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Kensai
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Next Patch Bug List

Wed Oct 17, 2012 4:36 pm

I am starting a list of observed and verified bugs for Pocus-Generalissimo and the upcoming v1.03a. If some things cannot be fixed in time we may always amend them in the next attempt. Feel free to add your own requests/notes later on this thread and I will update this first post after I've verified they reproducibility (if possible). If the error is not reproducible or evident, please supply your save game and .hst.

  • Suez Channel event creates railroad tracks on the sea (!!) in certain zoom levels of the map in the Mediterranean Sea. Some minor nations in our MP report they cannot cross it unless in war.
  • Kiel Canal seems to have been activated although definitely not discovered yet. Prussia can use it, although it does not appear on the map.
  • Austria might have an issue in its Austrian-Hungarian Compromise event of 1867. In our game the requirements were not met due to a previous event not firing (I think because of a missing SelectFaction command).
  • Slow units (emplaced but not locked artillery) might not be able to be moved by ship.
  • Cut down some of the craftsmen production.
  • Make sure the AI does not accumulate so many state funds (possibly through R&D investments or some tweak in the AI taxes balance mechanism: perhaps the AI could lower taxes so fewer SF would be hoarded).
  • Some nations (I can provide screenshots for Japan and Greece) have issues in the F6 regions list. Some towns appear in the incorrect lists (core, colonial, national) after certain events. When Japan started its Boshin War many regions (probably cut off) were moved to the national list. This wasn't fixed as Tokyo became the new capital through event. Regarding Greece, after a failed revolt at Epirus, this region appears in the list of regions although under Ottoman rule.
  • China and the Ottoman Empire might have issues with their Diplomats limits. China's ruler should perhaps be Cixi and not the inept 2-2-2 rulers that block it from doing anything. Turkey, a playable nation, under Abdul Hamid II should be able to recruit some diplomats per semester.
  • Negative ruler attributes should be taken into consideration as long as the final combined tally is from 1 to 9. Currently it's only from 2 to 9 as the minimum single ruler attributes a positive 1 even if it's negative or zero.
  • Look at why some rulers won't die and how to make them die by script (Lincoln).
  • Review some English-content (locations, tooltips, actions, etc) to be perfect.
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saileaf
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Thu Oct 18, 2012 12:22 am

Could we curb the craftsmen's production a little bit?

Van Diemen
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Thu Oct 18, 2012 6:25 am

Personally I think it doesn't make sense that the AI hoards so much state funds instead of spending it on things like research. I have seen the AI getting over 10,000 state funds and even accumulating further (I have seen above 30,000 even). Maybe the AI should spend 80% of its state funds to speed up research at random if they have state funds above a certain threshold, like 10,000? I think that 10,000 state funds could be considered enough savings to build enough reserves if war would be declared. If the state funds would drop under 8,000 maybe the AI should revoke the spending on research again to prevent spending more than it can handle.

I complain about this because I think it is quite silly that the Ottoman Empire can even beat many richer and more developed nations technologically, because the player does do research speed ups while the AI does not seems to do eventhough it has the money to sustain it.

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Kensai
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Thu Oct 18, 2012 7:34 am

OK, updated the first post with your requests, bugs, observations.

Van Diemen,
do not worry much about the "supported" R&D. The various stops at certain dates do not allow a human player to achieve an unrealistic advantage over the last ones. Moreover, as the Ottoman Empire is a backwards country you will probably not be that far ahead anyway. What is important in R&D is to have good relations (potentially a DA) with the most technologically advanced nations as they share their bonuses.
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Albert Herring
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Fri Oct 19, 2012 6:28 pm

First post from game newbie, so hope I'm not committing some major faux pas by posting here.

