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  1. #1

    Default Patch 1.07 preview

    Well, I finally managed to end my work on the campaign maps and on a lot of minor tweaks. So basically the new patch is almost ready, but there is still time for more fixes.

    This is a change log to inform you of all the new features and changes this version has.

    -added Phanagorea in the Cimmerian Bosphorus, Nisibis in Mesopotamia, Heraclea in Bithynia\Paphlagonia, Lysimacheia in the Hellespontus.

    http://img217.imageshack.us/i/bosph.jpg/
    http://img172.imageshack.us/i/assyn.jpg/
    http://img229.imageshack.us/i/asmin.jpg/

    -renamed Hatra>Edessa, Campus Blemmye>Berenike, Axum>Ptolemais, Kydonia>Gortyna, Kangha>Alexandria Eschate, Merv>Alexandria Margiane, Phra>Alexandria Ariana, Neh>Alexandria Prophtasia, Istakhr>Pasargadae, Tarquinii>Arretium, Ancona>Ariminum, Kydonia>Gortyna
    -moved Edessa, Pergamum, Damascus, Ghaza, Philippi, Ubar, Gerra, Omana, Kangha, Ptolemais, Berenike, Apamea, Arretium, Ariminum, Gortyna and some ports
    -little change in the Egyptian and Thracian cultural system*
    -large rework of mercenary pools: more mercenary pools with lower replenish values*
    -little rework of ground types in some areas
    -added Nuragic AoR units and Mercenary Eastern Horse Archers
    -removed old XGM campaign advice threads
    -replaced vanilla watchtowers with minor settlements from XGM
    -restored wonders on campaign map
    -removed resource grain from Pyrrhic Wars campaign
    -the Force Diplomacy script has now proper text description
    -added new descr_strat.txt in Pyrrhic Wars and Wars of the Diadochi folders for ALX players*
    -seleucid Argyraspides now have proper Unit info card
    -text proofing thanks to Silver Legionary. Thank you for your help!

    *A separate note for a change in the cultural system for Egypt and Thrace. They are bi-cultural factions, Egypt greek\eastern, Thrace greek\barbarian. That means they are able to build two kinds of barracks, and to get the maximum conversion bonus from both the two kinds of Native buildings. This, however, caused a discrepancy.
    I’ll try to explain it for Thrace, for Egypt it works in the same way.

    If a player wanted to develop the greek element in a region with a Barbarian Native building, he obviously would have built Western Civilised colonies and Greek barracks. But the growth of Barbarian population would always have been at the maximum level, I mean the default value (+15%) plus the faction bonus (+15% because of Thrace being a greek\barbarian faction). This makes no sense, since the player decided to develop Greeks in spite of Barbarians.

    Now, Thrace gets maximum growth values depending on the barracks they build. If a player builds Greek barracks in a region with Barbarian Natives, the barbarian growth will only have the default value of +15%. Thus, building Greek colonies and converting population will be easier. On the other hand, if he builds Greek barracks in a region with Greek Natives, he will get the maximum greek growth.
    Viceversa, if a player builds Barbarian barracks in a region with Greek Natives, the greek growth will only have the default value of +15%. On the other hand, if he builds Barbarian barracks in a region with Barbarian Natives, he will get the maximum barbarian growth.

    Shortly, barracks determine the growth values, to better represent the choice of a culture. You can always try to smash barracks down at some time, but you can’t smash cultural buildings. Once you’ve built a colony, that’s it, it will stay there forever, so choose carefully.

    What I’ve explained for Thrace works in the same way for Egypt, except for the fact it’s a greek\eastern faction.
    I haven’t had time to test it extensively as it should have been, but for the few tests I’ve run it I think the whole system works better now.

    *Another separate note for the changes in the mercenary pools. I was just tired to see absurd things like a Carthaginian general recruiting a merc army in Carthago Nova and then not a single merc unit in the whole Iberian peninsula. Or a general recruiting in Syria and then not a single mercenary until Persia.
    Now there are more mercenary pools. For example Iberia, Gaul and Germany had only one huge pool each. Now they have two pools each. Obviously there are not twice as many mercs, there is roughly the same total amount, but spread in more pools with lower replenish values.

    *Last separate note for those new descr_strat.txt for ALX players.
    Quite simple: the default descr_strat.txt in the Pyrrhus and Wars of the Diadochi folderswork both with BI and ALX. But for ALX players who want to benefit of the ai_do_not_attack_faction feature, I have added a new descr_strat ALX.txt file. The only change to the default file are those ai_do_not_attack_faction enties. To use it, just rename the default descr_strat.txt -> descr_strat abcd.txt and the descr_strat ALX.txt -> descr_strat.txt.
    A little change for people who want to benefit of better engines......again, the ONLY difference between the two files are those entries, so even if you lose the default file, it is sufficient to open the ALX file and delete those entries.

