Magazine High tech

Patrician 4 RoD 2.0.4, Distant Worlds RotS 1.508, Arsenal of Democracy 1.07, Star Ruler

Publié le 12 avril 2011 par Cyberstratege

Patrician IV

Résumé des dernières mises à jour.

Patrician 4: Rise of a Dynasty 2.0.4

- Fixed: Some keyboard configurations caused a crash when opening the options menu.
- Fixed: Rat plague could cause a crash under very rare circumstances.

Téléchargement automatique par le biais du jeu.

Patrician 4: Rise of a Dynasty 2.0.3

# The player will not automatically run for mayor in his home town.
# There will be no more shipwrecked people whose home town is an inland town.
# There will be no more problems if two clients try to join a game at the same time.
# All patrol ships know their home port and correctly attack pirates.
# Players can now be re-elected as mayor without problems.
# Clients can no longer save in multiplayer games.
# Some minor bugs were fixed.

Distant Worlds – Return of the Shakturi 1.508

The comprehensive update has a notable concentration on AI improvements that cover a wide variety of fields such as how the AI handles fleets, invasions, colonization and research. The update also includes a long list of bug fixes and other changes effecting colony balance, diplomacy, and the Ancient Guardians.

v1.5.0.8 Beta – March 25, 2011

Bug Fixes

Fixed rare crash that sometimes occurs after a planet is destroyed.
Fixed bug where sometimes could not repair a discovered planet destroyer or damaged ship in debris field.


Threat of war or trade sanctions in trade negotiations (diplomacy screen) will now automatically initiate wars or trade sanctions if the other empire refuses your demands – only threaten if you mean it! This also applies to other empires threatening you – your refusal will now result in war or trade sanctions.

En téléchargement chez Matrix.

Arsenal of Democracy 1.07


It fixes few minor issues.

En téléchargement sur le site officiel.

Arsenal of Democracy 1.06

Tweaks to Japan AI
Lower 1918 Infantry default morale and organization
Chinese Industry relocation events now evacuate more of the IC provinces
JAP AI will now seek to land in support of the drive from Northern China rather than open a second front in Guangxi.
Lowered effectiveness of Logistical Strike mission
Increased manpower gained by UK during gearing up for war events
Increased starting manpower pools for Nationalist China,UK,USSR,Italy and USA
Refined AI assignment of sliders in case of low manpower
AI now cycles builds through the build queue regularly to ensure all builds receive some IC
AI will no longer lengthen serials if build queue is too large
AI will operate within provinces with infrastructure damaged under 10%, but not in provinces with max infrastructure at 10% or lower
Fixed a bug where trade convoys could be set up from a country at war with one of the trade parties
Added locked garrisons on UK and Japanese Home Islands
Missing tech team pics (Pioniere)
Integration of updated ministers and leaders
Some new minister,leader,tech pics ( credits to Vaximillian, Leonaru,Bestmajor and Kunadam. )
Added Pioniere’s province pictures
Increased AI research preferences for doctrines trees
High IC majors will now build nuclear reactors and rocket test sites
Disbanding a division will return its supply/oil to its supply province stockpile, a division killed in combat will return half ( only applicable for land units )
Increased MIL manpower,supply consumption,decreased morale and organization
Typo in USSR.txt – max org = organization
Reduced Croatia revolter territories to avoid « trapping » German units in Yugoslvaia,confusing the AI
Corrections to invasions and strait calculations
AI fleets should no longer be able to move fleets behind straits if distances too great ( German invasion of Ethiopia while Suez and Gribraltar straits still British )
Fixed an issue where upon removing an oil using brigade from a non oil using division would cause a residual infinitesimal consumption that would never go away ( permanent out of oil status )
Corrected an instance where the same delayed events could fire multiple times
Adapted some tech effects to properly display digits ( among them supply and fuel consumptions,morale,org,manpower )
England AI will keep more troops home when at war
Additional info shown by « debugAI » command
If low on manpower during wartime the AI will refrain from building more units and focus more on reinforcing and upgrading existing units
Fixed a number of problems relating to event commands receiving the -1 parameter
Added Org penalty to the USSR Great Purge effects,increased dissent for not choosing Purge and delayed Purge recovery if Germany has not yet attacked.
Implemented system for detailed AI attachment preferences. Details in event commands.txt, « military » section
USSR Great Purge recovery events now properly slept when choosing not to purge
Purge Recovery will conclude on its own early 1942 if no Barbarossa or unsuccessful Barbarossa
AI now properly assings IC to the Infrastructure slider in peacetime as well
Toned down USA’s naval builds
Updated model names ( Courtesy of the « Several naming issues » thread contributors )
Uploaded additional propaganda pictures
Added new misc.txt variable, _EV_CORE_PROV_EFF_RISE_TIME_, influencing efficiency regain in liberated core provinces
Fixed a CTD when attempting to delete land/naval/air units when no land/naval/air units exist any longer

