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---> PON official patch 1.03 and readme <---

Posted: Tue Jul 31, 2012 9:58 pm
by Pocus
Dear players,

Here is the latest patch for PON!

www.ageod-forum.com/downloads/Patch_PON_1.03.zip

This patch is comprehensive. It is better to use this installer on an unpatched PON though, the installation will be cleaner and the game slightly faster.
You an also use it on a copy of your Steam version of PON. This will also lead to a slightly cleaner configuration of the game.

nb: If you have ongoing games, events or techs that have already fired and had errors won't be fixed, for the rest, you should be good.

latest manual
http://ageoddl.telechargement.fr/latest/PON_ENG_Manual.zip

Patch updated again on August 13th. See post #50 for details (basically, download and apply again this patch if you did that already before August 11)

PERFORMANCE:
* AI will calculate less extensively a few things in some theaters of operations distant from the player (increasing its speed slightly).
* AI will cache more paths calculation, speeding it up moderately.

MILITARY FORCES:
Recruitment:
* Units changed to ensure proper regional recruitment for subnationality forces (e.g., Russia, Commonwealth) - full compatibility with previous DB and saves.
* Reserve units (tag with *Mobilize* at the unit level) built normally by the player and disbanded when the nation is at peace and not under threat (no strong nation with poor relationships toward you) will now return their value in conscripts and officers originally paid into the pool.

Maintenance:
* Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).

Replacements:
* New code that detects better possible replacements used by units (should solve all GIN/IND cases).

MOVEMENT:
* Revised when AI are dormant, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
* You can now disembark troops from a fleet trapped in ice to an adjoining land region you have the right to enter.

COMBAT:
* Land bombardment against offshore ships toned down. Naval bombardment effect increased.

Combat Report:
* More precision about who fights whom in the battle log.

Sieges:
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule). Check the tooltip in the stack window (encircle icon) for information about over-crowding.
* If too many breaches accumulate, 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 ammo per turn of siege (plan to have supply trains for a long siege), 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 ammo.
* A too low cohesion can make a stack call off an assault; aggressive leaders will have a tendency to force the troops though.
* Fixed a bug where a lone sneaky leader could prevent a siege actually commencing, even if a siege indicator was shown.

Retreats:
* If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat into another region.
* A retreating army can now split static units (abandon them) to escape better.

MTB Warfare:
* Exported and modified 6 variables for ‘Maritime Trade Box’ warfare (a bit more damage against merchant ships).

SOCIETY AND POPULATION

Loyalty Bug:
* Creeping loyalty bug most probable cause fixed.
* Depending on the National Identity attribute, some loyalties in each country will be attrited away and given to owner. If you have suffered from the loyalty bug, you can bring up the console and type 'CleanupLoyalty’. On next turn processing, odd loyalties will start to be removed as described above but 100 times faster. In MP, only the Host needs to use this command.

PRODUCTION AND ECONOMICS:
* All structures previously had to pay upkeep before production. Structures upkeep and production are now ‘intermixed’. This will make it easier for players and AI to run their economies and avoid unintended structure shutdowns.
* You now get the history (past 12 turns) of the transactions in each merchandise, in the F4 window when moving the mouse over the commerce & transactions band of icons. May improve further.
* Added a craftsmen production increase to many existing Techs that multiply craftsmen production over the course of the game. These increases depend on the resource availability and internal production (more resource availability = less craftsmen production). The purpose of this is to help maintain economies over time, especially minor nations.
* When a businessman emergence event triggers, you’ll also get some precious merchandise in ‘exchange’ of the capital spent - message in the message log.

Structures:
* Fixed structures to get the transport efficiency of their owner, not the owner of the region.
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and created an update problem).

Foreign Investment:
* Structures built in foreign lands cost more in capital funds (+100%, modified by a faction modifier named 'ForeignInvestMod'). Depending the nature of the host country (i.e closed trade, etc.) this modifier will be different. Host country is the one possessing the city if any (it can be a tribal).
* Foreign investments in your country now yield extra taxes (based on production value and your corporate tax rate). If taxation is too heavy, foreign businessmen can protest (lowering your relationship slightly) – this shows as a message just before the national market sales summary.
* Experimental & Major change: you can now place railways in foreign regions. The host country will end up owning the railway (and bear associated costs).

