Nuevos parches de AGEod
Moderadores: Hetzer, Moderadores Wargames
Re: Nuevos parches de AGEod
aaa... sus ordenes
Re: Nuevos parches de AGEod
http://www.ageod-forum.com/showthread.p ... post240494
Es el patch 1.03 Pride of Nations. Ya no parece alojado ahí. ¿ Se puede encontrar en otro sitio ?
Es el patch 1.03 Pride of Nations. Ya no parece alojado ahí. ¿ Se puede encontrar en otro sitio ?
De nada sirve rezar, Flanders. Yo mismo acabo de hacerlo y los dos no vamos a ganar. -Homer Simpson-
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Re: Nuevos parches de AGEod
Mira a ver con este enlaceTubal escribió:http://www.ageod-forum.com/showthread.p ... post240494
Es el patch 1.03 Pride of Nations. Ya no parece alojado ahí. ¿ Se puede encontrar en otro sitio ?
https://dl.dropboxusercontent.com/u/104 ... _1.03e.rar
Cuando lo bajes dímelo para borrarlo. Esperaré un poco por si alguien le interesa bajarlo.
Saludos
Última edición por picaron el 27 Oct 2014, 22:23, editado 1 vez en total.
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
Re: Nuevos parches de AGEod
Muchas gracias picaron por tomarte la molestia de subirlo.
Ya está descargado, voy a probarlo junto con el Spanish mod.
Saludos.

Ya está descargado, voy a probarlo junto con el Spanish mod.
Saludos.
De nada sirve rezar, Flanders. Yo mismo acabo de hacerlo y los dos no vamos a ganar. -Homer Simpson-
Re: Nuevos parches de AGEod
para, para, que me lo bajo...
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Re: Nuevos parches de AGEod
El spanishmod sólo funciona co la versión 1.03 del juego, con la e ta dará el error que me daba a mí en el AAR.Tubal escribió:Muchas gracias picaron por tomarte la molestia de subirlo.![]()
Ya está descargado, voy a probarlo junto con el Spanish mod.
Saludos.
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Re: Nuevos parches de AGEod
No lloreis tanto, aquí teneis el parche 1.03Fsansir escribió:El spanishmod sólo funciona co la versión 1.03 del juego, con la e ta dará el error que me daba a mí en el AAR.Tubal escribió:Muchas gracias picaron por tomarte la molestia de subirlo.![]()
Ya está descargado, voy a probarlo junto con el Spanish mod.
Saludos.
https://dl.dropboxusercontent.com/u/104 ... N_1.03.zip
Saludos
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
Re: Nuevos parches de AGEod
Yo anoche instalé para probar, y al menos cargó correctamente el escenario. Trasteé un poco sin dar finalización al turno y estuvo fluido sin problemas, me había hecho ilusiones. De todos modos he descargado la 1.03 que ha puesto picaron y esta tarde probaré por si tengo que cambiar a esta.Fsansir escribió:El spanishmod sólo funciona co la versión 1.03 del juego, con la e ta dará el error que me daba a mí en el AAR.Tubal escribió:Muchas gracias picaron por tomarte la molestia de subirlo.![]()
Ya está descargado, voy a probarlo junto con el Spanish mod.
Saludos.
Gracias a los dos.
Saludos.
De nada sirve rezar, Flanders. Yo mismo acabo de hacerlo y los dos no vamos a ganar. -Homer Simpson-
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Re: Nuevos parches de AGEod
Yo empecé varias partidas con el 1.03e y en el truno 4 si mal no recuerdo, hiciese lo que hiciese, se iba al escritorio. Algo pasa en ese turno, no sé si un evento o qué, que no le gusta nada al mod.
Y si empiezas con el 1.03, pasas el turno 4 y luego actualizas al 1.03e, tampoco cuela, que lo intenté también
Y si empiezas con el 1.03, pasas el turno 4 y luego actualizas al 1.03e, tampoco cuela, que lo intenté también

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EAW: Public beta Patch 1.01 RC9 (upd oct 31)
EAW Public beta Patch 1.01 RC9 (upd oct 31)
Fecha: 31 de octubre de 2014
Otro parchecito beta más.
