Magazine High tech

Civilization 5 1.0.1.275, Supreme Ruler 2020 6.8.1, MoW Assault Squad 1.85.3, The Settlers 7 1.12

Publié le 29 avril 2011 par Cyberstratege

Civilization 5

Résumé des nouvelles mises à jour.

Civilization 5 1.0.1.275

AI
• Economic AI: Tweaks to improve the number of workers built.
• Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
• City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren’t being copied over to the new city.
• Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
• Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
• Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
• Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
• Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
• Tactical AI: Early game AI tweak to allow occasional sneak attack.
• Tactical AI: Improvements in civilian and embarked units targeting.
• Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren’t actually eligible for.
• Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
• Tactical AI: Changes to more effectively use Great Generals offensively.
• Tactical AI: Citadels now project danger.
• Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
• Tactical AI: AI will now pillage undefended citadels.
• Tactical AI: Be wary when approaching an enemy city; don’t close on it if enemy clearly has superiority.
• Diplo AI: Make sure the diplomacy AI doesn’t declare war on someone they are already at war with. Prevents confusing pop ups.
• Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue.
• Operational AI: Fix muster radius for gathering a naval invasion. Invasions won’t get stuck trying to gather and will get moving to target sooner now.
• Operational AI: Don’t allow nuke attacks on tiles that will break a peace treaty.
• Homeland AI: Make sure that flavor settings don’t prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game.
• Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles.

GRAPHICS
• Fixed an issue that was not allowing the Americas building set to display properly.
• If a 3D leaderhead scene cannot be created, fallback to 2D.
• Update to river color, texture, and shader.

GAMEPLAY
• Units: Stealth Bombers can now get promotions.
• Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.
• Units: Prevent units with the « No Melee » promotion from capturing cities (archers, catapults, etc.).
• Units: Air units must be in a city to upgrade, and no sneaky « I’m on a carrier in the city » either.
• Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.
• Terrain Improvements: Allow Moai to be built over top of resources.
• Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.
• Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
• City Management: When selling a building, ensure that all citizens are properly removed.
• City Management: When assigning a specialist to a building, make sure we don’t accidentally assign more citizens than we have available.
• City Management: Fix for an issue that was causing workers to go missing when population went down.
• City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.
• Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.
• Exploit: Removed ability to gain additional free settlers/workers by gaming the policy system.
• Units: City States in games started in the industrial/modern era now correctly produce workers as needed.

UI
• Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.
• Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.
• Pre-Game: Multi-player maps added to Single-player as well.
• Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.
• Pre-Game: Using « : » in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.
• Notifications: Fix notifications that arise after a city is liberated so they show the name properly.
• Notifications: Extra DOF expiration notifications removed.
• Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.
• Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.
• Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.
• Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.
• New Addition: Resource Panel integrated into upper-left Info Panel UI.
• New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.
• Combat Preview: « Bonus VS Cities » is now renamed to « Penalty VS Cities » when it’s < 0.
• Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).
• Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.
• City Screen: City Growth meter within the City screen now displays the correct amount.
• City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.
• In-Game: Fix the display of the movement cost for units that can embark.
• In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).
• In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).
• In-Game: City State’s « Quest » icon is now hidden if that City State is at war with your team.
• In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.
• In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.
• In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.
• Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).
• Victory: UN Voting and Results screens now have better support for team games.
• Multiplayer: Human players no longer show an approachability type since that was meant for AI.
• Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.
• Diplomacy: There’s now a confirmation dialog when you publicly denounce a civ.
• Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.
• Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).
• Production: In UI for national wonders that have a prereq building, don’t list each individual city that needs the building if the prereq doesn’t have to be in EVERY city in the empire. Instead just continue to show the count.
• Production: City connected by railroad production bonus now correctly displays across all UI.
• Civilopedia: Multiple updates to Civilopedia functionality and accuracy.
• Pre-Game: Civillization Name in Load Menu is now truncated if it’s too large.

DIPLO
• Don’t allow research agreements if one party has finished the tech tree.
• Correct opinion code so we can get outcomes of friendly or allied.
• Fix the AI’s deal adjustment so that it doesn’t accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.

WORLD BUILDER
• Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.
• Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.
• Fix permanent war setting in the WB so that it reflects properly in the game.

MODDING
• Support for disabling the Happiness system.
• Support for disabling the Science/Research system.
• Support for disabling Social Policy acquisition.
• Support for disabling the Tutorial system.
• Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.
• Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.
• Add « CityCanConstruct » Lua hook.
• Exposed LoadString to Lua scripts.

ACHIEVEMENTS
• Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.
• Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.
• Fixed issue that was keeping the Barbary Coast achievement from firing.
• Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.
• Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.

