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Kasperus

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FAL said:
Ok thanks, that gives a good direction where to find the problem :)
Updating on that, as far as I can tell the cause of the ctd is with Russo-Swedish war, or in fact something that Russian ai does. When I load as Russia it does not crash but I can't see why it possibly would either (not a visible order that could cause problem). So in theory I'd assume that if you have Russia ran by a human it might work fine.
 
Jul 24, 2003
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Well, this is the host save of a game that crashed on me in november of that year. When I ran the autosave in SP (the one I gave you here) it CTDed on jan 2. I think it has to do with the Russia AI giving her navy the same illegal movement as the retreat from pirates would cause in the seazones, since if you remove the Russian navies from the bugged seazones (1440 and 1585) the game runs fine for any country...
So yes, if humans would play it, there would be no problem (hence us in multiplayer continuing till november of that year).

So, that's the solution to the jan 3 crash. I don't know why the host save crashed for me in november, but that might be coincidence.

So, all in all I think, these problems all orginate from the map being bugged at these locations :)
 

Kasperus

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The Russian action might not be related to the map issue in the seazones though, since I tested that on my version where I provisionally fixed the lightmaps; similarily the previous save did not crash on me anymore either with that lightmap, so that one confirms btw what Tonioz found out (more or less)...
 
Jul 24, 2003
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But isn't that extra-ordinary weird then?

If the map is okay, why does it crash when the Russian AI moves one of those navies?

BTW. I was unable to crash the game myself with giving various movement orders to those navies as Russia...
 

Kasperus

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No, I don't think the 2nd problem is specifically related to that particular problem with the map. As far as I can tell Russian ai did not attempt to send fleets anywhere at the moment of the crash. I have no clue what order did the Russian ai give that caused the crash. It might be related to map on other location but not unlikely to something entirely different, if not 'impossible' (after all ai is not constrained by what the player can do in the game). Unless the ai has somehow stored an old, and now invalid order, but I would not know how is that possible...

Anyway, I uploaded a provisional fix for what I think causes the problem with the other crash (which is thus fleet-related). Essentially I closed the seacorridor to Obskaja Guba, which will be also inaccessible anymore for fleets (no ports either). I also fixed here the borderproblem in Finland. Requires watk3.1 installed since it contains only the mapfiles and province.csv. Remains on till I get on with watk3.2 but that might not be released very soon. People expecting thus repeated crashes are advised to install this and see if it fixes their problems. It is also advised to not try that on saves that crash within a few days since these may already contain invalid orders.

http://rapidshare.de/files/16773745/watk3.1fix.rar.html
 
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I and Aladar are planning to use WatK3.1 for a MP campaign. When I start it I notice there are two grand campaigns, one for MP. May I ask what the differences are. Is it only that in the MP variant there are 8 selectable nations - as opposed to the Watk3.1 Grand campaign "vanilla" that only have one selectable nation?
 
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Rinak

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Daniel A said:
I and Aladar are planning to use WatK3.1 for a MP campaign. When I start it I notice there are two grand campaigns, one for MP. May I ask what the differences are. Is it only that in the MP variant there there are the 8 selectable nations - as opposed to the Watk3.1 Grand campaign "vanilla" that only have one selectable nation?

Unless things have changed a lot from WatK3, the country selections is the only difference. My memory may be faulty of course.
 

Kasperus

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Daniel A said:
I and Aladar are planning to use WatK3.1 for a MP campaign. When I start it I notice there are two grand campaigns, one for MP. May I ask what the differences are. Is it only that in the MP variant there there are the 8 selectable nations - as opposed to the Watk3.1 Grand campaign "vanilla" that only have one selectable nation?
Yes
 

rybka

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i found something worth changing
warmia province contains elbing (elbląg) i guess, if so it should have port, elbląg nowadays is not on the seacoast, but it was. actually it was rich and prospeous city and important port of teutonic order and the city belonged to hanzeatic league
i found that at the beginning of XV century around 9000 people lived in elbląg (similary to torun), only gdansk was bigger from teutonic order cities
so province warmia had at least 20000 inhabitants, (my data come from elbląg webpage)
 

Kasperus

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rybka said:
i found something worth changing
warmia province contains elbing (elbląg) i guess, if so it should have port, elbląg nowadays is not on the seacoast, but it was. actually it was rich and prospeous city and important port of teutonic order and the city belonged to hanzeatic league
i found that at the beginning of XV century around 9000 people lived in elbląg (similary to torun), only gdansk was bigger from teutonic order cities
so province warmia had at least 20000 inhabitants, (my data come from elbląg webpage)
Elbing had no seaport - it could not be accessed directly by heavy seafaring ships (in the gameperiod anyway, it was different in the early middleages). Normally Pillau was used as seaport for Elbing, but Pillau was never in Polish Warmia.
I don't understand what you are willing to change in regard to population of Warmia exactly. Population values are derived from cities not provinces, and only 1 single city is taken into account, in this case Torun which had about 10-15k habitants during the 15th century.
 

Tunch Khan

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Nice mod and a beautiful map. But I think you might find this map here useful if you ever consider fixing Asia Minor:
AsiaMinor_1453.JPG
 
Jul 24, 2003
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Kasperus,

Someone reported CoT anomolies in Africa - several provinces end up trading out of either Japan or Mexico.

Specifically: Zimbabwe, Buganda and half the Kongo trade out of Tenochitlan, the rest of the Kongo trades out of Yamashiro.

How is it determined which province ends up trading from which CoT?
 

szmik

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Kasperus,
why watk won't work in moddir? is it hard to solve it?

I tried it but apparently there's problem displaying Terra Incognita :(
are graphics files too cryptic to make it properly?
 

Kasperus

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FAL said:
Kasperus,

Someone reported CoT anomolies in Africa - several provinces end up trading out of either Japan or Mexico.

Specifically: Zimbabwe, Buganda and half the Kongo trade out of Tenochitlan, the rest of the Kongo trades out of Yamashiro.

How is it determined which province ends up trading from which CoT?
Don't know, don't think anyone knows for sure either...


szmik said:
Kasperus,
why watk won't work in moddir? is it hard to solve it?

I tried it but apparently there's problem displaying Terra Incognita
are graphics files too cryptic to make it properly?
Yes, that is thus the problem - apparently ti does not get moddired and it applies to all mods with modified maps. However, apparently someone found a workaround for it:
http://www.europa-universalis.com/forum/showthread.php?t=235076

Have not tried it myself though so cannot guarantee it will work ;)
 

Norrefeldt

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The mercantilistic-free trade DP setting of the owner of a COT affects how far away it collects income, and a few African COT's with free trade setting could perhaps be tried. Timuktu, Tunis, Alexandria and several East coast settlements were important trade centers 1419.
 

Ciçatrix

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Jul 24, 2003
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A few things:

  • The #Torquemada and the Expulsion of the Moors# events almost destroys the population of La Mancha (ID 439). Is this intended? (Reported by Aladar)
  • The same event also leaves Cordoba sunni. Intended? (Reported by Aladar)
  • #The Kingdom of Prussia# event has a wrong event trigger. It should be an 'AND' instead of 'OR' trigger that Prussia doesn`t exist. Otherwise if Prussia exists, the event fires, but BRA doesn`t change tag to PRU. (Reported by Tonio)

Also, there are a few bugs reported in the bug report thread about the leader start- and deathdates. You might want to change those in the WatK mod too.