25 posts
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Post by arian on Dec 28, 2014 23:35:29 GMT
Unfortunately that does not effect it. It is not the solution. I will play around a little more but I think that the solution is going to be a tough nut to crack because I have a feeling that it has to either do with the sizes, positions or with the dds files which are referenced here. If you need any help let me know. I have taken a look at some of the log files and I see that some of the dds files are corrupted in the sense that they have bad compression format. This could also be the issue, I will correct the ones that I see are corrupted.
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84 posts
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Post by HansWormhat EvW-Dev on Dec 29, 2014 4:45:49 GMT
I'm noticing problems with the factory production and technology.
For technology, when I set a research goal using the "Goal" tab (great idea, by the way) and I choose a funding amount for the AI to use, the AI will occasionally halt the projects for extended periods, then resume them without using the full funding amount I've given it. Maybe this is just me struggling understanding the system, but it's quite annoying.
Another issue is factories. I've found that playing as Belgium, I can't build factories in certain regions. It's terribly inconsistent when I click on the Construction icon to choose a type of factory in that, the window only comes up some of the time. In certain regions, like Flanders, that window never comes up at all. Additionally, there are no factories available to build apart from small arms - although this could be just me, I haven't made it far and haven't researched much technology, mostly due to the problems above, haha.
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25 posts
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Post by arian on Dec 29, 2014 15:36:32 GMT
I'm noticing problems with the factory production and technology. For technology, when I set a research goal using the "Goal" tab (great idea, by the way) and I choose a funding amount for the AI to use, the AI will occasionally halt the projects for extended periods, then resume them without using the full funding amount I've given it. Maybe this is just me struggling understanding the system, but it's quite annoying. Another issue is factories. I've found that playing as Belgium, I can't build factories in certain regions. It's terribly inconsistent when I click on the Construction icon to choose a type of factory in that, the window only comes up some of the time. In certain regions, like Flanders, that window never comes up at all. Additionally, there are no factories available to build apart from small arms - although this could be just me, I haven't made it far and haven't researched much technology, mostly due to the problems above, haha. Factories are technology dependent. The AI will halt a progress when there is no money available(for your budget, when you have 0 money left) and it will decide when to eventually resume the progress.
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15 posts
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Post by quaza on Dec 29, 2014 17:13:19 GMT
Hey, i just learned yesterday that this Game got leaked. SUPER excited about this because i was pretty upset when it got cancelled. Anyway, few Things i noticed dont know if its Bugs or not but,
1. When i declare war as either the Soviets or USA to the opposing faction im just at war with the Country i actually declared war on. Never with the whole Faction.
2. The World "feels" kinda Dead as other Countrys won't do anything.
3. Few others but thoose already got reported.
Few questions. How do i actually enter into DEFCON 1 without Cheating? Which client is the "Modded" one? do i have to start the Game over the ftm Launcher or with the EvW.exe?
I hope you Guys will continue trying to fix this awesome Game, and i will try to Help you in trying to find morepossible Bugs and reporting them unfourtenately im not keen in modding so i can't Help with that. Again im really thankfull that you guys try to fix it. Because it could be a AWESOME Game.
Best Regards.
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84 posts
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Post by HansWormhat EvW-Dev on Dec 29, 2014 18:21:53 GMT
Factories are technology dependent. The AI will halt a progress when there is no money available(for your budget, when you have 0 money left) and it will decide when to eventually resume the progress. That explains factories, but not technology. Each time it halted progress I was very clearly in a budget surplus and had large cash reserves.
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25 posts
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Post by arian on Dec 29, 2014 19:52:42 GMT
Factories are technology dependent. The AI will halt a progress when there is no money available(for your budget, when you have 0 money left) and it will decide when to eventually resume the progress. That explains factories, but not technology. Each time it halted progress I was very clearly in a budget surplus and had large cash reserves. Your technology bug is then weird. I will try to replicate it, but it could also be an issue with the AI. If it is then hopefully it is softcoded otherwise it is not possible to fix. I will take a look at the AI files as well but now I am stuck with this damn election bug. The worst thing about it is that the logs do not write anything about why the game has crashed so trying to fix the election bug is incredible difficult.