Trivial (presumably) cosmetic stuff: "Clyde Estuary" sea area is grossly misnamed, as the Clyde is on the west coast of Scotland and flows into the Irish Sea area. I'd suggest "Firth of Forth" for the area in question.
Also, "Estii" should be "Eesti".
Also added 21/10/12:
"Giorgia" -> "Georgia" (or "Sakartvelo" if you prefer the Georgian name for their own country, although that's pretty opaque to anybody else)
I've spotted some oddities in the Russian transliterations - the Black Sea Fleet is "Chernomorskiye flot" but the merchant fleet is "Tchernomorskiye" - "tch" is the normal French transliteration of the letter Ч while English should use "ch". I suspect that nobody much except me cares, though ;-)

In general terms, many of the English texts could do with revising by a native speaker, as they are clearly non-native. Since I have far too much experience reading English written by francophones it's not a major issue for me (or only because it reminds me that I should be working rather than playing the game...) but it could put some players off and in a few places it may be misleading. (Don't want to offend anybody who worked on it - it's almost certainly better than my French would be). I suspect that a full revision could be a prohibitively expensive task, though.

czert2
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Fri Oct 19, 2012 7:14 pm

For rulers - i modified some wery crapy 0/1 points to at lest 2 points, but i have little problem - this modification dont show in game, even new, i modified them under rulers102 directory. What i need more to do ?
and one very minor bug - sevastopol is in reports incorectly refered as seBastopol. On map name is ok.

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Kensai
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Fri Oct 19, 2012 7:33 pm

To show up they need to be changed before they appear. However, I propose against changing these aspects just because we find them ridiculous. The ruler features really make the difference according to the era of the nation played. What is more important (already in the bug list) is to have back the minus attributes some rulers give to the total sum.
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czert2
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Fri Oct 19, 2012 11:37 pm

found one bug - when you allready building railroad and will try to build another one over allready existing, it will lead to game crash. region with RR under contruction is simply not maken NA for rr costruction (why it is not treaded same way with existing rr?).

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Generalisimo
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Mon Oct 22, 2012 2:18 pm

TO make a Ruler "die", you can just replace it with a scripted event using the following commands:
SelectFaction = $USA
AddRulerToFac = $ruler_USA_RutherfordHayes;0
SetNextElection = 0;32


That will change the ruler (position 0) to Rutherford Hayes (using his alias from the Rulers DB) and then the next line will set the next election for the ruler (positon 0) to 32 turns from now. ;)
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Generalisimo
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Mon Oct 22, 2012 2:22 pm

By the way, about craftmen production, there is one "simple" way to cut it a bit in the early game period... you can change most of the small factions to something different than "minor".
For example, all Latin America is considered "minor"... so, that means that a nation like El Salvador will have some industrial craftmen production, when actually, they don't really need it. ;)
So, by changing almost all Central+South America to "unstable" early in the game (you can change them back to minor later, when they really need those extra resources) you reduce considerably the amount of production all around the world. :thumbsup:
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Jim-NC
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Mon Oct 22, 2012 5:36 pm

Not necessarily a bug, but I have noticed (playing as Spain in our MP) that with the new contentment cleanup feature, I appear to be losing loyalty in colonial areas. In the Philappines for example, I placed immigrants a while back (and formed a level 1 city there). Now I can't play immigrants on most of the regions there, including the area I built the city in. So I used to be able to play the immigrant card, and now I can't. The tooltip says I don't have enough loyalty in the region.
Remember - The beatings will continue until morale improves.
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cwegsche
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Tue Oct 23, 2012 7:15 am

I think the problem, if wool is sent to the capital by tradeposts, it is still not accumulated in the pool. Don't know if the problem exists only for wool (from the sheep icon) or also for the cotton (from the cotton icon). Has already been discussed some months ago but during my last game as France I experienced wool from trade posts is still not added to the pool.

Regard Chris

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Pocus
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Tue Oct 23, 2012 9:02 am

that would be surprising... I bet it is used up by the civilians asap instead.