Taxes:
*Greatly increased chance for tariffs to hurt relations with other factions (based on tariff level). The chance is only based on amount of money taxed by tariffs.

DECISIONS:
* Regional decisions now can’t be played in a region yet to be unlocked by the scenario.

COLONIAL AFFAIRS:
* Colonial decisions ‘Gunboat Diplomacy’ and ‘Naval Demonstration’ have been significantly toned down in the CP they can give (their advantage is to be effective in one turn), plus they can now trigger a revolt in 10% of the cases. Don’t spam them!
* All Colonial decisions had their money/capital cost upped by 50%.
* Decisions that change the status of a colonial area will broadcast a message to the world each turn they are running (so that players can play a contest stake more easily).

DIPLOMACY:
* New diplomatic item: Degrade Relationship. By applying various diplomatic pressures (legitimate or not) you can slightly degrade the relationship with the country of your choice.
* Fixed issue with others’ nations scores not appearing in Objective window.
* Lending support to another nation now always gives a 6 turns CB against aggressor against supported nation. This CB don't cost prestige anymore if you declare war (to help your protégé)
* Reworked the wording of some diplomacy items.
* All CBs between two nations are deleted when they go to war.
* Cost or gain of prestige from treaties/diplomatic entries is obtained only if the diplomatic entry deprecates naturally (example temporary CB aborted by war don’t cost prestige anymore).
* Duration listed in the tooltip, diplomatic window, is now the number of turns remaining.
* An interface bug in the Diplomatic window prevented the cancel of some entries.

CRISIS:
* Defensive treaty prevents the use of any crisis agenda that can declare war or mobilize against the other country.
* 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.
* Contest Stake regional decision has been reworked and should trigger much more reliably. Remember though that its aim is to trigger a crisis, with the stake being the colonial area in contest, and that no crisis can ever happen between countries with 25+ relationship.

MAP CHANGES: [applicable to ongoing games]
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added a MTB connection for East Persia and North Balkans.

UNITS AND COMMANDERS:
* Added some force pool changes to some late game units to increase their capacity later in the game.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Fixed China (and other minor nations) problem of not being able to use their Junks ships because of early updates that made obsolete the unit too early in the game. Can't be applied to ongoing games, if the tech already triggered.
* Leaders killed in battles while embedded in an unit (corps commander e.g.) won’t cause recombination problems anymore.

UNIT MODELS:
* Models changed to include new Spanish army pictures (thanks to Xesco) - full compatibility with previous DB and saves
* GIN troops under GBR command reviewed and should get replacements as others troops now. [applicable to ongoing games]

EVENTS:
* Events files fixed for syntax errors or wrong region selection processes which led to absence of effects (12 files - thanks to Bohémond for doublechecking).

OTHER BUGS:
* Fixed an interface bug in the Diplomacy window that duplicated costs in tooltips.
* Fixed regression bug leading to 0 upkeep. No more happy hour!
* Negative numbers of colonial decisions are no longer shown in the interface:
* Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
* Fixed oil1 and oil2 structures sync problem (oil2 could appear BEFORE oil1).
* Upgraded REB faction to Unstable for gameplay reasons.
* Removed the merElectrical requirement for Shipyard2 Structure (was required way too early).
* Added the RI_Electrification requirement to all techs that activate structures that require merElectricals to operate to avoid the early need of merElectricals when actually you do not produce that resource (and most probably other nations do not either).

Posted: Tue Jul 31, 2012 9:59 pm
by Pocus
Additions from RC3 to official patch

* All CBs between two nations are deleted when they go to war.
* Cost or gain of prestige from treaties/diplomatic entries is obtained only if the diplomatic entry deprecates naturally (example temporary CB aborted by war don’t cost prestige anymore).
* Duration listed in the tooltip, diplomatic window, is now the number of turns remaining.
* An interface bug in the Diplomatic window prevented the cancel of some entries.* Decisions that change the status of a colonial area will broadcast a message to the world each turn they are running (so that players can play a contest stake more easily).

Posted: Tue Jul 31, 2012 10:29 pm
by Le Ricain
How do you access the console in order to use the 'CleanupLoyalty' command?

Posted: Tue Jul 31, 2012 11:03 pm
by Surtur
Thanks a bundle! Hope steam will post the patch soon as well :)

Posted: Wed Aug 01, 2012 1:38 am
by Metalist
YES! Thanks a lot to Pocus and people who tested release candidates!

