Erik Rutins -> v1.2.18 Beta Now Available (1/10/2006 10:00:51 PM)
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Hi all, The v1.2.18 Beta is now available in the Members' Club. Here's the list of changes since v1.2.17: ================================== 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.)
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