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Pocus
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PON Latest patch 1.03e and public beta 1.04 RC 2 (updated June 20th)

Fri Jun 07, 2013 4:23 pm

Dear players,

As a reminder, it exists a comprehensive patch 1.03e, grouping together latest official patch 1.03 and quickfix d, you can find it there:

www.ageod-forum.com/downloads/latest/Patch_PON_latest.zip

Also, we are currently proposing a public beta testing of patch 1.04, for the boldest of you (actually it should be rather stable :) ):





Here is the current readme:

PON Patch 1.04 RC2 all-comprehensive
June 20th 2013


- fix for windows alignments being screwed up
- fix for money cost not appearing for structures
- some text fixes on B and T windows
- HQ artillery range fixed (if you encountered it).
- auto-garrison bug fixed
- absorb faction command improved, for scripting

http://ageoddl.telechargement.fr/temp/Patch_PON_1.04rc2.zip


PON Patch 1.04 all-comprehensive
June 7th 2013


Game logic & gameplay

fixed: transport efficiency issue with railways
Militancy reduction from stationning units more efficient. Before, the police rating was (among others factors) strictly proportional to current militancy in the region. Now the formula is using (25 + Militancy%) as the coefficient from Militancy. Will help significantly regions with low to average militancy to stay in line.


User interface
Trade window: now appears bottom right
Assets balance: now appears center left
Ledger display speed improved

Map:

Suez Canal transit should work properly.

Persian MTB connection is now to West Persia (where the capital is located)


Engine improvements & modding

Faction modifiers may now be created to modify "March to the sound of the guns"
Siege status tests may now be added to regional decisions.
splash now on a single screen in multi monitor
AI can now play decisions much more intelligently if the appropriate data is added in the database (currently such data would need to be added by modding)
The period of time spent to reach increasing entrenchment levels can now be modded.

EXPERIMENTAL BUT IMPORTANT TO TEST :neener:
Using user documents folder instead of game folders to save logs & saved game.
If you crash from time to time and the issue is that the HST file weights 0 byte, in your saved games folder, then there is a write access problem between PON and Windows. To circumvate that, you can instead tell the program to use your documents folder to save files.
Activating the feature:
Create a new text file.
Rename it UserPath.ini
Move the file to where PON.EXE is, for example in C:\Games\Pride of Nations, if you installed the game there.

Launch the game. Now logs and saved games will be saved in <User Directory>\My Games\Pride of Nations

This should, hopefully, greatly reduces the problem with write access, if you had some.
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vaalen
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Fri Jun 07, 2013 5:52 pm

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.

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loki100
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Fri Jun 07, 2013 6:10 pm

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.


Up to now you had to install 1.03 and then 1.03d in sequence. I believe now if you are installing and updating the game you just need 1.03e as that is comprehensive with the 4 fixes.
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vaalen
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Fri Jun 07, 2013 7:45 pm

loki100 wrote:Up to now you had to install 1.03 and then 1.03d in sequence. I believe now if you are installing and updating the game you just need 1.03e as that is comprehensive with the 4 fixes.

Thanks, Loki. That makes sense.

hannibal_barca
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Fri Jun 07, 2013 10:39 pm

Do turns still take 10 mins? No sarcasm intended.

nadia911
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Fri Jun 07, 2013 11:53 pm

The improvement has been remarkable, and if you install PON in a SSHD (Solid State Hard Disk) then it is not a problem at all :thumbsup:

Saludos

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Lindi
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Sat Jun 08, 2013 12:30 am

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 :
SelectFaction = $REB
SelectRegion = $Ile de France
ChangeLoyaltyFac = 50

SelectFaction = $FRA
ChangeLoyaltyFac = $Theater_France;-10

SelectFaction = $REB
ChangeLoyaltyFac = $Theater_France;10


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 :

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



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 :)

Doctoxic
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Sat Jun 08, 2013 6:12 am

nadia911 wrote:The improvement has been remarkable, and if you install PON in a SSHD (Solid State Hard Disk) then it is not a problem at all :thumbsup:

Saludos


i'm assuming the sarcasam IS intended here.

