1.0.3? (Full Version)

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fthein -> 1.0.3? (2/5/2011 8:20:25 PM)

Any news when version 1.0.3 of the patch comes out James?





mercenarius -> RE: 1.0.3? (2/6/2011 1:24:25 AM)

We are aiming at Monday (the 7th) or Tuesday (the 8th). I'll check with Erik and Andrew and try to post something definitive on Monday.

The initial patch will be a public beta. But I have tested it a lot and it's been stable for me.




fthein -> RE: 1.0.3? (2/7/2011 3:56:04 PM)

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Do you already have a readme for the patch James?




mercenarius -> RE: 1.0.3? (2/7/2011 5:18:49 PM)

I haven't assembled a read me but here are the notes for the public beta of the 1.0.3 patch. At least these will be the notes for the first one [;)].

User Interface:

1) Improved automatic deployment of units during battles.

2) General are now marked to indicate completion of their Command Phase as Admirals already were.

Play Balance:

1) The Introductory level now uses a lower economic cap for overall Roman recruiting. This has the effect of making the game easier at this level of play. The recruiting pool in Latium-Campania is now somewhat less deep at this level of play as well.

Improved AI Intelligence:

1) Besieging Roman Leaders will now storm when it’s advantageous to do so.

2) Roman generals will attempt to relieve besieged cities in Italy by sea under certain circumstances. This is only done at the higher levels of play and is based on a scoring system that takes a leader’s command rating, individual initiative, and the level of difficulty into account.

3) The AI will reinforce Rome by sea at the “Normal” level of intelligence when Rome is besieged. This was behavior was previously available only at the “Hard” level of intelligence. This behavior is somewhat less aggressive or reliable at the “Normal” level of difficulty, however.

4) At the higher levels of difficulty, Roman generals will try to detect the need to reinforce Rome’s garrison by land under certain circumstances.

5) Roman leaders are now more aggressive in trying to relieve besieged cities by land. Previously they weren’t taking the besieged cities’ garrisons into their calculation for success. This had the effect of discouraging Roman generals from planning to relieve.

6) Roman armies defeated during field battles in Etruria may now retreat to Rome if that city is not besieged.

7) The AI uses a better deployment when Africanus has the “Battle Tactics” option in play.

General Improvements and corrections:

1) Fixes a rare problem that allowed a leader to get stuck in a loop and move by sea to and from the same province.

2) Fixes a rare crash that can occur when trying to play a battle card during a sally battle.

3) Roman leaders moving to take a border city by storm are now correctly assessed attrition if this constitutes an Extended Move.

4) Roman leaders will not take Syracusan or Numidian units out of their original theater. Previously the AI was allowed to take Syracusan units from Sicily - this violated the game’s rules.

5) Improved game logging and detection and prevention of a rare problem with “duplicate” Roman armies.

6) City militia are now properly counted in the Game Summary.

7) Minor fixes for saving the game when the Roman turn is paused.

8) The Carthaginian Senate now takes into account a siege of Syracuse if that city is friendly to Carthage. This is only relevant at the “Hard” level of difficulty.




mercenarius -> RE: 1.0.3? (2/8/2011 10:58:40 PM)

Andrew should be able to post the installer for the 1.0.3 beta patch Wednesday or Thursday.




fthein -> RE: 1.0.3? (2/9/2011 9:13:12 AM)

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