Nuevos parches de AGEod

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Parche CW2: Public Beta Patch 1.05 RC4 (January 13th update)

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CW2: Public Beta Patch 1.05 RC4 (January 13th update)

Fecha: 13 de enero de 2015


El enlace

http://www.ageod-forum.com/showthread.p ... th-update)

Lo que contiene

Dear players,

Here is the fourth candidate for the 1.05 CW2 patch, which is due in some time (not before Spring 2015), this will let us fine tune and improve further the game!

Here is the list of changes:

Patch 1.05 RC4 (in orange what is new in RC4)
Release Date: January 13th, 2015

How to update your game:
This patch is a comprehensive patch. It can upgrade to latest version any previous version of CW2.
This patch is save-compatible. This is a public beta patch. There should be no major adverse effects on ongoing games, but play it at your own risk though.


LIST OF CHANGES

Gameplay

Mescalero recruited by decision can only appear in New Mexico or Texas. (fixed from 1.04)
Improved ammos distribution in supply phase
Improved naval supply distribution
Fixed reversed battle plans
Revised and improved retreat logic for stacks
Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
Traffic rule (in work)
Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
Decisions and partisans can remove only one depot level per try.
Neutral Indians are now passive, should stop them from besieging or interfering with USA/CSA units.
There is a 25% chance that artillery manages to counter fire enemy artillery instead of firing on a frontline element.
Evasion value for stacks with leaders was erroneous in some cases
Impossible retreat because of too strong enemy in combat region fixed.
Besieged group can't escape besiegers with evade roll.


Interface

Faction history improvements
Can rename units with more characters than before
Improved battle report display
Added back random variation in display loss
Music sound volume can now be tweaked (inoMusicVolume in .opt file)
can't enter anymore (and erroneously) in structures not designed to handle sieges
when doing drag&drop, name of over region appears
can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
Fixed a display bug in region list leading to false infos
Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
Also corrected supply and assets production not taking into account loyalty/alignment
better AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.
Hitting Enter when renaming an unit closes the window
Attrition Loss stored for each stack and displayed as a single message at end of turn (includes weather and wear&tear)
Default music volume buffed up from 60 to 70% (can be changed with a text file edit).
RC4: fixed several issues regarding battle report and reported hits.
RC4: Added missing mini buttons for the alternate ‘posture/ROE buttons’ display


Engine

Turn Loading time reduced by 40%. Turn processing time reduced by 10-15%.
Fix to the crash happening on new turn.
RC3,4: Fix to the crash happening on new turn.
RC4: Fix to a silent bug where some data were not updated correctly because of faster turn reloading.



A... Jugar y divertirse

Lo que está en negrita es lo que se ha añadido en este parche
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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Re: Nuevos parches de AGEod

Mensaje por nadia911 »

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Re: Nuevos parches de AGEod

Mensaje por Schweijk »

Parche 1.04 para el Birth of Rome:

http://www.ageod-forum.com/showthread.p ... -available

Los cambios:

1.04
************
NEW EXE (date 07/10/2014)
- Permits to play all AJE, PAR and HAN scenarios inside BOR, if those games are installed in your hard drive
- Significant improvements to AI code (including but not restricted to the ability to assault in sieges, retreat algorithms,
revised supply management in sieges, better handling of siege works RGD, and more!)
- Speed improvements (up to -40% load turn time, -10% global processing time)
- Fixes a bug that prevented the AI to build some units
- Modding: music sound volume can now be tweaked: inoMusicVolume; Verbosity_AI_BNU_ for verbosity in Build
New Units; and more

UI
- New look for the faction selection window
- Added an extended detail panel for units with more than 13 elements
- Increased max level of zoom (thanks, Bohémond !)
- Modding: Military control overlay can be displayed with subfactions colors and not only factions (in userinterface.opt
file, put inoSubfactionForMCOverlay = 1)

