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August BETA patch 1.01i, NOW SUPPORTED BY POCUS

Tue Aug 02, 2011 9:35 am

I understood that PARADOX policy makes it necessary that the BETA patch will stay at PARADOXs Forum...

however, its online, see:

http://forum.paradoxplaza.com/forum/showthread.php?552120-August-1-Patch-Thanks!&

BTW: thx to Sir Garnet

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Sir Garnet
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Tue Aug 02, 2011 9:55 am

yellow ribbon wrote:BTW: thx to Sir Garnet


I am just a player, and did not intend to cause any problems.

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yellow ribbon
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Tue Aug 02, 2011 10:03 am

uhm? you might have misunderstood me, i did mean it.

thanks for digging into the thread of the other forum and make it obvious for everyone.

i do just remember that the Devs mentioned some possible trouble, if they would neglect PARADOXs policy regarding BETA patches and tech-support in other places than PARADOX forum.

you stated only where it is easy to find, i linked to your post.

None of us is offering the patch, and everyone here can stop guessing and asking, for they know now, its online and DEVS worked as hard as always

:D

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Pocus
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Tue Aug 02, 2011 10:36 am

There is no clear consensus about not publishing the patch here... For support, true, you need to ask support at Paradox, as the forum key of your game is the only protection against would-be pirates.
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Pocus
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Tue Aug 02, 2011 10:40 am

Patch_PON1.01iPB.zip
This patch has an installer, but it is still recommended to copy the game directory to another location until the patch is final and official.
Specially if you have the Steam version.

FIXES AND NOVELTIES 1.01i
Engine & AI
* New functionality: SPACEBAR switches between modes (Military -> Economy -> Colonial -> Decisions -> back to the beggining). ALT+SPACEBAR goes into the submode.
* Fixed the crash bug on Population F6 interface (mostly reported on USA)
* Fixed many region display problems on the F6 interface (water regions, enemies regions, etc) and problems with the pie charts construction.
* New: now the conversion of a few merchandises (Gold, gem) to state money can increase inflation (low chance: 1%)
* Improved: depending on your tariff level, there is a chance to hurt relations with other factions (change much upped compared to before).
* New: regional decisions on enemy controlled territory had a chance to be “burned down”.
* Fixed: crash bug related to pillagers units on regions without an owner.
* Fixed: script problem with the commands EvalContentment, EvalMilitancy and EvalEducation that prevented them to work properly in some cases.
* You can now enter any region held by an enemy (50% more control) even if the region is owned by someone with whom you don’t have a passage treaty.
* False positive Report fixed during battle (No Friendly Group message)
* Tribal relationship will at least be 1 after a formal peace settlement, so they are never hostile after a peace.
* You can enter an enemy controled region, whoever is the legit owner.
* Changed: An harbor of a nation with a trade agreement is valid for exporting goods, before you need to be allied with them (this can explain oddities with oversea assets).
* Inflation increases structure cost.
* You can't capture (or the AI can't) ships from a nation you are at war with, if the war just erupted. Capturing ships after some clever amphibious or land operations will still work.
* Contesting a stake in colonial mode should trigger much more often now.
* You can now see the various sources of prestige gained during past turn by checking the tooltip over the prestige icon, top left of the screen.
* Militancy will have higher impact than before on the long term.
* Fixed a bug where the crisis initiator would lose his planning.
* Less Prestige gain in crisis.
* You can disband troops without prestige loss now. If you are at peace and not under a threat, troops with the ‘mobilize’ tags will be removed each December.