Jim, the clean up code don't activate if the region is a colonial region, just checked.
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cwegsche
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Tue Oct 23, 2012 9:38 am

[quote="Pocus"]that would be surprising... I bet it is used up by the civilians asap instead.

Hmm strange ... so you don't find this in the tooltip when hovering over the ressource? I always thought these ressources from tradeposts come in after the wold trade/distribution within the country happenes ... all other ressources coming from trade posts seem to come in after all so it's easy to check if something came in ...

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Jim-NC
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Tue Oct 23, 2012 11:08 am

Pocus wrote:that would be surprising... I bet it is used up by the civilians asap instead.

Jim, the clean up code don't activate if the region is a colonial region, just checked.


Then something else caused it (probably something we did in the game).
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Pocus
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Tue Oct 23, 2012 1:03 pm

cwegsche wrote:
Pocus wrote:that would be surprising... I bet it is used up by the civilians asap instead.

Hmm strange ... so you don't find this in the tooltip when hovering over the ressource? I always thought these ressources from tradeposts come in after the wold trade/distribution within the country happenes ... all other ressources coming from trade posts seem to come in after all so it's easy to check if something came in ...


you are right, it comes after the markets. But I don't see how specifically a resource can not be added with the others working well, as this is the same piece of code, for all resources.
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cwegsche
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Tue Oct 23, 2012 1:42 pm

Pocus wrote:
cwegsche wrote:
you are right, it comes after the markets. But I don't see how specifically a resource can not be added with the others working well, as this is the same piece of code, for all resources.


I remember that someone mentioned that it had to do with the phrases "wool" and "cotton" or something. Wool would be treated as "cotton" in on table/database and in the other as "wool" and that's why it couldn't refer to and so it wasen't added. I think this goes for the "wool" ressources (sheep icon on the map).

mios
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Tue Oct 23, 2012 5:58 pm

Small thing:
Corse Rebels spawned camel riders, and some icons of merchant ships were off in my last game (clippers got the steamer icon, ...)

cwegsche
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Wed Oct 24, 2012 6:21 am

cwegsche wrote:
Pocus wrote:
I remember that someone mentioned that it had to do with the phrases "wool" and "cotton" or something. Wool would be treated as "cotton" in on table/database and in the other as "wool" and that's why it couldn't refer to and so it wasen't added. I think this goes for the "wool" ressources (sheep icon on the map).


Tested again last night and now I'm sure that at least wool coming from Tradeposts from sheep icons (in german called "Schurwolle") is not added to the pool. Don't know yet if it's right for cotton from Tradeposts from cotton icons!

Here is the thread were it has been discussed:

http://www.ageod-forum.com/showthread.php?24724-Question-regarding-Wool-Cotton

powloon1
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Wed Oct 24, 2012 10:47 am

Not sure if this is a bug or not as it is difficult to test several people on the paradox AGEOD forum have told me that the code added in the 1.02 patch to prevent the prospector colonial card from being played on regions without any resources to find does not work. Can anyone else confirm this (or not)?

czert2
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Wed Oct 24, 2012 2:54 pm

Have "small" problem - when you create colony from nation which have some units, you can encouter problem with anexed units. I anedex tashkent as russia, only to find main force idlyiing in tibet, surrounded by china provs...and because i cant move my units via china i faced 3 posibilities :
1. let them starve out of supply and die
2. disband them and face prestige big hit
3. declare war to china to get them out.

it was imposible to make pasage treaty with china, tried it.
so, here comes my ideas
1. make sure for ai in these unorganized states that they dont travel to far away from home land.
2. make posible to pass throught unfiendly territory without passage right. Lets call it territry violation (new option in diplomacy, effective for only one turn and thn auto reneved as long as you have units in thier territory). It gives casus belli to that nation.
3. if you disband units, let they are added to your reserves pool.
4. make posible for leaders only to move throuh unfiedndly enemy in every case, but at cost that he will be captured (and "enemy" will have options - relase him, execute him, ransom him, keep him locked with option to later decide his fate). You will be informed if your route is going throught unfiendly teritory.

