Nuevos parches de AGEod

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Re: EAW 1.03 Public beta 2 (April 27 update)

Mensaje por ashandresash »

lecrop escribió:
ashandresash escribió:Voy a intentar mantener el estilo de picaron...
Pues te ha faltado el "a jugar y divertirse." :mrgreen:
Es que eso es ya personal e intransferible 8)
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Re: Nuevos parches de AGEod

Mensaje por picaron »

:Ok: Je, je, je
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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PON 1.04 public beta patch, updated July17th, 2015

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PON

Fecha: 17 de julio de 2015

PON 1.04 public beta patch


El enlace

http://www.ageod-forum.com/showthread.php?38402

Lo que contiene

Dear players,

Here is the link to latest public beta patch 1.04.

This patch should be comprehensive, but be on the lookout for missing things, as the last release candidate dates some months already.

Among others things, this patch fixes the display issues encountered lately and speed up turn loading significantly, and overall hosting time by 15% on average.

Pride of Nations, Vainglory of Empire Updates (1.04)

Patch 1.04
Release Date: Sometime in summer 2015
How to update your game:
This patch is a comprehensive patch. It can upgrade to latest version any previous version of PON.
This patch is save-compatible.

LIST OF CHANGES

Novelties of the July 17 release:
Fixed bug: Harshness damage
Fixed bug: Combat signature for low-sig elements
Fixed bug: Abilities giving changes to particular elements
Failed decisions now always removed from force pool.
Fixed bug in general diplomacy code
Military control gain code overhauled considerably
Fixed bug: Warscore and how it progresses
4 more indicators in battle report: failed morale, failed retreat, retreat attempts, full unit capture
Improved DOW calculations
Crimean crisis revised, as of July 2015.

Previous patch notes:

Gameplay
Improved ammos distribution in supply phase
Improved naval supply distribution
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.
Neutral Tribal are now passive, should stop them from besieging or interfering others 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.
Hidden activation feature implementation slightly improved.
Naval resupply from special sea zones can be reduced by enemy ships.
Troops under river move are much much easier to hit now.
You can’t use units under construction to build a depot.
Land Stacks residing in an harbor only will be expelled (can happens if fort is destroyed)
Development level reduction done by regional decisions was not working.
Messages on decisions with tests and conditions reworked so they are easier to understand when not successful.
Ability sending command points modifier to subordinate stacks had a bug resulting in double modifiers sometime.
New option added in Menu\Options to play with ‘hidden activation’.
Fixed: Occupier ability. Changed: Patriot ability.
If Helper option ‘Let AI buy replacements’ is activated, AI will buy more replacements than in previous patch.
If enemy capital is occupied, National Resilience rolls are skipped.
Captured equipment can now be incorporated in divisions.
Development level increases moderately movement cost (-20% speed in wild region, -10% in cleared, no change above)
Weather will be more variable depending of the grand weather zones.
Neutral units can't pillage your regions.
Strategic redeployment now requires a continuous rail line from start to end. In addition, if your redeploy outside the theater (filter 6) you pay 10% of the weight (minimum 1) from wear and tear in rail pool.
XP kept when training decreased from 50% to 10%, to prevent veteran militia becoming elite regular infantry.
Tribals don’t get back replacements in hostile regions.
Evasion is pro-ratised to cohesion.


Engine
Turn Loading time reduced by 40%. Turn processing time reduced by 10-15%.


Interface
Faction history improvements
Can rename units with more characters than before
Music sound volume can now be tweaked (inoMusicVolume in .opt file)
can't enter anymore (and erroneously) in structures not designed to handle sieges
Innate supply production of a region is now shown in the first structure tooltip when checking structures.
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)
Filters in the unit construction panel are preserved when closing it.
Titles of historical options can now display in two lines.
Units under construction appear fixed in the appropriate warmap filter or with the ctrl-F1 filter.
Combat power for friendly units is no more aggregated in a single value.
Shift key can now be used both for lands and waters regions, allows seeing the links between regions.
Recruitable units are sorted by ascending money cost. Filters and buttons maintained when panel closed.
Fixed : Leaders won’t hide enemy troops in region tooltip.
Weak counters on map (strength under 100) have less emphasis. Strong counters have more.
Adjacent travel rays display (shift key) improved.
Combat Power and the 3 gauges (hits, cohesion, Supply) only appear on enemy counters if there is at least 2 extra detection points toward the enemy stack.
Calling decisions or recruitments panels will mask ledger.
The variable governing the delay when ‘Focus On Move’ is used is now available for tweaking in PON\Settings\UserInterface.opt. Default entry is: inoFocusDelayInc = 1500 // in milliseconds
In the Unit List (F1, then switch to Units), units with promotable leaders will be shown in red. Reminder: if you filter out units without leaders, you get the list of generals of your nation.
Number of auto-saved turns can now be changed with an in-game option. Access it with the System tab, in the Options window of the Main Menu.
Load game window can now cope with 0-byte game files. If this happen, the previous turn will be restored, but you’ll have to quit the application entirely to have the previous file appears.
Mouse-zooming (not keyboard-zooming) will now focus on the mouse position.
Scrolling is now done 3 messages at a time in message panel (half of message panel height).
Very slow or under recruitments units get a brown ribbon.
Shortcuts added to some special orders. Shortcuts added to postures and ROEs. Check the buttons to learn about them.
Promotable leaders get their name pulsating with a + after their name.