Fixed a CTD when attempting to delete land/naval/air units when no land/naval/air units exist any longer
Phillipines now more moderate stats
Fixed an issue where the AI would advance recklessly from beach-heads
Fixed an issue that would sometimes cause the AI to move units between two fronts on the same landmass as if they were crossing friendly territory
AI: Offensive Supply now only used when needed.
AI: Slider mechanics reworked
Reduced Guangxi Clique aggressiveness towards Nationalist China
Toned down espionage AI of majors
Added « revolt_risk_mult » variable to the ai_file_doc.txt documentation
Further tweaks for Japan AI
Commented out obsolete events
USSR’s handicap moved from GDE to Morale
Modified some AI choice chances more towards historical
Redone AI assignment of production sliders
AI should now build synthetic oil plants when feasible and needed
If insufficient production IC, AI will now delete some builds
AI will now move any provincial builds to the bottom
Garrison AI should now seek to relinquish mobile units more
Added additional information displayed for « debugAI » console command
Cavalry considered mobile unit by the AI

Added New Event Functionality
ispuppet = [Country Tag/-1] # True if tag 1 (or country calling event if -1) is a puppet of another nation
puppet = { country = [tag 1/-1] country = [tag 2/-1] } # True if tag 1 (or country calling event if -1) is puppet of tag 2 (or country calling event if -1)
alliance = { country = a/-1 country = b/-1 } # checks if a (or country calling event if -1) and b (or country calling event if -1) is in the same military alliance
access = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is granting military access to tag2 (or country calling event if -1)
non_aggression = { country = [tag1/-1] country = [tag2/-1] } # checks if tag & tag have a non_agg_pact active (-1 can be specified for either tag to reference the country calling the event)
trade = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) and tag2 (or country calling event if -1) have an active trade agreement
guarantee = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is guaranteeing the independence of tag2 (or country calling event if -1)
war = { country = a/-1 country = b/-1 }# checks if a (or country calling event if -1) and b (or country calling event if -1) is at war
lost_VP = { country = [tag/-1] value = X }# X% or more of _owned_ VPs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_national = { country = [tag/-1] value = X }# X% or more of national provs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_IC = { country = [tag/-1] value = X }# X% or more of national IC in enemy hands (if tag is set to -1, reference the country calling the event)
military_control = { country = [TAG1/-1] country = [TAG2/-1] } # true if TAG2 (or country calling event if -1) has military control over TAG1 (or country calling event if -1)
losses = { country = [TAG/-1] value = x } # true if country TAG (or country calling event if -1) has suffered at least X times 1000 number of losses in MP (ex. if X is set to 1, this event will fire when the countries total MP losses reach 1000)
province_building = { province = [ID] building = [building type] size = x } # true if province ID has a building of [building type] that is at least of size X, use following values for building: 1 = IC, 2 = coastal fort, 3 = land fort, 4 = AA, 5 = infra, 6 = air base, 7 = naval base, 8 = radar station, 9 = nuclear reactor, 10 = rocket test, 11 = synthetic oil, 12 = synthetic rares

type = peace_with_all which = [country tag/-1] # specified country (or country calling event if -1) signs peace a white peace with all countries it is at war with
type = end_non_aggression which = [country/-1] where = [country/-1] # end a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = non_aggression which = [country/-1] where = [country/-1] # create a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = end_trades which = [country/-1] where = [country/-1] # end all trade agreements between these countries (-1 can be used for either tag to reference the country calling event)
type = end_guarantee which = [country/-1] where = [country/-1] # country 1 no longer guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = guarantee which = [country/-1] where = [country/-1] # country 1 now guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = grant_military_control which = [TAG] # grant military control to nation TAG
type = end_military_control which = [TAG] # end military control to nation TAG