El enlace
http://www.ageod-forum.com/showthread.p ... pd-oct-31)
Lo que contiene
Dear players,
Ninth public beta patch for End all Wars can be found here:
El enlace de arriba
It is much advised to restart a new game with it as a lot of events won't work properly otherwise. There is a lot of improvements in several areas. Once the patch seems devoid of any major bug, it will be made official.
This public beta patch is made with an Ageod installer, so there is no auto update of any sort. If you want to use it on your Steam copy, make a copy of EAW before applying it (yes, that's possible and it works).
Ver original
Orange: new to RC8
purple: new to RC9
Red: significant addition.
You must use the default forum theme (dark grey) to see the colors without having your eyes bleeding
End all Wars Updates (1.01)
Patch 1.01
Release Date: October 2014
How to update your game:
This patch is a comprehensive patch.
LIST OF CHANGES
Gameplay
Grand Headquarter can have more armies.
TrenchLevel memory: If you have at least 50% military control, you can get the previous trenches of the region!
Improved supply in-stack distribution
Stacks helping others through MTSG will be placed back in their original region, even if in retreat. Posture will be defensive, not passive.
Stacks assaulting a structure and ordered to retreat will simply stop the attack.
stacks don't retreat from regions not having an offensive posture stack
Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
Traffic rule (in work)
fix for RGDs & AI not playing some
Interface & Engine
Decision cost added instantly to interface.
Fixed negative display loss in resources.
Fixed reversed battle plans effect
Fixed bullets display in cityscape
Message panel opens on scenario start (allows seeing first red pop up)
Fixed resources costs display issue (gui game options)
Fixed crash in stack panel
Added back random variation in display loss
Commander in Chief indicator shown in Stack panel (in yellow and in tooltip on unit)
Music sound volume can now be tweaked (yeah!) - need editing a file though:
you can alter music volume by adding a value between 20 and 100 in general.opt
inoMusicVolume = 60 // music volume, default is 60
Tooltips are shown in hosting if battle report or planner visible
Can see up to 20 nation tags in recruit panel
Regions list show ammo amounts only in the supply column
Supply filter (2) improved
Fixed railpool value disappearing if at the low level
Flag shown during an ongoing battle will be the one of the Commander in chief.
Fixed a display glitch in message panel
Battle planner improvements:
Day of battle shown
Colored, more detailed battle plans description with advice
Terrain tooltip shown on terrain icon
Up to 3 leaders (the most important ones) per side shown, with tooltip indicating their command
% of your troops (and number of elements) in infantry, cavalry, artillery, tank. Same for the enemy.
Most preeminent posture shown for you and enemy. If low cohesion, special indicator.
Can activate in Options Window, Main Menu, an alternate way of showing the postures and ROE in Stack Panel ('flat view')
In Ledger, Unit List, units under construction are now shown as fixed.
Enlarged Event window for better readability
Equipment captured during battle traced in turn history
can't enter anymore (and erroneously) in structures not designed to handle sieges
when doing drag&drop, name of over region appears
Added 2 moddings options for script command AlterCuSubUnit : SetSupplyPerc & SetAmmoPerc
can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
Fixed a display bug in region list leading to false infos
Ammo trains gauge now displays ... ammos!
Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
Also corrected supply and assets production not taking into account loyalty/alignment
Tooltip background rectangle can have color and opacity changed by modding
better AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
Console can reliably be put back at the forefront
Penetration displayed in element details.
In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.
Historical setting, data and events
Terrains: all Links re-established as "Is Crossing = 1". Should fix weird off map naval moves in the Atlantic Ocean
Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
Events to cover arrival of US forces in France.
Added AI events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
Added Events for Japanese siege and assault on Tsingtau (only if Japan joins the entente)
Added Events for heavy warships 1914 under construction (GER, FRA, RUS and AUS)
Fixed double generals (Artamonov at start, Sarrail when Salonika option taken)
All 3*** leaders CombatDeathChance set back to 0, to avoid losing a GHQ commander from a stray bullet...
NavalBase / TradePort: SupplyWant & AmmoWant level increased (3 to
Islands and off-map regions local supplies increased, should help fix Singapore or Helgoland issues
Army_GER_Riemann : file named erroneous, now fixed (added correctly named file)
Leader Savov (BUL) missing pictures added + Fixed errors in other portraits
Added more corps names for factions to avoid blank names when exceeding the 100 mark.