Jorgitogrande
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Sat Jun 08, 2013 9:38 am

It seems it's my first post so hello everyone.

1.04 - User interface
"Ledger display speed improved" - the speed has actually deteriorated greatly in my 1894 game (started under 1.03d). It takes a while to open the window 'B' and even longer to register +10/-10 order (right/left mouse click).
It takes 6 full seconds to open F4 economy window. For comparison F1 to F3 is instantaneous.

edit: BUT it is very much OK in a newly started game...

Also the game files location change to Documents seems to work well.

nadia911
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Sat Jun 08, 2013 6:50 pm

Doctoxic wrote:i'm assuming the sarcasam IS intended here.


No, this is real and I checked, is very substantial improvement over the initial versions

Doctoxic
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Sat Jun 08, 2013 8:41 pm

nadia911 wrote:No, this is real and I checked, is very substantial improvement over the initial versions


theres nothing in the patch notes about speed improvements and don't SSDs improve disk access speeds and not processing

your comments about "remarkable" speed improvements don't appear to be based on anything substantial - do you work for AGEOD marketing department? :D


how long did your turns take before the patch and how long do they take now?

nadia911
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Sat Jun 08, 2013 11:37 pm

I say this based on my own experiences, if you do not believe this is your problem, I do not care that you play PON or AGEOD sell more copies of their games.
You think I'm going to take the trouble to measure the processing speed of the turn between a version and another?? I have noticed an improvement of about 30 o 40% in the processing speed of the turn, believe it or not, I do not care...

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Pocus
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Mon Jun 10, 2013 8:55 am

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...
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PhilThib
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Mon Jun 10, 2013 9:08 am

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 :)


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)
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loki100
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Mon Jun 10, 2013 12:30 pm

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...


just tried some turns with the new patch. One thing that was obvious was the game loading speed is much improved. As reported above the F4 screen, and making transactions using the 'B' screen, is a lot slower.
AJE The Hero, The Traitor and The Barbarian
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RoP The Mightiest Empires Fall
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Lindi
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Mon Jun 10, 2013 6:55 pm

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)


Des détracteur je suis en rien contre, mais dans tout mes autre grosse campagne je finissait à 0 loyauté à Paris et 100% Rebelle. je veut bien, mais je trouve que sa fait beaucoup quand même.

Je suis en rien contre des loi de contentement qui augmente la loyauté contre Argent et Moral National (car on abdique fasse à la pression populaire ou contre les détracteurs) Ou si non effectivement quelques chose de générique dans le temps franchement se serait excellent.

Le point qui m'énerve c'est principalement de rien pouvoir faire pour les remettre dans le bon chemin ou de [color="#B22222"]ne pas [/color] savoir s'il vont rentré dans le bon chemin.

J'adore le principe de pouvoir échoué à passé une loi parce que finalement les détracteur du gouvernement on eut raison du projet de loi, mais se serait bien de pouvoir soit-même donné raison à nos détracteur ou faire quelques choses pour les contenté, ou à l'inverse tenté un contrôle total de la presse pour faire de la propagande sans fin.

Ici j'avoue franchement ne pas être un chef dans l'histoire politique des détracteur en Europe, je comprend que la France est bien plus divisé que de nombreux autre pays, et c'est franchement bien que se soit aussi le cas dans le jeux, mais si on peut rien faire pour endiguer ou contrôlé le tout c'est un peu dommage.

Edit : Une chose qui est purement génial avec vos jeux, et pour le quel je voue dit chapeaux, c'est que les même les choses complexe comme le ravitaillement ou bien encore une bataille sont en grand partie des choix avec des impacts claire qu'on voie à l'avance et sur les quel on peut gardé un contrôle,.

