User avatar
Pocus
Posts: 25659
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Public beta patch June 10th

Fri Jun 10, 2016 4:51 pm

Dear players,

A new public beta patch is out in the 'Help Improve PON' subforum. We will be closing the patch in the last days of June, so if you have reports, now is the time! We mainly want to finalize the long awaited patch 1.04 while upgrading PON to the AGE engine most recent code base (it includes several enhancements that will be listed soon).
Image


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

Siegfroh
Major
Posts: 240
Joined: Sat Jun 27, 2015 4:30 pm
Contact: Website

Fri Jun 10, 2016 7:12 pm

Pocus wrote:(it includes several enhancements that will be listed soon).

The sooner we know what are the enhancements, the sooner we will be able to check wheter they do work as they should do ;-)

Anyway, good to see some progress !

Ceterum censeo this should be mended as well:

http://www.ageod-forum.com/showthread.php?43473-No-Pips-showing-for-experience&p=374673

Offworlder
General
Posts: 520
Joined: Mon Nov 12, 2007 1:56 pm
Location: Malta

Sun Jun 26, 2016 7:28 pm

Playing as the Russians, I had the Austrian, Brits, French and Ottomans take a passage right which for some reason is permanent (seems that it happened in the aftermath of the Treaty of Paris). This also meant that the Austrians seize lands vacated by rebels and a lot of Ottomans roaming the countryside as well, provoking endless wars with Russia. Is this WAD?

ajnatalo
Sergeant
Posts: 82
Joined: Tue Jan 29, 2013 10:50 pm
Location: Syracuse, NY

Mon Jul 04, 2016 10:08 pm

Downloaded the patch and noticed some odd behavior. Firstly, the values for all of my relations skyrocketed. I tried issuing degrade relationship to Annam (as France) and a few turns after the item expired relations went from negative values to the 40s and 50s. Secondly, as France the event creating the decision to make the Colonial Area Cochinchina a colony does not work. Here is the code as installed from the patch:

SelectFaction = $FRA
SelectRegion = $Bangkok
StartEvent = evt_nam_FRA_ColonyCochinchina1864_ON|1|1|NULL|NULL|$Bangkok|NULL

Conditions

EvalRgnOwned = $Saigon

SelectFaction = $CMN
EvalColStatusArea = $Colony_Cochinchina;<;$colColony
MinDate = 1864/01/01
MaxDate = 1874/01/01
Probability = 35

Actions
DescEvent = evt_desc_CMN_NewColOption
ChangeActorPool = $gmaOptionCol;MaxUse;1;MaxChoices;2;ImageID;Contract_ON.png;Title;opt_title_FRA_ColonyCochinchina1864;MsgString;opt_desc_FRA_ColonyCochinchina1864;ToolString;opt_hint_FRA_ColonyCochinchina1864;SubType;FRA_ColonyCochinchina1864;SParam1;FRA;TextChoice1;opt_FRA_ColonyCochinchina1864_desc_Choice1;ToolChoice1;opt_FRA_ColonyCochinchina1864_hint_Choice1;TextChoice2;opt_FRA_ColonyCochinchina1864_desc_Choice2;ToolChoice2;opt_FRA_ColonyCochinchina1864_hint_Choice2;SParam2;Event-img_FRA_ColonyCochinchina1864.png

EndEvent

I have tried changing probability to 100 and it still does not fire. Anyone seen this issue with France before? I know there is an AI version to make it fire but obviously if I am France, then that won't work.

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

Tue Jul 05, 2016 1:21 pm

The only condition for the event to work is France to own Saigon...the rest won't influence in anyway (relations, probablitiy)...no reason it should not work from what i see here
Image

Siegfroh
Major
Posts: 240
Joined: Sat Jun 27, 2015 4:30 pm
Contact: Website

Tue Jul 05, 2016 4:04 pm

ajnatalo wrote:I have tried changing probability to 100 and it still does not fire.

Have you tried to set the maximum date to for example

MaxDate = 1864/01/31

just to test it ?

(I don't know how the contradiction between a probabilty of 100 and a min-max date range is resolved by the game engine.)

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loki100
AGEod Guard of Honor
Posts: 2399
Joined: Sun Aug 14, 2011 4:15 pm
Location: Caithness
Contact: Website Twitter

Wed Jul 06, 2016 8:38 am

Siegfroh wrote:Have you tried to set the maximum date to for example

MaxDate = 1864/01/31

just to test it ?

