I'm thinking it's odd there is no 1880 Scenario base pool as you mentioned - that has to be in includes?

I will tyr to work ou the force pool script as well - will be useful for repository. .

A thought on auto-upgraddes: don't really get the nuances of how the AlterCuSubUnit script command works exactly, but it has a lot of options and I was wondering if an autoupgrade unit could be downgraded back element by element to the original type using that.

The wiki syntax includes "AlterCuSubUnit = ApplyToList; Convert NewUIDAlias/PrimUpg/SecUpg [SELF NewName]> Change selection to the NewUID Model." I don't understand the full syntax but the basic question is whether the NewUIDModel only works for upgrades or it can be used to downgrade as well.

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Tue Jun 11, 2013 1:47 pm

Ah, dear Mike, I wish the turns of PON were being processed faster, and I would have experimented with every single possible command and its uses. This is not possible. Perhaps with Pocus we can set ourselves into improving the sometimes cryptic documentation in the AGEOD wiki.

Autoupgrade is a useful feature, generally. But there should indeed be a parameter not to enforce it in scripted events. If I say I want to spawn a wooden ship or a 1840s infantry unit, I want the engine to do that, not give me the end of the change. Your idea might actually work, if allowed by the script parser. :)
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bjfagan
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Tue Jun 11, 2013 4:45 pm

Kensai wrote:Ah, dear Mike, I wish the turns of PON were being processed faster, and I would have experimented with every single possible command and its uses. This is not possible. Perhaps with Pocus we can set ourselves into improving the sometimes cryptic documentation in the AGEOD wiki.

Autoupgrade is a useful feature, generally. But there should indeed be a parameter not to enforce it in scripted events. If I say I want to spawn a wooden ship or a 1840s infantry unit, I want the engine to do that, not give me the end of the change. Your idea might actually work, if allowed by the script parser. :)



I mentioned to Pocus some time ago, and hopefully he fixed it, that units receiving new elements after losing them in battle were getting the upgraded elements without having discovered the requisite tech. I disbanded the German battleship squadron that had the 1915 battleship element and there are a few army units that have WWI tech elements. I have seen a few British naval units with the 1915 battleship elements too.

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Tue Jun 11, 2013 5:00 pm

Wow, that was really strange. That is definitely a bug, do you have a screenshot of the element* in question? Thanks for doing that yourself, just to avoid a potential future hell of discussion, I urge every player to do a check on their assets, possibilities, etc. If something does not feel good, report it now, not after a battle where it will be found out by your rival who will obviously be pissed.

*if an element is lost, it is normal to be substituted with a newer design, but as long as the design is possible with the tech/era attained

Brian has a great record of whistleblowing potential errors such as this or the Kiel canal issue.
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Jim-NC
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Tue Jun 11, 2013 5:58 pm

2 things:

The "rogue" British unit, is most likely a captured British Corps (Britain has lost several of those), which Turkey is using for the nice artillery it has.

As to the 1915 Battleships, I had noticed that I can build some new battleships (not ironclads), and that I had built 2 (in a damaged unit, so it's 2 battleships, and 1 ironclad, plus 1 wooden screw battleship), but had not noticed that they were 1915 model. I researched a tech that gave them to me about 2 years ago (game time). I will have to see if I can determine their model number/year.
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Kensai
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Tue Jun 11, 2013 6:09 pm

I do not know what generation we should be right now, but most Western nations now should be able to build the first of "cruisers" (FF04, CV04). There are 7 generations and three/four types of ships for Westernizing nations, let's go over them a bit:

Wooden Ships (01)
Wooden Screw Ships (02)
Ironclad Ships (03)
First Modern Ships Era (04)
Battleship Era (05)
Battlecruiser Era (06)
Dreadnought Era (07)

From the smallest to the largest: apart from Junks and other custom cultural ships, you have corvettes, frigates, and battleships. Corvettes after (04) become (light) cruisers. I suspect Frigates later become armored and heavy cruisers, and Battleships are further named Battleships/Dreadnoughts or Battlecruisers (less armored but faster, equally armed). Of course other types come in as well: torpedo boats, destroyers, submarines, aircraft carriers. But these should not bug us until we reach the 20th century.

lukasberger and lindi,
this is a potential script to give back Venetia to Italy, as per your agreements:

Code: Select all

SelectFaction = $CMN
SelectRegion = $Venetia
StartEvent = Return of Venice to the Kingdom of Italy (1878)|1|1|NULL|NULL|$Venetia|NULL

Actions
SelectFaction = $ITA
SelectRegion = $Venetia
ChangeRgnOwner = AUS


There is no need to trim loyalty (as we had done in the past) as there is no such a huge difference. Tell us when you want it implemented.
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Citizen X
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Tue Jun 11, 2013 7:52 pm

