
Nuevos parches de AGEod
Moderadores: Hetzer, Moderadores Wargames
- Haplo_Patryn
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Re: Nuevos parches de AGEod
Sí, gracias, justamente estoy jugando una y tuve tiempo de avisar a mi rival 

-
- Crack - Oberstleutnant
- Mensajes: 2160
- Registrado: 18 Abr 2005, 17:12
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AACW {QwickFix} for patch 1.16a = QF revision 3
Fecha: 26 de agosto, 2012
AACW {QwickFix} for patch 1.16a = QF revision 3
El enlace
http://www.ageod-forum.com/showthread.p ... st-26-2012
Lo que contiene
You must apply patch 1.16a BEFORE applying this QwikFix.
This is a cumulative fix, Including all fixes since patch 1.16a.
Changes from previous QF highlighted in blue.
Other:
Added Camden, VA (Burkeville) to the “Close to Richmond” area [was omitted from 1.16a]
LocalStrings updates and corrections
Corrected “Seaman” ability to actually give the move bonus
Added Special Orders:
Destroy Unit: allows the complete destruction of the selected units.
Surrender: Allows the selected group to surrender while under siege. Reduces VP and NM awarded to the enemy or lost by the player.
For both, Units that are Fixed via Setup or Event cannot be destroyed.
Units being “built” and “Static Militia” [those with MoveRatio=0] CAN be destroyed. [aka “Spiking the Guns”]
I have not been able to verify the "savings" promised from "Surrender", and so welcome any "volunteer" who wishes to do a rigorous analysis.
Saludos
AACW {QwickFix} for patch 1.16a = QF revision 3
El enlace
http://www.ageod-forum.com/showthread.p ... st-26-2012
Lo que contiene
You must apply patch 1.16a BEFORE applying this QwikFix.
This is a cumulative fix, Including all fixes since patch 1.16a.
Changes from previous QF highlighted in blue.
Other:
Added Camden, VA (Burkeville) to the “Close to Richmond” area [was omitted from 1.16a]
LocalStrings updates and corrections
Corrected “Seaman” ability to actually give the move bonus
Added Special Orders:
Destroy Unit: allows the complete destruction of the selected units.
Surrender: Allows the selected group to surrender while under siege. Reduces VP and NM awarded to the enemy or lost by the player.
For both, Units that are Fixed via Setup or Event cannot be destroyed.
Units being “built” and “Static Militia” [those with MoveRatio=0] CAN be destroyed. [aka “Spiking the Guns”]
I have not been able to verify the "savings" promised from "Surrender", and so welcome any "volunteer" who wishes to do a rigorous analysis.
Saludos
"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
RUS Public Beta Patch 1.05b RC 3 = July 31, 2012
Fecha: 31 de julio, 2012
RUS Public Beta Patch 1.05b RC 3
El enlace
http://www.ageod-forum.com/showthread.p ... ly-31-2012
En el hilo viene explicado lo que modifica
Saludos
RUS Public Beta Patch 1.05b RC 3
El enlace
http://www.ageod-forum.com/showthread.p ... ly-31-2012
En el hilo viene explicado lo que modifica
Saludos
Última edición por picaron el 31 Ago 2012, 03:47, editado 1 vez en total.
"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 Beta Pública RC2
Fecha: 24 de agosto 2012
ROP Patch 1.03b Beta Pública RC2
El enlace:
http://www.ageod-forum.com/showthread.p ... post242681
Hay un "update" en pdf
Saludos
ROP Patch 1.03b Beta Pública RC2
El enlace:
http://www.ageod-forum.com/showthread.p ... post242681
Hay un "update" en pdf
Saludos
"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
RUS Public Beta Patch 1.06 RC 1
Fecha: 04 de septiembre 2012
RUS Public Beta Patch 1.06 RC 1
El enlace
http://www.ageod-forum.com/showthread.p ... post240448
Este parche beta es el anterior al parche oficial que saldrá dentro de poco., en el post primero hay un pdf que explica las novedades.
Un saludo
RUS Public Beta Patch 1.06 RC 1
El enlace
http://www.ageod-forum.com/showthread.p ... post240448
Este parche beta es el anterior al parche oficial que saldrá dentro de poco., en el post primero hay un pdf que explica las novedades.
