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Which candidates should VIP assign the last three open tags for (choose 3)

  • Japanese Revolter

    Votes: 82 51,3%
  • Yucatan Revolter

    Votes: 70 43,8%
  • Newfoundland

    Votes: 45 28,1%
  • One Additional African Native State

    Votes: 27 16,9%
  • Iraq/Mesopotamia Revolter

    Votes: 71 44,4%
  • Ryukyu Islands

    Votes: 21 13,1%
  • An Independent State In The South Pacific

    Votes: 19 11,9%
  • Kurdistan Revolter

    Votes: 65 40,6%
  • One Additional Native American State In North America

    Votes: 18 11,3%
  • Czechoslovakia Revolter

    Votes: 43 26,9%

  • Total voters
    160
  • Poll closed .
Status
Not open for further replies.

OHgamer

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1 - not sure, perhaps there are two versions?? Will have to look

2 - perhaps Cuba was made a satellite, perhaps the USA chose the b option not to intervene, perhaps Spain does not own all Cuba at the time ?? There are a couple of AI B-choices that could be made that would prevent the war from happening in a small number of occasions (5%) so the war is not 100% guaranteed.

3 - Was that via event or the actual capis building things. If the latter, that bug should have been fixed in the set of changes that created Victoria:Revolutions 2.01. Although if your capis have been building all kinds of factories in Ile de France, it might have been one of the few left at the time :confused: but since clipper/steamer shipyards can not be built in landlocked provinces, it builds nothing. Still it should not be in the choice of things for capis in Ile de France, since they are landlocked.

Now if it was the state support event, the choice of states is random, and there is no way to inhibit the game engine from picking an inland province for a potential steam/clipper factory. We provide 3 choices to help reduce the chance, but in the end if all three are landlocked, that's the bad luck of the draw - just say no.

4 - I think it is a US flavor event only - no one has written any French equivalent.

5 - Again, likely due to whoever wrote the event focusing only on the US side of the equation, so there may not likely be any events for FRA or ENG, esp since you can not physically trade ships - so instead it's just a money loss for the US in exchange for probably added units. Would have to look further, dunno off the top of my head given the mountain of US Civil War events.
 

OHgamer

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Graf Zeppelin said:
Hello, Iam under the impression that in VIP Rev. the AI is not able to increase its mobilization pool wich leads to severly underpowered performance in the late game.
I loaded several Great powers up in 1910 and they have no mobilization pool at all bare the one they started with.

Are you playing VIP:R or VIP 0.45 for Victoria 1.4. This is the thread for 0.45 for Victoria 1.4.

But in general the AIs have not developed mobilization pools has been an AI issue since well before Revolutions, the AI prefers to maintain a standing army so unless the country starts with a mobilization pool (like Prussia, Belgium or Netherlands) it never chooses to develop one.

Not something we can fix in VIP, it's a base game issue.
 

Graf Zeppelin

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Ah then its the wrong thread,sry.Iam playing Vip Revolutions.
Hm i remember before instaling Revolutions the AI using large forces of conscripts.
The problem for me is that the AI uses an adequate standing army,however with no mobilization pool they are waaay to weak to fight a war in the endggame at me.Does playing on harder difficulties increase the standing armys the AI uses ?
 

OHgamer

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Graf Zeppelin said:
Ah then its the wrong thread,sry.Iam playing Vip Revolutions.
Hm i remember before instaling Revolutions the AI using large forces of conscripts.
The problem for me is that the AI uses an adequate standing army,however with no mobilization pool they are waaay to weak to fight a war in the endggame at me.Does playing on harder difficulties increase the standing armys the AI uses ?

It might, but it would likely cause other oddness in how the game behaves that we have not tested since we test at normal/normal.
 

OHgamer

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Door Number 3 said:
Will Victoria VIP work with Vista operating system?

RELee has been using Vista with VIP, so I will assume it does work. Hopefully he can stop by and describe any issues he may have had, but apparently yes it does work.
 

Ivan Rogov

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Was that via event or the actual capis building things. If the latter, that bug should have been fixed in the set of changes that created Victoria:Revolutions 2.01. Although if your capis have been building all kinds of factories in Ile de France, it might have been one of the few left at the time but since clipper/steamer shipyards can not be built in landlocked provinces, it builds nothing. Still it should not be in the choice of things for capis in Ile de France, since they are landlocked.

But it's on the Seine, hence "island of the Seine" name...but I guess this doesn't count?


not sure, perhaps there are two versions?? Will have to look

It read like it was part of the story, like someone staring a book on chapter 2.
 

