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Sir Garnet
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Thu Jun 20, 2013 4:42 pm

The ghost army bug is very helpful if playing (SP or PBEM) a country with IsMajor=0 since being at war is necessary to allow exercise of passage rights for such a country. Tribals with nothing left but their name that can be DOW'd just for 100 prestige and a diplomat make it affordable to enter and leave a war state. Forging a CB on a real country is more expensive and accordingly must be more reluctant about peace. Otherwise these ghost wars are harmless and peace can always be obtained by the player.

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bjfagan
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Thu Jun 20, 2013 8:35 pm

Italy cannot assign leaders to units either. Just open up the game and try it with any unit. There is no specific case.

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Jim-NC
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Thu Jun 20, 2013 11:59 pm

I have noticed something weird in Hawaii. My (USA) CP is 75%, but my SOI is only 4 out of 8. This is not 75% of the total value. It appears that the SOI is stuck at 4 somehow. In looking at Alaska, the numbers appear more normal (% CP matches SOI). Also, the western US (Utah/Idaho) look correct from a SOI perspective.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

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Sir Garnet
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Fri Jun 21, 2013 1:42 am

Jim-NC wrote:I have noticed something weird in Hawaii. My (USA) CP is 75%, but my SOI is only 4 out of 8. This is not 75% of the total value. It appears that the SOI is stuck at 4 somehow. In looking at Alaska, the numbers appear more normal (% CP matches SOI). Also, the western US (Utah/Idaho) look correct from a SOI perspective.


There are spontaneous SOI losses. In CIE Portuguese SOIs were reset in high SOI colonies from high levels to zero - only noticed due to a report that a colony SOI just increased to 1 from 0.

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PhilThib
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Fri Jun 21, 2013 8:02 am

There are also some SOI increase to, especially when you colonize to the maximum an area...after some time... for instance, since Germany took over the Sao Tome / Spanish Guinea colony, the SOI there has increased twice by 1, because those colonies have received maximum effort for me.
Note however that (IIRC), SOI increase this way is limited to 5.
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Sir Garnet
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Fri Jun 21, 2013 8:18 am

PhilThib wrote:There are also some SOI increase to, especially when you colonize to the maximum an area...after some time... for instance, since Germany took over the Sao Tome / Spanish Guinea colony, the SOI there has increased twice by 1, because those colonies have received maximum effort for me.
Note however that (IIRC), SOI increase this way is limited to 5.


Does that mean that SOI knocked down to zero by whatever issue is involved, the most it can recover over time is back to 5? Also, any info on why colony SOI would zero out?

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PhilThib
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Fri Jun 21, 2013 10:04 am

No idea, I just never noticed it going over 5... the zero out I believe is linked to some kind of "lack of activity" / "low CP" combo...can't tell exactly, just saw it happens. Also noticed many times that when Rebel loyalty / control is high, the colonial ppwers tend to lose regularly some CP (but saw it only in Africa to date)...

Anyway, one thing I am certain (because I did make them) is that SOI never exceeds 5 in the original DB...now, the engine "might" increase this by some secret ways I am unaware of...but in the DB, the USA SOI on Hawai is 5 maximum.
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Jim-NC
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Sat Jun 22, 2013 1:02 am

Well, according to my screen, the SOI maximum for the USA is 8, and my current SOI is 4. One of the values appears to be wrong (as I have a 75% CP in the region). With what has been said, it would appear that the 8 is bogus. FYI, in the last 2 turns or so my maximum SOI has increased from 7 to 8. This is how I noticed the problem (focused on message saying my SOI had increased to 8). When I checked the area, I noticed that my values did not make math sense.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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Sir Garnet
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Soi

Sat Jun 22, 2013 3:16 am

Just to illustrate, this is the SOI actual/max situation on the ground 1879 for Portugal
East Timor (US owned) 0/10
Goa 10/10
Bissau 8/8
Zaire from 4/8 up to 8/8
Angola from 0/1 to 1/1
Mozambique from 4/10 to 7/10

Angola is its most developed large colonial area with good SOIs and prestige.