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 RC3
Fecha: 7 de septiembre de 2012
Un nuevo parche beta de ROP Patch 1.03b Public Beta RC3
El enlace
http://www.ageod-forum.com/showthread.p ... post244409
Hay un archivo pdf que explica los cambios
Saludos
Un nuevo parche beta de ROP Patch 1.03b Public Beta RC3
El enlace
http://www.ageod-forum.com/showthread.p ... post244409
Hay un archivo pdf que explica los cambios
Saludos
"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
WIA Patch 1.10b Official
Fecha: 18 de septiembre de 2012
WIA Patch 1.10b Official
El enlace
http://www.ageod-forum.com/showthread.p ... er-18-2012
Lo que contiene
Saves from 1.10 or later are compatible.
This patch is comprehensive, containing all changes since the original release of WIA [version 1.00b]
Game Engine [updated to version 120904]
You can now disembark troops from a fleet trapped in ice.
Cavalry will no longer assault Forts, even if breached
Siege improvements [supplementing rules added in version 1.08]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
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
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Exported several additional Game parameters [see \Settings .opt files]
Events
1755 Campaign [original and COL variant]
The Spanish transport at Penacola now unlocks when Spain enters the war
1689 King William's War
Added check for absence of an existing fort to the French Option to build a fort at Quebec
Graphics, Text, Models and Units:
Includes all Models, Units and Graphics for King Philip's War mod
Changed all Leaders with “Entrencher” ability to have “Defensive Engineer”
Spansh Naval units now all have 0 Command Cost
Latest version of LocalStrings__AGE.csv included
Corrected several text references for Units and Models
Unit UID 700 $Unit_ShortName_GBR_ArtPW
Model UID 711 $Model_ShortName_ING_UncasKWd
Ahora que lo ha puesto Haplo de moda, a... jugar y divertirse.
Saludos
WIA Patch 1.10b Official
El enlace
http://www.ageod-forum.com/showthread.p ... er-18-2012
Lo que contiene
Saves from 1.10 or later are compatible.
This patch is comprehensive, containing all changes since the original release of WIA [version 1.00b]
Game Engine [updated to version 120904]
You can now disembark troops from a fleet trapped in ice.
Cavalry will no longer assault Forts, even if breached
Siege improvements [supplementing rules added in version 1.08]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
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
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Exported several additional Game parameters [see \Settings .opt files]
Events
1755 Campaign [original and COL variant]
The Spanish transport at Penacola now unlocks when Spain enters the war
1689 King William's War
Added check for absence of an existing fort to the French Option to build a fort at Quebec
Graphics, Text, Models and Units:
Includes all Models, Units and Graphics for King Philip's War mod
Changed all Leaders with “Entrencher” ability to have “Defensive Engineer”
Spansh Naval units now all have 0 Command Cost
Latest version of LocalStrings__AGE.csv included
Corrected several text references for Units and Models
Unit UID 700 $Unit_ShortName_GBR_ArtPW
Model UID 711 $Model_ShortName_ING_UncasKWd
Ahora que lo ha puesto Haplo de moda, a... jugar y divertirse.
Saludos
Última edición por picaron el 14 Oct 2012, 19:35, editado 2 veces en total.
"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
WIA {public beta} Parche 1.10c RC2a = 14 de octubre 2012
Fecha: 14 de octubre de 2012
WIA {public beta} Parche 1.10c RC2a
Es el parche anterior al oficial que va a salir
El enlace
http://www.ageod-forum.com/showthread.p ... post251561
Lo que contiene:
This patch is comprehensive, containing all changes since the original release of WIA [version 1.00b]
Game Engine [updated to version 121011]
You can now disembark troops from a fleet trapped in ice.
Cavalry will no longer assault Forts, even if breached
Siege improvements [supplementing rules added in version 1.08]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
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
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Exported several additional Game parameters [see \Settings .opt files]
Enabled new Main Menu Options:
120 DPI fonts
Dynamic Borders [caution: may cause slow map scrolling]
Reduced “away from home” move penalty [affects Militia and Irregular Units that have a defined “home area”]
Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enable Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
Events
1755 Campaign [original and COL variant]
The Spanish transport at Penacola now unlocks when Spain enters the war
1689 King William's War
Added check for absence of an existing fort to the French Option to build a fort at Quebec
Graphics, Text, Models and Units:
Includes all Models, Units and Graphics for King Philip's War mod
Changed all Leaders with “Entrencher” ability to have “Defensive Engineer”
Spansh Naval units now all have 0 Command Cost
Latest version of LocalStrings__AGE.csv included
Corrected several text references for Units and Models
Unit UID 700 $Unit_ShortName_GBR_ArtPW
Model UID 711 $Model_ShortName_ING_UncasKW
Unit Home Area changes
Rangers, Mountain Boys and Couereurs now “at home” anywhere in North America
American Riflemen and Morgan's Light Infantry are “at home” anywhere in North America
Completed a review and update of AutoRaise rule assignments to Units.
