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Arko van Qlimax

Patchs / Notes de Changements/ Version actuelle du jeu

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Et encore la liste n'est pas finie :

 

# Strategic AI
- Will now remain passive for 12 months after a player drops or tag-switches to prevent undesirable AI management of a player's country in MP
- Will devote less of its budget to the army if it's in a safe position
- Will devote more of its budget to colonization if its income is fairly low
- Will now make use of harsh treatment, particularily when they are a tiny country whose capital is at risk of revolt
- Will now consider diplovassalization as an alternative to outright expansion, especially if it is the Holy Roman Emperor
- Prefers taking vassals instead of conquering when majorly behind in admin tech
- Will now prefer larger, cheaper armies of infantry if their income is poor
- More consistent about when to use long-term savings to recruit mercs due to war or rebels
- Much better at planning out military access to reach enemies and bring home stranded units
- Will now compare their navies to those of rivals when determining its fleet size.
- Will now disband troops if bankruptcy is looming, even if they are at war or have revolts
- Better at managing and repaying bank loans
- Less willing to grab provinces unless they have an actual cultural or strategic interest in them
- More interested in vassalizing rather than outright conquest under certain circumstances
- Less willing to let countries get away with holding unlawful territory if they decline a request to return it
- Will no longer declare any wars while attempting to westernize
- Better at conquering overseas targets
- Daimyos now have properly working AI for their mechanics, and will attempt to take over Japan
- Shogun will now attack a Daimyo that grows too large
- Better at balancing monarch point spending between tech, ideas and short-term actions
- Will no longer pick Naval, Exploration or Expansion ideas if they lack ports
- Much better at setting up a proper budget and maintaining an appropriate standing army and navy
- More prio on conquering overseas provinces with gold or high trade importance
- Better at converting and culture-flipping primitives
- Better at determining which provinces are most important to convert
- Smarter about when to take loans to raise mercs
- More prio on attacking countries that hold critical provinces (such as Novgorod for Muscovy)
- Less aggressive and more rational about expansion, especially in the HRE
- Aggressiveness and general behaviour is now much more closely tied to AI personality
- Will no longer seize colonies that it cannot core
- Tweaked force composition logic to include less cav and more art in the late game
- Will no longer attempt to westernize unless it has a ADM 4+ ruler, 0 war exhaustion and a strong manpower reserve
- More prone to switching rivals when it makes sense to do so
- More willing to join allies in defensive wars
- More spending on armies for horde nations
- Less interested in conquering the Papal capital if Catholic
- Less willing to join allies in offensive wars unless it has the 'Friendly' attitude
- Will no longer join a coalition if it has no AE towards the target country
- Much better at determining how to spend papal influence
- Will no longer fabricate claims on provinces they have other CBs for
- More restrained about when to fabricate claims in general
- Smarter about when to enact the vassalisation of the HRE.
- Much more prio on building regular buildings over unique ones
- Higher prio on colonizing downstream of its existing colonies
- AI countries that are in a threatened position will now allocate more of their budget to the military
- When calculating the AI's conquest prio against a country, their vassals are now counted as being part of that country
- When calculating border distance for purposes of diplomacy, a country's vassals are now counted as being part of that country
- Countries with very slow tech speeds now spend more money on armies and advisors rather than simply letting it pile up
- Rewrote AI government selection logic to create a more logical progression of governments
- AI Republics will no longer vote in someone that would cause them to drop to a monarchy.
- Better at tweaking navy and army maintenance according to the situation
- Added ai_will_do logic to ideagroups, for now AI just avoids ideagroups if they evaluate to 0

# Diplomatic
- More willing to make peace if enemy is fully occupied
- Will no longer force-vassalize countries that it cannot reasonably ever diploannex due to negative opinion modifiers
- Now understands when integration/annexation is impossible due to the size of the target
- More prio on improving relations with countries they want to ally but can't due to negative relations
- More prio on maintaining an alliance that is in danger of failing due to low opinion
- Will no longer insult a country that already has the insulted opinion penalty against them
- Will no longer agree to buy non-core non-claim provinces if they are a vassal
- Will no longer leave a coaliton unless it has been in said coalition for at least 5 years
- Will now make use of gifts when attempting to vassalize or diploannex a country
- Will now always accept offers of military access from their allies
- Far less willing to join wars when low on manpower or heavily in debt
- No longer willing to give out fleet basing rights if they are a colonial power
- Will now reject peace offers of gold if it has other things it wants instead
- When releasing annexed countries, AI will prefer releasing countries of a different culture from the releasing country
- Better at evaluating when it wants and doesn't want to release countries and vassals from an enemy
- No longer interested in returning cores to vastly inferior tech group countries
- Will now always want some allies, even if they have maxed out diplo relations from vassals etc
- More interested in releasing annexed/vassal HRE countries if they themselves are HRE
- No longer interested in releasing vassals that the releasing country has cores on
- No longer willing to buy provinces from a country that is suffering from revolts
- Now properly takes stability hit into account when considering whether to join an offensive war
- Simplified peace deals, AI now only has thumbs up and thumbs down to make it easier to negotiate with
- HRE members are now a bit harder to diplovassalize

