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For The Glory - aktualizacja do gry wersja - v.1.2 - Download

Uaktualnienie (patch) do gry For The Glory z gatunku Gry Strategiczne, wersja v.1.2, data publikacji 15 listopada 2010.

typ plikuAktualizacja do gry

rozmiar pliku8,6 MB

pobrań2046

pobrań (7 dni)3

data aktualizacji15 listopada 2010

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wersja: v.1.2

Patch do gry For the Glory!. Poniżej anglojęzyczny opis aktualizacji:

#--------------------------------------------------------------------------

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# New features

#--------------------------------------------------------------------------

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Claims become national provinces if owned according to _PROV_CLAIM_TO_NATIONAL_MONTHS_ in the defines

Countries formed by event or revolt, using revolt.txt, only get real cores on the provinces listed as minimum, and get "claims" cores on the ones listed as extra

It should now be easier to set troops to full/half pay. The "50%" and "100%" at either end of the slider act as buttons.

Added runbackground = yes/no option in settings.txt to allow running while minimized

Added Badboy wars and Civil wars as options

Added fugger cheat for inflation set to 0

Added location column to leaders page in ledger

Units with a leader will now have their size drawn in a different color

The "Structures in provinces" ledger page now allows the player to build improvements.

Fire, morale, and shock indicators on both maintenance screens now have rollovers with exact values.

The morale rollover in the unit screen now gives the exact value and the maximum.

The rollovers for the owner and controller shields in the province info window now tell how long the province has been owned or controlled by that country.

Added _HRE_SUPPORTIVE_INCOME_ and _HRE_SUPPORTIVE_MANPOWER_ in defines.txt

Added _PROV_RRISK_CULTURE_ and _PROV_RRISK_CULTUREWAR_ in defines.txt

Added _PROV_NATIONALISM_MAX_MONTHS_, _PROV_NATIONALISM_MEDIUM_MONTHS_ and _PROV_NATIONALISM_MIN_MONTHS_ as defines

Added _PROV_RRISK_NATIONALISM_MAX_, _PROV_RRISK_NATIONALISM_MEDIUM_ and _PROV_RRISK_NATIONALISM_MIN_ as defines

Added _BUILD_MAX_FORT_LEVEL_PER_TAX_ define

Added _BUILD_MIN_SHIPYARD_TAX_ define

Added _PROV_MANPOWER_NCULTURE_ define

Added _PROV_MANPOWER_NATIONALISM_ define

Added new define: PROV_MIN_DEFECT_MONTHS.

Added someof trigger. Syntax: someof = { number = <number of children which must evaluate true> <child triggers> }

Added controlchange trigger

Added ownerchange trigger

#--------------------------------------------------------------------------

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# AI changes

#--------------------------------------------------------------------------

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AI now takes global flags in account for religious tolerance

AI now tries harder to get its core provinces in peace deals if it controls them

AI is now a smidgen less likely to build forts

AI will not jump into a badboy war if it has no armies

Tweaked AI garrison priorities

AI will now try to garrison unfortified provinces which are being improved

AI will now prioritize land tech investment if it is far behind its worst enemy

AI will now keep investing in trade tech in the later game

Rebels are now a little smarter about when to assault. There should be fewer cases of random events sparking rebels who immediately storm the castle, fail, and disperse.

AI will now prioritize tax collectors if their end-of-year income is low.

AI is now affected somewhat by its monarch's skills.

AI will now try a little harder to get stability up to +1 or higher

AI should not mint quite as much

AI should now prioritize infrastructure research a little more if not a trading nation

AI will now redistribute its sliders sensibly when it maxes out a tech

AI should now be a little smarter about ahead-of-time penalties

AI is now more likely to send merchants to empty COTs.

AI will now shy away from a COT if it is full and expensive to send to.

Small countries will now mint less, since it does them little good.

AI "naval" factor for investment distribution is now capped at 5 rather than 1.

Tweaked AI priorities for fortress building a bit.

Fixed bug that kept AI from planning to build shipyards and CCs unless they already had the 1000d necessary.

Tweaked AI budgeting again

AI should now be better at building level-1 forts and governors

Fixed bug in English AI event

Fixed names of two AI files in ai_events.txt

Corrected all revolt.txt entries that refer to AI files (references were not updated from "name.ai" to "name_ai.txt")

Corrected Uzbek's AI file in 1617, 1700, 1773, and 1795 scenarios

England, Portugal, and Venice should now invest more in naval tech at certain times.

