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OHgamer

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orimazd said:
Another problem with playing as the US: When you choose instead to puppet Canadia instead of annexing them, Britain still gets Columbia Territory.

Ugh, more ahistorical behavior causing havoc to our events. :wacko: :D

just to confirm -

1) you had a war with ENG and made Canada a satellite
2) you did not get the Oregon Treaty event
 

orimazd

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OHgamer said:
Ugh, more ahistorical behavior causing havoc to our events. :wacko: :D

just to confirm -

1) you had a war with ENG and made Canada a satellite
2) you did not get the Oregon Treaty event
Yes, I actually did get the Oregon Treaty event; that's when I declared war both times.

I think that its like this: annex Canada, get Columbia. In this scenario Britain gets Manitoba and Alberta like it didn't happen at all. The US annexes southern BC in one fell swoop for the gold mining events.

Or, you puppet Canada, and they get Central Canada but Britain still gets BC even if you choose 54 or fight (which is when I declared war, even if they accepted).
 

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orimazd said:
Also, in no games as the US in the new VIP give me the option to annex Texas; I have to start the war with Mexico myself.

the option lays with Texas itself requesting it, since it was Texas that applied to join the Union, not the US demanding Texas become part of the nation. If Texas chooses to remain independent (and there are options in events that allow this) then the US will have to take Texas itself.
 

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OHgamer said:
the option lays with Texas itself requesting it, since it was Texas that applied to join the Union, not the US demanding Texas become part of the nation. If Texas chooses to remain independent (and there are options in events that allow this) then the US will have to take Texas itself.
Is that option 50/50? I have only played as the US twice since you released the new VIP, so I might have just had bad luck.
 

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orimazd said:
Is that option 50/50? I have only played as the US twice since you released the new VIP, so I might have just had bad luck.

it's not just one event, there are 4 or 5 events that, depending how they fire, can have either Texas reject becoming part of the union, or sleep the events that have texas later request joining the union.

I'm gonna go through the files to make sure there is not something mixed up in an event chain somewhere, but AFAIK there are no known bugs, just plenty of possibilities for ahistorical choices to be made that keep Texas independent, and all it takes is AI Texas choosing 1 to scupper it.
 

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also note that the main event has this as the trigger

trigger = {
atwar = no
exists = TEX
NOT = { is_dominion = TEX }
NOT = { is_satellite = TEX }
relation = { country = TEX data = 1 }
}

And only fires between 1846 and 1847, so if you were in your war with Britain, and it lasted for all of 1846 and 1847 before the Texas union event fired, the window of opportunity would be lost. Will need to extend the window for the event.
 

orimazd

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OHgamer said:
also note that the main event has this as the trigger

trigger = {
atwar = no
exists = TEX
NOT = { is_dominion = TEX }
NOT = { is_satellite = TEX }
relation = { country = TEX data = 1 }
}

And only fires between 1846 and 1847, so if you were in your war with Britain, and it lasted for all of 1846 and 1847 before the Texas union event fired, the window of opportunity would be lost. Will need to extend the window for the event.
That is probably my problem.
 

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I don't know if this has been mentioned, but I'm playing as CSA, and the Democratic Party's Trade Stance is listed as "Interventionism". It's behaving as if it should be free trade. The economic policy is Laissez Faire, so I'm not sure if its just a labelling mistake or what.
 

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JMS424 said:
I don't know if this has been mentioned, but I'm playing as CSA, and the Democratic Party's Trade Stance is listed as "Interventionism". It's behaving as if it should be free trade. The economic policy is Laissez Faire, so I'm not sure if its just a labelling mistake or what.

Known bug, will be fixed in the first bug fix.
 

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HOTFIXES FOR VIP:R 0.2​

******Hotfix #1*******

Released 10 June 2008​

Hotfix #1 requires VIP:R 0.2 to be already installed

VIP:R 0.2 Hotfix 1 FOR PC USERS


Download Hotfix For PC Here


This installer contains fixes to files with small bugs and inconsistencies that have been discovered since the release of VIP:R 0.2.

