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Pocus
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PON quickfix 1.02d - May 14

Mon May 14, 2012 7:16 pm

http://ageoddl.telechargement.fr/temp/Quickfix_PON_1.02d.zip

As this is a quickfix, this is not a comprehensive patch. You need to install patch 1.02 before. If you bought DLC, the correct order is:

a) Base game
b) all DLCs
c) patch 1.02
d) quickfix

1.02d

GAMELOGIC
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.

Notes, regarding requests we had:
a) Loyalty creep problem: not corrected yet
b) factions created after game start have Terra Incognita everywhere. This can be fixed by adding the proper command when they are created by script. If this is forgotten, the code auto synch all TI after a few turns, regularly, during hosting. Just be patient.You also get a command in the console to fix these issues.
c) request to reduce log details to speed up game. This is already handled by the Logbatch variable that buffers when the log is written on disk. Set it to 100 if you encounter write speed problems.

1.02c

GAMELOGIC
fixed: Patrol move (going back and forth to origin region) now works again.
fixed: a script engine error preventing a Russia event from converting serviles to peasants.

1.02b

GAMELOGIC

Fixed
Non formed nations (formed = control at least one region) excluded from tariff relationships changes.

Added
New ways of getting CBs (duration 6>24 turns) . Must be a formed nation.
In regions with overwhelming odds (at least 5 to 1), you can get a few MC % against your enemy.

1.02a

GAMELOGIC

Fixed
A bug preventing mutual entries to work in the diplomacy engine.
A bug preventing Defensive treaty from giving a CB against agressor as it should be.
Sometime no peace terms would appear when asking for peace (was tied to the existence of vassals)


Added
New ways of getting CBs.
Regions without controller will be given to whoever has the most unit, if no one to the Rebels.


INTERFACE

Diplomacy interface improved for existing treaties.
Image


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

Sven
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Mon May 14, 2012 9:35 pm

good to see a new Patch, but without fix of the Loyalty creep problem i don't change from 1.02 to 1.02d, i wait with my game around 1900 for a fix of that

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Pocus
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Tue May 15, 2012 6:28 am

Sorry, it will comes!

But really, you should apply the quickfix onto your 1.02 game, it won't have adverse effects and will solve several bugs.

- I -

About loyalty creep, what would be a good cleanup rule for you (common you, 'You the people' I mean :) ). If this is too prone to problems, do you think it should be a console only command or something that runs once every year during hosting?


I was considering checking for regions which are national to you only. If your ethnic policy is not lenient, then the lowest loyalty percentage loses one, and you get one in the biggest loyalty. Run that twice a year.

- II -

What would be the next fixes you want us to check? Stay small for now. No multithreading possible e.g...
Image


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

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Kensai
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Tue May 15, 2012 9:12 am

I. I like it this way but what happens to lenient-government nations? Do they stick to their bogus loyalties? In any way, I think this approach is sound and it should work as you've already described: loyalty should slowly rise for the possessor and decrease for the minor presences, slowly but inexorably. This will extinguish minor (<5%) loyalties in a couple of years. That will only affect normal gameplay. After all, when scripted historical rebellions are about to come the events usually change loyalties for the situation to be more realistic. Enemy national regions will need much more time if ever.


II. I can't think of something but I would really like a small tutorial on how to script events with pop up choices and how to best script sale of equipment (ships, tanks, etc) between nations. I have seen some of them in the folders but need to be certain since testing extensively with long turns is not always easy.
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sagji
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Tue May 15, 2012 1:49 pm

Pocus wrote:What would be the next fixes you want us to check? Stay small for now. No multithreading possible e.g...

There are some of issues with passwords.

i) A .trn file only becomes password protected for the host. Once protected it remains protected if someone else hosts.
ii) If you change your password on a game you can't load that turn again - the .ord requires the new password and the .trn requires the old.
iii) If a player drops out without passing on their password the only way to get access is by turning compression off (which strips everybody's password, or to use the console to switch faction and to then host as that player (which can only be done for one nation at a time, and see iv)
iv) Any player can look at a players view without knowing their password - simply switch faction in the console. This should also be password protected - but probably should not be fixed until iii is fixed.

the fix for the last two could be
a) a new console command to set the console password - once set you can't access the console without the password.
b) a new console command to create a trn file - CretateTrn TAG [password]. This creates a .trn file from the .hst. This would also allow you to add a player to any nation at any time.

