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1.02l release candidate patch September 2011

Fri Sep 02, 2011 3:39 pm

ITS AIRBORNE !!!

patch 1.01 "L"

normal place at Paradox

EDIT: same place there is a first hotfix (public from 5. September)


three hurra for Pocus and the AGEOD team...


hipp-hipp-...*chorus*

Quoting Pocus:

"Current patch notes only add what's new since last release candidate:

FIXES AND NOVELTIES 1.01j, k , l

Engine & AI
* Fix on colonial roads decision (which allowed to destroy a railroad)
* More effects for the ‘Show Support’ diplomatic action. Will give you a tiny fraction of the monthly prestige gain from the supported nation, will raise progressively your relationships plus the AI will be aware of supporters before declaring war. If the nation you supported is the target of a DOW, you’ll lose some prestige, plus 25 relationships point with the attacker. You’ll also get a chance to have a committing CB against the attacker (double-edged sword).
* Cyclical economic crisis have arrived, please refer to the AGE wiki for the rules about them:
http://www.ageod.net/agewiki/Economic_Crisis
* AI now factors fully the net of treaties and supports when seeking for a potential target of a DOW.
* Objectives regions are always at least in your claim list (can be national too, which is the grade above).
* Economic structures after the fifth cost +20% cumulative in capital funds, when being built. This represents the bigger difficulty in convincing investors to fund structures that don’t represent brand new opportunities (and is also there to slow down the bigger economy, admittedly!)
* You can now get back the city of regions your legitimately own, if at peace with the owner, even if the region is not national to you (e.g Austria is holding a Polish city, taken from Rebels, and giving it back to Russia).
* When a country is liberated, it will also get back (in addition to its capital region) adjacent regions which are national to it, if owned by the war loser.
* AI will play more and more aggressively colonial decisions (if they can be afforded).
* Fixed a bug that prevented merchant fleets from being repaired in certain circumstances.
* Martial Law will now be enabled automatically, in regions where you have troops and too much militancy. A ruthless country will activate Martial Law as soon as there is 1 point of militancy. An autocratic country will wait for 10 points, and the rest of government types will wait for 30 points accumulated. In the short term, Martial law will tend also to reduce contentment at the same time, mostly for liberal countries.
* The 3 icons at the top of the screen (the ones that change when you change mode) are now fully operational with detailed tooltips. Check them!
* You can’t try upgrading a level 4 depot anymore.
* If a region is not pillaged, then there won’t be a natural decay in development level even if the region is above the calculated maximum level (dependant of city size and some techs).
* There is now a message indicating when the worth of a colonial area (Sphere of Influence rating) improves because you (heavily) invested into it. Target the colonial capital for maximum effect.
* Scores in various domains are now shown as a tooltip in the Objectives screen, on each of the nation’s flag. For your scores, check your capital icon for the corresponding tooltip.
* AI is more dynamic on trading.
* You can’t convert supply and ammo if your capital is besieged.

Data or Events oriented changes
* Promise local support duration upped to 24 turns (was 12).
* Peace treaty now also creates a 6-turns right of passage temporary agreement. Once elapsed, forces will be forcefully moved to nearest territory.
* Fixed Italian unification CTD because of a nonexistent treaty
* Fixed BEL crash related to the Vlaandern forts
* Fixed SPA and TUR objectives (No longer the “North Pole”)
* Added new objectives for other minor factions (DAN, SWE, MEX, PER)
* Adjusted USA colonial structures to the requirements of the colonial game
* Fixed all FRA events referencing the wrong alias “Kabylie” to the correct one “Kabilyia”
* Fixed all GBR events referencing a non existent area (Area_North_India)
* Fixed USA oil events that generated a CTD
* Reduced prices for all merchandises
* Reworked input/outputs of many structures to adapt the new situation to the new prices.
* Reworked AI stockpile algorithm and logic during the course of the game (to reduce huge stockpiles early on).
* Updated faction stockpile to fit the new AI stockpile algorithm.
* Reworked some structures force pool, now it is spread more along the tech tree (to reduce big jumps in production).
* Reduced some early structures force pool to reduce the huge availability of resources in 1850 because all major nations became powerhouses way too early (See next point).
* New faction traits: now each major faction gets 2 traits (GBR 3) that will increase your structure force pool based around historical production (GBR more coal mines, RUS more cereal farms, etc).
* Updated canned food and furniture industries graphics.
* Fixed the missing “name” and “text” entries for some technologies (some error introduced with the replacement of “armour” for “armor”).
* Fixed all “programm” and “canon” appearances on all texts (replaced by “program” and “cannon” respectively).
* Fixed many minor errors reported on event scripts.
* Reduced all prestige gain/loss from all structures.
* Colonial roads decision allows again a region to develop to road level. (bugfix)
* Fixed a problem with wrong objectives assigned during the ACW for USA
* Changed the Coast of Senegal “terrain type” to Coastal Water (instead of Ocean).
* Added Zwedru region to the Ivory Coast colonial area.
* Fixed the problem that prevented in some cases to build railroads for players that already discovered the advanced railroad"

