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PON/VGN 1.03 First Release Candidate

Posted: Mon Jul 09, 2012 4:58 pm
by Pocus
Hi all,

Here is a release candidate for 1.03, proposed as an all inclusive patch.

This is a PUBLIC BETA TEST. Please do not download nor use it if you don't want to take any risk with your current ongoing games.

There will be at least another release candidate, that will feature additional bugfixes and improvements.

We have no beta testers for PON, and the team and resources are very small, so this patch has not be tested beyond a few turns of trial, checking that the fixes or features added were working. I advise you to duplicate your current PON game and apply it there.



http://ageoddl.telechargement.fr/temp/Patch_PON_1.03RC1.zip

Before checking if the fixes listed below are correctly fixed, please take a moment to verify that nothing working is broken by this patch :)

Thank you to all who want to beta test this release candidate.

FIXES AND NOVELTIES 1.03RC1

Engine & AI
* You now get the history (past 12 turns) of the transactions of each merchandise, in the F4 window, when moving the mouse over the commerce & transactions band of icons.
* You can’t use Mobilize agenda in crisis if you are at war with anybody
* You can’t use Mobilize or Ultimatum agenda if under a peace treaty with other nation (as this would lead you to a war while under peace treaty)
* Ultimatum dominancy value reduced from 175 to 150. Partial mobilization dominancy value reduced from 350 to 300. Crisis control changed from -10 to -15.
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
* If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
* Rebels faction will now assault when possible.
* In siege, the besieger will spend a quarter of his battle usage of ammos per turn of siege (plan to have supply trains on the long run), and will suffer -50% to his siege value if he can’t afford that. For the besieged, the spending will be 15% per turn, with a -35% siege value if there is a lack of ammos.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Regional decisions can’t be played anymore in region that are yet to be unlocked by the scenario
* fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
* A retreating army can now split static units (abandon them) to escape better
* 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.

Data or Events oriented changes
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and create an update problem).
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added some force pool changes to some late game units to increase their capacity later in the game.

nb on the new tooltip about transactions and the added checks on crisis agenda: we will try to improve that further...

Posted: Mon Jul 09, 2012 8:55 pm
by Matto
Great !!! Any changes to turn processing?

Posted: Mon Jul 09, 2012 9:41 pm
by Random
Thanks for this but after updating my PON installation still shows version 1.02d at startup.

Posted: Mon Jul 09, 2012 9:48 pm
by Taillebois
Thanks, I just bought the Franco Prussian War scenario by mistake but you will be pleased to know that under my generalship France did not lose the battle of Sedan.

I didn't even know there were other scenarios! The final score screen didn't display numbers, but this was on 1.02. I'll see if I have time to run through it again just to get to the score screen on the new patch.

Do you guys actually get any money from my 1.99?

Posted: Mon Jul 09, 2012 10:12 pm
by Kensai
Pocus, you can insert me in a PON beta tester team, if you like, I will do my best to report with QA standards! :)

Posted: Mon Jul 09, 2012 10:17 pm
by Taillebois
Ok, played again and the score came up with a * rather than a number, but as Random noted - the 1.02d still come up so maybe the patch didn't take.

Posted: Tue Jul 10, 2012 3:07 am
by H Gilmer3
Taillebois wrote:Ok, played again and the score came up with a * rather than a number, but as Random noted - the 1.02d still come up so maybe the patch didn't take.


This is what has happened for me.

Posted: Tue Jul 10, 2012 8:19 am
by Pocus
a *, where's that? In the final window displaying score?

I forgot to update the file that show the version, thanks for the pointer.

Kensai, I'll now consider you as a beta tester. This won't change much things for you, but I find the idea reassuring, that players are willing to help improve the game on the long term.

Posted: Tue Jul 10, 2012 8:24 am
by Pocus
Matto wrote:Great !!! Any changes to turn processing?


A few seconds saved on weather calculations if I remember well, but nothing major... We have to deliver a patch soon and reworking how the AI thinks can't be considered right now.

Posted: Tue Jul 10, 2012 8:37 am
by yellow ribbon
damn, and i have no time to test it analytically... :mdr:

Posted: Tue Jul 10, 2012 11:15 am
by Kensai
Pocus wrote:Kensai, I'll now consider you as a beta tester. This won't change much things for you, but I find the idea reassuring, that players are willing to help improve the game on the long term.

