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Canaris
30.08.05, 17:12
Wie offizielle Stellen verlauten ließen, befindet sich der zweite Patch für GI bereits in der Betaphase.
Hier die Changeliste:

- The delay for next check in Administration Window stays at 0 months after first check and it's never refreshed then (works fine only the first time)

- Fixed game crash in StratagemWedding.cpp and similars stratagems and nation events

- When a Barbarian nation becomes a Kingdom or Empire, she wrongly keeps the additional status of Raider or Major Invasion, if present; plus the number of cumulated declines isn't set to zero. Now fixed.

- When restoring a saved game, you have not more added the initial stratagems as provided by the original scenario

- The Leaders DB has been updated: now Byzantine leaders' administrative skills are better

- The Reconnaissance, Spy and Traitor stratagems are now running fine on Fog of War matters

- AD375 scenario was bugged: a Huns army was displayed in Lyon

- Fixed some errors in scenario files concering the starting Victory Points, Administrative Points and neverending Major Invasion status

- Nations collapses are now more rare (declines are now less frequent, in addition see GameRules DB - line DE1, DE2, DE3, DE4, ACF, MD1 and MD2 - for tweakings)

- When annexed by another country, nations do not suffer anymore from Collapse effect: so we haven't anymore the case when the territory of a collapsed nation is ceded to another country before applying the Annexation effects by peace treaty

- Playing a stratagem when game is in pause mode caused a game crash: now stratagems are not playable if game is paused

- No more messages about leaders death where the place of death is not written

- Fixed game crash (debug assertion failure) in TacticalCombat.cpp line #7177

- Unappropriate application of HCReinforcements in Historical Events

- When transfering a province via peace treaty, all military units under construction are ceded to the new province owner

- Religious AI for missionaries has been improved: missionaries of the same faith do not move anymore all towards the same province(s)

- Military AI for Barbarians has been improved: when necessary, now Barbarians try to garrison the most number of provinces as possible

- Military AI for sieges has been improved: assaults can be triggered

- Texts in diplomatic messages window (for peace treaties) were truncated, if too long.

- Diplomatic AI slightly improved: no more peace offers with both the 24 and 36 months extended peace treaty

- Naval AI improved: merging of fleets, naval blockades, naval transport and amphibious warfare

- Improved Military AI for stratagems (see [game dir]/Data/AI/*.seq files for details)

- Improved Administrative AI for stratagems (see [game dir]/Data/AI/*.seq files for details)

- Fixed bug in Administrative AI: when Military AI is on, the budget for Administrative AI drops to zero

- Fixed some translation errors in national events and stratagems messages

- Fixed some game crashes when playing for a long time

- Revolts generation strength modifier (see GameRules DB, line RMS) was wrongly applied

- Mandatory retreats: no more units and hordes walking on the sea

- The national limits on the number of land/naval units (see GameRules DB, line LAM) was never applied when the military units were created via Barbarian levy or Historical Event

- Now blockades take effect only against enemies

- When using the Reorganization window, the Leader Pool window, the Embassy/Governor cards, leader heads were often different than those of the same leader on the map

- The "Paused" game text is now translated coherently to currently installed game's language

- Administrative map: now Pirates flag sprite and Bandits/Revolts animation are drawn only on provinces where Fog of War is not active

- Religious map: monasteries, churches and mosquees under construction now have a tooltip telling the remaining time for completion

- Leader Pool window does not show anymore the missionaries

- New feature for leader display: a sprite with a tooltip to show Military Talent and Guile values (Guile value hidden if enemy leader)

- Leaders' death in combats and for aging should be now less frequent, governors included (see GameRules DB - lines LD1 and LD2)

- Modified the correction factors on Nation revenues and expenses due to dominant ethnics, taxes and all other multipliers: these factors, wrongly applied, caused in some cases a big loss of revenues

- Display error in Palace statistics: the number of available embassy cards per treaty type was always wrong

- Display error in terrains: plains in winter conditions had the mountains sprite

- Population growth rate (which is variable and depends on a multitude of factors) is now tweakable (see GameRules DB, line PGM), currently divided by 20 (i.e.: a former yearly growt rate of 2% is now 0.1%)

- Fixed bug in Peace proposals window: when selecting a province or mercenary transfer before a tribute or a extended peace, the former selections were canceled

- Administration map mode: governors view, now you can see only governors belonging to your controlled nations that can be really appointed/unappointed

- Fixed bug in Horde capture procedure: hordes were destroyed instead of captured in most cases, when horde units were eliminated before combat ending

- Draw of new stratagems improved: a bit more variety in the hand of newly drawn stratagems

- Game texts and tooltips revised (as per Totomod suggestions)


Ein weiterer Schritt dahin, dass GI bald ein Klassiker wie EU werden könnte. Das Potential, vor allem auch im MP, hat es (nicht nur) meiner Meinung nach.

von Holstein
30.08.05, 17:38
Der zeitlich verzögerte Release der deutschen Version wird für die hiesige Community den Vorteil haben, dass Great Invasions schon in einem sehr gut spielbaren Zustand auf den Markt kommen wird.

