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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Sun Oct 23, 2011 4:17 pm

hello deoved,

i already did as you advise, both France and Germany had already dropped their units from the mobilization.
as i said, just did not work for me, since values were already "0" and no other nations had used this.

i am 100% sure that the problem is coming from scripted behavior of Germany related to the remainder of the war.

You may have solved the very problem, but...

...i double checked it for "my" problem with different months and different saved games, after June 1871 the crash had arisen from another problem with the German script which i cant identify.
After summer 1871 i got even more access violation and exception errors

i had an eye into the file for the F-P war, keep on this nasty restart and reload and crash was gone after the date the event chain should end in case of happening in historical pattern....

the Devs should listen to your approach and check the very point, just it did not solve my problem. ;)

deoved
Corporal
Posts: 50
Joined: Sat Jul 09, 2011 9:36 am

Mon Oct 24, 2011 12:08 pm

I have strange and annoying bug: Britain bombards me with peace proposals. First turn i says "No", second turn i send peace proposal with my terms, but on third turn game tell me "your peace proposal no longer valid" and i again must answer to British proposal.

I think when two proposals sended simulatiously Britain proposal "cancels" mein because AI have some priority or GBR country tag turn orders processed first. But that denied me to end war on my terms.

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Generalisimo
Posts: 4176
Joined: Wed Jun 07, 2006 10:03 pm
Location: Buenos Aires, Argentina
Contact: ICQ WLM

Mon Oct 24, 2011 2:56 pm

yellow ribbon wrote:"If you have one that crashes 100% of the time, send it over..."

children here you see:

DONT work on the weekends or you start talking gibberish ;)

Sorry for the joke on your cost...


***************************************

[color="Red"]there will never be a save that crashes 100% of the time! as player you can already exclude that option![/color]

on my side:

it started in late February 1881, thus first save is march 1871
now its September 1881 and it happened 6 times

it happens AFTER the 15 days are processed

game is giving you a saved game FOR THE NEXT turn

reloading and rerun does not trigger the problem.

i rerun it with manipulated reforms file, did not do it for my game.

i rerun the first 17 turns of 1871 and get it again exactly 6 times (maybe its merely randomly)

not related to events, not linearly correlated to reform messages



normally the AI use partially mobilization only in case of war, cant be that. after the war the reserve units shall be discharged. if this truly triggers the problem, its only a matter of time to get rid of it...

so, for my part,it is systematically but not regular.

its roughly about every second turn but not always...

i am in a good mood, so i will just play along and test it for the rest of the year 1871 and 1872 :cool:

EDIT:

the definition "parsing line 66576" does also change its numeric value

Maybe I am missing something... but I do not see the joke... :wacko:

Anyway... like I said before, all the reports that we have until now, are not easilly reproducible on our side... because they depend on AI actions. :(

So, until now, this bug has escaped from our hands... :(

We will keep an eye on this... but until now, it is not fixed.
"History is the version of past events that people have decided to agree upon."
Napoleon Bonaparte


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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Mon Oct 24, 2011 4:39 pm

no bug, but Mr. Grant (see other thread)

well, i understand his administration ranking, its historically, but seriously:

1873 USA GC

everything needs coal, even plantations

upgrading mines and structures i do need mechanical parts afterwards and MFG

my MFG level is at maximum the structures of the 1850s plus the structures from the ACW (if i had MFG shops in the Confederate zone)

1873, new factories are researched but due to Mr. Grants low admin. rank i cannot build anything but

ONE advanced chem. factory

ONE advanced MFG factory

ONE advanced weapon factory

this means nearly NINE years no economic development

plus economic crises

plus high stocks from researched techs forthe AI and ruined market prices (again)

NINE years switching on/off of structures:

on if you are below needed goods...

off if you are in desperate need to produce another one...

EDIT: despite education reforms and universities it took me till early 1876 to get scientific management production tech.
in generally this adds up to 5 shop for each business, but until then, economy spoiled :wacko:
*************

edit:

minor Bug:

in the units building list the fortress guns are not updated to the new picture
it remains a battery behind a brick-wall instead of concrete and barbed wire... oh, and its also named to be a 6pounder for natives :D

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yellow ribbon
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Mon Oct 24, 2011 10:04 pm

two minors:

the message in the log about prestige gain from colonies.

i get as USA 11 points and UK is always about the "highest gain: average gain: 9..."

either UK is not announced right, or this value does not change. in F10 UK has the rank 1, while i hold rank 2.

**************

the second, i asked about it already a couple of times:

it would be highly desirable if one could DELETE foreign direct investment.

the delete key does not do the job in my games and since game is developed enough i would like to get rid the structures of 1 unit output (and always on strike) but i can not.

