Publicado el 10/02/2007 | noticia del juego Europa Universalis III
El recién lanzado Europa Universalis III ya tiene su primer patch. El patch modifica numerosos aspectos del juego en los aspectos de la guerra, diplomacia y arregla algunos bugs o fallos.
Los usuarios habituados a los juegos de Paradox ya están familiarizados con la salida de numerosos parches de actualización de sus entregas. Y es que ante la complejidad de los títulos de Paradox se hace necesario una revisión casi continúa, para eliminar los posibles fallos. Por suerte, Paradox suele cumplir bien con ese cometido.
Si quieres leer los cambios, clicka en el título de la noticia.
System Specifications/Hardware/Game Launch
- The game will now allow you to launch even if your graphics card does not
report as having 128MB of video RAM (however Pixelshader 2.0 support is still a
requirement). You will receive a warning to this effect and can then proceed to
launch the game; however, we can offer no assurances as to the overall
performance of the game on such systems. Older, sub-spec cards are likely to
have serious issues, while integrated chipsets that are designed to share
system resources may be able to run with little or no performance
deterioration. We offer this change on an "as is" basis and do not make any
assurances that the game will work perfectly on any individual system.
- A special feature has been added to the launcher to help players manage and
launch games with user-modifications. Details of how to use this are provided
in the Scenarios & Modifications subforum of the main Paradox forum. In
particular this should make it considerably easier for people who participate
in multiplayer games to use mods.
Game Play & Interfaces
- A human-controlled country that is an elector in the Holy Roman Empire is now
unable to vote for itself (this means that the player is restricted in the same
way that AI-controlled countries are restricted). The player will automatically
vote for the country that it would vote for if it were controlled by the AI
(reputation being the primary determining factor, with ties being broken by
other considerations such as prestige, size, strength, reputation, etc.).
- Being the Papal Controller now also helps to improve your country s
reputation.
- The rate that maps will spread to other countries has undergone a large
adjustment. A newly-discovered province will not become known to other
countries for at least 50 years (unless they discover it independently).
- The cost of new technologies is now scaled to country size. Larger countries
must now invest somewhat more than a smaller country to achieve the same
technological advance.
- Having a positive national stability now gives an additional bonus to tax
income.
- Having a negative national stability now results in a higher revolt risk than
was previously the case.
- The "Deus Vult" national idea will now give you a casus belli on any country
that does not share exactly the same religion as your own (previously you did
not receive the casus belli against a country that had a religion in the same
religious group as your own).
- Some of the allowed government conversion possibilities have been altered (so
do not rely on the manual s appendix to determine a valid path).
- The likelihood of a ruler dying is now less linear and increases
significantly with time; making very long reigns even rarer than before.
- A country that is ruled by a regency council can no longer be the target of a
succession war.
- The effects of advisors have been tweaked to increase the differences between
each skill level.
- The monthly salary cost of a newly-hired advisor is now immediately reflected
in the domestic budget (previously it would not be applied until month end). The
same is also true if you fire an advisor.
- The Outliner now has a separate section to show provinces that are colonies
(but not yet full-fledged colonial cities). This makes it very easy to quickly
select a province that you wish to further develop through sending a colonist.
Diplomacy & Espionage
- You may only diplomatically annex a country when it is at peace. The option
will remain greyed out if this condition is not satisfied (in addition to the
other conditions associated with diplomatic annexation).
- It is no longer possible to break an alliance if the alliance is at war.
- Voluntarily releasing a vassal will now improve your country s reputation.
- The relationship between countries (and changes in those relationships) has
been further tweaked and balanced -- particularly within the Holy Roman Empire.
The Emperor (if controlled by the AI) is now much more supportive and protective
of member states.
- The cost, effects, and penalties for detection for most espionage actions of
your spies have been changed to make them somewhat more appealing to use.
War & Peace
- You can no longer recruit mercenary regiments of any type in any of your
colonies.
- The cost of hiring a mercenary will now increase slightly for each additional
mercenary in your national army.
- Naval attrition has been changed to increase the attrition rates when you are
in open ocean waters, and to eliminate it completely when you are in a sea zone
that is adjacent to your own territory. This means that a fleet may safely
remain at sea in its home waters, but will find exploration and ocean voyages
more hazardous.
- Naval attrition will be less severe once you have achieved level 20 in naval
technology.
- The details displayed when you select a fleet now show the transport capacity
of that fleet (the number of regiments that it can carry) at the bottom of the
fleet interface.
- It is now possible to declare war on a country without first cancelling your
military access treaty; however, there is a severe stability penalty for doing
so.
- The penalty for declaring war on a co-religionist now only applies to an
enemy that is exactly the same religion as your country, rather than for
countries with a religion in the same religious group. (Example: a Protestant
country will no longer receive the stability hit for declaring war on a
Catholic country.)
- If one of your vassals is attacked, you will automatically be given the
option protect it (via a "call to allies" message). This means that you will
always be able to assist a vassal, even if you have not arranged an alliance
with it.
- An army will not receive any reinforcements if it is retreating. This only
applies to retreating after losing or withdrawing from a battle, and does not
affect an army that is moving due to a normal movement order.
- If all possible locations that an army may retreat each contain an enemy army
that exceeds it in size, the army will be disbanded. Note that every army in
every province must be larger, otherwise the defeated army will retreat towards
a province that has an enemy army that is smaller than it is.
- You may now only initiate an assault in a siege if you are the leader of that
siege.
- Any alliances a country has will be automatically broken if it accepts an
enemy s demand to become its vassal.
- You cannot refuse a peace offer from an AI-controlled country if it currently
controls all of your provinces. You can refuse an offer from a human-controlled
country but will pay a stability penalty for doing so if the offer is
reasonable (100% or less).
- It is no longer possible to demand that a country convert religion if it has
a religious form of government (theocracies, etc.)
- A country that has been forced to convert religions as a result of a peace
demand will now be unable to convert religions again (voluntarily) until the
ruler who agreed to the peace term has died.
Other
This is by no means a complete listing of changes from 1.0 to 1.1. In addition
to the items above, there are a large number of minor alterations, tweaks,
bug-fixes, AI tweaks and optimisations, and an assortment of other things that
would be far too lengthy to detail. This includes...
- Many events have been tweaked for triggers, modifiers and effects; and a
variety of events have been added.
- Many provinces have been tweaked (trade goods, tax values, etc.)
- Some province improvements have been tweaked in cost and/or effect.
- Many tweaks to in-game variables in the static_modifiers.txt and defines.txt
files; and tweaks to the effects in static_modifers.txt
- Tweaked many interfaces to improve their display or information
- Tweaked or expanded the information in many tooltips
- Made corrections or clarifications to much of the in-game text.
- Many history files have been further expanded, tweaked, corrected, or
otherwise improved.
- A variety of new event conditions and effects have been added.
- Most AI routines have been further expanded, improved, and/or optimised. The
AI s ability to manage all aspects of its country and military has been
enhanced, as has its diplomatic policies and behaviours. In particular,
inter-relationships within the Holy Roman Empire and decisions made by all
countries (worldwide) regarding national ideas and colonisation should be more
appropriate than before.
- Multiplayer stability and functionality has been made considerably more
robust to address occasional synchronisation issues experienced in games played
over the internet.
- And a variety of miscellaneous bug fixes, tweaks, code optimisations, and
other fun stuff.
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