Die GI-Betas und die Programmierer arbeiten fleißig an den Patches und wenn Flashpoint wie versprochen das Spiel auch weiterhin supportet, wird ein Desaster wie bei Pax Romana / Dreamcatcher ( :frech: ) vermieden werden und wir dürfen uns auf viele Monate der Unterstützung freuen.

Canaris
01.09.05, 20:09
Patch 1.02a ist da, was soll man sagen, fast ein komplett anderes Spiel (im positiven Sinne ;))

Wenn das Spiel in Deutschland auf den Markt kommt haben wir auf jeden Fall ein Spiel in einem extrem gut spielbaren Status.

+-----------+
|Patch v1.02|
+-----------+

- The delay for next check in Administration Window stays at 0 months after first check and it's never refreshed then (works fine only the first time)
- Fixed game crash in StratagemWedding.cpp and similars stratagems and nation events
- When a Barbarian nation becomes a Kingdom or Empire, she wrongly keeps the additional status of Raider or Major Invasion, if present; plus the number of cumulated declines isn't set to zero. Now fixed.
- When restoring a saved game, you have not more added the initial stratagems as provided by the original scenario
- The Leaders DB has been updated: now Byzantine leaders' administrative skills are better
- The Reconnaissance, Spy and Traitor stratagems are now running fine on Fog of War matters
- AD375 scenario was bugged: a Huns army was displayed in Lyon
- Fixed some errors in scenario files concering the starting Victory Points, Administrative Points and neverending Major Invasion status
- Nations collapses are now more rare (declines are now less frequent, in addition see GameRules DB - line DE1, DE2, DE3, DE4, ACF, MD1 and MD2 - for tweakings)
- When annexed by another country, nations do not suffer anymore from Collapse effect: so we haven't anymore the case when the territory of a collapsed nation is ceded to another country before applying the Annexation effects by peace traty
- Playing a stratagem when game is in pause mode caused a game crash: now stratagems are not playable if game is paused
- No more messages about leaders death where the place of death is not written
- Fixed game crash (debug assertion failure) in TacticalCombat.cpp line #7177
- Unappropriate application of HCReinforcements in Historical Events
- When transfering a province via peace treaty, all military units under construction are ceded to the new province owner
- Religious AI for missionaries has been improved: missionaries of the same faith do not move anymore all towards the same province(s)
- Military AI for Barbarians has been improved: when necessary, now Barbarians try to garrison the most number of provinces as possible
- Military AI for sieges has been improved: assaults can be triggered
- Texts in diplomatic messages window (for peace treaties) were truncated, if too long.
- Diplomatic AI slightly improved: no more peace offers with both the 24 and 36 months extended peace treaty
- Naval AI improved: merging of fleets, naval blockades, naval transport and amphibious warfare
- Improved Military AI for stratagems (see [game dir]/Data/AI/*.seq files for details)
- Improved Administrative AI for stratagems (see [game dir]/Data/AI/*.seq files for details)
- Improved Diplomatic AI for stratagems (see [game dir]/Data/AI/*.seq files for details)
- Fixed bug in Administrative AI: when Military AI is on, the budget for Administrative AI drops to zero
- Fixed some translation errors in national events and stratagems messages
- Fixed some game crashes when playing for a long time
- Revolts generation strength modifier (see GameRules DB, line RMS) was wrongly applied
- Mandatory retreats: no more units and hordes walking on the sea
- The national limits on the number of land/naval units (see GameRules DB, line LAM) was never applied when the military units were created via Barbarian levy or Historical Event
- Now blockades take effect only against enemies
- When using the Reorganization window, the Leader Pool window, the Embassy/Governor cards, leader heads were often different than those of the same leader on the map
- The "Paused" game text is now translated coherently to currently installed game's language
- Administrative map: now Pirates flag sprite and Bandits/Revolts animation are drawn only on provinces where Fog of War is not active
- Religious map: monasteries, churches and mosquees under construction now have a tooltip telling the remaining time for completion
- Leader Pool window does not show anymore the missionaries
- New feature for leader display: a sprite with a tooltip to show Military Talent and Guile values (Guile value hidden if enemy leader)
- Leaders' death in combats and for aging should be now less frequent, governors included (see GameRules DB - lines LD1 and LD2)