SCENARIOS
• Mongol: Disable all victory conditions except domination.
• Disable tutorial across all Scenarios.

CRASH
• Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.
• Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).
• Fix to « Moai on the edge of the map » crash.
• Prevent CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitary Threats from doing a divide by 0 (caused by a city having more damage that hit points).
• Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.
• Fix bad cast of PlayerType to TeamType (and resulting crash).
• Fix random map selection in multiplayer, which could cause a crash.
• Additional crash protections

Civilization 5 1.0.1.221

MISC

* Support for Korean localization

En téléchargement automatique sur Steam.

Supreme Ruler 2020 Gold 6.8.1

Detailed changelog of Update 8 / Version 6.8.1:

New Content

- New « MOD » Scenarios included (20 Scenarios)
- New Units and Technologies added

New AI / AI Improvements

- Improved AI Military Response code / Military actions
- AI better manages air units and Naval invasions
- AI strategies for larger troop concentrations improved
- Better use by AI of unit formations and larger forces

New Features

- Play on as Dictator available when losing an election
- Idle (circling) air units now respond to Unit Requests & Hotspots
- Added ‘LOAD UNIT’ command, transport will load any units in its zoc
- Air units in overstacked airstrip will look for alternate airstrips
- Air units will better disburse to available carriers
- Added ‘Diplomatic Alignment’ effects when treaties signed/cancelled
- Add ability to turn Third Party Diplomatic Alignment effects on/off
- Add Language Selector to Game Options (requires restart)
- Surrounded cities are now blockaded and lose their supply level
- AI Regions will accept treaties and alliances less easily
- Equipment List: Infantry Units re-balanced (less engineer-rush etc)
- Equipment List: Garrison movement rate set to 0
- AI will no longer send Command Units on Naval Invasions

Performance Improvements

- Improved performance of Pathfinding code by 35%, reduced memory usage
- Improved map performance by moving unit texture loads to background thread
- Game Performance at highest game speeds improved

Fixes / Improvements

- Fixed Save-game file size issue (files now much smaller)
- Fixed incorrect ‘victory’ text box when region is defeated
- Fixed possible hang when diplo offer maximize picked but green not poss
- Fixed bug when Fog-of-War turned on after scenario started with it off
- Build-to-Strength on merged units fixed
- Base production queue value reset on owner change (possible bug fix)
- When a center upgrade destroyed, all nodes are now also destroyed
- When base in enemy ZOC it goes « lockdown », no auto unit landing/reserve
- Upon Surrender units remain in Reserve (Garrisons too); constr queue kept
- Units should land properly at a just-surrendered airfield
- ‘OnePerHex’ now enforced for airport/seapier/barracks
- Optimized memory use of save-file compressor
- Changed order-id sequence code to resolve possible multiplayer/mt sync prob
- Fixed bug where scrapping river city node also scraps roads in hex
- Fixed (hopefully) final issues with pathing lines not showing for off-map dest
- Garrisons on a fully-garrisoned hex are now disbanded
- Resolved MP lobby sync issue when switching between saved and scenario lists
- Non-Tradable Techs are now enforced (ie units with non-tradable prereqs)
- Diplo trades use removehex/newlocation properly; mp sync & ‘ghost dmg’ bugs
- Fixed in-flight missiles not getting saved properly
- Units that are marked as Favorites will show even if obsolete or replaced
- Fixes to LOADUP order to not leave some potential units unloaded
- Corrected a targetting/visibility bug where long range fire opps were missed
- Corrected a case where unit opportunity fire set not used in missile firing
- Indirect damage of multiple units in hex no longer drops below 50% in stacks
- Full Equipment name is now shown for units
- Removed ‘Missile Storage Limit Exceeded’ maintenance cost penalty
- Fixed issue with ‘bordering’ not always properly set
- Health care rating no longer defaults to 80% on cache creations
- AI Regions will now properly use initial missile stocks
- Changed save buffer size calculation to prevent possible overflow
- Fixed small/rare issue with AI Neutral-Exit of standoff units
- Fixed rare issue with air units looking for landed refueling tankers
- Fixed upgrade and base infrastrure cost over-calculation on multi-nodes
- Deactivated facilities were costing too much maint cost
- Mouse Freeze on Large-Font Windows fixed

En téléchargement automatique dans le jeu, ou sur le forum officiel.

