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arsan
Posts: 6244
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PON: Parches

Thu Jun 16, 2011 8:48 pm

Hola!

Empecemos otro hilo nuevo ;)
Han actualizado el parche beta a 1.01f. Lo podeis descargar de aqui
http://ageoddl.telechargement.fr/temp/PON_public_beta_patch102_2.zip

Ojo, que se instala 'raro' como el otro.
Copio aquí las instrucciones de instalación que tradujo Nikel en otro hilo :coeurs:

Originally Posted by Nikel
Primero tienes que borrar estas carpetas de la instalación original. Si no lo haces te dará errores al cargar el juego
Aliases
Events
FrontEnd
GameData
Extraes el parche a una carpeta y copias el contenido, PON.exe y la carpeta VGN a tu instalación, tendrás que sobreescribir los archivos correspondientes.



FIXES AND NOVELTIES 1.01f
new: legitimate owner of a region gets back MC from allies.
fixed: No more North pole crisis.
fixed: All capital icons are now working and send to Diplomacy Window
changed: Decisions Missions, Merchant, Tradepost. Missions will mostly create the Mission building. Merchants give 5£ a turn and enable the use of the Tradepost mission. Tradepost once completed creates the Tradepost building.
fixed: can now scrolls the structures in the 'built structures' panel.
fixed: hits lost by units now show correctly in the Military screen
changed (improved): ctrl-click replaced by right-click in Balance and Industrial screens.
new: tooltip on the population behaviors in Population screen
new: decisions cost and 'tech boosting' cost traced immediately in your balance, top of the screen.
new: (still underwork) - Mini tech browser Window, click on the tech category in the Tech screen to open it (in the making!)

Data oriented changes
¤ IA choices modified in multi-choices events.
¤ Japan events and Perry visit events fixed (txt added + balancing)
¤ all models and units file names changed to allow better performance with non-Western O/S
¤ Native American and GBR leaders pictures added

FIXES AND NOVELTIES 1.01e

FIXED and major: Memory leak removed!
new: You can now cancel Buy orders from the B interface.
fixed: Display bug that masked some structures.
new: Prices recover better and more logically
new: wastage of resource reduced in effect
new: naval resupply algorithm revised entirely, plus message giving details on it.
new: national regions now benefit from a 'minimum development level', if under 10%, you get +1% every 3 months.
new: tribal get replacements for free, slowly.
new: commerce ships in MTBs get back some cohesion over time
fixed: Depot extension and coaling upgrades problem.
new: Initiator of a colonial crisis can lose his CP in the contested colony.
new: minor can be the target of crisis.
fixed: Replacement leaders now appear (note there is perhaps a bug on duplicating leaders though)
fixed: structures in construction can not be activated with the 'activate all' button
fixed: a problem with supply rights that gave the benefit of a defensive treaty.
fixed: Inflation works reliably.
fixed: Map loading improved behavior should now work even if the checkbox is not on (hopefully!)
fixed: Can now use gunboat diplomacy
fixed: DOWing a country now abort all treaties
new: National morale limited to 250. More rubberband mechanisms around morale.
new: if you lack a specific resource for an industry, the message tells you which one.
fixed: you'll get every 3 months a message about your progress on the historical missions.
new: AI time usage in case of war reduced by 10% (not to 10% )
new: Hosting time reduced between 10 and 15%, depending of the turn.
new: the harbors close to your capital can always send sea supply to harbors close to any MTB where you have ships. (Basically if you have a ship as GBR in Southern Africa Trade box, then the harbors near London can send supply to the harbors in South Africa).
new: Can't play prospectors in region where there is no hidden resources.
new: You don't prevent merchant ships to commerce even if you have combat ships in their MTB.
new: When you form up a colony, relationships with the tribal will be at least 0.
new: The resources icons on map now show the number of resources in their tooltip.
new: Before building a structure, the tooltip tells you about the theoretical input and output.
new: Unit building panel code optimized, should not slow down the game anymore.
changed: Crisis about a colony asks for an average 15 CP, not 5.


changes and fixes focused on data:

