Clausel
Posts: 71
Joined: 12/30/2005 Status: offline
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============================= Western Civilization Software Crown of Glory V1.2.25 ReadMe File ============================= ================================== v1.2.25 Change List ================================== - An additional Manual update has been included in the game's documentation folder on the start menu ================================== v1.2.23 Change List ================================== - Artillery now do more damage at range 1. (About 5-10% more than the pre-1.2.22 artillery.) - Fixed some protectorate menu bugs. Should no longer allow the liberation/protectoratization of empty countries. - Fixed insurrection so that capitals can't insurrect. - changed two fonts to make them more legible ================================== v1.2.22 Change List ================================== * Fixed GPF bug associated with protectorates. * Artillery are now -25% weaker, but penalty for artillery firing from height has been reduced to -33% * When a minor country is attacked, it now should not request a protectorate from any nation with which it has negative attitude. * AI receives bonus production at harder levels (exact type of units are nation specific: French tend to get horse artillery, lt. infantry, and hv. cavalry, and so forth.) * Slightly decreased the number of U.S. ships. ================================== v1.2.20 Change List ================================== *Fixed a few small bugs, moved some interface elements around. Big change is in the code involved with protectorates and other political changes involving minor countries. ================================== v1.2.19 Change List (April 24, 2006) ================================== Changes 1.2.18->1.2.19 -------------------- * Changed from DirectPlay cooperative mode to full-screen mode. This should help it cooperate with other programs more robustly. * Fixed several protectorate and related treaty bugs. * Fixed a protectorate striping bug. * Tweaked some more parameters in detailed combat AI. ================================== v1.2.18 Change List (January 10, 2006) ================================== Changes 1.2.17->1.2.18 -------------------- * Can no longer disband POW's or units on loan * Added NOVALIDATE to .ini file options; if NOVALIDATE=1, then this computer will send non-guaranteed messages during multi-play. This will speed up play, but may cause the game to be less stable if packets are being dropped between server/client. * Detailed combat AI now considers making formation changes more frequently, but is a bit more cautious in each case. * Fixed bug in detailed combat AI's valuation of attacking garrison units * Now properly clearing AI's undo buffer * Fixed bug in AI picking provinces during terms-of-surrender treaty construction * Fixed m-player bug involving units retreating from detailed combat * Increased siege damage and chance of initiating siege combat by about 25% * Maximum damage from a single fire attack is now limited to the strength of the targeted unit divided by 2. * AI treaty evaluation now places less value on long-term treaty clauses. * Building a development in a province where there is currently zero levels of that development now costs an additional 50 money. * Doubled the iron and timber cost of Gun developments. * Added an iron cost to Wall developments. * AI will now ignore Rally Locations set by a human player or AI player if there are any enemy units in its capital. * Frigates now have an anti-privateering function. At the end of every movement phase, each frigate has a 20% chance of destroying one non-allied privateer located in the same movement area. (This destruction is reported in the frigate's and privateer's player's Events Report.) * Reduced the effective ranges of units in detailed combat. Most infantry now fire effectively only up to three hexes away. Rifle/Jager infantry can fire effective four hexes away. Cavalry can fire effectively only two hexes away. Range of artillery has been reduced so that regular artillery and horse artillery have an effective range of 5 hexes; howitzers, an effective range of 3 hexes; and heavy artillery, an effective range of 6 hexes. * Massed Artillery upgrades now only increase maximum size of artillery by 16% each. (These improvements are still cumulative with each other.) * Square Firepower upgrade now makes squares only do 1/2 damage (an improvement from the 1/3 damage they used to do.) Changes 1.2.16->1.2.17 -------------------- * Fixed an issue with client treaties in TCP/IP games * Fixed an issue with diplomats not moving in TCP/IP games * Fixed an issue with advisors getting turned off in TCP/IP games * Fixed some additional TCP/IP issues Changes 1.2.15->1.2.16 -------------------- * Rule change: Human-controlled armies, corps, and fleets are no longer destroyed while empty and in enemy territory / at sea. * Rule change: Increased effective howitzer range by 1 hex. * Rule change: Reduction of income based on game difficulty level is now a reduction of -3.3% for each difficulty level above Normal instead of -5%. * AI now rejects any treaty that has more than one Surrender clause in it. * Fixed TCP/IP end of data packet bug. Changes 1.2.14->1.2.15 -------------------- * AI Treaty valuations now calculates redundancy for respect neutrality