Data or Events oriented changes
* Fixed: some Russian events (e.g. Kolokol 1857) that made loyalty plunge down too fast and too strong in anticipation of Serfdom Abolition event (moved forward to 1861)
* Eased the requirements for Child Work abolition and made chances of vote higher
* Fixed typo in Merchant Fleet mission which wrongly stated 100 merchant ships instead of 30 (50 for Britain)
* Fixed an error in the German/Italian unification events that made them occur only once
* Fixed various text typos
* Added a new entry system for USA and CSA generals during the ACW if it occurs at an earlier date
* Added some events to boost appearance of German and Italian unity when the player is either USA or Japan (in order to create a more ‘known’ Europe and higher challenge for player)
* Corrected file names for some military units that had typos, thereby preventing them to be displayed correctly
* Fixed some models data that was preventing proper showing of units pictures
* Added Amadeus’ German proofreading of texts
* Renamed some units pictures that prevented them to be shown correctly
* Added missing texts for British Events: 1852 NZ Constitution and 1854 Miner Rebellion, same for French and Italian events about the 1864 September Convention
* Changed the Rebels proportion (lowered) in manu events, including Poland’s martial law (Russian)
* Renamed Hevea to Rubber (English) to all concerned events
* Reworked merchandises contentment values and prices.
* Fixed: bug related to railroad/advanced railroad efficiencies that created an excessive bonus coming from the tech tree.
* Fixed: streamlined VP gain per turn coming from faction modifiers to reduce the snowballing effect seen on GBR.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Tue Aug 02, 2011 10:50 am

EDIT:

As it fits here under the change log

some additional information

"Pocus
AGEOD Lead Dev


Join Date:
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1,937
It seems we forget this patch note in version i... A slightly important note!

Economic structures after the fifth cost +20% cumulative in capital funds, when being built. This represents the bigger difficulty in convincing investors to fund structures that don’t represent brand new opportunities (and is also there to slow down the bigger economy, admittedly!)"

alpha117
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Tue Aug 02, 2011 11:32 am

Pocus wrote:There is no clear consensus about not publishing the patch here... For support, true, you need to ask support at Paradox, as the forum key of your game is the only protection against would-be pirates.


I agree, patches should only be posted in a 'secure' area, links from here to the secure area, you get the patch if you have the 'key'

Just my two cents worth :)



Regards

mariandavid
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Tue Aug 02, 2011 9:51 pm

Bless you - O Hardworking and Devoted One! Minor question - how can I tell if this patch loaded correctly?

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Tue Aug 02, 2011 10:06 pm

well, since Pocus is AWOL, i dare to answer this simple one:

there should be a "1.01i"

in the bottom right corner

when you start the game and it is loading, meanwhile you see the big PON logo

mariandavid
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Tue Aug 02, 2011 11:21 pm

[there should be a "1.01i"

in the bottom right corner

AH!! Thank you - I thought so but there was no such in my case. Obviously my mistake in loading (the installer was sending the patch to Hearts of Iron III!!)

Feltan
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Wed Aug 03, 2011 4:10 pm

Question. I do not see it explicity addressed in the release notes above. Does this patch correct the "early England victory" problem? I made a change/hack to the files to prevent sudden death -- do I need to re-apply that fix to prevent the game from ending in the 1859-1861 timeframe with an England victory based on prestige points?

Regards,
Feltan

montgomeryjlion
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Wed Aug 03, 2011 4:12 pm

Feltan wrote:Question. I do not see it explicity addressed in the release notes above. Does this patch correct the "early England victory" problem? I made a change/hack to the files to prevent sudden death -- do I need to re-apply that fix to prevent the game from ending in the 1859-1861 timeframe with an England victory based on prestige points?

Regards,
Feltan


From the release notes above:

Fixed: streamlined VP gain per turn coming from faction modifiers to reduce the snowballing effect seen on GBR.

So I would assume that's a yes.

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Wed Aug 03, 2011 5:00 pm

well, i wanted to be sure and started a new GC.

somehow sudden death was set to ON (see F10)

as mentioned in another thread, i lately even deleted the old game and reinstalled it with the new patch to be sure, trouble comes not from older files, but most possibly from the patch

so if one dont like to be disturbed by the suddendeath at all, better consider to check and change it again

nothing would be worse than a stable game, but suddendeath in 1885 instead of 1857
its still a BETA :sherlock: :

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Generalisimo
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Wed Aug 03, 2011 5:15 pm

yellow ribbon wrote:well, i wanted to be sure and started a new GC.

somehow sudden death was set to ON (see F10)

as mentioned in another thread, i lately even deleted the old game and reinstalled it with the new patch to be sure, trouble comes not from older files, but most possibly from the patch

so if one dont like to be disturbed by the suddendeath at all, better consider to check and change it again

nothing would be worse than a stable game, but suddendeath in 1885 instead of 1857
its still a BETA :sherlock: :

Before, GBR was suffering a snowballing effect that gave them +5000 PP per turn... leading to an early win...
Those says are now gone... ;)
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yellow ribbon
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Wed Aug 03, 2011 5:44 pm

I DO KNOW!
there was a unnatural huge gain for the empire.

