vaalen wrote:Pocus, I am a bit confused.
If you have 1.03 and 1.03d, why would you install 1.03e?
It seems that 1.03e is just a combination of the two patches. Please clarify.
SelectFaction = $REB
SelectRegion = $Ile de France
ChangeLoyaltyFac = 50
SelectFaction = $FRA
ChangeLoyaltyFac = $Theater_France;-10
SelectFaction = $REB
ChangeLoyaltyFac = $Theater_France;10
SelectFaction = $FRA
SelectRegion = $Ile de France
StartEvent = evt_Test_TEST|1|1|NULL|NULL|$Ile de France|NULL
Conditions
MinDate = 1851/12/02
MaxDate = 1852/12/02
Actions
DescEvent = Test_fr
ChgVPCount = 1
SelectRegion = $Ile de France
ChangeLoyaltyFac = 50
SelectFaction = $REB
SelectRegion = $Ile de France
ChangeLoyaltyFac = -50
SelectFaction = $FRA
ChangeLoyaltyFac = $Theater_France;10
SelectFaction = $REB
ChangeLoyaltyFac = $Theater_France;-10
EndEvent
nadia911 wrote:No, this is real and I checked, is very substantial improvement over the initial versions
Lindi wrote:Juste pour savoir Pocus, est-ce que cette path corrige le problème de loyauté en France lors de la prise de pouvoir par l'Empereur.
Ou si non serait-il possible de dire en jeux normalement comme est géré le retour à la normalité après ces lignes de scripts :
Pour l'instant en solo je triche en utilisent le script qui suivra pour les events qui suivent : evt_nam_FRA_SecondEmpireProclaimed1852 , evt_nam_FRA_Constitution1852 et evt_nam_FRA_ManDecember1851
Le script que j'utilise :
Il y avait peut-être un problème uniquement avec le premier event et pas les suivents, mais j'ai pas pris de risque, pour précisé généralement quand l'event arrive je suis en guerre avec l’Angleterre ou l'Italie. (voir Belgique). Je tient à dire que lors de mon dernier test le contentement était très élevé (70 et plus) et pour les bien de consommation je faisait au mieux, mais je voie mal comment on peut satisfaire à 100 % les bien vitaux en début de jeux même en achetant beaucoup, se que je faisait.
Comme j'ai dit c'est peut-être moi le joueur qui pose problème, mais quand je voie après une dizaine de tour que la loyauté se redresse pas, et que les rebelles dures j'ignore si c'est normal et que cela se replace en plus long terme, ou bien si je vais arrive dans tout les cas au fameux problème de 100% loyauté au rebelle à paris.
Si vous me dite que le problème devrait être réglé je recommence tout suite une partie en mode normal sans triche, avec la patch beta pour testé le tout
Pocus wrote:Hi,
About speed.
Compared to 1.03d, I vaguely recall I improved not too long ago some AI calculations, speeding it up by 10%, but I don't think it is noted somewhere. So if you played with latest patch, you won't see much changes.
Now, compared to PON 1.01, I think that the cumulative changes made are very significant, that said, inter turn processing will often take more than one minute, even more in PON, if you intent on checking if a turn is using only 10 seconds, then I can tell you, that's not the case, sorry.
About SSD, it probably speed up the writing of files, but most of the seconds used are in computing anyway...
PhilThib wrote:Ce problème, s'il y en a un, n'est pas traité dans le patch. La loyauté est extrêmement longue à remonter. A la rigueur, on pourrait effectivement "officialiser" votre script...ou faire quelque chose de plus générique, comme une augmentation regulière de la loyauté de 1 point par 1 sur la durée (l'Empire a toujours eu des détracteurs, il suffit de voir ce qui s'est passé en 1870)
bOGGO wrote:Hey just got PON on Mac and have been trying to patch it to 1.03e with no success. Is the patch compatible with Mac because when I try to open it, it tells me that Microsoft windows applications are not supported on OS X?
Kensai wrote:]A simple solution for all 3 canals.[/B] I suggest that the canal is open or closed according to a simple switch by the owner of the canal structure (not region). Meaning: if France owns Suez Canal structure in the Egyptian region of Suez, it is France which decides if the canal is open or not through its switch (thunder button in the game). If France decides to keep it closed, it will be closed to all (including itself), if it decides to keep it on, it will be open for all (friends or foes). To convince players that the three canals are important assets to have and keep active, perhaps you might need to boost up considerably the fees earned per turn by having a canal switched on. Something like 20-50 Private Capital per turn.
Kensai wrote:Can't Mac players launch the game through boot camp?
Pocus, regarding the requested abstractions, in my opinion in v1.04 we need:
- A simple solution for all 3 canals. I suggest that the canal is open or closed according to a simple switch by the owner of the canal structure (not region). Meaning: if France owns Suez Canal structure in the Egyptian region of Suez, it is France which decides if the canal is open or not through its switch (thunder button in the game). If France decides to keep it closed, it will be closed to all (including itself), if it decides to keep it on, it will be open for all (friends or foes). To convince players that the three canals are important assets to have and keep active, perhaps you might need to boost up considerably the fees earned per turn by having a canal switched on. Something like 20-50 Private Capital per turn.
- Regarding the damage upon breach. The more breaches the besieger accumulates, the more hits and consumed supplies should be delivered to the besieged. I know this is done already, but I seriously think it is too low, at least for PON sieges. I feel that you need to considerably boost the damage/consumption for the besieged... after 5-10 breaches the cost should be almost unbearable unless for the most prepared besieged forces with many supplies.
Btw, I have to tell you that now damages in MTBs happen adequately, we just had a huge abstracted naval battle in an MTB with loss of trade ships and an entire war fleet. So the upping of damage was right in that case, I believe it should also be for sieges that go for too long. Remember that in PON (at least) a single battle in the open region can stop the siege process so it should not take so long if there is no help for the besieged from outside. The besieged has already too many advantages, including automatic spawning of fortress troops (for major nations at least) and almost immortality in seaside fortresses where supplies can be delivered from an unblocked port. I repeat: by 5-10 breaches the damage earned/supplies consumed should be atrocious for the defender.
Users browsing this forum: No registered users and 8 guests