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84 posts
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Post by HansWormhat EvW-Dev on Dec 29, 2014 19:57:51 GMT
Another couple of problems I've noticed...
Is there a problem with the national stockpile sliders? It seems changing them does nothing at all. Playing as Israel I move both sliders all the way to the right and my stockpiles keep dropping, and I see I'm spending no money on supplies/fuel, and I'm therefore not buying any.
There's a glitch in applying to join the UN. Again playing as Israel, I have the notification that the decision to join the UN is available to me. When I go to the diplomacy window, I see the decision there with the blue checkbox. However as soon as my mouse touches the checkbox, it greys out and I can no longer click it to join the UN. If I close the window and go back into the diplomacy window, it seems to reset to the blue checkbox, but there's no way to click the checkbox.
Additionally, it seems trade/global supply is broken. None of my factories are purchasing their necessary inputs from the global market, although I see in the trade window that prices are rising/falling for all commodities. My factories produce nothing as a result. Could this be a change in game setting? I saw in a youtube video that someone changed game mode to Arcade because supplies/trade were not working.
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25 posts
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Post by arian on Dec 29, 2014 20:01:07 GMT
OK I made a discovery of how the election screen is supposed to look like, this information may prove to be very useful:
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25 posts
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Post by arian on Dec 29, 2014 20:04:41 GMT
Another couple of problems I've noticed... Is there a problem with the national stockpile sliders? It seems changing them does nothing at all. Playing as Israel I move both sliders all the way to the right and my stockpiles keep dropping, and I see I'm spending no money on supplies/fuel, and I'm therefore not buying any. There's a glitch in applying to join the UN. Again playing as Israel, I have the notification that the decision to join the UN is available to me. When I go to the diplomacy window, I see the decision there with the blue checkbox. However as soon as my mouse touches the checkbox, it greys out and I can no longer click it to join the UN. If I close the window and go back into the diplomacy window, it seems to reset to the blue checkbox, but there's no way to click the checkbox. Additionally, it seems trade/global supply is broken. None of my factories are purchasing their necessary inputs from the global market, although I see in the trade window that prices are rising/falling for all commodities. My factories produce nothing as a result. Could this be a change in game setting? I saw in a youtube video that someone changed game mode to Arcade because supplies/trade were not working. Yes the UN joining bug is known. It is weird because other decisions are clickable so it is very weird. Yeah the supply are very broken indeed. I am beginning to see why Paradox chose to cancel it. This game needs a LOT of bug fixing to even be in a playable state.
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25 posts
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Post by arian on Dec 29, 2014 21:26:42 GMT
GREAT NEWS EVERYONE: I have found a solution to the election bug. The solution is incredible simple however there is a few drawbacks with it. Now let me first explain why the bug is occurring, simply put the bug is occurring because of the popup that comes up showing the election results. Now the election mechanism is not faulty and it works but the popup doesn't and it is causing the game to crash when you play as a country which have elections. So what needs to be done is disabling the popup from appearing. This is done by going into message settings (esc when you have started up your country of choice) then at the other tab there should be an option which is called "when an election is held" that option has by default some green and some red boxes, it should be put to all red boxes. But unfortunately that is not the complete step as someone has changed the duration of elections to 780 months and it needs to be changed back to the 48 months. So to do that go into the folder: EastvsWest\common and change the file governments.txt. What needs to be changed is "duration = 780" to "duration = 48". Alternatively you could just delete the governments.txt file and rename governments - Copy.txt to governments.txt So now let me just quickly say the drawback. The drawback is that now you will not see a popup with who your new leading party is. Furthermore you will not be notified that an election has taken place.
