Moriety
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Sun Nov 18, 2012 1:13 pm

Jim-NC wrote:When you click on it, you can tell if it's working by looking at the resources it effects. If for example, you are converting gold and gems to state funds, then you would see a line that says "-4 conversion". This means you are converting 4 gold to state funds. You can also look at the state funds to see that it will say "48 conversion" meaning you gained 48 money from conversion. You want to look at the line where you see craftsman production (the same place you see how much you are selling to your population). You want to hover over the supply resource to see if you are converting supply.


Thanks,
I'll see if I can locate them. It has to be the worst economy screen I've ever seen in a game. All the info you want is just not quite there at your finger tips :)
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czert2
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Mon Nov 19, 2012 10:19 am

Jim-NC wrote:When you click on it, you can tell if it's working by looking at the resources it effects. If for example, you are converting gold and gems to state funds, then you would see a line that says "-4 conversion". This means you are converting 4 gold to state funds. You can also look at the state funds to see that it will say "48 conversion" meaning you gained 48 money from conversion. You want to look at the line where you see craftsman production (the same place you see how much you are selling to your population). You want to hover over the supply resource to see if you are converting supply.

Yeah, looking for conversion is way to look for it, but it was sugested before - some visual clues of conversions will be very nice too - like greyed button to simulate pressed or big X simbolizin "off" nd similiar.

Moriety
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Mon Nov 19, 2012 5:45 pm

I have a couple of questions:

1) Is there any point in building Resource and Collection centres in overseas territories? I, once again, cannot build trade posts but I want the Horn of Africa coffee that is available.
2) I've also been building Depots in the region: will they attempt to attract supply via the nearest trade box (Indian Ocean MT) and then from Vladivostock? (As Russia).
3) Also, I put two trade ships in this MT box (rather than just one) in the hope it will draw more supply, am I correct in this assumption?
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loki100
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Mon Nov 19, 2012 8:32 pm

Moriety wrote:I have a couple of questions:

1) Is there any point in building Resource and Collection centres in overseas territories? I, once again, cannot build trade posts but I want the Horn of Africa coffee that is available.
2) I've also been building Depots in the region: will they attempt to attract supply via the nearest trade box (Indian Ocean MT) and then from Vladivostock? (As Russia).
3) Also, I put two trade ships in this MT box (rather than just one) in the hope it will draw more supply, am I correct in this assumption?


well my instinct is #1 - if you don't have a land connection you need one to trigger exports (at least I used the logic as S_P in the same region); #2 well they will fill up to a higher level thus being able to support more troops in region, not sure they pull them in any faster, #3 - yes, I believe the total supply throughput of a MTB is related to your volume of shipping but you will need to want an awful lot to be moved before you need more than 1. I'm currently at war with the Ottomans have over 6000 power in Greece (still as Italy), only have 1 trade fleet in the med and am getting plenty of supply delivered to my ports).

Njordr
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Tue Nov 20, 2012 1:18 pm

Jim-NC wrote:When you click on it, you can tell if it's working by looking at the resources it effects. If for example, you are converting gold and gems to state funds, then you would see a line that says "-4 conversion". This means you are converting 4 gold to state funds. You can also look at the state funds to see that it will say "48 conversion" meaning you gained 48 money from conversion. You want to look at the line where you see craftsman production (the same place you see how much you are selling to your population). You want to hover over the supply resource to see if you are converting supply.


Ok, but what about supplies and ammunitions? What assets do I get converting them?

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Tue Nov 20, 2012 2:50 pm

When you convert supply, you get supply on the map for your troops. Same when you covert ammo (you get ammo for your troop's use). Certain buildings build "supply" that is can be sold to foreigners or stockpiled, or converted. This is different from the supply your troops use, and your cities make each turn. Unless you convert it, your troops won't see any of that. Think of it as a strategic reserve that can be tapped into when necessary.

Generally this is not necessary, but occasionally it is or becomes necessary. In my current S-P game as the US, the Nauvoo Legion in Desert (modern Utah) is starving to death, so I had to turn on supply conversion.
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Moriety
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Tue Nov 20, 2012 4:17 pm

loki100 wrote:well my instinct is #1 - if you don't have a land connection you need one to trigger exports (at least I used the logic as S_P in the same region); #2 well they will fill up to a higher level thus being able to support more troops in region, not sure they pull them in any faster, #3 - yes, I believe the total supply throughput of a MTB is related to your volume of shipping but you will need to want an awful lot to be moved before you need more than 1. I'm currently at war with the Ottomans have over 6000 power in Greece (still as Italy), only have 1 trade fleet in the med and am getting plenty of supply delivered to my ports).