* Fixed some budget and costs of the EIC army: GBR now receives 250£ every 6 months as 'contribution' to finance the Army in India (till 1860)
* fixed some upgrade costs on units - Also added missing pictures for some units
* Fixed EvalColStatusArea script error
* Fixed natural disasters events (wrong religion alias caused crash)
*Models DB fixes (costs, tech upgrades, new pictures, new values for some elements)
* Fixed a script error that prevented the Missions annual checks to be effected and displayed.
* In addition FP of economic structures is adjusted for some missions (e.g. more cereal farms for Russia)
* New 1850 GC OOB: lots of African and Asian nations forces added on map (still WIP if volunteers want to bring corrections)
* Changed Cotton resources on map outside USA: much lower until the ACW occurs, then Cotton 'spreads' to Egypt, India and Southern Brazil in greater quantities
* Diplomatic parameters for AI added (thanks to Ehrenbourg tremendous work!)
* New events for SPA, POR, BEL and TUR added
* More Colonial and Balkan crisis events
* Allowed German unification by peaceful means to occur earlier
* Fixed wrong states borders in the USA (thanks to Aragos)
* Cherokee are friendly to USA, other Indian tribes start at peace
* Fix of abilities (CinC appliance)
* Oil, gold, gems and rubber resources fix (add population during rushes)
* Some 1850 setup fix in regions (control, trade, resources)

Saludos

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Mario
Corporal
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Thu Jun 16, 2011 8:59 pm

Gracias arsan descargando, una pregunta... es compatible con partidas guardadas de la 1.1e?

Un saludo :thumbsup:

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arsan
Posts: 6244
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Location: Madrid, Spain

Thu Jun 16, 2011 9:04 pm

Pues.... ni idea :bonk:
En el hilo dice que si, como con el otro beta, pero parece que la gente ha seguido jugando sin problemas campañas ya empezadas. A lo peor te pierdes alguna novedad introducida pero no creo que casque.
Saludos

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Mario
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Thu Jun 16, 2011 9:26 pm

Confirmado, he instalado el parche y cargado la partida de italia y se ha solucionado el problema de torino ahora puedo ver las 9 estructuras :thumbsup: , por lo tanto parece que es compatible con partidas guardadas :coeurs:

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arsan
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Location: Madrid, Spain

Sat Jun 25, 2011 1:36 pm

Hola

Nuevo parche beta actualizado al 25 de junio.
Novedades
FIXES AND NOVELTIES 1.01g
Fixed: AI diplomacy bias was not working correctly
Fixed: Memory leak in hosting
Fixed: crash when browsing the 2D building cards
Fixed: Several events errors, including EvalColSPatus etc.
Fixed: Extended options (SOIs) are now saved
Fixed: Siege where 2 countries or more are besieged now work as intended.
Changed: Non colonial crisis probabilities significantly upped.
Added: VSynch and MultiSampling settings can now be changed, to speed up display.
Added: Merchants Ships in MTBs can now get back hits (with replacements). Build Shipyards!
Added: Rails can now be repaired automatically either by civilian entrepreneurs, or if you have units of the Engineer family.
Changed: Regions in harsh climate can recover from pillage.

Link de descarga
http://ageoddl.telechargement.fr/temp/Patch_PON1.01gPB.zip

Se instala como los anteriores, osea a mano. Las instrucciones están en el primer post.

Por lo que se dice en el hilo del parche en Paradox
http://forum.paradoxplaza.com/forum/showthread.php?542000-PON-Public-Beta-Patch-1.02-%28updated-June-25%29
Pueden seguirse jugando las partidas empezadas y funcionarán todas las mejoras menos las de Diplomacia, que exigen empezar partida nueva.

Saludos y buen finde! :)

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joselillo110
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Sat Jun 25, 2011 2:18 pm

Hola,

Buena noticia! llega en buen momento... :thumbsup:

Saludos.
ImageImage

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picaron
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Sat Jun 25, 2011 5:12 pm

Gracias arsan, disfrutaré por tí :thumbsup: , :(

:wavey:
Sorprende al enemigo mediante la estrategia y el secreto, mediante lo inesperado y la rapidez de tus operaciones

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picaron
Posts: 3492
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Mon Jun 27, 2011 7:05 pm

Pocus dixit: "I think we will be short to have the QA validate an official patch before I depart in vacation. Also, only a few official patch can be accepted by Steam, so we must have to get things right for 1.02 before proposing it... This means in the end that the official patch will perhaps only appears in late july, not before."


