PhilThib wrote:That's a way...the other is to severely limit the force pool, which is way too generous now for both 'Central Powers'...
Kensai wrote:I cannot go on with my 1850 game as North German Confederation so here is the save game in 1866 just before all hell breaks lose between Prussia and Austria.
In this game I witnessed an AI Austria that has become a behemoth. Both Russia and Austria started aggressive wars against a weak Ottoman Empire and Austria ended up absorbing large chunks in the Balkans and subdued the Italian States (although they have now reactionary unified under Sardinia-Piedmont). Austria also claimed the colony of Libya out of the Ottomans and won a small skirmish against the Russians. All in all, a very nice AI experience, I must say.
Now, we are in summer 1866 and about to have the incident between Prussia and Austria. Do you have what it takes to beat the Austrians back and unify Germany?
Save game in the Dropbox link.
PhilThib wrote:That's a way...the other is to severely limit the force pool, which is way too generous now for both 'Central Powers'...
PhilThib wrote:You got it right 100%...something happened in the last Tech tweaks which was against my design and has generated this over inflation of units.
The tech files need to be excessively reduced with almost NO addition of new units, as the initial FP already cover the necessary amount. What happened now is that, by 1870, FP have almost doubled....
...
ChangeUnitPool $uni_XXX_Gd_1840_Corps|5
UID = 279
Name = $RI_Name_Army_Percussion_Cap_Muskets
Alias = RI_Percussion_Cap_Muskets
ShortName = $RI_ShortName_Army_Percussion_Cap_Muskets
Text = $RI_Text_Army_Percussion_Cap_Muskets
ImageRI = MD_soldiers_equipping
IconImage = Rifle1
GenerationImage = Indic02
Triggers = RI_Percussion_Cap_Muskets
TemplateFile = RITemplateArmy
Kind = $Technology
Category = $resLand
MinDate = 1850/01/01
MaxDate = 1950/01/01
AutoGiveDate = 1950/01/01
FactionKindMustNotBe = $fatTribalNation
BasePerc = 0
Progressive = 1
MinPerc = 0
MaxPerc = 100
BaseProg = 1
MinProg = 25
ModByFriendlyFaction = 20|200
ModByCooperativeFaction = 10|100
ModByFriendlyMonopol = 100|400
ModByHostileFactionOnly = -50|-200
ModByHostileMonopol = -100|-200
ModByNeutralFaction = 10|100
ModByNeutralMonopol = 5|100
BoostBonus = 100
BoostCost = $aseMoney 50
ModByFacAttribute1 = $fatMilitary|150|0|-150
PhilThib wrote:The additions are only handled via the Tech files IIRC.
Enclosed are the latest (land and naval), the concerned lines are shown with a yellow/red cell.
The base of FP quantities are given by nations in the 1850 GC, and those values are then "increased" by the techs (and almost instantly as rightly pointed out above).
loki100 wrote:Hi
No, they are the spreadsheets that are the core data set for all the games events etc. You would need to use the mysterious csv splitter to convert to game files. I hate it even more than I hate the 'reginit' function for events (this being the only way you can code in 'or' commands).
But I am working up an event that will give a quick and dirty fix. It'll work in any game that is pre-1860 and take out most of the growth. If the excess have been built at least it will stop the game replacing them but applied on T1 will effectively offset the problem caused by the percussion cap muskets.
I'll make a new thread when its ready and cross-reference from this post.
Roger
vaalen wrote:
Hi Roger,
Thank you for clearing that up.
I really appreciate your working on the fix. I will gladly install it once it is ready, and start my Russian game.
As far as I can tell, this is the major problem remaining in the game, and you are fixing it.
Regards,
Vaalen
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