Nuevos parches de AGEod
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PON/VGN 1.03 First Release Candidate
Fecha: 11 de julio de 2012
Un parche en pruebas PON/VGN 1.03 First Release Candidate
El enlace
http://www.ageod-forum.com/showthread.p ... post239058
Lo que contiene:
Before checking if the fixes listed below are correctly fixed, please take a moment to verify that nothing working is broken by this patch
Thank you to all who want to beta test this release candidate.
FIXES AND NOVELTIES 1.03RC1
Engine & AI
* You now get the history (past 12 turns) of the transactions of each merchandise, in the F4 window, when moving the mouse over the commerce & transactions band of icons.
* You can’t use Mobilize agenda in crisis if you are at war with anybody
* You can’t use Mobilize or Ultimatum agenda if under a peace treaty with other nation (as this would lead you to a war while under peace treaty)
* Ultimatum dominancy value reduced from 175 to 150. Partial mobilization dominancy value reduced from 350 to 300. Crisis control changed from -10 to -15.
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
* If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
* Rebels faction will now assault when possible.
* In siege, the besieger will spend a quarter of his battle usage of ammos per turn of siege (plan to have supply trains on the long run), and will suffer -50% to his siege value if he can’t afford that. For the besieged, the spending will be 15% per turn, with a -35% siege value if there is a lack of ammos.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Regional decisions can’t be played anymore in region that are yet to be unlocked by the scenario
* fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
* A retreating army can now split static units (abandon them) to escape better
* Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
* Revised when AI are dormants, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
* Reserve units (tag with *Mobilize* at the unit level) when disbanded (happens if the nation is at peace and not under threat) will now return their value in conscripts and officers into the pool.
* If you have a negative number of colonial decisions, they are still shown in the interface: fixed.
* Structures get the transport efficiency of their owner, not the owner of the region: fixed
* More precision about who fights who in the battle log.
* Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
Data or Events oriented changes
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and create an update problem).
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added some force pool changes to some late game units to increase their capacity later in the game.
nb on the new tooltip about transactions and the added checks on crisis agenda: we will try to improve that further...
Saludos
Un parche en pruebas PON/VGN 1.03 First Release Candidate
El enlace
http://www.ageod-forum.com/showthread.p ... post239058
Lo que contiene:
Before checking if the fixes listed below are correctly fixed, please take a moment to verify that nothing working is broken by this patch
Thank you to all who want to beta test this release candidate.
FIXES AND NOVELTIES 1.03RC1
Engine & AI
* You now get the history (past 12 turns) of the transactions of each merchandise, in the F4 window, when moving the mouse over the commerce & transactions band of icons.
* You can’t use Mobilize agenda in crisis if you are at war with anybody
* You can’t use Mobilize or Ultimatum agenda if under a peace treaty with other nation (as this would lead you to a war while under peace treaty)
* Ultimatum dominancy value reduced from 175 to 150. Partial mobilization dominancy value reduced from 350 to 300. Crisis control changed from -10 to -15.
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).
* If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
* Rebels faction will now assault when possible.
* In siege, the besieger will spend a quarter of his battle usage of ammos per turn of siege (plan to have supply trains on the long run), and will suffer -50% to his siege value if he can’t afford that. For the besieged, the spending will be 15% per turn, with a -35% siege value if there is a lack of ammos.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Regional decisions can’t be played anymore in region that are yet to be unlocked by the scenario
* fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
* A retreating army can now split static units (abandon them) to escape better
* Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
* Revised when AI are dormants, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
* Reserve units (tag with *Mobilize* at the unit level) when disbanded (happens if the nation is at peace and not under threat) will now return their value in conscripts and officers into the pool.
* If you have a negative number of colonial decisions, they are still shown in the interface: fixed.
* Structures get the transport efficiency of their owner, not the owner of the region: fixed
* More precision about who fights who in the battle log.
* Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
Data or Events oriented changes
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and create an update problem).
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added some force pool changes to some late game units to increase their capacity later in the game.
nb on the new tooltip about transactions and the added checks on crisis agenda: we will try to improve that further...
