Bohémond wrote:The line Apply is not needed and must be removed. It should be the one that cause the crash. Apply is needed when a unit or stack is created by Event.
Code: Select all
StartEvent = evt_nam_CMN_Brazil-Neth_Peace_Part_3_Respawn Peace Bug Lost Transport Fleet|1|1|NULL|NULL|$Rio de Janeiro|NULL
Actions
SelectFaction = $BRZ
SelectRegion = $Manaus
SelUnqUnit = 6o Esc. fragatas;RestrictFac
MoveUnit = $Belem
SelectFaction = $BRZ
ChangeResStock = $merMoney;-3500
SelectFaction = BRZ
SelectRegion = $Rio de Janeiro
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
InCS = 0
FixType = 0
SetName = Java Fleets
Apply
CreateUnit
SetType = $uni_BRZ_War3 //Ironclad 60MLRgun 2212
SUFlavorName = Riachuelo|Aquidaban|Marshal Deodoro|Marshal Fioriano
SetLevel = 2
SetName = 6o Esc. de Batalla
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_War3 //No name Ironclad 60MLRgun 2111
SetLevel = 1
SetName = 9o Esc. de Batalla
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_War3 //No name Ironclad 60MLRgun 2221
SetLevel = 2
SetName = 8o Esc. de Batalla
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Frg3 //(30gun MLR) 1860-1875 *
SetLevel = 1
SetName = 4o Esc. Fragatas
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Frg3 //(30gun MLR) 1860-1875 *
SUFlavorName = Amazona|Paraense|Beberibe|Dona Francisca
SetLevel = 1
SetName = 5o Esc. Fragatas
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Rec3 //20 gn MLR
SUFLavorname = Afonso|Maria Isabel|Santa Cruz|Viamao
SetLevel = 1
SetName = 4o Esc. ligera
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Rec3
SUFlavorname = Rio Grande do Sul|Dom Afonso|Dom Pedro|Dom Pedro II
SetLevel = 1
SetName = Esc do Sul
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Tra3
SetLevel = 1
SetName = 5o Esc. transporte
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Tra3
SetLevel = 1
SetName = 6o Esc. transporte
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Tra3
SUFlavorname = Cisne|Princessa de Brazil|Thetis|Torta|Venus|Active|San Antonio e Asia Felis|Andorinha
SetLevel = 2
SetName = 3o Esc. transporte
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Tra3
SUFlavorname = Real Fonsor|Conceicao|Principe Real|Vasco de Gama|Portugal|Lisboa|Oporto|Algarve
SetLevel = 1
SetName = 4o Esc. transporte
Apply
SetHealth = 100
SetCohesion = 50
SelectFaction = BRZ
SelectRegion = $Rio de Janeiro
CreateGroup
Posture = $Defensive
SetKind = $Land
Entranch = 1
InCS = 1
FixType = 0
SetName = Army of Java
Apply
CreateUnit
SetType = $uni_BRZ_Inf_1870_Div //2232
SUFlavorName = Rgtos. 1°, 2° e 3° de Infanteria|Rgtos. 4°, 5° e 6° de Infanteria|7°, 8° e 9° de Infanteria|10°, 11° e 12 de Infanteria|Rgto. de Art. N°2
SetLevel = 2
SetName = 1a Division
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Inf_1870_Div
SUFLavorName = Rgtos. 46°, 47° e 48° de Infanteria|Rgtos. 43°, 44° e 45° de Infanteria|Rgtos. 40°, 41° e 42° de Infanteria|Rgtos. 37°, 38° e 39° de Infanteria|Rgto. de Art. N°3
SetLevel = 2
SetName = 2a Division
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Inf_1870M_Div
SUFLavorName = Corpos 34°, 35° e 36° de Guardia|Corpos 37°, 38° e 39° de Guardia|Corpos 40°, 41° e 42° de Guardia|Corpos 43°, 44° e 45° de Guardia|Rgto. de Art. N°4
SetLevel = 2
SetName = 5° Corpo de Exercito
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Art_1850
SUFlavorname = 7° Bato. de Rgto. de Art. N°4|8° Bato. de Rgto. de Art. N°4
SetLevel = 2
SetName = 6o Rgto. Art.
