Here is the link to the 'major' upgrade of the Beta:
http://files.filefront.com/Revisions.../fileinfo.html
This revision contains Revisions 5 thru 10.
Changes in this revision:
1. Some more corrections, additions, tweaking of the recruitment. It should be close to as it should be.
2. I did a lot of work on the Campaign, trying to make it a little easier for the factions that hold distant regions or are far flung empires (like Seleucid) to hold onto their territory, albeit, with difficulty. Some of the work I did was\is to also set a foundation for some of the economic work Gotthard is doing. Factions should now have an income of 'some' sort, and not be going into debt with each turn. It may actually go the other way...but tweaking will continue.
3. Finally found out why the Boii settlements has a romans_senate banner over their cities when empty....the .cas file for this was renamed 'symbol_boii.cas'...but it still looks for a texture named 'senate.tga.dds'. I had forgotten about that.
4. Fixed small town in the Atlantic near Ireland.
5. Removed the old barracks from Roman possession...it was causing problems for some reason. So the Romans can now build their own barracks system everywhere.
6. Here's the big one.....readjusted the geography to a 'compromise' between RTW and MTW2. It remains 'gently hilly' in many places, but the flat places that should be flat are flatter. From what I saw during my tests, it looks good, and should play well.
7. Replaced almost every single tree, and used as many of Genno's trees as I felt I could. I also converted all of the sprites to .dds files, which really made a difference in performance (I thought), and hand-edited many of them to make them look better. To a large extent, you can hardly tell when they switch except with a few trees.
I also discovered (but didn't address yet) why you tend to get a 'tree flip', I call it, when sprites come in and go out. The reason is that the game regenerates some of the images of 'a' tree by reversing the image randomly. So the sprites give an impression that there are a lot of different images this way. The problem is, if a tree has a big limb coming out the right side, let's say, the sprites can have that limb on either the right OR left side. So when you move closer to a tree like this, if the sprite used for that particular tree has the limb on the wrong side...it 'flips'. I find this pretty irritating...then again, I'm a perfectionst. So at some point I want to fix that.
8. Did a lot more work on the climates....as in, where a climate will show up, and what it looks like.
The area around the mideast, from the coast of Anatolia and down, is now strickly 'semi-arid' climate with palm trees and a more barraen look. The Mediterranean climate just didn't look right there. As I mentioned before, I used the old 'sub-arctic' climate to create an 'intermediate' Mediterranean Climate thru a band, so to speak, at the height of northern Italy. It is used for higher area in the mideast, Cappadocia, Armenia also. It is in effect a very 'mild winter' climate.
There is no snow, but some trees have turned red\orange fall looking. It looks like this:
One of the textures turns to a leaf covered look, and some of the trees have no leaves and look 'frosty'.
The link for this is also in the RS 7.0 Beta 7 thread, but for some reason I can't into the last page.
9. Tone's new skies added, and they are superbly wonderful.![]()







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