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Lemoni
Sergeant
Posts: 74
Joined: Thu Mar 07, 2013 9:21 pm
Location: Greece

Tue May 07, 2013 9:12 pm

Jim-NC wrote:American Embassy Siezed by the Dutch!

Dutch rioters have seized the American Embassy in Amsterdam.

We would like it back.


I really have no idea how embassies work in the game.Is there a link somewhere where I can find it?
Of course you can have it back but how can I give it back to USA?

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PhilThib
Posts: 13705
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Location: Meylan (France)

Tue May 07, 2013 9:15 pm

Nothing special to know. They only work like that: twice per year, they generate diplomats and improve relations between nations, via an event script.

The seizure by the local people is a code issue that unfortunately is not solvable without extensive work from Pocus, so I leave it here now and fix incidents when they happen...the only way to prevent them is to keep good relations with other nations.
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PhilThib
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Location: Meylan (France)

Tue May 07, 2013 9:19 pm

coolbean wrote:Noticed something weird - I have some units that have no command cost. Everything is normal for the unit, except the black NATO symbol in the corner of the unit card is a lighter, thinner black NATO symbol, and when you scroll over the unit information, it says; Command Cost: 0.

Anyone else experiencing this?

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I checked with Pocus, there is an unbelievable mix of issues coming from various origins. The only quick and safe way to solve this is to make sure those units are all concentrated in a specific region in one given turn, then you send me the exact details of units that are supposed to be here, and I'll run a script to kill them all, then re-create the "good" ones immediately after...hopefully, that should eliminate the corrupted data that is deep inside those units and will make them "normal" again...

I can run this tomorrow if you send me a mail with the picture of all those units. Don't move them, don't send anything in the region of Tver, just keep them idle one turn and I shall fix it.
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Ech Heftag
Sergeant
Posts: 70
Joined: Sat Jun 16, 2012 5:11 pm
Location: Japan

Wed May 08, 2013 9:01 am

So I'll travel to Berlin tonight. Orders for the ongoing turn (early April) will be my last ones for this week.

btw, a minor issue: Kyoto is still the Japanese capital, even though it should be Tokyo/Edo by this time.

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PhilThib
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Location: Meylan (France)

Wed May 08, 2013 9:06 am

Ech Heftag wrote:So I'll travel to Berlin tonight. Orders for the ongoing turn (early April) will be my last ones for this week.

btw, a minor issue: Kyoto is still the Japanese capital, even though it should be Tokyo/Edo by this time.


Will fix this, Japanese government will move from Kyoto to Edo tonight :)
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Lemoni
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Location: Greece

Wed May 08, 2013 8:55 pm

The Dutch Goverment is pleased to see offers coming to Holland for her request to buy a squadron of modern battleships. The offers will be examined this and the coming month (May 1882) and then there will be
an announcement. Thanks all who sent and all who didn't send offers.

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coolbean
Major
Posts: 224
Joined: Tue Feb 05, 2013 12:34 am
Location: USA

Thu May 09, 2013 2:34 am

My orders didn't go through last turn... is anyone else experiencing this every now and then? :(

It only happens rarely, but is annoying, especially when it auto-doesn't reply to diplo messages even though you did reply to them.

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PhilThib
Posts: 13705
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Location: Meylan (France)

Thu May 09, 2013 8:21 am

It's very strange because your ORD file (dated 8th May, 04:43 CET) was well inside the file before processing :bonk: ... another one of PON's weirdnesses...
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Sir Garnet
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Sat May 11, 2013 10:04 am

The description of the Mahdist Jihad scripts in the Diplomacy thread is encouraging if the AI is up to the challenge. Are these in the basic 1880 DLC or more recent scripts? Is there any political hit for powers sending troops to an unpopular war in Sudan (other than the rescue/avenge Gordon justification that Britain gets)?

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PhilThib
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Sat May 11, 2013 11:38 am

It's only recent script addition for World in Conflict. See below for more details. At some point, if you have too many troops in the Sudan, you'll lose popular content (except Britain because of Gordon's iconic martyrdom). Also, the more foreigners, the more the locals shall react....
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lukasberger
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Sat May 11, 2013 11:46 am

Sir Garnet wrote:The description of the Mahdist Jihad scripts in the Diplomacy thread is encouraging if the AI is up to the challenge. Are these in the basic 1880 DLC or more recent scripts? Is there any political hit for powers sending troops to an unpopular war in Sudan (other than the rescue/avenge Gordon justification that Britain gets)?


I want to try to take on the Mahdists sooner than GB actually did and so dow'ed them. Which may have been a bit quixotic, not to say foolish.

