czert2
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Sat Nov 10, 2012 1:23 am

Moriety wrote:The Light Cavalry: so yours are upgrading? In my game even new RUS cavalry brigades available for purchase contain the 1840-50 model. After combat the existing units do receive replacements, but from the standard Cavalry chit as no Light Cavalry chits are available to purchase in my game. (I have the 1.03 patch). If yours do upgrade then I know it's just my install and I'll reinstall once this game is over.

1. did you modifed models ? look for models of cavalary if thier upgade path is ok (will take soem time to fully understand how it is created/works, just look on unit models in which it works so you are sure yu are looking on working one), if yes, then just delete models.cached (biggest file here) so it will be generated again (it willl take 2,5 min on my system, it is generated on game start up, so dont worry if game will look locked up, just give it time).
Mayby that file was corruped. If it fails, try reinsaling of patch (or whole game) to make in work, just be sure you have them at depot (great help) with some resources at hand(not sure if needed, but it will not hurt).
You dont need to finish game, many thins are loaded "on fly", so they apply to existing games. Just berore reinstaling patch again, jsut make sure you make backup to all your changes, and them cross chceck them to original files that you dodnt added someting wrong or deleted someting important.

Yeah, modifing cards/srtuctures need some time to understand how they works and how to modify wanted parameter :) .
http://www.ageod.net/agewiki/Category:Categories - very usefull page, just browse and find you want :) .

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Sat Nov 10, 2012 1:46 am

czert2 wrote:1. did you modifed models ? look for models of cavalary if thier upgade path is ok (will take soem time to fully understand how it is created/works, just look on unit models in which it works so you are sure yu are looking on working one), if yes, then just delete models.cached (biggest file here) so it will be generated again (it willl take 2,5 min on my system, it is generated on game start up, so dont worry if game will look locked up, just give it time).
Mayby that file was corruped. If it fails, try reinsaling of patch (or whole game) to make in work, just be sure you have them at depot (great help) with some resources at hand(not sure if needed, but it will not hurt).
You dont need to finish game, many thins are loaded "on fly", so they apply to existing games. Just berore reinstaling patch again, jsut make sure you make backup to all your changes, and them cross chceck them to original files that you dodnt added someting wrong or deleted someting important.

Yeah, modifing cards/srtuctures need some time to understand how they works and how to modify wanted parameter :) .
http://www.ageod.net/agewiki/Category:Categories - very usefull page, just browse and find you want :) .


I just took a look at the Wiki for the game; interesting and complex!
I'm going to look for the Lt Cav in the models file and see if I can spot anything odd. (I'll compare it with other Lt Cav I guess!) :)

@StephenT,
I was reading about the colonial era Indian Army (as opposed to the British Army in India). Even after the two were merged into a single force (Brit's and Indians) the total force size by 1908 was still only 155,000, with us Brit's making up a quarter of that total strength.
I read ages ago that half the British Army was generally stationed there, which if true, means our Army was very small indeed?!
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Sat Nov 10, 2012 8:58 am

powloon1 wrote:Another potential issue / exploit is if you build a fortification which from memory takes about a year to complete and that region is attacked before the fort is built it still acts as a fully functional fortification complete with mustered garrison (even in the very next turn). To me you should not get the benefits of the building unitil it is completed.


I just tried that and it seems so. Given the nature of construction, a proportional effect starting around half done would seem appropriate.

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Sat Nov 10, 2012 9:01 am

czert2 wrote:Found one interesing bug (hoped it was fixed) , and it is very simple , after any major player declare colony/protectorate over country and someone else (major/minor and sometimes even unorganized states) contol some regions they dont change ownership to legitimate owner after he gain MC over time, from proectorate/colony creating. I think best solution will be force that once owner of protectorate have over 80% of MC ALL existing stuctures - include cities (which for unknown reson dont change ownership, while many other stuctures yes).
And to this is related anoter bug - if player/ai take region from rebels he is changed to his ownership and after he move back units, then he is controler of that region "forever", it dont swich back to legitimate owner.


