Blog dedicato alla Storia della Guerra. Sono trattati temi e recensiti libri di storia militare, ma si parla anche di wargames e videogames bellici, oltre che di film e telefilm a tema bellico, così come di documentari sul tema.
nuovo
venerdì 20 settembre 2013
Civil War II Trailer Video
Video di uscita di Ageod Civil War II
Etichette:
Ageod,
AGEOD's Civil War II,
gameplay,
trailer,
video
Fall Weiss - gioco in uscita sulla campagna di Polonia
E' il nuovo gioco della Wasteland (Time of Fury ) che ha come scenario la campagna di Polonia del 1939. Dovrebbe uscire a giorni. Dalla descrizione sembra molto dettagliato, ma non so quanto lo scenario abbia lo stesso appeal a livello internazionale delle campagne successive.
http://www.gamersgate.com/DD-FAW/fall-weiss
Fall Weiss is a turn based strategy game which takes place during the Invasion of Poland during the World War 2. Player has got possibility to take control over one of the major participants of the conflict which are Germany, Poland and Soviet Union and also to control other countries in the region, which might be interested in taking a part in the conflict, to name Slovakia, Hungary, Romania and Lithuania.
The main goal of the game is to change the history course to the favor of controlled country. Poland will try to defend itself for as long as possible, or until the French offensive in the West will be started. Germany’s goal is to defeat Poland faster than one month and the Soviet Union will try to increase the gains compared to those historical.
Fall Weiss is played with daily turns with the following order sequence: Axis (Germany and Slovakia), Allies (Poland), Soviet Union, Neutral countries. Units are divided to regimental and brigade sizes and each of them has got assigned Action Points (AP), which can be spent to move, attack, reinforce or redeploy. Depends on the country there are various types of armored land units, non-armored land units, airborne unit, fighters, tactical and strategic bombers, there are also naval vessels divided into subtypes, and transport vessels.
Units on the map by default are represented by the figurines with information about the Strength, Action Points and nationality displayed. This allows to easy recognize own units which can still perform some action, and also to find a weak spots in the enemies lines.
Strength of the units depends on the many factors, such as basic strength, experience, war doctrine, commanders, HQs, adjacent units, terrain, weather, fortifications, entrenchments, but what is most important the supply. An unsupplied unit even with best support from all other factors and modifiers is doomed. Basic supply lines are provided by the cities and railroads network, can be also exchanged by the tactical bombers and fleets. Supplies delivered that way can only provide about 75% of the supplies needed by the units to be fully operational, both in battles and movement. The only way to deliver full level supply to the units is to deploy Supply Depots near them. Those are specialized types of units able to deliver 100% supplies even for units being couple of hexes from them.
As the number of Supply Depots is limited for each country and the whole map is almost 20000 hexes, it must be planned ahead where to deploy them, to provide support as efficient as possible.
In Fall Weiss many aspects of the gameplay can be set up to fulfill preferences of the player. Starting with hiding values of enemy units, through adjustable Fog of War radius, customizable battle reports, adjusting how fast the specific actions of the player and AI should be displayed to setting difficulty for each country separately. Also it is very easy to exchange the map and units graphic to make the game completely fit requirements of the player.
On September 1st 1939, German forces attacked Poland along the whole border. Thousands of tanks and planes, more than a million of soldiers marched into Poland. Polish army fought bravely and with tenacity, but on September 17th the Soviets stabbed Poland in the back, the allies withdrew and the country was left alone against two most powerful armies in the world.
Features List:
• Realistic presentation of the campaign’s events,
• Supply Depots which are crucial to execute successful offensives,
• HQ units and Chain of Command boosting the efficiency of units,
• Historical types of units, like Ulhans, Panzers, Stukas, etc.,
• Major rivers which can really slow down the offensive,
• Over 700 of historical units, with a unique photos,
• 20000 hexes map of Poland and surroundings.
When there are no guns, no tanks, no hope, honor is the only thing that’s left.
http://www.gamersgate.com/DD-FAW/fall-weiss
Fall Weiss is a turn based strategy game which takes place during the Invasion of Poland during the World War 2. Player has got possibility to take control over one of the major participants of the conflict which are Germany, Poland and Soviet Union and also to control other countries in the region, which might be interested in taking a part in the conflict, to name Slovakia, Hungary, Romania and Lithuania.