I DO KNOW u fixed that. no argue about that.

however playing US i managed to keep ´em in check, distance was (after the ACW) never greater than 12000-PP and i was only not able to catch up more. of course i had disabled sudden death therefor

thus I experienced the early sudden death only as an issue for smaller countries.

for someone like me, just like to play a STRATEGIC long term simulation, the sudden death is and will remain a pain in the neck.
and as this is a "day surgery", i use my joker to avoid sudden death in a later stage of game.

hope not to be misunderstood.

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Franciscus
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Wed Aug 03, 2011 5:55 pm

Sudden death should be an option...

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yellow ribbon
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Wed Aug 03, 2011 5:59 pm

yeah, just make the ´lil skull to a button :D

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Pocus
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Thu Aug 04, 2011 10:01 am

Why? Sudden death just means that the game can be ended before the 1680 turns are done :)

And believe us, now that we are tracing the prestige gain (have you moused over the prestige tally, at the top left of the screen) plus fixed the snowballing effect of GBR, winning rapidly by sudden death is almost impossible.
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Franciscus
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Thu Aug 04, 2011 10:51 am

Pocus wrote:Why? Sudden death just means that the game can be ended before the 1680 turns are done :)

And believe us, now that we are tracing the prestige gain (have you moused over the prestige tally, at the top left of the screen) plus fixed the snowballing effect of GBR, winning rapidly by sudden death is almost impossible.


Pocus, some of us may not want to play to "win".
I want to be able to play as a "minor" power until 1920 without worrying with GB prestige. A simple option of sudden death on or off would cater for different Play tastes.
Is that so difficult to implement ??

Regards

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Thu Aug 04, 2011 10:54 am

"Sudden death just means that the game can be ended before the 1680 turns are done"

but Pocus... WHO EVER DESIRED NOT TO PLAY MORE THAN 1600 turns?

We needed the bug fixed to do so, same effect would be given by disabling SD at all... !

:mdr:

most of us trust completely in the quality of your work regarding patches, no doubt about that :dada:

StephenT
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Fri Aug 05, 2011 2:41 pm

My suggestion would be to do what the Civilization games do. If you lose (or even win) by a sudden death victory, you get the game-over screens. (I assume PoN has a game over screen, even though I doubt anyone's ever seen it except in testing. ;) ) But then you get a message asking if you want to quit to the main menu, or else keep on playing right the way to the end of the campaign, but with no further score being recorded.

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Fri Aug 05, 2011 4:25 pm

I believe that you can keep on playing PoN after a scenario is over (did so with many of the smaller ones, never saw an end of game in GC so cannot confirm 100% here).

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SonOfAGhost
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Sun Aug 07, 2011 10:12 pm

Observations/thoughts post 1.01i:

NZ Constitution and Miner Rebellion events text is there (Miner one is missing the letter g at the end) but the decisions are still there, unchanged the next turn. Possibly because I'm already at 1860 before patching and the decisions would take effect if made in the appropriate years?

My 2 forts in Sudan and 10 of the forts in Burma disappeared (the 4 along the coast are still there). Can't rebuild them due to low development, what changed? Hard enough keeping continuously respawning natives undercontrol, harder still without being able to build a local base of operations.

TFaction.GetFactionName No valid name found for France for structure Def:55 Tobacco Field

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Pocus
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Mon Aug 08, 2011 8:42 am

McNaughton wrote:I believe that you can keep on playing PoN after a scenario is over (did so with many of the smaller ones, never saw an end of game in GC so cannot confirm 100% here).


