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New patch is out today (22 june 2009)
 
komrade  posted on Jun 22, 2009 10:07:43 AM - Report post

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quote:
originally posted by swcka

What's new on this newest patch? Downloading it now.
And yeah - trainer please :]

for one they include 14 new free units (and you can buy another 14 on steam for less then 3 euro's)

would it not be sweet to have a new trainer option to give you infinite money in the quick battle menu ?
or an add exp option for the grand campaign units.

 
Balseraph  posted on Jun 22, 2009 10:18:41 AM - Report post

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ya i got both unit sets for 3 bucks us, i think its worth it, us marines look nice!
 
mercwolf88  posted on Jun 22, 2009 11:35:57 AM - Report post

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hi all u know what for so many fixes and adds .... why not add some more nations hehe likde the danes and other somer nations ....and have at least US eble to be use it after the camp if done >_< welljust wanted to say"ask" that ...plz trainer asap..thx guys ....u guys rock hard u the best
 
thedonmakaveli  posted on Jun 22, 2009 11:39:03 AM - Report post

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Gods Speed!
 
EvilSpenZer  posted on Jun 22, 2009 11:53:56 AM - Report post

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For those who didnt see the changes...

Audio

Sound loading has been made asynchronous, so heavy disc access is reduced to a minimum. This makes loading times faster and reduces any instances of 'stuttering.' Unit group sounds have also been improved, for more realistic group movement. The primary sound library (Miles DLL) has been updated to stop occasional clicking. And we've added more sound variation for unit deaths and musket fire.

Campaign


Several crash bug fixes in saves, movement, agents and logic. (FINALLY !!! )

Various optimizations have been made to AI and path systems to reduce the campaign map turn times.

When the pirates are destroyed and re-emerge they now maintain a status of at war with all and are unable to enter into diplomatic negotiations.

Added small ships on domestic trade routes from the trade nodes to home regions moving in the correct direction, i.e. with the flow of trade.

The AI should now no longer repeatedly sign a diplomatic agreement and then break it the next turn. Treaties are more valuable and adhered to.

We've fixed some border trade agreements allowing greater numbers of bordering factions to properly trade with one another.

Movement arrows now reflect the range of the selected units, not the whole army/navy.

AI will no longer counter-offer and ask for more money than the player has available.

Fixed commerce raiding taking money from blockaded trade routes.

Fixed navies getting stuck when forced to retreat from ports (tactical retreat).

Fixed rare inability to attack certain ports.

Fixed middle mouse button camera drag stopping working occasionally.

Made emergent factions be at war with the faction they emerged against if that faction is human.

Fixed various movement extent crashes.

Changed background income for minor factions.

Fixed diplomatic relations with emergent factions.

Tactical withdrawal will now always leave armies on the landmass containing the settlement of a region.

Changed war score system to make the AI more likely to accept peace.

Fixed crash when embarking and disembarking armies at ports.

Fixed trade ships not being correctly registered in trade nodes after splitting forces.

Fixed government change diplomatic effect.

Improved commerce raiding display on trade screen.

Faction specific text is now used in diplomacy.

Prevent players cancelling the movement of fleeing agents.


Balance changes


Units


Charge bonus generally increased across the board for all units and melee defence reduced.

Greater diversification of stats between different unit types designed to emphasise differences and improve balance.

Redone costs for all units for multiplayer to improve game balance which better reflects the actual battlefield worth of each unit.

Mob formation added in for Native American, irregular and some skirmisher units.

Spot distance for light infantry, skirmishers, irregulars, light cavalry and missile cavalry increased allowing them to spot hidden units at longer distances.

Russian line infantry stats have been boosted to allow them to compete more with other faction's line infantry.

Movement speed of all unit types reduced by 10%.

Ammo for light infantry increased to 20, line to 15.


Land battle 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.


Fatigue

Fatigue penalty for melee reduced from 18 per tick to 10.

Running fatigue penalty for heavy and light cavalry reduced from -3/-2 to -2/-1.


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.


 
spencbull  posted on Jun 22, 2009 1:07:44 PM - Report post

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does the trainer work with todays update, does anyone know?
 
TrueShadow21  posted on Jun 22, 2009 1:13:14 PM - Report post

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I tried the trainer for patch #5 (for previous patch) & it only succeeded in crashing
 
PWizard  posted on Jun 22, 2009 1:26:06 PM - Report post

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