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Zsar1

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Patch 1.10 has been released! (uploaded 06.03.2016, 21:12 UTC)

Visual C++ 2015 Redistributable (you need the x86 version)
Main focus in 1.10 is to take the time it needed to clean up the engine and game code - and bring it to modern standards.
This will ease updates in the future, and also eliminate a lot of the obscure bugs that have haunted the Europa engine over the years.
As you can imagine such in depth changes can cause new issues to appear as well as create some short term feature loss compared to before.
So we now have a pre alpha version ready to test for any regressions compared to 1.08/1.09.
We are very interested in any bugs that have reappeared or features that don' work as intended.

[...]

Atm work is progressing on solving the incompatibilities with Windows 8/10.. like removing the 16 bit desktop color limitation, and further removing harcoded limits.
Changes:
  • Updated dependencies, now requires Visual C++ 2015 Redistributable (x86).
  • Any string of letters and numbers may now be used as a valid area name in Province.csv.
    • The corresponding in-game text will be looked up from world_names.csv as the same string capitalised and with underscores in place of whitespaces.
    • The number of different areas is currently limited to a ceiling of 1000. This limit will be removed in the future.
  • It is now possible to fill up infrastructure to max, even if the difference between current and maximal is smaller than the increase from one development.
    • Note that currently no IC/d reduction is granted for this development. That will be handled in the future.
  • Late-game performance degradation due to #units has been decreased.
  • The button "Remove all" on the leader selection screen now only removes all leaders from the same type of unit (Air, Land or Naval).
    • It currently lacks an "Are you sure" dialog, but that will return in the future.
  • The last entry in misc.txt/research now defines the standard deviation of a normal distribution centered on 0. A maximal deviation is not set.
  • There is no longer any hardcoded limitation on number of concurrently active tech teams (was 20 per country).
  • The program will now produce an error message loading a scenario, if an event contains a "picture" tag but the corresponding file cannot be found.
    • Ignoring this error will have no adverse effects for the end user.
    • Mod maintainers will probably be pestered by end users to fix such errors, if their mod triggers any.
    • The title will in a future version be changed to something less intimidating from "Critical Error!".
  • AI will no longer periodically rotate its production queue (as this led to disproportionate stretching of individually long build times, e.g. of Nuclear Reactor buildings or battleships).
  • Scenario option "Historical Event Choices" now makes the AI always select option_a in events with multiple options.
Fixes:
  • Aging tooltip incorrectly displayed a value modified by MP gain modifiers.
  • AI files in moddir needed a dummy file with same name in the base directory to be parsed.
  • AI switch commands in events triggered for the player produced a "Critical Error" message.
  • Air missions would filter out provinces within their zone of effect even when none were left as a result (esp. with single-province targets of Logistical Strike).
  • Stack traces in Error.txt would themselves produce further errors.
  • Event command "type = access_to_alliance" did not work.
  • Event command "type = add_prov_resource" set province income of the affected resource to 0, if after the addition it would have been negative.
  • Event commands "type = [add|remove]_team_research_type" did not work for "value = artillery".
  • Mission Efficiency of Shore Bombardment was taken from the Sub, should have come from the Dom.
  • Naval brigades in the deployment pool would revert to model 0 when the game was saved.
  • Research Project tooltip incorrectly used a static tooltip instead of the proper _RV_TECH_SPEED_MODIFIER_ variable from misc.txt.
  • "Okay"-button in client-side Options menu of pre-scenario lobby was not correctly aligned on the height axis.
  • Mouseover tooltip for the "money" symbol added income from MP into "Home Produced", additionally to listing it separately.
----
Softcode effects:
  • Events identical to others, except for additional "type = ai" effects, may now be merged into the originals, as AI file switching properly works for non-AI countries.
  • Entry "EE_POP" in Boostertext.csv is now unused and can be removed.
  • Line 4 of settings.cfg is now interpreted as the moddir if the game is not started with a moddir parameter.
  • The new Area system likely requires adjustments from mod maintainers. For reference diff world_names.csv against any earlier version.