Boernes
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Tue May 15, 2012 3:00 pm

Shouldnt disbanded regular divisions also return back to the force pool, at least partially?

Sven
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Tue May 15, 2012 3:22 pm

Pocus wrote:Sorry, it will comes!

But really, you should apply the quickfix onto your 1.02 game, it won't have adverse effects and will solve several bugs.

- I -

About loyalty creep, what would be a good cleanup rule for you (common you, 'You the people' I mean :) ). If this is too prone to problems, do you think it should be a console only command or something that runs once every year during hosting?


I was considering checking for regions which are national to you only. If your ethnic policy is not lenient, then the lowest loyalty percentage loses one, and you get one in the biggest loyalty. Run that twice a year.

- II -

What would be the next fixes you want us to check? Stay small for now. No multithreading possible e.g...


A script would be nice(if it can't be fixed easy fix the effects), the problem is that some regions get loyality over time with no national status(like colonies), don't know how to fix that via script?

other what i would realy like is a simple list with missing descriptions and a possibility to fix that with the help of the players, if all search a part and some make the translation it could be a good sign to all who think that the game is realy unfinished because many leaderdescriptions and other textes are missing.

What need a good fix is the AI economy routines, some times i had the feeling that the AI only build after scripts, ruin there happiness and get after that many problems with strike.

Or the possibility to convert Oil/Wood to coal

a better calculation of resources and production, at the moment some times you get with 1% more efficent 10% more out with 100% more costs(early buildings with only low input). to calculation with floats should get a 1% more efficent to 1% more out and in.

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Kensai
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Tue May 15, 2012 8:22 pm

Ah, Pocus, there IS actually a code issue you need to fix. Most colonial events come post-factum, for example: "prospectors arrive in search for new resources", "region is now a loyal colony of", etc should come at the moment one plays the card, not when the event is completed. This is especially important when you declare protectorates, colonies, dominions as the players have to be warned otherwise they may miss (it happened to me playing as Belgium to miss Portugal's little colonial helm in Angola!) an opportunity to play one of the most interesting crisis mechanisms: that of the stake! Since the stake demands some time to play itself, watching sooner than later that someone has played a colonial action is paramount.

Hopefully in a future patch you also make a revision to all colonial actions to the minimum needed. Actually you can use our table from our multiplayer. It's much MUCH more realistic.
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Vezina
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Thu May 17, 2012 10:35 pm

Pocus wrote:- II -

What would be the next fixes you want us to check? Stay small for now. No multithreading possible e.g...


Can you look at a revision of building structures in foreign countries? As is, the host countries get no benefit from allowing a country to build there, so it's kind of hard to prove that they(the host) are in the wrong for nationalizing the structure. Maybe have it where a small percentage of the production, but a minimum of 1, goes to the owner of the region; or make it cost additional resources to build it in a region you don't own to abstract paying for the property to build upon.

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Kensai
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Thu May 17, 2012 10:37 pm

Good suggestions by Vezina.
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vaalen
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Fri May 18, 2012 4:30 am

Pocus, I would ask that you look into fixing the event chains which lead to the unification of Germany or Italy, so there is a clear path and the player knows how to follow it. I still have not figured it out.

sagji
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Fri May 18, 2012 12:32 pm

Vezina wrote:Can you look at a revision of building structures in foreign countries? As is, the host countries get no benefit from allowing a country to build there, so it's kind of hard to prove that they(the host) are in the wrong for nationalizing the structure. Maybe have it where a small percentage of the production, but a minimum of 1, goes to the owner of the region; or make it cost additional resources to build it in a region you don't own to abstract paying for the property to build upon.


The host nation should get some benefit, but a percentage of the production doesn't work well when the production is only 1 or 2, which is anywhere without a railway. Perhaps they should cost more capital to operate, with the extra going to the host. However both of these run the risk of turning a productive structure into a loss making one. Perhaps a simple solution would be every foreign structure give the host nation 1 money (local taxes) or 1 capital (boost to local economy from supporting industry).