Thanks for the reply Loki.
Did you place an RCC in one of the ports you wanted to export the goods from?
I've been converting supply which has helped a bit, but one of the armies is slowly dying. I estimate I have about 2,600 power out there, almost all native troops ( gained via conversion of territory into colonies). Most of my EXP troops died not long after landing a long time ago. I did start to read your Sardinia-Piedmont AAR and will continue. :)
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loki100
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Tue Nov 20, 2012 4:56 pm

Moriety wrote:Thanks for the reply Loki.
Did you place an RCC in one of the ports you wanted to export the goods from?
I've been converting supply which has helped a bit, but one of the armies is slowly dying. I estimate I have about 2,600 power out there, almost all native troops ( gained via conversion of territory into colonies). Most of my EXP troops died not long after landing a long time ago. I did start to read your Sardinia-Piedmont AAR and will continue. :)


in that area I have 2 RCCs - one in Djibuti, one in Aden (so I'm covering the two land areas) - a lot of this I'm doing by trial and error but my instinct is that each isolated land area needs one to be able to export, I'm certainly getting a regular supply of opium and coffee as a result (as a commentator pointed out I am now the main importer of stimulants to Europe), but I'd hate to claim that I really understand the subtleties.

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Kensai
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Thu Nov 22, 2012 8:57 pm

Use the appropriate filter to see if you "receive" from colonial regions. It should be at least yellow, ideally green.
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czert2
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Sat Nov 24, 2012 12:16 pm

it is posible to annex island nation ? In my game as rusia i decided to declare war, invade and annxes dominicabn republic (and later haiti), to get stable and reliable souce of suggar (booth these states producing 0, because pop sat. is at 0) only to find i can demand region is peace talks (no neight. region). Any ideas ? Forever war is posible, but not ideal solution.

And any idea how to create regional card which find town in national/colonial region ? I know taht city is generated randomly, but i want it for gameplay resons, finaly my colonies wil have proper capital instead of only some buildings and all say hailt to city of vladivostock :)

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Sat Dec 15, 2012 9:48 pm

Need advice - how to create event which explore regions (and i know only region id). Need to explore one region, but it is imposible since it belong to egypt (so 101% CP - natinal region) - and explorers card most propably work only on regions which can be colonized. And mayby it is related to this that i unable to explore regions which are colonial, but are colony from another nation (in this case algeria teritory).

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Pocus
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Sun Dec 16, 2012 9:04 am

How can you know it belongs to Egypt if it is in terra incognita?

In PON, when a TI is lifted, all nations get a lift rapidly... I'm unsure of the issue here.
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Sun Dec 16, 2012 9:23 am

Perhaps he means he cannot reach those nearby terra incognita regions because they are mostly surrounded by Egyptian land where he has no access. In that case it might be easier than you think, czert2, take passage rights on Egypt and then send your explorers as you would have done on your own land. I strongly suggest NOT to venture before you secure supply rights as well. Fear the Black Heart of Africa... ;)
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Sun Dec 16, 2012 6:42 pm

Pocus wrote:How can you know it belongs to Egypt if it is in terra incognita?

In PON, when a TI is lifted, all nations get a lift rapidly... I'm unsure of the issue here.


Since i have explored all regions next to it :) , and it nicely fit to his borders to form square. It shoul be his national region, but i thik egypt suffered some issue (similiar to rebeling poles in russia ?) since few his border regions dont have 101CP from egypt and are treated as colonies with quairo as thier colonial capital.

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Mon Dec 17, 2012 7:38 am

Aha! Had something similar in Japan. If you provide some information and screenshots (as well as the names of the problematic regions) I might be able to author a script for you to correct the issues. :)

Nonetheless, as long as the terra is incognita, the game engine should be agnostic to whom it belongs. So it is rather strange you cannot play the exploration action. Or so I think...
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Wed Dec 19, 2012 6:12 am

Is there any way to prevent a scripted event from firing when the conditions intended for it have not occurred and are unlikely to?

In my French campaign, February 1871, the Paris Commune event just fired even though there was no war with Prussia (the German unification events have not fired and the country is at peace except for the usual nasty incidents in the Colonies); national morale went from 121 to zero in one turn and over 200 Officers and 1020+ Men vanished from my force pool. This destroyed the entire French Army in one turn without firing a shot by inflicting hundreds of hits because upkeep could not be paid.

The contentment level is a healthy 79 and only Alsace has any major militancy issues so a Paris rising really seems very improbable under the circumstances.

I hope to be able to go back a turn or two and prevent the Commune event from firing. Should the Prussians/Germans invade and defeat me then I'll suck it up but until that happens I would hate to scrap a campaign some 505 turns in.

This makes zero sense, somebody please help!