Prior Release Candidates:
 
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Denniss

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For bugs and issues to fix, most of them long-standig in the Europa engine, you may want to look at Darkest Hour Patch notes/changelog. In the most recent version 1.04 they have fixed some that may be relevant/present in AoD as well.
 

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it is producing a lot of excess money, had it running at around +50$ a day as germany, i would like a larger money pool than the 250ish but it was still producing money after 1500$, roughly 12-15% over what it needs for daily expenses
 

Pioniere

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Very good, we should later take look at the convoy system.
I havent tried Japan in the in the finale version of 1.09. The convoy system has been a chalenge IIRC in the whole history of hoi2.

As a side note, would it be possibel to add in a build date for ships? in AOD. Somehow I think not.
d3n92egveb9lomj6d.jpg
 
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Zsar1

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it is producing a lot of excess money, had it running at around +50$ a day as germany, i would like a larger money pool than the 250ish but it was still producing money after 1500$, roughly 12-15% over what it needs for daily expenses
Mmh. I tried but could not reproduce this. Can you provide a save?
 

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Mmh. I tried but could not reproduce this. Can you provide a save?
i just cleared my saves as i started on the RC4, but the tooltip keeps reproducing a daily surplus of money though it is calculated correct to your money pool
 

Zsar1

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So there is a difference between tooltip and actual change?
- The system is supposed to allocate 102% of expected costs, unless restricted by a lower or upper bound from the advanced sliders.

That written, the current calculation is "stark raving mad" convoluted, insofar that I would need to construct a mathematical proof to be sure that this is actually the end result. It might not work as it should, after all; I just fail to observe a markedly wrong behaviour in-game.
 

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i tested on italy and had no problems i could see but germany and the german sliders use about 116% of the need, will skype the rar file of the save to you
 

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There is an unnormalised area name I had missed in the world_names.csv. Will be fixed for the next RC; anyone who wants to correct this in their local copy for now should replace AREA_PERNANBUCO_PLAIN with AREA_PERNAMBUCO_PLAIN. Fixed in RC5.
Spotted by @Pioniere .

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It would be far more convenient, if you could attach to a forum post - or if that still does not work, upload to DropBox or SpiderOak or something like that.
 
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Fixed, I think. Calculation ignored its efficiency at converting IC to money, always assuming it to be 1:1.
New RC up; watch for side effects of this fix.
 
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Fixed, I think. Calculation ignored its efficiency at converting IC to money, always assuming it to be 1:1.
New RC up; watch for side effects of this fix.
the slider is fixed, it is no longer producing extra money :) the tool tip is still showing the wrong money surplus per day though
 

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Ah. Forgot about that. Investigating.

... Incidentally: Could anyone confirm whether these two issues (automatic slider assigning too much/less IC to CG due to ignoring "IC to Consumer Goods Ratio" and daily money income differing from tooltip-displayed value) are present in 1.08 as well?
Thought I recall something like that.
 

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Ah. Forgot about that. Investigating.

... Incidentally: Could anyone confirm whether these two issues (automatic slider assigning too much/less IC to CG due to ignoring "IC to Consumer Goods Ratio" and daily money income differing from tooltip-displayed value) are present in 1.08 as well?
Thought I recall something like that.
never encountered it in any prior patches that i can remember
 

Zsar1

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Mmh, small note: I had to notice that my auto-slider fix has not actually been fixing something broken but rather breaking something working in a way that cancels out something else broken.

Currently, I have no idea why it works now, just as I have no idea why it did not before; my original diagnosis had been wrong and now the slider factors in the "IC to Consumer Goods Ratio" twice.

Investigating, but something to be wary of. On the plus side, the AI does not share this part of code, so in whatever situation it would break, the affected country will be a player's, who should be prone to notice.
 

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yeah, it seems the advanced autoslider now only makes a surplus once in a while and it goes for a 0 instead of 150 at others
 
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