84 posts
|
Post by HansWormhat EvW-Dev on Dec 30, 2014 2:45:11 GMT
I agree. It seems certain countries lack that ability early in the game.
However, for the life of me I can't understand the stockpile problems. Sometimes it works, sometimes it doesn't. Usually, it doesn't. And I can't really explain what's going on because it's different each time.
|
|
110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
|
Post by Viking Panda on Dec 30, 2014 3:03:11 GMT
well military goods are converted into supplies and fuel is converted into fuel. In the goods.txt file there is a section at the bottom that deals with this.
food = { fish = { base_production = 0.1 infra_production = 0.9 base_pop = 3000.00 infra_pop = -2900.00
cost = 2.00 color = { 222 221 220 } } grain = { base_production = 0.04 infra_production = 0.16 base_pop = 3000.00 infra_pop = -2900.00
cost = 0.5 color = { 222 221 220 } } vegetables = { base_production = 0.008 infra_production = 0.064 base_pop = 3000.00 infra_pop = -2900.00
cost = 1.00 color = { 222 221 220 } } fruits = { base_production = 0.02 infra_production = 0.08 base_pop = 3000.00 infra_pop = -2900.00
cost = 2.00 color = { 222 221 220 } } meat = { base_production = 0.004 infra_production = 0.016 base_pop = 5000.00 infra_pop = -4900.00
cost = 3.00 color = { 222 221 220 } } }
natural_resources = { oil = { base_production = 0.2 infra_product0ion = 0.8 base_pop = 200.00 infra_pop = -50.00
cost = 1.00 color = { 222 221 220 } priority = 100 } coal = { base_production = 1.0 infra_production = 2.0 base_pop = 1000.00 infra_pop = -500.00
cost = 1.00 color = { 222 221 220 } priority = 50 } wood = { base_production = 10.0 infra_production = 2.0 base_pop = 1000.00 infra_pop = -900.00
cost = 2.00 color = { 222 221 220 } } renewable_energy = { base_production = 0.6 infra_production = 0.4 base_pop = 100.00 infra_pop = -100.00
cost = 1.00 color = { 222 221 220 } priority = 20 } uranium = { base_production = 0.3 infra_production = 0.7 base_pop = 5000.00 infra_pop = -3000.00
cost = 10.00 color = { 222 221 220 } priority = 40 } iron = { base_production = 0.6 infra_production = 1.4 base_pop = 3000.00 infra_pop = -2900.00
cost = 2.00 color = { 222 221 220 } priority = 10 } precious_metals = { base_production = 0.126 infra_production = 0.08 base_pop = 5000.00 infra_pop = -4900.00
cost = 10.00 color = { 222 221 220 } priority = 20 } rare_metals = { base_production = 0.02 infra_production = 0.08 base_pop = 5000.00 infra_pop = -4900.00
cost = 5.00 color = { 222 221 220 } priority = 20 } }
energy = { fuel = { cost = 2.00 color = { 222 221 220 } } electricity = { cost = 4.00 color = { 222 221 220 } } }
consumer_goods = { light_industry = { cost = 10.00 color = { 222 221 220 } } heavy_industry = { cost = 20.00 color = { 222 221 220 } } aviation_industry = { cost = 30.00 color = { 222 221 220 } } naval_yards = { cost = 30.00 color = { 222 221 220 } } high_tech = { cost = 50.00 color = { 222 221 220 } } services = { cost = 30.00 base_pop = 10000.00 color = { 222 221 220 } } }
military_supplies = { military_goods = { cost = 1.25 color = { 222 221 220 } } centrifuges = { pool_resource = uranium cost = 2500.00 color = { 222 221 220 } } military_satellites = { cost = 1000.00 pool_resource = satellites color = { 222 221 220 } } }
conversion = { military_goods = supplies fuel = fuel }
So maybe there is an entry somewhere in the defines.lua file that controls conversion rates? Maybe the beta leak was poorly optimized?
|
|
84 posts
|
Post by HansWormhat EvW-Dev on Dec 30, 2014 3:29:36 GMT
I made an adjustment in defines.lua, under the Economy section, the variable MAX_STOCK_SUPPLIES_FACTOR I changed from 2 to 1.
What I think I've learned is that the stockpile sliders indicate a range of values; at the lowest of these values (furthest to the left) is the absolute minimum number of supplies/fuel your country can stockpile. By default, your country can stockpile no fewer than 30 days worth of supplies/fuel. The actual quantity of supplies/fuel that equates to 30 days obviously depends on the size of your military, bigger meaning a greater quantity. Furthest right on the slider is the maximum number of days' worth of supplies/fuel you can stockpile, which is about 90 days.