AI
AI: Improved Split Large Stacks
Ai fix on blockade run estimation
Support gift reviewed further.
Bug fixing in scripted interest for naval regions.
Fixed a rare bug in AI algorithm ‘give supports’.
Generic AI significantly improved on most algorithms, thanks to a chirurgical yet powerful modification (expect a +10-15% improved Athena nastiness!)
Dislikes much more to be trapped in cities
AI assaults more frequently besieged structures
Admirals are more often send to secondary’s fleets
AI faster in sending ships in naval special boxes. (to combine with extra ships attributes)
AI better at shuffling around supply wagons and services units.
AI has been improved on sending supply wagons and artilleries.
AI has been improved on resupplying algorithm.
AI less prone to stay within a structure, if in (at least) partial superiority.
AI will be more vigilant in defending its capital.
High ranked leaders will be much more reluctant to command small forces.
Idle leaders in enemy land will seek to get back to ‘headquarter region’.
Transports will have a quite low buying priority if the AI is bested in naval power and situation is not great.
AI will get a slightly higher bonus for railroad autorepair (which is based on the development level of the region)
AI will defend the capital city more easily if threatened
Recon&Raid max distance from 5 to 2 regions
Optimized slightly AI recruitments

Modding / Script engine
Console can reliably be put back at the forefront
A log appears in the splash screen while you parse a script. Useful to see where you are in the parsing process. Plus, it looks cool! The periodicity of this log is controlled by sysScriptMemoPeriodicity in system.opt.
Regional decisions: Condition on number and type of units can now have a range greater than 1 (max is now capped to 6, but this is very CPU intensive, use with caution).
Added an extra field for decisions: NeedThisStrucAttribAdjSelf. Used in CW2 to tweak mines and sub decision.
Added 4 scripting commands (re)Store faction/region. See wiki for details.
Added parameters Group and NoSelectorUpd to SelectSubUnits command. See wiki for details.
Map aleas now support scripted events.

Events
Revised events for Japan, China, Russia, courtesy of Loki and Ch. Barrot. Thanks to them!


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

Mensaje por NicolaiMa »

Qué buena noticia que sigan trabajando en el PON, aún hay esperanza. :Ok:
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TYW patch 1.01RC

Mensaje por picaron »

TYW

Fecha: 9 de octubre de 2015

TYW patch 1.01RC

El enlace

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

Lo que contiene

I have tested the patch over a new installation and over a previous one and i haven't find any issues, but some betas did find minor ones.
I have tested saved games before the patch and works nicely, so i hope no issue regarding this.

Summary of changes:

Graphics:
-----------

Added miniflags for Croatian units.
Fixed some missing graphics

Gameplay:
------------
Fixed issue with 12Lb art Option.
Event troops to Poland is shofter now.
Revised Forcepool in Great Campaing game for both sides.
Revised Danish Surrender
Sweden can get into the war earlier.
Fixed issue for Luebeck garrison.
Melnik region tooltip now is 'clear'
Fixed route to Melnik
Fixed text for Multinational Abbility
Fixed issue with german and spanish text in Tutorial 1/8.
Issue in spanish text for cost of units fixed.
Revised Victory Points in several scenarios.
Fixed issue with Gregory XV option
Convert to Catholic/Protestants RGD cannot be played in Dip. Boxes anymore.
AI
----------
AI plays better the RGDs
AI should be able to surrender Denmark and allow Sweden entry into the war.

Sounds:
---------
Fixed an issue with files names.

Please Report any issue in the Technical support forum. Some of the previous issues are still underwork, but if i'm not wrong they were not so critical and i prefer to release this beta patch as soon as possible.
I'm still working on this and on improving the game with your help. Thanks to the Beta people that have worked with the patch
Happy gaming!

Miguel


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"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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Nuevo parche 1.05 para la serie AJE

Mensaje por Arsan »

Hola!