Saludos
"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
Hoy 14 de julio (toma de La Bastilla), AGEOD pone todos sus juegos al 50%.
http://www.ageod-forum.com/showthread.p ... post239261
Un saludo
http://www.ageod-forum.com/showthread.p ... post239261
Un saludo
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
Re: Nuevos parches de AGEod
Holanda????? Me he perdido la guerrea de los boers?Xesco escribió: A ver como se trabajan los eventos de la campaña! Espero que mejor que los de otras naciones como Holanda o Bélgica!....

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Re: Nuevos parches de AGEod
Parche beta RUS
Fecha: 14 de julio de 2012
RUS beta pública de parche 1.05b RC1
El enlace:
http://www.ageod-forum.com/showthread.p ... post239290
Saludos
Fecha: 14 de julio de 2012
RUS beta pública de parche 1.05b RC1
El enlace:
http://www.ageod-forum.com/showthread.p ... post239290
Saludos
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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- Ubicación: En una ciudad de Cultura
PON official patch 1.03
Fecha: 1 de agosto de 2012
PON official patch 1.03
El enlace
http://www.ageod-forum.com/showthread.p ... post240494
Lo que contiene:
PERFORMANCE:
* AI will calculate less extensively a few things in some theaters of operations distant from the player (increasing its speed slightly).
* AI will cache more paths calculation, speeding it up moderately.
MILITARY FORCES:
Recruitment:
* Units changed to ensure proper regional recruitment for subnationality forces (e.g., Russia, Commonwealth) - full compatibility with previous DB and saves.
* Reserve units (tag with *Mobilize* at the unit level) built normally by the player and disbanded when the nation is at peace and not under threat (no strong nation with poor relationships toward you) will now return their value in conscripts and officers originally paid into the pool.
Maintenance:
* Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
Replacements:
* New code that detects better possible replacements used by units (should solve all GIN/IND cases).
MOVEMENT:
* Revised when AI are dormant, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
* You can now disembark troops from a fleet trapped in ice to an adjoining land region you have the right to enter.
COMBAT:
* Land bombardment against offshore ships toned down. Naval bombardment effect increased.
Combat Report:
* More precision about who fights whom in the battle log.
Sieges:
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule). Check the tooltip in the stack window (encircle icon) for information about over-crowding.
* If too many breaches accumulate, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
* Rebels faction will now assault when possible.
* In siege, the besieger will spend a quarter of his battle usage of ammo per turn of siege (plan to have supply trains for a long siege), and will suffer -50% to his siege value if he can’t afford that. For the besieged, the spending will be 15% per turn, with a -35% siege value if there is a lack of ammo.
* A too low cohesion can make a stack call off an assault; aggressive leaders will have a tendency to force the troops though.
* Fixed a bug where a lone sneaky leader could prevent a siege actually commencing, even if a siege indicator was shown.
Retreats:
* If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat into another region.
* A retreating army can now split static units (abandon them) to escape better.
MTB Warfare:
* Exported and modified 6 variables for ‘Maritime Trade Box’ warfare (a bit more damage against merchant ships).
SOCIETY AND POPULATION
Loyalty Bug:
* Creeping loyalty bug most probable cause fixed.
* Depending on the National Identity attribute, some loyalties in each country will be attrited away and given to owner. If you have suffered from the loyalty bug, you can bring up the console and type 'CleanupLoyalty’. On next turn processing, odd loyalties will start to be removed as described above but 100 times faster. In MP, only the Host needs to use this command.
PRODUCTION AND ECONOMICS:
* All structures previously had to pay upkeep before production. Structures upkeep and production are now ‘intermixed’. This will make it easier for players and AI to run their economies and avoid unintended structure shutdowns.
* You now get the history (past 12 turns) of the transactions in each merchandise, in the F4 window when moving the mouse over the commerce & transactions band of icons. May improve further.
* Added a craftsmen production increase to many existing Techs that multiply craftsmen production over the course of the game. These increases depend on the resource availability and internal production (more resource availability = less craftsmen production). The purpose of this is to help maintain economies over time, especially minor nations.
* When a businessman emergence event triggers, you’ll also get some precious merchandise in ‘exchange’ of the capital spent - message in the message log.
Structures:
* Fixed structures to get the transport efficiency of their owner, not the owner of the region.
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and created an update problem).
Foreign Investment:
* Structures built in foreign lands cost more in capital funds (+100%, modified by a faction modifier named 'ForeignInvestMod'). Depending the nature of the host country (i.e closed trade, etc.) this modifier will be different. Host country is the one possessing the city if any (it can be a tribal).
