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Old 01-06-2001, 00:08   #1
sean9898
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Exclamation To Do List For 1.10

OK, Hartman is unable to continue the bugs list, so I am going to try to keep the list up to date. Here is the existing list, I have removed the bugs I have been able to confirm fixed in 1.10.

If the multi player, or German translation bugs have been fixed please let me know so that they can be removed, as well as any other bug which has been cleared.

I'll try to update this list every week with new confirmed bugs from the thread.

As there is an entire forum dedicated to the wish list, let's keep this thread just for the existing game. Post away folks.

Oustanding Bugs List

1) There are still annoying errors in the German translation of messages:
- Still, all sea battles are referred to as 'Feldschlacht' ('field battle') in the protocol
- On the other hand You often recieve messages from the 'Admirality' where it absolutely makes no sense...
- When converting to counterreformed, the message about the effects is wrong and misleading

2) There´s a 'siege bug': When two countries (allied or not) besiege the same city and one of them concludes a peace treaty/seperate peace, the fortress is restored to full, even when there´s still the other enemy in the siege, who has therefore to begin anew. This even holds, when the retiring army is very small compared to the remaining force.

3) Every patching registers EU anew without deleting the old entries from the registry.

4) The presence of an army or 'army in conscription' or 'promotion of bureaucrat' in a province in some cases prevents accessing capital cities, because of overlapping. Tianin cot is not selectable from the default map when ships are in the harbour.

5) The event 'Unruhe unter den Bauern' (or so) is accompanied with a message saying revolt risk is increased by 5 in CORE PROVINCES. Actually, revolt risk is increased in all provinces, though.

6) There are still problems with the data in the ledger.

7) AI is too less aware of attrition. This has several consequences:
- Often huge armies are left to dwindle away in winter
- Often an ally 'comes to help' in a siege thereby causing huge attriton losses to the player originally besieging the fortress

8) Placing an army on vassal territory during peacetime gives You the enemy supply value.

9) Still the AI tends to garrison isles too much in later stages of the game (the balance get´s slowly but surely tilted). This often leads to the result, that if the AI has reached a certain total amount armies to maintain, it doesn´t buy ANY armies to protect the mainland. It even tends to declare wars (thinking, there are enough armies) without having the ships to move those isle based armies back to defend the mainland. Main example is still Venice, but there are others, too, e.g. Oman, which often heavily garrisons Sansibar.

10) If you are one of the clients connecting to someone else's multiplayer game, then the 'destination line' (the red line that goes out from one of your armies to it's destination) of troops doesn't show the 'green part'. i.e. how far the army or fleet has marched/sailed. NOTE: This bug only applies to multiplayer games. It doesn't happen to the person serving the game. Only the clients are affected.

11) Sometimes alliance enddates in the ledger are set more than a hundred years into the future

12) The 'scandal at court. diplomatic ability set to one for 20 months' event actually increases diplomatical ability of the monarch by one and gives You more diplomats ('royal diplomacy').

13) FIXED

14) On some occasions enemy fleets don´t leave the harbour when a province is conquered. One cannot use the harbour properly later with the enemy fleet still in port.

15) Sometimes a tradepost/colony cannot be established despite having exactly the money needed. If one has one ducat more than required, everything´s working again. Note: This is probably due to incorrect roundings.

16) Countries mostly seem to build armies while at war only. They begin conscripting as soon as war is declared. Now if a peace treaty is concluded shortly after declaration of war (conscription orders already issued), they tend to have a nice standing army ready for the next war. If however their army was reduced in fighting, they often tend to not replace the losses after the war, making them easy prey in the next one. It would be a good idea, if countries would try to continuously maintain a standing army appropriate to their size.

17) Saxony´s default leaders seem to override any leaders of any country when it comes to the question of who will get a province after a joint seige.
Note#1: Oranje and me discovered this independently of one another. In my case I as Austria sieged Switzerland together with Saxony. The only leader in the stack was Austrian´s Ferdinand (highest monarch category). Saxony got the province. I could reproduce this with many other variant settings, too.)
Note #2: This maybe occurrs also with other countries. Some players argued, that the underlying bug maybe is, that monarchs are not rated higher than default leaders.

18) Although allegedly intended, the apriori refusal of royal marriages at around 0 relations isn´t realistic. In this case it should depend on Your monarchs diplomatical abilities.