Pues ya lo ves, amigo beuckelssen, antes de agosto no hay parche oficial. Por lo menos tenemos la promesa, y estos siempre cumplen.

:wavey:
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beuckelssen
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Mon Jun 27, 2011 10:22 pm

Habrá que ponerse por bandera la paciencia.

A ver si antes de que Pocus se vaya de vacaciones sacan un nuevo parche beta en el que arreglen algunas cositas. ;)

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picaron
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Hotfix para 1.01g

Wed Jun 29, 2011 9:46 pm

El enlace del Hotfix para 1.01g:

http://forum.paradoxplaza.com/forum/showthread.php?544786-gt-Hotfix-for-1.01g-Siege-crash-lt

:wavey:

PD: Si no escribo algo me da :mdr: :thumbsup:
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picaron
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Thu Jun 30, 2011 9:05 pm

Ultimo parche beta, el h, agrega nuevos paises para jugar y alguna novedad más, si es que no paran

http://www.ageod-forum.com/showthread.php?t=21881

:wavey:
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Schwarzer Herzog
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Sun Jul 03, 2011 1:34 pm

picaron wrote:Ultimo parche beta, el h, agrga nuevos paises para jugar y alguna novedad más, si es que no paran

http://www.ageod-forum.com/showthread.php?t=21881

:wavey:


Con este se acabaron las salidas al escritorio sin retorno :thumbsup:
Además cuando como Piemonte-Cerdeña he hecho un casus belli contra Toscana, los austriacos me han hecho lo mismo a mí :thumbsup:

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picaron
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Tue Aug 02, 2011 10:17 am

Como bien ha dicho arsan, un nuevo parche beta :thumbsup:

Hola!
Ha salido un parche beta nuevo... anda un poco escondidillo por el subforo de Soporte Técnico Paradox
http://forum.paradoxplaza.com/forum/sho ... st12693378
Parece que este tiene instalador 'de verdad' y no hay que hacer cosas raras con las carpetas como en los anteriores.
El primer parche oficial parece que será para finales de agosto. Seguro que habrá más betas durante el mes...
Saludos!




http://forum.paradoxplaza.com/forum/showthread.php?542000-PON-Public-Beta-Patch-1.02-(updated-August-1st)&p=12693838#post12693838

En el post #108

:wavey:
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arsan
Posts: 6244
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Tue Aug 02, 2011 10:38 am

Gracias Picaron! :thumbsup:
Para los que no tengan registrado el juego en Paradox, el link directo de descarga es este
http://ageoddl.telechargement.fr/temp/Patch_PON1.01iPB.zip
y lo que incluye...

This patch has an installer, but it is still recommended to copy the game directory to another location until the patch is final and official.
Specially if you have the Steam version.

FIXES AND NOVELTIES 1.01i
Engine & AI
* New functionality: SPACEBAR switches between modes (Military -> Economy -> Colonial -> Decisions -> back to the beggining). ALT+SPACEBAR goes into the submode.
* Fixed the crash bug on Population F6 interface (mostly reported on USA)
* Fixed many region display problems on the F6 interface (water regions, enemies regions, etc) and problems with the pie charts construction.
* New: now the conversion of a few merchandises (Gold, gem) to state money can increase inflation (low chance: 1%)
* Improved: depending on your tariff level, there is a chance to hurt relations with other factions (change much upped compared to before).
* New: regional decisions on enemy controlled territory had a chance to be “burned down”.
* Fixed: crash bug related to pillagers units on regions without an owner.
* Fixed: script problem with the commands EvalContentment, EvalMilitancy and EvalEducation that prevented them to work properly in some cases.
* You can now enter any region held by an enemy (50% more control) even if the region is owned by someone with whom you don’t have a passage treaty.
* False positive Report fixed during battle (No Friendly Group message)
* Tribal relationship will at least be 1 after a formal peace settlement, so they are never hostile after a peace.
* You can enter an enemy controled region, whoever is the legit owner.
* Changed: An harbor of a nation with a trade agreement is valid for exporting goods, before you need to be allied with them (this can explain oddities with oversea assets).
* Inflation increases structure cost.
* You can't capture (or the AI can't) ships from a nation you are at war with, if the war just erupted. Capturing ships after some clever amphibious or land operations will still work.
* Contesting a stake in colonial mode should trigger much more often now.
* You can now see the various sources of prestige gained during past turn by checking the tooltip over the prestige icon, top left of the screen.
* Militancy will have higher impact than before on the long term.
* Fixed a bug where the crisis initiator would lose his planning.
* Less Prestige gain in crisis.
* You can disband troops without prestige loss now. If you are at peace and not under a threat, troops with the ‘mobilize’ tags will be removed each December.

