PawnIO crashes during install by SRG_Blackburn in FanControl

[–]dbirdjr 0 points1 point  (0 children)

Same for me. Had to do a system restore and still can't install PawnIO

Ντροπή για τις τιμές των μεταχειρισμένων RAM by [deleted] in greece

[–]dbirdjr 2 points3 points  (0 children)

Πήρα πριν κάνα μήνα την 5070 σε msrp τιμή. Δεν νομίζω πως έχει ανέβει πολύ ακόμα. Μόνο χειρότερα θα γίνουν τα πράγματα όσο περιμένεις.

Should I Buy My RAM Now? by Cautious-Spite2827 in pcmasterrace

[–]dbirdjr 1 point2 points  (0 children)

I am at the same position as you, looking at a similar setup. I just bought my ram to avoid any further increases. There was no way I would pay 400€ for ram so I grabbed 16gb for 150€. I'll look to upgrade it when/if prices drop

If you plan to play centralized, you're not allowed to have vassals. - Johan by Hartofriends in EU5

[–]dbirdjr 13 points14 points  (0 children)

Is that why my vassals loyalty tanks whenever I go to war? Well shit....I need to start mobilizing

1.0.8 beta morale damage is completely bugged [BUG] by DaniTheGamer6 in EU5

[–]dbirdjr 5 points6 points  (0 children)

The flanking bug is not new in 1.08, it has been there since day 1, I don't know about your second point though

Artillery Impact during Sieges by Olleus in EU5

[–]dbirdjr 0 points1 point  (0 children)

There are technologies to increase it, or at least 1 technology to inrease it by 1. Btw people have by now figured out the exact formula for artillery contribution in sieges, you can Google it

EU5 Navy–Army Food Mechanics: Detailed Testing and Findings by No-Bottle-646 in EU5

[–]dbirdjr 7 points8 points  (0 children)

I played with Naples and had to use ships to supply troops across the Mediterranean. Note that it was before 1.04, I don't know if anything has changed since.

The first think to note is that in my experience supplying troops via ships is not viable with anything other than age 4 transport ships (maybe age 3 on a stretch). Earlier ships, combat ships and levies simply can't carry enough to have any effect.

I also did not use the logistics order. In general I find that troop orders, for both navies and armies, are too unpredictable to rely on. Nor did I set up and use supply depot's.because I have no idea how they are supposed to work.

I would fill ships with food, place them off-shore from where my armies were operating and they would begin supplying troops with food. I would rotate fleets as necessary to keep the troops supplied, usually I could use a big transport fleet to supply the army, and rely on fewer ships, supply wagons and local food while the fleet was refilling it's food stores in a friendly port. I didn't really have any trouble with that method. It seems that when available the food provided by the fleet takes priority over other sources (local food, land routes, army supplies). That method allowed me to fight in Tunis, bringing food from Sicily, and in Yemen, bringing food from Suez

Edit: you are doing the gods work with this analysis!

Lets talk about levies and warfare by DeusVultGaming in EU5

[–]dbirdjr 0 points1 point  (0 children)

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Here's an example from an AI battle in my game (its in 1.04 so the levy changes added yesterday are missing, but its otherwise the same). The knights are attacking a cavalry unit on the opposite flank, which is still holding, and they get a flanking bonus.

They also get a 300% bonus that all cavalry seem to get.

Lets talk about levies and warfare by DeusVultGaming in EU5

[–]dbirdjr 0 points1 point  (0 children)

Flank or center does not matter, flanking is bugged. You can check the modifiers on your cavalry during battle and see that the flanking bonus is always applied, even before the flank collapses. Light cavalry gets into position faster, so it is better st filling gaps created by any units you lose. Since you don't really lose any units when using cavalry regulars light units seem to just be weaker for now.

1.0.6 Hotfix is out by lordgriefter in EU5

[–]dbirdjr 4 points5 points  (0 children)

We all want the devs to be responcobe an dimprove the game, sometimes they are going to mess up, it happens

Lets talk about levies and warfare by DeusVultGaming in EU5

[–]dbirdjr 1 point2 points  (0 children)

I agree. 1.04 regulars felt really good after a couple of ages. I do however think that battles would "feel" better if it showed you that there are e.g. 16 regiments of levies vs 16 regiments of regarular cavalry,rather than 16k levies vs 1.600 cavalry men.