19) FIXED

20) If a loan is offered to another human, and they accept the loan, it will within a month present the debtor nation with a message stating that the loan is due. If they decline to pay, they lose one stability and give a cassus belli. This is true for loans that have been set to the default lenght or even 10 year loans.

21) People report, that whenever rebels appear in a province where an army is already stationed, this army has an increased chance of loosing the ensuing battle regardless of armystrength, morals etc. On the other hand it is no problem to attack and defeat those rebels with relatively minor armies moving into the province from the outside. (This doesn´t seem to be a very serious issue, though.)

22) The 'temporal insanity of monarch' event reduces the stats of the monarch for the rest of his reign instead for just the time specified (ten months, I think).

23) FIXED

24) Stealing rudders by winning a seabattle is occuring much too often.

26) Sometimes countries horde enormous amounts of money in treasury ('cashcow').

27) Sometimes when a peace is concluded, control of a province not included into a peace treaty doesn´t switch back to the original owner. When an attacking nation wins control of defending nations's province from rebels or natives, that province may remain in the control of the attacking nation after peace. It is also possible for the attacking nation to continue the siege of rebels after peace has been concluded.

28) When selecting an army and hovering the pointer over a vassal´s territory, the pointer is greyed despite the territory being accessible.

29) Though the pope never accepts a royal marriage, the option isn´t greyed out.

30) When reloading a game where you are in a combat with rebels, the graphics no longer show the rebels, and the rebels no longer seem to take losses or loose morale.

31) When reinforcing a force of besiegers who are under attack by enemy troops, no reinforcements occur. The reinforcing army waits until the besieging force has been defeated before attacking the enemy.

32) FIXED

33) It is still possible to switch to Counterreformed after the edict of tolerance.

34) Sometimes, when an explorer dies, the fleet is still able to explore Mare Incognita.

35) It is not possible to move ships in or out of the port at Fiji.

36) It is not possible to move ships in or out of the port at Coquimbo

37) Changing religion during war does not break Royal marriages.

38) Changing religion during war does not break alliances.

39) Nations changing religion after the Edict of Tolerance break Royal Marriages.

40) A nation which becomes another nation's vassal does not break Royal Marriages with the player nation.

41) Rebel provinces which are being sieged may rebel again, the message states that Rebel Scum have taken control of the city, but the rebels continue to siege, and if interrupted the control of the city reverts back to the owner.

42) Armies which are too small to enter an enemy province (due to fortifications) may enter that province if enemy troops are present.

43) Annexation, or inheritance of a nation which is carrying out fortress improvements prevents any fortress upgrade from being carried out in the future. Essentially, the fortress is in a constant state of upgrade.

44) Game doesn’t save autosend merchants setting for host or clients. Must be reselected with each reload.

45) The following random events do not appear to work correctly in multiplayer:
i The demand for a certain resource in a certain province has gone up, X ducats to the treasury.
ii +1 stability 1000 invested in trade and infrastructure. +1 stability definitely not given
iii Inflation increased by 25% for 1 year. 25% to inflation not given

46) IP has to be reentered manually for the start of each new session even though it appears in the box as if it was saved. Trying to reconnect to a static IP without retyping the address results in maddening no game host found messages

47) After loading a save game, all players must de-select then re-select their countries before starting the game. No big deal, but mildly annoying when you forgot to do it and cant figure out why the game wont start

48) Fleets retreating from Naval battles in The Gulf of Derian, when a port is owned and controlled in Isthmus will retreat around South America to Isthmus. Control is not reestablished on the fleet until (and if) they survive the long journey.

49) Nations changing religion through rebels breaking the government do not break Royal Marriages.

50) Fleets based in allied ports are not required to leave after the war is concluded.

51) It is possible to recieve the Credit limit raised to 500 ducats event after previously receiving the Credit limit raised to 1000 ducats event.

52) When a save file is loaded, Monarch historical events will not occur for any existing (i.e. living) monarchs (in that file).

53) When reorganizing armies in a province prior to a land battle, a 0 strength army is created which if not filled with troops before battle begins will result in the destruction of that army (including a leader) and automatic retreat of the other troops in the province

54) Armies with high morale and high leadership may be completely annihalated when assaulting a fortified province. The army may lose every unit before morale drops, and as there is no way to cancel an assault the army and leader is destroyed.

