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Jim-NC
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Sun Jun 16, 2013 11:25 pm

Since there is a request for force pools, Britain has the following

IC BB - 48, which does not include built (which shows as 0 in the build menu) there are at least 6 on the map, and probably a few more
Steel BB - 18 (none currently built)
Light Cruisers - 42, 37 build-able +5 on map per the build menu
IC Frigates - 30, which does not include built (which shows as 0 in the build menu)

My navy's a bit messy, as I have a lot of mixed generation squadrons, so I am not sure how/what to count them as.
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Citizen X
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Sun Jun 16, 2013 11:46 pm

Upgraded a factory in Cartagena. Should be Plant now. In the log it says furniture factory updated in Cartagena. Alas, there is no Plant. Only the thre factories that were there before.
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Sir Garnet
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Mon Jun 17, 2013 1:05 am

Jim-NC wrote:Since there is a request for force pools, Britain has the following

IC BB - 48, which does not include built (which shows as 0 in the build menu) there are at least 6 on the map, and probably a few more
Steel BB - 18 (none currently built)
Light Cruisers - 42, 37 build-able +5 on map per the build menu
IC Frigates - 30, which does not include built (which shows as 0 in the build menu)


That certainly tests the validity of Kensai's repeated statements that BRZ has bigger force pools than GBR, GER, USA, everybody . . . .

It sems a nicely balanced force pool for a global naval power, not skimping on the light ships.

In my case, the IC BB cap jumped up dramatically (+10, or ~60%) sometime between new BB tech development and the Steel BB being buildable, the light and medium ship pools unaffected.

Is that consistent with your experience? (and that of others)

I checked and Portugal still has the total BB pool of 15 listed above (including active), but does not have Steel Ships or Battleships tech done just yet.



Citizen X wrote:Upgraded a factory in Cartagena. Should be Plant now. In the log it says furniture factory updated in Cartagena. Alas, there is no Plant. Only the thre factories that were there before.


Has anyone built that to level 3 (Plant)? Brazil has not exercised that option due to resource concerns to build and to run. The Furn Plant adds electrical parts but has otherwise the same types of inputs as the factory.

What I find strange in general is that the industry upgrades indicated in the F11 appear right, but those on the map indicate different (I believe they must be incorrect) upgrades to a different type of structure. Did you click upgrade on the map or the F11 window?

There is also the inconvenience of having to use F4 changes to estimate the costs of the upgrades.

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Jim-NC
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Mon Jun 17, 2013 2:24 am

I have used F11. The map upgrades have wrong strings. I once tested, and had a problem clicking the upgrade button (and it working). If I could get it to click, it was the correct new type (has been this way since shop to factory upgrades). I have been able to upgrade to plants (as GBR) on some types (luxury goods and furniture/canned goods).

Don't currently remember what their name was.

To Citizen X, you might need to check the inputs/outputs to verify if you got a plant.
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Jonathan Pollard
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Mon Jun 17, 2013 4:31 am

Since there is a request for naval force pools, China has the following units, each composed of 4 ships:

River Transport: Available 6, on map 4

River Squadron Available 4, on map 1

Junks don't show up as buildable because I've already built them to the max. Destroyed junk elements (individual ships) have been replaced by other junks.
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Citizen X
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Mon Jun 17, 2013 9:55 am

Jim-NC wrote:I have used F11. The map upgrades have wrong strings. I once tested, and had a problem clicking the upgrade button (and it working). If I could get it to click, it was the correct new type (has been this way since shop to factory upgrades). I have been able to upgrade to plants (as GBR) on some types (luxury goods and furniture/canned goods).

Don't currently remember what their name was.

To Citizen X, you might need to check the inputs/outputs to verify if you got a plant.



I used the button on the map to upgrade, not F11. It consumed the material allright. Now when I hover over that factory it is identical to all other factories that weren't ubgraded, picture, input/output, even has an upgrade button again.
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bjfagan
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Mon Jun 17, 2013 9:19 pm

Originally posted in the wrong thread...


bjfagan wrote:I assume Kensai will no longer process our "arcade" game. Hopefully, someone else can be a backup.