Exported 2 new scenarios (West 1914, East 1914) for further testing
Reintroduced the Baltic Shipping box as a shipping/commerce offmap box, for supplies and trade
17 new Russian generals (with their pictures) added + fix to 5 other Russian generals
Spanish translation included: many thanks to Picaron and Haplo for their precious help
German translation included: many thanks to Dominic and Gerd for their precious help
More ammos on units
AI
SplitLargeStacks anti doomstack algorithm
AI better at buying replacements and units
Initial AI agents removed after 4 turns
AI Agent infos on stack tooltip (debug mode only)
Less recombination per turn
AI help to construction of Anzac and Indian troops to Egypt
AI will focus less on Antwerp
AI will calculate fronts faster
AI Agents will be less predictable
AI less prone in retreating into structures in regions part of the front.
Tweaked AI so that commerce ships stay much more in commerce box
Ai fix on blockade run estimation
A... Jugar y divertirse
Fecha: 31 de octubre de 2014
Otro parchecito beta más.
El enlace
http://www.ageod-forum.com/showthread.p ... pd-oct-31)
Lo que contiene
Dear players,
Ninth public beta patch for End all Wars can be found here:
El enlace de arriba
It is much advised to restart a new game with it as a lot of events won't work properly otherwise. There is a lot of improvements in several areas. Once the patch seems devoid of any major bug, it will be made official.
This public beta patch is made with an Ageod installer, so there is no auto update of any sort. If you want to use it on your Steam copy, make a copy of EAW before applying it (yes, that's possible and it works).
Ver original
Orange: new to RC8
purple: new to RC9
Red: significant addition.
You must use the default forum theme (dark grey) to see the colors without having your eyes bleeding
End all Wars Updates (1.01)
Patch 1.01
Release Date: October 2014
How to update your game:
This patch is a comprehensive patch.
LIST OF CHANGES
Gameplay
Grand Headquarter can have more armies.
TrenchLevel memory: If you have at least 50% military control, you can get the previous trenches of the region!
Improved supply in-stack distribution
Stacks helping others through MTSG will be placed back in their original region, even if in retreat. Posture will be defensive, not passive.
Stacks assaulting a structure and ordered to retreat will simply stop the attack.
stacks don't retreat from regions not having an offensive posture stack
Stack in retreat or doing MTSG can't cross blockaded river or pass through 'front' because of ZOC.
Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential.
Traffic rule (in work)
fix for RGDs & AI not playing some
Interface & Engine
Decision cost added instantly to interface.
Fixed negative display loss in resources.
Fixed reversed battle plans effect
Fixed bullets display in cityscape
Message panel opens on scenario start (allows seeing first red pop up)
Fixed resources costs display issue (gui game options)
Fixed crash in stack panel
Added back random variation in display loss
Commander in Chief indicator shown in Stack panel (in yellow and in tooltip on unit)
Music sound volume can now be tweaked (yeah!) - need editing a file though:
you can alter music volume by adding a value between 20 and 100 in general.opt
inoMusicVolume = 60 // music volume, default is 60
Tooltips are shown in hosting if battle report or planner visible
Can see up to 20 nation tags in recruit panel
Regions list show ammo amounts only in the supply column
Supply filter (2) improved
Fixed railpool value disappearing if at the low level
Flag shown during an ongoing battle will be the one of the Commander in chief.
Fixed a display glitch in message panel
Battle planner improvements:
Day of battle shown
Colored, more detailed battle plans description with advice
Terrain tooltip shown on terrain icon
Up to 3 leaders (the most important ones) per side shown, with tooltip indicating their command
% of your troops (and number of elements) in infantry, cavalry, artillery, tank. Same for the enemy.
Most preeminent posture shown for you and enemy. If low cohesion, special indicator.
Can activate in Options Window, Main Menu, an alternate way of showing the postures and ROE in Stack Panel ('flat view')
In Ledger, Unit List, units under construction are now shown as fixed.
