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unmerged(131989)

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1. I think provinces' infrastructure should be damaged while there is fighting in the province or someone is occupying it. This could represent the devastation of wars. For example after the WW1 Europe was in ruins. More men and more advanced military technology = more damage to cities and roads. I also think local people should suffer some casualties as well.
The game mechanics don't really allow for something like this. There aren't appropriate event triggers even if we wanted to create the thousands of events needed for it. So, sadly, we can't have this.
2. The civilizating system in this mod is great! But the problem about civilizating countries is that catching up in technology is hard or impossible. There should be atleast some sort of flow of ideas from Europe to newly civilizated countries.
Some events that give tech or give a chance to pay some money to receive technologies. So that countries after civilizating should become technologycally average and have at least a chance to catch up.
Well there are events for each uncivilised country to balance back out after civilising so that they don't get the same penalties as they did when uncivilised. Playing catch-up is something which is hard, but by no means impossible. It just requires converting a larger proportion of your POPs to clerks really.

I'm not sure what others think on this point, though. I think it is fine as it is, but others may want something done too??
 

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If you consider great CSA steamrolling through USA, capturing everything south of New York and getting an event where it loses the war. Now imagine that every war and event path goes the same script in this mod. If you like it VIP is for you.

Note that this happens only when BOTH CSA and USA are AI-Controlled, AND CSA is not allied to the human player of a major third nation. If you want to change the line of history, you have to actively move to change it by allying with CSA, otherwise the mod will maintain the historical flow of events, regardless of the ideosyncratic behavior of the AI nations that might indeed have the CSA doing better than historically. This is what players have consistently said to us they want - a historical environment in which they have the potential to change history themselves, but otherwise the major events of the period happening as they historically did.

We continue to improve triggers for events to ensure that this is the result for most of the major geopolitical actions that happen during the game. We may not have them all, and we may still miss having the exact player conditions (say a human player Haiti allying with CSA during the Civil War) but for the most part, we are trying our best to provide both the historical environment and opportunities for human players to change history IF they actively partake in the process.
 

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Well there are events for each uncivilised country to balance back out after civilising so that they don't get the same penalties as they did when uncivilised. Playing catch-up is something which is hard, but by no means impossible. It just requires converting a larger proportion of your POPs to clerks really.

I'm not sure what others think on this point, though. I think it is fine as it is, but others may want something done too??

We've talked about having some "techs" "spread" once one nation has discovered them. But the mechanics of getting it to work right are a problem. The game's triggers and such just aren't refined enough to properly allow it.
 

unmerged(131989)

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We've talked about having some "techs" "spread" once one nation has discovered them. But the mechanics of getting it to work right are a problem. The game's triggers and such just aren't refined enough to properly allow it.
Yeah there are LOADS of trigger conditions I'd like to see in a future patch. Another trigger condition which I think would be useful would be for if a unit is located in a certain province (which you could make more specific). It would also be great if the unitnames could be assigned a reference number too, so you can delete a specific unit (such as the BB Maine, etc... for instance).

Still... I'm not hinting or anything at source code developers :rolleyes: :) lol!
 

unmerged(95044)

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Randomness in events

Hi!
I have just gotten started with VIP and have some questions about it: VIP really has thousands events(OHgamer was not extravavegating :D). I think that is a good thing but it is a bit overwhelming. I wonder how these events are coded. Are they made so that the AI allways takes the historical outcome in all events or does it exsist randomness in the equation? I think the game would be rather static if everything allways is going to unfold exactly according to history. That kind of takes away the excitement of events when you allways know what is going to happen. An other event related question:
I have noticed that the AI has had several eventdriven(naming the second oriental crisis as an example) wars where the war basically was over a few days after it began. Is that just because some wars actually did end very quickly historically or is some event triggers bugged?
 

unmerged(131989)

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Hi!
I have just gotten started with VIP and have some questions about it: VIP really has thousands events(OHgamer was not extravavegating :D). I think that is a good thing but it is a bit overwhelming. I wonder how these events are coded. Are they made so that the AI allways takes the historical outcome in all events or does it exsist randomness in the equation? I think the game would be rather static if everything allways is going to unfold exactly according to history. That kind of takes away the excitement of events when you allways know what is going to happen.
Well most events are given a bias towards the historical outcome, though most events are usually never guaranteed 100% to turn out historical - there is that chance of it being ahistorical at some point.
I have noticed that the AI has had several eventdriven(naming the second oriental crisis as an example) wars where the war basically was over a few days after it began. Is that just because some wars actually did end very quickly historically or is some event triggers bugged?
It may be the dates for the events which are bugged? A lot of the time hte war needs to be over so the troops can get back to where they'd normally be stationed (such as in the 2nd oriental crisis - don't want Ottoman troops on Egypt when the crimean war kicks off!).
 

unmerged(131989)

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My first post in this thread highlights a bug with event ID ranges, it appears.

Also, as this thread gives downloading links and details of installation of the mod, could it be stickied please?? Moreover, there have consistently been threads asking about where to download from, or what order to install in, so a good stickied thread would be helpful, IMHO. The thread for the current hotfix is stickied, so why not this (or perhaps a seperate thread?) getting stickied as well??
 

FREDREX

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Budget Deficit Why??

Look my bugdet

dibujo2di9.jpg
[/URL] [/IMG]

Why i loose money if i make 50 pounds for day
 

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Close the screen of you viewing money and all shall be made clear as you gain your 50 pounds a day.
 

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It could be that your imports or tariff income is fluctuating greatly, or that some of your factories aren't getting enough raw materials, and thus don't have a consistent output.
 

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It could even be because you have too much money in your treasury and need to spend about £500,000 or so.

Just a guess. Let me know if it works.;)
 

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Further proof that a stimulus bills cure;) recession woes.
 

unmerged(62907)

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hulls

Hello

I wrote this long time ago, but even with the latest hotfix (VIP R 2.02) I still have the problems that I cannot build hulls (and no other country as well). What might be the problem?

Anyway: I installed vp r 2.02 but the version number stills shows 2.01. Is that "normal"?
 

MannheimCouncil

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I had the same problem in my last game with VIP:R. I solved it by manually setting "ammunition_factory = yes" in my savegame. Seems like the activation event for the factory type is buggy.

I would be interested to know, whether we are the only ones having that problem. That might point to a faulty install.
 

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Yes its a bug up 500.000 the money stop, but after pre great war in 1905(russia,austria,france and italy agianst mee) i spend a lot of money, hard war but thanks to my armie i dont loose territories, and i made white peace whit all
 

unmerged(131989)

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Anyway: I installed vp r 2.02 but the version number stills shows 2.01. Is that "normal"?
2.01 is the reference for the level to which the .exe program is patched to. VIP doesn't work on modified .exe files, so it shouldn't change the number in the top right (it should still say "2.01" in the top right for your VIP:R version).

For the factory, it is industrial invention #572. The triggers are:
Code:
	trigger = {
		technology = 2104 #Steel Steamers
		technology = 5304 #Cheap Steel
		invention = 217 #protected cruisers
	}
With the start and deathdate in 1870 (after passing a deathdate the inventions become more likely).

Basically the only reason I can see these not firing are because the game engine is just overloaded. It is recommended that you play at no faster than 'above normal', and that you save and reload every 5 years, to ensure that the game engine can compute all of the data successfully.
 
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MannheimCouncil

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Thanks for the info, Palisadoes. I've only played on "below normal" speed, but I try to reload a bit more often.

I'll try a couple of new games as soon as I've got the time.


PS: Event #572 didn't fire for any of the AI nations either, as far as I can tell. No modern ships in 1904 for anybody.
 
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