quote:Several smaller fixes today including:
1. Battle - Routing units will now no longer seek to garrison structures if they have utterly shattered. This was caused by conflicting priorities.
2. Campaign diplomacy - Repeated make deal/break deal actions by the AI have been eliminated. This was caused by a similair logic issue as the repeated region attempts issue.
3. Campaign diplomacy - Added weight/potency to the 'backstabbing' variable. When AI/player makes an alliance and breaks it shortly afterwards this now has a more significant effect.
4. Campaign map - Trade route bug where small ships indicating trade animations 'jumped' across theatres has now been fixed.
Hope you all had a good weekend.
Kind regards,
Kieran
quote:Today's fixes include:
1. Campaign AI - The campaign AI now properly garrisons towns after capturing them, reducing the likelihood of the captured region immediately falling into rebellion. Thereby increasing expand and hold tactics from the AI. This issue was originally caused by improper balancing of future unrest values.
2. Audio - Updated the miles dll in order to fix an issue causing 'popping' sounds on the low pass filter.
3. Audio - Group movement and unit melee sounds fixed so that noticeable phasing is reduced.
4. Campaign AI - Crash bug on AI turn identified and fixed.
There's also a point to be made on AI peace making. It can appear at current that the AI isn't making peace with neighbours. The AI does in fact make peace with other nations, but the player is not notified directly of these events. The status of relationships between AI nations can be found in the diplomatic screens, and AI nations are in fact making peace as well as declaring war. However there is no 'event message' for this.
The balance at which AI nations do this is also being examined, in line with previous updates about 'backstabbing traits' and the like.
Kind regards,
Kieran
quote:Two bigger fixes today:
1. Campaign AI - Turn time resolution has been sped up. We found a logic block in the AI's use of land bridges and removed it. This has resulted in faster end turn times during the AI move calculation phase.
2. Campaign AI - We solved a start state issue where one smaller state started attempting an alliance with another state that didn't recognise it. This resulted in incorect behaviour between the two nations at startup, which has now been fixed.
Naturally this is all inline with everything else being done. We also hope to be able to reveal more details about the upcoming free units shorty.
Kind regards,
Kieran
Inderdaad, hopelijk maken ze de AI wat slimmer, en fixen ze de laadtijden in de campaignmap en de vloot laadtijden als je ze selecteert..en de crash fixes. Dan ga ik ook weer spelen.quote:Op zaterdag 30 mei 2009 04:18 schreef Unhuman het volgende:
Nice, blijf maar komen met die AI fixesDan wordt het misschien nog spannend in de nieuwe wereld
quote:- Some signficant work on multiplayer campaign beta code today, with some synching issues fixed and UI/game options being 'wired in'. Allowing players to select turn time properly.
- Further additions include new game unit art being integrated into the latest build for the new free units. The replacement units will now override default units for their given faction, giving different nations more variety.
We're also working to get you further details of the free units which will all be released shortly via Steam, they will be worth the wait.
Kind regards,
Kieran
quote:In other news, the latest version of Update 1.3 has gone into internal testing today.
Thanks,
Mark O'Connell
(aka SenseiTW)
al gedaan maar volgens de mods daar mag ik geen game account verkopenquote:
Zal ik een topic openen?quote:Op woensdag 3 juni 2009 13:36 schreef piekartz87 het volgende:
ja maar jij bent geen moden ik heb het al gevraagd in dat feedback topic daar.
ik kreeg eerst doodleuk geen reactie en toen ik het nog een keer vroeg kreeg ik als antwoord:
het blijft nee
lastig volk. terwijl mensen al interesse toonden.
volgens mij snap je het niet helemaalquote:
Dat zoek ik ook, ik merk dat de troepen bij Pruisen goedkoper zijn volgens mij...quote:Op woensdag 3 juni 2009 20:11 schreef ufopiloot het volgende:
Staan er ergens op een site alle bonussen op een rijtje? Ik speel namelijk met verschillende facties en merk eigenlijk dat elke factie totaal anders is terwijl ik er niks over terug kan vinden.
Als de United Kingdom heb ik nooit last van industrialisatie, bij Nederland heb je bijna geen last van reform, bij de ene factie is de trade veel hoger etc. Allemaal erg onduidelijk bij elkaar. Behalve dat de verschillende regeringstypen al voor veel onderlinge verschillen zorgen.
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