Le ravitaillement on à une belle icône qui devient tout rouge, les bataille on à la capacité des officier, la puissance globale, les élément tactique de celle-ci (il neige, il y a de la pluie, Une montagne, Une plaine ). Puis même pour les choses assez complexe comme tout les besoin essentielle de la population en se qui touche au contentement et au besoin en nourriture est géré aussi pareil (pour les besoin en nourriture, m'aura fallut un peu de temps avant de trouvé où que cela s’affichait dans le F4, mais une fois qu'on a trouver tout est claire!) Donc suffis de suivre les chiffres de faire des ajustement qui s'impose pour satisfaire les consommation de bien de base, luxe et etc, Idem pour le contentement. En prime on a toujours le choix d'option qui variant le résultat final et comment on y arrive.

Tout cela pour dire que jusqu'a présent on peut voir se qui va mal et aidé à mieux géré le tout quand cela impact le jeux, sauf la loyauté des rebelle (en territoire Colonisé il est parfait, exemple en Algérie suffit de tuer les rebelles pour reprendre la place et on voie que la loyauté ne change pas pour les rebelle, car ceux-ci au final si je ne dis pas connerie représente les tribu de la place, je parle ici en territoire National. Particulièrement avec la France.)

G Rider
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Mon Jun 10, 2013 8:29 pm

1.04 GC USA

All buildings that required gold to build, now don't. They just cost materials. Patched back to 1.03e and they now cost gold.

Almost all stacks don't cost any CP. Switch back to 1.03e and they do cost CP.

Civil War started and no generals appeared. Not sure if or when they are to appear but I have many troops on the map without Generals.

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Pocus
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Tue Jun 11, 2013 4:34 pm

Transactions and commerce screens are slower as economy develop, but I doubt they are slower in 1850 in this patch compared to previous ones.

G. Rider, by gold you mean money, right?
I'll check what I get in the grand campaign on my side.

Has someone tried to use userpath.ini, in addition to the player already mentioning that?
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G Rider
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Tue Jun 11, 2013 10:53 pm

Pocus wrote:
G. Rider, by gold you mean money, right?



Yes.

Like a harbor costs 100 Money (gold). In 1.04 that cost is gone.

bOGGO
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Wed Jun 12, 2013 5:59 pm

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?

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Wed Jun 12, 2013 11:38 pm

Hello and welcome to the forums bOGGO. :wavey: I am not sure about Mac support for the games, but you will find many willing to give of knowlegde.
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

bOGGO
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Thu Jun 13, 2013 7:30 pm

Thanks Jim-Nc. Any help will do. The original version crashes constantly after August without notice and it's quite different to the patched version. I'm sure that they would have some support for the Mac platform.

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Thu Jun 13, 2013 9:12 pm

Pocus, please have a look at the damage done to besieged units per turn. It is supposed to go up as breaches are accumulated, but I am really not certain this happens. It seem it always gets the same number, regardless of turns passed and breaches delivered: ie if it was 5 hits, 5 hits will be next turn, etc. It does not rise.
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Franciscus
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Fri Jun 14, 2013 12:12 am

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?


Hi

Pocus to confirm, but I am afraid PON patch 1.03e is not compatible with the Mac version of the game. I do not know if / when such Mac-compatible patch will ever be done

Regards

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Pocus
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Fri Jun 14, 2013 3:52 pm

Mac porting was done by a Swedish company named Virtual Programming when Ageod was a subsidiary of Paradox, so only VP can provide support to this version, sorry.
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Kensai
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Sat Jun 15, 2013 11:09 am

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.
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Franciscus
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Sat Jun 15, 2013 11:24 am

Kensai wrote:Can't Mac players launch the game through boot camp?


Yes, that's what I do :)

But in bootcamp you have to have the Windows version of the game, not the Mac version...

Regards

bOGGO
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Sat Jun 15, 2013 7:45 pm

What's this bootcamp? I also have the Windows version of the game that I first bought through Steam when the game first came out.

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Sir Garnet
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Sat Jun 15, 2013 8:07 pm

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.


Would be nice.

And the auto-update issue.

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Citizen X
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Sat Jun 15, 2013 8:26 pm

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.


What I wonder here is: How is ownership changed?

Regarding sieges: I think that the game is quite balanced and we shouldn't temper with it lightly.
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