* Foreign investments in your country now yield extra taxes (based on production value and your corporate tax rate). If taxation is too heavy, foreign businessmen can protest (lowering your relationship slightly) – this shows as a message just before the national market sales summary.
* Experimental & Major change: you can now place railways in foreign regions. The host country will end up owning the railway (and bear associated costs).
Taxes:
*Greatly increased chance for tariffs to hurt relations with other factions (based on tariff level). The chance is only based on amount of money taxed by tariffs.
DECISIONS:
* Regional decisions now can’t be played in a region yet to be unlocked by the scenario.
COLONIAL AFFAIRS:
* Colonial decisions ‘Gunboat Diplomacy’ and ‘Naval Demonstration’ have been significantly toned down in the CP they can give (their advantage is to be effective in one turn), plus they can now trigger a revolt in 10% of the cases. Don’t spam them!
* All Colonial decisions had their money/capital cost upped by 50%.
* Decisions that change the status of a colonial area will broadcast a message to the world each turn they are running (so that players can play a contest stake more easily).
DIPLOMACY:
* New diplomatic item: Degrade Relationship. By applying various diplomatic pressures (legitimate or not) you can slightly degrade the relationship with the country of your choice.
* Fixed issue with others’ nations scores not appearing in Objective window.
* Lending support to another nation now always gives a 6 turns CB against aggressor against supported nation. This CB don't cost prestige anymore if you declare war (to help your protégé)
* Reworked the wording of some diplomacy items.
* All CBs between two nations are deleted when they go to war.
* Cost or gain of prestige from treaties/diplomatic entries is obtained only if the diplomatic entry deprecates naturally (example temporary CB aborted by war don’t cost prestige anymore).
* Duration listed in the tooltip, diplomatic window, is now the number of turns remaining.
* An interface bug in the Diplomatic window prevented the cancel of some entries.
CRISIS:
* Defensive treaty prevents the use of any crisis agenda that can declare war or mobilize against the other country.
* You can’t use Mobilize agenda in crisis if you are at war with anybody
* You can’t use Mobilize or Ultimatum agenda if under a peace treaty with other nation (as this would lead you to a war while under peace treaty)
* Ultimatum dominancy value reduced from 175 to 150.
* Partial mobilization dominancy value reduced from 350 to 300. Crisis control changed from -10 to -15.
* Contest Stake regional decision has been reworked and should trigger much more reliably. Remember though that its aim is to trigger a crisis, with the stake being the colonial area in contest, and that no crisis can ever happen between countries with 25+ relationship.
MAP CHANGES: [applicable to ongoing games]
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added a MTB connection for East Persia and North Balkans.
UNITS AND COMMANDERS:
* Added some force pool changes to some late game units to increase their capacity later in the game.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Fixed China (and other minor nations) problem of not being able to use their Junks ships because of early updates that made obsolete the unit too early in the game. Can't be applied to ongoing games, if the tech already triggered.
* Leaders killed in battles while embedded in an unit (corps commander e.g.) won’t cause recombination problems anymore.
UNIT MODELS:
* Models changed to include new Spanish army pictures (thanks to Xesco) - full compatibility with previous DB and saves
* GIN troops under GBR command reviewed and should get replacements as others troops now. [applicable to ongoing games]
EVENTS:
* Events files fixed for syntax errors or wrong region selection processes which led to absence of effects (12 files - thanks to Bohémond for doublechecking).
OTHER BUGS:
* Fixed an interface bug in the Diplomacy window that duplicated costs in tooltips.
* Fixed regression bug leading to 0 upkeep. No more happy hour!
* Negative numbers of colonial decisions are no longer shown in the interface:
* Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
* Fixed oil1 and oil2 structures sync problem (oil2 could appear BEFORE oil1).
* Upgraded REB faction to Unstable for gameplay reasons.
* Removed the merElectrical requirement for Shipyard2 Structure (was required way too early).
* Added the RI_Electrification requirement to all techs that activate structures that require merElectricals to operate to avoid the early need of merElectricals when actually you do not produce that resource (and most probably other nations do not either).
También existe un enlace al Manual
Enhorabuena Xesco tu trabajo se ha visto recompensado.