Enlarged Event window for better readability
Equipment captured during battle traced in turn history
can't enter anymore (and erroneously) in structures not designed to handle sieges
when doing drag&drop, name of over region appears
Added 2 moddings options for script command AlterCuSubUnit : SetSupplyPerc & SetAmmoPerc
can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
Fixed a display bug in region list leading to false infos
Ammo trains gauge now displays ... ammos!
Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
Also corrected supply and assets production not taking into account loyalty/alignment
Tooltip background rectangle can have color and opacity changed by modding
better AB display in Forces & Units list, leaders sorted properly by name. Units ID sorted as expected (5th before 11st)
Console can reliably be put back at the forefront
Penetration displayed in element details.
In Forces, Units, Regions listing, can scroll one page at a time with key up/down. Tooltip added to the scrollbar also.
Historical setting, data and events
Terrains: all Links re-established as "Is Crossing = 1". Should fix weird off map naval moves in the Atlantic Ocean
Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
Events to cover arrival of US forces in France.
Added AI events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
Added Events for Japanese siege and assault on Tsingtau (only if Japan joins the entente)
Added Events for heavy warships 1914 under construction (GER, FRA, RUS and AUS)
Fixed double generals (Artamonov at start, Sarrail when Salonika option taken)
All 3*** leaders CombatDeathChance set back to 0, to avoid losing a GHQ commander from a stray bullet...
NavalBase / TradePort: SupplyWant & AmmoWant level increased (3 to

Islands and off-map regions local supplies increased, should help fix Singapore or Helgoland issues
Army_GER_Riemann : file named erroneous, now fixed (added correctly named file)
Leader Savov (BUL) missing pictures added + Fixed errors in other portraits
Added more corps names for factions to avoid blank names when exceeding the 100 mark.
Exported 2 new scenarios (West 1914, East 1914) for further testing
Reintroduced the Baltic Shipping box as a shipping/commerce offmap box, for supplies and trade
17 new Russian generals (with their pictures) added + fix to 5 other Russian generals
Spanish translation included: many thanks to Picaron and Haplo for their precious help
German translation included: many thanks to Dominic and Gerd for their precious help
More ammos on units
AI
SplitLargeStacks anti doomstack algorithm
AI better at buying replacements and units
Initial AI agents removed after 4 turns
AI Agent infos on stack tooltip (debug mode only)
Less recombination per turn
AI help to construction of Anzac and Indian troops to Egypt
AI will focus less on Antwerp
AI will calculate fronts faster
AI Agents will be less predictable
AI less prone in retreating into structures in regions part of the front.
Tweaked AI so that commerce ships stay much more in commerce box
Ai fix on blockade run estimation
A... Jugar y divertirse

"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
Re: Nuevos parches de AGEod
Probando...
gracias¡¡ Spanish translation included: many thanks to Picaron and Haplo for their precious help
gracias¡¡ Spanish translation included: many thanks to Picaron and Haplo for their precious help
Re: Nuevos parches de AGEod
Acabo de pillar el AJE a 10 leuros oferta matrix... En la pagina esta el ultimo parche 103c... Es el ultimo parche.. y SOBRETODO es el parche gay que dice Quijote... Son muy fuertes esos escenarios o lo dejo sin actualizar...quijote escribió:Disculpad, si a lo mejor la pregunfa es demasiado simple.
Tengo AJE, BOR y Haanibal, según decis el nuevo parche de AJE permite jugar los escenatios de los otros, lo que ya ocurre con BOR y Hannibal.
La duda que me surge es que diferencia gay en jugar un escenaiode con uno u otro juego.
Gracias.
Enviando con Tapatalk desde SM-T525
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EAW: Parche oficial 1.01
EAW parche oficial 1.01
Fecha: 14 noviembre de 2014
El enlace:
http://www.ageod-forum.com/showthread.p ... post335631
Otro enlace
http://www.ageod-forum.com/showthread.p ... ussions-lt
Lo que contiene:
Following the release of To End All Wars last summer, the biggest Great War strategy game gets a huge update today! Thanks you the great feedbacks on the game, we have been able dig into the code to create a much improved overall experience for this already solid game. The patch includes a great number of fixes, such as some of the strange naval movements in the Atlantic Ocean, as well as balance changes, including the artillery rework. Further changes include the addition of new generals (with historical pictures!) as well as various AI logic improvements. All of this underlines the developers’ continued support for To End All Wars in cooperation with the great community!
