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jeffery clark

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Gormadoc said:
Problems with sleepteam event command. If the team that the event wants to sleep is already dead, the command sleep another team, the closest team ID with a lower ID.

Because the sleepminister command sleeps both the minister and the techteam, implemented after minister assasination where introduced. So when the sleepteam command gets executed the team is already dead and it then sleeps another team. This is mainly seen in multiplayer games, same as with the duplicate dissent hits.

Workaround would as with the multiple dissent hit fix be to be sure the sleepminister command is after any sleepleader or sleepteam command.

EDIT: Further testing has revealed that this bug can only happen during internet multiplayer games with lags between host and clients.

The sleep command works correctly and are prevented from sleeping wrong teams. In all circumstances other than the above mentioned MP situation.

So this can be merged with the double dissent hit bug in Multiplayer section. Same fix by having sleepminister commands at the bottom

This is hard for me to grasp fully since I am not a modder familiar with code but see my changes to MP bug 2 and tell me if anything needs to be changed ;)
 

jeffery clark

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Please note that I have separated SP bug list (Post 1) and MP bug list (Post 4) as I was getting error messages that my 1st post was too short by one character which I interpreted as meaning just the opposite (too long). Separating the lists has at least temporarily solved this problem
 

jeffery clark

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There was a thread awhile back about a possible nuclear sub bug. When you researched nuclear subs, the tech overview folders still said "no" after SSN. This was because SSNs have been changed from a capital ship model that didn't work very well to just an advanced sub model. The SSN "yes" in the tech folder is still tied to the defunct capital ship model. Suggested solutions remove SSN from tech overview folder (other nuclear ships are not listed) or tie the SSN "yes" to the current model number of nuclear sub. Bug # 77
 
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jeffery clark

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Bug 78 Naval brigade attachment info extends below the bottom of second column of tech overview folder. Can the overflow be moved to the top of the third column with the remainder of the column moved downward (there is space at the bottom)? ;)
 
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jeffery clark said:
Please note that I have separated SP bug list (Post 1) and MP bug list (Post 4) as I was getting error messages that my 1st post was too short by one character which I interpreted as meaning just the opposite (too long). Separating the lists has at least temporarily solved this problem
No need for long explanation just add "sleepminister commands also needs to be after sleepteam commands."
 

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Coup d'etat events (1140, 1150 from randomevents.txt) are broken.
Triggering "failed coup d'etat" event... fails miserably ("commandlistA is currently invalid").
Successful coup d'etat event triggers correctly, but it only gives -100 dissent value (correct) but it does not change current government at all (as it should). I'm not sure if this event should make any changes in puppet statuses of our country (regime fails->automatic releasing of all current puppets?)
 

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Jeff,

Here is a list of new bugs.... from Ghost_DK.. Thanks Ghost!

Please add as the numbers indicated.

Thanks

Corey

79) Units put in build queue in the INC files cannot have a build cost of less then 1 IC. It can be 1.1 but not 0.xxx. It should be possible to prebuilt units like this at any positive cost. If set any lower then the cost is set at 1 on the first day shift.

80) When a nation doesn't have enough Convoys to move all Supplies and Resources it still keeps Convoys assigned to Supply routes where shipments are inactive and allows Resources to build up indefinitely. AI should move resources when ships aren't needed for Supplies.

81) AI will not build MIL type units in serial builds and instead builds a group of them all parallel, even when not in Panic Build mode. Should only apply in panic mode.

82) moddir doesn't work for tech teams on the spying tab, without using dummy files in the vanilla directories

83) moddir doesn't work for techs without using dummy files in the vanilla directories.

84) moddir doesn't work for AI and AI switch files without using dummy files in the vanilla directories.

85) moddir doesn't work for minister/leader files files without using dummy files in the vanilla directories.

86) When taking control of another country (like ENG taking control of CAN's forces) the game uses imagery of the player's country rather than those of the country in question for their units (i.e. the player gets ENG images for CAN force, even if there's imagery for CAN available).

88) The AI does not always ignore the sea zones specified in the Admiral Section. (JAP still shows up in the English Channel.)

89) The commands to delete random naval or air units (using the "remove_division which = -2/-3" command) doesn't work, IIRC (It doesn't remove just naval or just air units, I believe).

90) There is no trigger for events to check the number of convoy escorts that exist for a nation (though you can check the number of convoys themselves). A feature I know but an annoyingly lacking one.