Data or Events oriented changes
* Fixed: some Russian events (e.g. Kolokol 1857) that made loyalty plunge down too fast and too strong in anticipation of Serfdom Abolition event (moved forward to 1861)
* Eased the requirements for Child Work abolition and made chances of vote higher
* Fixed typo in Merchant Fleet mission which wrongly stated 100 merchant ships instead of 30 (50 for Britain)
* Fixed an error in the German/Italian unification events that made them occur only once
* Fixed various text typos
* Added a new entry system for USA and CSA generals during the ACW if it occurs at an earlier date
* Added some events to boost appearance of German and Italian unity when the player is either USA or Japan (in order to create a more ‘known’ Europe and higher challenge for player)
* Corrected file names for some military units that had typos, thereby preventing them to be displayed correctly
* Fixed some models data that was preventing proper showing of units pictures
* Added Amadeus’ German proofreading of texts
* Renamed some units pictures that prevented them to be shown correctly
* Added missing texts for British Events: 1852 NZ Constitution and 1854 Miner Rebellion, same for French and Italian events about the 1864 September Convention
* Changed the Rebels proportion (lowered) in manu events, including Poland’s martial law (Russian)
* Renamed Hevea to Rubber (English) to all concerned events
* Reworked merchandises contentment values and prices.
* Fixed: bug related to railroad/advanced railroad efficiencies that created an excessive bonus coming from the tech tree.
* Fixed: streamlined VP gain per turn coming from faction modifiers to reduce the snowballing effect seen on GBR.

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picaron
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Tue Aug 02, 2011 1:24 pm

Gracias :thumbsup: :coeurs:

:wavey:

PD: Esperaré al gran parche para empezar una nueva partida :w00t: :thumbsup:
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Laruku
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Tue Aug 02, 2011 1:42 pm

Yo estoy continuando con mi partida con Japon con el nuevo parche sin problemas. Incluso con la música y la nieve activadas, que antes causaban cuelgues. He notado que hay una brigada expedicionaria invisible, bug que se arrastraba de antes.
Voy por 1870, 5 del mundo, acercando rapidamente a USA. Las opciones coloniales estan muy mermadas: no puedo hacer cosas que hacía con Prusia, como mandar merchants. Supongo que luego se activaran.

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Laruku
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Tue Aug 02, 2011 5:40 pm

Pues por hablar ahora se me cuelga cada dos turnos... Un horror :confused:

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Sandokan2007
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¿Hay novedades con los parches?

Sun Aug 21, 2011 9:49 am

Hola,
¿Se sabe si hay algún nuevo parche en perpectiva?
He estado mirando los foros de Paradox y el de Ageod y por lo que he entendido va a ser muy difícil de optimizar la ejecución de los turnos que, personalmente, es la cosa que más me frustra del juego.
Me alegro por que se nos haya escuchado y haya un foro en español.
Un saludo a todos.

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picaron
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Sun Aug 21, 2011 7:15 pm

Han prometido un parche oficial para finales de agosto, Generalísimo se refiere con frecuencia al parche "j" otra cosa no te puedo decir.

:wavey:
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Laruku
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Fri Sep 02, 2011 5:24 pm

Ya ha salido el parche 1.01 l (no j, ni k). No pongo el enlace, pero en el foro de Paradox, ya sabéis donde. Nada de que España se pueda jugar, pero van en el buen camino.