- Modified the correction factors on Nation revenues and expenses due to dominant ethnics, taxes and all other multipliers: these factors, wrongly applied, caused in some cases a big loss of revenues
- Display error in Palace statistics: the number of available embassy cards per treaty type was alwais wrong
- Display error in terrains: plains in winter conditions had the mountains sprite
- Population growth rate (which is variable and depends on a multitude of factors) is now tweakable (see GameRules DB, line PGM), currently divided by 20 (i.e.: a former yearly growt rate of 2% is now 0.1%)
- Fixed bug in Peace proposals window: when selecting a province or mercenary transfer before a tribute or a extended peace, the former selections were canceled
- Administration map mode: governors view, now you can see only governors belonging to your controlled nations that can be really appointed/unappointed
- Fixed bug in Horde capture procedure: hordes were destroyed instead of captured in most cases, when horde units were eliminated before combat ending
- Draw of new stratagems improved: a bit more variety in the hand of newly drawn stratagems
- Fixed game crash (debug assertion failure) in GuiReorgMilGrp.cpp line #653 and following ones
- Religious VPs for Christian nations are too many and make the game unbalanced in favour of Red players, see updated GameRules -line DR1- for tweakings
- Palace: fixed some errors in net calculation of revenues details that made statistics showed loss of money whereas nation gets profits
- Following above correction, net revenues of largest nations are a bit too big, so added line RDE line in GameRules DB for provinces where the dominant ethnic group is different than the national ethnic group
- When retrieving an old savegame, in some cases it was not possible to make a peace proposal
- Fixed display error in Peace window: when accepting an unconditional peace request made by AI, wrong nations shields were printed on the window
- Fixed bug in collapse generated by complete conquest by enemies: now assignation by province control is applied finely
- Fixed bug/trick in military VPs earning: when your selected army occupies an enemy province already occupied by your forces, if you right click inside the province, VPs are alwais incremented for the gain of control, even if control is already yours
- Historical Events: mutinies and revolts triggered by HEs now are applied only on provinces owned by the nation affected by events
- Native armies are commonly too strong: so the NMS line in GameRules DB has been accordingly affected
- Now all messages (leaders and monarchs death/arrival included) can be notified via pop-up window, see new defaults in Messages customizaion window
- Messages can be now notified both via pop-up window and via message log, at the same time (see GameRules DB, line MSG)
- AutoSave: when autosaving, the former autosave is renamed "OldAutoSave.SAV"
- Stratagem "Mutiny" have no effect anymore on armies led by monarchs!
- Collapses: new nations do not appear anymore in weird places
- Fixed some rare game crash at the end of a save/autosave
- The 'V' shortcut key for music change now works fine
- A smaller font is now used in Palace statistics
- Missionaries can no more move through rivers
- No more siege trains built by AI
- Game texts and tooltips revised
- The administrative choices can now be performed voluntarly only during the 6 (kingdoms) or 12 (empires) months preceding the natural deadline (this param is tweakable, see AD1 and AD2 lines in GameRules DB)
- Fixed errors in calculation of revenues coming from Reginal control and Church dimes
- Now stratagems window informs you about the nation that has played a stratagems: useful when AI plays a stratagem on behalf of you (advisors on)
- Frequent cases of economic infrastructures inserted in scenario files and vanishing when scenario is loaded
- Administrative results are now notified by messages
- Font in game log for messages is now easier to read
- Administrative window: the number of Administrative Points that can be purchased is now limited by the Administrative skills of the monarch (see GameRules DB - line MF1)
- Logistics window: the number of Logistic Points that can be purchased is now limited by the Military skills of the monarch (see GameRules DB - line MF2)

NB: All elements corrected by Patch 1.01 are also included, so the patch can work directly on 1.0 version as well. Please refer to other threads here for 1.01 content, or to the History.txt file in the patch itself.

Canaris
23.09.05, 19:37
Der Patch 1.03 ist online, wenn es so weitergeht, wird das Spiel ein Klassiker:

