v1.2.16 Beta Posted!

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Erik Rutins
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v1.2.16 Beta Posted!

Post by Erik Rutins »

Hi everyone,

The v1.2.16 Beta for Crown of Glory is now available in the Members' Club.

Here's the change list since v1.2.13:

==================================
v1.2.16 Change List (December 1, 2005)
==================================

Changes 1.2.15->1.216
--------------------

* 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->1.215
--------------------

* 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->1.214
--------------------

* 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
Erik Rutins
CEO, Matrix Games LLC


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garoco
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RE: v1.2.16 Beta Posted!

Post by garoco »

Sirs
patch load in my software yet
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Russian Guard
Posts: 1251
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RE: v1.2.16 Beta Posted!

Post by Russian Guard »


This has been mentioned in several other threads but hasn't been addressed as yet (that I've seen) by Admin, so I thought I'd give it a shot here since the issue continues in 1.2.16

Its the "Turks mass in Brandenburg" thing.

Two campaigns in a row with 1.2.16 and previously, many with 1.2.14 - the Turks mass a huge Army in Brandenburg.

What's up with that? Not sure what the AI is doing or why - they just seem to sit there. They don't march on Paris, even if at war with France, and as Russia it makes it easier for me to defeat Turkey with their Army seemingly on long-term station in Berlin.


Also, the first campaign I played with 1.2.16, the Turks in Brandenburg had a Prussian flag on the strategic map, but when I right clicked on them they showed Turkish Armies and Divisions. Why the Prussian flag on the strategic map? For several turns I thought there was a huge Prussian Army sitting in Brandenburg, until I clicked and looked deeper [&:]

If it's an AI bug of some sort, it continues with 1.2.16 - if it's expected AI behavior, then OK...just curious as to why that's happening.




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