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by joe
Mon Jul 24, 2017 4:23 am
Forum: Pride of Nations
Topic: previous turns save and script files
Replies: 6
Views: 1209

Re: previous turns save and script files

Thanks, I'll check that out.
by joe
Sun Jul 23, 2017 11:57 pm
Forum: Pride of Nations
Topic: previous turns save and script files
Replies: 6
Views: 1209

Re: previous turns save and script files

Thanks, they were in the document/games/VGN folder for saves, logs and scripts. In the VGN game folder they are also the same folders. In my previous version, the saves were in the VGN folder. I could replay previous turns just by entering "home". I'm not sure how to fix this but thank you...
by joe
Sun Jul 23, 2017 10:32 pm
Forum: Pride of Nations
Topic: previous turns save and script files
Replies: 6
Views: 1209

Re: previous turns save and script files

I can find it in the load screen but not in the saves or scripts folder. Also it did not respond to "home" command to replay previous turn. My save file is full of various zip and rar files related to the game. Strange
by joe
Sun Jul 23, 2017 10:09 pm
Forum: Pride of Nations
Topic: previous turns save and script files
Replies: 6
Views: 1209

previous turns save and script files

Under the latest version I cant find my previous turns save or script files. If its just me, I can try reinstalling. Thanks
by joe
Fri Jul 21, 2017 2:29 am
Forum: Pride of Nations
Topic: education percentage
Replies: 2
Views: 955

Re: education percentage

It is a good/bad situation. Thanks. Joe
by joe
Thu Jul 20, 2017 7:40 pm
Forum: Pride of Nations
Topic: education percentage
Replies: 2
Views: 955

education percentage

First and foremost, thank you for this update. Question, I am playing as France and noticed all regions education at 99%. How will this impact play? Thanks
by joe
Fri Apr 15, 2016 1:57 pm
Forum: Pride of Nations
Topic: Is Rif War (also known as Second Moroccan War) included in the game?
Replies: 19
Views: 2225

On the first turn of the campaign game the French corps in Rome gets bumped to nearest French territory, Corsica. I suppose because of a lack of treaty to be on Papal soil. Does the intervention by Napoleon III allow them to come back? Yes to all. In PON the French has Foreign Legion units (mainly r...
by joe
Wed Mar 30, 2016 9:12 pm
Forum: Pride of Nations
Topic: disabled abilities ?
Replies: 2
Views: 635

Not 100% certain but I think some abilities are disabled when the leader is inactive . I don't know the complete list but I have seen cavalry and artillery abilities temporarily disabled on inactive leaders. Austria, January 1850. [ATTACH]38077[/ATTACH] Does this tooltip mean that this special abili...
by joe
Fri Mar 25, 2016 5:39 pm
Forum: Pride of Nations
Topic: Upgrading Troops
Replies: 13
Views: 3040

Good to know. Thank you.

I found the wooden ships did upgrade but it took time ... sounds like you are doing everything right.[/QUOTE]
by joe
Wed Mar 23, 2016 9:40 pm
Forum: Pride of Nations
Topic: Upgrading Troops
Replies: 13
Views: 3040

Thanks czert2 for the reply. I am now at March 1855 with no upgrades. I have one wooden battleship division (4 ships) in the London shipyard in passive mode. I have max. amount of replacement chits in heavy warship replacements. I have more than enough upgrading cost. It could be there is no auto up...
by joe
Thu Mar 17, 2016 10:26 pm
Forum: Pride of Nations
Topic: Upgrading Troops
Replies: 13
Views: 3040

I started a new campaign game and am up to 1852. GBR has the technology for screw driven battleships. I was hoping some of the wooden battleships would have begun to upgrade by now. I have them in passive mode,in ports,with replacement chits available. Is there anything else I should do? Thanks f fo...
by joe
Sun Feb 07, 2016 2:01 am
Forum: Civil War II
Topic: Battery size
Replies: 4
Views: 1094

Thanks guys. So its 12 guns or 8 guns, just ignore the battery designation and unit name. Got it, I'll go with that.
by joe
Sat Feb 06, 2016 11:33 pm
Forum: Civil War II
Topic: Battery size
Replies: 4
Views: 1094

Battery size

Just starting this game and had dumb question( I tried to search but could not find answer-sorry). USA batteries show 12 guns and CSA show 8 guns. Shouldn't they be 6 and 4, or am i missing something obvious?

Thanks
by joe
Sat Jan 30, 2016 9:45 pm
Forum: Pride of Nations
Topic: population growth rate parameters
Replies: 2
Views: 748

I have to ask, why? Personally in my current game I am cursing the Prussians to breed faster so I can sell more goods to my domestic market, and therefore get more state revenue so I can go out and get more goods for the domestic market... My Suggestion though: Most of the techs push population gro...
by joe
Mon Jan 25, 2016 2:36 pm
Forum: Pride of Nations
Topic: population growth rate parameters
Replies: 2
Views: 748

population growth rate parameters

Is there anyway to adjust the population growth rate parameters? I can do individual region adjustments to populations by event but would like to reduce the percentage increases instead. Trying to lower the work force.

