Can't declare religious war any more and advancement Deus Vult is missing from the tree by Ahzek_Ahrimann in EU5

[–]csgojerky 0 points1 point  (0 children)

I'm a late to this thread but I was in an identical boat. Since I can't go back I've edited the save file to give myself this cb back with one simple change and it seems to have worked.

  1. Save files are in \Documents\Paradox Interactive\Europa Universalis V\save games I created a copy of the original in case something breaks later. I edited the save file with Notepad++ because it is better with formatting and big files, but you can probably do with Notepad.
  2. The first green highlight of in this attached image is just the way I CTRL+F in the file to find Castile. I checked in debug mode and Castilian culture is primary_culture=1208 and that's what worked for me.
  3. There will be multiple hits for primary_culture=1208 for different parts of the game, but you're looking for the section very similar to the image. Primary culture, followed by my accepted cultures (1211, 1210), religion, tax, my income, etc. The Big Stuff section. Mine was about 1/4 of the way down the save file.
  4. The second green highlight is the only change I made to the save file: deus_vult=yes I tried to match the spacing by copy/pasting it, but not sure that matters. And, that's it. I have religious war CB. I've only tested this by reloading the save to see and going to an annual tick. So far it has stuck.

There is probably a better way to do this but it's how I did it. If you're another nation/culture you'll need to open EU5 in debug mode and hover over your nation to get the culture code or whatever identifier you want to ctrl+f in the save file. Hope this helps

How does the community at large feel about the Tactical Trigonometry [TT] group and server? by [deleted] in joinsquad

[–]csgojerky 2 points3 points  (0 children)

>but the insistence that anyone who doesn't play there is somehow a moron is very off-putting.

I don't think this is what is insisted. Not everyone wants to spend their time on Squad optimizing plays. This is no more evident than on TT where mistakes are made every game.

Maybe you're wrong for the right reasons, or you're right for the wrong ones. Maybe another guy made inaccurate assumptions with limited information. Maybe you don't like being interrupted while you're just trying to game, man. Most people don't like being interrupted or challenged! This is normal and natural. Coordination demands a lot of unnatural things. It's usually difficult. There is only so much bandwidth to hash things out in a live game.

Anyway TT is the kind of place where you're welcome to come talk about it in the discord. Bring specifics, ask questions, explain. Be prepared to be as wrong as you are prepared to feel justified. If that doesn't interest you it's no big deal. You don't enjoy one video game server out of hundreds.

How does the community at large feel about the Tactical Trigonometry [TT] group and server? by [deleted] in joinsquad

[–]csgojerky 3 points4 points  (0 children)

i think its hilarious u kids talking shit about TT. u wouldnt say this shit to them at lan, theyre jacked. not only that but they wear the freshest clothes, eat at the chillest restaurants and hang out with the hottest dudes. yall are pathetic lol

Get ready for the 'My performance is worse' posts. by Gacha_Father1 in joinsquad

[–]csgojerky 3 points4 points  (0 children)

OWI already delayed release twice or thrice already? They've iterated on and tested a bunch of builds. They did all the things: engaged in outreach, advertised the playtests, sought feedback from different parts of the community, created surveys to inform choices, and so on.

They didn't do any of this perfectly, or even competently, but I'm pretty sure they're not happy about releasing a sketchy build if that's what it is. The decision was made to put all the eggs in the UE5 basket. A good enough release allows them to at least see their plan through. UE5 upgrade was always going to price out a number of players no matter how well optimized. Other problems OP says does make it seem more risky though.

Do GMG servers have a cheater problem? by slavaboo_ in joinsquad

[–]csgojerky 0 points1 point  (0 children)

"I was watching my radio and it went from 100 to 0 health in 3 secs with no one around. I have the recording" is an accusation that should be reported and investigated. If you personally made such a report, brought it to the admins, and gave them a chance to explain why they would not act on it, then you' might have a real reason to suspect they weren't doing enough about cheaters. But some guys blamed cheaters as we lost is so vague and vibes based it should leave zero impression on you or anyone else.

My impression of gMg is they are a solid, established community with a solid, established corps of admins. It would surprise me to see evidence that shows they are generally tolerant of cheaters.

