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M

montyP

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Hi

I’m continuing programmig the EU2Vic project and I’m currently at a total loss. :(

There seems to be a major problem with the converted file...It’s the machine parts part... No country can buy machine parts from the world market even though I put 10000 of them out there. They can’t even see them in the trade screen (even with proper tech) even if they were assigned 30 to the stockpile. They can however see them when they are to buy a new factory in the “select new factory” screen with the mouse over the machine parts icon.

Moreover a country that has a machine parts factory can’t see machine parts in the production overview. But they can see the factory in the factory overview.

I have no idea how to solve this, aaarghhh. Anybody...

Please, please, please help!!!!!!!!!!!!!!
 

jmhawk

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Sounds like something similar to not being able to see things like automobiles, fuel, aeroplanes, ect. at the start of the game.

Try an event that uses

command = { type = activate_building_type which = machine_parts_factory }

might not work, but it's worth a try.
 
M

montyP

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It worked, thanks! Now I know that there is a solution out there. I was going bald here. :)

But it’s not really what I want. I want a generic savegame file that dont need any extra event or so. Is there any other way to activate machine parts from the begining? I mean, in the GC it works just fine. And the converted file is similar to a scenario file.

A thing that’s weird, is that if I use the “activate_building_type“ event on a country in a converted file that country get’s machine parts (as it should), and every other country can buy machine parts. Then I exit the game (to the Vic main menu) and take away the event from the events file. When I then reload the same scenario without the “activate_building_type” event, it works as it should. That is, every country has access to machine parts. Isn’t that weird!?
 

jmhawk

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In a converted save file you might have to start a country with

allowed_buildings = {
machine_parts_factory = yes

As far as I can tell, in 1836, only the U.K. starts off with that, so maybe that's the reason.
 
M

montyP

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jmhawk said:
In a converted save file you might have to start a country with

allowed_buildings = {
machine_parts_factory = yes

As far as I can tell, in 1836, only the U.K. starts off with that, so maybe that's the reason.

No, it doesn't matter even if I start every country with a machine parts factory. It's still missing on the world market and in the product overview.:(
 

jmhawk

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Since the GC scenario works fine, and this converted save game has that annoying problem. Ever try running the save game as a scenario instead?

Sorry but I'm out of ideas :(
 
M

montyP

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jmhawk said:
Since the GC scenario works fine, and this converted save game has that annoying problem. Ever try running the save game as a scenario instead?

Sorry but I'm out of ideas :(

Yea, I have (doesn't work either). Thanks for all your help man. I guess I'll just have to live with the fact that it's unsolveble and that i'll have to load GC before starting a converted game. :)
 

unmerged(35611)

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Oct 25, 2004
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montyP said:
Yea, I have (doesn't work either). Thanks for all your help man. I guess I'll just have to live with the fact that it's unsolveble and that i'll have to load GC before starting a converted game. :)

I just started using your eu2Vic application, and I love it... except for the missing machine parts, that is. Have you found a solution?
 
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montyP

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obnoxiotheclown said:
I just started using your eu2Vic application, and I love it... except for the missing machine parts, that is. Have you found a solution?

No, I haven’t found a solution other than loading GC prior to loading a converted game. Sorry.:(
 

jdrou

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montyP said:
No, it doesn't matter even if I start every country with a machine parts factory. It's still missing on the world market and in the product overview.:(
Giving them a factory and giving them the ability to build a factory are two different things. If you add what jmhawk suggested to at least one country you will find that it does work; machine parts show up in the world market and on the resources ledger page. This is probably similar to the problems with savegames vs. scenarios in HoI: effects of known techs are applied when you load a scenario but not when you load a savegame because the effects are stored separately in a savegame.
 
M

montyP

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jdrou said:
Giving them a factory and giving them the ability to build a factory are two different things. If you add what jmhawk suggested to at least one country you will find that it does work; machine parts show up in the world market and on the resources ledger page. This is probably similar to the problems with savegames vs. scenarios in HoI: effects of known techs are applied when you load a scenario but not when you load a savegame because the effects are stored separately in a savegame.

Great stuff, this gave me a kick in the right direction. I have now managed to create a generic save game file that allows for countries to trade for machine parts. Thanks.

What I do is I create a dummy nation, Manhattan Commune, and assign it allowed_buildings = { machine_parts_factory = yes } but no provinces. When the game loads, game over for MAN and machine parts on the world market for all other. And if someone were to choose MAN at start up it’s going to be their shortest game ever. :D