Also when taken the owner should get some way of responding - at minimum a CB, ideally some way of trying to get it back, or compensation for the loss. The way it works at the moment is something that no investing nation would have accepted.

It would also be good to give the hosting player some control of the nationalisation.

A related problem is that when structures taken by rebels they are handed back to whoever liberates the region, not the owners. This applies to both foreign structures and local ones (if an ally takes the region back). It probably also applies to foreign structures captured during wartime - so if Austria captures an Italian structure in France the peace will "return" it to France.

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Kensai
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Sat May 19, 2012 9:39 am

Pocus wrote:About loyalty creep, what would be a good cleanup rule for you (common you, 'You the people' I mean :) ). If this is too prone to problems, do you think it should be a console only command or something that runs once every year during hosting?


Shouldn't also MC and armed forces concentration (including units with with high police values) play a role? The bug is annoying for Japan in 1862 as it has pushed loyalty to Japan to 1% (because of the normal script that gives a high percentage to rebels) while bogus factions such as the old Mughalis, the British, etc have higher loyalties than me. All this in Tokyo region where I have MPs, garrison, and a standing army parked. Tokyo (Edo) is a national region so if a future patch works then loyalty should rise slowly for me and lower to inexistence for the bogus nations. The rebels (having the majority due to a historical script) should fall as well, but extremely slowly.

However, the whole procedure should get a minor acceleration (10-20%) because of my huge military presence on that region. Loyalty should change faster if troops coerce the population.
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Sven
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Sat May 19, 2012 12:32 pm

Kensai wrote:Shouldn't also MC and armed forces concentration (including units with with high police values) play a role? The bug is annoying for Japan in 1862 as it has pushed loyalty to Japan to 1% (because of the normal script that gives a high percentage to rebels) while bogus factions such as the old Mughalis, the British, etc have higher loyalties than me. All this in Tokyo region where I have MPs, garrison, and a standing army parked. Tokyo (Edo) is a national region so if a future patch works then loyalty should rise slowly for me and lower to inexistence for the bogus nations. The rebels (having the majority due to a historical script) should fall as well, but extremely slowly.

However, the whole procedure should get a minor acceleration (10-20%) because of my huge military presence on that region. Loyalty should change faster if troops coerce the population.


look at first post, that is a bug that is not easy to find and fix, on normal regions it works without problems. And i think military forces are the wrong way to get loyality, the histrory teach us that everey time problems are "solved" with military the problems get bigger. In case of japan it is a normal part that edo gets 100% rebell loyality because edo is the shogun capital, after the civil war and the win you get loyality back in edo. all other problems with loyality from other nations are a bug. Play 1.02 all works right, national regions don't get loyality.

sagji
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Sat May 19, 2012 12:55 pm

There is a regression. In the F10 screen when you mouse over a nations flag you new get the score details for you nation, before you got it for the other nation.

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Kensai
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Sat May 19, 2012 1:56 pm

Sven wrote:look at first post, that is a bug that is not easy to find and fix, on normal regions it works without problems. And i think military forces are the wrong way to get loyality, the histrory teach us that everey time problems are "solved" with military the problems get bigger. In case of japan it is a normal part that edo gets 100% rebell loyality because edo is the shogun capital, after the civil war and the win you get loyality back in edo. all other problems with loyality from other nations are a bug. Play 1.02 all works right, national regions don't get loyality.


You are right, but it should also depend on the type of government. An authoritarian government may actually cower the population. However Japan is an extreme example as it is rather unique in our case: Japanese loyalty means Imperialists and I am in 1862 in our game, when the Shogunate (Rebels) is still going strong. Perhaps, a future patch could add a "loyalty action" (national law/decree), that could be nice.
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bjfagan
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Tue May 22, 2012 6:58 pm

Since Sagji mentioned the F10 screen problem, I would like to raise another issue. In our MP game, as Prussia I declared war on Oman in order to fully control their provinces in East Africa. I have troops in Kilwa with 100% MC, but have not taken control of the Dyes mine there. These usually transfer over quickly. Not sure if 1.02D had an effect, but I declared war before the patch came out, however I believe it took some time to get troops to Kilwa and probably arrived there after the patch was installed. ( I installed it in my game too).

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