55) Offering a loan to another nation does not expend a diplomat

Last edited by sean9898; 03-08-2001 at 08:30.
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Old 01-06-2001, 00:53   #2
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Keep up the good work!
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Old 01-06-2001, 05:28   #3
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There I stuck if for U.

Now I guess it's time to unstick the old 1.09 thread too =)
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Old 08-06-2001, 18:10   #4
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#16.

While playing Russia in the std GC (1.09, easy difficulty, normal agressiveness), I noticed that my neighboor were building armies and placing them near me when I had an army standing in a border province. Poland-Lithuania did this, so did Turkey and Crimea later in the war as well as Prussia and Sweden. However, moving my army one step backward and the AI didn't considered me a threat anymore. Even in peace Time, Prussia was always maintaining it's Army to the max it could without attrition (about 50k-60k in the middle of the game and 70-80k in the latter part, and they could take my level 4&5 fortresses by attacking it). But it did this only if PL or me was in a border province.

I think that the AI considers a threat only when it can see an army instead of being aware of any CB another country might have on him or current standing relations (there is an higher probability that you will declare war to a country on which you have CB and bad relations). I really don't know if something can easily be done about it; seems to me like a lot of variables have to be involved for the AI to build an army and place it somewhere useful.

I have only played one GC so far, but I will check it out in my next game at an higher difficulty level.
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Old 08-06-2001, 18:59   #5
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And I tought #27 was a feature! Would make sense. Technically, the province is no longer yours, so the one who eliminates the rebels could take the province without receiving it in a peace treaty. But It's better to remover that option and treate it as regular conquered province.

#34 - I also noticed that even when your explorer/conquistador dies, the AI will stil use it's name in any pop-up message (example: "Dejnev's expedition as arrived in X"; while Dejnev is long gone...). The two are probably related.
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Old 09-06-2001, 00:47   #6
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It would also be nice if Paradox would take a little time to work on the missions. I think they add nice flavor, but in their current incarnation are unworkable. Relatively simple improvements would be:

Remove the absurd missions.
Make the easy ones worth only a little if you succeed, but lose a lot if you fail.
Make the hard ones worth a lot if you succeed, but only lose a little if you fail.

I would also suggest an option to completely remove user selection of missions and have all missions assigned (preferably with a maximum of only one in at a time per country). This would put the player and AI on the same footing while, if the above were incorporated, would not create any big problems.
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Old 13-06-2001, 03:09   #7
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Yay, a bug list. Though I'd disagree about everything on it being a bug. I’m going to comment on some and add a few more I've found primarily in Multiplay.


7) AI is too less aware of attrition. This has several consequences:
- Often huge armies are left to dwindle away in winter
- Often an ally 'comes to help' in a siege thereby causing huge attriton losses to the player originally besieging the fortress

The AI isn't very aware of a lot of things unfortunately. Without any tactical combat the failure to understand attrition is just more pronounced. The second example listed is more common and by far more annoying to the player. Seeing a 60k Allied Army composed mostly of cavalry bypass enemy field armies to head straight to a province you’re besieging is frustrating. Whatever process the AI uses to evaluate provinces for attack or acquisition at peace isn’t particularly good. Making it competently select provinces to acquire based on proximity, level of fortification, and supply limit with proximity counting the most would be an improvement over watching Austria at war with Poland go repeatedly besiege Tula. Or a Hessen that conquers Holland, Freisen, and Emilia from Spain asking for Emilia (a province they can’t defend, reach, or basically use) at peace.

9) Still the AI tends to garrison isles too much in later stages of the game (the balance get’s slowly but surely tilted). This often leads to the result, that if the AI has reached a certain total amount armies to maintain, it doesn’t buy ANY armies to protect the mainland. It even tends to declare wars (thinking, there are enough armies) without having the ships to move those isle based armies back to defend the mainland. Main example is still Venice, but there are others, too, e.g. Oman, which often heavily garrisons Sansibar.

This may not be a bug, due to the unusual fetish the AI has for islands. If I have a dozen colonies all in North America and one of them happens to be Isle Royale, or whatever they called Newfoundland, it’s nearly automatic that those two will be the colonies that get attacked, if I’m in the Middle East and colonize Bahrein, Damman, and Qatar, Bahrein will usualy be the one attacked. Perhaps the AI garrisons islands so heavily because they’re also scripted to make them high priority targets? I do agree that Venice specifically needs its AI tweaked since it is not unusual to see a 40k army in each of their islands and nothing in their European provinces.

