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Public beta patch June 10th

Posted: Fri Jun 10, 2016 4:51 pm
by Pocus
Dear players,

A new public beta patch is out in the 'Help Improve PON' subforum. We will be closing the patch in the last days of June, so if you have reports, now is the time! We mainly want to finalize the long awaited patch 1.04 while upgrading PON to the AGE engine most recent code base (it includes several enhancements that will be listed soon).

Posted: Fri Jun 10, 2016 7:12 pm
by Siegfroh
Pocus wrote:(it includes several enhancements that will be listed soon).

The sooner we know what are the enhancements, the sooner we will be able to check wheter they do work as they should do ;-)

Anyway, good to see some progress !

Ceterum censeo this should be mended as well:

http://www.ageod-forum.com/showthread.php?43473-No-Pips-showing-for-experience&p=374673

Posted: Sun Jun 26, 2016 7:28 pm
by Offworlder
Playing as the Russians, I had the Austrian, Brits, French and Ottomans take a passage right which for some reason is permanent (seems that it happened in the aftermath of the Treaty of Paris). This also meant that the Austrians seize lands vacated by rebels and a lot of Ottomans roaming the countryside as well, provoking endless wars with Russia. Is this WAD?

Posted: Mon Jul 04, 2016 10:08 pm
by ajnatalo
Downloaded the patch and noticed some odd behavior. Firstly, the values for all of my relations skyrocketed. I tried issuing degrade relationship to Annam (as France) and a few turns after the item expired relations went from negative values to the 40s and 50s. Secondly, as France the event creating the decision to make the Colonial Area Cochinchina a colony does not work. Here is the code as installed from the patch:

SelectFaction = $FRA
SelectRegion = $Bangkok
StartEvent = evt_nam_FRA_ColonyCochinchina1864_ON|1|1|NULL|NULL|$Bangkok|NULL

Conditions

EvalRgnOwned = $Saigon

SelectFaction = $CMN
EvalColStatusArea = $Colony_Cochinchina;<;$colColony
MinDate = 1864/01/01
MaxDate = 1874/01/01
Probability = 35

Actions
DescEvent = evt_desc_CMN_NewColOption
ChangeActorPool = $gmaOptionCol;MaxUse;1;MaxChoices;2;ImageID;Contract_ON.png;Title;opt_title_FRA_ColonyCochinchina1864;MsgString;opt_desc_FRA_ColonyCochinchina1864;ToolString;opt_hint_FRA_ColonyCochinchina1864;SubType;FRA_ColonyCochinchina1864;SParam1;FRA;TextChoice1;opt_FRA_ColonyCochinchina1864_desc_Choice1;ToolChoice1;opt_FRA_ColonyCochinchina1864_hint_Choice1;TextChoice2;opt_FRA_ColonyCochinchina1864_desc_Choice2;ToolChoice2;opt_FRA_ColonyCochinchina1864_hint_Choice2;SParam2;Event-img_FRA_ColonyCochinchina1864.png

EndEvent

I have tried changing probability to 100 and it still does not fire. Anyone seen this issue with France before? I know there is an AI version to make it fire but obviously if I am France, then that won't work.

Posted: Tue Jul 05, 2016 1:21 pm
by PhilThib
The only condition for the event to work is France to own Saigon...the rest won't influence in anyway (relations, probablitiy)...no reason it should not work from what i see here

Posted: Tue Jul 05, 2016 4:04 pm
by Siegfroh
ajnatalo wrote:I have tried changing probability to 100 and it still does not fire.

Have you tried to set the maximum date to for example

MaxDate = 1864/01/31

just to test it ?

(I don't know how the contradiction between a probabilty of 100 and a min-max date range is resolved by the game engine.)

Posted: Wed Jul 06, 2016 8:38 am
by loki100
Siegfroh wrote:Have you tried to set the maximum date to for example

MaxDate = 1864/01/31

just to test it ?

(I don't know how the contradiction between a probabilty of 100 and a min-max date range is resolved by the game engine.)


all you will do with that code is to give it a maximum of two chances to fire.

probability of 100 will simply mean it fires on the mininum date. You may as well rewrite the event to just leave a start date, remove the end date and the probablity if that is the value you want to use?

Posted: Wed Jul 06, 2016 8:50 am
by Garuda
I haven't played PON in a few years now. I stopped due to the length of time the AI needed to take a turn. Have patches and tweaks in the last two or three years made any significant improvement in turn times?

Posted: Thu Jul 07, 2016 4:56 am
by Durk
Yep, has changed a lot. Now about five minutes.

Posted: Fri Jul 08, 2016 5:33 pm
by Prussia
Durk wrote:Yep, has changed a lot. Now about five minutes.


Might be a tad more constructive if we posted ram/cpu/gpu specs- I was running the older 1.04 beta from last year and rarely experienced that sort of turn time- looking forward to some enhanced turn times. Running I-7 2600k, 16 gig memory and R9-290 on an SSD as a reference.

Posted: Fri Jul 08, 2016 7:49 pm
by bbmike
I have an i7-6700HQ, 16GB RAM and a Samsung SSD. My turn times are around 3.5 minutes.

Posted: Sat Jul 09, 2016 5:19 am
by Prussia
bbmike wrote:I have an i7-6700HQ, 16GB RAM and a Samsung SSD. My turn times are around 3.5 minutes.


That's what mine are as a rule.

Posted: Wed Jul 13, 2016 2:50 am
by Mr Bill
While I was playing as Japan in the 1880 GC with the latest beta, I was involved with a long war with China in which I lost a lot of troops. My infantry replacements never seemed to go down at all, even though my forces were being replenished in their strength. I'm not sure if its working as intended.

Also, I've a question about the cost for building ships. I built 3 ironclad warship squadrons which cost 480 steel among other assets. For the entire time they were being built, I was in the negative for steel by over 900, and was showing as having a production expense of 700 steel. Is that normal?

Posted: Thu Jul 14, 2016 7:18 pm
by Offworlder
Mr Bill wrote:While I was playing as Japan in the 1880 GC with the latest beta, I was involved with a long war with China in which I lost a lot of troops. My infantry replacements never seemed to go down at all, even though my forces were being replenished in their strength. I'm not sure if its working as intended.

Also, I've a question about the cost for building ships. I built 3 ironclad warship squadrons which cost 480 steel among other assets. For the entire time they were being built, I was in the negative for steel by over 900, and was showing as having a production expense of 700 steel. Is that normal?


Can confirm the first issue (though playing with the Russians). Haven't seen the second one though maybe I tend to build single squadrons every year

Posted: Sun Jul 24, 2016 3:54 pm
by Prussia
Prussia wrote:Might be a tad more constructive if we posted ram/cpu/gpu specs- I was running the older 1.04 beta from last year and rarely experienced that sort of turn time- looking forward to some enhanced turn times. Running I-7 2600k, 16 gig memory and R9-290 on an SSD as a reference.


Just started a new campaign as Japan on latest beta and I am averaging 2.5-3.5 minutes per turn. With the occasional shorter or longer turn resolution. Overall feeling is that it is indeed faster.

P.S. Experience Pips are still not being displayed.