Canaris
03.11.05, 20:32
It contains the following changes :
+-----------+
|Patch v1.04|
+-----------+
- New feature: the Peace differential cost for transferring provinces via peace treaty is now tweakable, see PD1-PD5 lines in GameRules DB
- Following previous add-on, the Peace differential cost for transferring provinces has been increased
- New feature: Historical Events can now be triggered a customizable number of times, see updated Historical Events scripting language documentation
- Fixed bug in disembarking of armies transported by ships: it was possible only to land the ships inside the port, no action of unload from the sea
- Improved the hierarchy check for determination of senior leader in stack: historical leaders are now preferred to random ones
- Improved game stability: fixed possible cause of game crash/freeze when playing at medium/high game speed, in Military or Religious map mode, with the low zoom factor
- Raiders rebirth events have been refactored
- Nations controlled by human player with Diplomatic AI advisor activated: now when you click on the Peace button you can choose by yourself the peace conditions offer
- New feature: the build rate of military units built by AI is now tweakable
(see [game dir]/Data/AI/*.seq files)
- Improved the number of armies that can be handled by AI for each nation
- New feature: a new set of eight customizable parameters is now available in Setup.exe tool
- New feature: two new statistics screens in Palace, to have the complete list of wars, peace treaties and diplomatic relations among all nations
- Fixed error in Naval AI: strange presence of land stacks in open seas, accompained by naval stacks, but not transported by them
- New feature: new tweaking AI param to set a preference order in military units builds (see [game dir]/Data/AI/*.seq files)
- The Historical Events effects texts have been improved where possible, in order to avoid misunderstandings regarding the identity of nations targeted by the events consequences
- Improved Military AI: merging/splitting of little/large idle land stacks (new feature)
- Setup.exe tool now allows you to customize the game stability security level: high values for older PCs, low values (or even 0 - disable) for faster PCs
- Religious actions "Pressure Church" and "Change religious attitude": the messages or popup windows containing the result of the action are now notified BOTH to the Religious chief AND to the acting nation
- Corrected major error in Nations DB: no more new nations appearing with NO territory
- Byzantine Empire is now better protected by country collapse thanks to a new kind of Historical Events that decrease the number of collected declines at given historical dates or occurrences
- Performed the third and last stage overall Multiplayer engine tuning, testing and bug fixing: improved synchronization of random factors in game message queue management
- Improved Diplomatic AI for peace proposals: now AI doesn't overwhelm anymore human players with too frequent peace proposals in case of refusal, minimum frequency set
to 3 months
(customizable, see GameRules DB, line PO1-PO2)
- Fixed small bug about Hordes: they can now be embarked directly inside the port
- No more reasonless move of capital for Barbarian nations after game load and particular occurrences
- Fixed small error in aging of nations
- New sprite for "Water shortage" in sieges
- Raider nations cannot increase their age anymore until they loose the Raider status
- Barbarian nations cannot receive anymore any decline
- Introduced new reduction percentages for country aging and declines applied to nation revenues
(see GameRules DB, lines RD1 and RD2)
- Improved Military AI: nations now try to build the most number of new military units, when needed
- Improved Military AI for army strength evaluation, recover evaluation, attrition evaluation
- Further more variety and randomness in the assingation of new stratagems to players
- Improved AI of missionaries, who do not start anymore moving towards Ireland, but who follow now a clever principle: expand their faith following from the neighboring provinces
- Barbarian nations (raiders or not) cannot cumulate anymore any local bonus Logistical Point
- Fixed bug in church dimes and other religious revenues calculation for religious nations
- Improved Military AI: now the balance of forces between the attacker and the defender is alwais well taken into account when planning invasions
- Improved Diplomatic AI: when evaluating chances for war declarations, AI now alwais takes into account the good/bad relations
(moddable, see [game dir]/Data/AI/*.seq files)
- Fixed bug in availability check for building of Siege trains & Supply trains
- When an army enters a province where an enemy stack has entered the town, the enemy stack now first exit the city before attacking the invading army