    Well, I think that’s all. I tried to do my best, but I may have forgot some of your suggestions. One thing I’d really like to fix is that old german banner with IGCS, but I have no idea of what file I have to add\edit\overwrite. I don’t have the skill to do a new proper banner, so I could borrow vanilla greek banner, it’s quite similar.


    Again, the patch will be released quite soon, so if you have any request or suggestion, just say it and we'll see if it can be done!
    Last edited by Spartan 666; August 13, 2009 at 11:23 AM.


  2. #2
    RedFox's Avatar When it's done.™
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    Default Re: Patch 1.07 preview

    Well, even though I'm sort of out of the development process right now and don't have RTW installed, here are some things that I don't really like/might not like.

    >>Tarquinii>Arretium

    I wanted to have a settlement a bit more in the south and the obvious candidate was Tarquinii, now that you moved it back, the sort of balance is lost in that region and Romans will be targeted more by the Gauls. *sigh*

    >>little rework of ground types in some areas

    I hope you didn't change any textures. In that case it's fine.

    >>replaced vanilla watchtowers with minor settlements from XGM

    I don't really like the minor settlements idea. I would much rather have "outposts", can you change the name?

    >>Mercenary pools
    I don't know how much you changed the replenish rates, but here's how they would be balanced:
    Since there used to be one pool, now replaced with two pools, the replenish rate should be 2/3 of the original, not 1/2. It doesn't seem to follow logic, but that's how to make it balanced, since 1/2 would be too slow and 2/3 would give somewhat identical replenish rates in the two-pool region.

    >>ALX features
    That's a great idea, but I'd much rather have the installer script determine whether you have ALX or BI. If you have ALX, it adds ALX features, if you have BI, it leaves it at that. I would also use the nice custom portraits feature.

    I'll fix the IGCS banner for you.
    I wish the custom generals feature had been implemented, but we're stuck with these rather ugly generals.

    Very nice work, Spartan! These issues should be looked over before release though.

  3. #3

    Default Re: Patch 1.07 preview

    Quote Originally Posted by RedFox View Post
    Well, even though I'm sort of out of the development process right now and don't have RTW installed, here are some things that I don't really like/might not like.

    >>Tarquinii>Arretium

    I wanted to have a settlement a bit more in the south and the obvious candidate was Tarquinii, now that you moved it back, the sort of balance is lost in that region and Romans will be targeted more by the Gauls. *sigh*

    >>little rework of ground types in some areas

    I hope you didn't change any textures. In that case it's fine.

    >>replaced vanilla watchtowers with minor settlements from XGM

    I don't really like the minor settlements idea. I would much rather have "outposts", can you change the name?

    >>Mercenary pools
    I don't know how much you changed the replenish rates, but here's how they would be balanced:
    Since there used to be one pool, now replaced with two pools, the replenish rate should be 2/3 of the original, not 1/2. It doesn't seem to follow logic, but that's how to make it balanced, since 1/2 would be too slow and 2/3 would give somewhat identical replenish rates in the two-pool region.

    >>ALX features
    That's a great idea, but I'd much rather have the installer script determine whether you have ALX or BI. If you have ALX, it adds ALX features, if you have BI, it leaves it at that. I would also use the nice custom portraits feature.

    I'll fix the IGCS banner for you.
    I wish the custom generals feature had been implemented, but we're stuck with these rather ugly generals.

    Very nice work, Spartan! These issues should be looked over before release though.
    >Tarquinii
    Oh, I didn't know that was your intention. I'm sorry, it's just that playing with Romans I found annoying having cities too much in the south, with problems sending armies back to fill in the losses. I can make it back as you wanted, I have no problem.

    >ground types
    Don't worry. Just edited something in ground_types.tga.

    >minor settlements
    Ok, I agree on the name. I did it because now the map seems a little more...populated, with all those little cities. Also, I just hated that watchtower model.

    >replenish
    To be honest, I can't remember how much I changed it. I will find an old descr_mercenaries and check it out to make it 2\3.

    >ALX features
    Ok, it's up to you to make the installer detect it, I have no idea how to do it. The files are in the respective campaign folders with the ALX suffix.

    >IGCS banner
    great!

    >custom generals
    What's that? Something like Alexander in ALX vanilla campaign?

