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Pocus
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Thu Nov 29, 2012 5:16 pm

About data or events fixed (or even improved) by volunteers and then made official. I would like to have Kensai approve them first. The changes must be documented in a text file. The changes should be done both in excel, with the current version used, plus exported as output files (Kensai knows what I'm talking about :) ). They can be proposed as a bundle of small changes, but in a dedicated thread, not this one, so they are not lost. Ideally, in the PON modding forum.
Kensai can then point me on the said thread and I see how difficult it can go into an official patch.

1.03d will be due soon but I'm waiting for some errors checking from Lafrite, with his Python tool. The tool can be sent to whoever wants it by the way. Please contact Lafrite in this case. We don't intent to keep it for our private use.
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Kensai
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Fri Nov 30, 2012 12:37 am

We :coeurs: you, Pocus. Deal, we shall do this as you propose. This way you will be free to work on your other projects and provide you with concentrated and documented stuff to edit when enough has gathered.
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Moriety
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Fri Nov 30, 2012 12:38 am

Kensai wrote: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. :)


Sorry for the delay,
Yep, I'm happy to help you, with you as the lead and coordinator, as Pocus suggests. (I certainly couldn't lead on it!)
I'm happy to start with any nation, but only have experience with Russia so far.
If you have any starting project? (I still think that for RUS the lack of the replacement Lt Cav chit is an issue?)

@Czert2,
Are you interested as well? :)
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czert2
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Fri Nov 30, 2012 12:59 pm

well, i can try to help in bugfixing :) . For exp. unist in 1870 having 1890 model - isnt úproblem with techology ? that you simply advanced weapons techs to early ?
And when speaking about technology i find realy interesing that we have wrights flight in 1870 (histrocal 1903) but we have zeppelins in 1910 (histrocial around 1900) - why ?

Moriety
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Fri Nov 30, 2012 5:50 pm

czert2 wrote:well, i can try to help in bugfixing :) . For exp. unist in 1870 having 1890 model - isnt úproblem with techology ? that you simply advanced weapons techs to early ?
And when speaking about technology i find realy interesing that we have wrights flight in 1870 (histrocal 1903) but we have zeppelins in 1910 (histrocial around 1900) - why ?


I can add that I got 'Battleships' before 'Early Battleships', I'm sure that can be solved by checking the links required for the different subsidiary and key techs' and building up the tree on paper, rather than on the PC.

Waiting on you then Kensai!
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Egg Bub
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Fri Nov 30, 2012 7:14 pm

Can I suggest a revision to the naval and army tech trees: Britain should be able to get ironclad-frigates circa 1860 not 1870. In my current game, with no research funding, breech-loading rifles were unlocked in 1862 and now my troops will be wearing the wrong uniforms for 8 years. :( Also, the expeditionary brigade had 1870-90 uniforms when I got muzzle-loading rifles in 1855. Lord Palmerston could do with his diplomacy rating being reduced as well, since it brings relations with all nations of the world (even undiscovered tribals) up to >90 and this is a game-killer.

makotech222
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Fri Nov 30, 2012 8:08 pm

Pocus, what do you think about my last post? specifically the auto-turn thing?

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Egg Bub
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Sat Dec 01, 2012 12:47 am

Another thing, some of my British light infantry spent only about 6 turns as the 1870-80 models and jumped straight to 1890-1920. Only a small problem, but I imagine easily corrected.

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Pocus
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Mon Dec 03, 2012 9:56 am

makotech222 wrote:Pocus, what do you think about my last post? specifically the auto-turn thing?


Not feasible at all. Clearly you must all accept that for the time being, PON can only receive bug fixing and perhaps some data tweak if Kensai can provide me with the files. This is the extent of the support we can provide on PON.
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Egg Bub
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Mon Dec 03, 2012 6:05 pm

This may already have been mentioned, but the 1854 miners' strike in Australia never ends, regardless of which option you choose.

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Kensai
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Mon Dec 03, 2012 9:44 pm

OK, first things first. The uniforms' dates is simply chrome, obviously you can research something earlier, do not worry to much about "wrong uniforms". Second, not all techs are what their titles imply. Sometimes a tech simply updates the force pool even if you get the ability earlier by some other, more obscure tech.
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makotech222
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Mon Dec 03, 2012 9:48 pm

Pocus wrote:Not feasible at all. Clearly you must all accept that for the time being, PON can only receive bug fixing and perhaps some data tweak if Kensai can provide me with the files. This is the extent of the support we can provide on PON.


I see, i understand. Although, i thought that the purpose of the console command, autoturn, was what i wanted, and i assumed it was just broken or something.

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Thu Dec 06, 2012 11:40 pm

Another bug: Game keeps crashing, this shows up in the logs:

4:34:06 PM (Reporting) THost.ProcessTurn Host file loaded, # of entries: 1397224
4:34:06 PM (Reporting) THost.ProcessTurn Starting hosting of turn 2558 - 1856, Late July
4:34:06 PM [Error ] THost.CheckAdvancedRevolts Exception caught: Violation d'accès à l'adresse 005DD650 dans le module 'PON.exe'. Lecture de l'adresse 0002CABC Init
4:34:06 PM [Error ] THost.AbortProcess Hosting aborted while performing PreHostProcess: CheckAdvancedRevolts
4:34:06 PM [Error ] THost.AbortProcess Hosting aborted while performing PreHostProcess

Any idea?