In PBEM Belgium has the flag, a fort, a depot, and IIRC outpost and tradepost in Gemena in the Portuguese Congo and there is no decay over a few years. Could Belgium itself delete owned structures in that situation, or does it require a war to clear the flag and structures?

czert2
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Sat Nov 10, 2012 2:32 pm

Sir Garnet wrote:In PBEM Belgium has the flag, a fort, a depot, and IIRC outpost and tradepost in Gemena in the Portuguese Congo and there is no decay over a few years. Could Belgium itself delete owned structures in that situation, or does it require a war to clear the flag and structures?

I know that forts, depots and similiar change ownership under certain circumstances, while some others - like missions/tradepost change ownership only when conquered via war. No idea about rules for getting sturtures, because when i get some regions from otomans i get them with all structures, after declaring protectorate here, but it failed as poinded in hanoi agains france.

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Sat Nov 10, 2012 6:20 pm

I can assure you that tribals and non existing factions/nations don't use up significant processing time. You might see the game mention during AI that Desseret is being processed, but this amounts to 1 ms, nothing more. To speed up things, you only get once in a while the name of the factions that are processed if they are using only a few milliseconds.
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Pocus
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Sun Nov 11, 2012 12:14 pm

UPDATE on 1.03c release: Postponed from today to probably tomorrow, there is a bug in the common code base that is affecting AJE and I want to make sure PON has clearance on this regard.
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czert2
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Mon Nov 12, 2012 3:02 pm

What new is in 1.03c ?

Van Diemen
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Mon Nov 12, 2012 3:12 pm

czert2 wrote:What new is in 1.03c ?

Yes, what's new in 1.03c?

I know it might be annoying that people ask this all the time, but any chance that there might still be an upgrade of the engine or game in future to facilitate better processing times? It's the main thing this game would desperately need IMO.

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Pocus
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Tue Nov 13, 2012 11:32 am

Engine

Issues with save corruption from 1.03a should be fixed now. We can help you recover a saved game if need be.

Gamelogic

Acquiring national regions:
If a region has 100% loyalty, then it will acquire automatically 'non colonial, non national status'. This status is converted spontaneously to 'national status' if there is a land bridge to the capital...

Ruler & negative rating:
Negative values are now allowed for rulers... The code was prohibiting them before.
CAVEAT though... the current values are already stored in saved games... it means you'll have to wait for a new election before values start to be what they should.

Game Balance
The new GC has now a lot of minor countries starting up as unstable and then changing to minor industrialized over the years. This is mostly to reduce their craftsmen production (e.g Argentina won't export steel at start). Won't affect ongoing games.

In the commerce box, merchants ships will be found more easily and may be attacked by up to 5 enemy ships / merchants (before it was 2.5). Reminder: this is an abstracted combat so damages per chaser is low anyway.
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Thu Nov 15, 2012 1:36 pm

and another idea :
make upgrade models for prospectors/explorers too, using same weapons for 70 years is silly. I dont want to use them offensivly, so at least they have better and better chance to defend against natives. Sending expeditionary units to defend them is posible, but they consume to much suplies, wagons can prolong self suficency, but one you start usind defence units in many regions with safe suply of only 5 all defence + suply wagoons are simply doomed if you cant reach friendly - and in enough supply - region in time.

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Sat Nov 17, 2012 12:28 pm

found another bug - if you have 100% MC in some region and enemy have harbor here, then harbor is imposible to assault/conquer if enemy have some naval units stationed here (or mayby they are neutral, not sure).

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Thu Nov 22, 2012 2:11 pm

1. for non-rusian players - is your LIGHT cavalary brigade/regiment upgrading without problems ? to know if it only russia problem, or coomon problem. Yes moriaty, i finaly found that some units dont upgarde, in corps they dont upgrade too, heavy units upgrade normaly.
2. for easier fixing of problem with models, it is posible to add init model name to display in debug mode ? like when you will wiev car od cavalay it will display e.q 12-CMN_Inf1840_RT1.mdl . If it not posible then UID = 12 + Alias = mdl_CMN_Inf1840_RT will be nice. Hmm, mayby only UID will be enough.

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Thu Nov 22, 2012 9:08 pm

You need to give saves and/or screenshots. What you report should be reproducible, otherwise I doubt we can be of help.

Pocus: I think the ideal solution for non-national regions would be:

1) CP of 100%
2) Loyalty of 100%
3) Ethnicity more than 50% of the major ethnic group of the nation in play


Can you do this? It is strict enough to avoid having "too early annexation".
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Thu Nov 22, 2012 10:52 pm

Kensai wrote:You need to give saves and/or screenshots. What you report should be reproducible, otherwise I doubt we can be of help.