Documentation
The Strategic Maps created by Emx77 are included. Thank you!!!
WIA {public beta} Parche 1.10c RC2a
Es el parche anterior al oficial que va a salir
El enlace
http://www.ageod-forum.com/showthread.p ... post251561
Lo que contiene:
This patch is comprehensive, containing all changes since the original release of WIA [version 1.00b]
Game Engine [updated to version 121011]
You can now disembark troops from a fleet trapped in ice.
Cavalry will no longer assault Forts, even if breached
Siege improvements [supplementing rules added in version 1.08]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
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
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Exported several additional Game parameters [see \Settings .opt files]
Enabled new Main Menu Options:
120 DPI fonts
Dynamic Borders [caution: may cause slow map scrolling]
Reduced “away from home” move penalty [affects Militia and Irregular Units that have a defined “home area”]
Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enable Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
Events
1755 Campaign [original and COL variant]
The Spanish transport at Penacola now unlocks when Spain enters the war
1689 King William's War
Added check for absence of an existing fort to the French Option to build a fort at Quebec
Graphics, Text, Models and Units:
Includes all Models, Units and Graphics for King Philip's War mod
Changed all Leaders with “Entrencher” ability to have “Defensive Engineer”
Spansh Naval units now all have 0 Command Cost
Latest version of LocalStrings__AGE.csv included
Corrected several text references for Units and Models
Unit UID 700 $Unit_ShortName_GBR_ArtPW
Model UID 711 $Model_ShortName_ING_UncasKW
Unit Home Area changes
Rangers, Mountain Boys and Couereurs now “at home” anywhere in North America
American Riflemen and Morgan's Light Infantry are “at home” anywhere in North America
Completed a review and update of AutoRaise rule assignments to Units.
Documentation
The Strategic Maps created by Emx77 are included. Thank you!!!
"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
NCP {public beta} Patch 1.10 = RC2a 14 de octubre 2012
Fecha: 14 de octubre de 2012
NCP {public beta} Patch 1.10 = RC2a
El enlace
http://www.ageod-forum.com/showthread.p ... post251526
Lo que contiene.
This patch is comprehensive, containing all changes since the original release of NCP
This patch is not compatible with saved games from versions earlier than 1.09 RC1.
In all cases, the Saved Game Folder will be deleted.
Game Engine [updated to version 121012]
You can now disembark troops from a fleet trapped in ice.
Siege improvements [supplementing rules added in version 1.07]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
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
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
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 whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
Enabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Assault Phase of combat will be skipped in Round 1 of all combat
Database changes [thank you Bohemond and Franciscus]
Several changes made to clean up duplicate Model and Unit Aliases
Minor corrections to events in 1806 and 1808 Campaigns
Minor changes to 1804 Setup
All Setups recompiled for new DB
Text strings cleaned and updated.
Graphics
Siege icons repositioned for 442Koln, 470Hannover, 529Wittenburg, 572Kustrin, 563Glogau, 548Torgau, 551Leipzig, 555Dresden, 455Frankfurt, 457Dortmund, 485Wesel, 484Aschaffenburg, 498Wurtzburg
NCP {public beta} Patch 1.10 = RC2a
El enlace
http://www.ageod-forum.com/showthread.p ... post251526
Lo que contiene.
This patch is comprehensive, containing all changes since the original release of NCP
This patch is not compatible with saved games from versions earlier than 1.09 RC1.
In all cases, the Saved Game Folder will be deleted.
Game Engine [updated to version 121012]
You can now disembark troops from a fleet trapped in ice.
Siege improvements [supplementing rules added in version 1.07]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
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
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
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 whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System
Enabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Assault Phase of combat will be skipped in Round 1 of all combat
Database changes [thank you Bohemond and Franciscus]
Several changes made to clean up duplicate Model and Unit Aliases
Minor corrections to events in 1806 and 1808 Campaigns
Minor changes to 1804 Setup
All Setups recompiled for new DB
Text strings cleaned and updated.