Men of War: Assault Squad 1.85.3

General

• Added M4A4 Sherman
• Added M4A4 Firefly
• Added StuG III G
• Added StuH 42
• Added new explosion effect for 105mm shells
• Changed Stosstrupp special ability to Sturmtrupp
• Changed Vsync to be enabled by standard (reduces camera stuttering)
• Changed shadow settings to normal by standard (reduces issues some GPUs have)
• Changed Ho-Ri I and II to have maximum gun range
• Changed Sten V silencer to have have less uncover effect when firing
• Changed Nagan PB to have less uncover effect when firing
• Changed knives to have no uncover effect when being thrown
• Changed sound system of vehicles to not loop exhaust sound (credits to Phazon)
• Changed Goliath to be more stealthy when moving
• Changed all tanks to have full fuel load on start
• Changed sound to be played in fog of war
• Changed accuracy curve of Sturmtiger to be linear
• Changed all weapons to have more accurately simulated accuracy according to aim circle
• Changed inventory of Scouts
• Changed visuals of mguns in interface
• Changed fuel can of tanks to carry additional fuel
• Changed tank mguns to be displayed in inventory only when they are AA-mgun
• Increased AI priority to target tanks
• Increased minimap icon sizes
• Increased animation speed for switching some small arms by infantry
• Increased animation speed of jumping over fences
• Increased animation speed of tossing grenades
• Increased animation speed of healing/finish healing so running away works better
• Increased animation speed of getting to cover when a grenade lands nearby
• Increased animation speed of hand to hand combat
• Increased accuracy of Churchill AVRE
• Increased accuracy of Ho-Ri I and II
• Increased accuracy of Super Pershing
• Increased shell damage of shells sizes 37mm to 85mm
• Increased penetration power of Ho-Ri I and Ho-Ri II gun
• Increased knife throw speed
• Increased at-rifles accuracy
• Increased barrel fuel load from 200 to 500 liters
• Increased repair time of medium tanks
• Increased small arms weapon switch speed
• Increased reload time of Churchill AVRE from 75 sec to 60 sec
• Increased damage modifier of StG44 slightly
• Increased the range of flame tanks from 30m to 35m
• Reduced recharge time of IS-2 and IS-3 from 15 sec to 12 sec
• Reduced high explosive resistance of sandbags
• Reduced mgun rotation speed of Hetzer slightly
• Reduced specular of Panther slightly
• Reduced accuracy of mguns
• Reduced accuracy of carbines
• Reduced damage modifier of mguns
• Removed mediumbig shell size (85mm)
• Reworked the accuracy during movement mechanics for all vehicles
• Reworked the accuracy mechanics for tanks
• Reworked the accuracy mechanics for small arms
• Reworked the vision system
• Reworked the unit path finding (credits to Ty2903)
• Reworked explosion effect system
• Fixed squad interface to display all squad members
• Fixed SdKfz 251 accuracy setting for movement
• Fixed Japanese tank mguns to have accuracy decrease when moving
• Fixed vision settings of Churchill Mk. VII, AVRE and Croc
• Fixed vision settings of Jagdpanzer IV
• Fixed some vehicle vision bugs (credits to Ty2903)
• Fixed some vehicle bugs (credits to Ty2903)
• Fixed a bug with PPSH accuracy
• Fixed vehicles getting stuck on tramways
• Fixed vehicles getting stuck on coaster tanks
• Fixed that AI was leaving Japanese ammo trucks when under fire
• Fixed some erroneous reports in the gamelog
• Fixed volume of Type99 LMG
• Fixed a specular map issue of the QF 6
• Fixed some building props
• Fixed some mipmap levels for textures
• Fixed mguns of black prince to be BESA
• Fixed volumes of Mk2 Matilda

Multiplayer

• Added ranked games
• Added steam leaderboards
• Changed netcode to improve performance
• Changed M4A4 FireFly class from heavy to medium
• Changed mgun display in unit info menu
• Increased chat message size
• Increased MG42 timer from 30 sec to 60 sec
• Increased price of ISU-152 from 1200 MP to 1400 MP
• Increased price of T-34-76 late from 400 MP to 420 MP
• Increased price of MK2 Daimler from 220 MP to 240 MP
• Increased price of M24 from 360 MP to 380 MP
• Reduced price of KV-85 from 760 MP to 750 MP
• Reduced price of ZiS 30 from 360 MP to 350 MP
• Reduced price of Su-76 from 360 MP to 350 MP
• Reduced price of Su-85 from 560 MP to 550 MP
• Reduced price of KV-1 from 560 MP to 550 MP
• Reduced CP of M4A4 FireFly from 30 CP to 15 CP
• Fixed small map issues
• Fixed combat mode on 2v2 Canyon multi map
• Fixed camera settings on 1v1 Winter Church, 1v1 Road, 2v2 Canyon
• Fixed scores of Churchill Mk VII
• Fixed scores of Comet
• Fixed camera clipping on Canyon

Skirmish

• Changed fog of war to visually uncover by allies as well
• Reduced AI accuracy on easy, normal, hard for 10%
• Fixed flamer price on some missions
• Fixed small map issues
• Fixed tank crew members flying out of tanks

En téléchargement sur le site officiel.