Hoy me adelanto a Picarón... :wink:

Nuevos parches 1.05 disponible para todos los juegos de la serie AJE: :Ok:
Alea Jacta Est y sus DLCs
Birth of Rome
Hannibal: Terror of Rome

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

Además, el Hannibal Terror of Rome y el DLC Parthian Wars salen en Steam.

Estos son los cambios y arreglos:

List of patch changes
1.05
************
NEW ENGINE
- Generic AI significantly improved on most algorithms
- Revised and improved retreat logic for stacks
- You always get a 5% MC if you have a non-passive force in a region
- During a game, the AI can again be activated if previously set to inactive
- Supply filter ON continues to show regions that do not give supply in redorange,
but now regions wihich give supply are not "painted" (except regions
with depot that show a "pulsating" green)
- And several other improvements and fixes

SCENARIOS AND DB FIXES
All scenarios
- Major revision to starting control and loyalty of regions (all scenarios)
- Major revision of Models and Units DB, including: fix to several missing or
wrong "Home area" penalties for several leaders, fix to the "immortal" legatus
bug (due to no supply consumption), removal of "Home area" penalties for some
non-leaders units that still had them, and many fixes for template models
(Off/Def Fire, etc..)
- Fix to Good Population Administrator ability
- Skirmisher ability fixed for some Armenian, Cappadocian and Caucasian units
- Naval bases, Portus Comercius and River Ports cannot be razed

AI
- AI scripts reworked and improved, or added, in: all AJE and PAR scenarios,
Spartacus scenario, and First Punic War scenarios (BOR)

Alea Jacta Est base game:
Great Mithridatic War scenario:
- Several fixes to Slave events
- Spartacus now will always appear in Neapolis

Year of the Four Emperors scenario:
- Several cities in Italy, North Africa and Illyria now have level 1
fortifications

Severus 193 Scenario:
- Armenia remains neutral event can only happen until end of year 194
- Several cities (North Africa, Illyria) now have level 1 fortifications

Parthian Wars extension:
Crassus scenario:
- Fix to Eusebeia captured event results
- Fix to consequences of Parthian option to induce Comagena to switch sides

Caesar scenario
- Changed image of Pharnabazus II (Iberian leader)

Marcus Antonius Scenario:
- Fixes to the consequences of the Parthian option to induce Comagena to switch
sides and the subsequent possible roman event of treaty with Comagena

Traianus scenario:
- Cancel redundant Armenian invasion event
- Small fix to Osroene sues for peace event
- Remove double Singara as PAR objective
- Parthia Orientalis (Aspadana) now in control of rival Parthian king (BAR
faction) and is a PAR objective.

Birth of Rome game:
First Punic War 264 BC and 256 BC scenarios:
- MER and CEL replacements for CAR (affects BOR and HAN)

First Punic War 264 BC scenario:
- New event: in case of conquest of all Sicily by Carthage, the roman player wll
eventually get two new "free" generic leaders in Neapolis (if controlled) and
new naval and land forces available to be built
- Fix to off conditions for Corvus abandonned and Xantippos removed and Hannibal
replaced options
- Improvement to consequences of the "Hiero asks for peace" event (all
carthaginian non-syracusean units will be evacuated from Syracusae)
- Text added to explain that Corvus option can only be chosen while Caius
Diulius is Consul

Third Samnite War scenario:
- Small fix to Tarentum at war event
- Small fix to Samnite diplo option of Umbrian alliance

Ager Gallicus scenario:
- Magna Graecia regions blocked at start (unblocked by SPQ option to declare
war)
- Tergeste region unblocked with Venetii alliance with Rome

Hannibal Terror of Rome game:
All SPW scenarios
- MER and CEL replacements for CAR (affects BOR and HAN)
- Cancel free CEL replacements event for CAR faction
SPW219, SPW218 and SPW216
- Rework of SYR units FP and replacements; added HvyArt replacements for CAR and
SYR
- Small fix to Hiero violent death event (tweak fo CAR and SYR force pool and
replacements)
- Option to switch Syracusae to Carthage side now ups Syracusae and Catania CAR
loyalty by 75; rework of CAR force pool and replacements as consequence.
- Option to assassinate Hieronimus now lowers Syracusae CAR loyalty by 50
SPW219 and SPW218
- Syracuse supports Rome event now can happen only after May -216
- Iaca region blocked at start, will be unblocked with Ilergetes rebellion event
- Text added to better explain conditions for roman alliance with Northern
Tribes and Celtiberians
SPW219
- Revolt of the Boii option now ups CAR loyatly of Mutina to 100%
SPW216
- Syracusea supports Rome event can happen from start of scenario
- Roman diplo option of alliance with Northern tribes cancelled
- Ilergetes regions unblocked from scenario start
SPW211
- Roman diplo option of alliance with Northern tribes cancelled
- Extra Bellatores unit in Ilergetes army
Illyrian war scenario
- Regions Aenis, Aetolia, Beotia, Dorida, Megarida, Arcadia, Corintha and Achaia
blocked at start (unblocked with Greek alliance Roman diplo option)
- Illyrian regions Grabaei and Chelidoni unblocked at start
- Small fix to Illyrian diplo option of peace with Epirus (no need to unblock
regions)
- Illyrian diplo option of peace with Dardania cancelled if victory by war
obtained