and here comes few ideas :
1. after you win war, you can held military parade in capitals for small amount of prestige (and reducing of war wearnies)
2. if you get colony/goal in peace terms you can build victory arc for moderate amount of presige and small amount of officers/recruits. After all napoleon build them a lot after his victorious wars.
3.after you declare dominion some type of building are automaticaly removed - like mission and colony school - you dont need these at 95% CP. I hope they are automaticaly removed once you do assimilation :) .

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Jim-NC
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Sat Oct 27, 2012 12:20 pm

Tribal nations replacements.

I have an issue with tribal nations and their replacements. I am playing Spain in the giant MP game. The 1868 Cuban revolt event has fired, and I have a large Cuban Army in Santiago de Cuba. So far so good. The army has 2 divisions, a supply wagon, and some light cav. When the battle screen appears, I see that they have 25,000 - 26,000 troops in the region.

My issue is that I can't defeat them. Now, in each battle, I will cause 6,000-8,000 casualties. Sometimes I catch them for 1 battle a turn, and sometimes 2 battles a turn (they retreat a lot). The next turn they pop back up at full strength. Where do they get 16,000 replacements in 2 weeks? I have been fighting them for several months, and have probably killed/captured 75,000 or more troops, but that same force is just sitting there. I am posting a picture of some battles, the earlier battles were before I got my troops ready for him to play ping-pong between 2 regions. And to add insult to injury, several of his units have changed from Militia to Line Infantry (look at the battles in Dec vs. Apr).

[ATTACH]20390[/ATTACH]

[ATTACH]20391[/ATTACH]

[ATTACH]20392[/ATTACH]

My proposal is that we cap the number of hits that a tribal/rebel can replace in a turn. That way the small forces can rebuild each turn, but a large one like this can't. So, instead of 100% replacement each turn, we replace a maximum of 20 hits for the group.
Attachments
1968 Late Oct battles.JPG
1868 Battle of Oriente.JPG
1869 E Apr Battle.JPG
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Jim-NC
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Sun Oct 28, 2012 3:21 am

1 turn after I inflict 6,000 casualties:

[ATTACH]20406[/ATTACH]

[ATTACH]20407[/ATTACH]


You may notice that at the first battle Cuba has 25,000+ mean, and that after 4 battles, I have eliminated 2 elements (it was a good turn), and the Cuban forces are at 4,000 men. I predict that next turn they will be up to 19,000 men (meaning they will have received 15,000 men in replacements). This is why I think a change needs to be made.
Attachments
1869 L May Battle 4.JPG
1869 L May Battle 1.JPG
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

Moriety
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Sun Oct 28, 2012 10:19 am

I'm with Jim on this, the never ending reinforcements of rebels are an incredible nuisance, as are rebels that simply retreat every single turn. Chasing 6 groups of rebels for 6-8 turns is not my idea of a good gaming experience.
Rebels need to start out fixed in the region they appear and destroying improvements should be disabled.

Another major negative experience is the lack of generals: in effect the programme is deciding how my force composition should be. Pointlessly removing choice for a player is never a good idea.
Having them retire is also a real major pain. In the real world one officer is automatically replaced by a new one, wherever the unit is.
The lack of the strategic redeployment mode for them exacerbates this already very annoying and very unrealistic "feature". Even if an OC or CO is killed in a battle then the 2iC takes over in the real world.

There seem to be major problems in attempting to get control in the disputed regions Russia has with China and Japan along with other issues in the Bukhara and Khiva regions.
I wrote this in another post:
I've gone down the friendly route with Khiva and Bukhara and both are protectorates. One problem though, I cannot send immigrants to any provinces and loyalty in all remain at 100% to these nations.
A pillaged province in the adjacent Agtau Russian protectorate, from 6 years ago, is still pillaged. I've never been able to send immigrants to it or another province (Kizil and Nuhus.)

