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unmerged(37840)

Recruit
Jan 13, 2005
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I'm seen claims that certain text can't be fixed for copyright reasons, which might explain some of these bugs. The list of vassals one can create does not display well when that list is large (i. e., in a large empire). When a gift causes no change in relations, the game says relations have slightly improved. Several provinces have different names in pop-up boxes and the game log than on the map--the province just west of Denmark's usual capital is variously called Jylland and Jutland. I think this occurs in one or two East Asian provinces, also. The message when a country accepts an offer of vassalization, "Country X Accepted to Become our Vassal," is ungrammatical. Although it takes two years to build a conscription center, the pop-up help says 1 year and the confirmation message says 6 months.
 
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Daniel A said:
And Andrew, this would be good for your health as well ;) . You know how it is nowadays, everytime a newbie comes along complaining about the Sichuan-Xinjang bug you go ..., well what is the correct word... hrm.. what is the name of that yellow fruit... hrm... anyhow, you all know what I mean :)

Mangoes? As in, man-goes insane?
 
Owen said:
That wasn't my point. My point was that "slightly increased our relations" means the same as "marginally increased our relations". While not quite the same as "marginally changed our relations", I consider it preferable to place the cutoff for deciding which text is to be used at zero, rather than being at some arbitrary small distance from zero that your wording would entail.

All right, I understand. Well, why I changed "slightly" to "marginally" I cannot even remember :) , that was not the core of my suggestion. The heart of the matter was to get rid of the word "improve" since that word apparently was untrue.

So the suggested text could instead be

"your gift may have changed your relations slightly"

Like you I would also appreciate a setup with three different texts, like this

1. Your relations improved slightly
2. Your relations did not change at all
3. Your relations impaired slightly

However, that would need Johan to make changes in the code as I understand. (Please correct me if I am wrong). If we want Andrew to fix this misleading text we have to do with one message, covering all three cases. And if so we must choose a text that truthfully portraits them all.
 
Daniel A said:
All right, I understand. Well, why I changed "slightly" to "marginally" I cannot even remember :) , that was not the core of my suggestion. The heart of the matter was to get rid of the word "improve" since that word apparently was untrue.
Eh? I thought I explained very clearly why it was true, but he couldn't see any difference by looking at the display in game.
 
Just noticed I missed Bya's post earlier. Apparently there exists a message that covers a slight deterioation of the relations. That makes some of my previous post meaningless.

----------------------

Owen,

Yes, you did write that about floats. However,

1. From a gamer's point of view that is rather farfetched. For him the relation is an integer (unless he digs into the savefile). If the interface of the AI does not adapt to the user it is bad. The constructor has to find a way to describe things in a way that does not make the user believe there is something wrong with the program.

2. If the impact of relations was zero (I assume this is possible) I guess the message would be the same and if so that is bad.

So this leads up to this suggestion

"Your gift may have improved your relations slightly".

The lower cutoff being zero as you suggested.
 
Daniel A said:
Just noticed I missed Bya's post earlier. Apparently there exists a message that covers a slight deterioation of the relations. That makes some of my previous post meaningless.

----------------------

Owen,

Yes, you did write that about floats. However,

1. From a gamer's point of view that is rather farfetched. For him the relation is an integer (unless he digs into the savefile). If the interface of the AI does not adapt to the user it is bad. The constructor has to find a way to describe things in a way that does not make the user believe there is something wrong with the program.

2. If the impact of relations was zero (I assume this is possible) I guess the message would be the same and if so that is bad.

So this leads up to this suggestion

"Your gift may have improved your relations slightly".

The lower cutoff being zero as you suggested.
Sorry Daniel, but I have to admit this is something I'm not really fussed about enough to keep arguing about. AndrewT can judge your argument as he sees fit. :)
 
Owen said:
Sorry Daniel, but I have to admit this is something I'm not really fussed about enough to keep arguing about. AndrewT can judge your argument as he sees fit. :)

I tend to agree, although the posts in this thread have increased my knowledge about the game. ;)