More adjustments to AI naval investments

Countries now periodically recalculate the distances to other countries, instead of only doing it at startup

# Diplomatic AI #

AI will now consider relations a bit more when determining enemies

On difficulties above very easy, AI will now consider badboy when determining enemies (even if not over the limit)

On very hard difficulty, AI will now consider the player more of a threat (modified by AI aggressiveness)

AI is now less likely to dishonor alliances with far-flung members

AI now considers relations differently when deciding whether to honor an alliance

AI is now likely to honor an alliance even with someone it hates if the call to arms is against its next war target

AI is now less likely to force-annex at lower aggressiveness settings

AI is now less likely to force-annex when it has high badboy - unless it's huge and believes it can take all comers

AI now takes the richness of the province into account when deciding whether to force-annex

AI now considers insulting its chosen target if it has a CB but too high relations to declare war immediately

Tweaked the way AI prioritizes targets on its hitlist. It should now be possible to attack someone not on the list if there's a particularly juicy target around

AI should now be more opportunistic about declaring war

AI might actually try to claim thrones occasionally

Tweaked hitlist prioritization back closer to the original level

Fixed bug which caused the AI to occasionally declare war on a country just because a particular check succeeded

Removed the most common (and least reasonable) reason for the AI to declare war without CB

Tweaked AI calculations of when it has sufficient reserves to go to war

Tweaked AI determination of enemies (particularly the hitlist) again

Diplomatic AI will now always have at least a 10% chance of accepting a stab-hit peace offer.

Diplomatic AI will now be more likely to force-annex island nations rather than vassalizing, since they cannot be diplo-annexed.

The emperor will now be much less likely to force-annex HRE states.

Tweaked AI determination of enemies.

Tweaked AI determination of when to declare war.

AI will now sometimes demand military access in peace treaties with countries which they don't border.

AI will now always call their allies in defensive wars, even if attacked by someone with a different religion on another continent.

AI is now less likely to declare war on its vassals.

AI is now little more likely to demand military access in peace deals if there's nothing else they want.

AI is now slightly more likely to force-annex core provinces.

Fixed bug that made it much too hard to get an AI core province in a peace

AI will now be more likely to accept stab-hitting peace offers if already at negative stability

AI can now declare war on non-pagans when in colonize mode.

When considering a peace proposal, AI will now consider the rebel situation of the enemy.

Reduced enormous AI-to-AI vassalization bonus

AI should be a little more cautious about declaring war without CB

Tweaked AI prioritization of cores held by enemies

Tweaked AI enemy calculations a bit

AI should be less likely to peace out early for cash when fighting pagans

AI should be less likely to offer annexation to large vassals who are likely to reject and break the vassalization

AI should now strongly consider force-annexing instead of vassalizing if it's not the alliance leader and the province is a core

Tweaked hitlist to be slightly more effective again

AI will no longer go to war if it has more than two rebel-held provinces

Corrected a rare bug in the diplomatic AI's evaluation of peace offers.

Fixed potential crash bug in diplomatic AI.

# Exploration & Colonization AI #

Fixed small bug with AI colonization calculations.

AI frontier countries can now explore with conquistadors only and no fleet required

AI should now properly value gold-producing provinces when deciding where to colonize

AI should now properly target regions as defined in the AI files (only area and continent preferences were being honored)

AI is now less likely to randomly decide to go wipe out natives. When it does, it's a little smarter about which ones to wipe out

AI now immediately considers wiping out natives if natives destroy one of its colonies

AI is now a little choosier about where to place a colony

AI now considers provinces adjoining the same sea zone to be "neighbors" for the purpose of the neighbor colony AI setting

AI now sends colonists a little more and traders a little less

AI is now likely to move on to the next province once it has explored or wiped out the natives in one

AI should be able to explore bordering owned provinces without a conquistador

AI should now be a little better at taking out natives

Colonization AI will now prefer colonies over trading posts in gold-producing provinces more of the time.

Colonization AI will now rely a tiny bit more on province base tax.

Fixed possible bug with AI colonization

Fixed potential infinite loop in colonization AI.