+-----------+
|Patch v1.03|
+-----------+

- Added a button link for "go to province" in almost all message pop-up windows
- Pop-up window is the new default way for notification of Pirates, Revolts and Bandits messages
- The effects of some stratagems play (done by AI and/or human players) are now notified to target players by pop-up windows
- Improved Military AI for migrations: now nations take into account more carefully the chances for invasion of neighboring independent provinces
- When winning a land battle against natives in a province owned by Natives nation, province ownership now passes to the winner nation
- When entering an ungarrisoned province owned by Natives nation, now province ownership passes to the nation owning the moving army
- Military AI for Barbarians has been improved: Barbarian movements triggered in order to garrison the most number of provinces are now distributed in a clever way
- Fixed a game crash triggered after about 50 years of play, commonly on savegames
- Former independent provinces now go back to Independent status when the ownership is lost because of a natives uprising (till 1.02a ownership passed to Natives nation)
- Introduced a frequency in years for the check of collapses caused by complete conquest by enemies (see GameRules DB - line CCC)
- Further improvements in Military AI: army splitting to facilitate boarding on ships for amphibious invasions
- Further improvements in Military AI: fleet merging to facilitate naval blockades, and boarding on ships for amphibious invasions
- Further improvements in Military AI: better target evaluations for naval warfare and amphibious invasions
- Further improvements in Military AI: unused best leaders can now be assigned to armies
- Fixed game crash in MilitaryGroup.cpp line #5305 and followings
- Fixed bug in Pillages: no revenues were transferred to looting troops, no infrastructures were destroyed
- Wisigoths can't hire anymore "Knights" units
- No more absurd forced retreats when armies go out of LPs (example: from Gallia to Mauretania!)
- Battle won against limes in a province with a fortified town: no siege was triggered
- Killed/dead missionaries now are not anymore replaced by other missionaries
- Bug on French version: keystroke for screenshot capture triggered action button #3
- Added Historical Events for Alamans
- Added province control transfer for troops just unloaded by transporting fleet into enemy territory
- Barbarians now accept unfavourable peace treaties slightly less frequently
- Leader death due to random check is now less frequent: changes in application of lines LD1 (random leaders) and LD2 (historical leaders) of GameRules DB
- Palace, players line graphs for history statistics of progressions of VPs and number of controlled nations: Blue and Green player colours were swapped, so generating confusion
- Improvement in Diplomatic AI: added evaluations for war declarations between nations separated by sea (only for naval powers currently controlling a medium level Fleet, of course)
- Improvement in Diplomatic AI: when evaluating the war declaration chances, now enemy troops stationed in frontier provinces and friendly forces in home country are taken into account in a clever way
- Added a new feature for Historical Events scripting: now collapsed nations "re-birth" can be triggered via Historical Event
- Fixed bug in Diplomatic AI: collapsed or vanished nations were still taken into account for treaties and wars
- Fixed minor bug in loss of province ownership test: barbarians did not loose the provinces (ungarrisoned for a long time) whose "nationality" flag was on their favour
- Performed a first stage overall Multiplayer engine tuning, testing and bug fixing: activation/deactivation of AI advisors in Palace on client PCs was not running
- Military units under construction in provinces covered by Fog of War are no more visible (see GameRules DB, line FW1)
- Fog of War for economic infrastructures under construction can be now tweaked (see GameRules DB, line FW2)
- The max game speed is now tweakable: see GameRules DB, line MGS
- Fixed most game crashes caused by instability
- The autosave and the quick save (F5) now are not activated when the Administration/Logistic window is open
- The autosave and the quick save (F5) now are not activated when the New Nations bidding window is open or it's going to be opened
- Two Ectabana towns were present on the game map in two different provinces
- Stratagem "Native Alliance" can now be played only on Armies and Fleets
- Stratagem/Event "Mutiny" and the "Back to Loyal" effects were applied only to the nationality of affected armies/fleets, never to the leaders attached to the stack
- Translation error in Italian language: bandits repression activities performed by governors were always reported as a success, even in case of failure
- Fixed bug in determination of province tranfer following the sign of a Grand Treaty or Foedus
- There was an empty army in Persia, AD350 scenario and Grand Campaign
- Now monarchs may be appointed governors
- Fixed Historical Events errors in application of provinces ownership/control transfer
- Economic infrastructures plundered and destroyed by revolts and bandits were never formally destroyed
- The list of armies is not available anymore in the bottom interface for provinces covered by Fog of War (see GameRules DB, line FW3)
- Fog of War is now applied to sieges
- Corrected various errors in the military track of AD820 scenario file for Abbassids nation
- Corrected various errors in the diplomacy tracks of scenario files
- Raiders may now receive alwais the normal barbarian levies as "extra" levies (in addition to raider levies), see GameRules DB, line RL1
- If at war, Raiders may now receive the normal barbarian levies as "extra" levies (in addition to raider levies), see GameRules DB, line RL2
- Naval AI of Raider nations has been considerably improved
- Leaders may not be captured anymore by Rebels, Pirates, Natives; similarly by Raiders (unless if at war): is all such cases he's simply injured
- Administration Window: administrative needs and balance can be now be printed either as "forecasts" or "exact figures" (default), see GameRules DB, line ADF
- Fixed bug in war declarations: when two allied nations declared war separatedly on the same target, the first aggressor was never able to offer a peace treaty
- Improved Diplomatic AI: a bit less stupid war declarations against much more powerful targets