The Max SOI was set to zero after the patch turned Luanda non-national. The Max SOI recently rose to 1 as shown.

That low CP and low activity can actually lower SOI (so it is not a one-way ratchet) is interesting if in the engine, but I'm pretty sure it that non-national status (don't understand its nuances).

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PhilThib
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Sat Jun 22, 2013 10:11 am

I am afraid only Pocus could explain those mysteries, that was not what I have planned initially :bonk:
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Sir Garnet
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Sat Jun 22, 2013 1:24 pm

Rules Question: The Rules limit Local Support to 10+ relations and Defensive Treaties to +25. Does this apply even if the recipient is at war? What about a nation facing imminent war with which the power has had a formal or informal alliance for some centuries, and currently positive relations but not 10, but in circumstances that either party might expect help to be offered in the event of enemy attack? The question is whether this is abuse to be prevented, and whether the rule is absolute?

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PhilThib
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Sat Jun 22, 2013 2:33 pm

The rule was created unde proposal of Lukas to prevent that kind of weird diplomacy we have seen in the other PBEM (such as the multiple defensive alliances that were signed with no other goals that "tricking" DoWs), so I would tend to say it is absolute. I believe it should not be too hard to increase relations to 10 to get the support treaty available...

Now, if you want to offer some help to another country, there are also possibilities to make deals between players (if both are players) or to offer some gifts to non-playing nations if this is not unbalancing the game or abusing game rules. I have to date scripted a few player's agreements, all perfectly fine, so why not...
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Sir Garnet
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About Leader Attach/Detach problem

Mon Jun 24, 2013 11:51 am

Using the WIC installation and 1.03e

When the + button does not work, Ctrl-C does work to Combine into one unit and icon.

However, the - button then can illuminate, but does not detach, and Ctrl-D (per the hotkey list) does not detach. D and F now rotate through naval units. so I suspect the hot key was eliminated or replaced.

Is there a different hotkey to detach?

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Sir Garnet
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Update to Files

Wed Jun 26, 2013 1:38 pm

These are 2 rar files from PhilThib fixing some of the issues previously discussed (and fixed for a time with Game Files), which are added for the WIC game.

Both should be extracted to VGN\Gamedata inside your PON installation location. A copy of the files (non-RAR) is also in the CIE Game Files dropbox folder for those with access there. These are mainly to fix the Mali and Niamey issues previously mentioned.
Attachments
ColonialAreas.rar
(2.46 KiB) Downloaded 127 times
Areas.rar
(34.57 KiB) Downloaded 183 times

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Sir Garnet
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Thu Jun 27, 2013 6:02 pm

Is Spain being played, or returned to AI?

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Sir Garnet
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Fri Jun 28, 2013 4:08 am

There was mention of getting rid of the Mahdist War or other "ghost wars". What is the story on that?

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lukasberger
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Fri Jun 28, 2013 5:22 am

Sir Garnet wrote:Is Spain being played, or returned to AI?


Nemethand quit. So assume it's ai.

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lukasberger
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Fri Jun 28, 2013 5:22 am

Sir Garnet wrote:There was mention of getting rid of the Mahdist War or other "ghost wars". What is the story on that?


Phil did it for a few wars already. Assume he'll do so for other on request.

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PhilThib
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Fri Jun 28, 2013 7:49 am

No, it does not seem to work by script. I exchanged with Pocus, he says ghost wars are listed and ghost nations still there. Therefore to make peace, this is simple: go to diplomacy (F9), select the opponent (Mahdiyya), select Offer Peace, no conditions, and it is implemented next turn

I advise France and Holland to do the same, they had wars with Mahdist and Aceh respectively.
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Sir Garnet
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Fri Jun 28, 2013 8:58 am

PhilThib wrote:No, it does not seem to work by script. I exchanged with Pocus, he says ghost wars are listed and ghost nations still there. Therefore to make peace, this is simple: go to diplomacy (F9), select the opponent (Mahdiyya), select Offer Peace, no conditions, and it is implemented next turn

I advise France and Holland to do the same, they had wars with Mahdist and Aceh respectively.