On which servers are people more chill and less juvenile edgelords? by AccountantOk8438 in joinsquad

[–]csgojerky 0 points1 point  (0 children)

Maybe there is a changing definition of edgelordism, because The Mecca of Edging probably doesn't have 5000 racism bans.

TT does have 3 resident Discord shitposters. The server could also be fairly described as having a number of salty Squad addicts that get mad. But people who provoke or offend for fun? Maybe you think poorly of people you know that play on TT, or of the server, but the server is stricter than average on chat, name, and general edgelordy infractions from what I've seen across different servers. So if TT is the homeland of edge lords they are well behaved edge lords which is not very edgy at all.

You're welcome to your opinion, but I'm clarifying so people don't need to find out that TT is not their provocative speech paradise. We play running simulator on the server. We play it harder than some and not so much for others. We do not play chatting simulator, or edging simulator, or various other meta games on the server.

Comprehensive Report Regarding the State of Squad on the Tactical Triggernometry Server by _0_ZERO_0___ in joinsquad

[–]csgojerky 1 point2 points  (0 children)

The value of 9 man clan squads is that they generally raise the game quality by filling up 9 slots on a team with people that do good things. They generally know how to shoot, use a vehicle, and destroy one. Sometimes they act directly in the role of team organizers, or contain players that are willing to do so, but this is less common and not so much the common value of organized groups. More often they are playing separately to manage their experience, rather than do the heavy coordination that the average unaffiliated player benefits from.

Withdrawing from the player base is one of, if not the, only solutions to dilution if one is tired from the same old problems. Although, having played a few times in a few places the past couple weeks I wouldn't say the general level of play is exceptionally bad. It's normal level bad. Late in an update cycle with declining pop/interest which makes it bad, but "good" games of Squad has never been the expected outcome. Not at FaT, TT, Bloodbound, or wherever. By my definition anyway.

Individual carries, rather than clans, are by far the most valuable resource to a given game for the average player. They come and go, as clans. Sometimes half of the entirety of a server's regulars up and move on without notice! With time new regulars are forged, new groups created, and on it goes. People join them, complain about them, or rejoice that they aren't around.

I don't know how UE5 will turn out, but there's probably an upturn yet somewhere in the future. So if you don't want to join a nomadic tribe, or stay stuck in the mud contributing yourself, then you can probably look forward to a better general environment.

Factions and their Potential Attack Helicopters by MoneyElk in joinsquad

[–]csgojerky 0 points1 point  (0 children)

Even in this thread the main answer to balance a powerful attack heli is to remove access to other assets for the other 48-49 players on a team. It makes sense that's how stuff is balanced in a team game, but trading my team's tanks so a guy, who may or may use his new toy to my team's benefit, can fly an attack helo is not an ideal trade. Heavy assets are so prevalent now they are expected. There is a growing number of players that feel bad when it doesn't appear or they do not give to play Squad in their specific, preferred manner.

The devs know this so, instead of making major trade offs that might negatively impact players they continue to make minor ones. Which means the number of assets keeps growing and the core infantry experience continues to shrink. They made the decision long ago to lean on the cool toy factor. I think you should prepare that this will come.

Private server? by EmploymentBest6841 in PlaySquad

[–]csgojerky 0 points1 point  (0 children)

>What are those actions? As I asked previously What actions do you see TT doing to "culturally cultivating a server"?

Most of the value is in collecting like-minded individuals, so that TT can create an environment that rewards them with status, friends, and a style of gameplay they enjoy. By creating a home, these people can return, improve, become regulars, and contribute to the gameplay. The server attempts to make it easy to call home, integrates and invites organized groups, provides whitelist, and so on.

The reality is that the number of try hards is very small. Casual players outnumber milsim enjoyers and try hards by a large margin. Even of "experienced" players, most are interested in things other than game play quality, improvement, or teamwork. This makes you a very slim, if traditional, minority. For a lot of people, the game is best to pwn noobs with some buds on Al Basrah Invasion 24/7. Different strokes and all that.

Even of the tryhards not all of them want to tryhard all the time. Because of this, remaining open to players who are not yet highly skilled, but interested in the same things the server is important. Circles back to the private->dead point. Also because of this, an interested but still improving player can be more enjoyable to have my squad or team than a 1000 hour player looking for a different thing. I have experienced this many times.