# Military AI #

AI exiled armies should try to go back to capital or be disbanded if no path after a peace and even if the country is still at war

AI will now try not to attack across rivers and straits

Tweaked AI enemy province evaluation formula

AI should now not split forces that are already small

AI now takes fewer troops when attacking a fortress with no enemy troops nearby

AI now takes _SIEGE_FORCE_SIZE_ define into account when calculating how many troops to bring

AI now attacks rebels more quickly than it normally would attack any other forces

AI is now likely to wait until spring before attacking an enemy province or raising a siege on a friendly province

Tweaked AI army gather point calculations

AI is now able to re-route units if they are traveling a long distance and an enemy force gets in their way

AI will now prioritize attacking besieging forces if the fortress is close to falling

AI will now prioritize rebel sieges

AI will now let rebels take back enemy-held friendly provinces

AI is now likely to continue on to a neighboring province after taking a fortress or winning a battle

Tweaked AI assault calculations

AI will now try not to build tiny forces

Tweaked AI calculations for conquering

AI will now try to take smaller forces to conquer provinces if it cannot assault yet

AI should now be somewhat more likely to take islands back from rebels

AI should no longer fall asleep when it can't unload troops from a transport

AI should no longer even try to transport troops if attrition will decrease their numbers such that they won't be able to disembark

Tweaked land AI enemy province prioritization again

Land AI should now make sure its gather province hasn't been invaded by enemies before gathering there

Land AI should be a little less likely to overstack

Military AI will now prioritize retaking their own capital and provinces adjacent to it a little more.

Military AI will now try harder to retake rebel provinces if they are near the threshold for declaring independence.

Found and fixed a possible reason why the military AI might have ignored rebels.

AI should no longer build armies so far above the support limit.

AI will no longer disband exiled units if they have a leader present.

AI should now try a little harder to garrison islands with revolt risk

Fixed bug where AI wrongly thought it had troops near a potential enemy.

AI will now be a little better at bringing troops home after a war instead of disbanding them.

AI should no longer try to build up a siege force before attacking a province that has no fortress.

AI should now be a little quicker to besiege rebel-held forts

AI should now be much more diligent about taking care of rebels during peacetime

AI should now be better at launching invasions

AI should now consider launching invasions towards its own territory if there are rebels there

Reworked AI invasion logic to be able to target inland provinces if necessary

AI should be better at fighting rebels overseas

Fixed bug with AI troop calculation

Fixed a bug causing the invasion AI to occasionally get confused.

Naval AI will now prioritize breaking blockades on its own provinces, especially if a one-province minor

Tweaked AI priorities for breaking blockades

Naval AI should now think a little more about killing transports

Naval AI should now send its blockade forces more for siege help and less for income denial

Fixed bug with naval AI transport re-routing (it was causing the invasion AI to cancel its plans)

Naval AI will now consider blocking and clearing straits with its navies.

AI should no longer put its navies on half pay while it's still at war

AI should be less likely to disband fleets

Fixed bug in AI ship allotment algorithm when splitting a fleet

#--------------------------------------------------------------------------

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# Bugs fixed

#--------------------------------------------------------------------------

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Fixed possible crash bug on the activation of the starting monarch for revolters

Fixed crash bug on the Political map view after annexation of a country

Modified check for possible crash bug on the activation of the starting monarch for revolters

Fixed a serious bug (leftover from EU2) which caused the random number generator to be seeded with the same value roughly 1/6 of the time

Fixed (or at least masked) possible crash bug

Fixed crash when loading a game from the in-game menu

Fixed CTD on surrender when a COT has closed during the game

Fixed potential crash bug.

Fixed CTD when a country is inherited while at war.

Fixed ghost combat bug.

Fixed potential crash bug.

Fixed potential infinite loop when a fleet has no place to retreat (it will now be destroyed)

Fixed crash bug if a country had a monopoly and changed tags

Added checks for retreating armies

Mercenaries are now available from start (scenario or savefile)

Fixed naval attrition after level 41 in naval.txt

Fixed T-ARMY C-ZUL A-STAND L-1.bmp

Fixed a bug with the creation of a new CoT in a province with an already existing CoT

Fixed naval maintenance costs after the force-annexation of a country

Fixed bug which caused AI to not always realize when it had explorers or conquistadors at game start

Fixed bug with detection of which port to go to when a navy has too high attrition

Fixed bug with sprites when an assault is interrupted by enemy troops

Fixed bug with the loading sequence: adjacencies were being loaded before provinces but should not have been

Hussites now have tolerance sliders after the Reformation.

Claim provinces defined at scenario start should now work properly.

Made a number of small fixes, including some tiny memory leaks.