Some payment of 1% (zero pounds) for a time appears required to make the OK button appear to complete the offer. The question is whether it actually expends anything, and whether it is worth it.

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PhilThib
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Fri Jun 28, 2013 9:38 am

Well, I did that too and received nothing...but it works, Germany is at peace with the "ghost" Mahdists
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coolbean
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Sun Jun 30, 2013 4:01 pm

Sir Garnet wrote:This is what I found testing this in a second clean PON install 1.03e with the WIC files added.

The + Combine button shows as red but when leader and unit are selected and it is pressed the icons do not combine. However, there are odd effects: neither one can be individually selected and separated out (until a third unit joins the force); trying to drag the "attached" unit or the leader out alone once paired fails, but in a stack dragging the leader out drags the attached unit as well, as though they were connected; the icon of the stack comprising the leader and initial unit is sometimes the unit icon, not the leader icon.

As mentioned, joining a third unit to the force allows the original pair members to be individually selected and removed. If the units start as part of a larger force, the paired units show the same highlight and cliicking and dragging either out pulls the pair but then the spell is broken and they can be individually selected from the extracted pair's own stack. If ylou go to a different force and then come back, the individual units are separately selectable.

The "-" button does not activate, but the "+" button will show up again if the leader and original unit are both selected and if both selected then clicking to drag one once again won't work.

I have tried and can reproduce this over and over, combining leader and unit without the icons merging and making them separable by involving other units. My guess is that the game treats them as combined at least for a time but it is not showing up on screen. I have no idea if they fight as if combined.



I will have to try this.

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Lindi
General
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Location: Province de Québec (Montréal)

Mon Jul 01, 2013 11:14 am

I have leave the shared folder in dropbox with erreur click, one playeur can send me the shared plz?

Edit : I find option for go back so is good sorry.

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Sir Garnet
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Mon Jul 08, 2013 6:27 am

In an empty region of Yemen and in Bechuanaland where I have most of the MC I had two outpost cards bounced with the message
"The decision Military Outpost is not valid. The structure that is triggered by it woiuld not be valid in this region."

and in addtion I can't now play any Military Outpost cards anywhere. They seemed to be working in Early October.

The Gamecourse file in the dropbox is not changed since the 2nd. Nor is my install. Any ideas what is at work here?


Anyone else have any outpost oddities?

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PhilThib
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Mon Jul 08, 2013 8:05 am

I have the same issue, I can't paly any outpost anymore. I believe this is linked with a question of force pool, i.e. there are more outposts on the map than the pools allows us.
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Sir Garnet
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Mon Jul 08, 2013 8:40 am

Yet there are many cards available to play and the British empire is lightly outposted overall since it is ideal to play at the 50% CPen range. It must be much less than the number of colonial provinces then.

Do you mean an engine limitation on global outposts of all players? In which case everyone should have a problem. There is also that attach/detach bug. I am wondering if it is safe to load the game in the CIE install to do the attach/detach then load in WIC install.

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Sir Garnet
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Tue Jul 09, 2013 1:29 am

Is there an explanation of embassies somewhere?

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Jim-NC
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Tue Jul 09, 2013 1:56 am

Sir Garnet wrote:Is there an explanation of embassies somewhere?


Post 158 in this thread, on page 6.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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Sir Garnet
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Tue Jul 09, 2013 3:06 pm

Thanks. It appears no action on my part is required.

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Jim-NC
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Thu Jul 11, 2013 5:45 pm

I will be off camping with the Boy Scouts next week. I plan to have my oldest son enter USA orders for me. He will have access to email, but not the forums. I will be submitting a turn Sunday evening (Jul 15), and then again the next Saturday (Jul 20). He will submit all the orders in between.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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