Ageod’s To End All Wars is a new game designed around one of the greatest wars that mankind has ever experienced. In this grand strategy game, players will take control over one of the major alliances that so desperately fought for control over Europe and to end all wars. Of course the engine has been updated and altered to convincingly simulate Great War warfare. Continues lines of trenches can be created by the player (and the AI) and special rules allow air units to fulfil missions even beyond enemy lines. Other features brought by this title include the new diplomacy system and the new research system.
You can grab the patch here, or use the automatic update tool.
Change History v1.01:
Gameplay
• Grand Headquarter can have more armies.
• TrenchLevel memory: If you have at least 50% military control, you can get the previous trenches of the region!
• Improved supply in-stack distribution
• Stacks helping others through MTSG will be placed back in their original region, even if in retreat. Posture will be defensive, not passive.
• Stacks assaulting a structure and ordered to retreat will simply stop the attack.
Interface & engine
• Decision cost added instantly to interface.
• Fixed negative display loss in resources.
• Fixed reversed battle plans effect display
• Fixed bullets display in cityscape
• Message panel opens on scenario start (allows seeing first red pop up)
• Fixed resources costs display issue (gui game options)
• Fixed crash in stack panel
• Added back random variation in display loss
• Commander in Chief indicator shown in Stack panel (in yellow and in tooltip on unit)
• Music sound volume can now be tweaked (yeah!) - need editing a file though:
• you can alter music volume by adding a value between 20 and 100 in UserInterface.opt
• inoMusicVolume = 60 // music volume, default is 60
• Tooltips are shown in hosting if battle report or planner visible
• Can see up to 20 nation tags in recruit panel
• Regions list show ammo amounts only in the supply column
• Supply filter (2) improved
• Fixed railpool value disappearing if at the low level
• Flag shown during an ongoing battle will be the one of the Commander in chief.
• Fixed a display glitch in message panel
• Battle planner improvements:
o Day of battle shown
o Colored, more detailed battle plans description with advice
o Terrain tooltip shown on terrain icon
• Up to 3 leaders (the most important ones) per side shown, with tooltip indicating their command
• % of your troops (and number of elements) in infantry, cavalry, artillery, tank. Same for the enemy.
• Most preeminent posture shown for you and enemy. If low cohesion, special indicator.
• In Ledger, Unit List, units under construction are now shown as fixed.
• Enlarged Event window for better readability
• New option (Main Menu/Options/Media Tab) to get back the old postures/ROE buttons
• Equipment captured during battle traced in turn history
• Can't enter anymore (and erroneously) in structures not designed to handle sieges
• When doing drag&drop, name of over region appears
• Added 2 moddings options for script command AlterCuSubUnit : SetSupplyPerc & SetAmmoPerc
• Can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
• Fixed a display bug in region list leading to false infos
• Ammo trains gauge now displays ... ammos!
• Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
• Also corrected supply and assets production not taking into account loyalty/alignment
• Tooltip background rectangle can have color and opacity changed by modding
Historical setting, data and events
• Fix for weird off map naval moves in the Atlantic Ocean
• Events to cover arrival of US forces in France.
• Added AI events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
• Exported 2 new scenarios (West 1914, East 1914) for further testing – please provide feedback
• Spanish translation included: many thanks to Picaron and Haplo for their precious help
• German translation included: many thanks to Dominic and Gerd for their precious help
• More ammos on units, revised artillery usage and power
• Reintroduced the Baltic Shipping box as a shipping/commerce offmap box, for supplies and trade
• 17 new Russian generals (with their pictures) added + fix to 5 other Russian generals
• Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
• Added Events for Japanese siege and assault on Tsingtau (only if Japan joins the entente)
• Added Events for heavy warships 1914 under construction (GER, FRA, RUS and AUS)
• Fixed double generals (Artamonov at start, Sarrail when Salonika option taken)
• All 3*** leaders CombatDeathChance set back to 0, to avoid losing a GHQ commander from a stray bullet...