Pocus: I think the ideal solution for non-national regions would be:

1) CP of 100%
2) Loyalty of 100%
3) Ethnicity more than 50% of the major ethnic group of the nation in play


Can you do this? It is strict enough to avoid having "too early annexation".


My Siberian colonies finally (1890) meet all these conditions but I cannot see a tool to convert them into national territory. I think that immigrants normally take 12 turns? I edited some cards and mine are set at 6 turns. If the above condition of +50% national ethic is put in I doubt the SIB colonies would convert before the game is over. so perhaps 35-40%? (and how do they convert?!).

@Czert2,

Okay, so the Light Cav is an issue then. All my other units seem upto date so it does just seem to be the Light Cavalry having the problem.
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Fri Nov 23, 2012 6:53 pm

some ideas :
after you get certain CP in region (say 60%) it will automaticaly explore all neigtboring unexplored regions (say it will simulate natives giving you info or simply some courageous invididual which go outside to explore). It will not only help exloring or regions, but it will make posible to expole lakes/rivers which is imposibe with explorers card.

and issues:
1. egypt : cant explore region ID nummber 484, despite having explores just next to them, similiar im unable to exlore region in south africa, just under moroco , same case - 450,453,545,455,542 - most probaly these regions are 0 pop, so it can cause problems.
question, will 0 pop region get in some time pop, or will remain 0 pop forever ?
2. when i try tranport units to alaska using only river pool, it writes region is unacesibile (and no, port it is not frozen), but while i use normal navy tranport, unload is without problem. (probaly found where is problem, when you use sea move, ai is trying to fidn fastest route, which can be bloked by ice/blizard, but when you use normal ships, they will look for posible route - if fastest is bloked, they will look fro another one).
3.when i have polish rebelion, prussia offered me help with them, which was nice, the killed few of them, but created more problems - i recived regions which were liberated by prussian trops and when they move away, but prusians keeped all industry + resources here, towns + MC i get back. And best on end - they keeping thier forces in warsaw forever, so it is "occupied".
4. sometimes i find region whcih have build railroad, but have 0% transport efficiency ? How it is posible ? if that nation dont have coal to pay for using, then i think game should automaticaly use traport eff of major road, insted of plain 0%, this realy make problems if is some producing structure here.

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Sun Nov 25, 2012 3:35 pm

Moriety wrote:My Siberian colonies finally (1890) meet all these conditions but I cannot see a tool to convert them into national territory. I think that immigrants normally take 12 turns? I edited some cards and mine are set at 6 turns. If the above condition of +50% national ethic is put in I doubt the SIB colonies would convert before the game is over. so perhaps 35-40%? (and how do they convert?!).

@Czert2,

Okay, so the Light Cav is an issue then. All my other units seem upto date so it does just seem to be the Light Cavalry having the problem.


This is a small technicality problem, a matter of interpretation of terms. Notice that words "colony" and "national regions" are simply game terms, both of them do not necessarily portray the unilateral or global recognition of these ares as part (or not) of the Russian Empire. If you would argue with a Czar he might have said that the Far East was already annexed by the 17th century. Was it though? So, in game terms we need to have some regions that are of "lower quality" (because of loyal, ethnic, etc regions) that need further colonial work to be "viable" as national regions. National regions have all the advantages and development possibilities of homeland, which can be a powerful measure.

I think that Russia should not be able to turn to national regions all of these colonies by the end of the game, but only a couple of them, if it insists on developing them through colonial actions. Otherwise, it is too powerful. So I do not think it is warranted to further decrease the (already powerful) immigration cards from 12 to 6 turns. This turns population very fast. Remember, it is historically accurate for Russia to be occupied with wars and resurrections in its Siberian assets.
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Mon Nov 26, 2012 3:29 pm

Pocus: I think the ideal solution for non-national regions would be:

1) CP of 100%
2) Loyalty of 100%
3) Ethnicity more than 50% of the major ethnic group of the nation in play


Ok, these are the new conditions with the CP >= 95% instead of 100%.

I'll soon publish 1.03d.
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Mon Nov 26, 2012 4:06 pm

Pocus wrote:Ok, these are the new conditions with the CP >= 95% instead of 100%.