# Trade
- Prefers directing trade along sea routes, if they have a decent-sized merchant fleet
- Fixed a bug that was making the trade AI overprioritize steering from certain nodes
- More prio on steering where they have power
- More aggressive about using embargos on powers that are pulling away vast amounts of trade from their home node
- More prio on embargoing rival trade powers that are embargoing them
- Better at determining where their trade ships are most needed

# Army
- Will no longer attempt to besiege provinces unless they have at least 500 more troops than the garrison size
- Very low prio on assigning leaders to attached armies
- Should now make sure it is detaching stacks with sufficient numbers of troops when carpet sieging enemies
- Will no longer march vast distances to attach to friendly units
- Now able to properly tell when a nearby unit will be able to join them against an enemy army or not
- Will no longer attach to armies that are earmarked for a sea invasion
- Better at recovering morale before rushing into combat
- Better at coordinating armies with its allies
- Less inclined to siege provinces deep in enemy territory
- More prio on helping friends engaged in combat with the enemy
- Now understands when it is a good idea to lift a siege in order to engage enemy troops
- Now able to take into account when troops are unloading from a ship into a province they are traveling to
- Better at determining when it is safe to split off siege stacks
- Better at determining when it is a good idea to pursue retreating enemies
- More careful about sending armies to distant areas if it is low on manpowwer
- Less prio on chasing after small enemy armies
- Better at concentrating forces against enemy armies
- Now understands when to withdraw siege forces because of approaching enemy armies
- Much more careful about getting trapped in provinces that are only connected via straits when it does not have naval supremacy
- Now aware of the effects of combined arms when calculating army strength
- Will no longer send in a weak army ahead of a strongerarmy when launching an attack from multiple directions
- Better at calculating odds of victory before starting a battle
- Now takes into account skill of leaders when determining the relative strength of armies and navies
- Should now 'wake up' armies from invasion mode if the surrounding area turns into a warzone
- Now understands how to get military access to and chase down enemy units sheltering in neighbouring neutral countries
- Now always willing to attach to their overlord in war
- Improved logic for AI army composition, should no longer be using all inf or all art stacks etc
- Less willing to send armies far away from its own territory when low on manpower
- Newly recruited armies will now wait for other armies under construction to finish before heading off to fight the enemy

# Navy AI
- Will now explore with single ships instead of small fleets
- Better at dealing with pirates
- Will now abort sea invasions if waiting for ships that aren't going to arrive
- Will abort invasions that cannot be safely executed due to enemy navies
- Better at blockading enemy fleets in port


# AI related Bugs
- Fixed a bug where AI armies would be stuck attached to units they no longer wanted to follow
- Fixed a bug where the AI would constantly attach and detach from an army that was slightly above average supply limits
- Fixed a bug in AI trade steering where it would steer in the wrong direction
- Fixed a bug where the AI Pope could offer to convert religion in a peace deal
- Fixed a bug where the AI would not buy mercs if the precise type they wanted wasn't available
- Fixed a bug that was making AI fleets take wild detours to distant places when they had no valid target to travel to
- Fixed a bug where the AI would endlessly send and recall merchants from certain trade nodes
- Fixed a bug where AI armies would ignore rebels in their own territory because of a bad force strength check
- Fixed a bug that was making AI armies 'bounce' when trying to siege rebel provinces
- Fixed a math error that was making the AI severely underestimate the power of large, low-morale armies
- Fixed a bug that was making the AI treat provinces bordering wasteland and uncolonized territory as outside the fog of war
- Fixed a bug that was causing the AI to endlessly split and merge its troops when sieging
- Fixed a bug that was preventing the AI from converting to non-preferred faiths
- Fixed a bug with force march that was making the AI turn it on and off constantly
- Fixed a bug where the AI would not correctly disband mercenaries it no longer wanted
- Fixed a bug that was allowing the AI to opt out of 'Leader can negotiate for us' in coalition wars
- Fixed a bug that was causing AI units to get stuck in a loop while unloading from ships
- Fixed a bug in trade AI that was causing it to steer trade through unnecessarily long routes
- Fixed several lockups in peace AI that could cause endless wars
- Fixed a bug that caused the AI's armies to go braindead if you tag switched to and from them
- Fixed a bug where AI countries who just got declared war on would send out a double call to arms to their allies
- Fixed a bug that was preventing the AI from shipping home troops under certain circumstances
- Fixed a bug where the AI would not move to help its own armies when fighting rebels on foreign soil
- Fixed a bug where AI would wrongly evaluate return core / release vassal / release annexed on war allies as targeting the war leader (ie France would want to return cores from Portugal to Morocco)
- Cut ai_hard_strategy from saves as it is no longer used