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Kensai
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Fri Dec 07, 2012 10:22 am

Considering it only happens to your rig, I would refrain from naming it a "bug" yet. First, let's start from the most obvious culprits: update your video card drivers to the latest version and play around with more conservative settings for the graphics.

Where-when does the above crash happen exactly?
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makotech222
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Fri Dec 07, 2012 11:01 am

Don't worry about the novice stuff, its all been handled (vid card drivers)

Must be a problem with the function: CheckAdvancedRevolts

Not sure exactly what that function does, but if i knew, i could figure out what is causing it in my game.

Im playing as USA, in year 1856, nothing strange going on really. I have a cheat event in use to give me some money and apply some faction modifiers. I think it is likely the faction modifiers, but i'm not sure which one would cause it. So perhaps if i knew what that function did, i could pinpoint.

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Egg Bub
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Sat Dec 08, 2012 6:19 pm

@Pocus

As PhilThib suggested to me 2 weeks ago, could I request a code change so that colonial penetration of tribal nations that don't own anything be reduced to 0% in all regions. Thanks.

makotech222
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Mon Dec 10, 2012 9:16 am

Here's a bug i think.

With transport ships: If i move an army consisting of multiple units onto a transport ship, the army is sorta just combined with the fleet. So, when i try to move the original army to land, i have to do it one by one, instead of unloading the entire army stack :(

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Mon Dec 10, 2012 9:50 am

Not a bug per se, but I find the rebel chase a little tedious. I've just spent years chasing one teensy set of rebels from Basrah to Izmit, and back to Konya, where a final battle wiped them out. The distance travelled was (I calculated) well over 2,000 km. The rebels kept on retreating, and retreating, and retreating. You'd think that a bunch of Gulf Arab rebels would have had local militia oppose them somewhere along the way - and the fact that they could reinforce from so far away was breathtaking. :)

Might there be a way of reducing reinforcements if the local population does not reflect the rebels' nationality?

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Pocus
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Mon Dec 10, 2012 10:57 am

Egg Bub wrote:@Pocus

As PhilThib suggested to me 2 weeks ago, could I request a code change so that colonial penetration of tribal nations that don't own anything be reduced to 0% in all regions. Thanks.


But they do own something, they own colonial penetration :)
CP represents population and 'tribal identity'. What is nothing for you? Lack of military units?
Plus, this is something rather significant to do anyway, code wise.
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Pocus
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Mon Dec 10, 2012 10:59 am

makotech222 wrote:Don't worry about the novice stuff, its all been handled (vid card drivers)

Must be a problem with the function: CheckAdvancedRevolts

Not sure exactly what that function does, but if i knew, i could figure out what is causing it in my game.

Im playing as USA, in year 1856, nothing strange going on really. I have a cheat event in use to give me some money and apply some faction modifiers. I think it is likely the faction modifiers, but i'm not sure which one would cause it. So perhaps if i knew what that function did, i could pinpoint.


Is this an unmodded game? I'm not saying I won't look at a modded game, but I need to know. Send me the current turn in a single zip at pocus@ageod.net please
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Mon Dec 10, 2012 2:11 pm

Pocus wrote:But they do own something, they own colonial penetration :)
CP represents population and 'tribal identity'. What is nothing for you? Lack of military units?
Plus, this is something rather significant to do anyway, code wise.


Okay, I realise this now. However, in my game a problem does exist, http://www.ageod-forum.com/showthread.php?27008-End-of-Indian-mutiny.

Mughalistan still has 101% CP in Delhi (preventing me from doing anything there) despite an event having told me that their emperor was exiled. I have tried fixing this with scripts and I have been unsuccessful. Is there a specific way of removing the CP in this instance?

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Pocus
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Mon Dec 10, 2012 2:23 pm

101% CP is not really a colonial region, this is how the game encodes a region above colonial... I would say that a script with a change colonial status command should do the trick. If Kensai has some minutes, perhaps he can help.

If you wonder why the promised quick patch has not been put out last week, this is because I got some files to integrate from Lafrite (he has a script checker) plus some IRL constraints intruded upon me (live moving to a new home). But I should be able to put this 1.03d this week normally.
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Mon Dec 10, 2012 3:34 pm

Pocus wrote:101% CP is not really a colonial region, this is how the game encodes a region above colonial... I would say that a script with a change colonial status command should do the trick. If Kensai has some minutes, perhaps he can help.

If you wonder why the promised quick patch has not been put out last week, this is because I got some files to integrate from Lafrite (he has a script checker) plus some IRL constraints intruded upon me (live moving to a new home). But I should be able to put this 1.03d this week normally.