I'll soon publish 1.03d.


This sounds like the best solution.

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Tue Nov 27, 2012 1:08 am

Kensai wrote:This is a small technicality problem, a matter of interpretation of terms. Notice that words "colony" and "national regions" are simply game terms, both of them do not necessarily portray the unilateral or global recognition of these ares as part (or not) of the Russian Empire. If you would argue with a Czar he might have said that the Far East was already annexed by the 17th century. Was it though? So, in game terms we need to have some regions that are of "lower quality" (because of loyal, ethnic, etc regions) that need further colonial work to be "viable" as national regions. National regions have all the advantages and development possibilities of homeland, which can be a powerful measure.

I think that Russia should not be able to turn to national regions all of these colonies by the end of the game, but only a couple of them, if it insists on developing them through colonial actions. Otherwise, it is too powerful. So I do not think it is warranted to further decrease the (already powerful) immigration cards from 12 to 6 turns. This turns population very fast. Remember, it is historically accurate for Russia to be occupied with wars and resurrections in its Siberian assets.


I changed the immigration card to 6 turns, and pointed out it has taken 40 of the 70 game years to get a majority pop (mostly 52%) in all but one province. I also have 10 immigrant cards so I may well have altered those as well.

Each mile of track laid in the direction of Vladivostok cemented statehood for the regions the railway system encompassed, in the same way as the USA and Canadian trans-continentals did IMHO.

@Pocus,
If you read this can you offer some help on the post I made about fixing the Russian Light Cavalry bug. This unit type forms a not insignificant part of the Russian Army and leaves the player at a substantial disadvantage as all non-Cossack cavalry and mixed units contain them, as well as Cossack commanders are rare (2 at most at any one time I think) and never 3 star, leaving Cossack cavalry with at most a fast response role in small groups, not a viable substitute.
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Tue Nov 27, 2012 8:44 am

Sadly I don't have the time to fix data myself. For older games like PON, we have to rely on volunteers doing that. For PON I'll from now on only have the opportunity to fix bugs if they can impact others games, as the engine is in common.
Sorry about that, but honestly there is no way to do otherwise for our company.
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Tue Nov 27, 2012 10:53 am

Pocus, I believe most things are matters of DB and setup logic, meaning changeable by players and modders themselves. Only few things are code-specific to the point of needing a dedicated patch. You do not need to worry, just pop here now and then and tell us where to look to and we will address it ourselves. :)

Moriety, I am really interested into fixing this bug for Russia, if you care to elaborate on what's the issue exactly. However, there a slight possibility this is all WAD. It reminds me of the Swedes in Rise of Prussia, I had a similar request. But I got the reply that perhaps some military units are meant to be "undercommanded" because they weren't tactical forces anyway, so to speak. A 3-star Cossack general is somehow unhistorical, afaik, Cossacks where never huge army formations and this might destroy the balance of the Russian player's armed forces.
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Tue Nov 27, 2012 1:08 pm

Kensai wrote:Moriety, I am really interested into fixing this bug for Russia, if you care to elaborate on what's the issue exactly. However, there a slight possibility this is all WAD. It reminds me of the Swedes in Rise of Prussia, I had a similar request. But I got the reply that perhaps some military units are meant to be "undercommanded" because they weren't tactical forces anyway, so to speak. A 3-star Cossack general is somehow unhistorical, afaik, Cossacks where never huge army formations and this might destroy the balance of the Russian player's armed forces.


which could well be the case, they were not really battlefield cavalry (when serving as cossacks as oppose to as horsemen recruited into regular cavalry regiments), but for raiding, wrecking supply lines and for doing serious harm to an already beaten enemy. In Siberia in the nineteenth century they could be seen as pioneers and settlers, promised land and encouraged to settle, but more than well enough armed to also intimidate the native population.

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Tue Nov 27, 2012 3:16 pm

Kensai wrote:Pocus, I believe most things are matters of DB and setup logic, meaning changeable by players and modders themselves. Only few things are code-specific to the point of needing a dedicated patch. You do not need to worry, just pop here now and then and tell us where to look to and we will address it ourselves. :)

Moriety, I am really interested into fixing this bug for Russia, if you care to elaborate on what's the issue exactly. However, there a slight possibility this is all WAD. It reminds me of the Swedes in Rise of Prussia, I had a similar request. But I got the reply that perhaps some military units are meant to be "undercommanded" because they weren't tactical forces anyway, so to speak. A 3-star Cossack general is somehow unhistorical, afaik, Cossacks where never huge army formations and this might destroy the balance of the Russian player's armed forces.