I think the script to give the Ottomans their 2 diplomats hasn't been run in July. Sorry, didn't pay attention. If so, can it be run one of these turns? (Same script I guess, replacing 5 with 2).
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Kensai
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Tue Jun 11, 2013 8:02 pm

Late September 1878
Will adapt it next turn, together with the lukasberger-lindi one. Also, forgot, the shutdown (destruction) of the Japanese gold mine in Sacramento.
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coolbean
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Tue Jun 11, 2013 9:46 pm

Kensai wrote:Also, forgot, the shutdown (destruction) of the Japanese gold mine in Sacramento.


American authorities already seized the mine with the declaration of war, so no need for the American workers to demolish it. :neener:

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nemethand
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Tue Jun 11, 2013 9:52 pm

bjfagan wrote:I mentioned to Pocus some time ago, and hopefully he fixed it, that units receiving new elements after losing them in battle were getting the upgraded elements without having discovered the requisite tech. I disbanded the German battleship squadron that had the 1915 battleship element and there are a few army units that have WWI tech elements. I have seen a few British naval units with the 1915 battleship elements too.


Confirmed. I have a protected cruiser element in one of my Russian ironclad frigate unit, which is far from being discovered, even researched.

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Sir Garnet
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Tue Jun 11, 2013 10:20 pm

For Brazil at least,

Ironclad Corvettes are no longer buildable - Light Cruisers are buildable.
Ironclad Warships (battleships) are still buildable but now Steel Battleships are as well.

Ironclad Frigates are still buildable.
So far as I can tell, all military techs researchable in the 1870s have been researched.
So can anyone identify the Cruiser series that follows Frigates and the triggering tech? Protected or Armoured Cruiser?

--

@Kensai or others: For trying the element replacement approach, can you identify what might go into the PrimUpg/SecUpg [SELF NewName] components of the convert command? NewUIDAlias is the easy part.

Wiki syntax:

AlterCuSubUnit = ApplyToList; Convert NewUIDAlias/PrimUpg/SecUpg [SELF NewName]

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bjfagan
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Tue Jun 11, 2013 11:00 pm

Germany can build light cruisers (that replaced the ironclad corvettes), ironclad frigates (no upgrade to research yet), and steel battleships (that replaced the ironclad battleships). I will post pictures when I can find some worth posting.

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Jim-NC
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Wed Jun 12, 2013 2:45 am

I can confirm bjfagan's findings. I had a battleship squadron that was missing 2 elements. The 2 replacement elements that were built were Steel Battleships 1915-1920. I can currently build 1875-1890 battleships. I have destroyed the squadron in question.

I will have to check my entire navy (what a pain) now for overly upgraded ships.
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Jim-NC
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Wed Jun 12, 2013 3:14 am

Script for transfer of funds for the previous sale of Cyprus

SelectFaction = $CMN
SelectRegion = $Anglia
StartEvent = 1878_Payment_for_Cyprus|1|1|NULL|NULL|$Anglia|NULL
Conditions

Actions

SelectFaction = $GBR
SelectRegion = $Anglia

ChangeResStock = $merCapital;-3500
ChangeResStock = $merDiplomat;-1

SelectFaction = $TUR
SelectRegion = $Constantinople
ChangeResStock = $merCapital;3500

EndEvent


I included a diplomat from Britain (although I don't know if one is needed as this is rationalizing what happened in the red event). As the event is supposed to get British support for the potential war with Russia. But since the event already fired, and war was previously declared, and as I now "own" Cyprus, I decided to make it legal, and pay something for it.
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Sir Garnet
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Wed Jun 12, 2013 3:17 am

Autoupgrading is getting out of hand when generating futuristic ships. Maybe it can be fixed with AlterCuSubUnit Convert concept?

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bjfagan
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Wed Jun 12, 2013 5:52 am

It needs to be fixed with the next patch.

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Kensai
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Wed Jun 12, 2013 6:55 am

Maybe only a couple of models are affected. I don't give too much attention to the "unit descriptions" as it may be wrong. But yes, a 1915 model is much overboard in respect to a 1885 one. Sir Garnet, the wiki has some other model generation check commands. I think only Pocus can answer this, I really do not have the time to check every command by checking each parameter when it needs 5-6 mins to process each turn. (although come to think of it, most commands could be applied in a snappy war-only scenario as well... in PON the small campaigns process really quickly)

Jim-NC, the script is ready but you have to account for inflation (as per our templates as well), will adapt it and present it here later. When do you (plural) want it to run?