• NavalBase / TradePort: SupplyWant & AmmoWant level increased (3 to
• Islands and off-map regions local supplies increased, should help fix Singapore or Helgoland issues
• Army_GER_Riemann : file named erroneous, now fixed (added correctly named file)
• Leader Savov (BUL) missing pictures added + Fixed errors in other portraits
• Added more corps names for factions to avoid blank names when exceeding the 100 mark.
AI
• SplitLargeStacks anti doomstack algorithm
• AI better at buying replacements and units
• AI Agents will be less predictable
• Tweaked AI so that commerce ships stay much more in commerce box
• AI less prone in retreating into structures in regions part of the front.
• Initial AI agents removed after 4 turns
• AI Agent infos on stack tooltip (debug mode only)
• Less recombination per turn
• AI help to construction of Anzac and Indian troops to Egypt
• AI will focus less on Antwerp
• AI will calculate fronts faster
A... Jugar y divertirse
Fecha: 14 noviembre de 2014
El enlace:
http://www.ageod-forum.com/showthread.p ... post335631
Otro enlace
http://www.ageod-forum.com/showthread.p ... ussions-lt
Lo que contiene:
Following the release of To End All Wars last summer, the biggest Great War strategy game gets a huge update today! Thanks you the great feedbacks on the game, we have been able dig into the code to create a much improved overall experience for this already solid game. The patch includes a great number of fixes, such as some of the strange naval movements in the Atlantic Ocean, as well as balance changes, including the artillery rework. Further changes include the addition of new generals (with historical pictures!) as well as various AI logic improvements. All of this underlines the developers’ continued support for To End All Wars in cooperation with the great community!
Ageod’s To End All Wars is a new game designed around one of the greatest wars that mankind has ever experienced. In this grand strategy game, players will take control over one of the major alliances that so desperately fought for control over Europe and to end all wars. Of course the engine has been updated and altered to convincingly simulate Great War warfare. Continues lines of trenches can be created by the player (and the AI) and special rules allow air units to fulfil missions even beyond enemy lines. Other features brought by this title include the new diplomacy system and the new research system.
You can grab the patch here, or use the automatic update tool.
Change History v1.01:
Gameplay
• Grand Headquarter can have more armies.
• TrenchLevel memory: If you have at least 50% military control, you can get the previous trenches of the region!
• Improved supply in-stack distribution
• Stacks helping others through MTSG will be placed back in their original region, even if in retreat. Posture will be defensive, not passive.
• Stacks assaulting a structure and ordered to retreat will simply stop the attack.
Interface & engine
• Decision cost added instantly to interface.
• Fixed negative display loss in resources.
• Fixed reversed battle plans effect display
• Fixed bullets display in cityscape
• Message panel opens on scenario start (allows seeing first red pop up)
• Fixed resources costs display issue (gui game options)
• Fixed crash in stack panel
• Added back random variation in display loss
• Commander in Chief indicator shown in Stack panel (in yellow and in tooltip on unit)
• Music sound volume can now be tweaked (yeah!) - need editing a file though:
• you can alter music volume by adding a value between 20 and 100 in UserInterface.opt
• inoMusicVolume = 60 // music volume, default is 60
• Tooltips are shown in hosting if battle report or planner visible
• Can see up to 20 nation tags in recruit panel
• Regions list show ammo amounts only in the supply column
• Supply filter (2) improved
• Fixed railpool value disappearing if at the low level
• Flag shown during an ongoing battle will be the one of the Commander in chief.
• Fixed a display glitch in message panel
• Battle planner improvements:
o Day of battle shown
o Colored, more detailed battle plans description with advice
o Terrain tooltip shown on terrain icon
• Up to 3 leaders (the most important ones) per side shown, with tooltip indicating their command
• % of your troops (and number of elements) in infantry, cavalry, artillery, tank. Same for the enemy.
• Most preeminent posture shown for you and enemy. If low cohesion, special indicator.
• In Ledger, Unit List, units under construction are now shown as fixed.
• Enlarged Event window for better readability
• New option (Main Menu/Options/Media Tab) to get back the old postures/ROE buttons
• Equipment captured during battle traced in turn history
• Can't enter anymore (and erroneously) in structures not designed to handle sieges
• When doing drag&drop, name of over region appears
• Added 2 moddings options for script command AlterCuSubUnit : SetSupplyPerc & SetAmmoPerc
• Can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
• Fixed a display bug in region list leading to false infos
• Ammo trains gauge now displays ... ammos!
• Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
• Also corrected supply and assets production not taking into account loyalty/alignment
• Tooltip background rectangle can have color and opacity changed by modding
Historical setting, data and events
• Fix for weird off map naval moves in the Atlantic Ocean
• Events to cover arrival of US forces in France.
• Added AI events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
• Exported 2 new scenarios (West 1914, East 1914) for further testing – please provide feedback
• Spanish translation included: many thanks to Picaron and Haplo for their precious help
• German translation included: many thanks to Dominic and Gerd for their precious help
• More ammos on units, revised artillery usage and power
• Reintroduced the Baltic Shipping box as a shipping/commerce offmap box, for supplies and trade
• 17 new Russian generals (with their pictures) added + fix to 5 other Russian generals
• Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
• Added Events for Japanese siege and assault on Tsingtau (only if Japan joins the entente)
• Added Events for heavy warships 1914 under construction (GER, FRA, RUS and AUS)
• Fixed double generals (Artamonov at start, Sarrail when Salonika option taken)
• All 3*** leaders CombatDeathChance set back to 0, to avoid losing a GHQ commander from a stray bullet...
• NavalBase / TradePort: SupplyWant & AmmoWant level increased (3 to

• Islands and off-map regions local supplies increased, should help fix Singapore or Helgoland issues
• Army_GER_Riemann : file named erroneous, now fixed (added correctly named file)
• Leader Savov (BUL) missing pictures added + Fixed errors in other portraits
• Added more corps names for factions to avoid blank names when exceeding the 100 mark.
AI
• SplitLargeStacks anti doomstack algorithm
• AI better at buying replacements and units
• AI Agents will be less predictable
• Tweaked AI so that commerce ships stay much more in commerce box
• AI less prone in retreating into structures in regions part of the front.
• Initial AI agents removed after 4 turns
• AI Agent infos on stack tooltip (debug mode only)
• Less recombination per turn
• AI help to construction of Anzac and Indian troops to Egypt
• AI will focus less on Antwerp
• AI will calculate fronts faster
A... Jugar y divertirse
Última edición por picaron el 18 Nov 2014, 13:12, editado 1 vez en total.
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
Re: Nuevos parches de AGEod
Gracias por mantenernos informados de las actualizaciones...
Re: Nuevos parches de AGEod
Ha salido el parche 1.04 para el Alea iacta est:
http://www.ageod-forum.com/showthread.p ... -available
Estos son los cambios:
1.04
************
NEW EXE (dated 07/10/2014)
- Permits to play all BOR and HAN scenarios inside AJE, if those games are installed in your hard drive(*)
- Significant improvements to AI code (including but not restricted to the ability to assault in sieges and revised supply management in sieges, better handling of siege works RGD, and more!)
- Fixes a bug that prevented the AI to build some units
- Modding: music sound volume can now be tweaked: inoMusicVolume; Verbosity_AI_BNU_ for verbosity in Build New Units; and more
(* - this feature may not work as such with the Steam version)
UI
- New look for the faction selection window
- Added an extended detail panel for units with more than 13 elements
- Increased max level of zoom (thanks, Bohémond !)
- Modding: Military control overlay can be displayed with subfactions colors and not only factions (in userinterface.opt file, put inoSubfactionForMCOverlay = 1)
SCENARIOS AND DB FIXES
All scenarios:
- Fix to strong disciplinarian ability of the Legatus (will increase discipline of legions)
- Improvement in combat capabilities of Iberian and Numidian cavalry
- Fix of a DB error that caused too short build times for some militia units
- Punish RGD does not give NM bonus anymore
- Rework of several events to fix a rare issue when some leaders could not be recognized as being in-play if merged with a unit
Marius vs Sulla scenario
- Fix to consequences of Dardanos peace to Pontic troops in Macedonia and Graecia
Great Mithridatic War scenario:
- Armenian armies remain fixed when Pontus declares war
- Mankaios manus starts in Edessa
- Bithynia inheritance event probability increased
- Pontic generals/admirals Aristonicus and Dionysius have no longer Areabound penalties
- Fix to date of entry of consuls Publicola and Lentulus (and their removal if Crassus enters the game)
Severus 193 Scenario:
- Barbarians Threat Events reworked
- Armenia Supports Event fixed
The Roman Civil War (Caesar vs Pompey) scenario:
- Parthia is now inactive and locked.
