Changes from previous versions are put at the bottom of their respective catagory in the complete overview
Version 1.086
-Fixed the Guerilla Crash that had made its way back in through some backdoor
-Minor fixes concerning firing drills.
-Victory Conditions and the removal of the FOW bug are back in, thanks to
Irmo and
HusserlTW respectively. Only the startpos file needs to be updated. Remember: You only need the scripting.lua to play with a North American protectorate.
Fixed some incorrect costs - Prussian grenadiers.
Adjusted some lite inf units to standard IS sizes. Fergusons rifle, minutemen.
Removed stakes
Balance a few new patch units some more
adjusted unit techs to remove incorrect fire drills
Added mob formation to a few more eastern and early euro lite troops, plus lite dragoons and Carbineers.
Added skirmish mode to Carbineers
Added naval Ai benefit to Expert campaign AI (oops), gave hard AI a small naval recruitment point boost.
Adjusted unit caps for new units
Reconfirmed that the new units are recruitable
New for 1.08x
- lowered ship prices for the AI for more naval fun
- added Mob formation to troops
- Minor factions acting gonzo fixed to 1.3 levels
- Low Ammo for Conscripts and NA Bowmen fixed
- added the DLC and new units to the rosters (and hotfixed)
- updated the mod files to include the new patch 1.3 changes
- updated the startpos to patch 1.3. For now this means there are no Victory conditions (they will follow in some time) and the LOS bug is back.
Use the List Menu and Building Browser to select your troops and settlements!
It is currently impossible to remove the LOS bug. The ESF-editor's copy function is broken in the new file. If you see another mod still has that feature. It is propably because they are still using the old version of the startpos file, and propably missing patch changes (it is unknown what exactly is changed in the startpos)
- some files removed in order to ensure you get the patch changes. We will have to look at the behaviour and see what changes are still necessary. This includes changes to AI, morale, fatigue, and economy, as well as the new roundshot and artillery calibrations.
New for 1.07x
- Fog of war also removed for Pirates, playability and victory conditions for barbary states, courland, saxony, crimea.
- Fog of War bug removed. Minor nations are now playable as if they were major ones. (
Disclaimer: you must still once select your fleets and armies out of your territory once using the list menu)
Thanks to Erasmus777 who found out how to do this.
- Persia is now playable.
Protectorates are playable in the latest version. They are not fully supported. Protectorates are known to be buggy, play them at your own risk. Protectorates will not go to their parent factions in the latest version. This is both to consolidate game versions, and also because my current hunch is that with the administrative cost changes that CA has made, you might actually make more money this way.
- Bug fixes, including a full NA auxiliary roster for Great Britain, Xebecs are now recruitable by the Barbary States, and other small fixes that I've made in the past week that I can't remember right now.
- Fixed bug with colonial artillery causing a ctd
- Colonial Artillery are now correctly recruitable from the first and second ordinance buildings, with the appropriate technology researched.
- Fixed a CTD involving Guerillas.
- Reworked the AI to solve the naval recruitment bug
- Due to the new AI changes, IS naval costs have been returned
I basically had to redesign most of my AI. I saved the most important parts, like the Ally help parameters and spending priorities, and I left out most of the aggression parameters, because I felt that we were seeing too much conquering too quickly. Ship construction appears to be at an all time high, even with IS standard costs. The AI also seems to focus on nabbing the most valuable trade nodes first, so Brasil will be the last theater to fill, in my testing experience, while the East Indies are the first.
- Colonial artillery should now require the appropriate technology
- Added greater differentiation between units with good accuracy and units with poor accuracy
- Increased the charge skill of Lancers significantly
- All Lancers now have a medium horse or larger
- Cavalry has been reworked for greater tactical differentiation between weights
There are three main types of cavalry in ETW, differentiated by horse weight. You have horse_light, horse_medium, horse_heavy. Each type gives a certain inherent weight to the charge, regardless of charge skill.
I've reworked stats and costs to differentiate between these weights.
Light cavalry now have relatively poor stats, but are very fast, and are now very cheap. They're good at flanking weak units, running down routers, and taking out light infantry.