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Dec 29, 2014 22:37:40 GMT
GREAT NEWS EVERYONE: I have found a solution to the election bug. The solution is incredible simple however there is a few drawbacks with it. Now let me first explain why the bug is occurring, simply put the bug is occurring because of the popup that comes up showing the election results. Now the election mechanism is not faulty and it works but the popup doesn't and it is causing the game to crash when you play as a country which have elections. So what needs to be done is disabling the popup from appearing. This is done by going into message settings (esc when you have started up your country of choice) then at the other tab there should be an option which is called "when an election is held" that option has by default some green and some red boxes, it should be put to all red boxes. But unfortunately that is not the complete step as someone has changed the duration of elections to 780 months and it needs to be changed back to the 48 months. So to do that go into the folder: EastvsWest\common and change the file governments.txt. What needs to be changed is "duration = 780" to "duration = 48". Alternatively you could just delete the governments.txt file and rename governments - Copy.txt to governments.txt So now let me just quickly say the drawback. The drawback is that now you will not see a popup with who your new leading party is. Furthermore you will not be notified that an election has taken place. Awesome! At least the election mechanic works. We're are one small step closer to a playable release! I think the next item on our bug hunting agenda should be finding a solution to that decision glitch preventing countries from joining the UN.
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84 posts
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Post by HansWormhat EvW-Dev on Dec 29, 2014 22:49:59 GMT
^That would be nice, but unfortunately the biggest gamekiller right now in my opinion is trade/supply. Unfortunately I have no idea how to find the source of this issue, much less how to fix it.
Great work Arian. This will help immensely. At some point I'm sure we'll be able to have a working popup that doesn't crash the game. Until then, this works.
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Dec 29, 2014 22:58:29 GMT
I think the trade and supply issue might not really be a bug. The economy of EvW is similar to Victoria 2 so it could just be as simple as not having a proper global economy. Like not enough workers at RGOs and not enough factories in places where there should be many (like Soviet Union and USA should be world leaders in military supplies manufacturing whereas somewhere like New Zealand shouldn't).
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84 posts
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Post by HansWormhat EvW-Dev on Dec 30, 2014 1:33:16 GMT
I think the trade and supply issue might not really be a bug. The economy of EvW is similar to Victoria 2 so it could just be as simple as not having a proper global economy. Like not enough workers at RGOs and not enough factories in places where there should be many (like Soviet Union and USA should be world leaders in military supplies manufacturing whereas somewhere like New Zealand shouldn't). Possible, also that I haven't played through more than about a few months of game time because I'm pouring over everything there is to do. I remember early on in Victoria 2, the economy was sparse but eventually got up to speed. I'll keep watching. I think you might be right though, at its heart this is essentially HoI3 so they couldn't have changed that much. Out of curiosity though, is anyone having any luck with the stockpile sliders in Economy?
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110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
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Post by Viking Panda on Dec 30, 2014 1:43:06 GMT