Thanks, considering that most probably I'm sticking with you guys until 2015 (when we plan to finish our MP!!) I think I can provide some feedback! :)

Two minor bugs/requests in case they got away (for RC2):

  • Score in F10 screen. It has to show the ranking in respect to the others when you scroll over rival nations.
  • A nation that doesn't get respected for showing "Local Support" should get a CB against the aggressor who played the DOW on the protégé, as the manual says. Currently it takes only the VP penalty.

Posted: Tue Jul 10, 2012 4:01 pm
by glennbob
So far, I have started a single player file as GBR on a fresh update of this new beta and found that for some reason I now have no army upkeep whatsoever. It appears on my news items that I have 0 upkeep for conscripts, state funds and manufactured goods, I checked on the f4 screen and it says I'm actually paying nothing for army upkeep as well. Don't quite know this will effect things...

Posted: Tue Jul 10, 2012 4:13 pm
by yellow ribbon
glennbob wrote:So far, I have started a single player file as GBR on a fresh update of this new beta and found that for some reason I now have no army upkeep whatsoever. It appears on my news items that I have 0 upkeep for conscripts, state funds and manufactured goods, I checked on the f4 screen and it says I'm actually paying nothing for army upkeep as well. Don't quite know this will effect things...



maybe a stupid question, but is the patch 1.3 generic?

so, 1.0 plus 1.01 (if not online version) plus 1.02 and/or 1.03

or 1.00/1.01 plus 1.03 beta

just crossed my mind, for the report of glennbob reminds me on a old bug fixed in prior versions

PS: if you hear any airplane crashing down, i strive to keep on testing AIE despite flying and guys, you will love their work...

Posted: Tue Jul 10, 2012 4:35 pm
by Random
Plugged the Patch into my current grand campaign as France, Early December 1854 and note the same as Glenbob, zero cost expenditures applied for unit maintenance in money, officers or men. This is confirmed on the F4 screen as well.

Posted: Tue Jul 10, 2012 5:01 pm
by glennbob
Also, has anyone tried to revoke supply rights that you have given to someone yet? Say for example on your list of currently in effect treaties, and this list is full so you have to scroll down to go to the treaty you want to cancel and click on it, it won't do it, but will sometimes try to cancel a treaty that is higher up on the list, I have gotten this problem with GBR trying to revoke supply rights I gave to Burma.

Posted: Wed Jul 11, 2012 9:38 am
by Pocus
glennbob wrote:So far, I have started a single player file as GBR on a fresh update of this new beta and found that for some reason I now have no army upkeep whatsoever. It appears on my news items that I have 0 upkeep for conscripts, state funds and manufactured goods, I checked on the f4 screen and it says I'm actually paying nothing for army upkeep as well. Don't quite know this will effect things...


re upkeep.

Got it, you need to delete the cache file in models, then run the game again (rebuilding the cache will take around 5 mn + standard loading time). Then next time you press end turn, upkeep again.

Posted: Wed Jul 11, 2012 10:36 am
by Pocus
Kensai wrote:Thanks, considering that most probably I'm sticking with you guys until 2015 (when we plan to finish our MP!!) I think I can provide some feedback! :)

Two minor bugs/requests in case they got away (for RC2):

  • Score in F10 screen. It has to show the ranking in respect to the others when you scroll over rival nations.
  • A nation that doesn't get respected for showing "Local Support" should get a CB against the aggressor who played the DOW on the protégé, as the manual says. Currently it takes only the VP penalty.



F10 was clearly a bug.

For support, it was actually a feature. You always lose prestige, but you only get a CB if you pass a percentile dice under your current relationship with your protégé... I have removed that test but I would like some feedback about that from others people, do they think it is ok? The relationship test introduced some subtleties I'm a bit reluctant to remove... Support is unilateral, so the target can't refuse to be supported... Using it in an exploitive way would mean that if you want to get a CB versus country Y, you can just spam support toward all nations that can be the target of country Y... I don't like that much.

Posted: Wed Jul 11, 2012 2:03 pm
by Kensai
I had no idea!! Don't change anything then... it is extremely nice! :w00t:
(we had a couple of lost VP incidents in our MP due to the DOW after Local Support and there wasn't a CB... people were asking to add it through a script, now it is clearly WAD what happened!)

Posted: Wed Jul 11, 2012 2:05 pm
by Sir Garnet
Pocus, I was unaware of the dice check but I rather like it, provided it's explained for the manual update.