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Fri Sep 02, 2011 5:13 pm

PS:

ok, to make it obvious... it does appear they gave us a lovely patch, but did not include everything in the change log for it...

the militancy problem for instance is solved! they added additional reforms to the ledger, especially addressing education and militancy...

again, thanks to the AGEOD team and have a nice weekend :thumbsup:

Offworlder
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Fri Sep 02, 2011 5:38 pm

Will it be uploaded on this site as well?

tyrioneru
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Fri Sep 02, 2011 5:54 pm

Perfect thanks a lot.

emperoramir
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Sat Sep 03, 2011 7:59 am

Where can we download it please advice direct link

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Sat Sep 03, 2011 8:16 am

"emperoramir Where can we download it please advice direct link"

At the moment you can only download it as a registered (and with a registered game !!!) user of the Paradox forum.


http://forum.paradoxplaza.com/forum/forumdisplay.php?558-Pride-of-Nations

go to:

"Pride of Nations - Tech Support"

and there look for:

"PON 1.02 Patch candidate (public beta 1.01 serie L, updated Sept 02)"

no one but the Devs can give you a direct link, for its the kind of Paradox policy to fight software piracy

emperoramir
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Sat Sep 03, 2011 9:39 am

Then what shall i do i want this patch no one can help

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Sat Sep 03, 2011 10:01 am

hello emperoramir,

as i wrote, at the moment you can get the patch from Paradox

1.) go to http://forum.paradoxplaza.com/forum/forumdisplay.php?558-Pride-of-Nations

2.) register as a normal forum member with nickname and password, wait for confirmation

then log in

3.) go to "MY GAMES" in the left upper corner

4.) search for the Pride of Nations game, enter the activation key of the game (if retail version its at the back of the manual. i understood steam shall use the updated versions automatically)

5.) go to the tech support thread and there you will find the patch in the above mentioned thread of the tech support forum

********************

in past AGEOD provided the patches also here, but there are bound to Paradox policy.
if they do it again, it is the utmost kindness of the Devs who are exploiting the fact that there is/was no clear consensus forbidding it, and not to be taken for granted.

Ironchancellor
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Sat Sep 03, 2011 1:22 pm

Hello i see you added a nice little taster by including a new scenario dealing with the Franco Prussian War. Well done!! Look forward to seeing the Crimean War soon. :thumbsup:

emperoramir
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Sat Sep 03, 2011 2:30 pm

Very good but idont have orginal game what shall i do

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SonOfAGhost
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Sat Sep 03, 2011 3:48 pm

emperoramir wrote:Very good but idont have orginal game what shall i do


Option 1 - Turn yourself in to your local police.
Option 2 - Buy the game, register it at Paradox website/forum and download as described above
Option 3 - Buy the game and wait patiently for it to be available by means that doesn't make your key vulnerable by putting it on the web.

Personally, I'm going with #3, but you don't strike me as the patient type, so I'll recommend #2. Then just keep a spare $20 around for when the inevitable happens.

deoved
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Sat Sep 03, 2011 5:08 pm

Option 4 - Simply google.

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lodilefty
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Sat Sep 03, 2011 5:12 pm

deoved wrote:Option 4 - Simply google.


for What?
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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Cohnman5
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Never pirate good software!

Sat Sep 03, 2011 8:47 pm

SonOfAGhost wrote:Option 1 - Turn yourself in to your local police.
Option 2 - Buy the game, register it at Paradox website/forum and download as described above
Option 3 - Buy the game and wait patiently for it to be available by means that doesn't make your key vulnerable by putting it on the web.
Personally, I'm going with #3, but you don't strike me as the patient type, so I'll recommend #2. Then just keep a spare $20 around for when the inevitable happens.


:neener: If you own the game, register at the Paradox forum with your CD key. As a registered user all beta patches are available. If you are NOT a registered user--SHAME ON YOU! The game is only $20 and well worth it and Paradox--AGEOD are great software developers, they deserve your money. Now back to conquering the world with a French accent! :D

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Rafiki
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Sun Sep 04, 2011 7:52 am

emperoramir wrote:Very good but idont have orginal game what shall i do

[color="Red"]I'm afraid you'll have to clarify this. If you don't have the original game, then what do you have?[/color]
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Sir Garnet
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Sun Sep 04, 2011 10:36 pm

I couldn't see the liberation change work since in a peace treaty with multiple liberations selected, sent, and counted against warscore, only the first one was implemented. The next turn shows the treaty offer outstanding on those terms, but when accepted the other liberations don't happen. Maybe the change to liberation had a side effect?

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Generalisimo
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Wed Sep 07, 2011 3:04 pm

Ironchancellor wrote:Hello i see you added a nice little taster by including a new scenario dealing with the Franco Prussian War. Well done!! Look forward to seeing the Crimean War soon. :thumbsup:

Consider that a sneak peek to the new DLC.... ;)
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