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by Albert Herring
Mon Mar 11, 2013 2:35 am
Forum: Pride of Nations
Topic: Moltke/Stack of doom
Replies: 4
Views: 2999

All but. After sweeping aside my units in the Saarland, the SOD besieged Metz which held out a couple of turns and inflicted a LOT of casualties; it then helpfully wandered off into the Vosges so I moved a couple of regulation 48 point armies in there with defend orders and he happily sat there enga...
by Albert Herring
Sun Mar 10, 2013 7:26 pm
Forum: Pride of Nations
Topic: Moltke/Stack of doom
Replies: 4
Views: 2999

Moltke/Stack of doom

OK, so I knew that starting the Franco-Prussian war was probably going to end in tears and that Moltke was quite good at his job, but I wasn't expecting to come straight up against a 12000 power SOD. 253 command points total and only a 23% penalty? What's going on there?
by Albert Herring
Fri Mar 01, 2013 8:12 pm
Forum: Pride of Nations
Topic: Next Patch Bug List
Replies: 243
Views: 111454

Couple of display bugs: Now I have a bunch of upgradeable structures; in a region (Franche-Comté) with both a first level iron mine and a first level wood logging, the tooltip over the little upgrade arrow for the logging tells me I can upgrade it to an iron pit. The tooltip for the iron mine says t...
by Albert Herring
Sun Feb 24, 2013 2:19 pm
Forum: Pride of Nations
Topic: Next Patch Bug List
Replies: 243
Views: 111454

From a general interface point of view, I'd like to see a change to the horrible misuse of checkboxes on the screen used for user responses to scripted events - checkboxes are not appropriate for mutually exclusive settings in any case (should be radio buttons - checkboxes are for on/off booleans no...
by Albert Herring
Mon Feb 18, 2013 1:37 pm
Forum: Pride of Nations
Topic: Can't build tradeposts
Replies: 13
Views: 6285

Actually, I have Steam in a non-standard location too (don't want to fill up my SSD with game saves...). It is however still in a Program Files (x86) directory on a drive which was C: for an older machine, which may be why UAC is still being awkward about it.
by Albert Herring
Fri Feb 15, 2013 7:12 pm
Forum: Pride of Nations
Topic: Can't build tradeposts
Replies: 13
Views: 6285

I have to reset it each time I start the game up.
Don't know if it's related, but I also get a UAC warning each startup (using Steam). Although it doesn't make any difference whether I give it admin rights or not.

(I'll try editing general.opt by hand to see if that sticks)
by Albert Herring
Thu Feb 14, 2013 11:42 pm
Forum: Pride of Nations
Topic: Can't build tradeposts
Replies: 13
Views: 6285

Which is to say: feature request - make game options sticky.
by Albert Herring
Thu Feb 14, 2013 9:16 pm
Forum: Pride of Nations
Topic: Can't build tradeposts
Replies: 13
Views: 6285

As a temporary measure, you can activate extended structure force pool as an option (should take effect immediately) And when you say temporary measure, you do of course mean that it TURNS ITSELF OFF EVERY %*&%*"!%£ TIME YOU RESTART THE GAME. Aaaaaaaargh. 6/177 The decision Millitary Outpost is not...
by Albert Herring
Sun Feb 10, 2013 6:26 pm
Forum: Pride of Nations
Topic: Save just vanished...
Replies: 5
Views: 3156

In my France GC the game just failed to write the .HST file for the turn (or rather, wrote a zero-byte file) - there was a brief error message during processing but otherwise I didn't figure out what had happened until I pressed the next turn button, at which point it went to the game menu screen (a...
by Albert Herring
Sun Feb 10, 2013 4:59 am
Forum: Pride of Nations
Topic: Sugar Beet Production
Replies: 26
Views: 12380

Belgian sugar beet production was located in Wallonie province Dunno about the history, but the current centre of sugar production is Tienen (Tirlemont pour les francophones) which is decidedly Flemish, although close to the taalgrens, and there's certainly lots of beet grown in the Hesbaye (the fl...
by Albert Herring
Sat Feb 09, 2013 2:09 pm
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

Aaaargh Same game, now with extended structure pool on at the lowest level: major WTF!? moment: 179/191 You can't maintain Saint-Cyr in Ile-de-France - the region is not sufficiently colonized This on the turn that I completed the colony declaration for Rabat/Morocco - assume that it may be related ...
by Albert Herring
Thu Feb 07, 2013 1:50 pm
Forum: Pride of Nations
Topic: Sugar Beet Production
Replies: 26
Views: 12380

East Midlands ought to be in there, and most of Belgium, and I did a bunch of work for a client who supplied refinery machinery to northern Italy, and the German wiki page suggests the first cultivation was in Waldleben and has a map of beet-growing areas in modern Germany on http://de.wikipedia.org...
by Albert Herring
Thu Feb 07, 2013 1:00 pm
Forum: Pride of Nations
Topic: Can't build tradeposts
Replies: 13
Views: 6285

I assume this applies to my problems with other colonial buildings (a few threads down) likewise?
by Albert Herring
Thu Feb 07, 2013 11:33 am
Forum: Pride of Nations
Topic: Sugar Beet Production
Replies: 26
Views: 12380

The easiest thing and most sensible, if you ask me, is to simply remap the places where these "sugar resources" appear. After all, they are already generic: they mean sugar (irrespective if it is from cane or beet). But that would give the player no incentive to use the beet factory apart from pool...
by Albert Herring
Thu Feb 07, 2013 12:21 am
Forum: Pride of Nations
Topic: Sugar Beet Production
Replies: 26
Views: 12380