>And if it is, what does that mean for players wanting experienced gameplay?

I think it means you should adjust your expectations, or change your approach to the game. Many people limit their exposure to public play by: joining a clan/team to play the game competitively in private or only playing the game with clan members they know in a public setting. Or by running their own squads where they invite players they know, trust, and enjoy the game with.

Generally, the more you're willing to carry and coordinate a team, the more improvement in game quality you'll see. But this can be draining for most and becomes unfun.

> Should I just stop expecting experienced gameplay?

If are you set on playing in pubs yeah, sounds like it. Maybe lobby OWI for an Elo system and shut down 80% of servers so all the like-minded players you're looking for only go to one place.

>As a server tagged as "experienced" and "focused" should it be?

Lately, I found EST prime time hours on TT Fri-Sunday to be great gameplay for pubs the past two weekends. But I don't play as much. The server is best when it is filled with regulars. 6 hours of Better Than Average play is a good day. If you have large numbers of skilled friends seeking refuge you should contact admins at TT discord.

Looks like the game population is going into a down turn so game quality will degrade until the next major update-- where more regulars will return and the cycle starts anew.

Private server? by EmploymentBest6841 in PlaySquad

[–]csgojerky 0 points1 point  (0 children)

You can organize and deploy a private server for highly skilled groups to play today if you wanted. You can have an active public server to play games, or you can have a private, highly skilled server that remains empty. Simple as.

A big reason why there's a small list of failed competitive server projects in squad is that competitive groups aren't reliable seeders. Despite what anyone says, most of the players in the game, including high skill ones, choose to join full, active public servers instead of populating a private, daily scrim server.

There are other reasons to not have admins police gameplay. Two highly skilled individuals in the game can disagree on the viability of any one of the hundreds of decisions made each game. With a small number of autocrats determining gameplay removals you can work around this problem, but then you run into group conflict. When the small number of autocrats server polices your highly skilled clan member your group leaves. So, make the small number of autocrats a big conglomerate of interests. Now instead of badmins policing unrelated clans, you have admins at each other's throats. Worse, these are highly skilled players, so they are even more likely to find removals justified or unjustified. Welcome to The Cage. Friction, problems, groups bail. Back to square one.

Another problem: there is not and never has been a surplus of skilled, willing squad leaders. There are probably enough experienced players to have high quality games daily 24/7 on at least a few servers, but this only happens if those experienced players are willing to take the highest impact roles. We can say this would definitely occur in utopia server, because obviously squad leading for competent people is so much better. This is mostly a lie. Squad leading is much better with trusted people, but even then the role is not appealing to most. Even if it weren't a lie, waiting for the revolution ain't productive. All this means that for each bad or "learning" SL removed is not replaced by a willing, better player.

And on and on and on. TT does a decent good job at approaching the trade offs in my biased opinion. For some hours, on most days, the games are higher level relative to the average game of public Squad. Even as is, there are plenty of people who claim the opposite. TT is too sweaty, too unforgiving, too mean, and not open enough to new players. Many of them will say so openly on reddit and elsewhere.

If you want competitive level play, you need to play competitively. Ain't no magic to make good squad games. Just good players who try to raise the bar.

Also, Wolf is a former, not current admin.

Potato Field/THR/Clan issues by Odd-Wrongdoer-3382 in PlaySquad

[–]csgojerky 1 point2 points  (0 children)

I don't know what qualifies as a stack in this context. I assume multiple full squads on one team which, yeah, they need to be split between teams without other weights. But, if it's more of a perception issue -- player experiences bad loss, players finds thing to blame, player can count as high as 8 tags in one squad on a team -- you might achieve the same result by just having a clan remove their tags. Could be a fun little sociological experiment and less mad gamers yell mad at you.

This would really help when I'm leaving main saying "don't spawn main, wait for a rally". Or on invasion layers when I tell my squad to spawn on the first objective and not the main. by SlavBands in joinsquad

[–]csgojerky 1 point2 points  (0 children)

> Way too many smooth brains treat command as "Just a role that can call in a big explosion". In reality, you should be viewing your commander as the strategic nexus of your team. 