Graphics
Siege icons repositioned for 442Koln, 470Hannover, 529Wittenburg, 572Kustrin, 563Glogau, 548Torgau, 551Leipzig, 555Dresden, 455Frankfurt, 457Dortmund, 485Wesel, 484Aschaffenburg, 498Wurtzburg
"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 {Public beta} Patch 1.04 RC1
Fecha: 15 de octubre de 2012
ROP {Public beta} Patch 1.04 RC1
El enlace:
http://www.ageod-forum.com/showthread.p ... er-15-2012
Lo que contiene:
Game Engine [updated to version 121011]
You can now disembark troops from a fleet trapped in ice.
Cavalry alone can no longer assault Forts
Siege improvements [supplementing rules added in version 1.02]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
A retreating army can now split static units (abandon them) to escape better
Corrected display of Costs to Construct in the Element Detail window [thank you AJE team!]
Fixed a display issue with the animated battle gauge where a leader portrait could appear erroneously.
Leaders killed in battles while embedded in an unit (corps commander e.g) won’t cause recombination problems anymore.
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
If you have suffered from the loyalty bug, you can bring the console and type ‘CleanupLoyalty’. On next turn processing, odd loyalties will start to be removed. This will use the same logic as in the line before, only 100 times faster.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Exported additional Game Setting parameters
Screener, Disrupter and Rout Damage limits [in GameLogic.opt]
Enabled Main Menu option: Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed]
Enabled Main Menu option: switch to 120DPI fonts [for higher resolution displays]
Assault Phase of combat will be skipped in Round 1 of all combat
Events
Sanitation Event will no longer select a Fixed group
Added Palatinate Elite replacements: 1 chit twice per year starting late in 1756
1756 Campaign:
Saxon Capitulation “Trigger event” will occur with 75% probability once stated requirements are met [was 100%].
1756 and 1757 Campaigns:
AUS gets a free Depot at Wierzbolow when Russians land at Memel
1762 Campaign:
Removed events causing duplicated leaders
Database
Corrected Seaman ability to give bonus in water regions and transition links
“Northerner” ability now defined as Swedish territory [was Northern Germany]
Bergen, Wolgast, Greifswald, Grimmen, Stralsund, Wismar, Karlskrona, Sweden, Christianstadt, Simmersharen, Malmoe, Lund, Helsinborg
All Swedish forces now have “Northerner” malus [penalty to parameters when outside the “Northerner” area]
Changed AUS and SAX Insurrecto Infantry model to be Militia [not Line]. Also fixed the Unit symbols for all Insurrecto Infantry units to indicate “Home” areas.
Models and Units for 1740 are included to facilitate future expansions.
Text
Latest version of LocalStrings__AGE.csv
Text strings for Merchandises localized
AI
Corrected a minor bug in Winter Quarters aggression events
Added AI Winter Quarters activation parameter
ROP {Public beta} Patch 1.04 RC1
El enlace:
http://www.ageod-forum.com/showthread.p ... er-15-2012
Lo que contiene:
Game Engine [updated to version 121011]
You can now disembark troops from a fleet trapped in ice.
Cavalry alone can no longer assault Forts
Siege improvements [supplementing rules added in version 1.02]
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.)
Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...
Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown
Fixed bug of a leader removed from his parent unit, corrupting the unit he is in.
A retreating army can now split static units (abandon them) to escape better
Corrected display of Costs to Construct in the Element Detail window [thank you AJE team!]
Fixed a display issue with the animated battle gauge where a leader portrait could appear erroneously.
Leaders killed in battles while embedded in an unit (corps commander e.g) won’t cause recombination problems anymore.
If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.
A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.
If you have suffered from the loyalty bug, you can bring the console and type ‘CleanupLoyalty’. On next turn processing, odd loyalties will start to be removed. This will use the same logic as in the line before, only 100 times faster.
Added Overcrowding rule:
The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...
See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule
Exported additional Game Setting parameters
Screener, Disrupter and Rout Damage limits [in GameLogic.opt]
Enabled Main Menu option: Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed]
Enabled Main Menu option: switch to 120DPI fonts [for higher resolution displays]
Assault Phase of combat will be skipped in Round 1 of all combat
Events
Sanitation Event will no longer select a Fixed group
Added Palatinate Elite replacements: 1 chit twice per year starting late in 1756
1756 Campaign:
Saxon Capitulation “Trigger event” will occur with 75% probability once stated requirements are met [was 100%].