Posted: Wed Aug 01, 2012 5:04 am
by James D Burns
Le Ricain wrote:How do you access the console in order to use the 'CleanupLoyalty' command?


Tilde key top left on keyboard to the left of the 1 key.

Posted: Wed Aug 01, 2012 8:39 am
by Sir Garnet
"* Lending support to another nation now always gives a 6 turns CB against aggressor against supported nation."

This remains a mutual CB? It now has no PP cost, but is there a normal penalty for not exercising?

Posted: Wed Aug 01, 2012 9:49 am
by Pocus
This is a one way CB (all CB are like that if memory serves). The penalty is not applied if the CB is 'killed' by a war, but otherwise there is a cost if it deprecates naturally.

Posted: Wed Aug 01, 2012 10:01 am
by Le Ricain
James D Burns wrote:Tilde key top left on keyboard to the left of the 1 key.



Thanks for the info

Posted: Wed Aug 01, 2012 10:05 am
by Le Ricain
How does the replacements for GIN troops work? On my F3 page, there is no GIN faction tab to use and under the GBR tab there is no indication of additional replacements (for the depleted GIN units) being needed.

Posted: Wed Aug 01, 2012 11:43 am
by glennbob
Le Ricain wrote:How does the replacements for GIN troops work? On my F3 page, there is no GIN faction tab to use and under the GBR tab there is no indication of additional replacements (for the depleted GIN units) being needed.


This is what I would like to know, how exactly does this work, does it kick in after you continue once or something?

Posted: Wed Aug 01, 2012 6:37 pm
by Sir Garnet
Pocus wrote:This is a one way CB (all CB are like that if memory serves). The penalty is not applied if the CB is 'killed' by a war, but otherwise there is a cost if it deprecates naturally.


I am trying to put together a simple CB table with type, duration, causes, cost, penalty and whether 1 way or 2 way. I have looked at the CB files but searching the terms in the AGE Wiki does not show anything. For example, most are Unilater =1 and Bilateral = 1 which suggests they can be either. There are two Temporary CB UIDs with different durations. I'll open a separate thread on this for input.

Posted: Thu Aug 02, 2012 10:49 am
by Pocus
Le Ricain wrote:How does the replacements for GIN troops work? On my F3 page, there is no GIN faction tab to use and under the GBR tab there is no indication of additional replacements (for the depleted GIN units) being needed.


That's not normal. GIN is a replacement tag allowed by GBR, and GIN is now detected in depleted GBR units. Can you send me your save at my address Rick, please?

Posted: Thu Aug 02, 2012 11:18 pm
by glennbob
Pocus, can you please explain to me how it works in an ongoing game. Do infantry replacements appear under the heading of GIN troops on the F3 screen? Or do they automatically recieve replacements from somewhere? You haven't made it very clear so far.

In my ongoing game, I installed 1.03 and continued a turn and saw no infantry under the GIN tab in F3. I don't understand how you can have tested this when it happens in 1860's roughly, you cannot have tested it thoroughly properly, has anyone actually been able to get GIN replacements in an ongoing game?

Means a lot to me as I need these GIN troops for the ongoing MP game I am playing as GBR in...

Posted: Fri Aug 03, 2012 1:49 am
by Le Ricain
Pocus wrote:That's not normal. GIN is a replacement tag allowed by GBR, and GIN is now detected in depleted GBR units. Can you send me your save at my address Rick, please?


Copy of the Save game has been sent by email.

Posted: Fri Aug 03, 2012 8:40 am
by NefariousKoel
Wonderful!

Thanks for the update guys!

Posted: Fri Aug 03, 2012 12:59 pm
by Norljus
As in rc3: In the Industry and Commerce screen (F4) the activation sounds for the conversions are no longer played. And it would be usefull to have a visible indication of the conversion state.

Posted: Fri Aug 03, 2012 1:09 pm
by Kensai
In the meantime you can see it over the goods that get converted. There are some explanations in the tooltip that appears.

Posted: Sun Aug 05, 2012 4:39 pm
by czert2
Any chance for more events/options in future patches ? I will love option to keep alaska as russia.

