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Base tax is 4, so that's not extremely low. It seems natives are more of a problem, but seriously, some guys with sticks are keeping Spain from their gold? Really?

And England refuses to colonize anything except Newfoundland despite tons of money, settlers, and areas to choose from. There's definitely something wrong here.
 
Base tax is 4, so that's not extremely low. It seems natives are more of a problem, but seriously, some guys with sticks are keeping Spain from their gold? Really?

Sure. Worked in the Netherlands and worked for a long time in Sonora
http://en.wikipedia.org/wiki/Sonora#Colonial_period

Sonora was historically colonized late and when colonized remained not more than a sparsely populated outpost of the spanish empire for another hundred years.
So the game is doing fine if it colonizes those places that historically were colonized earlier and did rise to more importance before Sonora.

And England refuses to colonize anything except Newfoundland despite tons of money, settlers, and areas to choose from. There's definitely something wrong here.

Did you load your game as England and checked that the places they should colonize are already discovered by England?
 
Did you load your game as England and checked that the places they should colonize are already discovered by England?
That's what the "exploration" cheat is for.
 
Did you load your game as England and checked that the places they should colonize are already discovered by England?
That is not the problem.

To illustrate my point, here is an extreme case:

screensave00143jvz7a.png


Hands Off game started in 1492. For testing purposes I set natives tolerance and ferocity to 0 for all provinces. Usually Spain is more expansive and with 0 ferocity/tolerance occasionally even colonizes much of Sonora, but the following happens in pretty much all my games:
- England doesn't colonize anywhere except Newfoundland.
- The coast between Suriname and Pernambuco remains empty despite both Portugal and Holland being supposed to settle there.
- While Spain regularly colonizes Central America, Colombia, and Ecuador; Venezuela tends to remain uncolonized.
- The Lesser Antilles aren't colonized at all.

The situation is similar in Africa and Asia.
 
That definitely should not be happening. I've observed very good colonization performance in vanilla; not sure what's going on there. I'll try a hands-off WATKABAOI game when I can to see if I can reproduce it. It's possible their other monetary priorities are too high based on other factors unique to WATKABAOI.
 
Colonization seems to work fine in WATKABAOI 2.05, apparently it's just my own heavily modified version that has these problems, but I can't find any errors. I you say you can debug it I can upload it for you. There's also an issue with provinces being converted to religions that have a different province_religion specified.

Also, when removing some revolters I discovered that the game crashes on startup if the revolt file has more than 123 comment lines in a row (ignoring empty lines) without a revolter definition somewhere in between. I've uploaded a modified revolt.txt for vanilla that crashes my game: http://www.mediafire.com/view/?bn1ctax6r8yldp1
The comment lines are at the end; removing one hash character or interrupting the sequence with a revolter definition makes the game load just fine.
 
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Actually I think I've found the problem with province_religion already; apparently global events with triggers never fire so the flags aren't set. Is that the intended behaviour of global events?
 
I've been playing two AGCEEP games recently with the 1.3 patch, one as Brandenberg->Germany and one has Portugal, both to early 15th Century so far, both seem to play very well, not noticed any obvious bugs and no CTDs and the AI behaviour does seem to be better than normal. It's also been a reminder how fun Portugal is to play! :)
 
Colonization seems to work fine in WATKABAOI 2.05, apparently it's just my own heavily modified version that has these problems, but I can't find any errors.
Never mind, I found the cause after all: Countries that have ToT cores will never consider colonising non-ToT provinces while the ToT flag is set, and since I gave a lot of countries (like England) ToT cores and enabled papacy rules for a bunch of religions this is something of a problem.

Surely that's not how it's supposed to work?

Also, when removing some revolters I discovered that the game crashes on startup if the revolt file has more than 123 comment lines in a row (ignoring empty lines) without a revolter definition somewhere in between.
Turns out it's not just the revolt file; something similar happens with event files (didn't count the lines). Pretty sure it's a new bug because that certainly wasn't the first time I ever commented out a large block.

Actually I think I've found the problem with province_religion already; apparently global events with triggers never fire so the flags aren't set. Is that the intended behaviour of global events?
Strangely I still get this bug even with working global flags. For clarification, I created a new religion atheism which is enabled from the start and is the province_religion of confucianism, but I still see some confucian provinces in China after a few hundred years.
 
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That's the mystical syllable. It doesn't need fixing!
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I don't have AGCEEP installed. I think you need to check whether the localized entry corresponds with the one in religions.txt.
 
In AGCEEP province religion for Buddhist provinces looks weird, is a string of 3 strange characters, how do I fix this? Thanks

Probably related to how the string was changed for several languages. I think you can just copy the religions localization text from 1.2. That'll be another item the AGCEEP will need to have its own version of now that vanilla FTG 1.3 has diverged quite a bit from vanilla FTG 1.2.
 