The main goal of the game is to change the history course to the favor of controlled country. Poland will try to defend itself for as long as possible, or until the French offensive in the West will be started. Germany’s goal is to defeat Poland faster than one month and the Soviet Union will try to increase the gains compared to those historical.
Fall Weiss is played with daily turns with the following order sequence: Axis (Germany and Slovakia), Allies (Poland), Soviet Union, Neutral countries. Units are divided to regimental and brigade sizes and each of them has got assigned Action Points (AP), which can be spent to move, attack, reinforce or redeploy. Depends on the country there are various types of armored land units, non-armored land units, airborne unit, fighters, tactical and strategic bombers, there are also naval vessels divided into subtypes, and transport vessels.
Units on the map by default are represented by the figurines with information about the Strength, Action Points and nationality displayed. This allows to easy recognize own units which can still perform some action, and also to find a weak spots in the enemies lines.
Strength of the units depends on the many factors, such as basic strength, experience, war doctrine, commanders, HQs, adjacent units, terrain, weather, fortifications, entrenchments, but what is most important the supply. An unsupplied unit even with best support from all other factors and modifiers is doomed. Basic supply lines are provided by the cities and railroads network, can be also exchanged by the tactical bombers and fleets. Supplies delivered that way can only provide about 75% of the supplies needed by the units to be fully operational, both in battles and movement. The only way to deliver full level supply to the units is to deploy Supply Depots near them. Those are specialized types of units able to deliver 100% supplies even for units being couple of hexes from them.
As the number of Supply Depots is limited for each country and the whole map is almost 20000 hexes, it must be planned ahead where to deploy them, to provide support as efficient as possible.
In Fall Weiss many aspects of the gameplay can be set up to fulfill preferences of the player. Starting with hiding values of enemy units, through adjustable Fog of War radius, customizable battle reports, adjusting how fast the specific actions of the player and AI should be displayed to setting difficulty for each country separately. Also it is very easy to exchange the map and units graphic to make the game completely fit requirements of the player.
On September 1st 1939, German forces attacked Poland along the whole border. Thousands of tanks and planes, more than a million of soldiers marched into Poland. Polish army fought bravely and with tenacity, but on September 17th the Soviets stabbed Poland in the back, the allies withdrew and the country was left alone against two most powerful armies in the world.
Features List:
• Realistic presentation of the campaign’s events,
• Supply Depots which are crucial to execute successful offensives,
• HQ units and Chain of Command boosting the efficiency of units,
• Historical types of units, like Ulhans, Panzers, Stukas, etc.,
• Major rivers which can really slow down the offensive,
• Over 700 of historical units, with a unique photos,
• 20000 hexes map of Poland and surroundings.
When there are no guns, no tanks, no hope, honor is the only thing that’s left.
Company of Heroes 2 scontato su Gamersgate
Sempre su Gamersgate trovate scontato questo week-end Company of Heroes 2, sia nella versione base: http://www.gamersgate.com/DD-COOH2/company-of-heroes-2 , sia nella versione digital collector http://www.gamersgate.com/DD-COOH2PE/company-of-heroes-2-digital-collectors-edition .
Costa sempre un botto e non so quanto ne valga la pena.
Costa sempre un botto e non so quanto ne valga la pena.
Graviteam Tactics: Shilovo 1942 rilasciato
Su Gamersgate trovate l'ultima DLC rilasciata per Graviteam Tactics, Shilovo 1942.
http://www.gamersgate.com/DD-APOSGTS1942/graviteam-tactics-shilovo-1942
Ecco le features:
1) New Area near Voronezh, village Shilovo, 80 sq.km wide.
2) Two new operations at the beginning of July 1942, one for Red Army, one for the Wehrmacht (13 turns).
3) Troops:
- Wehrmacht - 24 Pz (one batallions from 21, 26 Inf Reg and 24 Pz Reg);
- Red Army - 2,3/498 Rifle Reg, 2 coys from practice battalion of 232 Rifle Div,
441 Tank Bn from 110 Tank Bde, 1/425 Arty Reg, parts of 16 Destr Bde and platoon from 180 Tank Bde,
1/687 Rifle Reg from 141 Rifle Div.
http://www.gamersgate.com/DD-APOSGTS1942/graviteam-tactics-shilovo-1942
Ecco le features:
1) New Area near Voronezh, village Shilovo, 80 sq.km wide.
2) Two new operations at the beginning of July 1942, one for Red Army, one for the Wehrmacht (13 turns).
