Narmorce
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Can't build tradeposts

Sun Feb 03, 2013 7:23 am

I seem to be having a problem over the last ten years or so of gameplay. From time to time the program won't let me build tradeposts. I have merchants in the necessary zones, and CP in them is 5% or more, but I simply can't build any tradepost on any region that meet the criteria. Then a few months or years later I will try again, and I can build them. Then I lose the ability again. Any suggestions as to what is going on?

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Jim-NC
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Mon Feb 04, 2013 1:29 am

There is a limit to how many you can build. It may be that you lost some, and can now build new ones, or it could be a tech allows you more. Can't say for sure which is the problem with what you have posted.
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Narmorce
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Tue Feb 05, 2013 2:47 pm

You're right. I experimented and it was that I had reached the tradepost limit. I wish the game would tell you that rather than saying you have 25 still available and you can't build because the structure isn't valid for the province.

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Kensai
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Wed Feb 06, 2013 2:22 pm

Yes, sometimes the messages can be rather cryptic.
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Pocus
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Thu Feb 07, 2013 9:47 am

In this case, as tradepost (the structure) can only be built because of the decision, then the tradepost force pool should be set to infinite.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Albert Herring
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Thu Feb 07, 2013 1:00 pm

I assume this applies to my problems with other colonial buildings (a few threads down) likewise?

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Pocus
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Fri Feb 08, 2013 10:06 am

I would say yes, if a colonial building can only be built through a decision, then the 'force pool control' should be done with the number of decisions, and not further down the road with an additional (and obscure) restriction on the colonial buildings FP.
As a temporary measure, you can activate extended structure force pool as an option (should take effect immediately)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Albert Herring
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Thu Feb 14, 2013 9:16 pm

Pocus wrote:As a temporary measure, you can activate extended structure force pool as an option (should take effect immediately)


And when you say temporary measure, you do of course mean that it TURNS ITSELF OFF EVERY %*&%*"!%£ TIME YOU RESTART THE GAME. Aaaaaaaargh.

6/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
7/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
8/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
9/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
10/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
11/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
12/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
13/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
14/177 The decision Millitary Outpost is not valid. The structure that is triggered by it would not be valid in this region.
...

Albert Herring
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Thu Feb 14, 2013 11:42 pm

Which is to say: feature request - make game options sticky.

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Pocus
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Fri Feb 15, 2013 3:46 pm

It should be, this writes the entry rulUIExtStrucPool in the settings file.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Albert Herring
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Fri Feb 15, 2013 7:12 pm

I have to reset it each time I start the game up.
Don't know if it's related, but I also get a UAC warning each startup (using Steam). Although it doesn't make any difference whether I give it admin rights or not.

(I'll try editing general.opt by hand to see if that sticks)

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Pocus
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Mon Feb 18, 2013 9:43 am

ah, I think this is related, somehow the game is forbidden to write the entry in the file. Personally, Steam (and the associated games) are not in C:\Program Files, which is monitored far too zealously by the UAC, but on another partition, and I never got a problem. For the sake of completeness, I also have to admit that I lowered the UAC setting so that it shuts its mouth much more... ;)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Albert Herring
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Mon Feb 18, 2013 1:37 pm

Actually, I have Steam in a non-standard location too (don't want to fill up my SSD with game saves...). It is however still in a Program Files (x86) directory on a drive which was C: for an older machine, which may be why UAC is still being awkward about it.

powloon1
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Wed Feb 20, 2013 1:51 pm

I think I was having a similar problem to yourself where by I no longer could build outposts. As per the replies above it looks like you can no longer build trade posts due to the fact that you have used up all these structures in the structure pool. Rather than selecting the extended structure pool option which seems to be causing you a problem you could run a script similar to the one below which I used to resolve my problem with outposts:

Code: Select all

SelectFaction = $ITA
StartEvent = Increase Outposts|1|1|NULL|NULL|NULL|NULL

Actions

  ChangeStrucPool = $Outpost;85      

EndEvent


Obviously replace ITA with the relevant country and change $Outpost to $Tradepost.

The script above when run increased Italy's total outposts from 15 to 100 (adds 85) in line with the number of outposts Great Britain gets.

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