1756 and 1757 Campaigns:
AUS gets a free Depot at Wierzbolow when Russians land at Memel
1762 Campaign:
Removed events causing duplicated leaders
Database
Corrected Seaman ability to give bonus in water regions and transition links
“Northerner” ability now defined as Swedish territory [was Northern Germany]
Bergen, Wolgast, Greifswald, Grimmen, Stralsund, Wismar, Karlskrona, Sweden, Christianstadt, Simmersharen, Malmoe, Lund, Helsinborg
All Swedish forces now have “Northerner” malus [penalty to parameters when outside the “Northerner” area]
Changed AUS and SAX Insurrecto Infantry model to be Militia [not Line]. Also fixed the Unit symbols for all Insurrecto Infantry units to indicate “Home” areas.
Models and Units for 1740 are included to facilitate future expansions.
Text
Latest version of LocalStrings__AGE.csv
Text strings for Merchandises localized
AI
Corrected a minor bug in Winter Quarters aggression events
Added AI Winter Quarters activation parameter
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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- Crack - Oberstleutnant
- Mensajes: 2160
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RUS {public beta} Patch 1.06 RC2
Fecha. 16 de octubre de 2012
RUS {public beta} Patch 1.06 RC2
El enlace
http://www.ageod-forum.com/showthread.p ... post251771
Lo que contiene:
See attached update log for changes.
Some changes of note:
Modification to rules for blocking crossing of a River region between two land region [via a crossing link]
To block movement of enemy land forces across a River:
The River region must be Shallow water
Ships must be in Offensive [Orange] posture
4 combat type ships will block movement of enemy land forces
Land unit bombardment of non-moving ships
Land artillery must meet the bombardment requirements
Entrenchment must be 3 or higher, range must be 6 or higher
Elements must be capable of selecting a Naval target
Armored Trains may not fire upon Naval Units
The leader [if any] of the land group must be active
The land force must activate the Special Order to bombard ships.
Fixed the exploit where a newly built unit could be incorporated into a Division, whereby the cost to build was immediately refunded
Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enable Option to switch to 120DPI text for higher resolution displays See Main Menu – System
For Finland option to appear for Southern Whites choice:
Start date June 1, 1919
End Date December 16, 1919
Southern Whites must have already taken the "Recognize Independance" option
Southern Whites must have taken the Balts Join option
The Yudenich Army option must have already been taken by Southern Whites
REDs must not have already declared war on Finland
White AI will use a probability roll of 5% to choose the option
Kiel and Kiel Bay are Unblocked at the signing of the Treaty of Versailles on June 28, 1919, and is then controlled by Southern Whites .
This allows White and Allied fleets to enter the Baltic Sea, and represents the Royal Navy preventing RED Baltic Fleet from passing the Kiel Canal or Skagerrak.
Added RED Propaganda Campaign option [as seen in Drang Nach Osten]. Effective when Tcheka are activated.
Desetion events now also occur for Southern Whites and Komuch
Hay documento pdf con las variaciones.
RUS {public beta} Patch 1.06 RC2
El enlace
http://www.ageod-forum.com/showthread.p ... post251771
Lo que contiene:
See attached update log for changes.
Some changes of note:
Modification to rules for blocking crossing of a River region between two land region [via a crossing link]
To block movement of enemy land forces across a River:
The River region must be Shallow water
Ships must be in Offensive [Orange] posture
4 combat type ships will block movement of enemy land forces
Land unit bombardment of non-moving ships
Land artillery must meet the bombardment requirements
Entrenchment must be 3 or higher, range must be 6 or higher
Elements must be capable of selecting a Naval target
Armored Trains may not fire upon Naval Units
The leader [if any] of the land group must be active
The land force must activate the Special Order to bombard ships.
Fixed the exploit where a newly built unit could be incorporated into a Division, whereby the cost to build was immediately refunded
Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings
Enable Option to switch to 120DPI text for higher resolution displays See Main Menu – System
For Finland option to appear for Southern Whites choice:
Start date June 1, 1919
End Date December 16, 1919
Southern Whites must have already taken the "Recognize Independance" option
Southern Whites must have taken the Balts Join option
The Yudenich Army option must have already been taken by Southern Whites
REDs must not have already declared war on Finland
White AI will use a probability roll of 5% to choose the option
Kiel and Kiel Bay are Unblocked at the signing of the Treaty of Versailles on June 28, 1919, and is then controlled by Southern Whites .
This allows White and Allied fleets to enter the Baltic Sea, and represents the Royal Navy preventing RED Baltic Fleet from passing the Kiel Canal or Skagerrak.
Added RED Propaganda Campaign option [as seen in Drang Nach Osten]. Effective when Tcheka are activated.
Desetion events now also occur for Southern Whites and Komuch
Hay documento pdf con las variaciones.