To install this hotfix, have the installer install the files directly over your copy of VIP:R 0.2 on your system. It is being hosted on Mediafire. To download, click on "Click Here To Start Download" on the right side of the webpage. You do not need to completely remove and reinstall VIP:R 0.2 from your system unless you have added any additional user-made mods to your copy of VIP:R

VIP:R 0.2 Hotfix 1 FOR MAC USERS


Download Hotfix For Mac Here


This is a zip file with all the new files for updating VIP:R 0.2 with the latest hotfix. You must manually transfer the contents of each file within the zip to your copy of VIP:R 0.2 to apply the hotfix.

Changelog for VIP:R 0.2 Hotfix # 1 :

tweaked starting pops in Panama provinces, more central american, less north andean
extended deathdate on Texas joining the Union event.
added flags to events surrounding Oregon Treaty and cession of Nez Perce lands to better control who gets what depending on how events fall
fixed double prestige command error in EGY155005
reworked Byzantine creation event and added new parties to GRE party file to ensure no CTD if Greek Constitution event fires after proclamation of Byzantine Empire
renamed agglomerated states in USA to more neutral names
corrected supplyconsumpton price for destroyers
fixed problems with End of War of Peru-Bolivia Confederation events
tweaked PRUMiddle.AI to reduce further likelihood PRU attacks BEL
fixed wrong picture links in BRZ and USA leader files
fixed bug in USA Greenback Policy event & silver devaluation
fixed generic repeal of slavery event so as not to fire for France (which has its own event)
fixed conversion to Tea events in Ceylon for ENG in VIP_Province_owner.txt
fixed text bug in IND Ultimatum to Thibaw event
added Kablaroth's Franz Josef Diamond Jubilee events
fixed missing core in DAI149001
fixed bugged command in TUR279056
fixed problems with leader files having wrong format
tweaked London Protocol event so that it only fires during first Schelswig war, not second
fixed bug that causes crash when VNZ or ECU become Gran Colombia
second Seminole War now raises MIL for Seminole, not Cherokee
fixed bugs in party files for ARG, TUR, CSA and U24 (Philippines) regarding issues
adjusted Irish Soldier POPs
fixed bug with TRE275014
tweaked starting output of cotton and sulphur provinces in province.csv to help alleviate early-game shortages
China starting naval unit renamed in VIP_China.inc
 

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Yay!
 

unmerged(94452)

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European Infrastructure in 1881. (USA is empty of RR as well)

Reinstalled, test-ed & the same thing happened when Player is Japan. Problem did not surface when Player is a Western Power.

ScreenSave0.jpg
 

OHgamer

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Like I've noted earlier, this is an .exe issue, not a VIP issue. Players playing a nation that starts out far behind in tech and retain a non-LF party in power seems to create in the game engine calculations a major emphasis on the part of the game engine to have capis in ENG, FRA and USA build factories, as the human player will not be likely to fill world demand for a long time.

It's frustrating, but there seems to be little we can do to alter this behavior, and it's not entirely clear why it should behave this way with players of CHI, NIP and to a lesser extent RUS, but it does. And the oddest thing is that if you put a LF party in power in CHI or NIP, as the start of the next month the AI nations with LF in control explode in a rail construction frenzy.
 

unmerged(34416)

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On Resource Values

In Victoria each province has a resource, and each resource has a value. Typically this is 50, and shows in Victoria as 2.5.

If you like then 2.5 is the base.

Some countries have the majority of their resources below this, some above this. It tends to be the case that the more powerful a country is the better their resources are.

To me this is unfair.

There's many technologies and inventions that increase the efficiency of a resource, and tax collection etc.

An example is if you look at Greece and the Balkans in general. The resources there are very poor. It seems to be the case that countries that are intended to "stay down" have poor resources, compared to countries that are supposed to be world powers.

I'd advocate something a little different. I think all resources should be 2.5. However there should be exceptions where a resource is particularly abundant, or where the land quality is very poor.

This shouldn't upset the game, but it would mean it was more possible for someone to turn around a poor country. As it stands poor countries are destined to remain that way, as no matter how much technology and how well the country is run, if your coal deposits are at value 30, where Germany has theirs at 150 then you can't compete.

I don't know if there's previously been any discussion on this or not. I'm sure that making this change would also mean enhancing the effects of technology and invention on production, but it would make for better gameplay, and a game that didn't feel as if it was forcing the result.
 

OHgamer

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JMS424 said:
OH - If I install the Hotfix now, will it mess with my saved games, or will they continue as normal?

It is always best to start a new game when you install a hotfix, since there is no 100% guarantee it might not cause problems.
 
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