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Kensai
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Fri Jul 13, 2012 6:41 am

nemethand, how do you know you have more objectives than you can currently hold? All extra objectives appear either through historical event or through 1% possibility each turn by the new objectives event. Did you get messages for more objectives when that F10 screen was already populated full?

Jim-NC, your case is probably WAD. It's unfortunate, but you probably don't have enough Generals in the correct appearance date. You will have to wait for the new DateIn and then they will spawn automatically.
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nemethand
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Fri Jul 13, 2012 7:58 am

Kensai wrote:nemethand, how do you know you have more objectives than you can currently hold? All extra objectives appear either through historical event or through 1% possibility each turn by the new objectives event. Did you get messages for more objectives when that F10 screen was already populated full?


Yes, I remember the message saying "A new objective is addedd: X" and, on the map, they appear to be objectives, when moving the mouse over them the tip says "Russian objective (uncontrolled)".

MarkCSA
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Fri Jul 13, 2012 9:09 am

Transfer from the AACW Beta Testing Front reporting for duty in the PoN Sector, Sir! *salutes and clicks heels*
Murphy's Law of Combat: 'The most dangerous thing on a battlefield? An officer with a map'

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Kensai
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Fri Jul 13, 2012 9:46 am

nemethand wrote:Yes, I remember the message saying "A new objective is addedd: X" and, on the map, they appear to be objectives, when moving the mouse over them the tip says "Russian objective (uncontrolled)".


Well, that's ok, as long as you can see them with the proper filter (objective regions). Your unfortunate in your fortune, nemethand, probably you had many 1% rolls ins your "add objective" dices and you've reached early on these objectives. This is a cosmetic issue, frankly, so probably low priority.
Care to unify Germany as Austria? Recreate the Holy Roman Empire of the 20th Century:
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Warsage
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Fri Jul 13, 2012 12:11 pm

Pocus wrote:Hi all,

Here is a release candidate for 1.03, proposed as an all inclusive patch.

This is a PUBLIC BETA TEST. Please do not download nor use it if you don't want to take any risk with your current ongoing games.

There will be at least another release candidate, that will feature additional bugfixes and improvements.

We have no beta testers for PON, and the team and resources are very small, so this patch has not be tested beyond a few turns of trial, checking that the fixes or features added were working. I advise you to duplicate your current PON game and apply it there.



http://ageoddl.telechargement.fr/temp/Patch_PON_1.03RC1.zip

Before checking if the fixes listed below are correctly fixed, please take a moment to verify that nothing working is broken by this patch :)

Thank you to all who want to beta test this release candidate.

FIXES AND NOVELTIES 1.03RC1

Engine & AI
* You now get the history (past 12 turns) of the transactions of each merchandise, in the F4 window, when moving the mouse over the commerce & transactions band of icons.
* 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.
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
* If too many breaches accumulated, 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 ammos per turn of siege (plan to have supply trains on the long run), 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 ammos.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Regional decisions can’t be played anymore in region that are yet to be unlocked by the scenario
* fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
* A retreating army can now split static units (abandon them) to escape better
* 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.

Data or Events oriented changes
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and create an update problem).
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added some force pool changes to some late game units to increase their capacity later in the game.

nb on the new tooltip about transactions and the added checks on crisis agenda: we will try to improve that further...


Philippe Thibaut dixit (20-06-2011): "...we have the intent to add with each new official patch 2 new playable nations."

There are no new playable nations?

glennbob
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Fri Jul 13, 2012 12:13 pm

Warsage wrote:Philippe Thibaut dixit (20-06-2011): "...we have the intent to add with each new official patch 2 new playable nations."

There are no new playable nations?


This isn't an OFFICIAL patch my friend, just a beta quickfix sort of update.

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Warsage
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Fri Jul 13, 2012 12:48 pm

glennbob wrote:This isn't an OFFICIAL patch my friend, just a beta quickfix sort of update.


Excuse me. Wait for the next offcial Pacht. "El que espera desespera.", tr.:"Who expects, he despairs").

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Kensai
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Fri Jul 13, 2012 12:54 pm

Still, it's always welcome! :)
Care to unify Germany as Austria? Recreate the Holy Roman Empire of the 20th Century:
Großdeutschland Mod
Are you tough enough to impersonate the Shogun and defy the Westerners? Prove it:
Shogun Defiance Mod (completed AAR)

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Pocus
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Fri Jul 13, 2012 2:07 pm

Welcome on the PON board, MarkCSA, what is the duration of your enlistment? :)

I believe that PhilT will render Spain a playable nation in the next official patch.

As for missing generals, the nations that are not playable officially may lack a few replacements, I can see with team what can be done.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

MarkCSA
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Fri Jul 13, 2012 3:43 pm

Pocus wrote:Welcome on the PON board, MarkCSA, what is the duration of your enlistment? :)

I believe that PhilT will render Spain a playable nation in the next official patch.

As for missing generals, the nations that are not playable officially may lack a few replacements, I can see with team what can be done.


Service length? I was thinking of the one they had in Starship Troopers, at least two years or as long as is required by the Federation (to win the war). Failure is not an option.

Should anyone be interested, I will be playing mostly ITA.
Murphy's Law of Combat: 'The most dangerous thing on a battlefield? An officer with a map'

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Sir Garnet
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Fri Jul 27, 2012 3:24 am

The Local Support CB also has a penalty if you fail to DOW, or not? How long does it last?

Sadly CBs in game don't have timers.

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Pocus
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Fri Jul 27, 2012 10:34 am

you mean you don't see how many turns remain in the diplomacy interface?

The CB you get in case of local support must be this one if memory serves:

41-Committing Casus-Belli.dpl

so duration of 4 turns, and if it deprecates naturally (meaning there is no war), then you pay 10% of your current prestige (yes, that's big!)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Sir Garnet
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Sat Jul 28, 2012 6:38 pm

Yes, if the CB had a turns remaining counter it would help avoid mistakes.

I also wondered whether the CB & penalty remains if the war that triggers ended first. I assume it must end the CB or the CB DOW would trigger fresh CBs on the partner who made peace to declare war again.

sagji
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Sat Jul 28, 2012 7:13 pm

Pocus wrote:you mean you don't see how many turns remain in the diplomacy interface?

The CB you get in case of local support must be this one if memory serves:

41-Committing Casus-Belli.dpl

so duration of 4 turns, and if it deprecates naturally (meaning there is no war), then you pay 10% of your current prestige (yes, that's big!)

At the moment you loose the prestige regardless when the CB runs out. The CB isn't being removed on DoW (in a previous version the CB was removed and it then applied the prestige penalty)

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Pocus
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Mon Jul 30, 2012 10:55 am

sagji wrote:At the moment you loose the prestige regardless when the CB runs out. The CB isn't being removed on DoW (in a previous version the CB was removed and it then applied the prestige penalty)


Good catch!


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

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