Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Russian Lt Cav not upgrading & Colonial card problems

Sun Nov 11, 2012 4:19 pm

Hi all,
I'm playing Russia, it's now 1884 and the 1840-1850 model of Light Cavalry has never upgraded. There are also no replacement chits for Lt Cav, but losses seem to be getting drawn from the Cavalry chit (I guess).

I've looked at the models cache file and here's the Lt Cav model info for the 1840 and 1850 models, do they look okay?

&Light Cavalry Regiment&$mdl_txt_CMN_Cav_Lit&0&symbol_lightcav.png&mdl_CMN_Cav1840_Lit9.png&Lt. Cav. Regt.&192&218&174&255&CMN&ENG&*Charge*|*Screener*&1&1&1&1&1&0&8&1&3&6&3&15&50&0&50&0&0&0&0&70&100&25&1&1&1&1&0&0&-1&75&10&10&0&11&100&5&2&2&0&6&10&0&71&-1&3&52&2&0&0&0&0&20&0&1&10000&0&0&0&0&0&0&NULL&0&0&0&4&0&2&8&0&4&1&25&25&50&0&0&0&0|15|43|3|11|15|16|4|18|40|&-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|&15|14|0|8|1|0|5|30|15|15|1|6|1|0|1|7|0|0|1|0|0|0|0|0|0|0|1|0|0|0|0|0|&NULL&*LCAV1*&20&1&0&0&0&0&0&0&0&-1&0001\01\01&NULL&4&NULL&0&0&0&0&0&0&100&100&
71&0&Light Cavalry Regiment&$mdl_txt_CMN_Cav_Lit&0&symbol_lightcav.png&mdl_CMN_Cav1850_Lit10.png&Lt. Cav. Regt.&192&218&174&255&CMN&ENG&*Charge*|*Screener*&1&1&1&1&1&0&8&1&3&6&3&15&50&0&50&0&0&0&0&70&100&25&1&1&1&1&0&0&-1&75&10&10&0&11&100&5&2&2&0&6&10&0&72&-1&3&52&2&0&0&0&0&20&0&1&10000&0&0&0&0&0&0&NULL&0&0&0&4&0&2&8&0&4&1&25&25&50&0&0&0&0|15|43|3|11|15|16|4|18|40|&-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|-1|&15|14|0|9|1|0|5|30|15|15|2|7|1|0|1|7|0|0|2|0|0|0|0|0|0|0|2|0|0|0|0|0|&NULL&*LCAV2*&20&2&0&0&0&0&0&0&0&-1&0001\01\01&NULL&4&NULL&0&0&0&0&0&0&100&100&
72&0&

One other thing, I've tinkered with some of the colonial cards and stupidly forgot to back up some of them. I cannot play the Missionaries, Trade posts, Schools or Outpost cards and am unsure if it's my tinkering or if there is some sort of unwritten limit for each of these structures?

This is my current missionary card:

UID = 21
Alias = rgdMissionary
Name = $rgd_nam_Send_Missionary
ShortName = $rgd_shortnam_Send_Missionary
Text = $rgd_txt_Send_Missionary
Kind = $rgdColonisation
SoundsPlayed = $snd_RGD_Prospector
ImageMap = RgnDecision_OnMap1.png
ImagePanel = RgnDecision_Col_Missionary.png
ImageFlavor = VGN_1898_Fashoda.png
MaxCP = 75
ExcludeThisColAreaStatusOther = $colColony
BaseSuccess = 100
BaseDecay = 1
Duration = 12
CanAbortPostRequest = 1
Inp_Abs_Money = 15
Inp_Abs_Capital = 15
Effect_PostponeEnd = 1
Effect_StartStructure = $Mission
Effect_RevoltTriggerChance = 1
Effect_RevoltRiskMod = -5
Effect_RevoltRiskModMin = 50
Effect_Str_Success = str_CMN_rgd_Missionary

The Trade Post one:

UID = 23
Alias = rgdTradepost
Name = $rgd_nam_Colonial_Tradepost
ShortName = $rgd_shortnam_Colonial_Tradepost
Text = $rgd_txt_Colonial_Tradepost
Kind = $rgdColonisation
SoundsPlayed = $snd_RGD_Prospector
ImageMap = RgnDecision_OnMap1.png
ImagePanel = RgnDecision_Col_Tradepost.png
ImageFlavor = VGN_1898_Fashoda.png
MinCP = 5
MaxCP = 75
NeedThisAttribSelf = *IsMerchant*
ExcludeThisColAreaStatusOther = $colColony
BaseSuccess = 100
BaseDecay = 1
Duration = 6
Inp_Abs_Capital = 50
Inp_Abs_Mfg = 4
Effect_PostponeEnd = 1
Effect_StartStructure = $Tradepost
Effect_RevoltTriggerChance = 2
Effect_DevLevelMod = 2
Effect_Str_Success = str_CMN_rgd_Tradepost

And the Outpost one;