SCENARIOS AND DB FIXES
All scenarios:
- Increase of cost of SPQ legions' line and legatus replacements
- Fix to strong disciplinarian ability of the Legatus (will increase discipline of legions)
- Improvement in combat capabilities of Iberian and Numidian cavalry
- Fix of a DB error that caused too short build times for some militia units
- Punish RGD does not give NM bonus anymore
- Rework of several events to fix a rare issue when some leaders could not bee recognized as being in-play if merged
with a unit
First Punic War 264 BC and 256 BC scenarios:
- Fix to year 246 consuls replacement
- Rework of late roman consuls stats
- Fix to Leptis Magna mercatus and caravan events
- Numidian and Iberian mercenaries get replacements
Pyrhic Victories scenario
- Small fix to consequences of the "Recall Ptolemy" military option

STRINGS
- Area Bound Ability Informations added

Y parche 1.01 para Hannibal:

http://www.ageod-forum.com/showthread.p ... -available

Los cambios:

1.01
************

NEW EXE (dated 07/11/14)
- Several improvements of generic AI code, namely, buy not restricted to, siege, retreat and supply handling.
- Speed improvements (up to -40% load turn time, -10% global processing time)
- Modding: music sound volume can now be tweaked: inoMusicVolume; Verbosity_AI_BNU_ for verbosity in Build
New Units

UI
- Added an extended detail panel for units with more than 13 elements
- Increased max level of zoom (thanks, Bohémond !)
- Modding: Military control overlay can be displayed with subfactions colors and not only factions (in userinterface.opt
file, put inoSubfactionForMCOverlay = 1)

SCENARIOS AND DB FIXES
All scenarios:
- Increase cost of SPQ legions' line and legatus replacements
- Fix of a DB error that caused too short build times for some militia units
- Punish RGD does not give NM bonus anymore
- Arretium fort level reduced to 1
- Rework of several events to fix a rare issue when some leaders could not be recognized as being in-play if merged
with a unit
SPW scenarios
- Hannibal's "Eagle Eye" tactical ability rework (Romans beware...!)
- "Screener" ability given to "young" Hannibal
- Fix to "resurrection" bug of Scipio Africanus as -205 BC Consul if he is previously killed.
- Fix to the Venetii and Cenomanii auxiliaries and allliance with Rome events
- Fix to Syracuse abandons neutrality if Sicily invaded event
- Fix to the Impregnable Liguria event
- Fix to the six new legions option (SPQ legion and alae FP fixes)
- Fix to the Syracusean Trierarchos replacement event
- Mutina now has a level 1 depot
- Further AI script improvements (always a work in progress...)
SPW219 and SPW218 scenarios
- Remove NM conditions for Insubrian revolt (it will occur much more frequently now)
- Freedmen legions option available only from January -216 BC
SPW219 scenario
- several small tweaks to the Illyrian war chain of events and to Roman AI interest in Pharos
- Fix to consequences of Roman failure to win the Illyrian war, including a fix to Demetrios alliance with Philippos
event
- Fix to some rare circunstances of war never starting
SPW218 scenario
- Scipio senior will be Proconsul in -217 BC
- Fix to some Alpine regions that were wrongly locked
SPW216 scenario
- Added Muttines and his Numidian cavalry to Hannibal's army
Gaesates scenario
- Taurasia now is a city level 3 and has a level 2 depot
- Fix to Aeronestes suicide event
Illyrian war scenario
- Fix to some of the consequences of Illyrian victory over the Dardanians
----------

(Notes:
- If you own Alea Jacta Est (with or without Parthian Wars) and/or Birth of Rome, you can select and play all the
scenarios of those games from the Hannibal menu, updated to latest patch
"No sé lo que hay que hacer, esto no es una guerra".

Lord Kitchener

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AJE AJE 1.04 patch

Mensaje por picaron »

AJE: AJE 1.04 patch oficial

Fecha: 12 enero 2015

El enlace:

http://www.ageod-forum.com/showthread.p ... -available!

