Thanks for reporting.Argentum wrote:The game does not start after last fix.
ScriptFix 4.5
https://drive.google.com/open?id=0B0N7V ... XNveU02bVk
Link in first post updated.
Moderators: Slitherine Core, The Lordz
Thanks for reporting.Argentum wrote:The game does not start after last fix.

but i felt robbed once i noticed thats plundering my diplo points, minors maybe except bulgaria and romania are not worth of any action, especially when player can use influence directly, i see no point in random spending diplo points such wayRobotron wrote:@nehi: there is really no reason to feel "robbed" because none of the events from any given draw seem desirable at the moment.
By clicking on "choose none" you will raise your INFLUENCE on neutrals which is always useful since it might very well shift them closer to your alliance. You might even raise your chance to generate bonus diplo by having the greater total INFLUENCE or lower chances of the enemy to influence those neutrals.
If you feel you have to reload the game just because of an undesirable set of events getting drawn I can't help you. How are you going to behave in multiplayer then? Will you just quit or what?nehi wrote: u said its robbing because u want to stop "slot machine", but its not stoped, its just moved to "load game" button

buddy, u r still not listening to meRobotron wrote:If you feel you have to reload the game just because of an undesirable set of events getting drawn I can't help you. How are you going to behave in multiplayer then? Will you just quit or what?nehi wrote: u said its robbing because u want to stop "slot machine", but its not stoped, its just moved to "load game" button

nevermind, if u dont want to change it, it doesnt matter if it works, i get itRobotron wrote:And again, if you think you feel "robbed" because of a single investment of diplo points did not bring up the desired result, I can't help you.
Just stick with the lot you have drawn and get on with the game.
You are too relying on everything working to plan.
I'm starting to get the impression you are reloading your games hundreds of times just to finish as early as possible.


i tought that, its not about ideas but about personasRobotron wrote:To be clear, I just don't want to re-structure the engine to fit the mindset of a power-gamer.
Okay, I'll rephrase that:nehi wrote:i tought that, its not about ideas but about personasRobotron wrote:To be clear, I just don't want to re-structure the engine to fit the mindset of a power-gamer.


Thanks a lot for the positive feedback, it's what makes me go on with this thing.Zombo wrote:helloooooooooo
back from my holidays and a first try at your little marvel (singleplayer)
First of all, congratulations for the fabulous qualitative leap from the previous version! It's a whole new experience!
Indeed, I'll have to apply some brakes on the Russians by fiddling around with the "aggression multiplier" factor. Will have a look into that.Zombo wrote: I like the IA aggressive play, particularly on the Eastern front, where the Austro-Russian balance of forces feels a lot more like it (I was unable to keep the Russians out of Galicia), but I noticed that on occasions IA units rush forward (especially if they can grab an undefended city) with little concern for their supply lines, resulting in easy encirclement and subsequent disaster.
Good idea.Zombo wrote:The sound additions are great! I would however replace that silly "clung" vanilla sound when "repairing" units ( we're not repairing some mechanical device) and replace it with the sound of boots marching (replacements arriving to the front). A lot more immersive.
That's strange since arty stats are the same as in V3.4.Zombo wrote:Artillery effect on cities PP value is way to strong. Even with class I artillery I was able to reduce Belgrade's PP by 2! for each shot, even though I'm not even attacking it. It feels more like 1944 strategic bombing. I dont think that makes much sense to make artillery have such on effect on cities, if they are still enemy occupied (supposedly holding lines well ahead of the key production locations). I would restrict PP damage toi cities to successful attacks ( say, at least as much damage inflicted as taken) - to avoid "sabotage" probes, and maybe give a very residual chance of artillery ( class 3 or more) to inflict 1PP damage.
I thought about that one too but failed to find a way to modify the events-popup script. Definitely on my "to do" list though.Zombo wrote:I think awareness of a number of enemy events that are now automatically disclosed should be tied to intelligence. This would beef up the intelligence game. In the 6 or 7 turns of my test, for example, the "French doctrine abandoned" and the "Russian sends troops to Serbia" awareness could easily be tied to intelligence capacity. of course, some events should be easier to detect than others (the two above should be "easy") and some plain automatically disclosed.
Originally I planned to raise LOS for fighters from a starting value of 3 to a maximum of 5 according to tech advances but alas the non-combat stats cannot be changed during the game so this was out. Maybe reducing fighter LOS to 4 would be a greater incitation to build airships? Not sure about feasibility of your "get LOS by attacking empty hexes" proposal though, sounds like a hell of a lot of work to implement that.Zombo wrote:also, reducing the recon range of airplanes would make intelligence more valuable and add a welcome amount of fog of war. Now a single primitive Austrian air unit can expose the Russian deployment two ranks deep over half the total frontline. In fact, now that I think of it, wouldn't it be possible to make aerial recon a function of the hex targeted by an air mission? like the targeted hex and all adjacent hexes would be revealed? (of course, the problem being, I don't know if it's technically feasible, that you would have to be able to target "empty" hexes") It would make for a more interesting, player-active air game, allow air superiority to potentially prevent enemy air recon, etc
Should be no problem at all to change that.Zombo wrote:now a graphical thing, but I'm being fussy, and it may just be a question of getting used to it, is that the garrisons and the reserve corps, because of their black-outline letters, stand out quite a lot compared to the regular infantry, which, to my brain at least, makes them feel like they are stronger, (as the regular infantry kinda fades more into the background). It's misleading when you look at the global picture. I was wondering if maybe making the "X" of the regular infantry more graphically prominent (maybe simply using black outline) would do the trick... but then , I might be the only one to feel that way
Only if I get more feedback from players. As of now the amount of work required for that PDF seems rather disproportional to the number of guys actually playing (or even enjoying) this mod.Zombo wrote: Are you planning an explanatory pdf listing all the events?
That was easily fixed and will be included in upcoming Scriptfix V4.7Zombo wrote:Oh, and the game crashed when the IA was moving, making some naval moves in the Adriatic...
I hazily remember you came up with that one before but cannot recall what the actual problem was. Please elaborate on this.Zombo wrote:(by the way, did you find a way to reduce technological disparity between France and the UK?)
I'll try to do my very best. Thanks again for your well-laid out comments.Zombo wrote:Keep up the good work!

it happened to the French too. One army managed to breach the Alsace-Lorraine line, then rushed to take Mainz all on its own. You guess what happened.Indeed, I'll have to apply some brakes on the Russians by fiddling around with the "aggression multiplier" factor. Will have a look into that.
If there is no other option, I would even set it to 3 for the whole game.Maybe reducing fighter LOS to 4 would be a greater incitation to build airships?
Possibly, although I seem to remember PP reduction was only one. Anyway, I would limit artillery damage to cities to 1, 10% x artillery class chance of happening.That's strange since arty stats are the same as in V3.4.
Ok, I'll get my pals to drop you a line to show some supportOnly if I get more feedback from players. As of now the amount of work required for that PDF seems rather disproportional to the number of guys actually playing (or even enjoying) this mod.![]()
I hazily remember you came up with that one before but cannot recall what the actual problem was. Please elaborate on this.

maybe outlining the rectangle (inwardly) instead? anyway, it's no big deal@Zombo: I'm sorry, but adding outlines (even at 1 pixel width) to the infantry unit symbol just made the symbol look more darkish instead of making it more stand out. As a consolation I added half a dozen of "organic" repair sounds though.![]()
cool!@all: How about using the imperial Russian flags I pilfered from Sabratah's "All this madness mod"? They look quite stunning in my opinion and might help people (like me) who often misclick on French flags instead.