Tenemos nuevo beta para el Pride of Nations, y resulta que en realidad es el Q y el P por el precio de uno.
El enlace para poder descargarlo es:
http://forum.paradoxplaza.com/forum...rie-Q-updated-Nov-05)&p=13047864#post13047864
Y el changelog desde la última beta que fue pública:
El enlace para poder descargarlo es:
http://forum.paradoxplaza.com/forum...rie-Q-updated-Nov-05)&p=13047864#post13047864
Y el changelog desde la última beta que fue pública:
FIXES AND NOVELTIES 1.02 RC4 (1.01 Q)
Engine & AI
* Length of war augments chances to have the AI propose or accept a peace, +1% for every 3 turns, up to the current calculated chance.
* Recurring mobilization problem fixed (need 2 turns to correct itself in this new patch though)
* Suez canal problem not completed if enemy fixed.
* Several others bug fixes.
* if you have high militantism or if you see the AIs with too many strikes (same cause), it is generally because of the series of mobilizations. You can reset it to 0 (or another value) with the setting twkMilitancyResetTo = 0 in any .opt file.
Data or Events oriented changes
* A few texts fixed.
FIXES AND NOVELTIES 1.02 RC3 (1.01 P)
Engine & AI
* If a colonial mansion is lost (burned by native etc.) it will be recreated sooner or later for free.
* If a region within a protectorate/colony don’t have enough CP to switch status, it will gain +1 CP a turn.
* If a tribal owns a city in a region with protectorate+ status, it will relinquish it.
Data or Events oriented changes
* Some fixes on treaties.
* Austrian Constitution event fixed.
* Coal will be sold more easily by AI.
* Removed coal consumption from coal producing structures.
* Updated AI stockpile, maintenance and usability parameters for some merchandises.
* Increased build time for all structures.
* Increased capital required to build all economical structures
* Fixed some problems on faction modifiers granted by the land techs.
* Moved around transactions to capital trade areas for all majors.