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I'm just constantly getting CtDs. The menu screen loads fine but when I try and load a game as a nation it crashes the moment I click anything (unpause, taxes, trade buttons). VIP is supposed to be downloaded with 1.4 right?
 

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capitalist build bug

I am playing Korea and I have built capitalist and for some reason even though I have intervention political party they will get about 1700 in cash then go down to 400 and not build anything. I have techs to build factories but it is not happing. I have played around with tax rates but to no avail. I have found the same problem with Japan only they will build factories just not railroads even though I have the required techs. Why does money just disappear into an apparent lala land? I never had this problem playing with the US.

I remember reading a while back someone having this same problem.
 

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I just had a few comments on the "Defend the Homeland" events.

First, this event will occur for a country at war whenever the game is reloaded, which, in order to ensure that the AI does not fall asleep, is recommended for many players. I'm not sure there is a solution for this, b/c the only check is that the country is at war, but perhaps once is enough for these minors, as every time it occurs it raises speed and morale.

Second, I would recommend this event be disabled for colonial puppets, as they typically do not participate in wars, but get the extra divisions and morale boost. This is especially pertinent for British puppets, which peace out automatically but get the boost in the first days of the war. For example, Tonga, which by all means will never be involved in a conflict, can accrue 40+ divisions over the course of its existence. If it is annexed by the UK, those divisions all go to Britain, which can use them as cannon-fodder (not to mention the fact the 40 divisions would wipe out the Tongan (?) population)
 

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Door Number 3 said:
I'm just constantly getting CtDs. The menu screen loads fine but when I try and load a game as a nation it crashes the moment I click anything (unpause, taxes, trade buttons). VIP is supposed to be downloaded with 1.4 right?

VIP 0.45 is for Victoria 1.4
VIP:R 0.1 is for Victoria:Revolutions 2.01

RELee was testing with VIP:R 0.1

I do not know if anyone has tried Vista with 0.45 for Victoria 1.4, so can not offer any guidance. I'm an XP person, and won't be going to Vista for a while.
 

OHgamer

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Alyosha said:
I just had a few comments on the "Defend the Homeland" events.

First, this event will occur for a country at war whenever the game is reloaded, which, in order to ensure that the AI does not fall asleep, is recommended for many players. I'm not sure there is a solution for this, b/c the only check is that the country is at war, but perhaps once is enough for these minors, as every time it occurs it raises speed and morale.

Second, I would recommend this event be disabled for colonial puppets, as they typically do not participate in wars, but get the extra divisions and morale boost. This is especially pertinent for British puppets, which peace out automatically but get the boost in the first days of the war. For example, Tonga, which by all means will never be involved in a conflict, can accrue 40+ divisions over the course of its existence. If it is annexed by the UK, those divisions all go to Britain, which can use them as cannon-fodder (not to mention the fact the 40 divisions would wipe out the Tongan (?) population)

good points. I'll see what i can come up with for VIP:R 0.2
 

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Ivan Rogov said:
But it's on the Seine, hence "island of the Seine" name...but I guess this doesn't count?




It read like it was part of the story, like someone staring a book on chapter 2.

Unfortunately not. There is not much of a mechanic for rivers connecting to the ocean in this game!
 

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Is there any chance u could remove the war exaustion from the trigger for the "brothers again event?" because it fired once when the CSA had almost totally occupied the north. Or change the event so it checks to see if the confeds are getting owned or not
 

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Collock said:
I am playing Korea and I have built capitalist and for some reason even though I have intervention political party they will get about 1700 in cash then go down to 400 and not build anything. I have techs to build factories but it is not happing. I have played around with tax rates but to no avail. I have found the same problem with Japan only they will build factories just not railroads even though I have the required techs. Why does money just disappear into an apparent lala land? I never had this problem playing with the US.

I remember reading a while back someone having this same problem.

Two issues here

1) for Korea, it could be that the capi is trying to biuild a factory that you have not got the techs for. Each building type allowed is triggered by invention, so you have to have those inventions first before capis can build them, even if they have the money. Unfortunately, the capi build logic does not seem to check for techs when it comes to the earlier types of factories.

2) on Japan, that is not so much a bug as the game engine calculating that Japan would do better to have factories first before railways in terms of production and output of goods in demand on the world market. So factories for some nations get heavy preference before capi logic tells the game to build railways. Again, I'd disagree and for most developing nations it probably makes more sense to use the state to build railways at level one tech everywhere first before converting capis, as you get significant improvements in output once you get your first rail level in place for whatever factories your capis build once you create them.

Long story short - having capis as an unciv or low-ranking civilized nation is not really worth it until you have knowledge to be able to build most of the basic kinds of factories and until you have a basic railway network in place first. The inefficiencies (as well as the bug issue) make having a capi really not very useful.
 

