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Oct 31, 2004
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Dominik said:
So it's another event that is causing the part of the file to be not parsed by the engine. Maybe a brace is missing or a line break between " " causes the error or some % or \ character in string is the problem. I would suggest looking at preceding events...

Dominik, you were correct. Once you suggested another event may be causing the problem I took a look at the event preceding those that no lopnger worked, and lo and behold they had an extra pair of these }}. So I think the engine was thinking it was the end of the file and ignoring anything beyond that.

As a test I made the Whiskey Rebellion event after the event causing the problems, it fired, on time and on target. Many thanks for that help my friend. :D




Cheers, Thorgrimm
 
Oct 31, 2004
560
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@Kaiser, I do not know if you are even watching this thread, but if you are I was letting you know that I have just fixed the link in the RoN mod tester's forum. So now you can dl the V:R version of the mod. :)

I do not know if you have gotten back your interest in Napoleonics yet, but I was wondering if you would do a few more leaders for the mod. :D




Cheers, Thorgrimm
 
Oct 31, 2004
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With the help of Dominik and his invaluable service of providing the information I have added the following leaders. The ones with asterisks do not have a pic and will be generic till somone can make them. :)


Jozef Poniatowski - 1792, 1813 - intuitive, natural born leader
Tadeusz Kosciuszko - 1792, 1830 - spirited, engineer
Jan Henryk Dabrowski - 1793, 1830 - competent, gifted administrator
Jozef Zajaczek - 1792, 1830 - spineless, glory hound
*Konstanty Pawlowicz (Russian Grand Duke Constantine) - 1815, 1831 - merciless, drillmaster
*Jozef Chlopicki - 1815, 1854 - inspiring, school of the bayonet
Jan Skryznecki - 1831, 1860 - cautious, unfit
*Ignacy Pradzynski - 1831, 1850 - efficient, engineer

I have also begun working on the Polish OOB. Dominik has also provided an outstanding amount of information on the Kingdom of Poland's pre-partition army.




Cheers, Thorgrimm
 
Last edited:

clamp2004

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I am curious. How do you get around the problem of the minimum army maintenance being around 1900 man strong? eg. even at lowest army maintenance, the lowest size of a unit is 1900. Surely you can set the starting manpower values of a unit to be lower than that, but when you try to reinforce, the reinforcement will be done so that you have to fill up to 1900 minimum. I am quite sure that the AI doesn't care about having its armies at minimum upkeep and will just try to reinforce 1 unit to 10.000 while the rest dies off due to lack of manpower.

Also I am quite sure that firepower level have to remain shockingly low throughout the whole game. Bordering between 0 and 1. Maybe 2 for some elite units but else you will see alot of stuff just dying off too fast.
 
Oct 31, 2004
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clamp2004 said:
I am curious. How do you get around the problem of the minimum army maintenance being around 1900 man strong? eg. even at lowest army maintenance, the lowest size of a unit is 1900. Surely you can set the starting manpower values of a unit to be lower than that, but when you try to reinforce, the reinforcement will be done so that you have to fill up to 1900 minimum. I am quite sure that the AI doesn't care about having its armies at minimum upkeep and will just try to reinforce 1 unit to 10.000 while the rest dies off due to lack of manpower.

Also I am quite sure that firepower level have to remain shockingly low throughout the whole game. Bordering between 0 and 1. Maybe 2 for some elite units but else you will see alot of stuff just dying off too fast.

No way around that. it is hardcoded so we just have to deal with it. :D But the units that begin the game are their historical strengths, and with the severe limitations on manpower reinforcing units will be problematical.

Yup, as for firepower, not much there. Mainly shock is what will win a battle, and then attrition will finish it. :D The militia has a firepower of zero, and if anybody thinks that is too low, go and read some stuff on the battles they were in. For example, the Battle of the Pyramids, 6000 Ottoman militia dead for 300 French, and this is typical of the era. No more of that silly crap of irregulars defeating regulars. ;)

And before anybody confuses Grenzers and Landwehr with militia, they are not the same. So those two are different from militia.