Medium cavalry is roughly similar to how it is now. They can take on line infantry if the situation favors them, by timing their attack in between volleys against infantry that isn't in square, preferably hitting them in the flank.
Heavy cavalry are lethal, but far more expensive than they are now. They're the only unit that can be reliably expected to take out elite infantry on a man for man basis, or charging through a battle line.
Hussars are slightly unique. They're as fast as light cavalry, but they hit like medium cavalry. They're a bit more expensive than medium cavalry.
- Colonial artillery should now recruit from the appropriate building
- Fixed a bug that removed technological requirements for units
- Additionally, all ships have been reduced in purchase price by 30%
- Increased the chance that nations would use the fleets they have
- Reduced accuracy on colonial militia
- Increased accuracy on rangers
- Increased reload time for Mass Fire
- Fixed a bug that was preventing Mass Fire from working in Grand Campaign battles (thanks very much to
Ahiga for pointing me in the right direction!)
- Light Infantry Behavior no longer requires researching a technology before it goes into effect
- The naval_stats file has been updated to be compatible with the latest version. You should now see hull strength again
- Some sailing mechanics were tweaked, you are no longer penalized as heavily for sailing into the wind.
- Pirates can no longer recruit galleons, fluyts, or race built galleons. Instead, they can now recruit 6th rate frigates.
- Volley fire has been removed. It has been replaced with Mass Fire
- Grenadiers should now correctly no longer be able to use the platoon fire drill
- Grenadiers no longer fire by rank
Mass Fire has nearly every man in your unit fire at once. Consequentially, it's very effective for halting a charge, or firing at the enemy before you charge. It is not, however, anywhere near as effective as Rank Fire or Platoon Fire in a shootout. It is naturally more effective than volley fire. Rank fire is no longer an absolute necessity to rush to research. Your choice in fire drill is now dependent by and large on your military doctrine. If you find that your play style is more suited towards a close range volley followed by cold steel, you should enjoy the new possibilities opened up by mass fire. My eventual goal (if it ever becomes possible) is to have rank fire and platoon fire toggle like Fire and Advance. That's probably a long way off, if CA ever releases modding tools that open up more possibilities than fan made ones. The reason I left Grenadiers without rank fire was to emphasize their use as shock troops. I wanted to make sure they didn't lose effectiveness in that role after rank fire was researched.
- Due to a new bug, Fire and Advance has been removed
I'm not happy about this, but I don't really have a choice. Instead of fixing Fire and Advance with this patch, they added a new bug. Fire and Advance will perform two rotations, and then it will lock into position and every man who can in the unit will fire and reload as fast as possible. This makes my fix (of dramatically increasing the reload bonus Fire and Advance gets to simulate the time it would have taken for the rear rank to run up and shoot) completely overpowering. You'd be having 70%+ of the unit fire every 8 seconds or so. The technology is still available to research, but no units have the capacity to use the drill. I can't take the technology out yet due to changes in the structure of that file in the new patch.
- European generals can now correctly no longer fire while mounted
- Minor factions have had their AI tweaked (as much as I can, right now) towards being less aggressive. Assisting their allies is still by far their number one military priority.
- The Breech Loading rifle technology is now available at the end of the tech tree for all nations. All nations consequentially have had Ferguson Riflemen unlocked
- Ferguson Riflemen now have a unit limit of 1
- The unit_table files have been updated to be compatible with patch 1.2. This should hopefully fix the bug that was causing nations to no longer recruit naval units. Let me know if you still see a lack of naval units.
- Accuracy has been reworked to permit relatively high accuracy stats. The BAI was changed so that it regarded low accuracy stat units (IE: everything in IS) as something odd, and it was causing pretty much game breaking behavior. I've changed the accuracy system so that accuracy values for units are close to vanilla levels, and hopefully this should solve that problem.
- My AI files have been re added. As near as I could tell, the AI changes CA made were not made in the .pack CAI files. Hence, my old AI should be totally compatible. There are a few tweaks to region defense parameters that should prevent odd stacking behavior (I'm looking at you, Sweden)