Game Balance
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- Auto-retreat rule triggers at a higher level of losses if you choose the Defend at all cost ROE.
- Fleets with too low ammo or too low cohesion will switch to defensive posture and abort all out attack ROE, before a battle. Land units with too low cohesion will switch to defensive posture, abort all out attack ROE, abort structure assault before a battle
Pocus wrote:http://ageoddl.telechargement.fr/temp/patch_AACW_v1.12aRC2.zip
Should fix the issues you saw.
Pocus wrote:[font="]http://ageoddl.telechargement.fr/temp/patch_AACW_v1.12aRC3.zip
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[font="]1.12a - RC3[/font]
[font="]AI[/font]
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[font="]- AI much more prudent when moving troops with riverine move.[/font]
[font="]- In some rare cases, the Defend Mission could have his path aborted. Fixed.[/font]
[font="]- Depot destruction much more rare.[/font]
[font="]- AI slightly less prone to make distant operations (attack-defense).[/font]
[font="]Modding[/font]
[font="]- loyChangeByMartialLaw variable exported. It represents the max. % the loyalty can change by the Police factor of troops (Regional Martial Law).[/font]
[font="]- New script command SetFormedCmdMax (parameters are the max number of corps | max number of armies – it is recommended to set the number of armies to 9999 as the on map HQ limit is sufficient). In absence of any scripting, 9999 will be read for max number of corps = if you do nothing, current games are not altered.[/font]
[font="]Interface[/font]
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[font="]- The irritating double-tick sound when closing the Element Detail panel has been removed.[/font]
[font="]Game Improvements[/font]
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[font="]- Militias and irregulars within their home state now get the +10 cohesion bonus anytime, not just during battle.[/font]
[font="]- Precision: Due to code constraint, the Militiaman trait can only work during battle. (All abilities of the category ‘Battle Bonus’ work only during battle and Militiaman is of this category).[/font]
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Gray_Lensman wrote:You guys will have to furnish more information than "Some units vanished".
Gray_Lensman wrote:Since I'm getting some sort of AI error, could one of you guys post a screen shot of your AI tab in the Options selection screen? The CTD may be dependent on one of the AI settings. (Mine may be different)
Pocus wrote:This has to do with a new feature of the AI that I'm adding these days. The AI thinks by mission (called Agenda internally) and she is now capable of remembering over several turns what are the missions each force is doing with an interest value associated to the mission, plus a 'lock' value, to check if a force can be borrowed (diverted) for something else in urgency.
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