The Settlers 7: Paths to a Kingdom 1.12

Let’s start with the patch: First of all, the patch offers a new Coop-mode that’s available for all skirmish- and multiplayer maps.

A BRAND NEW COOPERATIVE GAME MODE:

* Allies can donate sectors to the team partner.
* Allies can send resources and goods to the team partner.
* Allies share technologies with the team partner.
* Allies share tradeposts with the team partner.
* Allies share victory points and all calculations, that count towards gaining victory points.

OTHER IMPROVEMENTS:

* Allies can mark locations on the map by holding CTRL while pressing the left mouse button. Marking a neutral or hostile sector this way will increase the likeliness that an allied AI will attack that sector. This effect can be increased by setting more markers.
* New AI Player: Fieldmarshal Ludowig (Military/Church/Trade).
* Slight performance improvements for multi-player matches.
* More reliable ranking in empire mode.
Sound notification before an empire game starts.
* Recently started multi-player games are now displayed in the multi-player game list for a while.

BUG FIXES:

* Fixed an UI bug were 2 Generals blocked each other.
* Fixed a bug on Eternal city where the player is captured in the middle sector if he chooses to play after victory.
* Fixed a bug where the maps for two and three players were incorrectly displayed as unlocked if the players filter is changed.
* Fixed a bug with the camera barrier at the map border on the skirmish map Monhaim Valley.
* Fixed a bug due to which the teammates didn’t see the « Free Pass » sign.

NEW CONTENT:
Enjoy the tenth and twelfth campaign map, optimized for skirmish and multiplayer

* SEENBACH
On the icy coast of Seenbach, three rulers fight for domination. It may be beneficial to choose your strategy wisely depending on your starting position. Ports and a marketplace offer rich trades to complement your economy. Utilize the Cannon Foundries to supply your armies. The ruler who conquers the central town sector will be awarded with a victory point. Visit the White Castle on the coastal cliffs or the Laboratory inside the meteorite crater to gain an advantage over your competitors.
* DRAKENAU
Four Kings fight for domination. Once upon a time Drakenau was a fertile and friendly realm. But now it is a devastated land, dominated by numerous volcanoes surrounding the barren plains and hills. There are no fish and only limited fertile soil. Adapt your strategy. To overcome your opponents it may be helpful to visit the gigantic Volcano, the Field of Mandrakes, the Ancient Library, the Dark Fortress or the Enchanted Tower. There are two large towns which offer a victory point each when conquered. Expand to the Cannon Foundry to support your army. Several marketplaces can be found, which may help to complement your economy with trading.

There’s more: Finally, the brand new DLC 4 – The Two Kings will go live today, 6PM (CET)! Those who purchased the Gold Edition of the game will have immediate access to all the features of DLC 4. For everybody else, the DLC will be available at the UbiShop. Let’s look at the new contents that DLC 4 offers you:

A NEW 2 PLAYERS MAP:

* FOREST REALM
The Forest Realm is located in a wide open mountain valley marked by thick forests and very spacious meadows. Two kings face each other on opposing sides of the valley. The king-sized home sectors are characterized by central marketplaces, where you can increase your wealth
* 2 player map with 42 sectors
* Victory Point Setup: 20

2 NEW MAPS EXCLUSICELY DONE FOR THE BARND NEW COOPERATIVE MODE:

* TOWER ISLAND
Welcome to Tower Island. This is a menacing place, where four rulers challenge each other. The island is dominated by the central Tower of Tandria. Gaining access to the tower may be key to your success. Distances to your opponents are very short, so keep an eye on your defense
* 4 players map with 37 Sectors
* Victory Point Setup: 25

* THRONE OF TANDRIA
In this realm two teams compete for the Throne of the King. There are different starting conditions, so adapt your strategy according to your position. One Ruler has access to plenty of fertile building ground, but has only few mines in his reach. The other ruler has access to plenty of mines, but only limited fertile ground.
* Team 2 vs. 2 map with 39 sectors
* Victory Point Setup: 22

NEW EVENT LOCATION:

* TRONE OF TANDRIA
Throne of Tandria offers a victory point for trading quest, free passage for military quest and an additional Ghost General for church quest

3 NEW VICTORY POINTS

* Pacifist, Economist, Ascetic

6 NEW ECOBUILDINGS

* Infernal Mines, Order of Knights, Ceremonial Fairground, Royal Slaughterhouse, Whaling Station, Crypt


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