- Mercenary treaty cannot be anymore signed with Raider nations
- Improved Diplomatic AI: when suing for peace, nations cannot offer anymore provinces unless controlled by or bordering the enemy nation
(tweakable in GameRules DB, line AI1)
- Improved Diplomatic AI: when offering peace, nations cannot ask anymore for provinces unless already controlled or bordering
(tweakable in GameRules DB, line AI2)
- Raiders and Nations DB slightly revised to have more coherent deadlines for loss of Raider status
- Fixed translation errors in Royal conversion result messages
- Introduced some game interface improvements
(see GameRules DB, lines II1 and following ones), currently disabled
- Fixed small bug in 1.03c: collapsed or annexed nations were not removed from the owning player's list of controlled nations
- Following a successful conversion attempt, missionaries cannot found anymore a church unless if located in a province containing a town
- Triggering of the provinces civilization process is now easier
- Correction of Diplomatic AI: no more Trade proposals when the agreement is forbidden because the concerned resource is already traded
- Correction of Diplomatic AI: no more Trade proposals when the agreement is forbidden because nations are at war
- New feature on the game interface: (Heretic) Bishops are now more clearly distinguishable, not available with old savegames
- Bishops system slightly refactored and improved
- Improved Diplomatic AI for war declaration upon Ally request
- Improved Mercenary Treaty, that can now be played on a wider range on nations
- New feature: introduced a Attrition/Combats hits recovery system (n hit points recovery per month, tweakable via GameRules DB, line ATH)
- Some corrections in Hordes capture system (see GameRules DB, lines FO1 and FO2)
- Fixed bug in captured Hordes: after leaving the game and reloading it, hordes have become units of the capturing nation(the shield of the native nation has disappeared)
- Fixed very rare bug in Administration window: in some rare cases the administrative need was wrongly set to zero
IMPORTANT!
Great Invasions v.1.04 has been widely tested in Multiplayer mode. The game runs fine and a good synchronization between all clients and the host PC is granted, even if only with the lowest game speed (5 min = 1 month). This is why the max game speed in Multiplayer mode has been forced to the lowest one. However, you can change the game speed by using the Setup.exe tool.
+-----------+
|Patch v1.04|
+-----------+
- New feature: the Peace differential cost for transferring provinces via peace treaty is now tweakable, see PD1-PD5 lines in GameRules DB
- Following previous add-on, the Peace differential cost for transferring provinces has been increased
- New feature: Historical Events can now be triggered a customizable number of times, see updated Historical Events scripting language documentation
- Fixed bug in disembarking of armies transported by ships: it was possible only to land the ships inside the port, no action of unload from the sea
- Improved the hierarchy check for determination of senior leader in stack: historical leaders are now preferred to random ones
- Improved game stability: fixed possible cause of game crash/freeze when playing at medium/high game speed, in Military or Religious map mode, with the low zoom factor
- Raiders rebirth events have been refactored
- Nations controlled by human player with Diplomatic AI advisor activated: now when you click on the Peace button you can choose by yourself the peace conditions offer
- New feature: the build rate of military units built by AI is now tweakable
(see [game dir]/Data/AI/*.seq files)
- Improved the number of armies that can be handled by AI for each nation
- New feature: a new set of eight customizable parameters is now available in Setup.exe tool
- New feature: two new statistics screens in Palace, to have the complete list of wars, peace treaties and diplomatic relations among all nations
- Fixed error in Naval AI: strange presence of land stacks in open seas, accompained by naval stacks, but not transported by them
- New feature: new tweaking AI param to set a preference order in military units builds (see [game dir]/Data/AI/*.seq files)
- The Historical Events effects texts have been improved where possible, in order to avoid misunderstandings regarding the identity of nations targeted by the events consequences
- Improved Military AI: merging/splitting of little/large idle land stacks (new feature)
- Setup.exe tool now allows you to customize the game stability security level: high values for older PCs, low values (or even 0 - disable) for faster PCs
- Religious actions "Pressure Church" and "Change religious attitude": the messages or popup windows containing the result of the action are now notified BOTH to the Religious chief AND to the acting nation