Am I going to be able to send a larger army to the Sudan, or is the no corps in Africa rule going to make that impossible?

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PhilThib
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Sat May 11, 2013 12:17 pm

You can send a large army in this part of Africa, because the restriction only weighs on "Black Africa", i.e. everything except North Africa, Egypt, Sudan and South Africa proper.

Beware nevertheless of the severe losses you may suffer from attrition for hte next 5-8 years, you'll lose almost 10% each turn there in addition to "normal" attrition. This special penalty ceases to apply by 1890 (or sooner depending on techs, related to vaccines/health and colonial loobies). So you shall need an excellent logistical line and plenty of replacements to wage this campaign.

During the course of the campaign, participants will receive a NM boost (after the fall of Khartum, to represent the "horror" of the sacking), and shall suffer less from war weariness. Guerrila action from the Dervishes in desertic areas will be intense.

As Germany, I just sent an Observation Korps in Suakim (Sudan) and intend to declare war on the Mahdists too...I have no goals in the Sudan, it's just to test this special breed of colonial warfare and give some training to my troops (the plan is first to prevent the Mahdist to reach Egypt, then to rotate corps there and attack Mahdists on regularl basis without losing too many troops)
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Soulstrider
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Location: Northern Lusitania

Sat May 11, 2013 6:22 pm

Regarding the Mahdists, shouldn't the Ottomans be able to send troops there since Egypt is technically a vassal state? Since I have limited diplomatic options I am having a hard time making them like me enough to grant me access, and I don't want angry Sudanese to capture Cairo and threaten Jerusalem :P

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PhilThib
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Location: Meylan (France)

Sat May 11, 2013 6:35 pm

Well, in theory and historically, Turkish troops should be able to cross Egypt...isn'it the case? If not, it's a scenario oversight and we shall implement this by script then...
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Soulstrider
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Location: Northern Lusitania

Sat May 11, 2013 6:58 pm

PhilThib wrote:Well, in theory and historically, Turkish troops should be able to cross Egypt...isn'it the case? If not, it's a scenario oversight and we shall implement this by script then...


I don't have either right of passage or supply rights so I can't cross it

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PhilThib
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Sat May 11, 2013 7:11 pm

OK, I'll try to fix that asap.
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Jim-NC
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Location: Near Region 209, North Carolina

Sun May 12, 2013 3:03 am

America only got supply rights, but no passage rights from Egypt, and we did not get free CB. We shall have to sit the war out for a while.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

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PhilThib
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Sun May 12, 2013 12:14 pm

We'll see what happened... I guess Egypt only asks European powers for military help
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bjfagan
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Location: Los Angeles, USA

Wed May 15, 2013 1:21 am

I have been trying to build a light cruiser for many turns now, it was only supposed to take around 90 days or so, but seems to be getting built at the rate of 4 days a turn instead of 15. Are there any factors that can influence the build rate once the ship has been laid down? A slow build rate of 4 days every turn seems extremely slow, even for Italy.

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Sir Garnet
Posts: 935
Joined: Sat Jul 16, 2011 8:23 pm

Wed May 15, 2013 8:30 am

bjfagan wrote:I have been trying to build a light cruiser for many turns now, it was only supposed to take around 90 days or so, but seems to be getting built at the rate of 4 days a turn instead of 15. Are there any factors that can influence the build rate once the ship has been laid down? A slow build rate of 4 days every turn seems extremely slow, even for Italy.


That sounds like it will take a bout a year to build, which is still fast compared to historical build times.

A navy takes decades to build, and can be lost in an afternoon. With 2-week turns in PON, the enormous commitment feels much more real.

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PhilThib
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Wed May 15, 2013 8:58 am

The slow rate is normal, I think Pocus recently fixed the build rate issue in the last EXE / patch, so it's what we are using now. Indeed, the speed and build time in original version were much too fast. Sir Garnet is right, average build time is a matter of years, not months
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Jim-NC
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Location: Near Region 209, North Carolina

Wed May 15, 2013 11:48 am

bjfagan wrote:I have been trying to build a light cruiser for many turns now, it was only supposed to take around 90 days or so, but seems to be getting built at the rate of 4 days a turn instead of 15. Are there any factors that can influence the build rate once the ship has been laid down? A slow build rate of 4 days every turn seems extremely slow, even for Italy.