3) Troops:
- Wehrmacht - 24 Pz (one batallions from 21, 26 Inf Reg and 24 Pz Reg);
- Red Army - 2,3/498 Rifle Reg, 2 coys from practice battalion of 232 Rifle Div,
441 Tank Bn from 110 Tank Bde, 1/425 Arty Reg, parts of 16 Destr Bde and platoon from 180 Tank Bde,
1/687 Rifle Reg from 141 Rifle Div.
Questo sarebbe un gioco davvero perfetto se avesse anche il multiplayer. Queste dlc sono vitali per lo studio per sopravvivere, ma l'AI dopo un po' scoccia.
giovedì 19 settembre 2013
Intervista a Norbsoftdev, il team di Scourge of War
Su The Wargamer trovate un'intervista a Norb e Jim, il core team della Norbsoftdev e ideatori di Scourge of War:
http://www.wargamer.com/article/3427/interview-norbsoft-(scourge-of-war)-interviewed-for-the-wargamer
http://www.wargamer.com/article/3427/interview-norbsoft-(scourge-of-war)-interviewed-for-the-wargamer
mercoledì 18 settembre 2013
Strategic Command WWII Global Conflict – Assault on Democracy Patch 1.02
Rilasciata la patch 1.02 per Assault on Democracy, estensione di Strategic Command WWII. Qui il link dove scaricarla:
https://battlefront.sharefile.com/d/sbecc498452f458f9
https://battlefront.sharefile.com/d/sbecc498452f458f9
Silent Hunter Online - Open Beta Launch Trailer
Parte la beta di Silent Hunter Online, tentativo di Ubisoft di fare soldi facili con un brand famoso:
Qui per iscriversi: http://www.silenthunteronline.com/en-GB/registrierung
Qui per iscriversi: http://www.silenthunteronline.com/en-GB/registrierung
martedì 17 settembre 2013
Ageod American Civil War 2 rilasciato
E' stato dato l'annuncio del rilascio ufficiale di Ageod American Civil War 2:
http://www.ageod.co.uk/products/500/details/CivilWarII
http://www.ageod.co.uk/products/500/details/CivilWarII
- Setting: the game covers all of the USA, from the Eastern seaboard to the Rockies, from 1861 to 1865. Mexico and the Northern Caribbean are also in
- Game map is divided into more than 3,000 regions, with a variety of terrain, climates and development level.
- Scenarios: 2 tutorial and 5 main scenarios from Shiloh all the way up to the Grand Campaign.
- Historical leaders: Over 400 historical leaders each rated on their abilities and over 1,000 different types of units from sharpshooters to cavalry and artillery and even Ironclads!
- Production: Control your nations spending on the military without worrying about micro managing the economy.
- Regional Decision Cards: The game has an innovative card system that lets you trigger events such as Indian raids and partisans attacks, which used wisely can affect the flow of a campaign.
- Detailed game model includes features such as Weather, Attrition, Supply and Fog of War
- Historical Event are triggered throughout the game giving the player crucial decision points. These cover anything from local uprising to foreign intervention.
- Battlefield Tactics allow the player to make decisions that can turn the tide of battle.
- Sieges and Naval warfare are all covered in detail in the game.
- Chain of Command allows units to be organized in to brigades, division, corps and armies and leaders put in command of them.
- Navigable rivers which played a crucial role during the Civil War are represented.
- Scenario list
- Two Tutorials scenarios
- 1861 First Manassas (Battle of Bull Run)
- 1862 Shiloh
- 1862 Sibley (New Mexico Campaign)
- 1861-1865 Our Hearts were Touched with Fire April 1861 scenario (THE multi-theater Grand Campaign)
- 1861-1865 The Blue and the Gray July 1861 scenario (accelerated start campaign)
Patch 2.0 per Rome 2
E' stata rilasciata la nuova patch per Rome 2, chissà se riuscirà a rialzare un po' la fama del gioco?
Technical and Performance Issues
Campaign performance optimisations.
Campaign AI round time improvements (greatest effect during early game).
A new "Limited" option has been added to the "Show AI Player Moves" settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.
Improved AI recruitment decisions in Campaign modes. Further improvements planned for subsequent patches.
Pathfinding optimisation on the Campaign Map.
Fix for "Level of Detail" distances scaling incorrectly when the "Field of View" is changed which reduces the chance of the "Intelligent Zoom" [N] key, causing "zombie like” low quality textures on unit faces in battles.