Late December 1878.

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bjfagan
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Mon Jun 17, 2013 9:24 pm

Also, no orders were submitted for Japan or Greece. So, I guess we can assume that Kensai has dropped from this game and we will need to find another player for Japan. Greece could most likely go to the AI. Which I have no idea how to set.

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lukasberger
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Mon Jun 17, 2013 9:45 pm

bjfagan wrote:Which I have no idea how to set.


Me either.

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Citizen X
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Mon Jun 17, 2013 9:52 pm

lukasberger wrote:Me either.


I have no clue what other changes had been done to the nations, but to make them playable or reverse it follow these instructions.

http://www.ageod-forum.com/showthread.php?22738-PON-PAN-Playing-Any-Nation
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lukasberger
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Mon Jun 17, 2013 9:56 pm

Citizen X wrote:I have no clue what other changes had been done to the nations, but to make them playable or reverse it follow these instructions.

http://www.ageod-forum.com/showthread.php?22738-PON-PAN-Playing-Any-Nation


Think that's for single player though. Turning them to ai in multiplayer is different.

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Citizen X
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Mon Jun 17, 2013 10:02 pm

lukasberger wrote:Think that's for single player though. Turning them to ai in multiplayer is different.


I thought that the AI takes over automatically during turn resolution, when it is no player nation or no ord file exists.
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lukasberger
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Mon Jun 17, 2013 10:13 pm

Citizen X wrote:I thought that the AI takes over automatically during turn resolution, when it is no player nation or no ord file exists.


Don't think so. Otherwise the ai would mess up our nations anytime we miss a turn. Which doesn't seem to happen.

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Mon Jun 17, 2013 10:18 pm

When there is no .ord file, it is basically the same as loading the turn, and saving without doing anything, or as in SP turning off the AI

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Sir Garnet
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Mon Jun 17, 2013 10:59 pm

Boernes wrote:When there is no .ord file, it is basically the same as loading the turn, and saving without doing anything, or as in SP turning off the AI


So if the TRN file is not left in the turn files to be processed but removed, is it then automatically reverted to AI management?

(I looked at that Playing any Nation explanation and remember that I read it before a couple of times without being much the wiser - though a consolidated "do this" step-by-step procedure to add and remove playables would be useful even for SP games to take over another country for a while in an orderly way.)

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Sir Garnet
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Tue Jun 18, 2013 5:11 am

WIth the unexpected departure of Kensai from Arcadia to Kenzania (nice alternative 1878 AAR under way there), there is a host shortage. Hosts need to have the right install and settings - players who don't host should have them as well. This applies to CIE and also any WIC overlap or other special files or scripts being used.

In addition, the installation order is important. I believe it is GAME - DLCs - Patch - Special Game Files - Optional Game Files. Between WIC and CIE there is probably a right order as well if they overlap file changes at any point.

One problem is obsolete gamefiles. In my last install I compared the AGEOD files and the Game Files and to me it looked like in some cases the Game Files were obsolete. I wish I had kept notes, but was tired and in a hurry. It is something to check and can all be covered by an install steps list. I could go back and run comparisons if clear on what should be compared.

Obviously have a separate install for each customized game version would be simple and straightforward, but that has its inconveniences and is unnecessary if there are not points of conflict. .

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lukasberger
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Tue Jun 18, 2013 5:17 am

I was set up to host a while ago. Haven't been for some time though. I'll try to get myself set up so I can host if needed.

I don't know what the other CIE-WIC players are doing but I found that the two games couldn't be installed in the same folder. f.e. WIC has some sort of bug that doesn't allow units to be combined. When the games are installed together, the bug appears in CIE too.

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Kensai
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Tue Jun 18, 2013 7:21 am

bjfagan wrote:Also, no orders were submitted for Japan or Greece. So, I guess we can assume that Kensai has dropped from this game and we will need to find another player for Japan. Greece could most likely go to the AI. Which I have no idea how to set.

