Nuevos parches de AGEod

El sitio en el que escribir sobre los juegos de AGEOD: AACW, AJE, WIA, PON, RUS, ROP, NPC, etc...

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nhefob
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Re: Nuevos parches de AGEod

Mensaje por nhefob »

Haplo_Patryn escribió:¿Es compatible este parche con saves de partidas anteriores?
Lo es. No ha habido cambio mayor en la DB.

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Re: Nuevos parches de AGEod

Mensaje por Haplo_Patryn »

Gracias.
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Re: Nuevos parches de AGEod

Mensaje por quijote »

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.

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Re: Nuevos parches de AGEod

Mensaje por Haplo_Patryn »

Ninguno, no hay diferencia alguna ya que el motor es el mismo.
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Re: Nuevos parches de AGEod

Mensaje por quijote »

Gracias Haplo, vamos que los sacan como juegos en lugar de como escenarios por pura pela :x

Ya que estas y como ando leyendo tu AAR de dioses y hombres, me te agradeceria si me puedes indicar comk profundizar en esta serie, ya que me interesa mucho, pero no termino de pillar el asunto economico y de suministros.

Un saludo

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Re: Nuevos parches de AGEod

Mensaje por Haplo_Patryn »

El asunto económico no es muy complejo, básicamente en este juego hay unos ingresos anuales, hacia el mes de abril creo recordar o marzo, donde se ingresan todo lo que generan las provincias que tienes bajo control. Si pones el filtro económico/suministros verás los denarios que genera cada ciudad.

Respecto a los suministros, cada región genera unos suministros en función del tamaño de la ciudad, de la riqueza de la región, la presencia de un depósito (cada nivel aporta más suministros hasta nivel 4, que es el máximo), un puerto, etc. Eso genera un valor de suministros x, digamos 25 por ejemplo. Lo que tienes que hacer es multiplicar ese valor x 5 (en el ejemplo 125) y tendrás el total de suministros que genera esa región. Ahora comprueba cuánto consume un ejército (por ejemplo, 50 suministros). Eso quiere decir que el ejército aguantaría bien ya que consume 50 de los 125 que genera la región.

Si no genera suficientes pues entonces el ejército tiene una reserva que se agotará rápidamente y puede durar 1 o 2 turnos más hasta agotarse. A partir de ahí tus tropas empezarán a perder potencia de combate.
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Re: Nuevos parches de AGEod

Mensaje por quijote »

Eso será lo que me esta pasando con el escenario de Iliria, entre lo que tardan en activarse las dos legiones disponibles y lo rapido que pierden fuerza al cruzar el adriática, consigo victorias por la minima, pero no veo forma más que de salvar los muebles.

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Re: Nuevos parches de AGEod

Mensaje por Haplo_Patryn »

Seguramente debes enviar carros de suministro en viajes constantes de ida y vuelta, es la única forma de mantener operativo un ejército en territorio enemigo.
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QuickFix para parche 1.04RC2 PON

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Fecha: 3 de agosto

Mini quickfix para parche 1.04RC2 del PoN


El enlace

http://www.ageod-forum.com/showthread.p ... post322190
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
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EAW: Parche Public beta Patch 1.01 RC6

Mensaje por picaron »

EAW: Public beta Patch 1.01 RC6

Fecha: 30 septiembre de 2014


El enlace:

http://www.ageod-forum.com/showthread.p ... h-1-01-RC6

Lo que contiene

Dear players,

First public beta patch for End all Wars can be found here:

Lo he quitado porque este enlace no funciona

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).

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 (4 entries)
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.

Interface (26 entries)
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

Historical setting, data and events (19 entries)
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 8)
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 (9 entries)
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


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

Mensaje por Ronin »

Gracias Haplo y Picaron por el trabajo
¡¡¡Cuanto echamos de menos el esplendor de Al-Andalus!!!

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EAW: Beta pública Patch 1.01 RC7 (upd 01 de octubre)

Mensaje por picaron »

Beta pública Patch 1.01 RC7 (upd 01 de octubre)

Fecha: 1 de octubre


El enlace

http://www.ageod-forum.com/showthread.p ... pd-01-oct)

Es igual que el parche Beta pública Patch 1.01 RC6, pero con algunas mejoras:

RC7: AI less prone in retreating into structures in regions part of the front.
RC7: fix for garbled display in battle report
RC7: Stacks assaulting a structure and ordered to retreat will simply stop the attack.

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).

Orange: new to RC7

Red: significant addition.

You must use the default forum theme (dark grey) to see the colors without having your eyes bleeding


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

Mensaje por tarokun »

ole
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Re: Nuevos parches de AGEod

Mensaje por tarokun »

Ahora esta el rc8, no??? lo pregunte también en el hilo del eaw... perdón por duplicar...
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EAW: Parche Public beta Patch 1.01 RC8

Mensaje por picaron »

EAW: Parche Public beta Patch 1.01 RC8

Fecha: 14 de octubre de 2014


El enlace

http://www.ageod-forum.com/showthread.p ... -oct-14%29

Lo que contiene


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).

Orange: new to RC8
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.

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



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 8)
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


A... jugar y divertirse
"La historia es, ciertamente un debate sin final" profesor Pieter Geyl en su estudio sobre Napoleón.
Responder