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Wow, that's pretty cool. Reproduced. Oil starts out normally and switches to negative not-a-number on hour one.
No idea how the hell this could have happened!

Investigating.

... Something I did with the way unit stockpiles are calculated in A02...
... Division stockpiles are being set to -NaN somehow, which then chains to their units and eventually the owning country...
A country without divisions is unaffected.

Aha, got it! Turns out that min/max operations are undefined on NaN, and divisions without oil produce that when dividing through their maximum stockpile.

Also, and that one is in equal parts on me and on Microsoft: chaining min and max together, it's very easy to accidentally swap their intended order; guess what happened. If only std::clamp were already implemented, oh Microsoft who you claim to be current in your C++17 support!

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Fixed in A03.
 
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I love AoD much more as DH. But we need for modding more files for new Units (Divisions) and Brigades, Can You make this please?

brigades: b_u21.txt, ..., b_u100.txt (or better 21 - 200)
divisions: d_u01.txt, ...., d_u100.txt (or better 1 - 200)

Ok? :)

Please!!!

We need much more units
ex. http://www.moddb.com/mods/mud/features/unit-list11
or like in the Black ICE MOD for HoI3

please help, it is very very very important for more fun!!!



In production menu the speed of the units appears only in whole numbers (rounded), can you please correct this?

ex. 3.4 is better als 3 (appears rounded)
or 5.5 is better as 6 (appears rounded)

( and thanks for A03, you are the best)

I dont like HoI4, AoD System is better :)
 
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PER;Iran;Iran;Iran;Irán;Iran;Iran;;Ïåðñèÿ;;;x the last line is for russia so I wont pick on that. Please insert this for the doomsdaytext later on.
https://en.wikipedia.org/wiki/Name_of_Iran

Something for the provnice file: 800;PROV800;Greenland;Greenland;North America;Arctic;Hills;;;20;;1;1;2335;0;0;0;0;0;0;11198;811;11278;931;11178;911;11046;828;0;11098;781;11208;961;11440;845;;;;;;;;;;;11500;368;-1;-1;;;; Greenland should be hills instad of plains.
 
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Zsar1, make AoD much better as DH please, make better unit and brigades system
you are our great hope!

DH is a modder's dream...but unfortunately when you go AoD you cannot really go anywhere else !

I have been long considering the possibility to merge these two somehow...but without hardcoding ability you have to forget one of these and go on with the other...

So...AoD it is ...and it seems that Zsar1 is really our hope to level it to new heights! :)
 
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yeeee, Zsar1 ist the hope of us - the old HoI2, Doomsday, Armageddon, AoD guard
1) we need much more files for new Units (Brigades and Divisions)
2) we need the ability to add more brigades to divisions
3) we need:
- displaying of unit speed as fraktion like 3,5 (not 3 or 4) in production menu:
- displaying of transportweight, max_supply_stock, max_oil_stock of units in production menu
- displaying of construction progress of land forts and coastal forts as fraction (like 5,5) when selecting provinces
 
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A05 is up.

Only took me, what, three days of work to get the production window to display properly rounded values.
The easy way would have been to display it all in scientific notation, so thank my stubborness for not going there, I guess.
 
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can you remove the hardcoded limitation of number of provinces in the game, please (or make it much more)

My units (divisions and brigades) have different transportweight, max_supply_stock, max_oil_stock.

Can you make display this in production menu?

These values are for me (in addition to the unit cost) a basis for deciding whether to build a unit or not.
Because the optimal overall transportation capacity is limited (to one moment of time).




yeeee, Zsar1 ist the hope of us - the old HoI2, Doomsday, Armageddon, AoD guard
1) we need much more files for new Units (Brigades and Divisions)
2) we need the ability to add more brigades to divisions
3) we need:
- displaying of transportweight, max_supply_stock, max_oil_stock of units in production menu
 
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Zsar, if i start the AoD 1.11 A04 or A05 with the softcoded Iron Cross Mod, the game the game crashes with the critical error "area->isProper()". If i click "ignore" then
appears the error "!_IgnoreList.count(area)".

With A01, A02, A03 no problem, no critical error
I can not locate the error.
Can you help me please?

what file I have to correct?

hangs the problem may thus together:
"A04: checks for duplicate or invalid areas in block ai/admiral/ignore"
Block ai/admiral/ignore will now complain if encountering duplicate or invalid (NONE or LAKE) areas. Game can be continued normally by choosing "Ignore".
?

perhaps you can make display the file with the incorrect entry for error lokalization?

I have 700 ai-files in "Arsenal of Democracy\ai", a big problem! Help please
 
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Better solution may be just a general popup warning with error logging to a file so you don't have to cycle through zillions of popups if many errors are present.

YES!!!! more accurate
error logging in the file error.txt
would
much better :)

I pressed now 50 -70 times on the button "Ignor". Horror!

Dennis, wir werden in diesem Jahr Fußballweltmeister, nicht war? :)
 
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Dunno. My experience is that a modder (and far too often a programmer) who can get away with warnings will do so. So, just dumping these issues into a file most people will simply never look at, will do nothing towards fixing them.

Compare the TES5:Skyrim modding community, where publicly inquiring about warning messages a mod produces is regarded as an offence towards the creator.
Compare the OpenTK project, which last time I checked compiled with more than 300 warnings.
Compare Microsoft's own C++ headers.

CORE is not a bad example either. Most changes I made in the fixpack for 1.10 were invalid entries that my debug executable choked on, whereas the deployment version just ignores them.
@Denniss would post Validator reports every now and then, but their implementation was sluggish at best.

Of course, it is a problem that introducing new diagnostic messages will uncover errors that had before been invisible and, indeed, sometimes the issue (as it is here) is probably free of symptoms, is probably not a problem. But there is a notable difference between the program just-happening-to being able to handle invalid input and the program being-guaranteed-to be able to. The latter would mean an additional workload on the programmer, which will necessarily detract from productive changes.

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[T]he game the game crashes with the critical error "area->isProper()". If i click "ignore" then
appears the error "!_IgnoreList.count(area)".
[...]
Ah yes, I seem to have forgotten to actually provide meaningful error messages. Will be fixed in A06.

Code:
area->isProper()
This means that an area with one of the following properties is listed in an ai/admiral/ignore block:
  • It is not defined in provinces.csv.
  • It is the predefined "NONE" area, which should never exist on-map.
  • It is the predefined "LAKE" area, which should only ever contain inaccessible provinces.
In either case, adding it to the block is meaningless.

Code:
!_IgnoreList.count(area)
This means that the area is listed more than once and the AI is already ignoring it.
Note that as soon as the beginning of an ai/admiral/ignore block is encountered, the ignore list is flushed, so for this to happen, the same block in the same file must actually contain at least one duplicate of the same entry.

Of course, neither error is of much help without file name and line number.
 
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> Of course, it is a problem that introducing new diagnostic messages will uncover errors that had before been invisible
>Of course, neither error is of much help without file name and line number.

agree with that fully


>Will be fixed in A06.

Thanks!

we need the file name and line number.