I have not dropped from the game. I will simply be much less active as I have nothing to do at the moment, incidentally on both fronts. But indeed I will not be processing any more turns or contributing active content as I need to concentrate on the other game.
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De_Spinoza
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Tue Jun 18, 2013 3:02 pm

Sir Garnet wrote:WIth the unexpected departure of Kensai from Arcadia to Kenzania (nice alternative 1878 AAR under way there), there is a host shortage. Hosts need to have the right install and settings - players who don't host should have them as well. This applies to CIE and also any WIC overlap or other special files or scripts being used.

In addition, the installation order is important. I believe it is GAME - DLCs - Patch - Special Game Files - Optional Game Files. Between WIC and CIE there is probably a right order as well if they overlap file changes at any point.

One problem is obsolete gamefiles. In my last install I compared the AGEOD files and the Game Files and to me it looked like in some cases the Game Files were obsolete. I wish I had kept notes, but was tired and in a hurry. It is something to check and can all be covered by an install steps list. I could go back and run comparisons if clear on what should be compared.

Obviously have a separate install for each customized game version would be simple and straightforward, but that has its inconveniences and is unnecessary if there are not points of conflict. .


I have a CiE-ready install, just updated it with the latest game files to be sure. Will be able to run turns. The obsolete game files issue is important to be clarified though...

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Tue Jun 18, 2013 8:51 pm

Early January 1879... Happy New Year!

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Sir Garnet
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CIE Game Files Differences from 1.03e

Tue Jun 18, 2013 9:33 pm

De_Spinoza wrote:I have a CiE-ready install, just updated it with the latest game files to be sure. Will be able to run turns. The obsolete game files issue is important to be clarified though...



Game Files: Last change in the change log is Feb 20.
Are PON.exe dated 2012.0222 and PON (old).exe dated 2012.1215 both deletable since superseded by patch e?

These are what Game Files changes from the 1.03e patched install.
VGN: Settings: Z.opt is not in 1.03 as it is CIE setting specific:
GameAcronym = Conflict in Europe

sysBackupNum = 1
rulNoTurnFileForAI = 0 // 1 supresses trn files for AI (faster but player can't take over)
aiDoTakeOver = 0 // 1 for the AI to take over nations without orders

// Media
UseZip = 1 // 1 compress files (slower but required for multi player)

// Game
FoWActivated = 1
// act?
RandomGenerals = 0
// extd pool
// extd SOI
// redeplo
// delay comm
HardAttrition = 1
// ext str pool
// extd claims

// AI
AIActivated = 1
AIUseFow = 1
DiffLevel = 2
AIAgressivity = 1
AIFullLib = 1
AIExtendTime = 1
AIDetectBonus = 2

----------------------------------------------------------------------------------------------------------
GameFiles GameLogic.opt vs. GameLogic.opt 1.03e
Removes line 62:
bldNavalBaseNeeds = 2 // you can't repair or build a ship if one of the structure in the region don't have attribute *NavalRepair* / *NavalBuild* respectively, with associated numerical value (each 1 is +5% a turn)
MY EVAL: The 1.03e line makes sense and should be added.

Changes comment ending Line 293 withthe ownmaxunitsratio setting from "no more 10 chasing units per target" to "no more 2.5 chasing units per target" -
MY EVAL: No substantive change

CIE Line 329 increased 2000 to 3000 financial crisis threshold:
iceAvgCapitalStart = 3000 // average capital funds for majors for the check
MY EVAL: Good change.

