Beta patch 15 puis 28 Avril
Posté : mer. avr. 27, 2005 11:53 pm
Encore une nouvelle version du patch :
ck_104beta.rar (1.44 MB)
changements :
Added more bugtracking code to the saving of games, and fixed a way which may have caused VFC's.
Fixed another crash.
The liege of a vassal who declares independence as a result of an event will now get a claim on all titles held by the departing vassal (just as he would if it happened via regular game code mechanics)
Fixed the revoke title message.
Fixed a broken progress bar that was clipped (province improvement building completion status).
Difficulty no longer affects max-size of regiment, but instead the speed of recruitment.
Removed tax-rate effect on regiment sizes.
A character may now only have one alliance (same rules as before as to who may ally, etc.).
Full name+title is now always used for event messages.
Fixed the problem with peace being forced on you if someone else at same level in your realm signs peace with an enemy.
Changed the 'click-area' of units to make it easier to select a province with a unit in it.
Fixed a couple names that cause province search function to fail (public bug report)
Tweaked MTTH of advance discovery events to allow many low level techs to be discovered a little more rapidly but higher level techs to be a little slower
Tweaked MTTH of advance spread events to allow somewhat more rapid spread of some low level techs
Bankruptcy events now reduce fortifications by one level instead of removing them entirely (reflects general reduction in state of repair rather than having a huge castle simply crumble into dust)
fixed a trigger in the illness events
fixed rather big scripting logic error in the intrigue vassal independence events (and Byakhiam has been slapped around a bit with a large wet salmon)
Tweaked AI chances a bit in Civil War series
Added new event to end revolts (thanks to The Phoenix for idea)
Fixed an issue with the new Horde raiding events
Tweaked start dates and mtth a little for the Hordes to expand the range a little
Added modifiers to tame down the Hordes a bit towards the end of the game
Added modifiers to avoid Horde breakup/internal nastiness towards the end of the game.
Made a few additional tweaks to the moslem breakup events
Surprise surprise...made some more tweaks to the Crusade events mtth values and modifiers
The "war veteran wants to join your cause" event is now scaled to income instead of having a fixed ccost
With some considerable trepidation I have scripted a corresponding event for moslems to aggressively attack Christian who captures a crusade target (as long as the crusade hasn't ended yet). This will almost certainly need quite a bit of additional tweaking and balancing and could end up causing some problems with even more moslem armies trecking across Europe...Let's try it for a bit and see how it goes.
Bastards now have their own unique event to start off their education
Bastards have some special modifiers added to the finish education events if they possess an additional "tag trait"
You will see somewhat more bastards created during the game (apologies if they happen a little too often now and the mtth needs to be tweaked a bit)
Bastards will now play a somewhat more active role in court life - in some cases this will be good and in other cases... Once in a while a bastard event will trigger that branches out into several event chains. Resist the urge to look at them in advance and have some fun role-playing them. The event chains might result in a little bit of spam once in a while, but it's all in a good game-play cause. This is the first instalment of a larger planned set. Enjoy!
Event 6609 (vasal unhappy with your ruling laws) now has two possible actions for a liege to choose between
Applied a major rewrite to provincial cultural conversion event (9007) with kind thanks to richvh who wrote it
Updated the definition of "ruler_child" in the event effects.txt file
Updated the definition of "independence" in the event effects.txt file
Some new events to alter provincial power balance (idea from WanV)
Added new court flavour events, mainly to entertain human players without vassals
1066 scenario: Bob the Younger (son of former Count Bob of Gent and apparently idolised by B!B ) now begins the scenario in same court as daddy (where he's supposed to be)
1066 scenario: ID 6533 gender now corrected for Beatrix
1066 scenario: County of Kaisereia vassal to archbishopric of Galatia
1066 scenario: Counties of Philippopolis, Tyrnovo & Dorostrum vassal to duke of Adrianapolis
1066 scenario: County of Nikopolis vassal to duke of Dorostrum
1066 scenario: Duchies of Dorostrum & Peloponnesos adopted laws of Semi-Salic Consanguinity, Royal Preorgatory & Regal Supremacy
1066 scenario: Duchy of Butrinto adopted laws of Elective Law, Royal Preorgatory & Regal Supremacy
1066 scenario: The starting setup (tech, etc.) has been somewhat revised for Byzantine Empire as per the thread in the public beta forum. This seems to reduce their power in the region so they have a harder time making much headway if they're agressive but hasn't seems to make them much more suceptible to being attacked (probably because the AI looks at their overall strength and decides to give it a miss). Feedback on this should go in the Byzantium thread.