Exactly... So you can play 1680 turns in all cases.
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Pocus
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Mon Aug 08, 2011 8:46 am

SonOfAGhost wrote:Observations/thoughts post 1.01i:

NZ Constitution and Miner Rebellion events text is there (Miner one is missing the letter g at the end) but the decisions are still there, unchanged the next turn. Possibly because I'm already at 1860 before patching and the decisions would take effect if made in the appropriate years?

My 2 forts in Sudan and 10 of the forts in Burma disappeared (the 4 along the coast are still there). Can't rebuild them due to low development, what changed? Hard enough keeping continuously respawning natives undercontrol, harder still without being able to build a local base of operations.

TFaction.GetFactionName No valid name found for France for structure Def:55 Tobacco Field


For the forts, I guess dev level fell under their limit. Can you check the values?

About your error, when does it happen?
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SonOfAGhost
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Mon Aug 08, 2011 4:52 pm

Patched to i several turns ago but Dev in those regions is currently 10-46%. Because all 12 of those forts disappeared simultaneously when I applied the patch. I had assumed it was a rule change (or activation of rule that existed but wasn't being applied properly) rather than degradation.

However, looking around a bit more while checking Dev levels for the 12 that disappeared, I still have forts in 9 regions at 46 in India, and 1 each at Dev 41 in West and 23 in South Africa, 37 in Egypt and 12 just N of San Francisco and 29 at San Diego.


Name error occurred twice more, but I think Early Jan 1860 was first. Always during France's AI file generation. Can't see anywhere on the map that's French and has tobacco.

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SonOfAGhost
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Thu Aug 11, 2011 6:30 pm

TFaction.GetFactionName No valid name found for France for structure Def:71 CattleFarm

Seems odd that it's only France I'm getting these errors for.

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Unintended(?) consequences

Tue Aug 16, 2011 5:03 pm

Pocus wrote:* You can now enter any region held by an enemy (50% more control) even if the region is owned by someone with whom you don’t have a passage treaty.
* You can enter an enemy controled region, whoever is the legit owner.

- If 2 nations attack a 3rd's territory at the same time, the nation that takes the town/fort/etc. can have their force booted to an adjacent territory if the other attacker had the stronger force and becomes the MC leader. (GBR owns St. Louis but can't garrison because CSA owns Southern Missouri)
- CAN enter territories I have MC on even if another nation owns the town. (GBR owns Cumberland Plateau and CSA owns Perryville)
- CAN'T where I have MC (91%) and there is no town, but another structure is owned by another nation (GBR owns Inner Banks and it's fishermen's ports but CSA owns the harbour) In this case it wasn't simultaneous attack, CSA ownership is legacy from before the Union took the territory.

Due to ongoing ACW none of the above territories are flagged as national or colonial.

- Took 65% MC from rebels in Cyrenaica and was booted to Salloum with rebels still at 30% and Ottomans (their protectorate) at 5%. If there's no way to reverse/overpower another nation's colonial status might I suggest the following for rebels in national/colonial territories: A) Delay booting 1 turn to allow pursuit of rebels to adjacent territories (I suspect that will be too much of a PITA to implement, but no harm in asking). B) Revert MC to the national/colonial owner from the whoever put down the rebels if the 2 nations relations are above a threshold. In this case it would become 70% Ottoman. Otherwise they can't regain majority MC of their own territory.

One other related observation FYI. It appears other nation MC is still ignored when moving to a region containing an enemy unit. Applies to both destination region and those traveled through. (CSA took Pittsfield from the Union even though Western Mass. and ALL surrounding regions were MC 96-100% GBR. Still 96% GBR and both CSA and US have small forces in the region. Neither gets booted because they both have enemy there. Also Western Maryland 80% CSA,20% GBR but I could move in from DC to attack a Union force there)

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Pocus
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Wed Aug 17, 2011 3:32 pm

This seem a very complicated bags of troubles, I'll have to analysis the case one by one :)

Will check about MC and being able to enter, it seems sensible.
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Cohnman5
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add sysBackupNum = 1 to system file

Sun Aug 21, 2011 6:46 pm

I would suggest that all users of the 1.01i patch(latest beta) add sysBackupNum = 1 to the system file and delete all backups except 1. This should dramatically improve turn processing time at the expense of fewer saves. Has really sped up the game for me. :wacko:

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