GAMEDATA\REGIONS 2013.0222 changes
118Hamburg.rgn = Identical
119Holstein.rgn = Identical


----------------------------------------------------------------------------------------------------------
SCRIPTS:

CIE GC.SCT adds a list of new scripts that are not listed in the 1.03e GC.SCT
MEX Laws and Reforms.sct - not in 1.03e
EGY Laws and Reforms.sct - not in 1.03e
DAN Laws and Reforms.sct - not in 1.03e
CLM Laws and Reforms.sct - not in 1.03e
CHL Laws and Reforms.sct - not in 1.03e
ARG Laws and Reforms.sct - not in 1.03e
GRE Laws and Reforms.sct - not in 1.03e
BRZ Laws and Reforms.sct - not in 1.03e
CHI Laws and Reforms.sct - not in 1.03e
PER Laws and Reforms.sct - not in 1.03e
SWE Laws and Reforms.sct - not in 1.03e
POR Laws and Reforms.sct - not in 1.03e
SPA Laws and Reforms.sct = IDENTICAL
HOL Laws and Reforms.sct = IDENTICAL

CMN General Measures.sct IDENTICAL

I don't know whether 1.03e might have added these events under different file names but guess not.

CMN SHipyards Events.sct has many many differences - see this comparison htm format conflict report. 1.03e file is newer.

Might be nice to sort this and see if this is useful for 1.04
Attachments
ShipYard Compare Report.zip
(36.25 KiB) Downloaded 708 times

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Sir Garnet
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Wed Jun 19, 2013 8:31 am

This is the Friend Ship Transfer Script once again to be run please.

I have added the SetCohesion line Kensai wanted to represent cohesion loss arriving at the port, although they have been sitting there alone waiting for over half a dozen turns now.


Code: Select all

SelectFaction = $CMN
SelectRegion = $Canton

SelectFaction = $CMN
SelectRegion = $Canton
StartEvent = Brazil Friend Ship Transfer of Ironclad BB to USA 1878|1|1|NULL|NULL|$Canton|NULL //In recognition of USA provision of Ironclad ships during Brazil-Netherlands war and USA will later transfer a Steel Battleship sqn to BRZ from USA after USA is at peace

Conditions
MinDate = 1878/09/01
MaxDate = 1879/03/16

Actions

SelectFaction = $BRZ
SelectRegion = $Canton
ChangeResStock = $merOfficer;24
ChangeResStock = $merConscript;56
SelectSubUnits = Region $Canton;FactionTags BRZ;Domains $Naval //All present so don't need ;Families $famHeavyWarship
AlterCuSubUnit = ApplytoList;Kill

SelectFaction = $USA
ChangeResStock = $merOfficer;-24
ChangeResStock = $merConscript;-56

SelectFaction = $USA
SelectRegion = $Canton
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
FixType = 0
SetName = Friend Ship Flotilla
Apply

CreateUnit
SetType = $uni_USA_War3
SUFlavorName = Liberty|Freedom|Justice|Order
SetLevel = 2
SetName = 1st Americas Battle Div
Apply
SetCohesion = 50
CreateUnit
SetType = $uni_USA_War3
SUFlavorName = Dom Pedro|Washington|Progress|Prosperity
SetLevel = 2
SetName = 2nd Americas Battle Div
Apply
SetCohesion = 50

EndEvent

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Citizen X
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Wed Jun 19, 2013 8:52 am

Please run Ottoman diplomats script next turn :)


Code: Select all

SelectFaction = $CMN
SelectRegion = $Constantinople
StartEvent = Graduates of the Istanbul School of Diplomacy (Winter 1878/'79) (1868)|1|1|NULL|NULL|$Constantinople|NULL
Actions SelectFaction = TUR
ChangeResStock = $merDiplomat;2
EndEvent
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De_Spinoza
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Wed Jun 19, 2013 2:33 pm

Thanks for looking into this Garnet!
Sir Garnet wrote:Game Files: Last change in the change log is Feb 20.
Are PON.exe dated 2012.0222 and PON (old).exe dated 2012.1215 both deletable since superseded by patch e?

Then it is indeed probably better hosts don't use the .exe in game files but simply the one provided by patch 1.03e. This means the executable in the dropbox gamefiles needs to be deleted.

GameFiles GameLogic.opt vs. GameLogic.opt 1.03e
Removes line 62:
bldNavalBaseNeeds = 2 // you can't repair or build a ship if one of the structure in the region don't have attribute *NavalRepair* / *NavalBuild* respectively, with associated numerical value (each 1 is +5% a turn)
MY EVAL: The 1.03e line makes sense and should be added.