So wherever you set the slider indicates how many days' worth of supplies you wish to stockpile. The national economy will do its best to maintain that quantity in your stockpile as closely as it can, but it may fluctuate due to world supply and demand, and your military's daily usage. Because your military uses a certain amount of supplies/fuel per day, you have to spend money replenishing that daily.
Apparently that variable in defines.lua interfered with the ratio of quantity of supplies per day. I found that it was causing my country to "think" it was always low on supplies, and began buying up supplies from the global market until there was none left, at which point my stockpile began to dwindle. I recommend you try this fix and see if it makes any difference. I'll continue to test and see if that is what's truly the problem, but so far it appears that it is.
|
|
110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
|
Post by Viking Panda on Dec 30, 2014 3:36:15 GMT
Excellent news. I figured it had to be an issue with the defines.lua and what you say about countries thinking they need more supplies and buying up all the world supply makes complete sense. I will definitely try this fix and see what happens.
|
|
92 posts
|
Post by teodosio1234 on Dec 30, 2014 4:16:24 GMT
If you're going to report please be as detailed as possibly so we can find the bug/problem easy REMINDER: We might now get to you're bug for a while as we are fixing other stuff as well. first of all thank you very much for your initiative: That said, amazes me to check that nobody has noticed where the game engine mostly fails: 1) IT IS IMPOSSIBLE TO THROW ANY INVASION FROM SEA. (AND LESS FROM AIR) Consequences: Wars can not deliver neither by AI nor by the human player, and thus lost one of the basic components. 2) THE MOTOR OF DIPLOMATIC GAME DOES NOT WORK: grand coalitions, NATO vs Warsow, do not attract or accept new members or initiate any diplomatic action, so that if an event unleashes a war for someone of coalition, the war can never end and the members of the coalition can not start or end any war nor they can not expect the head of the coalition's begin or end 3) THE ABOVE IS VALID FOR THE OTHER COUNTRIES THAT DO NOT START NEITHER END NEITHER WAR NEITHER SPY ACTION . 4) THER NO DECOLONIZATION, major issue in this period with consequent struggle for attractingr emerging nations to one or another sphere. 5) I do not know how the game engine is made to purchase supply and oil: often I have a big capital and none of these factors. 6) No events to destabilize countries distinguishing between major powers and unstable underdeveloped countries or large countries that can go through historical phases of destabilization, perhaps something like this:
#################################################################
################## Principios de desestabilización #####################
#################################################################
country_event = { ###Principios de desestabilización por guerra o levantamientos (democracias)
id = 700020
trigger = {
not = { year = 1969 }
and = { or = { num_of_revolts = 1
war = yes
}
not = { popularity = 35 }
}
or = {
tag = ENG
tag = FRA
}
ideology_group = democracy
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES
}
mean_time_to_happen = { months = -1 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por guerra o levantamientos (democracias)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
random = {
chance = 50
organisation = -15
popularity = -15
national_unity = -15
dissent = +60
}
clr_global_flag = PERMDES
}
}
country_event = { ###Principios de desestabilización por guerra o levantamientos (dictaduras)
id = 700021
trigger = {
not = { year = 1969 }
and = { or = { num_of_revolts = 1
war = yes
}
not = { popularity = 35 }
}
or = {
tag = ENG
tag = FRA
}
not = { ideology_group = democracy }
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES
}
mean_time_to_happen = { months = -1 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por guerra o levantamientos (dictaduras)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
random = {
chance = 50
organisation = -10
popularity = -10
national_unity = -10
dissent = +30
}
clr_global_flag = PERMDES
}
}
country_event = { ###Principios de desestabilización por progreso de facción o estabilidad de gobierno (dictaduras)
id = 700022
trigger = {
not = { year = 1969 }
and = {
or = { and = { this = { is_in_any_faction = yes }
not = { faction_progress = 50 }
not = { popularity = 30 }
}
not = { popularity = 30 }
}
or = {
tag = ENG
tag = FRA
}
}
not = { ideology_group = democracy }
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES2
}
mean_time_to_happen = { months = -4 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por progreso de faccion o estabilidad de gobierno (dictaduras)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
random = {
chance = 50
organisation = -3
popularity = -3
national_unity = -3