Posted: Mon Aug 06, 2012 6:07 am
by Kensai
* If too many breaches accumulate, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)

Pocus, this needs to be reconsidered. We just had a WTF moment in our MP game were a perfectly supplied huge stack surrendered to an equally-sized rival force that was besieging it. Yes, the fort had accumulated 3-4 breaches, but it is silly the defenders just lowered their guns having one of the best defensive Generals in game, unblocked and fully supplied by the sea. I don't know why you added this rule, but it should be thought over again as it seems it may be abused now moving us on the other side of the spectrum: armies will simply move stacks of doom in regions and never bother to assault again as the eventual (relatively few) breaches needed will make even the largest besieged force surrender. This will eventually prohibit us from having many month long sieges, something perfectly possible in this era.

A quick fix might be required to revert or strike out this rule. It is NOT inherently bad, but it needs to be much stricter. For example I would get it if the besieged force is totally blockaded (difficult for coastal cities), the defending units down to 50% of their hitpoints, and the outside force is like 5:1 bigger that the defenders. Otherwise, the old rules of surrender (when out of supplies completely) should apply.

Posted: Mon Aug 06, 2012 10:31 am
by nemethand
Pocus wrote:Dear players,

Here is the latest patch for PON!

...
nb: If you have ongoing games, events or techs that have already fired and had errors won't be fixed, for the rest, you should be good.

...

UNITS AND COMMANDERS:
* Added some force pool changes to some late game units to increase their capacity later in the game.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Fixed China (and other minor nations) problem of not being able to use their Junks ships because of early updates that made obsolete the unit too early in the game. Can't be applied to ongoing games, if the tech already triggered.
* Leaders killed in battles while embedded in an unit (corps commander e.g.) won’t cause recombination problems anymore.


I wonder if any advice may be given than how to apply the affects in an ongoing game.

In particular, in our ongoing MP game, as Russia, I have invested A LOT in researching certain techs (just like the others, I presume).

Is there a simple command which would 'repeat' the firing of the techs already researched, thereby applying their proper affect? Or should it be done one by one?

Posted: Mon Aug 06, 2012 1:45 pm
by V for Vegas
Just upgraded to 1.03 from RC3, my current game won't let me advance a turn since I am in 'editor mode'. Is there a way to turn that off?

Posted: Mon Aug 06, 2012 10:29 pm
by sagji
Kensai wrote:* If too many breaches accumulate, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)

Pocus, this needs to be reconsidered. We just had a WTF moment in our MP game were a perfectly supplied huge stack surrendered to an equally-sized rival force that was besieging it. Yes, the fort had accumulated 3-4 breaches, but it is silly the defenders just lowered their guns having one of the best defensive Generals in game, unblocked and fully supplied by the sea. I don't know why you added this rule, but it should be thought over again as it seems it may be abused now moving us on the other side of the spectrum: armies will simply move stacks of doom in regions and never bother to assault again as the eventual (relatively few) breaches needed will make even the largest besieged force surrender. This will eventually prohibit us from having many month long sieges, something perfectly possible in this era.

A quick fix might be required to revert or strike out this rule. It is NOT inherently bad, but it needs to be much stricter. For example I would get it if the besieged force is totally blockaded (difficult for coastal cities), the defending units down to 50% of their hitpoints, and the outside force is like 5:1 bigger that the defenders. Otherwise, the old rules of surrender (when out of supplies completely) should apply.

I have to say I consider this WAD. If they weren't good enough to sortie and drive the defenders off then the large defending was doomed, indeed this was the whole purpose of the change - don't put a large army in a small fortress. Consider that the good defensive general knowing that the British government had stated there there would be no reinforcements, and that his force wasn't sufficient to lift the siege on his own, took the good surrender terms the Turks offered, knowing that while he could hold out for quite a long time his troops would suffer in the mean time and that subsequent terms would be substantially worse.
The only thing I would say is that a good defensive general should reduce the chance of surrender.

Posted: Mon Aug 06, 2012 11:04 pm
by sagji
nemethand wrote:I wonder if any advice may be given than how to apply the affects in an ongoing game.

In particular, in our ongoing MP game, as Russia, I have invested A LOT in researching certain techs (just like the others, I presume).

Is there a simple command which would 'repeat' the firing of the techs already researched, thereby applying their proper affect? Or should it be done one by one?


