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"Kampagnengeschichten / AAR's" sind ab sofort in einem Subforum unter "Total War - Serie / Allgemein" zusammengefasst...
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
) Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
This post has been edited 2 times, last edit by "Tonci87" (Apr 29th 2009, 7:19pm)
Date of registration: Sep 11th 2007
Gender: male
Location: Kirchheim/BW
Date of registration: Dec 7th 2006
Gender: male
Location: Köln, NRW
wcf.user.option.userOption43: [GdC]_Mandelus

This post has been edited 1 times, last edit by "Mandelus" (Apr 29th 2009, 8:20pm)
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
Date of registration: Nov 12th 2007
Gender: male
Location: Schwandorf bei Regensburg
Quoted
Original von Leo
EXTRA NOTE:
Extra Notiz
- We are aware of an issue with community created maps that results in a crash when someone without the map tries to join the game. This crash will be fixed in the next patch.
Sie wissen von einigen crashs bei von der Community erstellten maps wenn jemand ohne diese Map versucht dem Spile beizutreten. Sie wissen vom problem und werden es im nächsten patch beheben
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
Quoted
May 6th
Hi Guys
We've worked on improving the multi-threading in the game for multi-core processors and made many optimisations that will also help out single core machines. You will see the benefits through increased frame rates particularly in land and naval battles.
SFX loading has been made asynchronous, so heavy disc access is reduced to a minimum. This was causing program execution blocking when multiple sounds were being requested at once across pack files.
Various optimisations have been made to reduce the campaign map turn times.
Windows error reporting included. This will help us greatly in eradicating any existing crashes after the release of this patch. It will require users to make sure crash report logs are sent to us via the windows dialog box.
Cheers
The Shogun
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
Quoted
May 7th
Dear all,
The new multi-threading support was made more stable today, resulting in proper four core utilisation in large naval battles. This has yielded some great performance boosts. We've also edited the way farm structures are handled for land battle loading, shaving a few seconds off of loading times for battles using these objects.
The graphics team are also working on restructuring the underlying code framework that handles unit variation, resulting in a possible move from 8 varities to up to 64 on ultra settings.
All of these things we hope to feature in the next patch, or the one beyond that making Empire more stable, more rich and more fun.
Kind regards,
Kieran
This post has been edited 1 times, last edit by "Tonci87" (May 7th 2009, 7:48pm)
muss ich mir selber nicht die arbeit machen 
This post has been edited 1 times, last edit by "Gerayd" (May 8th 2009, 4:13pm)
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
This post has been edited 1 times, last edit by "ActiveO2" (May 13th 2009, 2:38pm)
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
Quoted
Right so as I said in the Daily Update on Friday I am going to elaborate more on the next patch balance changes in the kind of detail I'm sure many of you will love. I'm going to go through in section (artillery, units, morale, and fatigue) and for each I'll post the changes and then elaborate on why they have been done.
I would also like to highlight the fact that there will be more changes, feel free to comment on any change, none of this is really set in stone apart from some of the unit balancing changes.
Artillery Changes
- Calibration area for cannons and howitzers reduced. Accuracy of non-round shot shot types reduced to compensate.
- Muzzle velocity of round shot for cannons increased to make them fire lower and bounce more, accuracy also increased.
- Lethality of shrapnel pieces reduced to match canister shot, range also reduced to 350.
- Load time for special shot types for howitzers increased slightly, and range reduced to 350.
- Calibration area for mortars increased, accuracy of round shot increased to compensate. Reload time increased slightly.
- Accuracy of 18 lbr horse guard artillery restored to 65.
- Hit points of gun trains increased to 50, all guns and caissons to 25.
There changes result in a much better overall balance to artillery and projectiles, and makes round shot a more viable shot type. I've tried to give different shot types a more distinct role, and encourage use of more shot types instead of just focusing on one or two that are clearly better. The hit point increases massively increase artillery gun and carriage survivability, but even more may be needed. Still want to take a look at carcass and quick lime.
