• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
Post #1 updated. Beta 11 available. Should be the last beta before final version.

Uncomplete Chagatai split is removed

HYW scenario includes option 1 proposed by renaud vibien (only change since beta 10 is alliance of DAU => not with BEA now but BRI and only until 1423). AQU, BOU, ORL, NRM and DAU are commented out in revolt.txt.
Corresponding events are slept at start of the scenario:
history = { 170032 170136 170137 170138 1000182 1000183 1000165 1000166 1000167 }
sleepevent = { 170032 170136 170137 170138 1000182 1000183 1000165 1000166 1000167 }

Negatives monopoly original values are still included but I didn't changed my mind about them.

The HYW scenario includes removal of NA tribes too.

AFAIK, only 1422 DAU AI file is to be be included for final version but it is more a bugfix than a real submission. Hurry up for remaining submissions if any!

if nobody opposes, NA tribes could be removed in this final version and maybe HYW scenario could become 1419 official one but I'd prefer make more tests with this setup since some remaining events not included in the above list are involved for some commands related to one or more of the commented out tags.
 

Toio

Field Marshal
6 Badges
Jun 18, 2003
7.699
0
Visit site
  • Europa Universalis III
  • Europa Universalis III Complete
  • For The Glory
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
YodaMaster said:
Post #1 updated. Beta 11 available. Should be the last beta before final version.

Uncomplete Chagatai split is removed

HYW scenario includes option 1 proposed by renaud vibien (only change since beta 10 is alliance of DAU => not with BEA now but BRI and only until 1423). AQU, BOU, ORL, NRM and DAU are commented out in revolt.txt.
Corresponding events are slept at start of the scenario:
history = { 170032 170136 170137 170138 1000182 1000183 1000165 1000166 1000167 }
sleepevent = { 170032 170136 170137 170138 1000182 1000183 1000165 1000166 1000167 }

Negatives monopoly original values are still included but I didn't changed my mind about them.

The HYW scenario includes removal of NA tribes too.

AFAIK, only 1422 DAU AI file is to be be included for final version but it is more a bugfix than a real submission. Hurry up for remaining submissions if any!

if nobody opposes, NA tribes could be removed in this final version and maybe HYW scenario could become 1419 official one but I'd prefer make more tests with this setup since some remaining events not included in the above list are involved for some commands related to one or more of the commented out tags.

IRC , the NA tribes where removed once before and the NA series suffered , what has changed?
 

unmerged(15247)

immortal technique
Mar 3, 2003
1.964
0
just want to remind about those events for human players that trigger wars but also give the 4bb points due to no cb when dow.

about walachia: in 1.53 it never survives past few years becouse it is beeing annexed quick either by ottos either by hungary since it must choose a side and participate; all this due to the new event that forces it to ally with hungary or ottos; maybe it should be forced to stay in a diffrent alliance if ai for a while?
 

unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
beregic said:
just want to remind about those events for human players that trigger wars but also give the 4bb points due to no cb when dow.
Which ones? War commands are reduced to a few important ones in very particular cases. Most of the time, a temporary cb and relations drop simulates situation better.

beregic said:
about walachia: in 1.53 it never survives past few years becouse it is beeing annexed quick either by ottos either by hungary since it must choose a side and participate; all this due to the new event that forces it to ally with hungary or ottos; maybe it should be forced to stay in a diffrent alliance if ai for a while?
We had the same "problem" in previous versions. It depends how situation evolves in the area and Wallachia is not the only monoprovincial country "in danger" because of possible and easy force-annexation.

beregic said:
as well in 153 ottos never form at all; by 1500's most anatolia is under control european or the knights...
How many tests/games have you made for this conclusion? In mines (out of more than ten), I encountered this situation only once. Yes, it can happen but this should be far from frequent.
 

unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
Post #1 updated. Beta 12 available.

Always open to bugfixes and remaining submissions if any but should be the last beta for final tests. Final version could be released next week.

Post #10,000! :cool:
 

unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
Post #1 updated. Beta 13 available. Last beta before final release. Submissions closed.

Following entries:
New setup for 1419 and HYW (AQU, BOU, ORL and NRM removed)
removed FLA revolter
change to AI files for France and HYW

will be included as last submission.
 

Bordic

Magister Militum
4 Badges
May 29, 2004
4.482
0
  • Hearts of Iron II: Armageddon
  • Deus Vult
  • For The Glory
  • 500k Club
Just for information. Is there a way, a sort of special dedicated programme , to know in which decade of the eu2 time span the game has a heavy MTTH, or whichever is called the the situation in which the game goes slow and/or the engine has many events to deal with?
 

unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
I don't know if such software exists. Only thing I'm aware of is EU2 can slow down when big countries are involved in huge wars with many armies (Spain and its whole empire is significant for this problem). Sometimes, saving and reloading is sufficient to speed up AI decisions because it seems AI often don't know what to do or change its mind in a blink and you can observe armies stuck in a province but frenetically moving inside this province. At reloading time, AI will be "refreshed" and will often make other decisions.

IMHO, the main cause of this "behaviour" is not the number of events being processed at the same time.
 

Toio

Field Marshal
6 Badges
Jun 18, 2003
7.699
0
Visit site
  • Europa Universalis III
  • Europa Universalis III Complete
  • For The Glory
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
Bordic said:
Just for information. Is there a way, a sort of special dedicated programme , to know in which decade of the eu2 time span the game has a heavy MTTH, or whichever is called the the situation in which the game goes slow and/or the engine has many events to deal with?

I read somewhere that ( and I do not believe it) , a programmer ran tests on the firing date of 1st of JAN and only 16 events fire per year (on that date), he suggested that firing times/dates should be spread through the whole year.

he also suggested that the AI sleeps cause of this problem and also because offsets are sometimes too long and a "forgotten" by the AI

I find this fantasy , but I cannot prove it wrong either
 
Jan 9, 2005
8.858
5
Yoda, could you please go through and check that all the 8-bit flags are indeed 8-bit? I remember the last time I installed AGCEEP (a few betas ago), a handful of them were either 24-bit (Austria springs to mind) or simply didn't work at all (Timurids).

Thank you! :)
 

unmerged(40707)

Just call me Yoda in private!
Mar 1, 2005
20.187
5
I will check but I'm sure all flags that weigh 24 KB are 8-bit and 24-bit flags weigh 72 KB.

Remember AGCEEP flags should go in AGCEEP folder and EGUFSM ones in EU2 folder.

Of course, new Austrian flag in 1.53 betas was not included in 8-bit 1.52 flags but this is the case now. Anyway, Timurids flag should have been correct...