I am toying with the idea of adding a new resource to the game, horses. Since the more I read, the more I see that it was the French lack of horses for their cavalry that hindered their scouting and pursuit abilites. And since the Coalitions had quite a bit more than the French, they could scout and pursue the defeated French better.




Cheers, Thorgrimm
 

clamp2004

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Thorgrimm said:
No way around that. it is hardcoded so we just have to deal with it. :D But the units that begin the game are their historical strengths, and with the severe limitations on manpower reinforcing units will be problematical.

I am toying with the idea of adding a new resource to the game, horses. Since the more I read, the more I see that it was the French lack of horses for their cavalry that hindered their scouting and pursuit abilites. And since the Coalitions had quite a bit more than the French, they could scout and pursue the defeated French better.
Well the problem with the reinforcement thing is then that it doesn't work as intended then. Maybe the player will be smart and reinforce his units equally as to prevent the destruction of undermanned units, however the AI will just reinforce 1 unit and the rest will be killed badly. Basically reinforcement would be a null-factor then. I am not sure that this design is so good actually as it will seriously hamper the AI in wars. Of course having 10.000 divisions might not be seen as so "realistic"...
However if you instead used 10.000 there is of course the problem of too little manpower to actually reinforce the divisions.

Maybe increase the soldier pops to begin with then so the manpower generation is larger but make the costs for making new units even more expensive?

With small units you run into the problem that units would have to have really huge shock values in order to be able to faster capture provinces as the manpower obviously cannot be used to capture them. Obviously since morale was a much more important factor in this period than firepower (or so EiA would have me to believe) there needs to be a working with the morale values of the various units.
 
Oct 31, 2004
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clamp2004 said:
Well the problem with the reinforcement thing is then that it doesn't work as intended then. Maybe the player will be smart and reinforce his units equally as to prevent the destruction of undermanned units, however the AI will just reinforce 1 unit and the rest will be killed badly. Basically reinforcement would be a null-factor then. I am not sure that this design is so good actually as it will seriously hamper the AI in wars. Of course having 10.000 divisions might not be seen as so "realistic"...
However if you instead used 10.000 there is of course the problem of too little manpower to actually reinforce the divisions.

Maybe increase the soldier pops to begin with then so the manpower generation is larger but make the costs for making new units even more expensive?

With small units you run into the problem that units would have to have really huge shock values in order to be able to faster capture provinces as the manpower obviously cannot be used to capture them. Obviously since morale was a much more important factor in this period than firepower (or so EiA would have me to believe) there needs to be a working with the morale values of the various units.

Yes as a matter of fact, it does work as intended, since the Ai and the humans cannot build any new units. What they get in the events is what they have. Also, I have playtested the mod to death. I have yet to see the AI burn out all their units. If they get too small they will retreat them and try to rebuild them. Yes, since Vicky is hardcoded on unit size, those huge units melt away fast enough to counter balance their huge size when recieved. As a matter of fact the way the AI uses those new units simulates the loss rebuild cycle of that era very good.

Austria lost army after army and had to wait to rebuild her armies, but when she did, she would declare war on France. And I have seen this pattern so many times now in the mod, I am convinced I made the right call.

Once the tech of food production kicks in, eventually new soldier pops and new units can be created, but the way I have done it keeps the troop strength and numbers of units at the historical levels. And in the end that is what matters, not whether the units are called regiments, brigades or divisions. :D

One of the main reasons for the regimental start and names, is for flavor, in keeping with that era of glory, not dishonorable warfare of the nameless masses. :p




Cheers, Thorgrimm
 

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Thorgrimm said:
I have added the following leaders...

I'm sorry but could you change the death dates of the first leaders? Poniatowski may have not died in battle so he could have lived longer, while Kosciuszko and Dabrowski died natural deaths in 1817 and 1818.
 
Oct 31, 2004
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Dominik said:
I'm sorry but could you change the death dates of the first leaders? Poniatowski may have not died in battle so he could have lived longer, while Kosciuszko and Dabrowski died natural deaths in 1817 and 1818.