Saludos
PON official patch 1.03
El enlace
http://www.ageod-forum.com/showthread.p ... post240494
Lo que contiene:
PERFORMANCE:
* AI will calculate less extensively a few things in some theaters of operations distant from the player (increasing its speed slightly).
* AI will cache more paths calculation, speeding it up moderately.
MILITARY FORCES:
Recruitment:
* Units changed to ensure proper regional recruitment for subnationality forces (e.g., Russia, Commonwealth) - full compatibility with previous DB and saves.
* Reserve units (tag with *Mobilize* at the unit level) built normally by the player and disbanded when the nation is at peace and not under threat (no strong nation with poor relationships toward you) will now return their value in conscripts and officers originally paid into the pool.
Maintenance:
* Revised upkeep costs for units, all is WAD. Ships cost a lot on purpose (historical).
Replacements:
* New code that detects better possible replacements used by units (should solve all GIN/IND cases).
MOVEMENT:
* Revised when AI are dormant, fixing a bug preventing minor nations (even if controlled by players) from being able to pathfind correctly (hopefully!)
* You can now disembark troops from a fleet trapped in ice to an adjoining land region you have the right to enter.
COMBAT:
* Land bombardment against offshore ships toned down. Naval bombardment effect increased.
Combat Report:
* More precision about who fights whom in the battle log.
Sieges:
* Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule). Check the tooltip in the stack window (encircle icon) for information about over-crowding.
* If too many breaches accumulate, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)
* Rebels faction will now assault when possible.
* In siege, the besieger will spend a quarter of his battle usage of ammo per turn of siege (plan to have supply trains for a long siege), and will suffer -50% to his siege value if he can’t afford that. For the besieged, the spending will be 15% per turn, with a -35% siege value if there is a lack of ammo.
* A too low cohesion can make a stack call off an assault; aggressive leaders will have a tendency to force the troops though.
* Fixed a bug where a lone sneaky leader could prevent a siege actually commencing, even if a siege indicator was shown.
Retreats:
* If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat into another region.
* A retreating army can now split static units (abandon them) to escape better.
MTB Warfare:
* Exported and modified 6 variables for ‘Maritime Trade Box’ warfare (a bit more damage against merchant ships).
SOCIETY AND POPULATION
Loyalty Bug:
* Creeping loyalty bug most probable cause fixed.
* Depending on the National Identity attribute, some loyalties in each country will be attrited away and given to owner. If you have suffered from the loyalty bug, you can bring up the console and type 'CleanupLoyalty’. On next turn processing, odd loyalties will start to be removed as described above but 100 times faster. In MP, only the Host needs to use this command.
PRODUCTION AND ECONOMICS:
* All structures previously had to pay upkeep before production. Structures upkeep and production are now ‘intermixed’. This will make it easier for players and AI to run their economies and avoid unintended structure shutdowns.
* You now get the history (past 12 turns) of the transactions in each merchandise, in the F4 window when moving the mouse over the commerce & transactions band of icons. May improve further.
* Added a craftsmen production increase to many existing Techs that multiply craftsmen production over the course of the game. These increases depend on the resource availability and internal production (more resource availability = less craftsmen production). The purpose of this is to help maintain economies over time, especially minor nations.
* When a businessman emergence event triggers, you’ll also get some precious merchandise in ‘exchange’ of the capital spent - message in the message log.
Structures:
* Fixed structures to get the transport efficiency of their owner, not the owner of the region.
* Fixed sugar cane and sugar beet sync problem (sugar3 structures were activated before sugar2 and created an update problem).
Foreign Investment:
* Structures built in foreign lands cost more in capital funds (+100%, modified by a faction modifier named 'ForeignInvestMod'). Depending the nature of the host country (i.e closed trade, etc.) this modifier will be different. Host country is the one possessing the city if any (it can be a tribal).
* Foreign investments in your country now yield extra taxes (based on production value and your corporate tax rate). If taxation is too heavy, foreign businessmen can protest (lowering your relationship slightly) – this shows as a message just before the national market sales summary.
* Experimental & Major change: you can now place railways in foreign regions. The host country will end up owning the railway (and bear associated costs).