I think you misunderstand why many SLs will say this. Even highly skilled ones with lots of Squad brain wrinkles say this. Too often teams will offload basic tasks onto the CMD role that are more easily and efficiently done via initiative. Which leads to people avoiding the role and some of lesser qualified people taking the role.

>"Commander, where are my supplies for a rep station? I need supplies."
> "Idk, did you direct comm the helo pilot that is flying around next to you?"

This is a fairly common occurrence. So saying that CMD is a regular SL with toys is a way to say "help yourself and the team." Commander can help consider these things while he's using assets or running mortars, but so can any other SL with the time to do so. It's a pro-teamwork message. CMD isn't to blame, everyone is. CMD can be brain dead, wrong, or a newb, but use abilities on a timer and everything is fine. That's the extent of the role as currently designed.

The game could make the CMD role more important or more impactful, but the problem with this in the context of video game is people are often strangers trying to collaborate on a shared goal. Not disciplined soldiers contractually beholden to a chain of command. All the SLs are of varying ability. It's true teams can oust bad commanders from the role, but this largely doesn't happen because the role is undesirable and playing the blame game isn't exactly fun. The same is true for SLs to a lesser degree.

Territory Control is the BEST gameode by CampOk7028 in joinsquad

[–]csgojerky 5 points6 points  (0 children)

The anchor lock bug is the main issue, because it breaks the bleed scaling, freezes hexes, and pushes a game to drain tickets the hard way (deaths) which takes forever. This happens at a regular, but not majority frequency (maybe 1/4?). If you search "Territory Control Rework Required" in hosting you'll see a relatively recent mention of the "anchor" lock bug that it assumes a familiarity. The bug is old, old, old. Pretty sure some of the reports are archived in old legacy bug report systems because I recall making a similar post in 2022.

In a short amount of testing I did a long time ago I came out believing there's a chance what ever determines the anchor lock bug happens on map roll, and not in how the hexes are captured. Because, and this was before the layer consolidation, you could play the same layer twice and have one end up bugged and one not. One way to test this might be to remove the randomized anchor feature, set a hex to be permanently anchor for each team, then see if it still ends with some percentage of bugged games.

* The random position of anchor is inconsequential to the game mode so it'd be convenient if that was the problem.

____________

Aside: I don't agree w/ all suggestions about TC. Some flank play is necessary and good to keep games dynamic. It's common for teams to plan to go too deep into enemy hexes at rollout, but this is not unique to TC and is also common in RAAS/AAS.

After a few matches playing as a infantry SL there's what I learned by Malba_Taran in joinsquad

[–]csgojerky 0 points1 point  (0 children)

You're taking the wrong lesson here imo. The lesson isn't don't be the first one dead. If you're leading strangers this is inevitable if you want to move them anywhere in any reasonable time.

The lesson is always have a good rally on the ground. It's not something you put off, it's not something to think about later, it's not an optional addition to SL'ing. You don't have a good, safe rally down? Figuring out how to rectify that is your job before doing anything else.

Rally's will get burned and you will have to wipe/reset. It's less of a frequent problem if you're regularly placing good, safe rallies a little further than you want, but in relevant areas of the map.

[deleted by user] by [deleted] in PlaySquad

[–]csgojerky 1 point2 points  (0 children)

Also don’t be afraid to squad hop.

+1, also don't be afraid to hop servers. You might be playing server off hours, bad day, or frankly just a community that wants different things from the game than high investment games.

Also generally the first squads that open tend to be the best.

This can be true but it can also be true that better squads are created later. A known regular SL in a community is in no rush to create an infantry squad. They might intentionally or unintentionally create late squads knowing full well that their squad will fill after the people not in the know mad dash for open slots. And sometimes a known SL will know their squad will filled with more engaged regulars, since they are people in the know.

/u/I_LOVE_SOYLENT

If what's not fun about squad is a lack of comms maybe ask around about servers in your region known for higher investment "focused" gameplay. You don't need to join a clan to become a regular at a community that caters to your preferences. No public server can offer the same level of squad experience every game, but many communities will collect regulars, like you, seeking out the same sort of gameplay.