dissent = +30
}
clr_global_flag = PERMDES2
}
}
country_event = { ###Principios de desestabilización por progreso de facción o estabilidad de gobierno (democracias)
id = 700023
trigger = {
not = { year = 1969 }
and = {
or = { and = { this = { is_in_any_faction = yes }
not = { faction_progress = 50 }
not = { popularity = 30 }
}
not = { popularity = 30 }
}
or = {
tag = ENG
tag = FRA
}
}
ideology_group = democracy
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES2
}
mean_time_to_happen = { months = -4 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por progreso de faccion o estabilidad de gobierno (democracias)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
random = {
chance = 50
organisation = -5
popularity = -5
national_unity = -5
dissent = +60
}
clr_global_flag = PERMDES2
}
}
country_event = { ###Principios de desestabilización por guerra o levantamientos estados menores (democracias)
id = 700042
trigger = {
and = {
and = { or = { num_of_revolts = 1
war = yes
}
not = { popularity = 35 }
}
or = { and = {
not = { tag = ENG }
not = { tag = FRA }
}
year = 1969
}
}
ideology_group = democracy
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES3
}
mean_time_to_happen = { months = -1 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por guerra o levantamientos estados menores (democracias)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
organisation = -3
popularity = -3
national_unity = -3
dissent = +20
clr_global_flag = PERMDES3
}
}
country_event = { ###Principios de desestabilización por guerra o levantamientos estados menores (dictaduras)
id = 700043
trigger = {
and = {
and = { or = { num_of_revolts = 1
war = yes
}
not = { popularity = 35 }
}
or = { and = {
not = { tag = ENG }
not = { tag = FRA }
}
year = 1969
}
}
not = { ideology_group = democracy }
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES3
}
mean_time_to_happen = { months = -1 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por guerra o levantamientos estados menores (dictaduras)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
organisation = -2
popularity = -2
national_unity = -2
dissent = +10
clr_global_flag = PERMDES3
}
}
country_event = { ###Principios de desestabilizacion por progreso de faccion o estabilidad de gobierno Estados menores (democracias)
id = 700055
trigger = {
and = { or = { and = { this = { is_in_any_faction = yes }
not = { faction_progress = 50 }
not = { popularity = 30 }
}
not = { popularity = 30 }
}
or = { and = {
not = { tag = ENG }
not = { tag = FRA }
}
year = 1969
}
}
ideology_group = democracy
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES4
}
mean_time_to_happen = { months = -4 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por progreso de faccion o estabilidad de gobierno Estados menores (democracias)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
organisation = -2
popularity = -2
national_unity = -2
dissent = +10
clr_global_flag = PERMDES4
}
}
country_event = { ###Principios de desestabilizacion por progreso de faccion o estabilidad de gobierno Estados menores (dictaduras)
id = 700056
trigger = {
and = { or = { and = { this = { is_in_any_faction = yes }
not = { faction_progress = 50 }
not = { popularity = 30 }
}
not = { popularity = 30 }
}
or = { and = {
not = { tag = ENG }
not = { tag = FRA }
}
year = 1969
}
}
not = { ideology_group = democracy }
not = { dissent = 100 }
not = { revolt_percentage = 0.5 }
has_global_flag = PERMDES4
}
mean_time_to_happen = { months = -4 }
title = "Desestabilizacion"
desc = "Principios de desestabilizacion por progreso de faccion o estabilidad de gobierno Estados menores (dictaduras)"
picture = "destabilization"
option = {
name = "OK"
ai_chance = { factor = 100 }
organisation = -1
popularity = -1
national_unity = -1
dissent = +5
clr_global_flag = PERMDES4
}
}
country_event = {
id = 670001
trigger = {
ai = yes
not = { has_global_flag = CONTROLECONOMIATIEMPO }
not = { has_global_flag = CONTROLECONOMIATIEMPOEXTENDIDA }
not = { has_global_flag = PERMDES }
not = { has_global_flag = PERMDES3 }
not = { has_global_flag = krisis }
}
mean_time_to_happen = { months = -1 }
option = {
set_global_flag = CONTROLECONOMIATIEMPO
ai_chance = { factor = 100 }
}
}
country_event = {
id = 670002
trigger = {
ai = yes
has_global_flag = CONTROLECONOMIATIEMPO
}
mean_time_to_happen = { months = -1 }
option = {
ai_chance = { factor = 100 }
clr_global_flag = CONTROLECONOMIATIEMPO
set_global_flag = CONTROLECONOMIATIEMPOEXTENDIDA
set_global_flag = PERMDES
set_global_flag = PERMDES3
set_global_flag = krisis
}
}
country_event = {
id = 700040
trigger = {
ai = yes
not = { has_global_flag = CONTROLECONOMIATIEMPO2 }
not = { has_global_flag = PERMDES2 }
not = { has_global_flag = PERMDES4 }
}
mean_time_to_happen = { months = -2 }
option = {
set_global_flag = CONTROLECONOMIATIEMPO2
ai_chance = { factor = 100 }
}
}
country_event = {
id = 700041
trigger = {
ai = yes
has_global_flag = CONTROLECONOMIATIEMPO2
}
mean_time_to_happen = { months = -2 }