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Darks63 said:
Is there any chance u could remove the war exaustion from the trigger for the "brothers again event?" because it fired once when the CSA had almost totally occupied the north. Or change the event so it checks to see if the confeds are getting owned or not

You have hotfix 6 for VIP:R 0.1 installed? We added new clauses that does not include war exhaustion at all that will trigger if CSA is allied with another outside nation. Were you allied with CSA against the USA? If yes what nation? it is possible that we may have not included your nation (there is no trigger is_allied so we have to list possible allies for CSA)

this is the trigger for 14235 in scenarios/VIPScen/events/vanilla/CSA.txt (all vanilla events for VIP are in their own folder as most have been modified, and the mod does NOT refer to the vanilla events in db/events)

Code:
	trigger = {
		war = { country = CSA country = USA }
		OR = {
			AND = {
				occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
				war_exhaustion = { country = CSA value = 3 }
				OR = {
					ai = no
					NOT = {
						ai = USA
						}
					}
				random = 10
				}
			AND = {
				occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
				war_exhaustion = { country = CSA value = 4 }
				OR = {
					ai = no
					NOT = {
						ai = USA
						}
					}
				random = 15
				}
			AND = {
				occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
				war_exhaustion = { country = CSA value = 6 }
				OR = {
					ai = no
					NOT = {
						ai = USA
						}
					}
				}
			AND = {
				ai = yes
				ai = USA
				OR = {
					occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
					war_exhaustion = { country = CSA value = 6 }
					}
				NOT = {
					alliance = { country = CSA country = ENG } #alliance with some outside power
					alliance = { country = CSA country = FRA }
					alliance = { country = CSA country = MEX }
					alliance = { country = CSA country = PRU }
					alliance = { country = CSA country = GER }
					alliance = { country = CSA country = SPA }
					alliance = { country = CSA country = RUS }
					alliance = { country = CSA country = AUS }
					}
				}
			AND = {
				ai = yes
				ai = USA
				occupied = { country = CSA data = 40 } # 40% or more of CS provs in enemy hands
				OR = {
					alliance = { country = CSA country = ENG } #alliance with some outside power
					alliance = { country = CSA country = FRA }
					alliance = { country = CSA country = MEX }
					alliance = { country = CSA country = PRU }
					alliance = { country = CSA country = GER }
					alliance = { country = CSA country = SPA }
					alliance = { country = CSA country = RUS }
					alliance = { country = CSA country = AUS }
					}
				}
			}
		}

the first three scenarios require that CSA have chunks of its land occupied AND certain levels of WE, the fourth is for when both USA and CSA are AI-controlled, CSA hits either lost land or war exhaustion, and CSA not allied with one of the third powers listed, the final one are the conditions if CSA has third-party allies, only requiring land occupied, not war exhaustion.

If no, and you do not have a direct interest by being allied with CSA, then we will not be changing it. The goal of the game is to ensure historical outcomes, and if the human player is not one of the principles nor allied to the CSA, then the default bias will remain on keeping the historical line of development. If human players want to keep the CSA around, then ally with the CSA and help CSA defeat the USA.
 
Last edited:

Dietmar1982

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Door Number 3 said:
Will Victoria VIP work with Vista operating system?

I'm playing on a Vista machine, and i have only encountered one problem.
I can't change the resolution.
I can do it in the config, but i doesn't actually affect the game.

You also have to remember that there have been reported some problems with installing games in the program files directory. Apparently Vista wants to move all save games to a default location, which messes up the game.

I'm not a hundred percent sure this is a problem with Victoria. But i have seen it in other games. So if you have any problems with long loading times or missing save games, i would advise you to move the game to a different directory and see if that helps.

Edit: 100 post in allmost three years. Not counting the years before i bothered to register. :eek:
 

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Not really a bug, but a quick question. I'm playing as Russia and have just given the Ottomans a good stuffing during the Crimean war and the 'Tsar of all the Slavs' event fired, I selected yes (and took a horrible drop in relationship with the rest of europe) but sadly the Ottomans chose 'Carry on fighting' in response. I was just wondering if this event will fire again, or am I going to be forced to take the balkan lands in a peace deal and release Bulgaria, Serbia etc?
 

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Graf Zeppelin said:
Hello, Iam under the impression that in VIP Rev. the AI is not able to increase its mobilization pool wich leads to severly underpowered performance in the late game.
I loaded several Great powers up in 1910 and they have no mobilization pool at all bare the one they started with.

Wow, I didn't know that. That's really dissapointing.
 
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