[ATTACH]21147[/ATTACH]

Thanks in advance.
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powloon1
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Wed Dec 19, 2012 9:31 am

As far as I know you will have to modify the event to not fire.

If you open the FRA_Events.sct file within the \VGN\Events\ folder and search for evt_nam_FRA_Commune1871. The easiest way to disable this event would be to change the line

Code: Select all

Probability = 50
to

Code: Select all

Probability = 0
(You could alternatively change the min and max dates to before your current game date)

You would have to remember to change the event file when you update the game (ie install the current quick fix) as I think it will restore the old copy of the event file.

Obviously you would also need to restore your game to before the event fires.

Hope that helps. Looks like this event could do with some extra conditions such as to check if you at war with Germany

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Pocus
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Wed Dec 19, 2012 9:47 am

Indeed, just edit the event so that it can't fire or will fire all time, depending of what you want.
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Kensai
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Wed Dec 19, 2012 12:04 pm

Random, even in your alternate reality try always to "explain" and justify events even if they don't make sense. The Paris Commune was indeed set up as a reaction to the defeat of France to the Prussians, but in your timeline you could say it was another event that set it up. In our multiplayer game we had the French-Prussian war a decade EARLIER than the real life events but still justified the fall of autocratic Emperor Napoleon (who became a President again!!) afterwards.

Obviously you could do whatever you like in your game, but my general advice is to always try to play with as many handicaps as possible. Even if that means you might have to help the AI do things it did not manage to do on itself (ie German and Italian unification through scripts at some point).


PS. Don't freak out about the huge hits you got at Paris. Once you regain it your NM will fly to 200 and the reverse situation will happen, your armies will be unbeatable for some turns (suggest you install v1.03d to minimize this effect).
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Wed Dec 19, 2012 3:08 pm

Thanks all. I think I will save it under a new name and roll the original back after editing the event not to fire.

@ Kensai. While I agree with your philosophy in general, in this case the particulars are all wrong. Throughout the winter of 1870 my France was wracked with a series of the cyclical irredentist revolts, one of which cost me an almost completed university in Orleans. Managing these plus repeated financial crisis', militancy, strikes and colonial wars (along with the occasional disaster) are part of the charm of PON and creating one's own new world within the designed parameters of the game. Fair ball.

In this Commune event however, the complete disappearance of some one-fifth of the French Army ( the National strategic reserve based in Paris plus the extensive Paris fortifications) without a shot being fired, the loss of ALL national morale; some 120 points and the vanishing of a dozen or so accumulated monthly classes of manpower all without any reasonable trigger event that could be applied to the situation as it existed just smells really bad in my opinion. Particularly given the pretty high overall contentment of the population before and after the event fired.

Had I been swimming in discontent (<50 or so), mismanaged national militancy or been defeated in a major war or even a battle I would not have complained but sucked it up and carried on. In any case thank you for taking the time to articulate your thoughts on the matter.

Moriety
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Tue Jan 08, 2013 1:14 pm

czert2 wrote:Since i have explored all regions next to it :) , and it nicely fit to his borders to form square. It shoul be his national region, but i thik egypt suffered some issue (similiar to rebeling poles in russia ?) since few his border regions dont have 101CP from egypt and are treated as colonies with quairo as thier colonial capital.


I have seen the problem Egypt has with her Western provinces: Egypt cannot cope with the rebels, and these area's when she finally gets control back about 1890 are colonial, not national.

The problem province that cannot be discovered is ID 484. It is the South-westernmost province of Egypt.
I'm also unable to discover provinces 452/454/455 (South of Gabes and Tunis in the Sahara Desert).
I cannot discover provinces 642 and 648 either, both in the Eastern Congo.
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czert2
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Thu Jan 10, 2013 5:56 pm

Moriety wrote:I have seen the problem Egypt has with her Western provinces: Egypt cannot cope with the rebels, and these area's when she finally gets control back about 1890 are colonial, not national.

The problem province that cannot be discovered is ID 484. It is the South-westernmost province of Egypt.
I'm also unable to discover provinces 452/454/455 (South of Gabes and Tunis in the Sahara Desert).
I cannot discover provinces 642 and 648 either, both in the Eastern Congo.


Well, it look we have very similiar game, not only it terms of gameplay strategy, but in terms of bugs too.

Moriety
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Fri Jan 11, 2013 5:45 pm

czert2 wrote:Well, it look we have very similiar game, not only it terms of gameplay strategy, but in terms of bugs too.


Indeed :)
Your Cavalry should finally update in 1890 from the 1840-50 model, allowing you to actually have some wars on equal terms......
It really is a bug that needs fixing though: the Cavalry are about 1/3rd of the Russian Army, if not more.
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