properly. * Fixed bug in set policy for trade exports. * AI should now be picking upgrades/empire properly. * Maximum level of waste is now 90%. * Reduced economic output at higher game difficulty levels. Economic output for each province is -5% * (Game Difficulty - 3). So the easiest levels result in a net increase to economic output; the hardest level (Bonaparte = level 13) results in a 50% loss to economic output. This reduction affects AI controlled players as well as human players. * In detailed combat, doubled the bonus from defender's morale when formed infantry are attempting to resist having their formation broken by charging enemy cavalry. * Increased privateer cost to 200 timber * Added prompt to confirm DOW from ultimatum * Conquered provinces now require 9 levels of Courts or 7 levels of Culture to be exempt from all. Waste loss is now doubled in conquered provinces (to a maximum of 90%), but having 7 levels of Courts or 5 levels of Culture reduces waste to the normal level. * A nation can now only begin a depot chain in a city/port if it owns both the city/port and also owns the province in which the city/port is located. * Fixed bug involving the interface for unloading units from a ship. * Fixed bug involving oversized attachment box * Fixed attachment box button alignment issue * Now shows protectorate units in attachment box using protectorate flag. * Conquered countries should now appear on list of players. Changes 1.2.13->1.2.14 -------------------- * AI Treaty evaluation problem fixed, needs testing on various treaty types * AI now checks for self-redundancy with treaties * Increased color saturation for nation shading on strategic map, feedback appreciated * Slightly decreased protectorate troop levies Changes 1.10->1.2.13 -------------------- *************************** * NEW WASTE RULES * *************************** Waste is now a reduction in the amount of resources produced by provinces a nation controls. Waste is calculated based on the total number of provinces a player controls; provinces with Court developments at a level greater than or equal to 5 do not contribute toward waste. Waste is 3% per province controlled in excess of twenty provinces; so, for example, controlling 35 provinces results in a 30% loss of production due to waste: 45% = 3% x (35-20). Province under protectorate do not contribute toward waste. Provinces with Culture development levels greater than or equal to 5, and provinces with Courts greater than or equal to 7, are not affected at all by a nation's level of waste. ****************************** * RULE CHANGES * ****************************** Prisoners of War ---------------- * POW's cannot be liberated when they are located in enemy territory. * POW's no longer require upkeep or support costs. * POW's do not lose casualties due to foraging Detailed Combat --------------- * Light cavalry no longer begins detailed battle fatigued, even when called as reinforcements or when part of an army/corps that is force-marching. Same rule for lancers. Regular Cavalry no longer enters battle fatigued when called as reinforcements. * Skirmishers now have +20% bonus when attacking out of rough terrain (instead of the 1/2 penalty they previously had) * Halved the chance of capturing an artillery unit in detailed combat; artillery captured after quick combats now have a 50% chance of being destroyed instead of captured. * Rule change: infantry under charge by cavalry now have a chance to become disordered *before* the charge is resolved. This only works for infantry in line/column formations. Base chance is 10% for infantry in column, 20% for infantry in line. This chance is increased by 25%-Infantry Quality*2.5, by 10% per off-axis attack (i.e. +30% when charging from the rear), and decreased by 15%x the morale bonus of the commander attached to the defending infantry unit. A commander with the "stand against charge" special ability always reduces this chance to the minimal amount (5%). The chance is halved if the defender is not in clear terrain. * Changed retreat behavior in detailed combat: units now simply retreat toward their back line, ignoring any enemy units altogether. * Howitzers now do only -12% instead of the -50% of combat damage. * Howitzers do not suffer any return fire in detailed combat. Other Rule Changes ------------------ * Now only get 20 horses when a cavalry unit surrenders. * Raised labor stockpile cap to 150 * Decreased the morale bonus of barracks to .1 per level of barracks * Moved query for upgrades and empire to end-of-turn (to fix PBEM bug) * Treaties that involve the Surrender clause will no longer automatically become cancelled when the signatories are at war. This allows players to offer negotiated surrender terms during a war. * Can no longer choose protectorate/surrendered units for treaty clauses (such as Lend Unit and Remove Commander). * Units now lose 1.5 morale when they surrender, but no lower than 1.2 morale. This *CAN* reduce infantry to militia status and guard to regular infantry status. (Note that the morale loss in detailed combat is not lost until after the battle is resolved.) * Reduced build time for high levels of barracks/factories now properly applied to all appropriate unit types, not just basic infantry/cavalry. * Can no longer choose provinces that are surrounded by water/same-nation territory in the