Might it not be possible to alter beet factories to share the existing cereal resource in the same manner that both vineyards and orchards share the fruit resource? Maybe change the resource name to something more generic like "arable land".
by Albert Herring
Mon Feb 04, 2013 2:50 pm
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

Thanks for looking into it. I've certainly been fairly extravagant with colonial structures - military outposts in the Algerian Sahara seem like a pretty cheap way of bumping up colonial prestige once you have an economy that makes the cost trivial - but although it's well ahead of schedule I've not...
by Albert Herring
Fri Feb 01, 2013 3:02 pm
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

Hm, no, that's not what's happening here - I demolished a mission and a military outpost in Senegal, but was unable to build new ones there or anywhere else (with lots of regions meeting the criteria and no shortage of resources, as far as I could see)
by Albert Herring
Fri Feb 01, 2013 1:53 pm
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

Thanks, I'll give it a try. Not sure why there should be a limit - maybe there's a shortage of nuns or something - and if there is, it should be documented and the cards should not appear in the colonial decisions display. (Pas de faute grave - mieux que certains textes de PON... et sans doute mieux...
by Albert Herring
Thu Jan 31, 2013 7:15 pm
Forum: Pride of Nations
Topic: Next Patch Bug List
Replies: 243
Views: 111454

I agree that building levels should be an option, not an enforced path - there were plenty of big new facilities starting operation from scratch in the era. I take your point about the later stages of the game, although the unrestricted U-boat campaign also involved a considerable change in the acce...
by Albert Herring
Thu Jan 31, 2013 1:34 am
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

And now it looks like it;s doing the same thing for outposts. On the current turn (mid-1861) four were completed and another four that had been going a few turns were cancelled with the "structure not valid" message; I have 15 cards in the pool and I think none on the map, and there is nowhere in th...
by Albert Herring
Wed Jan 30, 2013 11:53 pm
Forum: Pride of Nations
Topic: Help! My immigrants are committing genocide!
Replies: 2
Views: 2513

Sounds about historically accurate, if a little early...
by Albert Herring
Tue Jan 29, 2013 10:30 pm
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

Yep, but this is universal and map-wide for those decisions, including areas where I have 100% military control, and I can still build military outposts, and I'm not actually at war with any tribes I think. (Oh, yeah, Fezzan raiders in the Sahara.) Seems very unlikely that none of the places I have ...
by Albert Herring
Tue Jan 29, 2013 8:47 pm
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

Unfortunately I didn't have the presence of mind to save up at the point it happened and have played on maybe six months since. I don't remember any particular event; I may have completed a colony declaration that turn, but can't think of anything else. It appears to apply to all colonial regions th...
by Albert Herring
Tue Jan 29, 2013 12:23 am
Forum: Pride of Nations
Topic: No longer able to build colonial buildings
Replies: 13
Views: 6061

No longer able to build colonial buildings

France, GC in 1860 with very well advanced colonies - I've been merrily charging (and railway building) through West Africa, Indochina and the South Pacific, colonies declared in Senegal/Mali/Guinea/Gabon, all three bits of Vietnam, Madagascar, Reunion, Comoros and a dozen protectorates. All of a su...
by Albert Herring
Mon Jan 28, 2013 3:55 pm
Forum: Pride of Nations
Topic: Next Patch Bug List
Replies: 243
Views: 111454

Yeah, that's definitely another reason we should have MTBs upped, both in probability of encounter (2x) and damage done (3-4x) at least. Otherwise the hits in there are too few to "feel real" (like sinking enemy ship). I am not sure the engine can treat differently trader ships and war ships, perha...
by Albert Herring
Sun Jan 27, 2013 2:42 pm
Forum: Pride of Nations
Topic: Solving an Economic Crisis
Replies: 8
Views: 4853

Just went through one of these (the Americans started it this time), and interestingly my pre-crisis inflation was 4%, but after a few turns where it went up to 9%, it dropped back all the way to zero. Which was nice.
by Albert Herring
Thu Jan 10, 2013 3:56 am
Forum: Pride of Nations
Topic: Merchant Ship Upgrades
Replies: 17
Views: 11880

This is normal, Albert. Mine not to reason why, but it seems to me that using the graphic for the predominant element would make more sense. As for the rivers, if they are large enough (you can mouse over a riverine region on them) yes, they are navigable. But indeed you need to explore them. Right...
by Albert Herring
Wed Jan 09, 2013 1:59 pm
Forum: Pride of Nations
Topic: Noob remarks and questions
Replies: 4
Views: 3645

Also as France in the late 1850s, the meter remains resolutely red even though I am neck and neck with GB for prestige (absolute PP, percentage is about 33% against GB's 25%) with colonies declared in West Africa (Senegal, Guinea, Mali), Hanoi and Saigon, New Caledonia, Reunion and Comoros, protecto...
by Albert Herring
Wed Jan 09, 2013 1:48 pm
Forum: Pride of Nations
Topic: Merchant Ship Upgrades
Replies: 17
Views: 11880

One slight glitch I noticed with my rashly acquired squadron of gunboats for the river Senegal - when I acquired the ironclad technology that introduces a second generation of gunboats, the unit counter graphic changed, even though the elements of the unit remain the old type. A propos, does the riv...
by Albert Herring
Thu Jan 03, 2013 8:48 pm
Forum: Pride of Nations
Topic: Control of objectives
Replies: 6
Views: 4520

I don't recall receiving a CB (although there's plenty of scope for missing stuff in the event list, which is a fairly rubbish bit of user interface); I saw the usual ones between Russia and Turkey over Dobrudja. but I think they must have worked it out over the Jerusalem thing. No problem, doesn't ...

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