Résumé des nouvelles mises à jour.
SC WW2 Global Conflict 1.02
- fixed an AI Paratroop movement error that allowed for double moves on some occasions (Armuss)
- fixed an AI surprise contact issue during reorganization that may lead to combat with non belligerent nations (Vypuero)
- fixed an Indutrial value display error over the right hand side major flags (Wushuki)
- fixed a BELLIGERENCE event crash error (Xwormwood)
- fixed a Fog of War spotting error that was seen to occur in Egypt (Armuss, Gronq)
- fixed a unit/territory issue when nations are split like Poland where sometimes units were trapped behind on enemy lines (Fred19)
- fixed an adjacent port control error that would have ships gain control of ports without land units adjacent to them, this was incorrect behaviour (Xwormwood)
- fixed a RESOURCE Anti-Air tech error that would see an occupier lose its investm ents in enemy cities once the territory completely surrendered (Xwormwood)
- fixed an AI air unit movement error that would have air units sometimes move to an enemy tile (Gunnar)
- fixed a resource bombing reporting issue that was not reporting enemy losses in all cases when the resource was fully visible (Armuss)
- fixed a resource bombing reporting issue that did not report enemy losses due to Fighter, Tactical Bomber, Artillery or Carrier attacks (Armuss)
- fixed an AI Anti-Aircraft defensive strike error (Canada1)
- fixed a Ctrl-Q error during AI replay turns (Aaron)
- fixed a Carrier/Fighter combat results error when these units have applicable research levels applied (Wushuki, U8led)
- fixed a Convoy reporting error in the Details dialog (Pzgndr)
- fixed a Network turn error that caused a crash during replay animation (Starpit)
- fixed a resource AA level display error in the ‘Properties’ dialog
- fixed a conv oy reporting error in the Convoys/MPPs dialog
- fixed a supply and action point error for friendly countries that join the war at the beginning of your turn (Gunnar)
- fixed a resource MPP calculation error for minor nations surrendered to majors that are not yet fully mobilized (Nupremal)
- fixed an EMAIL replay error regarding units that arrive at the beginning of your turn via DECISION event (Gunnar, Alexandre)
- fixed a unit arrival error via LOOP scripts (Rhino)
- hidden Subs no longer initiate a surprise contact ‘attack’ when a Destroyer bumps into them regardless of sub mode, i.e. now the Destroyer will have the option to attack or not (Bluestew)
- hidden Subs will no longer initiate surprise contact against enemy naval units (except Destroyers) when in ‘Silent’ mode unless an enemy naval unit ends their movement adjacent to a hidden Sub, in which case the naval unit will have the option to attack or not (Gunnar, Bill R.)
- subs that dive now automatically change to ‘Silent’ mode
- naval units can now pass through Land + Sea passageways without action point penalty (ludi1867)
- naval units no longer suffer action point penalties due to coastal rain/fog, snow or sandstorms (ludi1867)
- naval units that are caught in sea ice are no longer stuck and can now move with an AP=1 (ludi1867)
- land units can now attack naval units that are in Land + Sea passageway tiles (xwormwood)
- enemy units will no longer show their attainable research levels in the ‘Properties’ window under FoW even if they are full visible (Nupremal)
- save game dialog now allows you to select files in the list to automatically change the file name for saving, i.e. this way you can easily overwrite previously used filenames (Borsook)
- improved AI Submarine raiding and evasion routines (Armuss)
- improved AI Bomber and Rocket attack routines towards resour ce targets (Pzgndr)
- improved AI air unit reorganization towards AI PLAN targets
- improved AI anti-raider routines so that the AI will now also only chase after raiders reported at sea and no longer zero in on raiders on convoy lanes, spotted or not
EDITOR CHANGES
- fixed a German PURCHASE script error for 1943 that only had subs being researched at 1% instead of 10% (Armuss)
- fixed several minor AI scripting issues for GARRISON, FLEET and OFFENSIVE scripts (Armuss)
- fixed an Axis OFFENSIVE script error for the Fall of France that only occured when India joined the Allies early
- fixed a Warsaw capital bug for the 1942 and 1943 campaigns (Robert C.)
- fixed an Export Dates error (Bill R.)
- fixed a Franco STRENGTH event linked to DE 503 (Alexandre)
- added several Axis AI DIPLOMACY events for Spain and Sweden (Armuss)
- added Novosibirsk and Sverdlovsk as Industrial Centers for the USSR (Gunnar)
- added real Partisans at Lanchow, Yumen, Chungking and Yenan (Gunnar)
- added survivor Corps from Yumen, Yenan and Lanchow that reform and arrive in Urumchi once these cities fall to the Axis (Gunnar)
- added DE 114 allowing the SOE to invest funds into partisan/resistance activity in occupied Europe, including Warsaw uprising and others (Bill R.)