Thanks
by joe
Sat May 09, 2015 10:29 am
Forum: Pride of Nations
Topic: Kiel Canal
Replies: 2
Views: 710

[ATTACH]33566[/ATTACH]

First time for screen shot. Hope it works
by joe
Sat May 09, 2015 2:14 am
Forum: Pride of Nations
Topic: Kiel Canal
Replies: 2
Views: 710

Kiel Canal

Just completed construction of canal. Works properly, however the graphic of the canal is missing. Just eye candy but would like to see it on the map. Any suggestions? Thanks
by joe
Sat Sep 27, 2014 5:57 pm
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

czert2 wrote:did you finded out which was causing that behavior ?


No I didn't. I have a request in tech support for help.
by joe
Tue Sep 16, 2014 12:33 am
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

ok, I've had a look both at the saves and loaded the game. I think I have a better grasp. For a start, clearly railroads are not coded as structures in the province part of the save, this may have some bearing on why they are so damn hard to delete by script. If I'm right (& this is a guess), they ...
by joe
Mon Sep 15, 2014 12:23 am
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

ok this sounds like a bug of some sort. I had duplicate records for some provinces in my game (mostly colonial), where I had to find and remove the erroneous version. I'd suggest you put it as a report in tech support. If you want to send a save game, I'll try and have a look (just pm it to me, and...
by joe
Mon Sep 15, 2014 12:15 am
Forum: PON Technical Support / Aide Technique
Topic: Transportation efficiency
Replies: 0
Views: 822

Transportation efficiency

[ATTACH]31096[/ATTACH][ATTACH]31095[/ATTACH]Can you please check to see why Chinese railroad transportation efficiency is 10%? Shanghai region is a good example. Thanks
by joe
Sun Sep 14, 2014 4:21 pm
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

ok sorry about this - one problem I have at the moment is that my laptop is on its last legs and if I try to play PoN it just falls over (overheating I think), so I can't test anything. The other solution is to amend the save files (you may need to do this both in the .hst and the .trn files). Find...
by joe
Sun Sep 14, 2014 2:59 am
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

Mayby it is event related ? goverment type ? what was state of your state at 100% and now at 10% (i mean organized, type of byrocracy...etc). Otherwise i have no idea. And just readed manual about paing of running cost - you have pracitaly no reson to fear, because if you dont have coal to use, it ...
by joe
Sun Sep 14, 2014 12:20 am
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

I have the same problem in my game. As the US, I built some rice paddies and railroads in thailand, but after some time the regions show only 10% transport efficiency. This is purely a guess, but I suspect what's happening is that thailand does not have enough coal stockpile to maintain the railroa...
by joe
Sat Sep 13, 2014 2:28 pm
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

I think you need something like: This assumes that your railroad is the simple first generation, not the 'advanced' type. In that case use Railroad2 as the structure type. You *may* then need to run your script to reset the road. Roger The event did fire but the first generation railroad remains. I...
by joe
Sat Sep 13, 2014 9:17 am
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

below actions, at the least you need to tell it which province this applies to. The reference to Shanghai at the top is effectively simply bookkeeping (I'm not even sure what that line really does). Thanks Loki for your help. I added this below the action line: SelectFaction = $CHI SelectionRegion ...
by joe
Sat Sep 13, 2014 1:06 am
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

I'm at the point of wanting to remove the few railroads I built and go back to roads. I tried to write an event that would change the transport level back to road. It didn't work. I hope someone can tell me what I've done wrong. I picked Shanghai as an example: SelectFaction = $CHI SelectRegion = $S...
by joe
Thu Sep 11, 2014 1:31 am
Forum: Pride of Nations
Topic: Chinese transportation efficiency
Replies: 19
Views: 2204

Chinese transportation efficiency

As the Chinese player I added railroads in several regions. I don't know when it happened but the transportation efficiency is now 10% in all the regions with railroads. Those regions with roads are normal, 60% for a major road. I have plenty of capital and coal,etc.
I'm at a loss for what happened.
by joe
Mon Sep 01, 2014 1:27 pm
Forum: Pride of Nations
Topic: Couple of questions
Replies: 29
Views: 3628

How to load as another country ? i clicked on - clict to see ai files (allow you take over country) - clicking on it - and no new files showed. Any help ? I had the same problem. To take control of AI nations you can use the console key. There is a command for change factions. Just type in the thre...
by joe
Sat Jun 14, 2014 4:00 pm
Forum: PON Technical Support / Aide Technique
Topic: No map for human controlled CSA faction?
Replies: 4
Views: 1182

No luck with mod

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