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MichaelM

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Jun 30, 2004
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Get it in the Tech Support forum (requires registration of your game copy).

Changelog since 23 February:
- Fixed crash when a country's government falls while rebels are assaulting a fortress.
- Persistent events whose start dates are far before the scenario start should no longer trigger repeatedly on startup.
- Persistent events can no longer trigger more than once on the same day.
- The revolt command will no longer try to target trading posts.
- The default Holy Roman Emperor should no longer be elected repeatedly when it is not eligible and no other country has a positive vote score.
- Added another digit of precision to floating-point numbers in save files.
- Fleets that are hunting pirates will no longer attempt to make port in a province that borders their region but has a port far away (e.g. Panama in the Caribbean).

- Removed red line between Kola and Karelia.
- Removed PTI from Colorado and Sacramento rivers.
- Removed PTI dot from the center of the Aral Sea.
- The sidebar header is no longer a different image at low resolutions.
- The COTs in Zacatecas and Cuzco are now marked persistent in the 1419 scenario.
- The countryname commands for ENG and POL no longer use a "which" clause, which is a no-op anyway.
- Updated some 1419/1492 known province listings.

Post feedback here!
 
Apparently all my previous crashes were rebels assaulting fortresses when governments were falling, because I haven't had any crashes with this new beta so far.

Code:
Persistent events can no longer trigger more than once on the same day.
It might be useful for modders to know that persistent events can trigger more than once on the same day, just not for the same country. I think this is in fact the perfect solution.

I'm very happy with this patch so far. I did however discover a new bug, which upon further inspection I found to be present in the previous beta as well: annexed countries aren't removed from the ledger anymore, regardless of how they were annexed. This might be the cause of a bug I had reported a while ago where ledger graphs didn't start at the scenario startdate.
 
I think need to remove status national province for Russia to some baltic provinces unto event of "Fate of Teutonic order". Now in 1492 scenario this 2 province (Estland, Livland) are aready national province of Russia before event "Fate of Teutonic order"
 
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You say that the patch should be applied over a clean 1.2 install, but you can also apply it over the February patch, right?
Yes, amended.
 
In the 1617 scenario, Mecklembourg COT has 21 merchants at start. Also, isn't a province base tax of 12 for Lappland (which is still a colony) too much ?

edit : 1600 "The Waloons in Sweden" event gives Lappland and Bergslagen +5 base tax, but I doubt they had respectively 7 and 21 base tax before that event.
 
Random event "Border issue" targets countries without common border. With Bohemia, I had it targeting Trier and Friesland.
 
we need a real fix on the warscore or whatever, because its bad seeing AI .v.AI and one nation (a) at war against another (b), when (a) takes 3 areas from (b) and then they settle for peace for a coast of ONE ducat to (b)and NO lands exchanging hands.

maybe there is a define file change or something else
 
I'm having troubles with the colonization AI; some countries just seem to completely ignore certain areas/regions. In WATKABAOI, Spain never colonizes north/west of the Aztec provinces despite the lists containing Sonora and California. Because I read in a changelog that there were some hardcoded AI exploration lists, I batch-replaced all area/region labels in case some of those were hardcoded too, but it made no difference. I have AI files for Russia and China depending on how the Nerchinsk treaty turns out, but despite the correct areas being listed in savegames, occasionally the Amur region won't be colonized at all. I have another AI file for Ming-China who should only colonize Taiwan, but they don't do it consistently and they colonize other provinces as well if I set the 'expanison' parameter too high.

I haven't found any place where the colonization AI parameters are explained properly, so if any light could be shed on this that would be great. Originally I thought the area/region lists would effectively divide all provinces into the groups "can be colonized" and "can never be colonized" but I'm starting to suspect they also interact in some ways. I'm not sure if colonial cities and provinces not in the colonization lists count towards the 'expansion' parameter and whether the 'neighbour' and 'enemies' boni/penalties can make a country colonize provinces that aren't in its colonization lists. Also, do ToT or other cores have any effect on this?

This isn't a new issue of course, but it's pretty much the only one left, if you don't count the AI's total inability to deal with rebels.
 
I'm having troubles with the colonization AI; some countries just seem to completely ignore certain areas/regions. In WATKABAOI, Spain never colonizes north/west of the Aztec provinces despite the lists containing Sonora and California. Because I read in a changelog that there were some hardcoded AI exploration lists, I batch-replaced all area/region labels in case some of those were hardcoded too, but it made no difference. I have AI files for Russia and China depending on how the Nerchinsk treaty turns out, but despite the correct areas being listed in savegames, occasionally the Amur region won't be colonized at all. I have another AI file for Ming-China who should only colonize Taiwan, but they don't do it consistently and they colonize other provinces as well if I set the 'expanison' parameter too high.

I haven't found any place where the colonization AI parameters are explained properly, so if any light could be shed on this that would be great. Originally I thought the area/region lists would effectively divide all provinces into the groups "can be colonized" and "can never be colonized" but I'm starting to suspect they also interact in some ways. I'm not sure if colonial cities and provinces not in the colonization lists count towards the 'expansion' parameter and whether the 'neighbour' and 'enemies' boni/penalties can make a country colonize provinces that aren't in its colonization lists. Also, do ToT or other cores have any effect on this?

This isn't a new issue of course, but it's pretty much the only one left, if you don't count the AI's total inability to deal with rebels.
The area/region/continent AI preference lists are not hard limits. The AI prefers to explore and colonize there, but may stray if there are juicier targets elsewhere.

Sonora is a particularly bad place to colonize (low tax, bad trade goods, and hostile natives), so I'm not surprised the AI doesn't want to go there.
 
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I've been playing AGCEEP with FTG 1.3 as Brandenburg, one thing that makes the game harder (I'm not complaining!), if trying to form Germany, is that it seems you can't form royal marriages with the Bishoprics (Mainz, Cologne, Bremen etc.), I take it this is intentional?
 
I've been playing AGCEEP with FTG 1.3 as Brandenburg, one thing that makes the game harder (I'm not complaining!), if trying to form Germany, is that it seems you can't form royal marriages with the Bishoprics (Mainz, Cologne, Bremen etc.), I take it this is intentional?

That is intentional. I believe it has always been the case?
 
No, that's new; all bishoprics, religious orders, and republics have been added to the list of countries which cannot form royal marriages. In 1.2 it was only the Papal States and the Knights of St. John.

There should actually be a tooltip informing you of the situation, but it is easy to miss.
 
The tooltip is:
Code:
DIPROL_DYN_NO;%s cannot enter any Royal Marriages.;x
Would this be clearer?
Code:
DIPROL_DYN_NO;%s cannot enter any Royal Marriages due to its governmental structure.;x
Although it would sound odd sometimes: "The Knights cannot enter any Royal Marriages due to its governmental structure.;x"
 
The area/region/continent AI preference lists are not hard limits. The AI prefers to explore and colonize there, but may stray if there are juicier targets elsewhere.

Sonora is a particularly bad place to colonize (low tax, bad trade goods, and hostile natives), so I'm not surprised the AI doesn't want to go there.
I find that strange, after all there's a province with gold right next to AZT that's never getting colonized. What values should I enter for 'enemies' and 'neighbour' if I want the AI to colonize according to its AI file? It would be a big help if you could give a rough outline of the AI's decision making process when it comes to colonization.
 
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