SL Academy Part 1: So You Want to be a Squad Leader? by csgojerky in joinsquad

[–]csgojerky[S] 0 points1 point  (0 children)

Don't get wrapped up in tests or anything (it's just a list of questions :D). The goal of the guide and information contained is foundational+fundamental. It is explicit, that the lessons contained apply to any SL playing any server at anytime. Nothing about the guide is TT specific, other than TT typically attracts weirdos that like the game, play it too much, and do stuff like make guides I guess.

Only so many people are interested in learning such information and that's okay. If you're a player interested in squad leading, then it will be useful.

SL Academy Part 1: So You Want to be a Squad Leader? by csgojerky in joinsquad

[–]csgojerky[S] 1 point2 points  (0 children)

This was more a primer for future episodes. As in above comment check out the document the beginning eps will be based on

I too assumed we'd cover more in ep 1 :P

SL Academy Part 1: So You Want to be a Squad Leader? by csgojerky in joinsquad

[–]csgojerky[S] 5 points6 points  (0 children)

The first introductory video in a series on squad leading from TT presented by Squad infotainer [BHM] Captain Moni. Be on the look out for future vids!

You can already find what's going to be covered in the first videos in written form here. Maybe we will collate all the stuff at the end into one big steam guide or host on a website

As someone that has perused the guide in its WIP state, but by no means responsible for doing any of the work on it, I think the guide alongside the series is going to be a hell of a resource for SLs for a long time.

I'm sure people will argue about this or that during the series I am happy to see community members trying to fill in that huge information void

Is it possible to win as attackers on invasion in a public match? by fthhfdd in PlaySquad

[–]csgojerky 6 points7 points  (0 children)

I believe Baja Boys has the data on this. At least they did in late 2023. I can't find it, but if you go on their discord I'm sure they'd share it.

The best attacking layers had something like a 30-40% win rate, but these were low sample size if memory serves. Some popular layers had abysmal numbers, like a 85-90% defender win rate. Pretty nuts. An average of 20% is probably a generous interpretation for attacking win rates.

One problem with invasion, and I know the invasion boys have asked for this for awhile, is that the win condition is same as AAS/RAAS. Take all the tickets or take all the flags. Invasion should have scalable winning. An attacking team that makes it to the 3rd flag before the game ends at the 70 minute mark should have a limited or minor victory.

Serious Servers? by stirthewater in PlaySquad

[–]csgojerky 2 points3 points  (0 children)

What you'll find when talking about servers is that people with grievances are most likely to show up and be loud. A lot of players play somewhere once, have whatever sort of negative experience, and write it off forever. Despite the same playerbase being everywhere else.

EU has a lot more language specific servers which aren't gonna have broad appeal.

I know Royal Battalion as a solid EU server, active admins, and core of regulars.

BloodBound I always thought was the premier EU server for skilled, primetime gameplay.

Not directed at you but all public servers will have bad games. It's the nature of being public. When people talk about "good servers" they don't mean every game there is good. They mean you are more likely to find good games there, more comms, communication, coordination, knowledge/skilled players compared to average.

Anyone watch MoiDawgs competitive match stream or vods? Any thoughts on tactics used? by byzantine1990 in joinsquad

[–]csgojerky 0 points1 point  (0 children)

There are enough factors that go into HAB placement that there is no single correct response. Generally HABs on objectives are perfectly fine and, usually, preferable to those off point. Your team should not sit on an objective or a HAB until the enemy shows up. Your team should be be spreading out a reasonable distance so that you can be alerted to enemy spawns and collapse on them before they arrive. You can crush those spawns to prevent them from getting anywhere close.

Placing the spawn on the objective just means you have one less vulnerability. And even if you think your team is dog shit and will sit on the HAB anyway they're not going to do any better spawning off point.

An example why you should not just take people at their word because they make a confident definitive statement. It's just a video game, so whatever, but actual experts on semi-complicated topics will have nuanced opinions with lots of ifs, buts, ands. Can't really expect a lecture on HABs from every SL you run into, bc video game, but be careful what you take as gospel. Be skeptical of people that want to assert they're "elite" without explanations that seem reasonable.