Sure, will do. I did always hate those battle induced deaths, but I did not know if you wanted it strictly historical. I changed the deaths to 1830, to give them a chance to live full lives. :D




Cheers, Thorgrimm
 
Oct 31, 2004
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Posted Dominik's outstanding new event chain leading up to the Second Partiton of Poland on the mod's forum, check them out. :)




Cheers, Thorgrimm
 
Oct 31, 2004
560
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Finished the Russian OOB and will get a screenie up later.

I also finished the Russian and Polish pops, and their respective beginning populations are as follows;

Russia 35. 76 million
Poland 7.471 million

Russia is inline for what information I have on their 1792 population, and the Polish ones jive with the ones Dominik gave me for Poland. :)




Cheers, Thorgrimm
 
Oct 31, 2004
560
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Here is a screenie of Suvarov in command of the Sankt Petersburgskaya Inspection. :)


Rus_Army.png





Cheers, Thorgrimm
 

unmerged(69922)

unavoidable
Feb 25, 2007
348
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Hey Thorgrimm, it looks like you fixed that problem converting RoN to Ricky. What was the cause anyhow?
 
Oct 31, 2004
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Casimir said:
Hey Thorgrimm, it looks like you fixed that problem converting RoN to Ricky. What was the cause anyhow?

I still do not know what was causing the crash, and probably never will. What I did was I found an old backup and went on from there. So far, it has not reappeared. And from what I can gather, the only difference between the two versions were events. So I am at a loss as to what was causing it. :confused:




Cheers, Thorgrimm
 
Oct 31, 2004
560
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@Casimir, yeah lets hope so. :D

Today I was testing the new events for Poland and the Duchy of Warsaw when I finally got the chance to find out if my War of 1812 events work since the AI Brits usually give in sometime between 1809 and 1812, the years the events span.

Well, they work, each fired, on time and on target. :cool: Now as you will see, as the British, make sure you HAVE the troops available BEFORE pissing the Yanks off enough to go medievel on your behind. In this instance the British military score had went from 265 to a measly 99. The reason is they lost their entire army trying to fight Nappy on his home turf, France. Needless to say, the Yanks kicked the British Army out of lower Canada, and the situation is as of the last save game. :D

War-1812.png


And yes that IS the French manpower available. :p




Cheers, Thorgrimm
 

unmerged(69922)

unavoidable
Feb 25, 2007
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Great news! :D I just came here to tell you that your first version of RoN redux works fine with Ricky. All I had to do was remove about 10000 heavy cruiser lines from the navy inventions, 1 from the culture inventions and 1 from political events. Other than removing those, I just allready used my patched exe 1-2500 (the newest NTL patch) and it loaded up, played and then I ran it for a few days. It still worked! :D So that at least gives us something to do until version 2 :cool:

And the screenshot looks nice as well :)
 
Oct 31, 2004
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Casimir said:
Great news! :D I just came here to tell you that your first version of RoN redux works fine with Ricky. All I had to do was remove about 10000 heavy cruiser lines from the navy inventions, 1 from the culture inventions and 1 from political events. Other than removing those, I just allready used my patched exe 1-2500 (the newest NTL patch) and it loaded up, played and then I ran it for a few days. It still worked! :D So that at least gives us something to do until version 2 :cool:

And the screenshot looks nice as well :)

Lol, yeah I remember removing all those lines. :p Hopefully I will have a copy of the beta .02 version out soon, hopefully, god willin' and the creek don't rise. ;) :D




Cheers, Thorgrimm
 
Oct 31, 2004
560
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After re-reading the Vicky 2 wish list thread I began to think of ways to show that soldiers require constant supplies of ammunition and small arms to remain combat effective. So I hit on the idea of redoing their everyday needs. I removed Timber and Tea and replaced them with Ammunition, needs 0.6 ammo a day, and Small Arms, needs 0.02 a day. I will keep you all posted as to how it affects the Ai and humans game play.

Also finished the Polish 1792 OOB, will get a screenie up later.




Cheers, Thorgrimm