UID = 12
Alias = rgdOutpost
Name = $rgd_nam_Military_Outpost
ShortName = $rgd_shortnam_Military_Outpost
Text = $rgd_txt_Military_Outpost
Kind = $rgdColonisation
SoundsPlayed = $snd_RGD_ChopTree
ImageMap = RgnDecision_OnMap1.png
ImagePanel = RgnDecision_Col_Outpost2.png
ImageFlavor = VGN_1898_Fashoda.png
MinControl = 25
MinCP = 10
MaxCP = 100
ExcludeThisColAreaStatusOther = $colProtectorate
BaseSuccess = 100
Duration = 6
Inp_Abs_Money = 50
Inp_Abs_Mfg = 5
SpecialOutputGain_Control = 15
Effect_PostponeEnd = 1
Effect_CPChange = 5
Effect_CPCap = 75
Effect_StartStructure = $Outpost
Effect_RevoltTriggerChance = 1
Effect_RevoltRiskModMin = 10
Effect_DevLevelMod = 1
Effect_Str_Success = str_CMN_rgd_Outpost

I cannot build schools either, but I haven't altered that card for certain.
Any help hugely appreciated!
Toby
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

User avatar
Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue Nov 13, 2012 11:16 am

Hi,

If you want to look at a model, look at the .mdl file, not the cached file which is difficult to read. If you modify a model, modify it with the .mdl file, then delete the cache and the game will rebuilt it once you launch the game (+4 mn extra time to build the cache)

Upgrading from a model to another often result from a technology that will deprecate model A. Then once model A is deprecated, it will look at its upgrade UID. Here is my comments in the code (yes I comment my code!):
// to tech up, you need to have a TechUpg, and that your generation is obsolete
// also, the elements within the unit must all be within 1 TechLevel of each other in the end
// we consider the unit as a whole

you also need replacements, be in supply, etc.

Regional Decisions:
You have the cause of the problem if you mouse over the region in red, when you try to drop a decision, so I'm not too sure about your issue here.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Moriety
Major
Posts: 211
Joined: Thu Nov 20, 2008 1:23 pm
Location: London, UK

Tue Nov 13, 2012 1:38 pm

Pocus wrote:Hi,

If you want to look at a model, look at the .mdl file, not the cached file which is difficult to read. If you modify a model, modify it with the .mdl file, then delete the cache and the game will rebuilt it once you launch the game (+4 mn extra time to build the cache)

Upgrading from a model to another often result from a technology that will deprecate model A. Then once model A is deprecated, it will look at its upgrade UID. Here is my comments in the code (yes I comment my code!):
// to tech up, you need to have a TechUpg, and that your generation is obsolete
// also, the elements within the unit must all be within 1 TechLevel of each other in the end
// we consider the unit as a whole

you also need replacements, be in supply, etc.

Regional Decisions:
You have the cause of the problem if you mouse over the region in red, when you try to drop a decision, so I'm not too sure about your issue here.


Thanks for the reply Pocus,
Looking up the Lt Cav file you mention it does have an upgrade, (TechUpg = $mdl_CMN_Cav1850_Lit10), but none have upgraded. Russia has no Lt Cav replacement chits available to buy and I think this is the problem.

As to the Colonial structure cards, none will work for me. I have a protectorate in Africa and I cannot build any structures at all, not even a trade post. There are no structures belonging to another nation either.
I cannot build any of these structures in Siberia either at present.

As I said in another post I'm starting to think somehow the code is decaying or something and locking provinces and actions up, or freezing them in time.
(I deleted 5 supply centres before the AI gave me an option to build a new one, and in the Afganistan Colony the British still own the city and a military outpost in the Khyber Pass for example).
"Whether it's the best of times or the worst of times, it's the only time you've got" Art Buchwald, U.S. Journalist and humourist

User avatar
Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue Nov 13, 2012 2:33 pm

Honestly I won't have time to track down this decisions issue, as you started modding the game, that can prove fruitless. Try installing it fresh, that's the only advice I can give right now, sorry.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Jonathan Pollard
Major
Posts: 220
Joined: Mon May 26, 2008 4:01 am
Location: Federal Prison
Contact: Website

Mon Jun 24, 2013 10:33 am

Pocus wrote:If you want to look at a model, look at the .mdl file, not the cached file which is difficult to read. If you modify a model, modify it with the .mdl file, then delete the cache and the game will rebuilt it once you launch the game (+4 mn extra time to build the cache)

Suppose I wanted to add ocean-going transport ships and/or merchant ships to the Chinese force pool. Would it be possible to do this by simply copying the .mdl file of another country's transport/merchant ships and deleting the cache?
"Two suspects are in FBI custody after a truckload of explosives was discovered around the George Washington Bridge...the FBI...says enough explosives were in the truck to do great damage to the George Washington Bridge." Dan Rather of CBS News, 9/11/2001
[SIGPIC][/SIGPIC]

Return to “PON Mods”

Who is online

Users browsing this forum: No registered users and 22 guests