91) GDE commands are not additive - they set the new value, rather than adding/subtracting from the current one. Also true of the minisub_bonus command, but that isn't used so much, so less worrisome. Would help modders a lot if it was adding/subtracting instead
 
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coreymas

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Cp 69 - 91
 

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The domestic slider commands Set_domestic & domestic has same textstring ingame. One set domestic to X the other moves it X steps. domestic should call EE_DOMESTIC string and set_domestic should call EE_SET_DOMESTIC. string exe error

The Naval attachements cant be upgraded in forcepool neither alone or on a undeployed ship. They only upgrade when deployed. exe error

Naval attachements manpower cost are not correctly added to build cost only the first attachements manpower cost are paid. Exe error

Not all naval attachements are shown in forcepool on ships only 1. The rest is first visible on the deploy to specific unit window. Exe error

The "intel_diff = X" command checks for intelligence difference between home country and random enemy country. Which makes the command unusable. Changing it to "Intell_diff = TAG value = X" so it checks for intell diff between home country and a specific would make this command usable.

difficulty = x event command does not work it returns true for all instead of for just the one its. combining them with Not = { difficulty = x } wont solve problem.

The text in message window on diplomacy tab for "we do not want to have ekspeditionary forces form country X" is to wide for many countries. A line break in front of country name like its done for the other diplomacy messages will fix this. Cant be done in config file, i have tried. Exe error.

navaldist.tbl has not been regenerated after making lots of changes to the province.csv so several navaldistances is wrong. This everyone can fix be deleting the navaldist.tbl in their mapfolder and start a grand campaign. After a long long load time where the gameregenerated the navaldist.tbl you should be good to go. Obsolete file version error.

The Chinese move industry events misfires in later scenarios since Japan already controls some of the areas, ending with Japan having to much IC and China have to little. Database error

The romanian coup event chain is bugged since sleepminister removes all iterations of that minister Ion Antonescu is not available as Head of Goverment in the 1940 coup, since his Chief of Army/Staff(cant remember) gets sleept in the 1938 coup event. Database error

The "EE_HQ_COMBAT_EVENT_CHANCE;HQ Combat Event Chance Multiplier set to: %.1f\n" entry is wrong, the command does not set the combat event chance to X but adds X%. It should be something like this "HQ Combat Event Chance Multiplier: %+.1f\n" cant be fixed exclusively in database also needs exe fix so the number sent to text string is in the correct format.

F10 options message settings window still has 5 "We have S/F to send spy" entries Not sure which miss but i think its "Others S/F to send spy" Dont know if its on purpose this one is left out though. Perhaps just remove the 3 duplicates. exe error

The leader trait entry in F10 menu is also wrong it says Our air unit finished a mission instead of One of our Leaders gained a new trait/skill. Database error. A few other mistakes in spy messages with wrong tranlations. Database error.

14 US leaders are in wrong branch (CSABadass research) including so promininent leaders as Vandenberg and Buckmaster. Both Landleaders in HOI2, Vandenberg ends his career as Chief of staff of the airforce, Buckmaster was the Captain of Yorktown in its glory days. Database error

95% of Japanese units names are wong. Hendan is not a real word, but a merger of Hen = Area & Dan = Army. Hence Areaarmy. Problem is that the word do not exists the correct term would be Hömengun for area army and Gun for army. lost of other errors for jap unit names. French units names are also mispelled in some circumstances. Some units has English names while others have local country names in same scenario/campaign Database errors

lots of techteams which Paradox added new pictures for in 1.1 and 1.2 has not been given new names to match the picture. The teams are now changed to more generic military academies or ministry of defence having start year 1930 and endyear 1970, and pictures that match this change. But have kept their old individual person names, which rarely fits the expanded time frame. Database errors

Province 1755, Port connects to seazone 1951 it should be 1980. Island is placed intirely in seazone 1980.
Province 1868, Port connects to seazone 2106 should be 2108
Province 1870, port connects to seazone 2105 should be 2110 Database errors

Some of the cells are not wide enough to hold all text in the F6 statistic window. Some graphics mistakes aswell in f6 statistic window. exe errors Very minor issue, not even worth of mentioning.

TE_Nuke_string in text.csv should be EE_NUKE_STRING TE_NUKE_STRING in Doomsday should be removed. Database errors

a few teams, minister & leaders miss pictures. John Moore-Brabazon is one example. Database errors

3 Romanian techteam pictures has been swapped around betwen teams.
3 hungarion techteam pictures has been swapped around betwen teams. Database errors

Errors in SCW event chain, missing commands so Nat. SPA keeps Soviet forces lent to Rep. SPR after nat. SPA win the war. Loss of colonies event malfunctions if either spa or spr is human. SPA has to few convoy ships so if their forces get splitted in 3 pockets. 1 in Nortwest, 1 in Barcelona and one in south. Only the units with the capital will get supplies. The two other pockets will each have half a convoy that transport nothing leading to a super quick SPR victory. Can be fixed in exe or in event chain by adding 25 convoys from Germany and Italy simulating logistic support.