- added DE 307 allowing the US to send Chennault to China along with the 14th AF (Alexandre)
- added a Tactical Bomber to the Soviet P/Q to arrive in late summer 1943 (Gunnar)
- added a Fighter to the Soviet P/Q to arrive in late summer 1941 (Colin I)
- added a Fighter unit to arrive via UNIT script at Irkutsk if the Japanese attack and capture either Borzya, Khabarovsk, Vladivostock, Khabarovsk or Chita (Gunnar)
- added several MOBILIZATION#1 events to handle Axis attacks on Vichy territories as well as Malaya (Gunnar)
- added an ‘Intercept’ field for Figthers and Carriers for their Combat Target Data with Fighters now having 2 intercepts for applicable enemy aircraft
- added Quebec and Vancouver as Industrial Centers for Canada as these are needed if the UK transfers its capital to Canada (Tom)
- added Melbourne as an Industrial Center to Australia as this is needed if the UK transfers its capital to Australia (Tom)
- added a TERRITORY transfer event to handle the transfer of Timor to Japan if Portugal surrenders to the Axis and Japan has landed units in Timor (Rusty Gear, Bill R.)
- adjusted the SURRENDER_1 events for UK transfers to Canada and Australia to exclude Quebec, Vancouver and Melbourne respectively (Tom)
- adjusted Fighters to now have a SA=0 from SA=1 (Gunnar)
- adjusted UK AI Garrison scripts for London (Gronq)
- adjusted DE 105 to cost 300 MPP to prepare the port of Singapore (Armuss)
- adjusted DE 508 and 509 to only trigger if Swedish mobilization is at the minimum Axis convoy transfer level whic h is 20% Axis (Xwormwood)
- adjusted the BELLIGERENCE events so that Germany can now enter a China that has surrendered to Japan (Amadeus)
- adjusted Japan to now have a max build of 5 Fighters from 6 (Gunnar)
- adjusted DE 515 to no longer be linked to the Vichy France DE 502 as a prerequisite (Rusty Gear)
- CONVOY scripts are now read in listed order and should be listed with MINOR->MAJOR convoys first followed by MAJOR->MAJOR convoys. MAJOR->MAJOR convoys should also be listed in logical order, i.e. USA->UK convoy followed by UK->USSR convoy for proper transfer amount calculations
En téléchargement depuis le site officiel.
Napoleon Total War
Updates to Napoleon: Total War have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Portuguese Infantry units for Great Britain faction no longer refer to themselves as Revolutionary Guards / Guards in acknowledgement voice over when selected on the battle map.
- Husares de Valpenas units now have acknowledgement voice over when selected on the battle map.
- Husares Francos Numantios units now have acknowledgement voice over when selected on the battle map.
- Rain can no longer be heard on buildings / boat structures during battles with the weather set to dust storm or snow storm.
- Portuguese units for Great Britain faction now speak Portuguese instead of Polish.
- Light Foot infantry units for Great Britain faction now have correct acknowledgement voice over when selected on the battle map .
- Fire intensity audio fix for ships on medium fire.
- Fixed 5-in Howitzer artillery units acknowledgement voice over when selected on the battle map.
Téléchargement automatique par le biais de Steam.
N.B : vous trouverez aussi sur le blog officiel, en anglais, quelques récentes informations complémentaires au sujet du multijoueurs et de la dernière mini-extension (Multiplayer update Q&A).
Sword of the Stars: Argos Naval Yard Patch 1.8.0
Fixes
1. — Alliance downgrade option reporting the incorrect player name.
2. — All known turret, ship section, weapon and weapon layout data issues.
3. — Docking assault shuttles may freeze the application for a noticeable period.
4. — Bug where enemy AI was not de–cloaking when revealed by deep scan.
5. — Cosmetic issue where mini–ship could be displayed upside–down
6. — Issue where CnC ships could not be pulled to the back line.
7. — Issues with Stealth armor.
8. — Station build queue overrunning the bottom of the station build window.
9. — Bug where combat players could be shifted slightly from intended start point
10. — Raid encounters no longer show raider’s name on both sides of the load screen.
11. — Known cases where ETAs were being reported incorrectly for enemy fleets
12. — All known population manager UI and reporting issues.
13. — An issue that was preventing AI from certain ship types.
14. — Bug with max freighters for a sector not taking into account the trade stations.
15. — Long processing time for Hiver AI with large commercial empires.
16. — All known installer dependency issues that could crop up for some users ( including vcredist and DirectX ).
17. — A few minor memory leaks.
18. — Rare crash can occur just after a SK is destroyed in combat.
19. — Cosmetic issue where players were being reported as defeated when they still had imperial population left on their system.
Changes
1. — Reviewed auto–resolve behaviour for each encounter type with an eye to making results more accurately match player controlled battles.
2. — Reduce duration for trade raiding combat.
3. — Players may now demand surrender of NAP and Alliance members.
4. — Flagship destruction now lowers empire morale.
5. — AI players are now insulted by being asked to surrender repeatedly.
6. — Abandoning any colony affects empire morale. ( Not just the home world. )
7. — Improved AI trade sector management including freighters, raiders and escorts
8. — Improved AI weapon research and loadouts
9. — Tighter collision / maneuver spheres for Liir and Tarka dreadnought shapes
10. — Primary PD weapons now picking boarding pods off of allies in combat.
11. — Reduced Progression Wars stage length.
12. — Players with non–aggression pacts no longer share sensor data in combat.
Additions
1. — Antiquarians scenario.
2. — Fleet manager band–boxing.
3. — New random encounter.
4. — New avatars and badges.
5. — Optional axis line rendering overlay for star map.
En téléchargement sur Gamersgate.