With it, I am not sure whether I still dislike the double prestige loss from both the failure to avert a crisis (loss?) and the failure to follow through on the CB.

Posted: Wed Jul 11, 2012 2:13 pm
by Kensai
Btw, if a crisis happens between two nations and one of them has been labeled under local support by a powerful major, does the major add anything to the protégé's crisis side in the resolution phase? Meaning: a higher domination, more prestige in the stash to be allocated, better crisis control, etc?

Declaring local support could (should?) play such a role so minor nations can fight it out with decency.

Posted: Wed Jul 11, 2012 6:15 pm
by sagji
Pocus wrote:F10 was clearly a bug.

For support, it was actually a feature. You always lose prestige, but you only get a CB if you pass a percentile dice under your current relationship with your protégé... I have removed that test but I would like some feedback about that from others people, do they think it is ok? The relationship test introduced some subtleties I'm a bit reluctant to remove... Support is unilateral, so the target can't refuse to be supported... Using it in an exploitive way would mean that if you want to get a CB versus country Y, you can just spam support toward all nations that can be the target of country Y... I don't like that much.


I think if you don't get the CB you should not loose the prestige - in fact you should only loose prestige for failing to honour the CB, but perhaps if you don't get the CB you should loose relationship with the supported country.

Posted: Wed Jul 11, 2012 7:26 pm
by Kensai
No, because the current system forces you to work on the relations before declaring in a gamey way local supports around. Don't LS a nation unless you already have cordial relations. This way the dice will already start from a high roll and relations can only get better (through the action).

Posted: Wed Jul 11, 2012 8:03 pm
by Random
Pocus wrote:re upkeep.

Got it, you need to delete the cache file in models, then run the game again (rebuilding the cache will take around 5 mn + standard loading time). Then next time you press end turn, upkeep again.

All fixed, Thank you.

Posted: Wed Jul 11, 2012 8:56 pm
by glennbob
Random wrote:All fixed, Thank you.


Same here, works all good.

Next the issue of GIN troops, it needs to be adressed immediately, all of my IND troops have just upgraded in our MP game and this could seriously prove to be a huge hinderance. Just saiyan :D

Posted: Wed Jul 11, 2012 9:58 pm
by Kensai
Yes, this is one of the serious ones. Also, I think your SCO units just became GSC as well. Double trouble?

Posted: Wed Jul 11, 2012 10:56 pm
by glennbob
Kensai wrote:Yes, this is one of the serious ones. Also, I think your SCO units just became GSC as well. Double trouble?


Its fine, GSC is the tag that Scottish troops have always had. They have a spot in the replacement pool. GIN only has cavalry replacements, I need infantry ones.

Posted: Thu Jul 12, 2012 8:05 am
by Kensai
Ah ah, remember all these times I've been bugging you about investing in replacement chits to fix damaged units before this happened. Hopefully your troops will be already in top notch by now. :neener:

Posted: Thu Jul 12, 2012 8:47 am
by Pocus
Kensai wrote:No, because the current system forces you to work on the relations before declaring in a gamey way local supports around. Don't LS a nation unless you already have cordial relations. This way the dice will already start from a high roll and relations can only get better (through the action).


Indeed, so perhaps no change would be better...

Being in a slightly better position in crisis if you have support can be a cool idea, but I have still bugs to fix... plus there was planned to add third parties to crisis, but despite the fact I did all code, I never had time to test everything, so this is not included (plus the interface has to cope with that).

Posted: Thu Jul 12, 2012 9:37 am
by nemethand
Maybe a little late for that but an additional inconvenience I experienced in 1.02d: Russia has more objectives than actually could be shown on the F10 screen. The map shows them as objectives but I have to remember them, because only the first 12 (16?) is shown.

Can you change the interface (like you did with the diplomacy screen) to allow it to show all the objectives, even if there are more than which can be accomodated on the screen at one sight?

Agree with the others regarding the local support / CB issue; the random element (dice roll) is a nice feature which should be kept.

Posted: Fri Jul 13, 2012 2:15 am
by Jim-NC
What about spare generals? In our MP game, I am Spain, and I have had several 2 star generals die. I appear to have run through all the named generals, and thus can't create any more. I should be able to have six 2 star generals, but only have 4 currently (The last one to disappear was promoted after the death of a 3 star general, he was 2 stars, then went to 3, at which point no replacement was found I guess).