BTW:

in 24 years only ONE single structure was seized from the original country... leaving me a bad taste in my mouth, for we talked about FDIs some 7 weeks ago... :indien:

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yellow ribbon
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Wed Oct 26, 2011 9:24 pm

[color="Red"]STRIKES....
[/color]

its the second half of the 1870s for me. for 20 years most of the time i saw European provinces 30-40% on strike.
sometimes you could walk from riot to riot from Spain to the North-sea, from Italy to Russia, not seeing one single happy province in between

thus over 50% of my foreign direct investment is always on strike

nine national provinces have a happiness of 26 or below (down to 1).
the same provinces have "militantism" values from 17 to 100

the province with the second lowest mil. value is even revolting with 20 basic points

for some years i even had NOT set any taxes but the tariff to the max.

no regional decisions done

they have work

goods for demand is covered up to 95% of total demand

still the people hate me! the other countries hate themselve..

[color="Red"]THIS MECHANISM MUST BE MORE TRANSPARENT! [/color]

it would make sense to restrict the test of [color="Red"]MARTIAL law[/color] effect to single provinces, if this was originally desired by you as the devs, it does not work.
Even if i place five corps in dark red order, the province is rioting and has a milit. value of 100... :indien:

PS: i cross my fingers that the big brother accepts the patch

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Thu Oct 27, 2011 9:39 am

i lately had too much money and did the anthropological and natural expeditions, unfortunately there is another minor hickup:

while in national borders all works fine and i can use them only once in a region, at the Canadian border i can use them again and again, if successful i get prestige again and again...

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Thu Oct 27, 2011 5:32 pm

Pocus /Devs,

while modding some files i looked for the rgdecision

i fear the same problem with the sewers is happening for universities too...

[color="Red"]
i can build/subsidize universities in non urban areas as soon dev. level is 60[/color]

i think its the same false test value you explained to me.

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Fri Oct 28, 2011 5:22 pm

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH....

its JUNE 1877 and Mr. Grant is still president... PLEASE check it.

its a gamekiller!

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Hohenlohe
Posts: 588
Joined: Sun Feb 19, 2006 4:24 pm
Location: Munich

Fri Oct 28, 2011 6:33 pm

yellow ribbon wrote:AAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH....

its JUNE 1877 and Mr. Grant is still president... PLEASE check it.

its a gamekiller!


Ooops, was Grant re-elected twice...?? :wacko:

greetings

Hohenlohe :w00t:
R.I.P. Henry D.

In Remembrance of my Granduncle Hans Weber, a Hungaro-German Soldier,served in Austro-Hungarian Forces during WWI,war prisoner, missed in Sibiria 1918...

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yellow ribbon
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Fri Oct 28, 2011 6:44 pm

g´evening Hohenlohe...

yeah, event fired as designed, February 1877

http://en.wikipedia.org/wiki/Compromise_of_1877

both political parties are traitors, Union is removing from the south and investing in southern industry, slaves feel like slaves again... and thus suddenly all will support one new aspiring president...

but Grant remains in office....

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yellow ribbon
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Sat Oct 29, 2011 8:21 pm

ok, i looked over it again:

[color="Red"]from November 1876 until Mai 1877 there is NO message about presidential election [/color]

i get the great betrayal event and Hayes is announced....


****************


so i changed the .ord file and do have Hayes as president when i reload the turn.

however, if i proceed to the next turn, i get Grant again.

[color="Red"]Question to the devs, what do i miss? [/color]

i patiently did 8 years of "just next-turn-button-pressing" and rumors spread you already picked up some critic for the tiem and changed it a bit...
however otherwise i cant carry on the game and even if i am eager for 1.02, even me is not desiring, nor planing to rerun 27 years if not necessary :wacko:

EDIT:

sorry i found my mistake, ...lapsus calami...

if anyone wants to hotfix the problem with Mr. Grant after April/May 1877, please find him in the .ord file AND the .hst file and replace his values with

292|0|Rutherford B Hayes|6|5|6|1

PS:

THIS IS NO OFFICIAL TECH SUPPORT, i am not speaking for the devs, nor the company! the risk is on your own side and you should copy and save the files in another place before you mod them. ;)

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yellow ribbon
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Mon Oct 31, 2011 6:08 pm

historical US american presidents are as complicated as modern...