cede-province clause. * Nations are automatically set at peace with their revolt units if there are no such units in existence; if there are units, then the nation is automatically made at war with its revolt. * Spontaneous new commanders now appear on a sliding chance scale related to the total level of casualties in the battle: 36% for casualties > 30,000; 24% if > 20,000; 12% if >10,000; otherwise 8%. * Protectorates now get their own feudal levy independently of the protecting-nation's own feudal levy. * Rule change: Subsidizing now only has 1/4 the normal effect for money given over 60 in any turn. * Rule change: morale bonus for new ships is now given by barracks level / 20 + docks level / 5. * Rule change: morale bonus for new artillery is now given by barracks level /20 + factory level / 5. * Rule change: docks level >=7 now doubles merchant income received at the port by the player owning that port * Rule change: decreased the labor cost for roads from 4xroad level^2 to 2xroad level^2. * Rule change: decreased the horse cost of farms from 2xlevel^2 to level^2. * Rule change: decreased the cost of banks from 5xlevel^2 to 3xlevel^2. * Military groups (armies, corps, fleets) no longer receive auto-join orders from the cities from which they are created; this helps prevent such units from being destroyed in enemy territory. * Increased morale gained by fighting in a battle to .15. There is still only a 50% chance a unit will receive this bonus. This morale bonus is increased to .30 for units that have lower than 4.0 morale. Any unit with militia-level morale or lower does not gain morale in this way. * Diplomat Charm ability now modifies attitude between 1 and 2xInfluence+1. * Diplomat Goodwill ability now modifies attitude between 1 and Influence+1. * Regional bonus unit production is now spread throughout the region (rather than all built at capital.) * Capital of multi-province minors will now automatically move to a liberated province within the minor country if the current capital is in a province controlled by a nation. * Players forming a protectorate from a minor power now have the option to adjoin that minor power to a nearby protectorate of that player's nation. * Liberate treaty clause now liberates all conquered provinces belonging to the original player of the province specified to be liberated. ****************************** * STRATEGIC UNDO * ****************************** * Users can hit the Backspace key to undo unit orders on the strategic map. Unit orders subject to undo are: Move Support Move Pickup Unload Wait Wait-For-Unload Transfer (unit strength) JoinUp Set-Forage Set-Blockade Interception Set-Battle-Attitude Set-City-AutoJoin Trade Plunder Port-Attack Rename-Unit Set-Detailed-Order Disband Orders are undone in the reverse sequence in which they were given. Only the last 500 orders given in a turn can be undone. ****************************** * INTERFACE CHANGES * ****************************** * Hitting spacebar in detailed combat now clears quick-resolve for all local players * Added a Merchant Ship income report to the Economic Report ***************************** * AI CHANGES * ***************************** * AI no longer rallies garrison from its capital * Changed AI valuation of liberate treaty clause * Detailed combat AI should withhold most cavalry charges unless target is also adjacent to an enemy infantry/artillery * AI players now skip turn when they don't own any provinces ****************************** * BUG FIXES * ****************************** * Now sets violate neutrality when trespassing during peace turns * No longer counts container-type-units against the limit of attached units * No longer shows zoom buttons (+/-) on the Development Advisor minimap. * Fixed bug of AI diplomats getting stuck in water locations * Fixed bug in army/corps use-forage order. Divisions attached to armies/corps should now correctly forego supply if the corps or army to which they are directly attached has the order to forage. * Fixed bug involved in detailed combat opportunity charges. * Fixed bug involving morale when transfering strength between units * Fixed column headings in Policy screen * Fixed minor save game bug * Fixed save game bug involving zero draft sizes * Fixed bug re regional bonus troops being built when player does not control entire region. ***************************** * DATA FILE CHANGES * ***************************** * changed Algerian capital to the right province * fixed problem with Andalusia's capital * fixed problem with Karlskrona's capital * Corrected spelling "Landwehr" in data file * Corrected typos in maxim text * Corrected negative glory for Britain's control of Egypt * Fixed bug involving spontaneous commanders * Fixed bug involved in glory limit in game setup * Decreased national intrinsic morale by 1.0 for all nations in all scenarios. * Raised the French national intrinsic morale by .5 in the 1796 scenario. * Finland now begins 1792, 1796, and 1805 scenarios conquered by Sweden. (Formerly it has been a protectorate.) * Increased treaty cost of Remove General from 750 to 1250. (( I have edited this for length to exclude the changes shown under the earlier official 1.10 patch and faqs which are included in the actual readme).
< Message edited by Clausel -- 8/5/2006 3:47:12 PM >
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