10) If you are one of the clients connecting to someone else's multiplayer game, then the 'destination line' (the red line that goes out from one of your armies to it's destination) of troops doesn't show the 'green part'. i.e. how far the army or fleet has marched/sailed. NOTE: This bug only applies to multiplayer games. It doesn't happen to the person serving the game. Only the clients are affected.

I don’t think this is a ‘bug’ but a way to reduce the packets the host needs to send the clients. It makes coordinated troop movements between multiple units more problematic, but the game could use some new challenges anyway 8^)

14) On some occasions enemy fleets don´t leave the harbour when a province is conquered. One cannot use the harbour properly later with the enemy fleet still in port.

Glad I've never seen this one! If I was playing as a landlocked country and had my first hard-earned port corrupted I'd be rather unhappy.

16) Countries mostly seem to build armies while at war only. They begin conscripting as soon as war is declared. Now if a peace treaty is concluded shortly after declaration of war (conscription orders already issued), they tend to have a nice standing army ready for the next war. If however their army was reduced in fighting, they often tend to not replace the losses after the war, making them easy prey in the next one. It would be a good idea, if countries would try to continuously maintain a standing army appropriate to their size.

Fixing this would be nice and shouldn't be too difficult. I've seen countries declare war on their neighbors when they have no army too many times.

24) Stealing rudders by winning a seabattle is occurring much too often.

I'm not sure if this is actually a bug, accurate, or done for play balance reasons. Ships that had been ‘sunk’ in a naval battle were prone to being run aground or foundering for awhile before going under. This would’ve made looting the ship relatively easy and perhaps would explain the proliferation of sea charts after most victorious naval encounters in EU. Or maybe Paradox intentionally made it this way as means to counterbalance Spain in the Grand Campaign. It’s much harder to weaken them without annexing 80% of the Iberian Peninsula if you can’t find their colonies!

29) Though the pope never accepts a royal marriage, the option isn’t greyed out.

Seems self-evident but that didn't stop me from wasting many diplomats early on.

42) Armies which are too small to enter an enemy province (due to fortifications) may enter that province if enemy troops are present.

In a word, maddening. Multiple ‘ghost armies’ of less than 1000 men continually attacking a province and making it impossible to move troops through it, or out of it, has got to go. Whether they make it impossible to move the armies into the province in the first place, or have them disappear without a battle as if they were captured by vastly superior forces, this has to be fixed.

43) Annexation, or inheritance of a nation which is carrying out fortress improvements prevents any fortress upgrade from being carried out in the future. Essentially, the fortress is in a constant state of upgrade.

This is annoying but generally easy to avoid or fix. Not annexing your vassal while they're upgrading a fort is simple, though you can't do it with the inherited countries which I think are a bug by themselves since you should have the option of outright refusal or perhaps vassalization. However, since inheritance provinces will usually have nationalism, letting the first revolt you get take the province has always fixed the never finished fortress for me. If it's a province without nationalism, like the African Muslim states you have to hope an enemy takes it through a siege.


MP Bugs

 Game doesn’t save autosend merchants setting for host or clients. Must be reselected with each reload.

 Numerous random events don’t work properly. Random manufactory in specific provinces is rarely there.

 The demand for a certain resource in a certain province has gone up, X ducats to the treasury. Ducats not given.

 +1 stability 1000 invested in trade and infrastructure. +1 stability definitely not given, not sure about the research money. I can empirically confirm that all the –1 and –3 to stability random events are given 8^(

 Missions for the year 3000 still pop up but reloading afterwards seems to bring them back to a more ‘normal’ timeframe.

 Inflation increased by 25% for 1 year. 25% to inflation not given.

 IP has to be reentered manually for the start of each new session even though it appears in the box as if it was saved. Trying to reconnect to a static IP without retyping the address results in maddening no game host found messages. No problems trying to connect to a dynamic IP of course.

General Bugs

 Numerous crashes to desktop that seem to have very little in common besides typically involving tasks I haven’t done in awhile (move a fleet, offer peace, et cetera).

 Research costs escalating dramatically for Land and Naval tech but not for Trade and Infrastructure. This may be intentional, but since reaching level 10 in the latter 2 research categories halfway through a GC give the player limitless money to amass ridiculously large armies and navies (and not much else to do with that money even if you’re inclined to spend it elsewhere) I think it should be applied to those two also.

