Franciscus wrote:Maybe a little explanation about which order to do the game installation, patching and DLC instalation would be good ?
Even I can not remember exactly...
Pocus wrote:Hi all,
Quick update, between 2 vacations days.
There will be a 1.03a, that will be made of two changes:
a) GIN/IND problem is definitively solved, thanks in no small part to Rick (le Ricain).
b) After some discussions with Sir Garnet, the surrender because of breaches rule will be changed. By the way, I'm really sorry about the loss of your army Kensai, I know that sometime a patch can really upset the gameplay and even discourage you from continuing a game. Please don't give up and continue playing your awesome PBEM... Back to the change, the proposal is this one:
Each breach will make the besieged consumes an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explodes or be wasted, as you get shelled pretty heavily, whatever...
glennbob wrote:Brilliant! And it was my British army that got lost due to a random surrender roll :P Either way, if you have changed this and fixed the GIN troops for ongoing games, then that is pretty much every detail for a British save on PoN that needed to be fixed, except the Australian miners haha
Inquisito wrote:Workaround for the miners: Refuse helping them ends it. I kept subsidizing them for quite some turns (after all I do have a heart for those hardworking diggers) before I was fed up with this event, so I took the no option, which lead to a few rebellions in this region for a couple of months (years?) which were easily dealt with (garrison the neighbouring regions with cavalry in offensive stance, then attack the rebels in force and play pingpong with them until they're dead). Now I only have well-fed peaceful diggers down under, problem solved.
glennbob wrote:Not really problem solved though, because the loyalty goes to something like 20% rebels, which in turn means you need garrisons and troops to run around after rebels that shouldn't even actually appear. I hate any of my regions having any rebel loyalty as they can spawn in force at any given time, unless permanently garrisoned, I would rather just help the miners :P
James D Burns wrote:Any chance you can add some replacements to the US replacement pools upon start of the Civil War? I’m almost 2 years into the war and am just now starting to finish up repairs on the navy. My artillery arm is still in pretty bad shape however needing well over 400 hits replaced for all types and it’ll take another 2 years+ to address that.
Very low NM prevents any conscripts from appearing and thus causes massive lack of upkeep casualties to start occurring as soon as the war begins. I had well over 50 infantry replacements and 20 or so cavalry already in the pool at war start, so my infantry and cavalry didn’t die off like my artillery and navy did, but most of the saved up replacements were used up keeping those element types healthy. Had I not had those replacements saved however (most games won’t have many saved), the US basically would have been without an army 1-2 months after the Civil War started.
sagji wrote:A major omission is the lack of an event that removes substantial forces after the war - historically most of the forces were disbanded at the end of the war.
Pocus wrote:After some discussions with Sir Garnet, the surrender because of breaches rule will be changed. By the way, I'm really sorry about the loss of your army Kensai, I know that sometime a patch can really upset the gameplay and even discourage you from continuing a game. Please don't give up and continue playing your awesome PBEM...
Back to the change, the proposal is this one:
Each breach will make the besieged consumes an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explodes or be wasted, as you get shelled pretty heavily, whatever...
glennbob wrote:Will a list of colonies appear on the colony transfer screen now? Whilst trying to get peace with Netherlands on a 1.03 start, I couldn't ask for colonies in the peace, this is an old bug that seems to have come back... It only used to happened with the existance of vassals and negotiating peace with China, but never seen it with Holland before now.
Pocus wrote:That would be a major bug, but this is weird it did not surface between RC1 and RC3. I only have up to Sunday evening (Europe time) to send another patch and then we are done... So if people can confirm, infirm and send a save (if there is a bug), this will be rather appreciated.
James D Burns wrote:Tilde key top left on keyboard to the left of the 1 key.
James D Burns wrote:Tilde key top left on keyboard to the left of the 1 key.
Pocus wrote:By British keyboard you mean 'only British', not also American, right?
Moriety wrote:I'm playing my first PON game as Russia.
I'm having huge cohesion problems.
Each 15 day move is taking away almost 50% cohesion from a force. One example; Leader, two Inf Brigades no force penalty with a 16 day move.
End of day 15/Start of day 1 next turn cohesion had gone from 67/67 down to 36/67 (A 46% cohesion hit). This was desert movement.
Moving two Cavalry brigades with a leader from Western Russia to East Siberia took THREE YEARS.
This awful new siege rule wiped out 30 elements of a 600 pwr army as the 3 supply caravans were clearly inadequate.
Please, please separate bug fixing patches from game changes so that players have a choice. I ceased playing RUS because a wacky wind that still further decimated troop elements was tacked onto an official patch. Please, don't do it!
One bug I've noticed: I ordered a steamer transport unit in a colonial coastal province in Siberia. It stated a 150 day build time. A few months later the build time was 370 days, and it has been stuck at that ever since. (A 240 gold purchase- major money that has been thrown away it seems).
I noticed that generals can only be redeployed by railway, is this WAD? A major problem for Russia if yes. My railway and river movement points have been stuck at the same values since game start, is this also WAD?
Thanks,
Toby
I've got to edit this, as this cohesion issue is a game breaker.
The 96 pwr ubit described above (leader, two Inf Brigades).
They were simply moving to an adjacent province. A 16 day move. At the start of the second turn the remaining 1 day was now 13 days. It arrived almost without any cohesion, a pwr of 19, and got trashed by the opposing force (Khiva- who I seemed to have ended up in a war with without one being declared).
The Khiva force had also moved from an adjacent province over two turns. It's cohesion remained at 100% throughout the two turns.
This is a game breaker.
Jim-NC wrote:The small unorganized forces (such as the Khiva) do not consume supply as the major or minor powers do. Thus they don't have a problem with supply. Also, they refill their ranks every turn, but can't rebuild lost elements. So to kill them, you have to destroy the elements. You can destroy 90% of the troops, but if you don't kill any elements, they just pop up next turn at full power/health. I admit it annoying at times.
It is incumbent on the player to build the rail lines that they need.
As to attacking nearby enemies, you may not be able to. The game takes into account the distances, terrain, military control and a host of factors to determine how long it takes to move, and where you can get to. Your regular troops are not meant for combat with tribesmen in deserts. You can overcome this problem with technology, or by using troops that can move/fight on the terrain.
Good Luck with Russia, it has lots of potential, but takes a long time to do anything due to a lack of money.
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