Taxes:
*Greatly increased chance for tariffs to hurt relations with other factions (based on tariff level). The chance is only based on amount of money taxed by tariffs.
DECISIONS:
* Regional decisions now can’t be played in a region yet to be unlocked by the scenario.
COLONIAL AFFAIRS:
* Colonial decisions ‘Gunboat Diplomacy’ and ‘Naval Demonstration’ have been significantly toned down in the CP they can give (their advantage is to be effective in one turn), plus they can now trigger a revolt in 10% of the cases. Don’t spam them!
* All Colonial decisions had their money/capital cost upped by 50%.
* Decisions that change the status of a colonial area will broadcast a message to the world each turn they are running (so that players can play a contest stake more easily).
DIPLOMACY:
* New diplomatic item: Degrade Relationship. By applying various diplomatic pressures (legitimate or not) you can slightly degrade the relationship with the country of your choice.
* Fixed issue with others’ nations scores not appearing in Objective window.
* Lending support to another nation now always gives a 6 turns CB against aggressor against supported nation. This CB don't cost prestige anymore if you declare war (to help your protégé)
* Reworked the wording of some diplomacy items.
* All CBs between two nations are deleted when they go to war.
* Cost or gain of prestige from treaties/diplomatic entries is obtained only if the diplomatic entry deprecates naturally (example temporary CB aborted by war don’t cost prestige anymore).
* Duration listed in the tooltip, diplomatic window, is now the number of turns remaining.
* An interface bug in the Diplomatic window prevented the cancel of some entries.
CRISIS:
* Defensive treaty prevents the use of any crisis agenda that can declare war or mobilize against the other country.
* You can’t use Mobilize agenda in crisis if you are at war with anybody
* You can’t use Mobilize or Ultimatum agenda if under a peace treaty with other nation (as this would lead you to a war while under peace treaty)
* Ultimatum dominancy value reduced from 175 to 150.
* Partial mobilization dominancy value reduced from 350 to 300. Crisis control changed from -10 to -15.
* Contest Stake regional decision has been reworked and should trigger much more reliably. Remember though that its aim is to trigger a crisis, with the stake being the colonial area in contest, and that no crisis can ever happen between countries with 25+ relationship.
MAP CHANGES: [applicable to ongoing games]
* Moved Niger colonial capital to the proper colonial area (it was present in Mali)
* Added a MTB connection for East Persia and North Balkans.
UNITS AND COMMANDERS:
* Added some force pool changes to some late game units to increase their capacity later in the game.
* Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
* Fixed China (and other minor nations) problem of not being able to use their Junks ships because of early updates that made obsolete the unit too early in the game. Can't be applied to ongoing games, if the tech already triggered.
* Leaders killed in battles while embedded in an unit (corps commander e.g.) won’t cause recombination problems anymore.
UNIT MODELS:
* Models changed to include new Spanish army pictures (thanks to Xesco) - full compatibility with previous DB and saves
* GIN troops under GBR command reviewed and should get replacements as others troops now. [applicable to ongoing games]
EVENTS:
* Events files fixed for syntax errors or wrong region selection processes which led to absence of effects (12 files - thanks to Bohémond for doublechecking).
OTHER BUGS:
* Fixed an interface bug in the Diplomacy window that duplicated costs in tooltips.
* Fixed regression bug leading to 0 upkeep. No more happy hour!
* Negative numbers of colonial decisions are no longer shown in the interface:
* Factions created after game start have Terra Incognita everywhere: fixed once a turn is processed.
* Fixed oil1 and oil2 structures sync problem (oil2 could appear BEFORE oil1).
* Upgraded REB faction to Unstable for gameplay reasons.
* Removed the merElectrical requirement for Shipyard2 Structure (was required way too early).
* Added the RI_Electrification requirement to all techs that activate structures that require merElectricals to operate to avoid the early need of merElectricals when actually you do not produce that resource (and most probably other nations do not either).
También existe un enlace al Manual
Enhorabuena Xesco tu trabajo se ha visto recompensado.
Saludos
"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
Enhorabuena Xesco, un gran trabajo con las unidades españolas, me alegro que ageod lo haya usado.
Ahora se me plantea una pregunta ¿España es ya una nación jugable? La verdad es que hace tiempo que no sigo el juego y a lo mejor ya la hicieron jugable en alguna actualización anterior, y en esta no veo por ninguna parte que la hayan hecho jugable.