- Mauretanian Horsemen Option fixed
Parthian Wars extension:
Traianus scenario:
- Fix to double Catilius leader in Armenia annexation option
- Small fix to Armenia invasion event (Colchis regions do not unlock)
- Fix to Cyprus judean revolt event: only roman garrison units are eliminated
- Fix to Egyptian judean revolt event: Nubae region is unlocked
- Fix to region loyalty change in Annexation of Armenia and Agbar betrayal options
Crassus Scenario:
-Fix Armenia Sue for Peace Event
-Fix to region loyalty change in Comagene switches sides and Agbar betrayal options
Marc Antonius Scenario:
-Fix Armenia Sue for Peace Event
-Fix to region loyalty change in Comagene switches sides and Lysanias rallying options
Severus scenario
- Fix to death of Vologese event
STRINGS
- Area Bound Ability Informations added
¡Fuerza y honor!
http://www.ageod-forum.com/showthread.p ... -available
Estos son los cambios:
1.04
************
NEW EXE (dated 07/10/2014)
- Permits to play all BOR and HAN scenarios inside AJE, if those games are installed in your hard drive(*)
- Significant improvements to AI code (including but not restricted to the ability to assault in sieges and revised supply management in sieges, better handling of siege works RGD, and more!)
- Fixes a bug that prevented the AI to build some units
- Modding: music sound volume can now be tweaked: inoMusicVolume; Verbosity_AI_BNU_ for verbosity in Build New Units; and more
(* - this feature may not work as such with the Steam version)
UI
- New look for the faction selection window
- Added an extended detail panel for units with more than 13 elements
- Increased max level of zoom (thanks, Bohémond !)
- Modding: Military control overlay can be displayed with subfactions colors and not only factions (in userinterface.opt file, put inoSubfactionForMCOverlay = 1)
SCENARIOS AND DB FIXES
All scenarios:
- Fix to strong disciplinarian ability of the Legatus (will increase discipline of legions)
- Improvement in combat capabilities of Iberian and Numidian cavalry
- Fix of a DB error that caused too short build times for some militia units
- Punish RGD does not give NM bonus anymore
- Rework of several events to fix a rare issue when some leaders could not be recognized as being in-play if merged with a unit
Marius vs Sulla scenario
- Fix to consequences of Dardanos peace to Pontic troops in Macedonia and Graecia
Great Mithridatic War scenario:
- Armenian armies remain fixed when Pontus declares war
- Mankaios manus starts in Edessa
- Bithynia inheritance event probability increased
- Pontic generals/admirals Aristonicus and Dionysius have no longer Areabound penalties
- Fix to date of entry of consuls Publicola and Lentulus (and their removal if Crassus enters the game)
Severus 193 Scenario:
- Barbarians Threat Events reworked
- Armenia Supports Event fixed
The Roman Civil War (Caesar vs Pompey) scenario:
- Parthia is now inactive and locked.
- Mauretanian Horsemen Option fixed
Parthian Wars extension:
Traianus scenario:
- Fix to double Catilius leader in Armenia annexation option
- Small fix to Armenia invasion event (Colchis regions do not unlock)
- Fix to Cyprus judean revolt event: only roman garrison units are eliminated
- Fix to Egyptian judean revolt event: Nubae region is unlocked
- Fix to region loyalty change in Annexation of Armenia and Agbar betrayal options
Crassus Scenario:
-Fix Armenia Sue for Peace Event
-Fix to region loyalty change in Comagene switches sides and Agbar betrayal options
Marc Antonius Scenario:
-Fix Armenia Sue for Peace Event
-Fix to region loyalty change in Comagene switches sides and Lysanias rallying options
Severus scenario
- Fix to death of Vologese event
STRINGS
- Area Bound Ability Informations added
¡Fuerza y honor!
"No sé lo que hay que hacer, esto no es una guerra".
Lord Kitchener

Lord Kitchener