I can assure you that all RUS national Light cavalry units have upgrade paths and leaving all light Cavalry at the starting 1840 model is not WAD! The Cossacks upgrade so they are not a problem.

Models:
There are 4 models used; _Lit9 (1840), _Lit10 (1850), _Lit11 (1860) and _Lit12 (1890) UID's 1431-1434.
The model UID 1432, 1850 (_Lit10) Lt Cav needs looking at.

Starting units are all _Lit9 (1840 model).

Upgrade years are: 1860 (Should be Lit10), 1870 (Should be Lit11) and 1890 (Should be the final Lit12 model)

Then the upgrade paths of the
Units:

This is the ordinary Cavalry Division example.
UID 1248 is an 1850 Unit and like all units contains the 1840 _Lit 9 model.
It's upgrade path (for 1860) asks it to jump to _Lit11 (UID 1249), the actual 1860 model, but should be the 1850 _Lit10 model. it's next upgrade (UID 1250) keeps it at _Lit11 for it's 1870 upgrade (this is the correct model for this upgrade date). It's final upgrade is UID 1251 in 1890 where it would (also correctly) upgrade to _Lit12, the final model.

The Light Cavalry Division (UID'S 1252-55) follows the same path as the above.

The Cavalry Brigade (UID's 1304-07) and Mixed Brigade units (UID's 1308-11) both have the correct upgrade paths (from _Lit9 (1840/50) to _Lit10 (in 1860) to _Lit11 (in 1870) to _Lit12 in 1890).

I haven't looked at the last unit- The Cavalry Corps unit.

The greatest problem is that without any Light Cavalry replacement chits you cannot see if correcting the paths fixes it, so this is the key problem I think?

@Pocus

I'm guessing that this bug was introduced in a patch at some point otherwise it would surely have been spotted before.
As Kensai says, getting parts of the code decoded (!) could help nail the very few remaining problems/glitches in the game.
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czert2
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Tue Nov 27, 2012 3:29 pm

Well, problem is that normal national russian units dont upgare too (but only light), and im sure it is for independed brigade units and i think it counts for light cav. in corps too, which cossack expanation cant work.
Thats why i reguested diplaying of UID in debug mode, so we can find these unit files much easier and look for thier upgrade paths.

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Tue Nov 27, 2012 5:10 pm

That's good to see this positive attitude :)
Now, if you find a way to fix or improve some data, by all mean publish it in a dedicated thread so that we can spot it easily.
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Wed Nov 28, 2012 1:33 pm

Pocus wrote:That's good to see this positive attitude :)
Now, if you find a way to fix or improve some data, by all mean publish it in a dedicated thread so that we can spot it easily.


:)
Well, Am I missing the location of the national unit replacement chits? (for the F3 button). I cannot find anything for them in the 1850 files.
If it is hard coded would you be able to put it into editable format?
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czert2
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Wed Nov 28, 2012 10:28 pm

Link to thread in which we can post fixed data/files ? So it will be all fixes under one roof, or each fix to have own therad pocus ?

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Wed Nov 28, 2012 11:49 pm

Indeed some paths may be wrong. For example, in our PBEM I've noticed most nations get the 1890 expeditionary forces model even if we're still barely on 1870. We should start from a single nation and move on. Should we start from RUS?
Moriety, do you have already the Excel database of the game downloaded? Find the link and let's get going. :)
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Thu Nov 29, 2012 7:41 am

Two things:

On 1.03c, When i set down a railroad for a province, it not longer turns it unavailable. If i mouse over the railroad building and see what provinces i have available to build it in, they all show up green, even if there is a RR construction in progress. Its kinda annoying and it didnt do that before.

Another is a suggestion: Allow for a way to simulate more than 1 turn at a time. For example, if i set it to 24 turns, a whole year will go by without my intervention. Especially in the 1850 GC, nothing really goes on for the first few decades for USA and its kinda boring just clicking next turn every two minutes.

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