Removed AI Guangxi-KMT war ( fictional ,historically known as Guangdong-Guangxi Incident, not an armed conflict )
Lowered IC for Chinese factions
Adjusted Chinese « Move industry to interior » events to match new IC values
Updated « manpowerpool » command with new functionality : « which = 1″ makes « value = x » be used as %x of daily manpower gain
Province recovery now 270 days again
AI transport fleets should always have screening vessels accompanying them
Reduced daily manpower gain by 1/3
Reduce the supply distance improvement from logistics techs
Moddir tech team images in the intel screen no longer require dummy files in the main installation folder
Fixed Line Gearing decrease to use the correct variable.
Tech pictures and province images now properly work with moddir
Brand New Japan AI
Fixed Land Pathfinding, so that it finds better paths
Fixed loophole that could cause Marco Polo Bridge Incident ( start of 2nd Sino-Japanese war ) to not fire
AI will now be more careful before moving into low infrastructure provinces
Siam revokes military access to Japan when it makes peace with allies.
France and UK now gain hawk lobby and interventionism moves if either Germany or Italy invades Republican Spain during the Spanish Civil War
Toned down minor countries’ espionage activity ( was un-historically high and effective )
Toned down minor countries’ naval builds and revised air and land builds
Invasion AI will now favor Infantry divisions for naval landings more
Production Acceleration – Fixed a bug that caused the acceleration IC penalty (x2,x3) to be reapplied on every reload
Puppets and Expeditionary Forces – Expeditionary forces can only be exchanged between the puppet and its master,nobody else
« money » trigger added in the event commands.txt
Fixed a bug with auto-leader promotion always promoting to Field Marshall
Reduced Operation Torch USA army requirement from 120 divisions to 50 divisions
Fixed a bug with « under_attack » trigger that caused it to fail if the event’s country and the trigger country were at war.
AI now promotes leaders to proper rank to activate HQs
Updated tooltip text for inactive HQs
2-frame HQ symbol with 1 frame for inactive HQs
IC increment at which tech slots are gained now moddable, found in misc.txt « research » section
Tweaked build AIs
Changed fallback type of « infantry » to « militia » instead of « garrison »
Updated the AI documentation with « extra_convoys_war » and « extra_convoys_peace »
Merging all trades from all countries should now work properly
Trading naval units between countries now correctly carries over the stats of the naval attachments as well
switch_allegiance and delete_unit commands now correctly affect the desired percent of units specified by the « when » clause
supply_dist_mod now correctly results in better ESE the higher value it has
« largefront » variable (« front » section of AI script) now active. Details in ai_file_doc.txt
New console command : debugAI. Lists AI info when clicking on a province controlled by an AI country.
AI will now also delete builds if the current build queue overproduces a unit type when compared to the desired AI build scheme in effect.
Modifications to build queue management to take into account fallback types ( if MOT isn’t buildable, but present in the build preferences, build INF instead)
New variable in « misc.txt » for moddable maximum number of tech slots
Preferences for units that cannot be built will be ignored rather than be transfered to a unit type
The dig-in bonus of land units will no longer lower the defence efficiency of bombers
Fixed a bug that prevented the secret tech info pop-up from showing when hovering the cursor over secret techs
The « save games » folder is created automatically if missing upon starting a new game
Denniss’s model name corrections
Added new economic variable _EV_CAN_CHANGE_IDEAS_ to misc.txt that enables or disables manual idea change by the player
It is now possible to specify the national ideas with which a revolter starts in « revolt.txt »
Added starting ideas to Nationalist Spain revolter
Only fleets with ASW capability are considered potential ASW fleets ( no more hunting subs with BBs )
Implemented « money = <value> » trigger that works like the rest « <resource> = <value> » triggers.
Dissent increasing coup chance now fixed
Fixed bug in switch_allegiance
Uploaded Andy’s December 12 files pack
Transport planes now max length = 3
Fixed some CTD issues
Fixed AI leader assignment to garrisons
Further GER AI tweaks
Organisation and Default Organisation specified in « *.inc » files is now correctly taken into account and no longer replaced by the standard values.
AI will now build infra in limited amounts in key resource/IC provinces
AI will now refrain from assigning higher skill commanders to GAR
AI will now avoid assigning ARM/MEC/MOT to garrison duty
The « delete_unit » and « switch_allegiance » commands now work properly. Added « when = [percent] » clause
for automated deletion or switching of set percent of nations’ land/naval/air corps.
Added extra texts for « delete_unit » and « switch_allegiance » commands with extra « when » clause
Updated « delete_unit » and « switch_allegiance » commands in « event commands ».txt
Hungary now becomes a puppet of USSR when it surrenders to it
A Lend Lease event now correctly gives rather than takes metal from USSR
Fixed an error in loading moddir savegames
Fixed an error when attempting to host a multiplayer game from a savefile
Corrected received sum of money by UK in Lend Lease event
Countries annexed will no longer count towards espionage priorities
Treaties with start date set after the scenario date will be ignored
Fixed misaligned « send to escorts » button for destroyers if they have a modded attachment limit higher than 1
Further AI leader assignment improvements
Leader promotion is now FREE!
AI now properly promotes leaders on the spot when needed
Germany AI places more emphasis on mobile units
Naval AI now only selects Destroyers and Escort Carriers for ASW missions