Code: Select all

SelectFaction = $CMN
SelectRegion = $Anglia
StartEvent = British Lease of Cyprus (1878)|1|1|NULL|NULL|$Anglia|NULL

Actions

SelectFaction = $GBR
SelectRegion = $Anglia

ChangeResStock = $merCapital;-3500
ChangeResStock = $merDiplomat;-1

SelectFaction = $TUR
SelectRegion = $Constantinople
ChangeResStock = $merCapital;3500
ChangeResStock = $merDiplomat;4
ChangePriceInc = 18

EndEvent


This will fix the structure destruction bug in Sacramento, hopefully.

Code: Select all

SelectFaction = $CMN
SelectRegion = $Sacramento
StartEvent = Japanese miners shut down operations in California (1878)|1|1|NULL|NULL|$Sacramento|NULL

Actions

SelectFaction = $JAP
SelectRegion = $Sacramento
 RemoveStructure = ByKind $stuProdSite;RANDOM;SINGLEFAC
End Event
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Wed Jun 12, 2013 8:35 am

As for me, the event can be fired anytime.


ChangeResStock = $merDiplomat;4 ? Is it right? Shouldn't it be 2?
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Kensai
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Wed Jun 12, 2013 8:55 am

You had asked for 5, minus 1 used in the deal 4 (as per template use for custom deal). But I think this should be the last time we run this before Pocus clarifies that this is actually a bug. Perhaps indeed a very low Diplomatic skill kills the ability to accumulate diplomats (although less than 2 as pool is indeed pathetic, that should be the minimum).
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Citizen X
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Wed Jun 12, 2013 9:48 am

Kensai wrote:You had asked for 5, minus 1 used in the deal 4 (as per template use for custom deal). But I think this should be the last time we run this before Pocus clarifies that this is actually a bug. Perhaps indeed a very low Diplomatic skill kills the ability to accumulate diplomats (although less than 2 as pool is indeed pathetic, that should be the minimum).


We agreed on a starting pool of 5, wich I recieved for 1st half of 1878 already and 2 for all subsequent runs, of which would have been the first in early july 1878 but didn't run. Diplomats come every half year, right? As for the diplos for the transaction, Britain pays them already.

I would believe the whole thingie is more an unexpected sideeffect, rather than a bug. Of course a playable nation must recieve diplomats ( I think all nations should, but maybe that's just me).
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Kensai
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Wed Jun 12, 2013 10:12 am

We run all custom events that make some kind of deal between players out of the game with diplos consumption for both parties. Let's call this part of the anti-abuse mechanisms (like inflation in loans, etc). If you are right about your above calculation then it should be corrected to +1 in the script.

I think two diplomats should be the minimum per semester and a min pool of 2 maintained for all nations for some basic diplomacy. But as I said, we need Pocus to confirm if less than that was WAD for some reason to abstract diplomatic passivity.
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Jim-NC
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Wed Jun 12, 2013 1:11 pm

Kensai wrote:Maybe only a couple of models are affected. I don't give too much attention to the "unit descriptions" as it may be wrong. But yes, a 1915 model is much overboard in respect to a 1885 one. Sir Garnet, the wiki has some other model generation check commands. I think only Pocus can answer this, I really do not have the time to check every command by checking each parameter when it needs 5-6 mins to process each turn. (although come to think of it, most commands could be applied in a snappy war-only scenario as well... in PON the small campaigns process really quickly)

Jim-NC, the script is ready but you have to account for inflation (as per our templates as well), will adapt it and present it here later. When do you (plural) want it to run?

Code: Select all

SelectFaction = $CMN
SelectRegion = $Anglia
StartEvent = British Lease of Cyprus (1878)|1|1|NULL|NULL|$Anglia|NULL

Actions

SelectFaction = $GBR
SelectRegion = $Anglia

ChangeResStock = $merCapital;-3500
ChangeResStock = $merDiplomat;-1

SelectFaction = $TUR
SelectRegion = $Constantinople
ChangeResStock = $merCapital;3500
ChangeResStock = $merDiplomat;4
ChangePriceInc = 18

EndEvent




I thought that was for loans (the addition of inflation). This is not a loan. This is payment for the island of Cyprus. There is no transfer of territory in my script as the red event has already happened. I currently own Cyprus, and technically I could keep it for nothing (as the red event did not include payments to the Ottomans). However, we (Citizen X and I) decided as players that I needed to pay something for the transfer of ownership.

[color="#FF0000"]If Citizen X does not agree to inflation of 18%, how do I pay for the island?[/color] I ask as a player who has received the territory at no cost (I don't count the change in relations as a real cost), but who thinks I should pay for it.
Remember - The beatings will continue until morale improves.

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