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Post by Fistalis on May 14, 2013 21:55:08 GMT -6
As usual, feedback related to this particular version is welcome, please post general requests in its own thread (if one doesn't already exist for it) Changelog 0.83 -5-28-2013 - Andorra GDP fixed
- Bhutan Population Fixed
- Various Relations fixes
- Added 2000D to France Known designs at start
- Added Harriers to Italian OOB
- Added M23
- Added mutual defense part of SADC
- Bhutan now starts with radio transmitters tech
- Modified randomish events and added new ones.
- Total Economy Revamp (still working to get things proper since update 3 changed the way economy works)
- Somalia/somaliland Population Fixed
- Terrain Texture changes Swamps and some grasslands have been changed
- Consumer Goods should now be profitable for ONLY low to mid ranged GDP countries. High GDP countries will have a hard time making profit due to labor costs. High being relative I'll just say that the U.S aint getting rich off them anymore.
- Increase Consumer goods production capacity for China
- Reduced consumer goods production capacity for the US.
- Slightly (reduced from 15 to 12) reduced the amount of Electricy required to produce Finished goods (consumer, miliary, Industrial)
- Continued clean up of files, not likely anything you all will notice but should improve cache time. (Alot of errant entries are still left in the OOBs which i really need to spend more time fixing, BG had alot of entries for 0 units in each countries OOB, not a big deal unless you want to reduce cache time)
- Greenland is Now a Colony of Denmark
- Removed Chavez and replaced with... whats his name(not a slight I just don't remember his name lol)
- Volatility JACKED UP, the old low is no longer available, the old medium is now low, old high is now medium etc. (I rarely saw any wars on medium in my previous test games so figured this wouldn't hurt) Very High should be a mad house now, Havent tested this it was a last minute change.
Note for those who played RC2, I slightly tightened the overall economy via increasing min. interest rate on loans and raising social costs. These are higher than RC2 but still lower than 0.82.
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Post by Fistalis on May 28, 2013 11:08:52 GMT -6
As of 12:00 PM CST I've updated the download. It's purely Aesthetic changes to intro music/menu screen so no need to reinstall unless you wanna see the changes.
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Post by mertcanks on May 29, 2013 1:58:59 GMT -6
Thank you!!
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Post by number47 on May 31, 2013 3:27:14 GMT -6
can't progress the game after January 24 (or 26? I'm not sure ;D) 2014...it keeps chrashing on the same date over and over again. Is there any specific event that was supposed to happen around that date? try if you can enter February: save game
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Post by Fistalis on May 31, 2013 5:09:58 GMT -6
can't progress the game after January 24 (or 26? I'm not sure ;D) 2014...it keeps chrashing on the same date over and over again. Is there any specific event that was supposed to happen around that date? try if you can enter February: save gameRan it to febuary 17th without issue. I'll let it keep running but I'm not sure its an issue with the save or the mod.. Edit: ran it to march 1st no issue, thanks for the save though nice to see how the economy looks 1 year in since i did some minor changes prior to the release. dl.dropboxusercontent.com/u/16692168/AutoSave-number47-083test2.rarTheres a save in late febuary, not sure what to say other than, use that save as a work around since I can't reproduce the issue.
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Post by number47 on May 31, 2013 5:55:04 GMT -6
Ok, thanks.
I get 404 error on save game link you provided?
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Post by Fistalis on May 31, 2013 6:10:17 GMT -6
Ok, thanks. I get 404 error on save game link you provided? Try just pasting it into the browswer, something wrong with URL tag lol or just remove the /brl from the end after you click the link w.e or try now works, was something wrong in the post not the link itself
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Post by number47 on May 31, 2013 11:44:52 GMT -6
yeah, it worked now...for a month ;D It seems I will not be joing you on this journey any more since my rig obviously can handle this mod (never though I'd be saying this so soon as I thought my Q8200, 4gb of ram and 7850 2GB would keep me going for a while longer... but this game is a resource hog if I ever seen one )
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Post by Fistalis on May 31, 2013 18:48:01 GMT -6
yeah, it worked now...for a month ;D It seems I will not be joing you on this journey any more since my rig obviously can handle this mod (never though I'd be saying this so soon as I thought my Q8200, 4gb of ram and 7850 2GB would keep me going for a while longer... but this game is a resource hog if I ever seen one ) The more I add the worse it gets. Something people don't think about when they are asking for more factions/units/etc. You can always give 0.84 a go when its released and see if you run into any issues then. It wouldn't be the first time a cache caused issues for people I couldn't recreate. I'm inclined to think its related to settings or hardware/software enviroment. How often are you autosaving?