There are some duplicate ministers and leaders in various files. Poland "Sulik" UK has two Sir William Sholto Douglas which have completely same stats. Database errors

SOme eug files has errors like 1936 with duplicate POL entry in allowed country list resulting ability to pick POL after polands has been annexed causing CTD. Some have missing events to sleep or history list and soforth Belgian and Dutch Surrender events is one example. Removes the few overseas units these two countrys should have after surrender.Database errors

The two 1952 and 1956 US elections has swapped HOG's, they have also swapped ideology and start year in minister file. .Database errors


The last of the canadian armageddon death events 500004 & 500005 CAN - Vincent Massey resigns has wrong date it triggers in 1952 as the preceding event it should trigger in 1959. .Database errors

Will be back with more if something ahs already been mentioned dont waste your time telling me i will delete on own initiative when time comes :wacko:
 
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jeffery clark

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richie said:
Coup d'etat events (1140, 1150 from randomevents.txt) are broken.
Triggering "failed coup d'etat" event... fails miserably ("commandlistA is currently invalid").
Successful coup d'etat event triggers correctly, but it only gives -100 dissent value (correct) but it does not change current government at all (as it should). I'm not sure if this event should make any changes in puppet statuses of our country (regime fails->automatic releasing of all current puppets?)

Bug 92
 

jeffery clark

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Gormadoc said:
The domestic slider commands Set_domestic & domestic has same textstring ingame. One set domestic to X the other moves it X steps. domestic should call EE_DOMESTIC string and set_domestic should call EE_SET_DOMESTIC. string exe error

....

The last of the canadian armageddon death events 500004 & 500005 CAN - Vincent Massey resigns has wrong date it triggers in 1952 as the preceding event it should trigger in 1959. .Database errors

Will be back with more if something ahs already been mentioned dont waste your time telling me i will delete on own initiative when time comes :wacko:

have added as Bugs 93-118. Whew, you boys been busy...

Gormadoc I question "Bug 94) The Naval attachments can't be upgraded in forcepool neither alone or on a undeployed ship. They only upgrade when deployed. exe error."

IIRC no units, including land and air, upgrade until they are deployed initially from force pool so this may be WAD. ;)
 

jeffery clark

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This has been mentioned before by others with inconclusive findings, but I can't detach my CAG groups from my carriers (they were built together and are nuclear carriers with improved turbojets) in vanilla. I don't usually build CVs so don't know if it applies to other models. Bug or WAD?
 
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MartinBG

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jeffery clark said:
This has been mentioned before by others with inconclusive findings, but I can't detach my CAG groups from my carriers (they were built together and are nuclear carriers with improved turbojets) in vanilla. I don't usually build CVs so don't know if it applies to other models. Bug or WAD?

No naval brigades can be detached, so IMO it is WAD.
 

unmerged(74599)

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coreymas said:
90) There is no trigger for events to check the number of convoy escorts that exist for a nation (though you can check the number of convoys themselves). A feature I know but an annoyingly lacking one.

Add a command code that allows for "military control" to be added through event.
 

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The two AI file commands upgrading = x & reinforcements = x. Is not working properly(Read: like i want them to).

The values are non binding for the AI. So if reinforcement are set to 3 and upgrading are set to 0. The AI will upgrade units if it dont have 30% IC requirement for reinforcement.

To have these parameters working and be binding for the AI, all surplus IC from upgrading and reinforcement should go into supplies or production and not into upgrading or reinforcements. It messes with my AI programming that i cant fully specify when to reinforce and when to upgrade.
 

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Jeff,

Bugs 79 - 91 are not mine... they are Ghost_DK's..... please give him credit.

Thanks,
 

jeffery clark

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Gormadoc said:
The two AI file commands upgrading = x & reinforcements = x. Is not working properly(Read: like i want them to).

The values are non binding for the AI. So if reinforcement are set to 3 and upgrading are set to 0. The AI will upgrade units if it dont have 30% IC requirement for reinforcement.

To have these parameters working and be binding for the AI, all surplus IC from upgrading and reinforcement should go into supplies or production and not into upgrading or reinforcements. It messes with my AI programming that i cant fully specify when to reinforce and when to upgrade.

Bug 120
 
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