Star Ruler

Changes: Final
[Fixed] Fix issue when importing blueprints with a « Manage Docked »/autoundock order.
[Fixed] Bridges only needed half as much crew as they were reporting.
[Fixed] The orders given by the trade automation order were reversed.
[Fixed] AIs taking over from disconnected players in MP would add their traits and reset the homeworld.
[Fixed] Crash on load when docked objects had been given orders.
[Fixed] After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible.
[Fixed] Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first.
[Fixed] Fixed a crash in multiplayer related to losing a planet.
[Fixed] Starting Tech Level now only affects technologies that start unlocked, unless « All Techs Available » is also enabled.
[Fixed] « Ancient Ruins » now works with « All Techs Available » enabled.
[Fixed] Energy weapons would display the wrong power cost when modified to fire faster than once per second.
[Fixed] Declaring war was not cancelling all previous treaties with that empire.
[Changed] Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship.
[Changed] Tweaked the AI profiles homeworld build orders to work better with the economy.
[Changed] Canceling a construction returns 50% of the resource cost of the construction (except for Labor).
[Changed] Shipyard governors no longer remove farms.
[Changed] When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important.
[Changed] Tweaked Metals and Electronics fab images for a bit better readability.
[Changed] Redid the layout of all technologies.
[Balance] Doubled Advanced Parts production, and slightly reduced Electronics and Metal production.
[Balance] Increased the various lasers’ damage by 33%.
[Balance] Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%.
[Added] Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time.
[Added] Exact stored resources and storage capacity can now be seen per resource on the economy tab.
[Added] « Automatically Explore » automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint.
[Added] Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar.
[Added] Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships.
[Added] Added ‘stroked’ versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text).
[Added] Added « As Level » syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system.
[Added] Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon.
[Added] Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power.
[Added] Added « Material Sciences » technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead’s level (rather than armor).
[Added] Added a new shipset by eRe4s3r, dubbed the ‘Neumon’ shipset.
[Added] When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed.
[Added] Global empire population stat in the empire window.
[Added] Flags can now be selected from the race customization menu and are displayed in the empire window.
[UI] Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well.
[UI] Minimap: clicking the bars for an empire selects all military ships of that empire in the system.
[UI] Minimap: Selecting an object now clears focus, allowing the camera to behave as expected.
[UI] Research window: ctrl-clicking the remove button for a queued tech removes a single level instead.
[UI] The escape menu is now handled in the scripts, and is centered on the screen.
[UI] Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own.
[UI] Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only.
[UI] Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking.
[UI] Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when « Show Obsolete » is enabled.
[UI] Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy.
[UI] Diplomacy window: Reorganized the window to be easier to use.
[UI] Treat window: Reorganized the window to make who does what clearer.
[UI] Object List: Objects can now be filtered by name and type, and all filtered objects can be selected.
[Removed] Removed the dark purple empire color.

En téléchargement sur le forum officiel.

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