Probably related to how the string was changed for several languages. I think you can just copy the religions localization text from 1.2. That'll be another item the AGCEEP will need to have its own version of now that vanilla FTG 1.3 has diverged quite a bit from vanilla FTG 1.2.
I've downloaded 1.2 and installed it to it's own folder, whereabouts is the file located that I need to use to (is it religions.txt in \db\religions or the one in \mods\AGCEEP\db\religions ? Or do I need to do something with \localisation\English\religions.csv) and where do I replace it to - should this go in the 1.3's install AGCEEP folder, rather than into the main one? Am a bit confused about what needs doing here.
 
I've downloaded 1.2 and installed it to it's own folder, whereabouts is the file located that I need to use to (is it religions.txt in \db\religions or the one in \mods\AGCEEP\db\religions ? Or do I need to do something with \localisation\English\religions.csv) and where do I replace it to - should this go in the 1.3's install AGCEEP folder, rather than into the main one? Am a bit confused about what needs doing here.
Also, one other potential issue I've noticed, Conquistadors can no longer unload from a ship (or at least from one lead by an Explorer, which is all I've been able to test so far) into an undiscovered coastal province, they need to move from a discovered land province first (which for some isolated undiscovered provinces isn't always possible, so they can only be discovered by a successful Explorer pass) - is this intended behaviour (e.g. to slow down the rate of discovery) or a bug?
 
Probably related to how the string was changed for several languages. I think you can just copy the religions localization text from 1.2. That'll be another item the AGCEEP will need to have its own version of now that vanilla FTG 1.3 has diverged quite a bit from vanilla FTG 1.2.
None of the FTG patches except the latest one include the religions localization file, so unless you can get it from a fresh install you're stuck with messed up religion names. (I have the same problem, but with all religions except the Christian ones, Sunni Islam and Paganism)
 
None of the FTG patches except the latest one include the religions localization file, so unless you can get it from a fresh install you're stuck with messed up religion names. (I have the same problem, but with all religions except the Christian ones, Sunni Islam and Paganism)
If it's just the names that are affected, I can live with it, but will this have any other untoward affects e.g. setting religion tolerances etc.?
 
The localization file would only affect the names, I think. That said, there's other problems related to religion compatibility that came about after the latest patch as well. To fix that, you have to find the "global_flags" file in the Religion DB/Religion folder in version 1.2 of FTG and put it into the DB/Religion folder inside the AGCEEP folder. If you don't, weird stuff like Christians being able to enter Royal Marriages with countries of religions they shouldn't be able to enter into royal marriages with will haunt your game. It also seemed like Sunni and Shiite Muslims got along a bit too well before I did this myself.


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I got a fresh install of FTG and added the Religion localization file to the relevant folder. I also replaced all the religion files with the ones from older versions. (Both the main game and AGCEEP)

...The problem still persists, so the name issue stems from a different file entirely, or so it seems.
 
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Also, one other potential issue I've noticed, Conquistadors can no longer unload from a ship (or at least from one lead by an Explorer, which is all I've been able to test so far) into an undiscovered coastal province, they need to move from a discovered land province first (which for some isolated undiscovered provinces isn't always possible, so they can only be discovered by a successful Explorer pass) - is this intended behaviour (e.g. to slow down the rate of discovery) or a bug?
Actually, I think this may have just been my stupidity, I hadn't actually loaded the Conquistador on the ships... Doh!
 
I experimented a bit with VP defines and I noticed a few things...
  • Falling governments always give -100 VP and there is no define for it.
  • _VP_DISCOVER_LANDPROVINCE_FIRST_ and _VP_DISCOVER_SEAPROVINCE_FIRST_ don't apply if the province is known to a special country such as MER.
  • Defines that only apply one country at a time behave strangely; e.g. in the case of _VP_MOST_MANUFACTORIES_ if at the start of the scenario multiple countries have the same maximum number of manufactories, then one of them will be picked by an arbitrary internal rule, and whenever another country builds enough manufactories to be added to the list, that country will be picked instead. Defines that work like this are _VP_MOST_MANUFACTORIES_, _VP_LARGEST_NAVY_, _VP_LARGEST_ARMY_, and _VP_BEST_TECH_ (x4).
  • _VP_LEADING_NATION_ behaves strangely, which is to say I don't understand at all how it works. It gives quantised VP to multiple selected countries, but they don't seem to be divided by geography; some regions have multiple "leading nations" while others have none. Could we have some clarification how leading nations are chosen?
 
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