option = {
ai_chance = { factor = 100 }
clr_global_flag = CONTROLECONOMIATIEMPO2
set_global_flag = PERMDES2
set_global_flag = PERMDES4
}
}
|
|
84 posts
|
Post by HansWormhat EvW-Dev on Dec 30, 2014 4:30:00 GMT
Excellent news. I figured it had to be an issue with the defines.lua and what you say about countries thinking they need more supplies and buying up all the world supply makes complete sense. I will definitely try this fix and see what happens. It seems that this works for countries that do not have incredibly large or incredibly small militaries, because the sliders' scales simply cannot encompass the very large or small numbers needed to fine-tune your country's needs. For instance, if you play a tiny nation like Ireland and move the slider around nothing will change, because the change in quantity of supplies needed for your military is so small (this is what I think after experimenting, I could be wrong). Likewise, if you're the USA then your stockpile budget is so massive that any changes to your sliders simply don't register. However, you can see how your stockpile needs change by building new units. The quantity required increases with each unit you deploy. Non-vehicular units like infantry or militia do not change your fuel needs, only your supplies. Vehicles, like ships and tanks, do. But now I'm having new problems with the fuel system, namely it appears that fuel stockpiles stay constant regardless of your military's usage. I've found that it's common for your fuel stockpile to never change over many, many months no matter what you set your slider to. Part of the problem I believe, is that the world supply of fuel in most games I've tested is 0. As in, there's no fuel to buy in order to fill your daily fuel needs. However this isn't a problem because evidently your military does not use fuel, at least in the way the game stands now. This is probably something else in defines.lua that I can look at. Perhaps it's a snowball effect, if fuel stockpiles begin to dwindle then countries will attempt to buy more, forcing demand to rise, then forcing fuel producers to actually produce fuel for the global supply. Who knows. I'm sleepy though, so I will think about this more tomorrow.
|
|
15 posts
|
Post by quaza on Dec 30, 2014 16:09:00 GMT
Another possible Bug. When you Nuke another Country, it doesnt retaliate. in my test playthtough i nuked West-Germany and the US (military Targets only) 500 Nukes total 300 on German Soil 200 und US Soil no retaliation of the NATO Countrys tho.
|
|
7 posts
|
Post by ajac09 on Dec 30, 2014 20:14:28 GMT
Crashing on as the US when building Guided missile cruisers. also technology bugs: Large TUrbojet Engine says I need avionics and mechanical engineering 7.. both at 7 still wont advance. Air search radar says I need radar (intel) 6 have it 3d air search rader says I need air search rader (systems ) 4 have it Gas Propulsion says I need mechanical engineering (industry) highest it goes to is 5 Steam propulsion need mechanincal engineering (industry) 7 highest it goes to is 5 Disease prpoulsion need mechanical engineering (industry 7) 7 highest it goes to is 5 Sub Diseal Propulsion 4 need mechncal engeeering (industry) 7 highest it goes to is 5
take that back when you build any cruiser for the US it crashes.
|
|
84 posts
|
Post by HansWormhat EvW-Dev on Dec 30, 2014 21:24:55 GMT
The shipbuilding crashes are known, Alexey and friends are testing a fix for it so it should be done shortly.
|
|
110 posts
Skills: Localisation/Language Translation, Historical Research, Finding Bugs, Modding Countries/Leaders, Modding Provinces, Economic Balancing
|
Post by Viking Panda on Dec 30, 2014 21:41:23 GMT
They said after Christmas work will recommence on fixing AI and bug hunting
|
|
15 posts
|
Post by quaza on Dec 30, 2014 22:43:26 GMT
Apart from all Bugs tho i really like the Nuke thing tho. They actually a thing to be afraid of unlike in HoI3 for obvious reasons. I destroyed the whole German Army plus all Allied Armys currently stationed there. The US was severely crippled and had Revolts all over the place. If they would have retaliated i wouldnt be aible to do anything anymore.
|
|
7 posts
|
Post by ajac09 on Dec 30, 2014 22:59:30 GMT
I wish they would just release the code to this game.. Id love a look at it.
|
|
25 posts
|
Post by arian on Jan 2, 2015 18:15:19 GMT
I wish they would just release the code to this game.. Id love a look at it. This is exactly what the problem is. The source code is needed to fix major issues as some of it is undoubtedly hardcoded. And even the softcoded stuff is really complicated to fix because there is no documentation whatsoever.
|
|
7 posts
|
Post by ajac09 on Jan 3, 2015 16:03:46 GMT
Maybe we will get lucky and one of the original developers will leak it.
|
|
71 posts
Skills: Historical Research, Writing Events/Decisions, Modding Countries/Leaders
|
Post by Medibee on Jan 3, 2015 18:10:08 GMT
We can only hope.
|
|