at its heart this is essentially HoI3 so they couldn't have changed that much. Factories are basically identical to Victoria 2 because they all require input goods to produce some sort of output. That's why I figured it was a global economic supply issue. Each military supply factory requires alot of light and heavy industry factories. Each of those requires alot of raw material inputs like precious metals, wood, iron, electricity etc. each of those requires even more inputs and so on. So basically military supply is at the top of the economic supply chain. I'll do some experimentation with this. Each factory also requires POPs to work in it and each factory can be expanded to higher levels to boost production output with a larger workforce so perhaps the USA and Soviet Union should have a few mega industries. This is the file that handles the factories. It's called economy_buildings.txt and is in the common folder: refinery = { type = economy_building workforce = 10000 initial_cost = { money = 2000 } input_goods = { oil = 1.0 } output_goods = { fuel = 0.5 } max_level = 10 time = 730 onmap = yes visibility = yes color = orange on_occupy_destroy = no upkeep = 0.0 }
powerplant = { type = economy_building workforce = 1000 initial_cost = { money = 2000 } input_goods = { coal = 4.0 renewable_energy = 4.0 } output_goods = { electricity = 4.0 } max_level = 10 time = 200 onmap = yes visibility = yes color = blue on_occupy_destroy = no upkeep = 0.0 }
nuclear_plant = { type = economy_building workforce = 2000 initial_cost = { money = 2000 } input_goods = { uranium = 2.0 } output_goods = { electricity = 5.0 } max_level = 10 time = 200 onmap = yes visibility = yes color = red on_occupy_destroy = no upkeep = 0.0 }
light_industry = { type = economy_building workforce = 50000 initial_cost = { money = 2000 } input_goods = { electricity = 0.5 wood = 2.5 iron = 1.0 precious_metals = 0.1 } output_goods = { light_industry = 1.0 } max_level = 10 time = 200 onmap = yes visibility = yes color = yellow on_occupy_destroy = no upkeep = 0.0 }
heavy_industry = { type = economy_building workforce = 20000 initial_cost = { money = 2000 } input_goods = { electricity = 3.0 iron = 3.0 coal = 2.0 } output_goods = { heavy_industry = 1.0 } max_level = 10 time = 200 onmap = yes visibility = yes color = brown on_occupy_destroy = no upkeep = 0.0 }
aviation_industry = { type = economy_building workforce = 10000 initial_cost = { money = 2000 } input_goods = { electricity = 2.0 fuel = 2.0 rare_metals = 3.0 light_industry = 0.3 } output_goods = { aviation_industry = 1.0 } max_level = 10 time = 200 onmap = yes visibility = yes color = cyan on_occupy_destroy = no upkeep = 0.0 }
naval_yards = { type = economy_building workforce = 10000 initial_cost = { money = 2000 } input_goods = { electricity = 3.0 heavy_industry = 0.75 fuel = 1.0 rare_metals = 0.2 } output_goods = { naval_yards = 1.0 } max_level = 10 time = 250 onmap = yes visibility = yes color = darkblue on_occupy_destroy = no upkeep = 0.0 }
high_tech = { type = economy_building workforce = 5000 initial_cost = { money = 2000 } input_goods = { electricity = 5.0 fuel = 4.0 rare_metals = 3.0 precious_metals = 0.7 } output_goods = { high_tech = 1.0 } max_level = 10 time = 10 onmap = yes visibility = yes color = green on_occupy_destroy = no upkeep = 0.0 }
military_goods = { type = economy_building workforce = 10000 initial_cost = { money = 2000 } input_goods = { light_industry = 0.5 heavy_industry = 0.5 } output_goods = { military_goods = 12.0 } max_level = 10 time = 3 onmap = yes visibility = yes color = gray on_occupy_destroy = no upkeep = 0.0 }
centrifuges = { type = economy_building workforce = 1000 initial_cost = { money = 20000 #800 million in total $ } input_goods = { heavy_industry = 0.2 uranium = 7.0 } output_goods = { centrifuges = 0.01 } max_level = 10 time = 1095 onmap = yes visibility = yes color = purple on_occupy_destroy = no upkeep = 100.0 }
satellites_factory = { type = economy_building workforce = 1000 initial_cost = { money = 2000 } input_goods = { high_tech = 1.5 electricity = 3.0 fuel = 5.0 military_goods = 1.2 } output_goods = { military_satellites = 0.1 } max_level = 10 time = 2 onmap = yes visibility = yes color = purple on_occupy_destroy = no upkeep = 100.0 }
military_academy = { type = special_building initial_cost = { money = 2000 } time = 730 visibility = yes onmap = no on_occupy_destroy = yes upkeep = 500.0 }
nuclear_test_site = { type = special_building initial_cost = { money = 1500 uranium = 20 } time = 3 visibility = yes onmap = no on_occupy_destroy = no #usable only in cores upkeep = 10.0 }