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
- Ronin
- Crack - Oberst
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- Registrado: 12 Nov 2011, 15:19
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- Ubicación: a la sombra de la Alcazaba de Malika en Al-Andalus
Re: Nuevos parches de AGEod
Gracias Picaron. Estan actualizando todos los juegos, incluso el Napo. Parece que a todos los juegos se le ha metido algo comun. Puedes resumir en español los cambios genericos mas significativos?
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!







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- Crack - Oberstleutnant
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Re: Nuevos parches de AGEod
Lo que hay en común es la resolución de la pantalla que viene ahora en el menú principal. Lodilefty está afinando en estos parches lo que ya se había lanzado como parche beta anteriores, excepto en el NCP que si tienes una partida anterior el juego petará si le metes este parche, en los otros parece que puedes instalarlos sin que la partida se rompa. En todos, también, está que la caballería no puede asaltar estructuras, esto v a a ser un constante en todos loas juego AGEOD.Ronin escribió:Gracias Picaron. Estan actualizando todos los juegos, incluso el Napo. Parece que a todos los juegos se le ha metido algo comun. Puedes resumir en español los cambios genericos mas significativos?
Tal vez el que más cambios tenga, será el NCP, parece que tímidamente se va a ir cambiando, supongo despues de la aventura con Paradox, vuelven sus ojos a este juego, no olvidemos que los patronos son franceses. Lo dicho anteriormente se van quitando bug que existían y se han ido descubriendo y se van implementando algunas cosas que han funcionado con el AJE y que pueden servir a todos los juegos (las tormentas, epidemias, etc.).
Con respecto a nuevos escenarios, el WIA se le ha incorporado, no en este parche beta, sino en el anterior el escenario "King Philip's War" que era un mod.
Poco más decir de estos parches. El PoN tuvo su nuevo escenario "1880" más cercano a la IWW y que Laruku está limando su mod sobre España, en el que un nuevo moding, kekecrack le está dando nuevos brios. Y, por último, recordar el mod que está haciendo Leibstandarte sobre la GC española.
Saludos
"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
AJE Public Beta Patch 1.01
Fecha: 17 de octubre de 2012
AJE Public Beta Patch 1.01
El enlace
http://www.ageod-forum.com/showthread.p ... post251854
Lo que contiene:
Patch content
Code:
- Corrected bug on RGD constraint MustNoBeOwnedRegion
- Correction of bug found on entering enemy territory (pirates)
- New generic weather resitance attributes
DB:
- changed the terrains, models and units to improve a bit the 'chances' of non-Romans vs Romans.
Movement will be overall slower, and deployment of light/irregular units more favored in difficult terrains.
UI :
- Fixed a display issue in Social Mode for 1024 screen resolution
- New localized buttons in MainMenu/Options
Events/Setups :
- Fixed wrong CP penalty applied to absorbed factions and to recruited generic generals (YFE and SEV scenarios)
- Corrected some mismatches between tooltip and map regarding Roman Roads (YFE and SEV scenarios)
- Legions no longer recruitable in islands
- Fixed some MTB allocation issues in Severius and Marius vs Sulla Scenarios
- Fixed the DID no FOW issue in Severus scenario
- Fixed some stack fixing issue in Severus Scenario
- Fixed End of Faction Chain of Events in Year of 4 Emperors and Severus scenarios
- Fixed some loyalty issues in Marius vs Sylla Scenario
- Fixed some stack fixing issue in Marius vs Sylla Scenario
MS87
- Lusitanians made a bit weaker
- Fixed blocked naval leaders in Lucullus odyssey
- Fixed High Priest suicide event
GMW75
- Sertorius experience reduced a bit, as well as the Iberian allies power, should balance the Hispanian situation
AJE50
- Tweak to Hispania Surrender event
- Caesar and Pompeius are more on par as overall commanders now
SPR73
- Fixed double message Varinius arrival event
YFE68
- Fixed Otho death and Hispania governor rally events
SEV193
- Fixed erroneous "new political options" messages
- Full message broadcasted when Albinus is proclaimed public enemy
Have fun
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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WIA Patch 1.10c Official
Nuevo parche del WIA, es un lujo este continuo limado de los juegos de Ageod
En el link encontraréis la descarga y el contenido.
http://www.ageod-forum.com/showthread.p ... er-27-2012

En el link encontraréis la descarga y el contenido.
http://www.ageod-forum.com/showthread.p ... er-27-2012
Aquí hemos venido a jugar