Ahora se me plantea una pregunta ¿España es ya una nación jugable? La verdad es que hace tiempo que no sigo el juego y a lo mejor ya la hicieron jugable en alguna actualización anterior, y en esta no veo por ninguna parte que la hayan hecho jugable.
Re: Nuevos parches de AGEod
Y Holanda? En otro post anterior pregunté por Holanda, salió en otro parche?
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Re: Nuevos parches de AGEod
Hoy por hoy, los paises "oficiales" para jugar son estos:

Aparte oficiosamente tienes los que han hecho los modeadores, entre ellos el de España, que está hecho por Laruku
Saludos

Aparte oficiosamente tienes los que han hecho los modeadores, entre ellos el de España, que está hecho por Laruku
Saludos
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
Re: Nuevos parches de AGEod
Gracias chicos
La verdad es que disfruté mucho documentandome y dibujandolos.
Pero a decir verdad me deja un poco frio el parche en lo que a España corresponde. Esperaba que con el trabajo de Laruku se animarán a hacer a España jugable sin necesidad de parches.
Me han decepcionado un poco

La verdad es que disfruté mucho documentandome y dibujandolos.
Pero a decir verdad me deja un poco frio el parche en lo que a España corresponde. Esperaba que con el trabajo de Laruku se animarán a hacer a España jugable sin necesidad de parches.
Me han decepcionado un poco


"No saques la espada sin razón, ni la envaines sin honor" Dicho entre los soldados de los Tercios
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Re: Nuevos parches de AGEod
Yo tambien me lo esperaba, quizá para el próximo
Re: Nuevos parches de AGEod
Gracias Picarón por el enlace!
Este finde voy a darle al PoN después de casi 1 año, a ver como anda la cosa...
¿Alguien lo probó con este último parche oficial?

Este finde voy a darle al PoN después de casi 1 año, a ver como anda la cosa...

¿Alguien lo probó con este último parche oficial?

“Si todos tus objetivos se han cumplido, es que eran muy pequeños...” - Herbert von Karajan
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Re: Nuevos parches de AGEod
No te puedo decir porque no lo he probado todavía, pero no he oido ni visto nada en contra de él.DerBaron escribió:Gracias Picarón por el enlace!![]()
Este finde voy a darle al PoN después de casi 1 año, a ver como anda la cosa...![]()
¿Alguien lo probó con este último parche oficial?
Un saludo
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
-
- Crack - Oberstleutnant
- Mensajes: 2160
- Registrado: 18 Abr 2005, 17:12
- STEAM: No Jugador
- Ubicación: En una ciudad de Cultura
ROP Patch 1.03b Public Beta RC2 = August 24, 2012
ROP Patch 1.03b Public Beta RC2 = 24 de Agosto del 2012
El enlace
http://www.ageod-forum.com/showthread.p ... post242566
Hay un archivo pdf que nos cuenta lo que cambia.
un saludo
El enlace
http://www.ageod-forum.com/showthread.p ... post242566
Hay un archivo pdf que nos cuenta lo que cambia.
un saludo
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
- joselillo
- Colaborador-PdL
- Mensajes: 4764
- Registrado: 15 Ago 2007, 15:30
- STEAM: Jugador
- Ubicación: Barcelona
Re: ROP Patch 1.03b Public Beta RC2 = August 24, 2012
Asiaspicaron escribió:ROP Patch 1.03b Public Beta RC2 = 24 de Agosto del 2012
El enlace
http://www.ageod-forum.com/showthread.p ... post242566
Hay un archivo pdf que nos cuenta lo que cambia.
un saludo




-
- Crack - Oberstleutnant
- Mensajes: 2160
- Registrado: 18 Abr 2005, 17:12
- STEAM: No Jugador
- Ubicación: En una ciudad de Cultura
Re: ROP Patch 1.03b Public Beta RC2 = August 24, 2012
De nájoselillo escribió:Asiaspicaron escribió:ROP Patch 1.03b Public Beta RC2 = 24 de Agosto del 2012
El enlace
http://www.ageod-forum.com/showthread.p ... post242566
Hay un archivo pdf que nos cuenta lo que cambia.
un saludo

"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.