FIXES AND NOVELTIES 1.01j, k , l

Engine & AI
* Fix on colonial roads decision (which allowed to destroy a railroad)
* More effects for the ‘Show Support’ diplomatic action. Will give you a tiny fraction of the monthly prestige gain from the supported nation, will raise progressively your relationships plus the AI will be aware of supporters before declaring war. If the nation you supported is the target of a DOW, you’ll lose some prestige, plus 25 relationships point with the attacker. You’ll also get a chance to have a committing CB against the attacker (double-edged sword).
* Cyclical economic crisis have arrived, please refer to the AGE wiki for the rules about them:
http://www.ageod.net/agewiki/Economic_Crisis
* AI now factors fully the net of treaties and supports when seeking for a potential target of a DOW.
* Objectives regions are always at least in your claim list (can be national too, which is the grade above).
* Economic structures after the fifth cost +20% cumulative in capital funds, when being built. This represents the bigger difficulty in convincing investors to fund structures that don’t represent brand new opportunities (and is also there to slow down the bigger economy, admittedly!)
* You can now get back the city of regions your legitimately own, if at peace with the owner, even if the region is not national to you (e.g Austria is holding a Polish city, taken from Rebels, and giving it back to Russia).
* When a country is liberated, it will also get back (in addition to its capital region) adjacent regions which are national to it, if owned by the war loser.
* AI will play more and more aggressively colonial decisions (if they can be afforded).
* Fixed a bug that prevented merchant fleets from being repaired in certain circumstances.
* Martial Law will now be enabled automatically, in regions where you have troops and too much militancy. A ruthless country will activate Martial Law as soon as there is 1 point of militancy. An autocratic country will wait for 10 points, and the rest of government types will wait for 30 points accumulated. In the short term, Martial law will tend also to reduce contentment at the same time, mostly for liberal countries.
* The 3 icons at the top of the screen (the ones that change when you change mode) are now fully operational with detailed tooltips. Check them!
* You can’t try upgrading a level 4 depot anymore.
* If a region is not pillaged, then there won’t be a natural decay in development level even if the region is above the calculated maximum level (dependant of city size and some techs).
* There is now a message indicating when the worth of a colonial area (Sphere of Influence rating) improves because you (heavily) invested into it. Target the colonial capital for maximum effect.
* Scores in various domains are now shown as a tooltip in the Objectives screen, on each of the nation’s flag. For your scores, check your capital icon for the corresponding tooltip.
* AI is more dynamic on trading.
* You can’t convert supply and ammo if your capital is besieged.

Data or Events oriented changes
* Promise local support duration upped to 24 turns (was 12).
* Peace treaty now also creates a 6-turns right of passage temporary agreement. Once elapsed, forces will be forcefully moved to nearest territory.
* Fixed Italian unification CTD because of a nonexistent treaty
* Fixed BEL crash related to the Vlaandern forts
* Fixed SPA and TUR objectives (No longer the “North Pole”)
* Added new objectives for other minor factions (DAN, SWE, MEX, PER)
* Adjusted USA colonial structures to the requirements of the colonial game
* Fixed all FRA events referencing the wrong alias “Kabylie” to the correct one “Kabilyia”
* Fixed all GBR events referencing a non existent area (Area_North_India)
* Fixed USA oil events that generated a CTD
* Reduced prices for all merchandises
* Reworked input/outputs of many structures to adapt the new situation to the new prices.
* Reworked AI stockpile algorithm and logic during the course of the game (to reduce huge stockpiles early on).
* Updated faction stockpile to fit the new AI stockpile algorithm.
* Reworked some structures force pool, now it is spread more along the tech tree (to reduce big jumps in production).
* Reduced some early structures force pool to reduce the huge availability of resources in 1850 because all major nations became powerhouses way too early (See next point).
* New faction traits: now each major faction gets 2 traits (GBR 3) that will increase your structure force pool based around historical production (GBR more coal mines, RUS more cereal farms, etc).
* Updated canned food and furniture industries graphics.
* Fixed the missing “name” and “text” entries for some technologies (some error introduced with the replacement of “armour” for “armor”).
* Fixed all “programm” and “canon” appearances on all texts (replaced by “program” and “cannon” respectively).
* Fixed many minor errors reported on event scripts.
* Reduced all prestige gain/loss from all structures.
* Colonial roads decision allows again a region to develop to road level. (bugfix)
* Fixed a problem with wrong objectives assigned during the ACW for USA
* Changed the Coast of Senegal “terrain type” to Coastal Water (instead of Ocean).
* Added Zwedru region to the Ivory Coast colonial area.
* Fixed the problem that prevented in some cases to build railroads for players that already discovered the advanced railroad.