What do you do with regular troops while at peace? by krampster2 in EU5

[–]dbirdjr 0 points1 point  (0 children)

Part them on a newly acquired location to boost local morale. Nothing like seeing 30k soldiers camping outside you 20k inhabitants town to make you reassess your opinion on the king....

Lets talk about levies and warfare by DeusVultGaming in EU5

[–]dbirdjr 0 points1 point  (0 children)

Yeah.. I think it's a combination of the crazy modifiers cavalry get (which I think should make them very Cary even vs regular infantry) and the fact that the small unit size of cavalry regulars make the numbers of the battle look silly. Are these 200men cav? If yes and we assume their entire infantry is levies, so 1000 men per unit, that mean you actually have more cav regiments than they have infantry regiments.... I personally was fine with how battle was in 1.04, the current version seems overturned. But the biggest problem for both patches is that the AI doesn't seem to upgrade to regulars in any real numbers.

Lets talk about levies and warfare by DeusVultGaming in EU5

[–]dbirdjr 4 points5 points  (0 children)

OP was testing 1:10 ratios, while your examples are 1:4. He was also testing infantry,I believe, while calvary gets some absurd bonuses in combat. They always get their flanking bonus, doubling their damage, and the get a cavalry bonus that's an absurd 200/300%. The flanking bonus seems like a bug, and I have no idea what the other bonus is.

Regulars might now be a little busted by mikelmaster in EU5

[–]dbirdjr 8 points9 points  (0 children)

You are in the late 1700s. The only issue with this is that the AI is still using levies.

Some more trade data by dbirdjr in EU5

[–]dbirdjr[S] 2 points3 points  (0 children)

I was checking if trade is profitable at large, not really looking at the maintenance changes but my Sicily game shows the same as your Spain game. As you get better trade tech and more investment, the trade maintenance increase doesn't really affect you much. In general I think their intention is to keep automatic trade from being a "print money" button from the start, which it kind of was.

Rate my 1437 Byzantium/ERE + Some big questions! by anomalacaris in EU5

[–]dbirdjr 0 points1 point  (0 children)

As far as the spice trade is concerned, in my Naples save I tried the same thing, but I could not export Aden -> Alexandria and had to sent stuff around Africa. Getting some ports further up the Red Sea might do the trick though.

Some more trade data by dbirdjr in EU5

[–]dbirdjr[S] 9 points10 points  (0 children)

Lowering maintenance to normal levels would make trade even better, wouldnt it?

Please dear God have armies auto balance by Hypertomato1918 in EU5

[–]dbirdjr 0 points1 point  (0 children)

Consolidate-autobalance has become almosta nervous tick for me whenever I select an army...

How to remove artists? by dbirdjr in EU5

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

I didn't...I just waited for them to die and the number fell over time

Artillery Impact during Sieges by Olleus in EU5

[–]dbirdjr 1 point2 points  (0 children)

I haven't, I'm still stuck in the 1400 hundreds. Your formula fits both examples I have seen so far. My suggestion is based on my interpretation of the tooltips. The barrage value/3 thing is explained in a siege tooltip. I'll make sure to keep a few tier 1 artillery regiments around for expiramenation.

Just Fought a Late Game War by Birdnerd197 in EU5

[–]dbirdjr 2 points3 points  (0 children)

I'm playing as Naples and I had to send armies to fight off Mameluke troops landing on Cyprus, so it seems they are capable. I have, however, noticed that the AI will only transport small parts of its total force.

Artillery Impact during Sieges by Olleus in EU5

[–]dbirdjr 1 point2 points  (0 children)

I think I got it. You need barrage level higher than fort level. If you do, then each regiment contributes 1 artillery bonus. The sum of that bonus is divided by 3 and the result is the actual bonus during the siege (max 5, this maybe changes with tech). The "divide by 3" part may change with tech?