In the disputed Amur region with China I've only ever had a full range of actions in one province (Ussuri). In all others I can only have a missionary and trading post. The SOI's, loyalty, MC and CP's in all never change although I've spent thousands playing colonial cards trying to. The same with the disputed Japanese provinces of Sakhalin and the Kuriles. Weirdly I can build industry in them though.

The 'Pressure China' card I played gives a response as a text-string so I've no idea what the outcome was, but it's certainly not changed anything in the region.
In one province I have 75% MC but the China flag flies!
To clarify: I had initial success in getting upto 35-37% CP in the China/Japan areas, since that point it has become resolutely stuck, no matter what card I play the values never change for any of the above.

It seems all provinces in these three regions, except Ussuri, have major bug problems, or serious issues at least.

- The UK keyboard ~ command for the console doesn't work.
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czert2
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Sun Oct 28, 2012 10:30 pm

Moriety wrote:I'm with Jim on this, the never ending reinforcements of rebels are an incredible nuisance, as are rebels that simply retreat every single turn. Chasing 6 groups of rebels for 6-8 turns is not my idea of a good gaming experience.
Rebels need to start out fixed in the region they appear and destroying improvements should be disabled.

Another major negative experience is the lack of generals: in effect the programme is deciding how my force composition should be. Pointlessly removing choice for a player is never a good idea.
Having them retire is also a real major pain. In the real world one officer is automatically replaced by a new one, wherever the unit is.
The lack of the strategic redeployment mode for them exacerbates this already very annoying and very unrealistic "feature". Even if an OC or CO is killed in a battle then the 2iC takes over in the real world.

There seem to be major problems in attempting to get control in the disputed regions Russia has with China and Japan along with other issues in the Bukhara and Khiva regions.
I wrote this in another post:
I've gone down the friendly route with Khiva and Bukhara and both are protectorates. One problem though, I cannot send immigrants to any provinces and loyalty in all remain at 100% to these nations.
A pillaged province in the adjacent Agtau Russian protectorate, from 6 years ago, is still pillaged. I've never been able to send immigrants to it or another province (Kizil and Nuhus.)

In the disputed Amur region with China I've only ever had a full range of actions in one province (Ussuri). In all others I can only have a missionary and trading post. The SOI's, loyalty, MC and CP's in all never change although I've spent thousands playing colonial cards trying to. The same with the disputed Japanese provinces of Sakhalin and the Kuriles. Weirdly I can build industry in them though.

The 'Pressure China' card I played gives a response as a text-string so I've no idea what the outcome was, but it's certainly not changed anything in the region.
In one province I have 75% MC but the China flag flies!
To clarify: I had initial success in getting upto 35-37% CP in the China/Japan areas, since that point it has become resolutely stuck, no matter what card I play the values never change for any of the above.

It seems all provinces in these three regions, except Ussuri, have major bug problems, or serious issues at least.

- The UK keyboard ~ command for the console doesn't work.


lack of generals - game have set limits on how much you can have generals, if you have less (KIA), then you will get replacement, it dont look at how much you actualy need. Use as much only 1 general stacks, having 2+ generals on same stack dont add CP (unless general have trait for it).

for coloniting - LOOK as desription of them, you have writen here minimal/maximal limits in which they can be used - like min development of prov, min cp...etc.
for other colonial card - tehy have limits on min/max too :) look at them.
you can send misionary to practicaly everwwhere, for playing other card you need at lest some CP. No card can affect SOI - it only improve with time.
If you look at description of cards better, you will see tahm MANY of them have max limit on 30-35 CP, in improving them, you can play them on 35% CP regions, but it will be only waste of money and resources.
Is here one "hack" which allow you to improve CP - build in these regions MILITARY OUTPOST - he have CP limit set on 75% :) , after you build him, you get 5% CP bonus, and here comes "hack" DELETE him, after you build him, and play it again, you will get another 5% CP bonus, but be warned on some regions you CANT delete him after you build it (mainly in regions which another state have same/bigger CP).

