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James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Some issues

Wed Jun 08, 2011 12:59 pm

A few things seem not to be working at the moment in game. First off when it says you were unable to pay upkeep on x units in the text log, nothing negative seems to occur to any of my units.

There are some early military options for the US that allow you to vote on growing the military and a small budget for the new units. When the votes pass (I've gotten both the land and naval events to fire) nothing happens, no new units appear and no extra cash appears that I can see. The third event that gives you replacement regiments does appear to be working properly though, as I got a bunch of replacements.

I did not test the expansion of the force pool options for the other two events, as I voted for the extra troops to appear on map instead since there are hardly any troops early on for the US.

Inflation does not seem to work, as I had many +1 inflation text messages (one turn saw about 10 of them reported in a single turn) and it stayed at 0% inflation for over a year, never changing.

National morale hits and gains do not seem to be occurring. My morale stayed fixed at 100% even though I had some positive and negative things occur.

The small explorer/prospector type military units do not appear to be able to forage. I had one in Africa that ran out of supply and it started dying even though its province was not pillaged from a failed forage attempt. I would think a small unit like that would be able to stay alive from forage far easier than a large military formation.

In the Spanish American war scenario, the transport group on the west coast cannot reach the Philippines because the escort vessel does not have the range to sail that far. There is no apparent way to get that vessel into the Philippines area, so it should be taken out of the scenario or escort vessels should be allowed to reach far off places by drawing from other ships in their task forces.

Lots of Null text strings are still in the game that need to be taken care of. Unit panes, events, etc.

The manual is horrible, lots of stuff isn’t even covered. For example; there is one point where the manual promises to go over all of the details of the attributes in the unit panes, but there is nothing in the manual anywhere that then covers them as promised. No discussions at all about the functionality of the new unit types in game and how to use them in conjunction with the colonial options. If I were a new player to this system I would be completely lost.

There appears to be some kind of minimal unlimited forage available in regions now that allow small units to stay in them indefinitely without supply issues ever cropping up, but this new ability isn’t mentioned anywhere that I can tell. I know supply is working in the regions because when I move larger forces into them they start to burn supply and have to move back towards a depot or die. If I then pull out those forces and leave a small unit behind, it stays at 100% supply, so something new is happening. But without any guidance in the manual its pure guesswork on what is going on.

Overall, I love the game, but there are lots of issues needing to be resolved yet.

Jim

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Kriegsspieler
Posts: 171
Joined: Wed Sep 26, 2007 5:40 pm
Location: Madison, Wisconsin USA

Wed Jun 08, 2011 1:31 pm

It's true that inflation currently is not working. It's a priority for the first patch.

Your report about prospectors not being able to forage is a new one to me. It's worth keeping an eye on, although because they are classed as garden-variety military units and none of those need a specific "foraging" attribute, it's surprising that they alone would be bugged in this respect.

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James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Wed Jun 08, 2011 1:40 pm

Kriegsspieler wrote:Your report about prospectors not being able to forage is a new one to me. It's worth keeping an eye on, although because they are classed as garden-variety military units and none of those need a specific "foraging" attribute, it's surprising that they alone would be bugged in this respect.


Could the fact it was a just explored region in africa have something to do with it? In other words does lack of development in a region prevent forage attempts?

Jim

Edit: Save file got corrupted so I had to restart, so I can't check the region for details yet.

Husky
Sergeant
Posts: 71
Joined: Fri Nov 26, 2010 7:11 am

Wed Jun 08, 2011 1:52 pm

James D Burns wrote:There appears to be some kind of minimal unlimited forage available in regions now that allow small units to stay in them indefinitely without supply issues ever cropping up, but this new ability isn’t mentioned anywhere that I can tell. I know supply is working in the regions because when I move larger forces into them they start to burn supply and have to move back towards a depot or die. If I then pull out those forces and leave a small unit behind, it stays at 100% supply, so something new is happening. But without any guidance in the manual its pure guesswork on what is going on.


I also noticed this. From manual: "Out-of-Supply units located in an enemy region have a chance of finding enough subsistence to momentarily avoid
the penalties due to lack of General Supply. This depends on the terrain and Civilization Level of the region, as well as the time of the year."
But its often happend in friendly regions also. Is manual need correct?

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James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Wed Jun 08, 2011 2:01 pm

Husky wrote:I also noticed this. From manual: "Out-of-Supply units located in an enemy region have a chance of finding enough subsistence to momentarily avoid
the penalties due to lack of General Supply. This depends on the terrain and Civilization Level of the region, as well as the time of the year."
But its often happend in friendly regions also. Is manual need correct?