 Not so much a bug , but with a game that is generally realistic, being able to easily raise and constantly maintain armies that are substantially larger than any country in this time period was able to field is rather silly. The costs to maintain a 200 ship navy and 500k man army takes less than 20% of my monthly income in the last 50 years or so. Increasing this noticeably, even multiplying it by a factor of 5, would make a nice addition. Even if only for the harder difficulty levels.
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Old 13-06-2001, 07:37   #8
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Re; mission selection

I happen to like being able to selct my missions. I really find it hard to accept the AI is doing it "randomly" for itself, and in any case, what is more maddening than the "Royal Marriage to Papal States" being selected as a mission? Except maybe the "conquer x" mission where "x" just happens to be the province of a vassalized ally with a +200 relation.

Gee, I'll take a -3 stability and all nations dropping their relations 50 points with me just to take one province for 50 VPs.
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Old 13-06-2001, 09:00   #9
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Thanks for the feedback, I'll update the list tommorow. The first 31 bugs are a continuation from Hartmanns excellent work. I've marked bugs fixed as I have been able to verify them, but if I have missed any, please point them out. Especially the German language bugs and the existing MP bugs.
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Old 13-06-2001, 22:19   #10
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MP bugs

Good work on the bug list. Its getting pretty long, have you considered breaking it up into sections? Crash bugs, MP bugs, AI/Gameplay issues, etc? It would make Paradox's job easier I think.

I play MP exclusively (my partner is Candide, whom is very good btw). We work together as allies regardless of game events.

A few additional problems I ran into.

1. Sound effects volume. I run roger wilco in the background to chat with my friend, but for some reason the sound effects are consistently maxed out, the vol slider has no effect. They drown out any voice chat and I find myself constantly turning the volume up on my headphones to chat and down during battles. Irritating. The volume slider only seems to work when the actual slider window is open, once it is closed it maxes out again.

2. Crash bugs. I also saw several crashes that seemed to be related to disk paging, I would click on a unit or province that I had not touched in many game years, the disk would chatter briefly, and I would be out to desktop. I had two crashes occur when my hand was not even on the mouse/keyboard. Is it possible for Paradox to add a debug log feature to dump some sort of info when we crash? It would be helpful in chasing down which problems are game and which are system related. We could then just mail this to support, instead of a whole save game file.

3. Another vote against silly missions. I was able to get a strong early lead in my first ever EU game by consitently taking missions in which I had to defend myself against a friendly human player. I did poorly in most other aspects, but was able to amass a fairly signifigant lead by exploiting this as I could pick the same missions over and over again. This could be fixed by more agressively cycling missions, and limiting the amount that involve defending against countries with a positive relation.

4. Cannot enter a hosthame when connecting to an EU server. I use a dynamic naming service, it would be great if my friend could just enter my hostname, and the game would remember it between sessions. Would save some time and aggravation.

5. After loading a save game, all players must de-select then re-select their countries before starting the game. No big deal, but mildly annoying when you forgot to do it and cant figure out why the game wont start.




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Old 14-06-2001, 05:49   #11
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>>>>>>>>>
10) If you are one of the clients connecting to someone else's multiplayer game, then the 'destination line' (the red line that goes out from one of your armies to it's destination) of troops doesn't show the 'green part'. i.e. how far the army or fleet has marched/sailed. NOTE: This bug only applies to multiplayer games. It doesn't happen to the person serving the game. Only the clients are affected.

I don’t think this is a ‘bug’ but a way to reduce the packets the host needs to send the clients. It makes coordinated troop movements between multiple units more problematic, but the game could use some new challenges anyway 8^)
>>>>>>>>

It would be very easy for this to be coded clientside - IE have each client computer calculate how far the green should be based on when they clicked to send the army. It could be off by a day or two occasionally (such as when lag doesn't send the army at that exact moment) but should be accurate enough. And, it wouldn't use any bandwidth.
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Old 14-06-2001, 08:50   #12
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Re: missions

I would agree with Yeti's idea of cycling missions more often. Perhaps make it so that one cannot choose the same mission 3 times consecutively. If they do it the third time, they automatically get a "randomly" selected one from the computer.

Another issue, this BB related. Right now, the way BB is set up, a nation gets slammed for retaking provinces it once held. The idea of the BB is good. And it does accurately reflect IMHO, the desire of other states to ensure that the balance of power is maintained. HOWEVER, penalizing nations for retaking provinces that "legally" are theirs, (ie, they have a CB shield on) is historically inaccurate, and unbalancing.