Gaesates scenario
- Syracusae region unblocked (Hiero's army remains locked unless Sicilia invaded
by the Gauls
- Tergeste region unblocked with Venetii alliance with Rome
- Tridentum region unblocked withh Cenomanii alliance with Rome

STRINGS
- Several minor corrections and additions

NOTES:
- The previous AJE, BOR and/or HAN patch changes are included in this
comprehensive patch, and will apply depending on what game(s) and/or DLCs you
have.
- Due to the many changes made, saved games with previous versions may not be
compatible with this version.
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Schweijk
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Re: Nuevos parches de AGEod

Mensaje por Schweijk »

Una pregunta: ¿a los juegos comprados en Steam se les pueden aplicar los parches de Ageod?
"No sé lo que hay que hacer, esto no es una guerra".

Lord Kitchener

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Re: Nuevos parches de AGEod

Mensaje por Arsan »

Ni idea, todavía no he usado steam nunca :Rendicion:
Pero no se supone que Steam te autoparchea los juegos? Imagino que se actualizarán así.
O te refieres a parches beta y similares que quizás no salgan en steam?
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Re: Nuevos parches de AGEod

Mensaje por Warsage »

Steam incorpora los parches oficiales de Ageod con una cierta demora (días, pocas semanas, salvo alguna notable excepción) y de forma automática, salvo que desactives esa opción.
Saludos.
Las vallas nunca serán lo bastante altas si al otro lado hay hambre.

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Re: Nuevos parches de AGEod

Mensaje por Nikel »

Parche de hace unos días para el RUS Gold, aunque por el motivo que sea no ha sido anunciado en ninguna parte...

http://ftp.matrixgames.com/pub/RUS-Gold ... -v101b.zip
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Re: Nuevos parches de AGEod

Mensaje por picaron »

Nikel escribió:Parche de hace unos días para el RUS Gold, aunque por el motivo que sea no ha sido anunciado en ninguna parte...

http://ftp.matrixgames.com/pub/RUS-Gold ... -v101b.zip
De dónde lo has sacado? No lo encuebtro en el goro :nono:
"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 Nikel »

Pues en las fechas que estamos de donde va a ser, de un cementerio de parches ;)
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Re: Nuevos parches de AGEod

Mensaje por Arsan »

Vaya hallazgo nikel! :ojeroso: :Ok:
Creó que ni los desarrolladores del juego saben que ese parche esta ahí! :mrgreen:
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Re: Nuevos parches de AGEod

Mensaje por Nikel »

Es un parche raro, sí.

La fecha dentro del zip y del ejecutable es del 14 de octubre.

Pero el whatsnew es de julio y con apenas nada nuevo?

Algo falla. Quizá la b final es de beta.
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Re: Nuevos parches de AGEod

Mensaje por Arsan »

Hola!

Pues parece que el parche del RUS Gold que ha encontrado Nikel en las alcantarillas de Matrix :mrgreen: es el bueno! El parche 1.01 oficial :Ok:
Algún becario de Matrix se ha olvidado de que además de subirlo al ftp también hay que avisar de que está ahi en los foros para que la gente lo sepa.
Menos mal que tenemos a Nikel de detective que si no... :blabla:
Cualquier año de estos lo anuncian en los foros oficiales... mientras tanto lo tenemos en exclusiva para puntadelanza :mrgreen:

Por cierto que me viene de perlas, porque me pille hace nada la actualización al Gold del RUS, que no cuesta más que cinco eurillos y estoy disfrutando mucho con él! :Ok:
Han añadido un montón de eventos, retoques y sistemas nuevos que ofrecen un montón de posibilidades. Tantas que al principio anda uno un poco perdido por las estepas rusas. Pero mola mucho!
Además se han currado mucho los tooltips y los manuales y demás documentos (dar la lista completa de eventos del juego es una idea cojonuda!)

Saludos!
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