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!





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