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Post by number47 on Jun 1, 2013 3:35:38 GMT -6
The issue with unit numbers may be that most of the orbats from SR2020 are not correct any more since most of the countries (in Europe anyway) are reducing their armies substantially...I know the ex-Yugoslavia states are all off but telling you to fix them would cause huge imbalance if you don't correct all the other surrounding countries, so I stay silent World wide orbats balancing would be needed which is impossible since all the data on the internet mostly shows old data with bigger numbers
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Post by Fistalis on Jun 1, 2013 17:59:03 GMT -6
The issue with unit numbers may be that most of the orbats from SR2020 are not correct any more since most of the countries (in Europe anyway) are reducing their armies substantially...I know the ex-Yugoslavia states are all off but telling you to fix them would cause huge imbalance if you don't correct all the other surrounding countries, so I stay silent World wide orbats balancing would be needed which is impossible since all the data on the internet mostly shows old data with bigger numbers Gone through a majority of the orbats and the equipment is mostly spot on. You have to remember just because they reduce active numbers of troops doesn't mean they scrap the equipment. In most circumstances they simply put the equipment into storage for later use if needed.
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Post by number47 on Jun 2, 2013 12:14:10 GMT -6
I know you checked them, but actual numbers are in some cases far less than advertised. I'm speaking only about ex-yu states here since that info is easily accessible to me. As for the rest of EU, they are all decommissioning a lot of ships (especially Italians) thus reducing their military power since they are turning to quality instead of quantity. Now, unit quality is something this game can't portrait well due to wierd stats allocation so often quantity is what wins the battles In no way do I intend to diminish the amount of your work you keep doing perfecting this mod but you can do only so much, considering (vanilla)game issues like completely disbalanced unit stats or pathing/destack issues that still keep appearing or that wierd bug with clone units appearing on the map or sharing line of sight with countries you don't have treaties, etc. You are doing an amazing job with this mod and all I can say about that is: keep up the great work!!! ;D
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Post by number47 on Jun 17, 2013 4:24:30 GMT -6
I noticed an empty Russian hex within Armenia (up north, I forgot to write the hex number down)...if it was supposed to be Russian base in Gyumri (Armenia) than it is somewhat of target. Anyway, have you been condsidering adding any of these to the map? I admit, radar stations are a bit different from bases(troop, air or naval) but adding radar station to the hex and giving "line of sight" to Russians might be the way to go?
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Post by Fistalis on Jun 17, 2013 8:50:20 GMT -6
I noticed an empty Russian hex within Armenia (up north, I forgot to write the hex number down)...if it was supposed to be Russian base in Gyumri (Armenia) than it is somewhat of target. Anyway, have you been condsidering adding any of these to the map? I admit, radar stations are a bit different from bases(troop, air or naval) but adding radar station to the hex and giving "line of sight" to Russians might be the way to go? yes its simply wrong hex, hadn't cross checked the locations yet which is why there are no facilities in the hex. Thats actually the list I was going off of but it fell to lower priority with me needing to fix the economy again.
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Post by number47 on Jun 18, 2013 7:46:53 GMT -6
OK, now that I played few games with different countries and different alignment I noticed some regularities that (to me) seem a bit off. Russia succumbs to west too quickly. (could be the laser weaponry) Pakistan succumbs to India too quickly. (not sure what is happening here) Iran succumbs to India too quickly. (Iran sends a lot of his troops to help Syria and by the time India attacks them you can imagine what happens to 300+ merchant marines trying to come back home through strait of Hormuz ;D ) Just to make clear, I even tested this with option "units destroyed when surrender" or whatever was it called and India and Poland (or Germany but I know it is combined NATO forces) are still steamrolling everybody in front of them. Not sure if there is anything you can do about it but I wonder if you reducing the number of older units in Russia's orbat caused a little imbalance (combined with laser weaponry)... The rest of the world events seem believable. Also, have you considered abandoning the "non-tradeable techs" design the devs implemented with SRCW?
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