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picaron
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Fri Sep 02, 2011 5:35 pm

Ya que Laruku no quiere poner el enlace, para los vaguitos, aquí está

http://forum.paradoxplaza.com/forum/showthread.php?557850-PON-1.02-Patch-candidate-(public-beta-1.01-serie-L-updated-Sept-02)&p=12801964#post12801964

También hay otro hilo que en que Pocus nos deleita (que cursi :mdr: :thumbsup :) con imágenes de algunos añadidos y modificaciones que contiene el parche

http://forum.paradoxplaza.com/forum/showthread.php?557852-PON-1.02-Patch-candidate-(public-beta-1.01-serie-L-updated-Sept-02)

:wavey:
Sorprende al enemigo mediante la estrategia y el secreto, mediante lo inesperado y la rapidez de tus operaciones

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Laruku
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Fri Sep 02, 2011 5:50 pm

Lo acabo de instalar y he probado a continuar con un save de Japón 1871 que daba error y ahora parece que funciona. Es una pena que ya en septiembre no pueda dedicarle mucho tiempo. :(

He visto los nuevos tooltips de los iconos en la parte superior, cuando cambias de modo. Son muy útiles.

España no se puede jugar, ...de momento. ;)

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Laruku
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Fri Sep 02, 2011 6:14 pm

Sigue sin haber unidades ni líderes carlistas. Han modificado en algo los eventos españoles, pero siguen los mismos gráficos. Aún tardaremos en ver España como nación jugable de pleno derecho.

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picaron
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Fri Sep 02, 2011 6:14 pm

Me voy a poner ahora con él. Creo, que por lo dicho por Pocus, este es el último parche antes de sacar el oficial, por lo que quitaran algunos defectillos y sacarán el parche oficial. Será cosa de empezar alguna partida... :thumbsup:

:wavey:
Sorprende al enemigo mediante la estrategia y el secreto, mediante lo inesperado y la rapidez de tus operaciones

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picaron
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Guerra Franco-Prusiana 1870

Tue Sep 06, 2011 11:07 pm

He abierto el juego y me he encontrado con la sorpresa de que hay un nuevo escenario: La guerra Franco-Prusiana de 1870.

Pues eso... a jugar y disfrutar :mdr: :thumbsup:

:wavey:

PD: Una cosa extraña es que lo anuncia Paradox y se vende en gamersgate

http://www.gamersgate.com/DD-PONDLC3/pride-of-nations-franco-prussian-war-1870 :confused:
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Mirandasucre
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dlc

Tue Sep 06, 2011 11:15 pm

si me di cuenta tambien.... supongo que desaparecera con el proximo parche oficial....

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Laruku
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Wed Sep 07, 2011 12:23 am

Si, es lo que comenté hace un tiempo, pues viendo los archivos se observaban algunos rastros de los dos siguientes DLCs: el que acba de salir y el escenario de 1914. Por cierto, ¿qué pasó en ese año? ;)

Mirandasucre
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1914

Wed Sep 07, 2011 1:20 am

que bien

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picaron
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Location: Salamanca

Thu Sep 08, 2011 10:46 am

Bueno, al final me aclaré con el dichoso escenario, y lo llamo "dichoso" porque al final lo tuve que comprar, pero Ay¡ cada vez que intento mover una unidad "casca" al igual que el ACW1862, se pueden ver las unidades pero cada vez que intento tocar la organización o algo "casca".

Con el parche nuevo llegué a ver las modificaciones en el interface, pero al poner el quickfix nuevo, han desaparecido :( .

Ya lo había dicho, cuando sale un parche beta, arregla y desarregla y luego viene otro parche que arregla lo anterior y estropea otra cosa, esperaré con la paciencia del ermitaño al parche oficial, porque los parches betas no me están dando ninguna seguridad :thumbsup: .

:wavey:
Sorprende al enemigo mediante la estrategia y el secreto, mediante lo inesperado y la rapidez de tus operaciones

Dulce bellum inexpertis

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Laruku
General of the Army
Posts: 619
Joined: Wed Feb 06, 2008 10:46 pm

Thu Sep 08, 2011 11:06 am

El meter ese escenario fue desliz, como han reconocido los desarrolladores. También es cierto que está en esbozo y que se cuelga al poco de jugar.
Los DLCs están muy verdes. Da pena, pero es así. Y lo peor es que tras cada parche hay que volver a instalar otra vez los DLCs... :confused:

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