Lo que contiene:

Hi Guys,

This official release of the earlier Release Candidate have been available via the automatic updater for a while now, but it is high time we alert everyone of its presence.

You can either get it via the game's own updater

Changelog:

1.04
************
NEW EXE (dated 07/11/2014)
- Permits to play all BOR and HAN scenarios inside AJE, if those games are installed in your hard drive
- Significant improvements to AI code (including but not restricted to the ability to assault in sieges, retreat algorithms,
revised supply management in sieges, better handling of siege works RGD, and more!)
- Speed improvements (up to -40% load turn time, -10% global processing time)
- Fixes a bug that prevented the AI to build some units
- Modding: music sound volume can now be tweaked: inoMusicVolume; Verbosity_AI_BNU_ for verbosity in Build
New Units; and more
UI
- New look for the faction selection window
- Added an extended detail panel for units with more than 13 elements
- Increased max level of zoom (thanks, Bohémond !)
- Modding: Military control overlay can be displayed with subfactions colors and not only factions (in userinterface.opt
file, put inoSubfactionForMCOverlay = 1)
SCENARIOS AND DB FIXES
All scenarios:
- Fix to strong disciplinarian ability of the Legatus (will increase discipline of legions)
- Improvement in combat capabilities of Iberian and Numidian cavalry
- Fix of a DB error that caused too short build times for some militia units
- Punish RGD does not give NM bonus anymore
- Rework of several events to fix a rare issue when some leaders could not be recognized as being in-play if merged
with a unit
Marius vs Sulla scenario
- Fix to consequences of Dardanos peace to Pontic troops in Macedonia and Graecia
Great Mithridatic War scenario:
- Armenian armies remain fixed when Pontus declares war
- Mankaios manus starts in Edessa
- Bithynia inheritance event probability increased
- Pontic generals/admirals Aristonicus and Dionysius have no longer Areabound penalties
- Fix to date of entry of consuls Publicola and Lentulus (and their removal if Crassus enters the game)
Severus 193 Scenario:
- Barbarians Threat Events reworked
- Armenia Supports Event fixed
The Roman Civil War (Caesar vs Pompey) scenario:
- Parthia is now inactive and locked.
- Mauretanian Horsemen Option fixed
Parthian Wars extension:
Traianus scenario:
- Fix to double Catilius leader in Armenia annexation option
- Small fix to Armenia invasion event (Colchis regions do not unlock)
- Fix to Cyprus judean revolt event: only roman garrison units are eliminated
- Fix to Egyptian judean revolt event: Nubae region is unlocked
- Fix to region loyalty change in Annexation of Armenia and Agbar betrayal options
Crassus Scenario:
-Fix Armenia Sue for Peace Event
-Fix to region loyalty change in Comagene switches sides and Agbar betrayal options
Marc Antonius Scenario:
-Fix Armenia Sue for Peace Event
-Fix to region loyalty change in Comagene switches sides and Lysanias rallying options
Severus scenario
- Fix to death of Vologese event
STRINGS
- Area Bound Ability Inf



A... Jugar y disfrutar
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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Re: Nuevos parches de AGEod

Mensaje por Ronin »

Gracias. pero se pueden desinstalar los otros juegos o no?. Vaya lio. Es mas aunque en teoria se pueden jugar desde cualquiera de los tres: AJE, BOR o HAN a los otros escenarios de los otros juegos, y el parche salio en la misma fecha, hay varios detalles que no me cuadran. Al ver las características de los parches veo que aunque salieron el mismo dia y son casi iguales las mejoras del parche de cada uno de los 3 juegos no contempla las mejoras de los escenarios de los otros dos, por lo que estoy imaginando que habrá que tener instalado los 3 juegos y actualizar cada uno de ellos.
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

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Re: Nuevos parches de AGEod

Mensaje por nadia911 »