Thank you for the update, as I have been eagerly awaiting this patch. I wish you joy in your new home!

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Kensai
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Tue Dec 11, 2012 3:05 pm

I think the most important aspect of v1.03d is to have a more "strict" algorithm of defining (non-)national regions. Otherwise colonies with 100% loyalty change status too easily which may give balancing problems, including loss of VP/turn, as many of them turn to "homeland" and the Prestige according to SOI is not working any more.

I hope Pocus will add something like loyalty plus high ethnicity in the works. Loyalty alone does not seem enough. In such a new algorithm, few colonial regions will ever reach both of these values high enough without extensively spending many colonial actions on them. And my dream remains: by default FEW colonial actions, probably cut to half for each nation in every new starting game. Otherwise in PBEM games the colonization is superfast! :confused:
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Egg Bub
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Tue Dec 11, 2012 6:02 pm

Pocus wrote:101% CP is not really a colonial region, this is how the game encodes a region above colonial... I would say that a script with a change colonial status command should do the trick. If Kensai has some minutes, perhaps he can help.

If you wonder why the promised quick patch has not been put out last week, this is because I got some files to integrate from Lafrite (he has a script checker) plus some IRL constraints intruded upon me (live moving to a new home). But I should be able to put this 1.03d this week normally.


Unfortunately, the change colonial status command has not worked for me here. :(

EDIT: Apologies, I had not noticed the activity in the other thread when I typed this. :)

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Tue Dec 11, 2012 10:36 pm

Kensai wrote:I think the most important aspect of v1.03d is to have a more "strict" algorithm of defining (non-)national regions. Otherwise colonies with 100% loyalty change status too easily which may give balancing problems, including loss of VP/turn, as many of them turn to "homeland" and the Prestige according to SOI is not working any more.

I hope Pocus will add something like loyalty plus high ethnicity in the works. Loyalty alone does not seem enough. In such a new algorithm, few colonial regions will ever reach both of these values high enough without extensively spending many colonial actions on them. And my dream remains: by default FEW colonial actions, probably cut to half for each nation in every new starting game. Otherwise in PBEM games the colonization is superfast! :confused:


Kensai,
It was great chatting with you by PM, from what I've seen on the board you are the only person able to deal with coding. I have organisational skills, Jim in the USA is very knowledgeable, Egg Bub and others like me and Czetz2 would love to help I'm sure. First we need some direction and delegation! How can we help and what are the first tasks? I'd like a PON 2, but without us showing a collective interest in PON it's just not going to happen. This is the first game AGEGOD made that goes beyond the war aspect and clearly was a major project. We should support them as it's excellent.

There are very few games that travel to this depth: Europa Universalis and Victoria are the only two that compare for me. Both had economic systems that just didn't work (inflation in EU and migration in Vic) . The structure of PON is the least broken of all three. It almost works but just, and only just, fails to give you, as the player, the critical info we need. It has a robust model, it's just hard to understand it.
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czert2
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Wed Dec 12, 2012 1:04 am

Pocus wrote:But they do own something, they own colonial penetration :)
CP represents population and 'tribal identity'. What is nothing for you? Lack of military units?
Plus, this is something rather significant to do anyway, code wise.

Well, i think if they are annexed - you have colony here, then i should that they should have no CP anywhere on map, with thier CP converted to yours :) .
And one "small" request - it will be posible to make that game generate screenshots and put them in game folder (nammed screenshots) instead of need to do workarounds ? Like pressing printscreen button and pasting that image to opened fiel program and pasting taht picture here ? Or just support for external screentakers, i use gadwin prinsreen, which take only black screen + in game mouse cursor ?

czert2
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Wed Dec 12, 2012 1:07 am

makotech222 wrote:Here's a bug i think.

With transport ships: If i move an army consisting of multiple units onto a transport ship, the army is sorta just combined with the fleet. So, when i try to move the original army to land, i have to do it one by one, instead of unloading the entire army stack :(

Hehe, just use unload command on fleet screen, it will automaticaly unload whole stack when they reach destination, or if you forget to do it, simply on next turn :) .

Moriety
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Wed Dec 12, 2012 2:58 am

czert2 wrote:Hehe, just use unload command on fleet screen, it will automaticaly unload whole stack when they reach destination, or if you forget to do it, simply on next turn :) .


I think we can agree this isn't a bug! :) I'm looking to PoN 2 to fix the bugs, I just don't want them fixed in the way Victoria became Victoria 2, that "fix" completely destroyed the game. Such a shame, and a waste of money. Patrician II had a good working economy, perhaps Ageod could nick their economy model..... :) The problem is you need Phil Tib to understand how us players relate to the model he has created. (I'll buy you a beer Phil!) :)
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makotech222
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Wed Dec 12, 2012 9:27 am

I do, but the army stack is merged with the naval stack, so it only lets me move one unit per turn. Doesn't matter anymore. I stopped playing this gaem cause i keep getting crashes :P Ill wait for PON 2 if there ever is one, which i would enjoy greatly.

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