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soundoff
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Foreign Intervention

Mon Jan 05, 2009 6:51 pm

The event has fired....took another turn. Evidently its not broken so please ignore the previous post. However I am interested to know if anyone can shed light on whether there is a 'random factor' on when the event fires once you reach the magic 100 figure and if so what it is. :thumbsup:

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Gray_Lensman
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Mon Jan 05, 2009 7:01 pm

soundoff wrote:The event has fired....took another turn. Evidently its not broken so please ignore the previous post. However I am interested to know if anyone can shed light on whether there is a 'random factor' on when the event fires once you reach the magic 100 figure and if so what it is. :thumbsup:


This is on my near term list to work out, since it concerns a new project, but now, some other more important pop up work has to take precedence. I'll try to look at it in a day or two. Patience Grasshopper.! :)

edit> The bug was because FI was going negative. It's not supposed to. It has been fixed in that regard. Other areas of concern, I don't know yet.

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soundoff
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Mon Jan 05, 2009 10:03 pm

Gray_Lensman wrote:This is on my near term list to work out, since it concerns a new project, but now, some other more important pop up work has to take precedence. I'll try to look at it in a day or two. Patience Grasshopper.! :)



Many thanks for the info Gray not that I'm that fussed really. After all I've been playing now for nigh on 12 months and only once have ever had the event fire. It will probably be at the advent of another Blue Moon before I find the event firing again so really you can take as long as you like. No hurry ;)

enf91
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Mon Jan 05, 2009 10:38 pm

Sometimes the function where you can intercept enemy forces by dragging and dropping your unit on top of it doesn't work.

When you deselect river movement even before the stack has started moving, if the river movement has any effect on the path, the entire movement path deselects.

Sometimes, even if moving by river and rail leads to a longer path than just by rail, the game will sometimes insist on using both even though it is slower. Also, if I move to an adjacent region (taking, say, 6 days), but I can use rail movement to go through 3 regions and take 3 days, the game will ignore the faster path.

An event in 1861 says "New Army HQs added" and the tooltip says "+3 Army HQs" even though it adds only 2.

Now a question... Even though Edwin Sumner is not promotable as a level 2 general, he still gets angry if a junior officer is promoted instead. Why?

enf91
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Mon Jan 05, 2009 10:39 pm

Gray_Lensman wrote:edit> The bug was because FI was going negative. It's not supposed to. It has been fixed in that regard. Other areas of concern, I don't know yet.


Isn't the "Foreign Intervention impossible" event supposed to occur when the FI level becomes -100, meaning the FI level has to become negative?

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Rafiki
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Mon Jan 05, 2009 10:49 pm

enf91 wrote:An event in 1861 says "New Army HQs added" and the tooltip says "+3 Army HQs" even though it adds only 2.

Short story: you probably had one HQ more than your force pool actually allowed, e.g. received through reinforcement by event.

Longer story: http://www.ageod.net/aacwwiki/Availability_of_army_HQs
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Mr Bill
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Tue Jan 06, 2009 4:21 am

enf91 wrote:Isn't the "Foreign Intervention impossible" event supposed to occur when the FI level becomes -100, meaning the FI level has to become negative?


I was under the impression that FI could go negative too. I looked at it like this:

-100 means the USA successfully prevented foreign intervention (or the CSA majorly botched it).

0 means the Europeans are still completely undecided.

100 means the Europeans are ready to begin the process of intervening in the war.

Removing the negatives from the scale seems to make it much easier for intervention to occur.

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Pocus
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Tue Jan 06, 2009 9:14 am

Please download the latest beta patch for the fix.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Gray_Lensman
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Tue Jan 06, 2009 10:23 am

Mr Bill wrote:I was under the impression that FI could go negative too. I looked at it like this:

-100 means the USA successfully prevented foreign intervention (or the CSA majorly botched it).

0 means the Europeans are still completely undecided.

100 means the Europeans are ready to begin the process of intervening in the war.

Removing the negatives from the scale seems to make it much easier for intervention to occur.


You're right. The game manual does seem to imply that Foreign Intervention can go as low as -100. Wonder if this was changed, without updating the manual?

AndrewKurtz
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Tue Jan 06, 2009 12:48 pm

Gray_Lensman wrote:You're right. The game manual does seem to imply that Foreign Intervention can go as low as -100. Wonder if this was changed, without updating the manual?


It was a bug introduced with 1.12 and it is listed a a fix in the latest beta notes.

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soundoff
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Tue Jan 06, 2009 5:27 pm

Gray_Lensman wrote:You're right. The game manual does seem to imply that Foreign Intervention can go as low as -100. Wonder if this was changed, without updating the manual?


It was not changed Gray. The bug introduced in the 1.12 version prevented foreign intervention from going below zero. As I understand it the manual was correct in that if intervention hit -100 then it became impossible for Europe to enter the war. The fix in 1.12a is, I presume, to allow the intervention number to go below zero as it should.

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Gray_Lensman
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Tue Jan 06, 2009 5:46 pm

I must have misunderstood something that Pocus said to me regarding a production bug that someone posted about. At that time I thought he said something about it being caused by FI going negative.

enf91
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Wed Jan 07, 2009 1:02 am

Please download the latest beta patch for the fix.


Where is the new beta patch?

Mr Bill
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Wed Jan 07, 2009 2:37 am

enf91 wrote:Where is the new beta patch?


It's in the stickied thread entitled "Public beta patch 1.12a (RC5) (dec 22)" in the "Help Improve AACW!" forum.

The link to the latest beta patch can be found in one of Pocus' posts on the the 3rd page of the above thread, about halfway down the page.

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Gray_Lensman
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Wed Jan 07, 2009 6:20 am

Mr Bill wrote:It's in the stickied thread entitled "Public beta patch 1.12a (RC5) (dec 22)" in the "Help Improve AACW!" forum.

The link to the latest beta patch can be found in one of Pocus' posts on the the 3rd page of the above thread, about halfway down the page.


Hopefully in a day or so, there'll be an RC6. He generally changes the link at the top of the thread also. Keep in mind that the beta patches can possibly have flaws so you load at your own risk. At the moment though, the only thing that appears flawed with v1.12a (RC5) is the new replay feature. They're trying to work the kinks out of it even now.

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