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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.

unmerged(95734)

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Hi,

I just downloaded the file on the first page. It says the install version is 0.42 instead of 0.45. Okay, I continued and installed it. New graphics appear. I have Vicky 1.4 and Rev with patch installed btw. Then I want to play a new compaign. But all I get is an error message saying:

---Error: (Illegal province ID: 0) 'ownedprovinces= {' Line= 45file= scenarios/VIPscen/ABU_abudhabi.inc---

Do you still want to continue?

What is wrong? How can it be corrected?

Adler
 

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Adler17 said:
Hi,

I just downloaded the file on the first page. It says the install version is 0.42 instead of 0.45. Okay, I continued and installed it. New graphics appear. I have Vicky 1.4 and Rev with patch installed btw. Then I want to play a new compaign. But all I get is an error message saying:

---Error: (Illegal province ID: 0) 'ownedprovinces= {' Line= 45file= scenarios/VIPscen/ABU_abudhabi.inc---

Do you still want to continue?

What is wrong? How can it be corrected?

Adler

If you have Revolutions, you need to install VIP:R 0.1 for victoria:revolutions, not VIP 0.45 for Victoria 1.4

Best thing to do is a complete uninstall, then reinstall Victoria, Revolutions, then make a desktop copy of your newly-installed Victoria Revolutions folder, and install VIP:R 0.1 into that desktop copy (ViP modifies universal files for Victoria since it does not have mod-dir, so if you install VIP over your HD root copy of Victoria:Revolutions, you'll not be able to play the orignal sceanrios unless you do another complete uninstall.)
 
Feb 15, 2008
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shasla6 said:
Behold Deutsch Sud Afrika:

ScreenSave0-1.jpg


Note the pie chart. Not bad if I do say so myself. Afrikaner is a culture I created to prevent an unsightly mixing of north and south German.

How on earth did you do that?

Bit silly if you added loads of "Afrikaner" pops in Africa, Seeing as germany was never in south africa and only had a few sausages factories which was laughably called an empire.
 
Feb 15, 2008
110
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Long LEE said:
I'm pretty sure this may have been asked before, but the ship building by the UK, is it a little buggy or is the IA just cheating?? I've been watching the UK during this game, and early in the game they had over 150 MW.... sure fine. Next came the PDN class, and in a short time all their MW were gone (which seems correct) then in no time, they had over 120 PDN in their docks!! I just checked again, and now they have about 96 DN as well... In the same time I built 4 PDN and 16 DN, and thought I was doing well???? Is it something hard wired for Old Britania?

During the Great War, The Royal Navy had 24 Dreadnoughts, 10 Battle Cruisers, 47 Heavy Cruisers, 61 Light Cruisers, 225 Destroyers and 76 Submarines. Thats around 450 in its fleet plus many, many others which could be called upon.
 

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yes right click on the flag and the full list of nations that can be chosen will pop up

we reduced the number of flags at start to one so that players can easily change nations in the middle of a game. Just save your game, restart, right-click on the flag of the nation you were playing, select the country you want to play and away you go. No having to edit the savegame files.
 

unmerged(88345)

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we reduced the number of flags at start to one so that players can easily change nations in the middle of a game. Just save your game, restart, right-click on the flag of the nation you were playing, select the country you want to play and away you go. No having to edit the savegame files.

I thought that you had to change the name of your computer, as when you right click on the list of nations the other great powers won't appear unless you do that.
 

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Weygander said:
I thought that you had to change the name of your computer, as when you right click on the list of nations the other great powers won't appear unless you do that.

nope, with just the one flag, all playable nations not selected, including the other great powers, will appear in the list, be it at the start or starting from a savegame.

the reason you have to change in the orignal 10-flag format is due to those nations being open for multiplayer, and even if no one chooses them, they remain 'open' and thus you have to do the switcheroo.
 

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Has VIP changed anything in the naval unit files? I have this mod that makes navies vastly more expensive, could I just copy that over, or will that screw something up with the mod. Also, does the AI take maintenance costs into account when building ships, more specifically, does the AI take into account whether he can afford the ships at MAX maintenance, otherwise I fear I'd bankrupt Britain if it doesn't.
 

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OHgamer said:
we're working on trying to slow down the builds. the problem is that if we state a hard cap for ENG in the AI files, it allows the human player a target to reach that the AI will not build over until such time as their AI file changes and a new cap is set. Better to have the AI react flexibly to ensure its dominance.

Would it not just be possible to set all nations to their historic naval build levels, and then have additional ai files to increase the build limits for the ai if the player decides to go stronger? I suppose it would take additional ai files and switches. The revised naval build scheme would only be triggered it the player decided to exceed the navy of the particular ai nation in question. Say i'm playing as GER and I decide to build a mega fleet. Britain increased naval ai would trigger if GER is human and has a greater fleet size.