1066 scenario: Sigelgaita is now sleeping with her husband once more.
ck_104beta.rar (1.44 MB)
changements :
Added more bugtracking code to the saving of games, and fixed a way which may have caused VFC's.
Fixed another crash.
The liege of a vassal who declares independence as a result of an event will now get a claim on all titles held by the departing vassal (just as he would if it happened via regular game code mechanics)
Fixed the revoke title message.
Fixed a broken progress bar that was clipped (province improvement building completion status).
Difficulty no longer affects max-size of regiment, but instead the speed of recruitment.
Removed tax-rate effect on regiment sizes.
A character may now only have one alliance (same rules as before as to who may ally, etc.).
Full name+title is now always used for event messages.
Fixed the problem with peace being forced on you if someone else at same level in your realm signs peace with an enemy.
Changed the 'click-area' of units to make it easier to select a province with a unit in it.
Fixed a couple names that cause province search function to fail (public bug report)
Tweaked MTTH of advance discovery events to allow many low level techs to be discovered a little more rapidly but higher level techs to be a little slower
Tweaked MTTH of advance spread events to allow somewhat more rapid spread of some low level techs
Bankruptcy events now reduce fortifications by one level instead of removing them entirely (reflects general reduction in state of repair rather than having a huge castle simply crumble into dust)
fixed a trigger in the illness events
fixed rather big scripting logic error in the intrigue vassal independence events (and Byakhiam has been slapped around a bit with a large wet salmon)
Tweaked AI chances a bit in Civil War series
Added new event to end revolts (thanks to The Phoenix for idea)
Fixed an issue with the new Horde raiding events
Tweaked start dates and mtth a little for the Hordes to expand the range a little
Added modifiers to tame down the Hordes a bit towards the end of the game
Added modifiers to avoid Horde breakup/internal nastiness towards the end of the game.
Made a few additional tweaks to the moslem breakup events
Surprise surprise...made some more tweaks to the Crusade events mtth values and modifiers
The "war veteran wants to join your cause" event is now scaled to income instead of having a fixed ccost
With some considerable trepidation I have scripted a corresponding event for moslems to aggressively attack Christian who captures a crusade target (as long as the crusade hasn't ended yet). This will almost certainly need quite a bit of additional tweaking and balancing and could end up causing some problems with even more moslem armies trecking across Europe...Let's try it for a bit and see how it goes.
Bastards now have their own unique event to start off their education
Bastards have some special modifiers added to the finish education events if they possess an additional "tag trait"
You will see somewhat more bastards created during the game (apologies if they happen a little too often now and the mtth needs to be tweaked a bit)
Bastards will now play a somewhat more active role in court life - in some cases this will be good and in other cases... Once in a while a bastard event will trigger that branches out into several event chains. Resist the urge to look at them in advance and have some fun role-playing them. The event chains might result in a little bit of spam once in a while, but it's all in a good game-play cause. This is the first instalment of a larger planned set. Enjoy!
Event 6609 (vasal unhappy with your ruling laws) now has two possible actions for a liege to choose between
Applied a major rewrite to provincial cultural conversion event (9007) with kind thanks to richvh who wrote it
Updated the definition of "ruler_child" in the event effects.txt file
Updated the definition of "independence" in the event effects.txt file
Some new events to alter provincial power balance (idea from WanV)
Added new court flavour events, mainly to entertain human players without vassals
1066 scenario: Bob the Younger (son of former Count Bob of Gent and apparently idolised by B!B ) now begins the scenario in same court as daddy (where he's supposed to be)
1066 scenario: ID 6533 gender now corrected for Beatrix
1066 scenario: County of Kaisereia vassal to archbishopric of Galatia
1066 scenario: Counties of Philippopolis, Tyrnovo & Dorostrum vassal to duke of Adrianapolis
1066 scenario: County of Nikopolis vassal to duke of Dorostrum
1066 scenario: Duchies of Dorostrum & Peloponnesos adopted laws of Semi-Salic Consanguinity, Royal Preorgatory & Regal Supremacy
1066 scenario: Duchy of Butrinto adopted laws of Elective Law, Royal Preorgatory & Regal Supremacy
1066 scenario: The starting setup (tech, etc.) has been somewhat revised for Byzantine Empire as per the thread in the public beta forum. This seems to reduce their power in the region so they have a harder time making much headway if they're agressive but hasn't seems to make them much more suceptible to being attacked (probably because the AI looks at their overall strength and decides to give it a miss). Feedback on this should go in the Byzantium thread.
1066 scenario: Sigelgaita is now sleeping with her husband once more.