PON quickfix 1.02d - May 14
Posted: Mon May 14, 2012 7:16 pm
http://ageoddl.telechargement.fr/temp/Quickfix_PON_1.02d.zip
As this is a quickfix, this is not a comprehensive patch. You need to install patch 1.02 before. If you bought DLC, the correct order is:
a) Base game
b) all DLCs
c) patch 1.02
d) quickfix
1.02d
GAMELOGIC
Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
Revised when AI are dormants, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
Reserve units (tag with *Mobilize* at the unit level) when disbanded (happens if the nation is at peace and not under threat) will now return their value in conscripts and officers into the pool.
If you have a negative number of colonial decisions, they are still shown in the interface: fixed.
Structures get the transport efficiency of their owner, not the owner of the region: fixed
More precision about who fights who in the battle log.
Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
Notes, regarding requests we had:
a) Loyalty creep problem: not corrected yet
b) factions created after game start have Terra Incognita everywhere. This can be fixed by adding the proper command when they are created by script. If this is forgotten, the code auto synch all TI after a few turns, regularly, during hosting. Just be patient.You also get a command in the console to fix these issues.
c) request to reduce log details to speed up game. This is already handled by the Logbatch variable that buffers when the log is written on disk. Set it to 100 if you encounter write speed problems.
1.02c
GAMELOGIC
fixed: Patrol move (going back and forth to origin region) now works again.
fixed: a script engine error preventing a Russia event from converting serviles to peasants.
1.02b
GAMELOGIC
Fixed
Non formed nations (formed = control at least one region) excluded from tariff relationships changes.
Added
New ways of getting CBs (duration 6>24 turns) . Must be a formed nation.
In regions with overwhelming odds (at least 5 to 1), you can get a few MC % against your enemy.
1.02a
GAMELOGIC
Fixed
A bug preventing mutual entries to work in the diplomacy engine.
A bug preventing Defensive treaty from giving a CB against agressor as it should be.
Sometime no peace terms would appear when asking for peace (was tied to the existence of vassals)
Added
New ways of getting CBs.
Regions without controller will be given to whoever has the most unit, if no one to the Rebels.
INTERFACE
Diplomacy interface improved for existing treaties.
As this is a quickfix, this is not a comprehensive patch. You need to install patch 1.02 before. If you bought DLC, the correct order is:
a) Base game
b) all DLCs
c) patch 1.02
d) quickfix
1.02d
GAMELOGIC
Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
Revised when AI are dormants, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
Reserve units (tag with *Mobilize* at the unit level) when disbanded (happens if the nation is at peace and not under threat) will now return their value in conscripts and officers into the pool.
If you have a negative number of colonial decisions, they are still shown in the interface: fixed.
Structures get the transport efficiency of their owner, not the owner of the region: fixed
More precision about who fights who in the battle log.
Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
Notes, regarding requests we had:
a) Loyalty creep problem: not corrected yet
b) factions created after game start have Terra Incognita everywhere. This can be fixed by adding the proper command when they are created by script. If this is forgotten, the code auto synch all TI after a few turns, regularly, during hosting. Just be patient.You also get a command in the console to fix these issues.
c) request to reduce log details to speed up game. This is already handled by the Logbatch variable that buffers when the log is written on disk. Set it to 100 if you encounter write speed problems.
1.02c
GAMELOGIC
fixed: Patrol move (going back and forth to origin region) now works again.
fixed: a script engine error preventing a Russia event from converting serviles to peasants.
1.02b
GAMELOGIC
Fixed
Non formed nations (formed = control at least one region) excluded from tariff relationships changes.
Added
New ways of getting CBs (duration 6>24 turns) . Must be a formed nation.
In regions with overwhelming odds (at least 5 to 1), you can get a few MC % against your enemy.
1.02a
GAMELOGIC
Fixed
A bug preventing mutual entries to work in the diplomacy engine.
A bug preventing Defensive treaty from giving a CB against agressor as it should be.
Sometime no peace terms would appear when asking for peace (was tied to the existence of vassals)
Added
New ways of getting CBs.
Regions without controller will be given to whoever has the most unit, if no one to the Rebels.
INTERFACE
Diplomacy interface improved for existing treaties.