Code:
	trigger = {
		OR = {
                                   AND = {
                                              NOT = { ai = GER }
                                              stronger_navy = { country = GER country = ENG }
                                   }
                                   AND = {
                                              NOT = { ai = AUS }
                                              stronger_navy = { country = AUS country = ENG }
                                   }
                                   AND = {
                                              NOT = { ai = ITA }
                                              stronger_navy = { country = ITA country = ENG }
                                   }
                                   AND = {
                                              NOT = { ai = USA }
                                              stronger_navy = { country = USA country = ENG }
                                   }
                                   AND = {
                                              NOT = { ai = NIP }
                                              stronger_navy = { country = NIP country = ENG }
                                   }
                                   AND = {
                                              NOT = { ai = ARG }
                                              stronger_navy = { country = ARG country = ENG }
                                   }
	}


And so on and so forth in that manner so that just about every country could trigger this event. After that triggered, the effect of that event would be to increase naval build scheme to unlimited. That way if a player decides to build more the ai would be increased to unlimited build levels. There are still problems. Restricting to a limited number might mean that a nation keeps its old ships. I suppose a solution is to have a seperate naval ai that only triggers an increase in navy after a certain ship can be built, thus guarenteeing that some new ships would be built in that class. And how exactly would theai files trigger? If France is supposed to have big navy but Britain's should be stronger as it was historically, and the human is playing Britain, then does that mean France automatically gets an unlimited build scheme, even if Britain player is not building outside of historical bounds? In addition, I don't know how the ai calculates how "powerful" a navy is so that may present problems to my plan. An entire dynamic ai can be built just for naval build levels if someone tried. HOI2 has tons of ai switches. Comments? Suggestions?
 

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I would love a more dynamic ai build scheme, but I se some possible problems with the triggering part.
What if the AI build limit is 300 but the AI for some reason only has 100 ships, (could be from losses in war or ships disbanded as part of a rebuild of the fleet).
the enemy fleet might be of 150 ships, this way the ai file switch would be triggered even though it wouldn't be needed.

I don't know the triggers so there may be a way around this.
 

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dietmar has it exactly, there are unfortunately too many ways in which ENG could have a smaller navy that do not involve simply the player building more than ENG to make this kind of event really work properly. Especially the switchover from one class of ships to another, the AI for reasons I don't understand will get rid of all the old ships before having the new ones deployed, and thus artificially reduce their naval power for a couple years before it comes screaming back in spades.

In the end the question is which is better, to have ENG and other naval powers overbuild or underbuild. I would argue overbuild and remain a challenge to the human player makes more sense than underbuild and make it too easy for the human player to gain mastery of the seas against other historical naval powers.
 
May 29, 2007
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I'd like to re-ask a previously mentioned question:
Do you/did you plan changing the cost of naval units in VIP, to end with "decent" fleet size of 10-20DN ? I read about that in a main forum thread about half a year ago, and i seemed that i successfully reduced the overall fleet size.
 

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qwerkus said:
I'd like to re-ask a previously mentioned question:
Do you/did you plan changing the cost of naval units in VIP, to end with "decent" fleet size of 10-20DN ? I read about that in a main forum thread about half a year ago, and i seemed that i successfully reduced the overall fleet size.

we're still doing testing on this, the main focus we are using is less on the initial cost than on the supply cost to keep it going. but still testing this.
 

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Friedericus Rex said:
Has VIP changed anything in the naval unit files? I have this mod that makes navies vastly more expensive, could I just copy that over, or will that screw something up with the mod. Also, does the AI take maintenance costs into account when building ships, more specifically, does the AI take into account whether he can afford the ships at MAX maintenance, otherwise I fear I'd bankrupt Britain if it doesn't.

I really want to know so I'm asking again.
 

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Lord_Protector said:
How on earth did you do that?

Bit silly if you added loads of "Afrikaner" pops in Africa, Seeing as germany was never in south africa and only had a few sausages factories which was laughably called an empire.

He regrouped the South German and North German migrant pops under Afrikaner because he didn't like the mixing it gave in the piecharts.
 

leggbros

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OHgamer said:
dietmar has it exactly, there are unfortunately too many ways in which ENG could have a smaller navy that do not involve simply the player building more than ENG to make this kind of event really work properly. Especially the switchover from one class of ships to another, the AI for reasons I don't understand will get rid of all the old ships before having the new ones deployed, and thus artificially reduce their naval power for a couple years before it comes screaming back in spades.

In the end the question is which is better, to have ENG and other naval powers overbuild or underbuild. I would argue overbuild and remain a challenge to the human player makes more sense than underbuild and make it too easy for the human player to gain mastery of the seas against other historical naval powers.

Solution. Once the AI fleet is bigger than the human's, retrigger the original historical build.... ENG is at war with GER, their fleet gets trashed and I as France have built 2/3 of the historic fleet of Britain. Britain's fleet is now weaker but Britain begins to rebuild its fleet because it was set to unlimited build. It will eventually surpass mine provided I don't build anymore. Once it passes my fleet, it can retrigger the historic build limits via the stronger_navy trigger, except in reverse of what it was before. If I have however built a larger fleet than ENG, then the event would trigger for unlimited and once Britain surpasses my fleet, then the event would cause Britain to go back to historic build, effectivly stopping build, but then even if I continue yet again to build it will just retrigger the unlimited, even though we have built over the historic limits of both of our ships. If I continue to build then the AI will match me, always. Problems? Also this could be completely moot if the source code is released, which it looks like it, however I am still interested because I may not buy any "packs" because I object philosophically to adding money to the aquisition of the hypothestical booster packs....

EDIT: Forgot some details.
 
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