Fixed bug with confirmation dialogs not working for fortresses.

Alert icons are now clickable even in diplomatic mapmode.

Splitting armies in an enemy-held province no longer causes an instant retreat.

Fixed potential infinite-loan bug with newly formed countries.

Fixed bug allowing overlords to have CBs on their vassals sometimes.

Fixed bug causing naval pathfinding to occasionally try to route through an undiscovered sea zone even without an explorer

The stab hit for breaking a truce now properly applies to countries allied with the attacker.

Corrected morale bar length display when a rebel unit is in a battle

Fleets can no longer cancel movement when they are being forced out of port by enemy armies

Fixed bug with possible wrong message box at the end of a game

Fixed unpause for message boxes in single player

Fixed Hands-off games using MER as selected country

Fixed combat backgrounds in the Battle Information Window

Fixed city culture change when a new fortress is finished

Fixed settings.txt saving if interface entry is missing

Fixed db colorscales structure in AGCEEP

Changing the end date should now work properly with saved games

F9 for pausing should now work when the console is open

Fixed small bug with average fire calculations on military maintenance screen.

Fixed small rounding error in financial summary screen.

The war-tax button should now have the correct tooltip when stability is at -3.

Made a few corrections to countries.txt

Made a few corrections to revolt.txt

Corrected some Persian events

Corrected one Dutch event

China no longer has cores on rivers in 1700, 1773, and 1795 scenarios

Removed duplicate entry for Ufa in Russian files in 1773 and 1795 scenarios

Removed duplicate entry for Hormouz in Persian files in 1773 and 1795 scenarios

Removed duplicate policy entry for Prussia in 1795 scenario

Fixed some tooltips on the colonization screen.

Fixed bug allowing rebels to get Napoleonic-era fast sieges in late game even when the country they were rebelling from was not high-tech.

#--------------------------------------------------------------------------

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# Game balance

#--------------------------------------------------------------------------

---------------------

Armies cannot load into moving fleets anymore

Chance of civil wars is now dependent on the difficulty. AI chance for civil wars is inversely dependent on the difficulty

Military maintenance now scales base morale from 0.5 to 1 instead of from 0.75 to 1.

Provinces which have no land connection to the capital now cost less in peace score the longer they have been occupied (down to 50% after 10 years)

If no province next to a rebel-held province is owned, the rebels will try to defect to neighbors of neighboring provinces.

Tweaked the new defection rules to allow defecting across an empty province if all bordering provinces are owned by the same country -- not just if there are no bordering provinces at all.

Conquistadors can now always try to disembark into terra incognita, even if it is owned by someone.

Rebels stuck in unsettled provinces are now disbanded

CoTs cannot appear in provinces not controlled by their owner anymore except if created by event

Cavalry and wind bonuses are now recalculated when a new unit joins the battle

Cavalry bonus is now recalculated every time a new phase begins.

Banning from an alliance no longer uses up a temporary CB.

Rebels can now only assault if the province owner is able to.

Made the CRC permanent CB against all heretics work both directions

Monarchs should now always take precedence over other generals, even if their rank is lower

Revolt calculations are now more correct for the displayed percentages.

Revolt calculations are no longer different for AI countries.

#--------------------------------------------------------------------------

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# Miscellaneous

#--------------------------------------------------------------------------

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Replaced exotic with pagan for religion in vanilla and AGCEEP provinces.txt

The in-game Menu LOAD button is now disabled if the current game is multiplayer

Reworked the numbering of the screensave files and location folder is now Screenshots

Logs and Screenshots folders are automatically created if missing, including mods

Modified display of the day for default saved game names

Peterthethird cheat should now work for all diplomatic options

Drake, gustavus, cromwell and polo cheats now require an amount as parameter

The "info" cheat now shows the AI's current budget percentages.

Made console a little larger.

The message for a destroyed army or fleet now shows even if it occurred in a battle, not just attrition

Removed the barracks sprite from colonies, since it's useless and sometimes covers up the natives sprite.

Added tooltip on shields for the Cultural map mode

Replaced monthly incomes x 12 with estimated census taxes in the treasury tooltip

Province revolt risk tooltip doesn't display causes with 0 as effect anymore

Reworked Glory breach.bmp image (thanks to Ayeshteni)

Tooltips for revolt risk and officials notifiers now truncate after 10 provinces

The truce-expiring notifier now warns a full year in advance

The revolt risk notifier now also works for controlled provinces.

