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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
Quoted
Original von Lusted
May 15th Hello everyone. For todays update I just want to clarify some things and talk again about some fixes that will be in the next patch. I have noticed in many forum threads that some people have not picked up on some of the fixes and improvements we have mentioned in previous Daily Updates. This really relates to the following 3 points:
- Fix for majority of pauses/crashes on selecting fleets/ports in late part of campaign.
- Fix for battle AI ending up in melee too often.
- Improvements to how the AI uses naval invasions and wages wars.
I am bringing these fixes up as people may have missed them in the longer previous Daily Updates they were in. And I would also like to say that the battle AI and campaign AI issues listed above are not the only work we have done on those for the next patch. We are making and will continue to make improvements in all areas of both. We also have a lot of other fixes that will be in the next patch.
Date of registration: Feb 9th 2009
Gender: male
Location: Kroatien
wcf.user.option.userOption43: Tonci87
Date of registration: Dec 7th 2006
Gender: male
Location: Köln, NRW
wcf.user.option.userOption43: [GdC]_Mandelus


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 "Tonci87" (May 20th 2009, 6:54pm)
Quoted
May 21st
Hello everyone,
Yesterday we announced the first free unit. Today I would like to talk about them. The aim of the free units is to increase the graphical and unit variety of several factions rosters. We will also be using them to introduce more balance variety between factions as well. Some are new, some are replacement for existing units in some factions rosters. There will be 11 free units that have brand new models and textures, there are also several units that already exist in-game but are not used in the release version that are being added into rosters, and some factions will be gaining access to units they currently cannot get.
Some people have been asking why we are working on these free units whilst there are still fixes to be done. The work on the free units is not taking away time for fixes, the free units do not require any work from coders just work by artists and by a designer(me). So we can, and are working both on fixes, and on this extra free content for you all.

This post has been edited 2 times, last edit by "Käptn Iglo235" (May 21st 2009, 5:35pm)
Date of registration: Feb 20th 2008
Gender: male
wcf.user.option.userOption43: Necthal
Quoted
May 22nd
We're currently experimenting with a new campaign AI technique called 'faction focus'. This causes the AI factions to assess certain nations as a threat at startup and then focus their efforts on eliminating or defending against that country. This makes the aggression process more streamlined and more 'proactive' on the part of the AI, in the sense that it makes a judgement on its national neighbours and others and focuses aggression based on that and subsequent world events.
This is in very early stages and is really a test tech at this stage, so we can't say with certainity whether it will make it into any forthcoming update.
We're now entering a British bank holiday weekend which means the next daily update will be posted on Tuesday 26 May. Naturally some of us will be working on fixes and issues over that time. We continue to focus the majority of our effort on addressing the remaining issues with Empire whilst increasing performance.
More details of the free units will appear shortly.
Enjoy your weekends!
Kind regards,
Kieran
Date of registration: Dec 7th 2006
Gender: male
Location: Köln, NRW
wcf.user.option.userOption43: [GdC]_Mandelus

Date of registration: Feb 20th 2008
Gender: male
wcf.user.option.userOption43: Necthal
Quoted
May 26th
Several smaller fixes today including:
1. Battle - Routing units will now no longer seek to garrison structures if they have utterly shattered. This was caused by conflicting priorities.
2. Campaign diplomacy - Repeated make deal/break deal actions by the AI have been eliminated. This was caused by a similair logic issue as the repeated region attempts issue.
3. Campaign diplomacy - Added weight/potency to the 'backstabbing' variable. When AI/player makes an alliance and breaks it shortly afterwards this now has a more significant effect.
4. Campaign map - Trade route bug where small ships indicating trade animations 'jumped' across theatres has now been fixed.
Hope you all had a good weekend.
Kind regards,
Kieran
This post has been edited 1 times, last edit by "Capt. J. Aubrey" (May 26th 2009, 7:02pm)
Quoted
May 28th
Two bigger fixes today:
1. Campaign AI - Turn time resolution has been sped up. We found a logic block in the AI's use of land bridges and removed it. This has resulted in faster end turn times during the AI move calculation phase.
2. Campaign AI - We solved a start state issue where one smaller state started attempting an alliance with another state that didn't recognise it. This resulted in incorect behaviour between the two nations at startup, which has now been fixed.
Naturally this is all inline with everything else being done. We also hope to be able to reveal more details about the upcoming free units shorty.
Kind regards, Kieran
Quoted
Right, I've been quite busy recently so haven't been posting much. So I've decided to post a small mod that includes all the balance changes for you guys to download and try. I know mods don't currently work in MP, but you can still see costs and play around with the changes in single player if you want. I've still got concerns about some costs such as rifle armed units(might be balanced by longer reload times?), light infantry, some artillery costs and I think some further balancing tweaks need to be made but overall much happier with this balancing compared to last patch. http://files.filefront.com/MP+balance+te…;/fileinfo.html Place in \Steam\steamapps\common\empire total war\data then go into steam, right click on Empire in games list, go to Properties>Launch Options and then enter mod MP_balance_test.pack
This post has been edited 1 times, last edit by "Capt. J. Aubrey" (May 31st 2009, 9:32pm)
Quoted
June 1st: - Some signficant work on multiplayer campaign beta code today, with some synching issues fixed and UI/game options being 'wired in'. Allowing players to select turn time properly. - Further additions include new game unit art being integrated into the latest build for the new free units. The replacement units will now override default units for their given faction, giving different nations more variety. We're also working to get you further details of the free units which will all be released shortly via Steam, they will be worth the wait.
Kind regards,
Kieran
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