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Comment History
DoktorSoviet
DoktorSoviet - - 5 comments @ Victoria 2 Cold War Enhancement Mod

So I downloaded the latest version and still got the issue, but noticing you had mentioned reducing the cost of bureaucratic pops, I went into the mod files to see what was up.

You do realize that you set the pay rate for bureaucrats to be x100 the vanilla rate, right? That's what the "weight" part of the pop's income is.

That is, of course, absurd, because no country can afford to pay that and tax rates and such still seem to be within vanilla limits. I reset their pay grade to vanilla and voila! Things work as intended now. The game still needs time to jumpstart the economy but I'm no longer hemorrhaging ridiculous sums of money.

I'm not sure if it was an intentional change or not but clearly it doesn't seem to work. I haven't gotten the chance to play enough, so if this was a measure to try and regulate late-game economies (like, if income is inflated because pops earn more or something) than I would implement it in some kind of event file so that it triggers only after the economy has gotten off the ground, that way not every country starts with insane amounts of debt.

Good karma+1 vote
DoktorSoviet
DoktorSoviet - - 5 comments @ Victoria 2 Cold War Enhancement Mod

No, I don't believe I've tried the Git version yet. I'll see how it works. Thanks for letting me know.

Good karma+1 vote
DoktorSoviet
DoktorSoviet - - 5 comments @ Victoria 2 Cold War Enhancement Mod

So it's been like 4 updates and I still have a problem where every nation is -4000 in debt and no matter how long I wait for the economy to start to work, it never does.

Administrative costs are ludicrously high and tax income is very low. I'm convinced it is a bug because every nation goes into unplayable levels of debt instantly and never recovers. I had hoped the updates might fix things but nope.

Good karma+1 vote
DoktorSoviet
DoktorSoviet - - 5 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

I'm getting crashes pretty often (between 5 and 30 minutes of playtime) and they usually seem to occur when shooting an enemy, although one occurred when trying to open a dead guy's inventory.

I only thought to check the log the last two times and they both came back with this stack trace:

"stack trace:

0023:04C4B548 xrGame.dll, CxIOFile::Open()
0023:0087C2EE luabind.beta7-devel.rc4.dll, luabind::detail::implicit_cast()
0023:544CAC35 lua51.dll, lua_loadx()"

I'm assuming it is a problem with one or more lua-related scripts. Any idea which one would do this?

I have the Original Weapon Renewal mod and Smurth's UI mod. My guess is the latter considering it is the only one that edits the scripts, because vanilla CoC seemed to be running fine. If anyone know's what's up, I'd appreciate the help.

Good karma+1 vote
DoktorSoviet
DoktorSoviet - - 5 comments @ Star Wars: A New Frontier

This mod still needs some serious balancing, even after 1.1. The First Order seems to win 9 times out of 10 even with player intervention. From what I can tell, their damage output is more than the Resistance, and some units (like the flame trooper and the Special Forces Stormtrooper) just annihilate the AI.

I'd recommend giving most of the base soldiers the same stats ala vanilla. There's a reason that even most seasoned game devs won't do asymmetric sides: it is very hard to balance. No offense, but I don't think you guys will manage to do it any better. It's far easier to just make the sides equivalent even if it has less "variety".

Good karma+2 votes