The delayed morale rollover in the unit screen now shows the correct numbers.

"Country declares independence" is now a goto-type message.

White peace offers will now show information about alliance leaders, like other peace offers already do.

Adjusted the shading scale for province richness in the economic mapmode.

In the ledger, fort levels are no longer shown as decimal values.

In the ledger, all tables will now use the first column (usually the name) as a tiebreaker when sorting.

Alert icons are no longer shown when the ledger is up, since they are not clickable then.

Province size modifier in Db/Map/Provinces.txt should now work with decimal numbers, not just integers

Added warning when a fleet is defined in the scenario files as being in a land province without a port

The parser now mod_debugs the name of each event file it opens.

Dates of owner and controller change are now saved in savegames

Leaders can now appear in their scripted location if there is a friendly army there, even if the province is controlled by enemies (which makes rebel leaders easier to script).

Generals will now always appear in their scripted location if there are troops there, even if there are already other generals present.

Province backgrounds which do not exist should no longer be held in memory and drawn

Made slight optimization to naval pathfinding

Made small optimization to province weather calculations

Made slight optimization to checks for naval unit access

Made a few optimizations, mainly in the month-end process.

Removed some unnecessary loops during month-end calculations.

Changed some internal data structures to make more sense and be much faster (centers of trade and religious restrictions, to be precise).

Made several further optimizations, mainly targeted at mods with large numbers of countries.

Made some optimizations to internal diplomatic checks.

Bumped the top speed up a notch.

Switzerland's Tagsatzung can no longer become emperor

All Dutch explorers now have sensible values (no more 9/0/0 leaders)

Corrected one Korean event

Removed empty leadertable from REB's definition in scenario files to allow for future rebel leaders

Gave England CB shields on Irish and Scottish provs in all applicable scenarios rather than a wimpy CB on the countries themselves

Scotland's claims on the north of England are now claims rather than national provinces

Removed shipyard in Tago from 1492 scenario since the event doesn't fire until 1500

Removed COT in Andalusia from 1492 scenario since the event doesn't fire until 1500

Turned Mascate into a claim instead of a national province in POR_3268

Removed Scottish cores on Ireland in vanilla 1419 scenario

#--------------------------------------------------------------------------

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# Text changes

#--------------------------------------------------------------------------

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Reworked colony and colonial city levels and reworked HEAD_COL in Addendum

Reworked BAR_TREASURY_D in addendum.csv

Fixed \n in LTLEVEL_LTIW, NTLEVEL_NTIW and TRADELEVEL_TRADEIW of technologies.csv and in INFLEVEL_INFIW of addendum.csv

Fixed RRISK_EVENT in addendum.csv

Added ROL_EMPINFO in Addendum

Enhanced COWROLLDIP2, COWROLLADM2 and COWROLLMIL2 in Addendum

Fixed POLICYDESC_5, UNITLANDWEIGHT2, NU_ATTRITION_I6, FESTR_CHANGECOUNTRY and added EYRLLOCATION in Addendum

Fixed BUTTON_0037 in interface.csv

Fixed ENG_1795_S, SPA_1795_S, HAB_1795_C and RUS_1795_S in scenarios.csv

Fixed EVENTHIST164603 and EVENTHIST338055 in events.csv

Corrected the tooltip for the Holy Roman Emperor.

Fixed CITY_Vendée to "Les Sables d'Olonne" in French translation

Fixed COWLAND, COWNAVAL and COWCULTURE in French interface.csv

Fixed diplomacy entries from AWDWLS to AWDWGOODREL in French interface.csv

Fixed MAD_DESC in French countries.csv

Fixed "belligérence" to "belligérance" and length of HPWPOP in the French translation

Corrected French translation of Mainz from Mayance to Mayence.

Corrected French translation of Macedonia from Macédonie to Macédoine.

Corrected French translation of Rumelia from Roumeéie to Roumélie.

Corrected a country and a province entry in French translation

Fixed the name of Prussia (the province) in French translation

Corrected MAI_DESC in French translation

Corrected EVENTHIST3437 in French translation

Corrected EVENTHIST3444 in French translation

Corrected EVENTHIST3304 in French translation

Corrected three strings that were mysteriously misplaced in French translation (ACTIONNAME3846A, DAU, and HSA)

  • data aktualizacji: 15 listopada 2010
  • kategoria gry: Strategiczne
  • rozmiar pliku: 8,6 MB

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