(I don't know how the contradiction between a probabilty of 100 and a min-max date range is resolved by the game engine.)


all you will do with that code is to give it a maximum of two chances to fire.

probability of 100 will simply mean it fires on the mininum date. You may as well rewrite the event to just leave a start date, remove the end date and the probablity if that is the value you want to use?
AJE The Hero, The Traitor and The Barbarian
PoN Manufacturing Italy; A clear bright sun
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WIA Burning down the Houses; Wars in America; The Tea Wars

Garuda
Private
Posts: 37
Joined: Wed Mar 14, 2007 1:58 pm

Wed Jul 06, 2016 8:50 am

I haven't played PON in a few years now. I stopped due to the length of time the AI needed to take a turn. Have patches and tweaks in the last two or three years made any significant improvement in turn times?

User avatar
Durk
Posts: 2921
Joined: Thu Apr 28, 2011 4:36 am
Location: Wyoming

Thu Jul 07, 2016 4:56 am

Yep, has changed a lot. Now about five minutes.

Prussia
Lieutenant
Posts: 145
Joined: Fri Jan 09, 2015 1:00 am

Fri Jul 08, 2016 5:33 pm

Durk wrote:Yep, has changed a lot. Now about five minutes.


Might be a tad more constructive if we posted ram/cpu/gpu specs- I was running the older 1.04 beta from last year and rarely experienced that sort of turn time- looking forward to some enhanced turn times. Running I-7 2600k, 16 gig memory and R9-290 on an SSD as a reference.

bbmike
Sergeant
Posts: 80
Joined: Thu Apr 03, 2008 6:43 pm

Fri Jul 08, 2016 7:49 pm

I have an i7-6700HQ, 16GB RAM and a Samsung SSD. My turn times are around 3.5 minutes.

Prussia
Lieutenant
Posts: 145
Joined: Fri Jan 09, 2015 1:00 am

Sat Jul 09, 2016 5:19 am

bbmike wrote:I have an i7-6700HQ, 16GB RAM and a Samsung SSD. My turn times are around 3.5 minutes.


That's what mine are as a rule.

Mr Bill
Corporal
Posts: 42
Joined: Tue Jan 08, 2008 1:41 am

Wed Jul 13, 2016 2:50 am

While I was playing as Japan in the 1880 GC with the latest beta, I was involved with a long war with China in which I lost a lot of troops. My infantry replacements never seemed to go down at all, even though my forces were being replenished in their strength. I'm not sure if its working as intended.

Also, I've a question about the cost for building ships. I built 3 ironclad warship squadrons which cost 480 steel among other assets. For the entire time they were being built, I was in the negative for steel by over 900, and was showing as having a production expense of 700 steel. Is that normal?

Offworlder
General
Posts: 520
Joined: Mon Nov 12, 2007 1:56 pm
Location: Malta

Thu Jul 14, 2016 7:18 pm

Mr Bill wrote:While I was playing as Japan in the 1880 GC with the latest beta, I was involved with a long war with China in which I lost a lot of troops. My infantry replacements never seemed to go down at all, even though my forces were being replenished in their strength. I'm not sure if its working as intended.

Also, I've a question about the cost for building ships. I built 3 ironclad warship squadrons which cost 480 steel among other assets. For the entire time they were being built, I was in the negative for steel by over 900, and was showing as having a production expense of 700 steel. Is that normal?


Can confirm the first issue (though playing with the Russians). Haven't seen the second one though maybe I tend to build single squadrons every year

Prussia
Lieutenant
Posts: 145
Joined: Fri Jan 09, 2015 1:00 am

Sun Jul 24, 2016 3:54 pm

Prussia wrote:Might be a tad more constructive if we posted ram/cpu/gpu specs- I was running the older 1.04 beta from last year and rarely experienced that sort of turn time- looking forward to some enhanced turn times. Running I-7 2600k, 16 gig memory and R9-290 on an SSD as a reference.


Just started a new campaign as Japan on latest beta and I am averaging 2.5-3.5 minutes per turn. With the occasional shorter or longer turn resolution. Overall feeling is that it is indeed faster.

P.S. Experience Pips are still not being displayed.

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