Si... es un lío, como siempre... yo estaba con ganas de darle una probada a esta serie pero me canso de tanto instalar y parchear y compatibilidades y demas
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Re: Nuevos parches de AGEod

Mensaje por Ronin »

Al final he reinstalado los 3 en 3 carpetas dentro a su vez de una carpeta "AGEOD", y asi los tengo localizados y cerquita unos de otros. El otro sistema de copiar los escenarios de todos dentro del HAN por ejemplo tiene las ventajas de ahorro de espacio, pero el inconveniente de que los parches de escenarios del AJE y el BOR no se pueden actualizar asi.
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

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Miniparches CWII y EAW

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CWII y EAW

Fecha 22 de enero de 2015

Parece que hay unos pequeños errores en el exe de los juegos CWII y EAW en los parches de unos post más arriba.

El enlace: post #13

http://www.ageod-forum.com/showthread.p ... post340259
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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Re: Nuevos parches de AGEod

Mensaje por Ronin »

Gracias :Ok:
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

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Public Beta Patch 1.05 RC7 (05 de febrero de actualización)

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CW2 Public Beta Patch 1.05 RC7 (05 de febrero de actualización)

Fecha: 5 de febrero de 2015


El enlace

http://www.ageod-forum.com/showthread.p ... th-update)

Se sigue anunciando el parche oficial para primavera....

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"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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Re: Nuevos parches de AGEod

Mensaje por nadia911 »

Nuevo parche para el EAW, lo podéis bajar de aquí:

http://www.ageod-forum.com/downloads/la ... public.rar
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Public Beta Patch 1.05 RC9 (February 27th update)

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CW2

Public Beta Patch 1.05 RC9 (February 27th update)

Fecha: 27 de febrero de 2015


El enlace

http://www.ageod-forum.com/showthread.p ... th-update)

Loa que contiene

ear players,

Here is the latest candidate for the 1.05 CW2 patch, which is due in some time (around March 2015), this will let us fine tune and improve further the game!

http://www.ageod-forum.com/downloads/la ... .05rc9.rar

Here is the list of changes:

Patch 1.05 RC9

How to update your game:
This patch is a comprehensive patch. It can upgrade to latest version any previous version of CW2.
This patch is save-compatible. This is a public beta patch. There should be no major adverse effects on ongoing games, but play it at your own risk though.


LIST OF CHANGES

Gameplay

Mescalero recruited by decision can only appear in New Mexico or Texas. (fixed from 1.04)
Improved ammos distribution in supply phase
Improved naval supply distribution
Fixed reversed battle plans
Revised and improved retreat logic for stacks
Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
Traffic rule (in work)
Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
Decisions and partisans can remove only one depot level per try.
Neutral Indians are now passive, should stop them from besieging or interfering with USA/CSA units.
There is a 25% chance that artillery manages to counter fire enemy artillery instead of firing on a frontline element.
Evasion value for stacks with leaders was erroneous in some cases
Impossible retreat because of too strong enemy in combat region fixed.
Besieged group can't escape besiegers with evade roll.
RC9: All Depots size can now be razed. Partisans’ decisions still raze only one depot level at a time. Level 1 cities can also be razed.
Leaders of different nations, for the same side, don't compete anymore in the same chain of command
Traffic rule improved


Interface

Faction history improvements
Can rename units with more characters than before
Improved battle report display
Added back random variation in display loss
Music sound volume can now be tweaked (inoMusicVolume in .opt file)
can't enter anymore (and erroneously) in structures not designed to handle sieges
when doing drag&drop, name of over region appears
can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
Fixed a display bug in region list leading to false infos
Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
Also corrected supply and assets production not taking into account loyalty/alignment
better AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.
Hitting Enter when renaming an unit closes the window
Attrition Loss stored for each stack and displayed as a single message at end of turn (includes weather and wear&tear)
Default music volume buffed up from 60 to 70% (can be changed with a text file edit).
Fixed several issues regarding battle report and reported hits.
Added missing mini buttons for the alternate ‘posture/ROE buttons’ display
Others stacks in a region are now listed with more details in the stack tooltip
losses of ships are now properly logged in the message panel
Forces listing: more orders for the 'order column'. Can now be sorted


Engine

Turn Loading time reduced by 40%. Turn processing time reduced by 10-15%.
Fix to the crash happening on new turn.
Fix to the crash happening on new turn.
Fix to a silent bug where some data were not updated correctly because of faster turn reloading.