Modifié par zimxavier

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Malgré la qualité du jeu, j'ai tendance à penser en voyant la liste des modificaitons que le jeu n'était tout simplement pas fini... Néanmoins, ils font l'effort de rectifier la situation, c'est mieux que rien.

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Malgré la qualité du jeu, j'ai tendance à penser en voyant la liste des modificaitons que le jeu n'était tout simplement pas fini... Néanmoins, ils font l'effort de rectifier la situation, c'est mieux que rien.

ça donne un peu cette impression. ou en tout cas manque de testing (pas assez de betas ou des mauvais :P), notamment pour l'équilibrage car le jeu est tout à fait jouable.

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Non, comme toujours, PI prend note des remarques des joueurs le plus souvent. ^^

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Non, comme toujours, PI prend note des remarques des joueurs le plus souvent. ^^

bah leur team de beta est recrutée parmi les joueurs donc logiquement les mêmes remarques doivent pouvoir émerger aussi.

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Elfryc va s'écrouler sous la quantité de travail. Je ne sais pas comment il est arrivé à penser qu'il puisse ne pas y avoir beaucoup de choses à refaire dans la traduction...

laissons le se bercer d'illusions :D

espérons qu'ils ont fait traduire le patch quand même^^

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Elfryc va s'écrouler sous la quantité de travail. Je ne sais pas comment il est arrivé à penser qu'il puisse ne pas y avoir beaucoup de choses à refaire dans la traduction...

Les Mainiots sont têtus, vous en faites pas pour ça !

laissons le se bercer d'illusions :D

espérons qu'ils ont fait traduire le patch quand même^^

Normalement il y aura beaucoup d'événements et de textes suivis donc il faudra surtout vérifier le vocabulaire du DLC USA.

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Curieux de voir les idée national du songhay....

 

Et quand y'en a plus, y'en a encore : Modding

 

- Ideagroups can now contain an idea already existing in another ideagroup!

au pire tu pourras faire ton mix

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En gros par exemple plutot que de devoir crée une idée national polygamie pour chaque nation polygame.

Un seul code pourra etre utiliser pour plusieur pays...

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En gros par exemple plutot que de devoir crée une idée national polygamie pour chaque nation polygame.

Un seul code pourra etre utiliser pour plusieur pays...

ouip si j'ai bien compris. en gros on peut considérer toutes les idées existantes comme étant un réservoir d'idées où l'on peut venir piocher pour assembler de nouveaux groupes. ce qui ajoute beaucoup de souplesse au système.

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C'est super ça, très content. Merci des news !

Ah ça, ça va changer pas mal de choses aussi :

"Annexing a province will now only destroy the highest level building in each category. Unique buildings, manufacturies, and level 5 and 6 buildings will always be destroyed."

Modifié par Adam

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Ah ça, ça va changer pas mal de choses aussi :

"Annexing a province will now only destroy the highest level building in each category. Unique buildings, manufacturies, and level 5 and 6 buildings will always be destroyed."

 

Arf et moi qui me demandais POURQUOI il n'y avait jamais rien dans les province prise à l'IA ^^'

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C'est un avantage net donné aux pays conquérants...

en contrepartie ça serait bien de pouvoir tout raser avant session pendant une guerre, façon politique de la terre brûlée.

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Le pillage ça fait quoi ? Juste baisse de taxe temporaire ? Jamais essayé.

En contrepartie, à voir si ça ne serait pas intéressant de pénaliser plus les conquêtes (ça limiterait aussi les blobs violents).

Sinon pour les idées nationales ajoutées on note l'ajout de groupes de nations notamment. Si je comprends bien c'est pour spécialiser des nations de faible importance mais faisant partie d'un ensemble culturel plus large (genre "German nations"?).

Modifié par Adam

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Et il faut racheter en plus le convertisseur ck2 ou je sais plus quoi ? Autant je m'étais fait avoir pour le truc des aztecs quand il était à-75/100, autant le convertisseur en plus, non merci.

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