Changes comment ending Line 293 withthe ownmaxunitsratio setting from "no more 10 chasing units per target" to "no more 2.5 chasing units per target" -
MY EVAL: No substantive change

CIE Line 329 increased 2000 to 3000 financial crisis threshold:
iceAvgCapitalStart = 3000 // average capital funds for majors for the check
MY EVAL: Good change.

Did you already update your custom file with these changes? If so, feel free to put it in dropbox for the hosts to download.

GAMEDATA\REGIONS 2013.0222 changes
118Hamburg.rgn = Identical
119Holstein.rgn = Identical

I suggest we remove these two files from the dropbox as well then.

SPA Laws and Reforms.sct = IDENTICAL
HOL Laws and Reforms.sct = IDENTICAL
CMN General Measures.sct

Should also be deleted...


CMN SHipyards Events.sct has many many differences - see this comparison htm format conflict report. 1.03e file is newer.

EDIT: nevermind what I just wrote, some of those forcepool changes we made are probably best left in, but this file will have to be cleared out a bit, to prevent having older code than in the latest patch.

Everyone agrees on deleting the files mentioned above from the drop box, and having the hosts apply the 1.03e patch again + the new cleared-out game files? It is evident the game files folder has to be cleaned out a bit.

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Citizen X
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Wed Jun 19, 2013 2:53 pm

De_Spinoza wrote:Thanks for looking into this Garnet!

Then it is indeed probably better hosts don't use the .exe in game files but simply the one provided by patch 1.03e. This means the executable in the dropbox gamefiles needs to be deleted.
Did you already update your custom file with these changes? If so, feel free to put it in dropbox for the hosts to download.


I suggest we remove these two files from the dropbox as well then.


Should also be deleted...



EDIT: nevermind what I just wrote, some of those forcepool changes we made are probably best left in, but this file will have to be cleared out a bit, to prevent having older code than in the latest patch.

Everyone agrees on deleting the files mentioned above from the drop box, and having the hosts apply the 1.03e patch again + the new cleared-out game files? It is evident the game files folder has to be cleaned out a bit.


Agreed. I would recommend for everybody to make a clean install for CiE when accomplished, so we are all in the same accord.
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Sir Garnet
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Wed Jun 19, 2013 4:41 pm

GameLogic and the Shipyards files should be edited, but I did not make any changes in GameFiles - just installed the CIE version of those.

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bjfagan
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Wed Jun 19, 2013 5:56 pm

I hadn't been looking at the regular PON forum for a while and no one said anything about a 1.03e patch or even the beta 1.04, until just these last few posts. So, I did not know we even had these available. Should we just update to 1.04? Or only 1.03e?

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De_Spinoza
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Wed Jun 19, 2013 6:21 pm

bjfagan wrote:I hadn't been looking at the regular PON forum for a while and no one said anything about a 1.03e patch or even the beta 1.04, until just these last few posts. So, I did not know we even had these available. Should we just update to 1.04? Or only 1.03e?


Probably 1.03e for now, 1.04 has a rather annoying interface bug for the 'B' trade overview and regional trade windows.

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bjfagan
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Wed Jun 19, 2013 10:47 pm

Late January 1879 coming up, with the Brazilian and Ottoman scripts. Will run under 1.03d then upgrade afterwards. Also, letting Japan and Greece go AI since we have not gotten any orders for them.

Edit: Okay just had a weird processing experience. During the end of turn processing, the game gave me a message that there was a critical error, but it kept on processing as usual. Then at the end it finally crashed to desktop, but left all of the trn files in the folder. So, I am posting what the game completed. Let me know if there were any problems and I will process it again.

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Jonathan Pollard
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Wed Jun 19, 2013 11:29 pm

bjfagan wrote:Will run under 1.03d then upgrade afterwards. Also, letting Japan and Greece go AI since we have not gotten any orders for them.

I think that 1.03e simply combines 1.03 with hotfix 1.03d without any new bug fixes or game changes. So if you have installed those separately then maybe 1.03e will have no noticeable effect.
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