AI

Several decisions are now using better AI (scorch earth, etc.)
AI: Improved Split Large Stacks
Ai fix on blockade run estimation


Modding / Script engine

Console can reliably be put back at the forefront
can use a cost of 0 in a given element subtype for depots and forts, means needing the presence without consumption
fix in script command: EvalBesieged


A... Jugar y divertirse
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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CW2 patch 1.05 available NOW!

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CW2 patch 1.05 available NOW!

Fecha: 16 de abril de 2015

Parche oficial 1.05


El enlace:

http://www.ageod-forum.com/showthread.p ... le-NOW!-lt

Lo que contienes:

CW2 patch 1.05 available through auto-update

Dear players,

The new and long awaited patch 1.05 is now available through the game launcher. If you have any issue updating the game, you can post here.

Here is also the actual patch file, if you prefer this method:

ftp://ftp.matrixgames.com/pub/CivilW...Comp-v105a.zip

Here is the changelog:

Civil War II Updates (1.05) - revised edition, April 16 th.

This patch also fixes the 'all generals get 1 seniority' issue. If you don't know what it means, then don't worry, it's fixed

Patch 1.05
This patch is a comprehensive patch. It can upgrade to latest version any previous version of CW2.
This patch is save-compatible.


LIST OF CHANGES


Gameplay

Mescalero recruited by decision can only appear in New Mexico or Texas. (fixed from 1.04)
Improved ammos distribution in supply phase
Improved naval supply distribution
Fixed reversed battle plans
Revised and improved retreat logic for stacks
Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
Traffic rule (in work)
Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
Decisions and partisans can remove only one depot level per try.
Neutral Indians are now passive, should stop them from besieging or interfering with USA/CSA units.
There is a 25% chance that artillery manages to counter fire enemy artillery instead of firing on a frontline element.
Evasion value for stacks with leaders was erroneous in some cases
Impossible retreat because of too strong enemy in combat region fixed.
Besieged group can't escape besiegers with evade roll.
All Depots size can now be razed. Partisans’ decisions still raze only one depot level at a time. Level 1 cities can also be razed.
Leaders of different nations, for the same side, don't compete anymore in the same chain of command
Traffic rule improved

Interface

Faction history improvements
Can rename units with more characters than before
Improved battle report display
Added back random variation in display loss
Music sound volume can now be tweaked (inoMusicVolume in .opt file)
can't enter anymore (and erroneously) in structures not designed to handle sieges
when doing drag&drop, name of over region appears
can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
Fixed a display bug in region list leading to false infos
Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
Also corrected supply and assets production not taking into account loyalty/alignment
better AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.
Hitting Enter when renaming an unit closes the window
Attrition Loss stored for each stack and displayed as a single message at end of turn (includes weather and wear&tear)
Default music volume buffed up from 60 to 70% (can be changed with a text file edit).
Fixed several issues regarding battle report and reported hits.
Added missing mini buttons for the alternate ‘posture/ROE buttons’ display
Others stacks in a region are now listed with more details in the stack tooltip
losses of ships are now properly logged in the message panel
Forces listing: more orders for the 'order column'. Can now be sorted. Icons courtesy of player ‘John Sedgwick’

Engine

Various major optimizations, in average expect turns to be processed 50% faster than before!
Fix to the crash happening on new turn.
Fix to a silent bug where some data were not updated correctly because of faster turn reloading.