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Art_1850
SUFlavorname = 1° Bato. de Rgto. de Art. N°2|2° Bato. de Rgto. de Art. N°2
SetLevel = 2
SetName = 3o Rgto. Art.
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $uni_BRZ_Art_1850S
SUFlavorname = 3° Bato. de Rgto. de Art. N°5|4° Bato. de Rgto. de Art. N°5
SetLevel = 2
SetName = 1o Art. Pesada
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $$uni_BRZ_Sup_Sup1
SUFLavorName = 1 Cia. RTransp N°1|2 Cia. RTransp N°1|3 Cia. RTransp N°1|4 Cia. RTransp N°1
SetLevel = 2
SetName = Regto. de Transportes N°1
Apply
SetHealth = 100
SetCohesion = 50
CreateUnit
SetType = $$uni_BRZ_Sup_Sup1
SUFLavorName = 1 Cia. RTransp N°2|2 Cia. RTransp N°2|3 Cia. RTransp N°2|4 Cia. RTransp N°2
SetLevel = 2
SetName = Regt. de Transportes N°2 //Name added
Apply
SetHealth = 100
SetCohesion = 50
Create Unit
SetType = $uni_BRZ_Inf_1850N_Bde
SUFlavorname = Corpos 58°, 59° e 60° de Guardia|Corpos 61°, 62° e 63° de Guardia
SetLevel = 2
SetName = 4° Divisao
Apply
SetHealth = 100
SetCohesion = 50
Create Unit
SetType = $uni_BRZ_Cav_1870_Bde
SUFlavorname = Rgtos. 3° e 4° de Cav. de Linha|Rgtos. 7° e 8° de Cav. de Linha
SetLevel = 2
SetName = 3° Divisao de Cavalaria
Apply
SetHealth = 100
SetCohesion = 50
EndEvent
Code: Select all
SelectFaction = $CMN
SelectRegion = $Canton
SelectFaction = $CMN
SelectRegion = $Canton
StartEvent = SWE transfers warships to China|1|1|NULL|NULL|$Canton|NULL
Conditions
MinDate = 1878/01/01
MaxDate = 1899/12/31
Actions
SelectFaction = $SWE
SelectRegion = $Canton
ChangeResStock = $merMoney;500
ChangeResStock = $merOfficer;8
ChangeResStock = $merConscript;16
SelectSubUnits = Region $Canton;FactionTags SWE;Domains $Naval;Families $famLightWarship $famTransportShip
AlterCuSubUnit = ApplytoList;Kill
SelectFaction = $CHI
ChangeResStock = $merMoney;-500
ChangeResStock = $merOfficer;-8
ChangeResStock = $merConscript;-16
SelectRegion = $Canton
SelectFaction = $CHI
SelectRegion = $Canton
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
FixType = 0
SetName = Quangdong Jiandui
Apply
CreateUnit
SetType = $uni_CHI_Rec3
SetLevel = 3
SetName = 1st Scouting Division
Apply
CreateUnit
SetType = $uni_CHI_Rec3
SetLevel = 3
SetName = 2nd Scouting Division
Apply
CreateUnit
SetType = $uni_CHI_Tra3
SetLevel = 3
SetName = 1st Transport Division
Apply
CreateUnit
SetType = $uni_CHI_Tra3
SetLevel = 3
SetName = 2nd Transport Division
Apply
EndEvent
Jonathan Pollard wrote:Thanks Boernes, I think you forgot to give yourself the 500 state money that I promised you. I don't care about the names of the units.
Kensai wrote:Sir Garnet, is your event ready (tested)?
