We have a Public Beta version for you to try in the Members Club. It includes improvements in Rome's reactions to besieged cities, fixes a couple rare crashes, plus many other bug fixes and AI improvements. You will need to have registered your game to download this. Please remember this is a beta, and constructive comments are very welcome.
Change List
V1.03 Beta – February 10, 2011
- User Interface:
- Improved automatic deployment of units during battles.
- General are now marked to indicate completion of their Command Phase as Admirals
already were.
- Play Balance:
- 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.
- The Introductory level now uses a lower economic cap for overall Roman recruiting.
- Improved AI Intelligence:
- Besieging Roman Leaders will now storm when it’s advantageous to do so.
- 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. - 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. - At the higher levels of difficulty, Roman generals will try to detect the need to reinforce
Rome’s garrison by land under certain circumstances. - 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. - Roman armies defeated during field battles in Etruria may now retreat to Rome if
that city is not besieged. - The AI uses a better deployment when Africanus has the “Battle Tactics” option in
play.
- General Improvements and corrections:
- Fixes a rare problem that allowed a leader to get stuck in a loop and move by sea
to and from the same province. - Fixes a rare crash that can occur when trying to play a battle card during a sally
battle. - Roman leaders moving to take a border city by storm are now correctly assessed
attrition if this constitutes an Extended Move. - 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. - Improved game logging and detection and prevention of a rare problem with “duplicate”
Roman armies. - City militia are now properly counted in the Game Summary.
- Minor fixes for saving the game when the Roman turn is paused.
- 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.
- Fixes a rare problem that allowed a leader to get stuck in a loop and move by sea