HAYES gives me even more problems, than i thought. Enforcing he as a ruler gives me following (see picture)

but his stats are originally

ElectionAttributes = *eaOfficialCandidate* 400
FactionOrganization = $fatOrganizedNation
TechnologicalApproach = $fatTechStandard
TradeAttitude = $fatTradeProtectionism
[color="Red"]GovernmentType = $fatGovLiberalDemocratic[/color]
SocialOverture = $fatSocOpen
ReligiousAttitude = $fatRelTolerant
[color="Red"]EconomicModel = $fatEcoMixedEconomy[/color]
MilitarySystem = $fatMilProfessionalArmy
PowerProjection = $fatProjRegional
[color="Red"]EducationLevel = $fatEduHigh[/color]
[color="Red"]NationalIdentity = $fatNatModerate[/color]
Bureaucracy = $fatBureOligarchy

my bad or your bug ??!
Attachments
HAYES.jpg

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Tue Nov 01, 2011 3:21 pm

problems with level 3 coastal guns

1.) game does not want to decide which picture is good, level2 picture in structures list, level 2 AND 3 in the units description (see pic)

2.) i should be able to build only two more guns, however, i do and they (the two possible further guns) appear again in the ALT-F1 list


*******************

social reforms against militancy do not refill, maybe thats only related to the false F1 values Hayes gives me...
if i am right the latter one is truly a bug, the values should be the same then in the rulers file automatically as soon the UID is right, or not?

***********

in general, i have aquestion about double RRs. is it normal that trhey add only 10% transport efficiency?
will there be other modifiers later?

unless that, its a waste of money and only priceless in areas with many coal mines... / with collection points

EDIT: RR and double RR are limited, but if you build a double RR, the normal RR looses a possible structures point too...
Attachments
coastal guns.jpg

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yellow ribbon
Posts: 2245
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Wed Nov 02, 2011 5:20 pm

in generally:

do you remember the discussions why ship yards had input of MFG and simultaneously output of MFG, then suddenly it was changed...

is it worth to think about that the same problem is given with ELECTRICAL PARTS FACTORIES.

:bonk:

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Wed Nov 02, 2011 6:35 pm

1880:

Carlist War (spain) never ended neither... Spain was annexed. :mdr:

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PhilThib
Posts: 13705
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Location: Meylan (France)

Thu Nov 03, 2011 8:09 am

Annexed by who? the Carlists? Can you send me the save... :confused:
Image

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Thu Nov 03, 2011 10:35 am

yeap, Carlist Spain seized all provinces and national Spain had no loyalty of population in any province. did not longer exists, no troops etc...

i can offer you a save of the patched game where two or three provinces are still national Spain, 1880, just before it happened.

unfortunately i restored to 1880 to test one of the mods last evening

just drop me your email, you are the only one of your triad who is not in my book... :wacko:

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Thu Nov 03, 2011 11:32 am

Send that to pthibaut@ageod.net

It means that Spain lost to the Carlists...this was not to be expected, so I might need to tweak some events for "Carlist victory" (return to normal 'Spain' but with a different ruler!)

:D
Image

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Thu Nov 03, 2011 12:11 pm

well, since i play the US GC 1850...

i am tempted to send Marines and get me Spain, north africa, cuba, phillipines and so on.

From the halls of Montezuma to the shores of Tripoli... :D

yeah, either what you suggested or a test in the historical end date who holds power and then decision about the leader.

truly, i ponder who will fight me 1898....

you will have the file in few minutes.

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Thu Nov 03, 2011 6:32 pm

- after over 30 years i still cant upgrade rice pads

- sugar plantations level one cant be upgraded, sugar beet farm (lvl2) is shown simultaneously in the structures list.
building one of them, leads to lost of structures points of both of them...

- electrical factories have a tremendous hunger for mechanical parts, the false rounding effects makes them more costly than any other structure in game. it is c.p. a real breaker

well, clicked me through the next techs... i see now, double RR will have 5% higher effect after research, however no new tech for mechanical parts... would mean 15 years no development but through RR / double RR and the shortage of coal should be a hurdle against exactly THIS kind of excessive use of RR.... ??? :(

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Thu Nov 03, 2011 10:48 pm

electrical factories cant be upgraded to electrical plants

inputs need to be reconsidered:

given the lack of mechanical parts i mentioned, electrical plants demand

16 mechanical parts

a mechanical factory however produces only 22

(both working with 221% efficiency)

additionally the coal pits need to be feed also...

no net gain at all !!! even if i am happy to have 33 electrical parts (which are not even enough to finance my shipyards i couldnt upgrade for 16 years)

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yellow ribbon
Posts: 2245
Joined: Sun Jun 26, 2011 5:42 pm

Fri Nov 04, 2011 6:14 pm

:indien:

OK... this cant be my fault coming from my impatient modding...

[color="Red"]NEVER got another congress after Mr. Grant...

now Mr. hayes is out of office automatically, but Garfield IS NOT added automatically[/color]

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