rocket_test_site = { type = special_building initial_cost = { money = 750 } time = 3 visibility = yes onmap = no on_occupy_destroy = no upkeep = 20.0 }
financial_district = { type = special_building initial_cost = { money = 1000 } time = 3 visibility = yes onmap = no }
strategical_storage = { type = special_building initial_cost = { money = 250 } time = 3 visibility = yes onmap = no on_occupy_destroy = no upkeep = 10.0 }
intelligence_center = { type = special_building initial_cost = { spies = 10 money = 500 } time = 3 visibility = yes onmap = no on_occupy_destroy = no #usable only in cores upkeep = 200.0 }
sdi_site = { type = special_building initial_cost = { money = 3000 } time = 3 visibility = yes onmap = no modifier = { sdi_missile_defense = 5 } on_occupy_destroy = no upkeep = 1000.0 }
nuclear_silo = { type = special_building initial_cost = { uranium = 20 money = 2000 } # time = 3 time = 1 visibility = yes onmap = no slotdata = icbm_complex ammo_store = 4 on_occupy_destroy = no upkeep = 50.0 }
spaceport = { type = special_building initial_cost = { money = 2500 } time = 3 visibility = yes onmap = no on_occupy_destroy = yes #usable only in cores upkeep = 1000.0 }
national_monument = { type = special_building initial_cost = { money = 5000 } time = 3 visibility = yes onmap = no on_occupy_destroy = yes #usable only in cores upkeep = 100.0 }
university = { type = special_building initial_cost = { money = 100 } time = 1095 visibility = yes onmap = no modifier = { flexible_modifier = { industry_physics_cost = { name = name_university value = -0.01 type = technology_cost } industry_electronics_cost = { name = name_university value = -0.01 type = technology_cost } industry_chemistry_cost = { name = name_university value = -0.01 type = technology_cost } industry_biology_cost = { name = name_university value = -0.01 type = technology_cost } industry_mathematics_cost = { name = name_university value = -0.01 type = technology_cost } industry_softwareengineering_cost = { name = name_university value = -0.01 type = technology_cost } industry_medicine_cost = { name = name_university value = -0.01 type = technology_cost } } } on_occupy_destroy = no upkeep = 100.0 }
agriculture_research_center = { type = special_building initial_cost = { money = 10000 } time = 3 visibility = yes onmap = no modifier = { flexible_modifier = { industry_agriculture_mechanized_cost = { name = name_agriculture_research_center value = -0.2 type = technology_cost } industry_agriculture_fertilizer_cost = { name = name_agriculture_research_center value = -0.2 type = technology_cost } # industry_agriculture_green_cost = { # name = name_agriculture_research_center # value = -0.2 # type = technology_cost # } } } on_occupy_destroy = no upkeep = 100.0 }
naval_research_center = { type = special_building initial_cost = { money = 2000 } time = 3 visibility = yes onmap = no # modifier = { # targetingsystems = 0.1 # propulsion_steam = 0.2 # propulsion_gas = 0.2 # propulsion_nuclear = 0.1 # } on_occupy_destroy = no upkeep = 100.0 }
land_research_center = { type = special_building initial_cost = { money = 2000 } time = 3 visibility = yes onmap = no modifier = { flexible_modifier = { small_arms_cost = { name = name_land_research_center value = -0.1 type = technology_cost } light_artillery_cost = { name = name_land_research_center value = -0.1 type = technology_cost } anti_tank_cost = { name = name_land_research_center value = -0.1 type = technology_cost } } } on_occupy_destroy = no upkeep = 100.0 }
air_research_center = { type = special_building initial_cost = { money = 2000 } time = 3 visibility = yes onmap = no modifier = { flexible_modifier = { aircraftavionics_cost = { name = name_air_research_center value = -0.1 type = technology_cost } airframewing_speed_cost = { name = name_air_research_center value = -0.1 type = technology_cost } aircraftweapons_guns_cost = { name = name_air_research_center value = -0.2 type = technology_cost } } } on_occupy_destroy = no upkeep = 100.0 }
early_warning_site = { type = special_building initial_cost = { money = 3000 } time = 3 visibility = yes onmap = no on_occupy_destroy = no upkeep = 1000.0 }
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