Historical setting and events

Database

Fix to Missouri brigade OOB.

AI

Several decisions are now using better AI (scorch earth, etc.)
AI: Improved Split Large Stacks
Ai fix on blockade run estimation

Modding / Script engine

Console can reliably be put back at the forefront
can use a cost of 0 in a given element subtype for depots and forts, means needing the presence without consumption
fix in script command: EvalBesieged



A... jugar y divertirse
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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EAW 1.03 Public beta 2 (April 27 update)

Mensaje por ashandresash »

Voy a intentar mantener el estilo de picaron...

Nuevo beta para 1.03 EAW (To End All Wars)

Fecha: 27 de abril de 2015

Release Candidate 2 Parche 1.03

Enlace: http://www.ageod-forum.com/showthread.p ... -update%29

Además de la mejora en el rendimiento del juego, reduciendo el tiempo de procesamiento del turno (incluido en el rc1 de este parche), ahora anuncian la corrección de algunos bugs, como la IA siendo demasiado pasiva, mejorando alguna mecánica que podía dar problemas (como el bloqueo de tropas si no tenías un mínimo de control militar sobre una provincia... ahora se garantiza esto último), y también con algunos retoques en la interface, dando más información.

Aunque aparece como versión la anterior (rc1), el parche parece funcionar (he probado en el escenario de Tannenberg, y aparece al llegar el último turno una pantalla con el resultado, que era uno de los arreglos). Ya lo he comunicado en el foro de Ageod. No creo que tarden en corregirlo.
End all Wars Updates (1.03)

Patch 1.03 rc2
Release Date: Q2 2015
How to update your game:


This patch is a comprehensive patch. It can upgrade to latest version any previous version of EAW. This patch is save-compatible.


Gameplay

Others stacks in a region are now listed with more details in the stack tooltip
Leaders of different nations, for the same side, don't compete anymore in the same chain of command
Traffic rule improved
absorbing a faction put back garrisons in newly gained cities
You now gain 5% MC in regions in all cases you have non passive units.


Interface

losses of ships are now properly logged in the message panel
Forces Listing: more orders for the 'order column'. Can now be sorted
4 more indicators in battle report: failed morale, failed retreat, retreat attempts, full unit capture
promoting non stack leader bug fix
owner in region tooltip. neutral region indication / diplo


Historical setting, data and events

- Tweaked air parameters in GameLogic.opt to reduce lethality of air combat and balance losses more proportionately, while still allowing aces to have a noticeable upper hand.
- Reduced number of missions air units can fly in Models, and reduced AirCombat stats
- Implemented a change to the submarine warfare events, where if the ENT is AI controlled, GBR can take at most 1 loyalty point hit per turn, as the AI doesn't put enough emphasis on the importance of keeping transports in the Atlantic Box. This should minimize the effects vs the AI while still giving some incentive to maintain submarine efforts in the Atlantic.
- National Morale balancing events have been put into place to help wide discrepancies prior to 1916.
- Updated diplomatic option events to disable if used on the same turn the option off criteria fires (e.g., bug was occurring when Austria granted territorial concessions to Italy on the same turn Italy joined Entente). This is now corrected for all diplomatic events.
- Corrected Tank model to allow them to participate in Assaults (needed to properly use their Disrupt ability)
- Fixed an error in the 1914 scenario where French armies were not spawning correctly
Added end victory screens for Tutorial & Tannenberg


Engine

- Roughly 50% increase in turn processing speed!
Fix in precalculated regions list, resulting in AI being more passive.
Última edición por ashandresash el 27 Abr 2015, 22:07, editado 1 vez en total.
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Re: EAW 1.03 Public beta 2 (April 27 update)

Mensaje por lecrop »

ashandresash escribió:Voy a intentar mantener el estilo de picaron...
Pues te ha faltado el "a jugar y divertirse." :mrgreen:
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