Units
- Melee defence has generally decreased across the board, and charge bonus gone up.
- Stat tweaks made to differentiate more between different unit types, so light cavalry is more distinct from standard etc.
- Spot distance of light infantry, light cavalry, skirmishers, irregulars and missile cavalry increased from 75 to 100 for medium scrub, and from 100 to 150 for long grass to enable them to scout better on the battlefield.
- Redone costing with new formula with resultant better balanced costs.
- Movement speed for units dropped by 10%.
- Slight decrease in unit morale across the board (mostly just -1).
- Light infantry range increased to 90.
- Grenzer weapon reload time increased, and grenzer ammo dropped.
- Ammo for line infantry increased to 15, light infantry to 20.
The unit stat tweaks are too numerous to list out, but the general aim has been to try and differentiate more between certain unit types or units that lacked differences, and to improve the overall balance. Changes such as the spot distance changes have also been done to add to the differences between some unit types. The changes to melee defence and charge should result in less endlessly prolonged melees and some more decisive charges.
The light infantry range changes have been made as I feel the current 10 metre difference between them and line is too small and requires a bit too much micro.
The costing changes are big in terms of how they are worked out. Before the formula was like this:
Cost of unit = (missile cost per man * size of unit) + (melee cost per man * size of unit) + (battle cost of some unit abilities) + (campaign cost of some unit abilities if campaign cost OR cost of techs for unit in early if early MP cost OR cost of techs for unit in late if late MP cost).
Whilst looking like a good formula for working out a units costs, the costs that came out of it and some of the costs you have seen are obviously not very well balanced. The costing formula has now moved to working out all costs on a per man basis and then multiplying and adding them all together. From the costs the new formula has been producing I do have to say I am much happier with it, and when I have more time I'll post some examples of new unit stats/costs compared to old.
Morale
- Charge morale bonus reduced from 10 to 4.
- Recent casualties, extended casualties and total casualties morale penalties increased slightly for higher percentages.
- Rear and flank exposed morale penalties increased.
Not many changes, but combined with the slight decrease to unit morale I think it is working out nicely. But this is one area I want to put a lot of time into. Currently in 1.2 units stay too long in melee at times, are pretty much impossible to break on the charge and flank effects probably aren't pronounced enough. But I do not want to push things too far the other way so keeping an eye on these changes.
Fatigue
- Fatigue penalty for melee reduced from 18 per tick to 12.
- Running fatigue penalty for heavy and light cavalry reduced from -3/-2 to -2/-1.
Not many changes here, but just designed to make cavalry more useful once it has been in one engagement, currently units who engage in melee get exhausted far too quickly. I want to look at fatigue more for the next patch, but undecided on a course of action yet.
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
Quoted
Original von Thamis
May 13th Over the last few days I've been playing the game and tweaking economics values. In essence, I've slightly reduced the administration cost and made the economic game a little bit easier on "normal" and "easy" difficulty levels. Also, I've tweaked the AI's economic bonuses so that they will have a more money to spend on an army. Also, I've tweaked the effects of technology: Some technologies were reducing the upkeep cost of units a little bit too much. Additionally the diplomatic effect of the faction leader's qualities has increased a little bit.
This post has been edited 2 times, last edit by "Tonci87" (May 13th 2009, 5:05pm)
Date of registration: May 5th 2009
Gender: male
Location: bei Hannover

This post has been edited 1 times, last edit by "Private_pAuLa" (May 13th 2009, 5:05pm)
This post has been edited 1 times, last edit by "Slesi" (May 14th 2009, 7:10pm)
Date of registration: May 5th 2009
Gender: male
Location: bei Hannover
Quoted
Original von Slesi
[..]
- Fix for battle..... blick ich noch nicht so durch :o)
[..]
This post has been edited 1 times, last edit by "ActiveO2" (May 15th 2009, 11:33am)
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