    EDIT: oh, I forgot..you remember that guy that reported a problem with an Imperial Palace in Sparta with IGCS? You said that it could be because Sparta uses a custom settlement plan that was never finished..this is another thing that should be looked and fixed..
    Last edited by Spartan 666; August 14, 2009 at 05:08 AM.


  4. #4

    Default Re: Patch 1.07 preview

    >Tarquinii
    Please do, I like the name better

    Good luck with the final touches, want to start playing again

  5. #5
    messiah's Avatar Semisalis
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    Default Re: Patch 1.07 preview

    Yay!


  6. #6

    Default Re: Patch 1.07 preview

    Sounds Interesting





  7. #7

    Default Re: Patch 1.07 preview

    this of course will not be save game compatable?

  8. #8
    RedFox's Avatar When it's done.™
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    Default Re: Patch 1.07 preview

    No, it won't be save compatible. The changes to the map are too severe.

  9. #9
    RedFox's Avatar When it's done.™
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    Default Re: Patch 1.07 preview

    I'll have a go at those fixes sometime tomorrow when I have more free time. Meanwhile you can change Tarquinii back, change watchtowers to Outposts, fix the replenish rates.

    I'll work on the NSIS script and get the banner fixed. I'm really not sure about the whole custom settlement thing though, since I don't have RTW installed and couldn't test it anyhow. And yes, custom generals is like Alexander in ALX.

    It would be good if we could change some stats too. Some units may be unbalanced, so it would be nice if someone reported any such units (with the exception of Mjolnir Spartans of course..).

  10. #10
    Athenogoras's Avatar Campidoctor
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    Default Re: Patch 1.07 preview

    If you dont like the watchtowers appearance there is work being done(by Davide Cool) on another one.

  11. #11

    Default Re: Patch 1.07 preview

    Thanks for including my work, Spartan.

    It's the least I could do for such an impressive mod.

    BTW, I stink at grammar, so I think I'll need someone
    to go over grammar for me, as I'm better at spelling anyway...

  12. #12

    Default Re: Patch 1.07 preview

    @ RedFox: I'll do it sunday or monday, today I have no time do it unfortunately.

    @ Athenagoras: those models are nicer than vanilla's, no doubt, but I didn't really like the whole watchtower thing. It's far more realistic to have little settlement, outpost or camp than a solitary tower in the middle of nothing.

    @ Silver Legionary: you're welcome, your help with text proofing is great and it deserves to be included!


  13. #13

    Default Re: Patch 1.07 preview

    Okay, Arretium is back Tarquinia and Ariminum is back Ancona.

    Then, I have added a totally new description for the WotD campaign and the Peace with the Dead script from XGM.


  14. #14

    Default Re: Patch 1.07 preview

    Do not forget to fix the spartan map, as in the battle map the city is all over the place, if you know what i mean. sky boxes on the floor, building not in line with the layout etc.
    also you guys gonna fix the Perioeki Pikemen formation? as they tend to hardly ever line up right.?

    keep up the good work spartan look forward to whats coming

  15. #15

    Default Re: Patch 1.07 preview

    I was not aware of a problem in the Perioeki formation...I'll give a look at it.

    As for the "spartan map", that surely has to do with what RedFox called custom settlement plan, which I have absolutely no idea of what it is. If I knew, I would be eager to fix such a horrible thing..


  16. #16
    RedFox's Avatar When it's done.™
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    Default Re: Patch 1.07 preview

    I should have fixed it a long time ago. I would've if I didn't have a faulty ram sector that made the laptop blue screen when I try to test custom battles. >.<

  17. #17

    Default Re: Patch 1.07 preview

    Good news, I think I have finally found a way for the barracks to appear for Thrace and Egypt. The bad news is that it apperas this requires the first level to be buildable regardless of any other barracks present. Neither barracks can't be advanced if the other is present, so that may impact the AI. I'll see if I can find a way around that part, but otherwise it may finally work mostly as desired.
    Last edited by CaesarVincens; August 18, 2009 at 04:48 PM.

    Expand your borders, a mod based on XGM 5.

  18. #18

    Default Re: Patch 1.07 preview

    You mean appear in the building browser? It would be very nice indeed, as long as it doesn't mess up AI behaviour...and don't forget to get the latest repo, things have changed quite a lot lately..


  19. #19
    RedFox's Avatar When it's done.™
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    Default Re: Patch 1.07 preview

    Unless it works like it should, I'm not really concerned about it appearing in the building browser.

  20. #20

    Default Re: Patch 1.07 preview

    I should be able to work it out that the first levels are not exclusive, but the later levels are without messing up the AI. Otherwise, we can just leave things as they are.

    Expand your borders, a mod based on XGM 5.

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