In fact, the AI gets hurt on this more often than we do, because the computer will often immediately DoW, and try to retake the province. The result is their BB goes up if they win, plus their relatiosn are shot, and they make their nation a pariah for a "legal" action.

They are not "land-grabbing." They are restoring territorial sovereignty. Europe at this time respected the difference. Also, when revolters declare a nation, and the former master retakes it, they should NOT get their BB added to. Nations may sympathize with the revolters. But they also would respect the right of the "legitimate" sovereign to reinstate their crown. again, the Ai takes it on the chin here worse than human players.

And we all know the AI needs all the help it can get.
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Old 15-06-2001, 09:23   #13
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Another bug?

Hi,

Here's another one that seems to be missing in the list.

I have established a city in Isthmus (between the Atlantic and Pacific). The harbour is on the west side (Panama). On the north coast of south america I have established another city (with a harbour).

Yesterday I lost a battle against pirates east of Isthmus (Gulf of Darien?). My fleet withdrew from the area. Appearantly it though that Isthmus was the closest harbour and decided to go all the way around south america to get there. Most of this area was still TI, so I lost the fleet. (Fleet was commanded by an explorer.)

So, something needs to be done in how the nearest friendly harbour is calculated when retreating from a battle.

(I just bought the game, sorry if I didn't get all the terms and spellings right.)

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Old 15-06-2001, 10:15   #14
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Think i have another one (sorry if this has been reported already). If you are allied with a country, you can dock your navies in their ports if you are at war. If you leave the navy there, they can stay there forever, even if you later leave the alliance, end the war and declare war on the former allied country. Anyone else had this happen?
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Old 16-06-2001, 13:03   #15
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I am working on a scenario wich will start 1448, we can do this thanks to moctezumas tool. BUT we now have a huge problem:
It doesnt work with the NA version.
It is because hte NA version has another encryption then then the other versions. We relly hope that it wont be the case in 1.10

As i have said many times before:
Games that will last long is games wich are easy to modify.
EU is quite easy to modify but if there is different encryptions it will suddenly be twice as hard. You dont want that i guess.
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Old 16-06-2001, 16:58   #16
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Unhappy Whishlist??

No room for whishes anymore?
Let's see if I can fit my whish to the buglist instead...

Pause isn't working...
The game pauses the game quite OK, but when I close a window it unpauses the game.
(And if you have several windows, you have to guess which one will unpause the game.) This is very very irratating since often I need to be able to give some commands quickly.

Also one should be able to bind pause to another key.

That's my thought...

ADDED 20010618:
Whops, notised a new forum for future whishes...
Well in any case I do hope they fix the pause.

Last edited by Jeje2; 18-06-2001 at 08:07.
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Old 18-06-2001, 14:35   #17
Emperor of Europe
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In my recent game as Portugal I got the event that expanded my credit from 250 to 1000 ducats and lowered interest rates.

Some years later I got a new event telling me, that my credit now has been expanded to 500 ducats.

It seems the order of these two events has been mixed up.

Regards,

EoE
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Old 18-06-2001, 14:57   #18
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As far as I have experienced (after 100s of colonization attempts), the colonization success percentage displayed in the game is incorrect. Trading posts are fine, it is only the colony establishment that hardly ever works (on average, one tends to require 3-5 colonists to establish a colony in an area with 50-60% chance).

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Old 19-06-2001, 09:56   #19
babe
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Today is a bad day, I've found a bug.
I've found it trying to keep Flandres as a french province.
When you reorganize an army, a default leader is created with 0 infantry, 0 cavalry and 0 guns. So if a revolt appears this "ghost army" is automatically annihilated and all others armies in the province retreats.
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Babe le cochon de français

HOI 2 is already great !
HOI 2 1.1
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Old 19-06-2001, 16:56   #20
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Hail!

Can you also add to your list the bug which involves historical events? I think the bug goes like this....

When EU loads a monarch (at the start of his or her reign), EU also loads historical events tied to the monarch. However, for some reason, when you save the game and exit out of the game, EU doesn't save the current state of the historical events associated with the monarch. Therefore, when you load the game, EU doesn't execute the remaining events associated with the monarch.

Thanks. Good luck!
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