A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the "Unlimited video memory" option in the graphics menu.
Increased the frame rate and reduced frame stuttering in battles on certain GPUs.
Improved compatibility for graphics cards with multiple GPUs.
Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.
More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs
Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.
Fixed battle crash bug caused by the default deployment placement.
Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.
Fix for crash loading save games that were created on the "settlement captured" screen in Campaign modes.
Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.
Fix for crash caused by forming a Confederation in Campaign modes.
Some desyncronisations have been fixed in multiplayer city / port assault battles.
Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.
Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.
Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.
Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.
Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.
Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.
Fix for a very rare crash when launching a new campaign.
Fixed rare battlefield loading lockup.
Fix for a rare crash caused by animal handlers in battles.
Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.
Gameplay Improvements
Reduced infantry run speed, charge speed and acceleration in battles.
The low level casualty moral penalties have been significantly reduced in battles.
Improved balancing for Food and Squalor in Campaign Mode.
Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.
Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.
Improved ship movement speeds in battles.
Shock cavalry run speed and charge speed have been increased in battles.
Increased flanking morale penalties.
Added icons to indicate activity in the Technology and Faction screens during a campaign.
Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.
Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.
Fix for armies on the sea getting stuck in patrol stance in Campaign modes.
Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.
Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.
When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.
Fix for AI taking inappropriate sized siege equipment into battle when the user changed the settlement wall height, via the map selection settings, in Custom Battle mode.
Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.
Improved AI and scripting in the Raphia Historical Battle.
Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).
The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.
Improved AI collision detection with Deployables in battle.
In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.
The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.
Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.
Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.
Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.
The victory screen in Multiplayer Campaign mode now shows the correct title for both players.
The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.
Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.
Fix for settlement expansion trapping / blocking units movement on the campaign map in very rare cases.
Improved the terrain in a small Barbarian city battle map.
Minor bug fixes for Roman and Barbarian siege battle maps.
During battles, players are no longer able to un-pause the game while in the options menus.
Usability improvements
In Campaign mode, exempting a province from tax will no longer incorrectly adjust the food number in the province info panel left side of the screen.
Improved multiplayer lobby discovery, reducing the chance of finding *multiplayer lobbies with the wrong battle type.
Removed the red tint from the sky in battles.
Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.
The "Quaestor" achievement should now unlock correctly, when completing the Prologue campaign
Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.
Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over "Slaves" in the Province Details panel on the Campaign map.
Fix for rare cases of broken save games in Campaign mode.
Fix for Campaign mode bug, where a hostile agent and the players' ship became stuck in the same position, with neither one able to move.
Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.
Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.
In Multiplayer battle setup, unit restrictions related to "Battle type" are no longer desynchronised between the host and client, so only the correct units can be chosen.
Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.
Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.
The Public Order "Change per turn" stat is now displayed as the sum of all of its "Contributing Factors" on the Province Info panel in Campaign mode.
Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.
More detailed descriptions added to the tooltips for the "Occupy, Loot and Raze" buttons after successfully capturing a settlement on the Campaign map.
Improved icons for Province Effects in Campaign mode.
Fixed an error with uploading stats when a multiplayer battle was ended prematurely.
The "Force March" movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.
Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.
The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.
The Provinces list in Campaign mode can now be scrolled with the mouse wheel.
Units in a recruitment queue, in a province with its capital under siege, now have an "infinity sign" icon to indicate that the "turns to recruit" is infinite while the siege is maintained in Campaign mode.
In the "Controls" menu under the "Settings" option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the "Classic Total War" name.
Added a tooltip to say "Left-click to remove unit from recruitment queue" for units that are queued for hire in Campaign mode.
Added a tooltip to make ruined buildings more obvious in Campaign mode.
Added tooltips to "Weather" and "Time of Day" settings in the Custom Battle menu.
Fixes and corrections for text in the encyclopaedia have been made.
Minor text and grammar corrections in Campaign Modes.
Fix for some German text not fitting into the available text space in the campaign mode user interface.
Improved text formatting in the Objectives panel in Campaign mode.
Added some localisation text fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Fixed some missing text on the Diplomacy screen in Campaign modes.
Added white outline to Armoured Legionaries unit cards in battle.
Technical and Performance Issues
Campaign performance optimisations.
Campaign AI round time improvements (greatest effect during early game).
A new "Limited" option has been added to the "Show AI Player Moves" settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.
Improved AI recruitment decisions in Campaign modes. Further improvements planned for subsequent patches.