I've always assumed Out-of-Supply meant 0% on hand supply. The units I've mentioned all kept their on hand supply levels at 100% and never decreased it, so technically they aren't considered Out-of-Supply I guess.

Jim

Husky
Sergeant
Posts: 71
Joined: Fri Nov 26, 2010 7:11 am

Wed Jun 08, 2011 2:52 pm

James D Burns wrote:I've always assumed Out-of-Supply meant 0% on hand supply. The units I've mentioned all kept their on hand supply levels at 100% and never decreased it, so technically they aren't considered Out-of-Supply I guess.


In my previous post I estimated this situation as supply system error but it may be a game feature, need confirmation.

Czert
Sergeant
Posts: 94
Joined: Mon Mar 21, 2011 4:55 pm

Wed Jun 08, 2011 3:01 pm

Maximum lvl of depot is 5 (readed in file) but game allow you to expand depot beyond that lvl (green od pepot exp.), you will pay for that, log will tell you that expansion was sucefull, but depot remain lvl5 (and not lvl6 as expansion was sucesfull).

Bug is that game allow you to expand depot beyond max lvl, and takes resources for nothing in return.

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Aragos
Posts: 263
Joined: Mon Mar 20, 2006 8:33 pm
Location: Washington, DC

Wed Jun 08, 2011 4:46 pm

James D Burns wrote:I've always assumed Out-of-Supply meant 0% on hand supply. The units I've mentioned all kept their on hand supply levels at 100% and never decreased it, so technically they aren't considered Out-of-Supply I guess.

Jim


If their supply was 100%, then it was attrition in that undeveloped region. In other words, lots of food, but everybody died of malaria. Happens in tough areas of the US as well, esp. in winter.

Husky
Sergeant
Posts: 71
Joined: Fri Nov 26, 2010 7:11 am

Wed Jun 08, 2011 5:57 pm

Aragos wrote:If their supply was 100%, then it was attrition in that undeveloped region. In other words, lots of food, but everybody died of malaria. Happens in tough areas of the US as well, esp. in winter.


Very useful to know such things. This ingame depth is really unexpected and sometimes confuse without proper description :)

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DooberGuy
Lieutenant
Posts: 114
Joined: Sun Aug 08, 2010 6:03 pm

Wed Jun 08, 2011 6:27 pm

Actually, I've been playing the US and the appropriation bills worked just fine for me. I only did the modest appropriations bill, but I got my free replacements. Also inflation appears to be working for me, at least it shows up under my "B" screen.

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Pocus
Posts: 25662
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Jun 09, 2011 3:11 pm

About naval range, the problem is not range in the scenario, but the fact that some ships can only move into coastal regions.

Thanks for the report on depot of level 5+, we will fix that.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Thu Jun 09, 2011 5:16 pm

The trick you can do is two remove the 2nd Escort Sq from the stack and leave it in San Diego...the rest of the fleet is ocean-capable and can go to the Philippines :cool:
Image

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NefariousKoel
Captain
Posts: 182
Joined: Wed Sep 03, 2008 5:33 am
Location: Murderous Missouri Scum

Thu Jun 09, 2011 6:54 pm

There are some early military options for the US that allow you to vote on growing the military and a small budget for the new units. When the votes pass (I've gotten both the land and naval events to fire) nothing happens, no new units appear and no extra cash appears that I can see. The third event that gives you replacement regiments does appear to be working properly though, as I got a bunch of replacements.


Perhaps the buildable force limits were raised? You might check the "number available" on the tooltip for the unit types (in military build screen) before passing the proposal and see if they go up.

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James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Thu Jun 09, 2011 7:29 pm

NefariousKoel wrote:Perhaps the buildable force limits were raised? You might check the "number available" on the tooltip for the unit types (in military build screen) before passing the proposal and see if they go up.


If that's the case then I think it duplicates some of the possible options. As I read them, the first two options apparently add units to map (not worded well, so not sure) and the second two increase force pool sizes.

Jim

Czert
Sergeant
Posts: 94
Joined: Mon Mar 21, 2011 4:55 pm

Fri Jun 10, 2011 8:48 pm

bugs:

japanese mixed expeditionary brigade lack image (foot trops) and main icon. Icon for cav. regiment is shown.

when you upgrade anchorage to colaing station, everthing is ok, but if you upgrade coaling station to port, then upgrade is not working.
After sucefull upgrading, you still see coaling station.

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