For pressuring china - you did right, thing, after soem time you will get another decion in which you can press it again, and after if, you will get these regions (or it will be war, but in most cases, AI will give them).

czert2
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Mon Oct 29, 2012 1:48 am

found posible bug in all nepal leaders - they all have in thier model land leader = 2 but it should be land leader = 1, because this put them as suppor units, instead of acual leaders of stack.
Second think is that they have pic of 2 stars generals, have maximum rank of 2, they are not promotable, but thier acual rank is 1.
Most probaly somene exchanged 1 and 2 in land leader and leader rank.

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Jim-NC
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Mon Oct 29, 2012 11:29 am

A note on my difficulties with the Cubans. Somehow I was able to finally corner them and destroy them in Early May 1869. They didn't get 100% replacements that turn. I am not sure why/how they only got partial replacements that turn, and not the full group.
Remember - The beatings will continue until morale improves.

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mios
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Mon Oct 29, 2012 2:45 pm

1. Corse an southern french rebels appeared as camel riders (around 1855) - should be light infantry?
2. Austria should have some fruit resource (Wine)
3. add missing railway links (several provinces in europe do not show railways)

Colonialism is way too fast. As france I got 4 or 5 new colonies and several protectorates by 1855, also all of france had railways

Moriety
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Mon Oct 29, 2012 3:00 pm

mios wrote:1. Corse an southern french rebels appeared as camel riders (around 1855) - should be light infantry?
2. Austria should have some fruit resource (Wine)
3. add missing railway links (several provinces in europe do not show railways)

Colonialism is way too fast. As france I got 4 or 5 new colonies and several protectorates by 1855, also all of france had railways


I built railways in two provinces and the lines aren't showing as well.
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

Moriety
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Mon Oct 29, 2012 3:12 pm

czert2 wrote:lack of generals - game have set limits on how much you can have generals, if you have less (KIA), then you will get replacement, it dont look at how much you actualy need. Use as much only 1 general stacks, having 2+ generals on same stack dont add CP (unless general have trait for it).

for coloniting - LOOK as desription of them, you have writen here minimal/maximal limits in which they can be used - like min development of prov, min cp...etc.
for other colonial card - tehy have limits on min/max too :) look at them.
you can send misionary to practicaly everwwhere, for playing other card you need at lest some CP. No card can affect SOI - it only improve with time.
If you look at description of cards better, you will see tahm MANY of them have max limit on 30-35 CP, in improving them, you can play them on 35% CP regions, but it will be only waste of money and resources.
Is here one "hack" which allow you to improve CP - build in these regions MILITARY OUTPOST - he have CP limit set on 75% :) , after you build him, you get 5% CP bonus, and here comes "hack" DELETE him, after you build him, and play it again, you will get another 5% CP bonus, but be warned on some regions you CANT delete him after you build it (mainly in regions which another state have same/bigger CP).

For pressuring china - you did right, thing, after soem time you will get another decion in which you can press it again, and after if, you will get these regions (or it will be war, but in most cases, AI will give them).


Hi mate,
I understand the restrictions for the different cards! the problem is none of the cards are altering any of the values (SOI, MC, loyalty etc) when they should be.
I have written about it in the 1.03 thread we were talking on. BTW: I'd also like an overlay that showed by colour shading, the proportion of national population in colonies.

Generals: There are way way to few of them, period. I want the freedom to train as many as I feel I need. The retirement idea: the worst game design decision I've ever seen AGEOD do. (The invincible always replenished rebels the second).
Removing choice from players is never a good design decision. Why did they also remove the freedom for players to design their own Division composition? Another crazy decision that removes player choice and fun.
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

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