- Corrected major error in Nations DB: no more new nations appearing with NO territory
- Byzantine Empire is now better protected by country collapse thanks to a new kind of Historical Events that decrease the number of collected declines at given historical dates or occurrences
- Performed the third and last stage overall Multiplayer engine tuning, testing and bug fixing: improved synchronization of random factors in game message queue management
- Improved Diplomatic AI for peace proposals: now AI doesn't overwhelm anymore human players with too frequent peace proposals in case of refusal, minimum frequency set
to 3 months
(customizable, see GameRules DB, line PO1-PO2)
- Fixed small bug about Hordes: they can now be embarked directly inside the port
- No more reasonless move of capital for Barbarian nations after game load and particular occurrences
- Fixed small error in aging of nations
- New sprite for "Water shortage" in sieges
- Raider nations cannot increase their age anymore until they loose the Raider status
- Barbarian nations cannot receive anymore any decline
- Introduced new reduction percentages for country aging and declines applied to nation revenues
(see GameRules DB, lines RD1 and RD2)
- Improved Military AI: nations now try to build the most number of new military units, when needed
- Improved Military AI for army strength evaluation, recover evaluation, attrition evaluation
- Further more variety and randomness in the assingation of new stratagems to players
- Improved AI of missionaries, who do not start anymore moving towards Ireland, but who follow now a clever principle: expand their faith following from the neighboring provinces
- Barbarian nations (raiders or not) cannot cumulate anymore any local bonus Logistical Point
- Fixed bug in church dimes and other religious revenues calculation for religious nations
- Improved Military AI: now the balance of forces between the attacker and the defender is alwais well taken into account when planning invasions
- Improved Diplomatic AI: when evaluating chances for war declarations, AI now alwais takes into account the good/bad relations
(moddable, see [game dir]/Data/AI/*.seq files)
- Fixed bug in availability check for building of Siege trains & Supply trains
- When an army enters a province where an enemy stack has entered the town, the enemy stack now first exit the city before attacking the invading army
- Mercenary treaty cannot be anymore signed with Raider nations
- Improved Diplomatic AI: when suing for peace, nations cannot offer anymore provinces unless controlled by or bordering the enemy nation
(tweakable in GameRules DB, line AI1)
- Improved Diplomatic AI: when offering peace, nations cannot ask anymore for provinces unless already controlled or bordering
(tweakable in GameRules DB, line AI2)
- Raiders and Nations DB slightly revised to have more coherent deadlines for loss of Raider status
- Fixed translation errors in Royal conversion result messages
- Introduced some game interface improvements
(see GameRules DB, lines II1 and following ones), currently disabled
- Fixed small bug in 1.03c: collapsed or annexed nations were not removed from the owning player's list of controlled nations
- Following a successful conversion attempt, missionaries cannot found anymore a church unless if located in a province containing a town
- Triggering of the provinces civilization process is now easier
- Correction of Diplomatic AI: no more Trade proposals when the agreement is forbidden because the concerned resource is already traded
- Correction of Diplomatic AI: no more Trade proposals when the agreement is forbidden because nations are at war
- New feature on the game interface: (Heretic) Bishops are now more clearly distinguishable, not available with old savegames
- Bishops system slightly refactored and improved
- Improved Diplomatic AI for war declaration upon Ally request
- Improved Mercenary Treaty, that can now be played on a wider range on nations
- New feature: introduced a Attrition/Combats hits recovery system (n hit points recovery per month, tweakable via GameRules DB, line ATH)
- Some corrections in Hordes capture system (see GameRules DB, lines FO1 and FO2)
- Fixed bug in captured Hordes: after leaving the game and reloading it, hordes have become units of the capturing nation(the shield of the native nation has disappeared)
- Fixed very rare bug in Administration window: in some rare cases the administrative need was wrongly set to zero
IMPORTANT!
Great Invasions v.1.04 has been widely tested in Multiplayer mode. The game runs fine and a good synchronization between all clients and the host PC is granted, even if only with the lowest game speed (5 min = 1 month). This is why the max game speed in Multiplayer mode has been forced to the lowest one. However, you can change the game speed by using the Setup.exe tool.