Pathfinding optimisation on the Campaign Map.
Fix for "Level of Detail" distances scaling incorrectly when the "Field of View" is changed which reduces the chance of the "Intelligent Zoom" [N] key, causing "zombie like” low quality textures on unit faces in battles.
A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the "Unlimited video memory" option in the graphics menu.
Increased the frame rate and reduced frame stuttering in battles on certain GPUs.
Improved compatibility for graphics cards with multiple GPUs.
Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.
More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs
Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.
Fixed battle crash bug caused by the default deployment placement.
Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.
Fix for crash loading save games that were created on the "settlement captured" screen in Campaign modes.
Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.
Fix for crash caused by forming a Confederation in Campaign modes.
Some desyncronisations have been fixed in multiplayer city / port assault battles.
Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.
Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.
Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.
Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.
Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.
Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.
Fix for a very rare crash when launching a new campaign.
Fixed rare battlefield loading lockup.
Fix for a rare crash caused by animal handlers in battles.
Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.
Gameplay Improvements
Reduced infantry run speed, charge speed and acceleration in battles.
The low level casualty moral penalties have been significantly reduced in battles.
Improved balancing for Food and Squalor in Campaign Mode.
Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.
Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.
Improved ship movement speeds in battles.
Shock cavalry run speed and charge speed have been increased in battles.
Increased flanking morale penalties.
Added icons to indicate activity in the Technology and Faction screens during a campaign.
Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.
Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.
Fix for armies on the sea getting stuck in patrol stance in Campaign modes.
Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.
Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.
When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.
Fix for AI taking inappropriate sized siege equipment into battle when the user changed the settlement wall height, via the map selection settings, in Custom Battle mode.
Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.
Improved AI and scripting in the Raphia Historical Battle.
Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).
The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.
Improved AI collision detection with Deployables in battle.
In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.
The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.
Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.
Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.
Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.
The victory screen in Multiplayer Campaign mode now shows the correct title for both players.
The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.
Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.
Fix for settlement expansion trapping / blocking units movement on the campaign map in very rare cases.
Improved the terrain in a small Barbarian city battle map.
Minor bug fixes for Roman and Barbarian siege battle maps.
During battles, players are no longer able to un-pause the game while in the options menus.
Usability improvements
In Campaign mode, exempting a province from tax will no longer incorrectly adjust the food number in the province info panel left side of the screen.
Improved multiplayer lobby discovery, reducing the chance of finding *multiplayer lobbies with the wrong battle type.
Removed the red tint from the sky in battles.
Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.
The "Quaestor" achievement should now unlock correctly, when completing the Prologue campaign
Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.
Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over "Slaves" in the Province Details panel on the Campaign map.
Fix for rare cases of broken save games in Campaign mode.
Fix for Campaign mode bug, where a hostile agent and the players' ship became stuck in the same position, with neither one able to move.
Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.
Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.
In Multiplayer battle setup, unit restrictions related to "Battle type" are no longer desynchronised between the host and client, so only the correct units can be chosen.
Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.
Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.
The Public Order "Change per turn" stat is now displayed as the sum of all of its "Contributing Factors" on the Province Info panel in Campaign mode.
Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.
More detailed descriptions added to the tooltips for the "Occupy, Loot and Raze" buttons after successfully capturing a settlement on the Campaign map.
Improved icons for Province Effects in Campaign mode.
Fixed an error with uploading stats when a multiplayer battle was ended prematurely.
The "Force March" movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.
Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.
The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.
The Provinces list in Campaign mode can now be scrolled with the mouse wheel.
Units in a recruitment queue, in a province with its capital under siege, now have an "infinity sign" icon to indicate that the "turns to recruit" is infinite while the siege is maintained in Campaign mode.
In the "Controls" menu under the "Settings" option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the "Classic Total War" name.
Added a tooltip to say "Left-click to remove unit from recruitment queue" for units that are queued for hire in Campaign mode.
Added a tooltip to make ruined buildings more obvious in Campaign mode.
Added tooltips to "Weather" and "Time of Day" settings in the Custom Battle menu.
Fixes and corrections for text in the encyclopaedia have been made.
Minor text and grammar corrections in Campaign Modes.
Fix for some German text not fitting into the available text space in the campaign mode user interface.
Improved text formatting in the Objectives panel in Campaign mode.
Added some localisation text fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Fixed some missing text on the Diplomacy screen in Campaign modes.
Added white outline to Armoured Legionaries unit cards in battle.
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