As I understand it, the ways to speed up construction of ships is using naval facilities (versus harbors), and population contentment. You want to build in an area with a naval yard, with a contented population. I am not sure where you are building or if either of these factors has come into play.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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PhilThib
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Wed May 15, 2013 12:39 pm

I am not sure either, but Shipyard and naval bases speed up construction indeed. I noticed this too. Population content is also decisive.
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bjfagan
General of the Army
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Location: Los Angeles, USA

Wed May 15, 2013 9:43 pm

I understand what should be proper build times for ships of this era and I have been building ships as Germany for a long time and now Italy. The game estimates how many days it takes to build a certain class ship and that number will go up or down when placed on the map in a port. However, once that ship is placed the indicated number of days will then go down by 15 days for each turn. I am seeing as Italy that the number of days has been going down by only 4 every turn. The last couple turns the ship has been stuck at 4 turns until completion as seen on the F3 screen

No matter how long it takes to build a ship, the number of days until completion should still drop by 15 every turn, since our turns represent 15 days. Unless there is some outside influence that reduces the number of work days for Italian shipyard workers down to only 4 out of a 15 day turn.

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lukasberger
AGEod Veteran
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Joined: Thu Dec 07, 2006 5:59 pm

Wed May 15, 2013 10:04 pm

bjfagan wrote:I understand what should be proper build times for ships of this era and I have been building ships as Germany for a long time and now Italy. The game estimates how many days it takes to build a certain class ship and that number will go up or down when placed on the map in a port. However, once that ship is placed the indicated number of days will then go down by 15 days for each turn. I am seeing as Italy that the number of days has been going down by only 4 every turn. The last couple turns the ship has been stuck at 4 turns until completion as seen on the F3 screen

No matter how long it takes to build a ship, the number of days until completion should still drop by 15 every turn, since our turns represent 15 days. Unless there is some outside influence that reduces the number of work days for Italian shipyard workers down to only 4 out of a 15 day turn.


Nah, same deal with GB. I think that the days till completion just doesn't accurately reflect the changes Pocus made.

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PhilThib
Posts: 13705
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Location: Meylan (France)

Wed May 15, 2013 10:17 pm

Send a PM to Pocus for better explanations. There was initially a bug linked to the way the game rounded up or down fractions of days when under building...he fixed some of it, but there might be still some errors.

In addition he explained to me that there is still some other cohesion recouping system that takes place after a ship has been launched that may alter building times by 20%, depending on some random factors too...

He said that when the 1.04 patch will be made, the bug should disappear. We have to all live with this, after all it seems to "work" ;) the same way for all
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Ech Heftag
Sergeant
Posts: 70
Joined: Sat Jun 16, 2012 5:11 pm
Location: Japan

Fri May 17, 2013 7:05 pm

The government of the Empire of Great-Japan wishes to announce that it expects satisfaction for the recent hostile activities of the Kingdom of Korea.

Some time ago, our embassy and trade post in Seoul, which was granted to us in a bilateral treaty and whose existence is protected by international law, was razed by an angry mob. As if this wasn't enough of an insult, recently the wind of hostility blowing from Korea towards our sacred islands got even stronger (OOC: red event about Korean crisis). Attacks on innocent Japanese citizens, just as unprovoked hostility towards Japanese merchants are now almost daily occurrences!

Such a situation can surely not continue, as it threatens the peaceful relations between our lands. We are sure the world sees the righteousness of our actions. We are also very surprised that the Empire of China, supposedly the sovereign over Korea and the power guaranteeing the freedom of trade in the treaty ports, has not taken any steps to redress the Koreans as of yet.

As satisfaction for the death and suffering of Japanese citizens and the repeated violation of international laws, the Empire of Japan hopes that Korea agrees to the following:
* restoration of the Japanese treaty port in Seoul
* financial compensation for the suffered economic damage and the attacked Japanese citizens, to be paid by the Korean government
* opening of the whole of Korea for Japanese traders (OOC: reduction of the Chinese colonial level) and official guarantee of immunity and protection for all Japanese citizens residing in Korea.

We hope that the international community sees the just and benign nature of these claims. We do adhere to the principle of the sovereignty of the nations, and indeed encourage the government Korea to take greater responsibility for its own foreign policy.

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PhilThib
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Fri May 17, 2013 7:46 pm

The position of the Japanese government seems reasonable and legitimate to the German Reich. We are confident in Tokyo's ability to find the best solution for all parties involved.
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Matto
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Fri May 17, 2013 7:53 pm

China army has more the some months garrison in Soul and we did not know anything about some Japan building in Soul (actually we can check early June turn) ... so we do not understand for what wants Japan any satisfaction from Korea ...
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coolbean
Major
Posts: 224
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Location: USA

Sat May 18, 2013 12:36 am

Gentlemen, sorry - will not be able to submit orders this weekend, I am visiting home and forgot my lap top :(

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