If you have the exact template and tell me where to find the results I could try that but otherwise I have no idea of how to implement it. It would be quicker to run it yourself, and a global force pool report on all significant countries would be interesting and useful info since Brazil's was benchmarked in game terms mainly by info re Spain, Netherlands and Portugal.But before we do this, you need to give us an account of the open issue of force pools. Could you run a "change pool" script by 0 so we could see what each nation in South America has?
Between teleportation and time to march out after peace, I see good points either way and the game has done it several ways. Right now it is teleportation. For the Dutch peace, units in Java on land were teleported around the world to Brazil - into the Amazon, to be exact - the one frigate previously in port was thrown upriver in the Amazon to Manaus where it could not move and the land troops into a couple of regions deep in the undiscovered rain forest. It was a heroic operation to send supply wagons and troops through the Guyanas and up the Amazon into the darkness to keep them supplied enough to avoid perishing as they struggled out.Btw, for all of you to know in the future: lost units because of peace in a foreign land too far away from friendly land is normal and WAD. Take this into account when you vie for peace. Ships should be in open sea as well, much more secure.
Kensai wrote:Citizen X, are you preplaying turns with my orders inside?
It is amazing how well coordinated your actions were these last two turns. Too many to be simply a coincidence: I am rather curious, how did you know that this was the exact turn I would abandon Thessaloniki to attack it? how did you know I would move my fleet in the Ionian sea (of all sea regions)? I was already curious on your previous landing assault on Athens which was risky as hell considering that could have died completely.
I cannot prove it or not if you do it, but if you do it know it's uncool. You don't want me to become paranoid and submit orders on 20:59:59...
Citizen X wrote:Aaaaaaaaaaaaaand... isn't that your dropbox? I don't know it, but don't one get download statistics for the files? Plus, you resolve the turns right? You don't have to put in the Greek turns at all, technically.
Kensai wrote:If you mean the pic I placed, that pic does not show what Athens had inside. The accusation is serious, because the suspicion is serious. Either you are incredibly stupid in your moves or incredibly brave (after all, they are sides of the same coin), but in this game attacking an unbreached fortress is more or less suicide, unless you know you have an overwhelming army which clearly you didn't. Or you know the fortresses are empty. I wouldn't pay attention, normally, as I do not care, but the streak of lucky assaults really puzzled me, combined with surgical moves of your fleet when you know the Russian fleet can eat you for breakfast.
Anyway, no more allegations, I will put my theory on test. I will be submitting orders late or even better early and then change them before deadline, if your strategy was genuine your lucky streak will continue and I will give you my congratulations. If not, well, whatever. Just to be totally clear with you, the Ottos beating the Greeks in a potential 1878 conflict is perfectly normal: it is how surgically (exploiting every possible weakness of my defense, including army-fleet movements you couldn't know) it happened that baffles me.
I never process with orders different than those I have submitted. Be my guest and test every single order I have submitted in the past and pay attention to movements, stances, everything. And I usually submit first.![]()
Kensai wrote:There is nothing wrong in losing fair and square. As I said, I did not involve my avatar nation in this war to march my armies to Constantinople, that would have been insane. You could have singlehandedly defeated Greece even in a frontal attack, nonetheless taking the necessary toll in casualties. At least I expected that.
However, what happened here these past two turns goes beyond "wits", your movements were simply too stupid* to be true, unless you knew somehow what you were expecting. Indeed after the war is over I would personally like to survey what you were seeing from your side. This last turn especially was really incredible. We should swap passwords after the conflict.
*"stupid" is used as technical term here: I'm implying movements that were too risky to be considered intelligent (no exit policy, being cut off, possibility of losing completely your army, having all your ships sunk, etc) and by a sheer chance all remarkably well coordinated to succeed in a row
Jonathan Pollard wrote:There was a problem with the transfer of ships from Sweden. Both of the transport units ended up as Chinese ironclad corvette units. I hope there is a fix for this, if not you can kill those units and give two transport units to the USA. I'll put both of them into their own fleet if that will make them easier to kill.
Lindi wrote:Just for know lukasberger play always Austria or not? Because the peace and the treaty included Venezia back to Italy, so I need to know =).
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