There is a way to do it but it takes a bit of effort.
First you need the identify which techs have already fired and have been changed so that they need to fire again.
The look at the tech definitions for those techs. There is a field called TemplateFile which is the name of the event file containing the event, and a Triggers field that is the id of an event in that file.

Eaxmple where TemplateFile=RITemplateNaval and Triggers=RI_Sail_Frigates

Code: Select all

SelectFaction = $XXX
StartEvent = RI_Sail_Frigates|999|0|NULL|NULL|NULL|NULL

Conditions

Actions
  ChangeUnitPool = $uni_XXX_Frg1;5
  ChangeUnitPool = $uni_XXX_Mer2;5

EndEvent

Copy the entire event including the initial SelectFaction = $XXX to another file. Do a global search and replace on XXX to change it to the nations tag. Do this for every nation the event has already fired for.
Combine all these events into one file and process it once.
For safety add a condition for knowing the tech into the conditions events - for the above this would be
EvalTechKnown = $RI_Sail_Frigates;=;100

In practice it is probably easier to see how the template files have changed and then work out which techs they come from.

Techs can also add faction modifiers with the FacModAdd command in the .res file. for these you will need to create events to add or remove the faction modifiers for any nation.

Some techs have gained prerequisites (RIMustMaster) as this prevents adding the tech to the available list and I don't think it is possible to remove it there is not much you can do with these. However any tech that has gained a must master probably needs its event rerun if you researched it before its new prerequisite. Likewise techs may have changed dates and if that should remove a tech I don't think anything can be done - MakeTechKnown can't make it unknown which is what is required.

Posted: Tue Aug 07, 2012 8:34 am
by Kensai
sagji wrote:I have to say I consider this WAD. If they weren't good enough to sortie and drive the defenders off then the large defending was doomed, indeed this was the whole purpose of the change - don't put a large army in a small fortress. Consider that the good defensive general knowing that the British government had stated there there would be no reinforcements, and that his force wasn't sufficient to lift the siege on his own, took the good surrender terms the Turks offered, knowing that while he could hold out for quite a long time his troops would suffer in the mean time and that subsequent terms would be substantially worse.
The only thing I would say is that a good defensive general should reduce the chance of surrender.


Well, for a more complete answer see the Paradox forums where I responded in extenso. Regarding the surrender role mechanics: a quick fix could be to be lowerered from 3% per breach to 2%. Pocus, since this role is NOT considering the status of the besieged force (if supplied, super-overpowered, etc) and the effects are so dramatic, the probability of this happening should be extremely low.

With 5 breaches and the current rule it's already 15%. I suggest a 2% per breach for next patch or quickfix. Also, you might need to check if the check supplies parameter works properly in all siege surrender situations. Our last turn showed perfectly supplied troops to surrender even sitting on depot and having supply carts and ammo. Perhaps you could tie this surrender roll to the supplies AND ammo of the besieged forces as now the besieged consume ammo every turn too. Whichever ends first (supplies or ammo) should allow for a surrender roll according to the old or new rules.

Posted: Tue Aug 07, 2012 2:01 pm
by nemethand
sagji wrote:There is a way to do it but it takes a bit of effort.
First you need the identify which techs have already fired and have been changed so that they need to fire again.
The look at the tech definitions for those techs. There is a field called TemplateFile which is the name of the event file containing the event, and a Triggers field that is the id of an event in that file.


Thanks for the answer, sagji. That indeed sounds difficult.

First, forgive me but I am a complete dumb, where (in which file) to find the info about techs having already fired?

Posted: Tue Aug 07, 2012 9:05 pm
by sagji
nemethand wrote:Thanks for the answer, sagji. That indeed sounds difficult.

First, forgive me but I am a complete dumb, where (in which file) to find the info about techs having already fired?


I suspect the only way is to write a custom event with lots of evalTechKnows and to look at the script log.

Posted: Tue Aug 07, 2012 11:04 pm
by V for Vegas
V for Vegas wrote:Just upgraded to 1.03 from RC3, my current game won't let me advance a turn since I am in 'editor mode'. Is there a way to turn that off?


Problem went away on its own.

Posted: Tue Aug 07, 2012 11:42 pm
by Franciscus
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... :love:

Posted: Wed Aug 08, 2012 8:54 am
by Kensai
Install the game. Install the DLC(s). Install the latest patch. :)