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Napoleon's Campaigns - game update v.1.10b - Download

Game update (patch) to Napoleon's Campaigns , a(n) strategy game, v.1.10b, added on Thursday, June 18, 2015.

file typeGame update

file size69.9 MB

downloads1094

(last 7 days)0

last updateThursday, June 18, 2015

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v. 1.10b

Changelog:

Python script checks run

Duplicate Aliases resolved in Colors, Fonts, Move Types, Terrains, Sounds, Models, Units

Aliases corrected in:

Factions

Settings file AI.opt

Events

1806 Campaign

1808 Campaign

1812 Campaign

1813 Campaign

1814 Campaign

1815 Campaign

Prussian Campaign

Text

Latest LocalStrings_AGE included

[Patch 1.10 = October 28, 2012] for clarity, the 1.10 changes were: [all included in 1.10 as usual]

Game Engine [updated to version 130227]

You can now disembark troops from a fleet trapped in ice.

Siege improvements [supplementing rules added in version 1.07]

Besieged forces will now take attrition hits every turn, in proportion of their number and how the siege roll went (anti over-crowding rule).

If too many breaches accumulated, then a surrender roll is always possible (whatever the presence of a depot, super elite troops, etc.)

Each breach will make the besieged consume an extra 5% of his normal supply usage. The purpose of this rule is that by upping the supply usage, you'll have more chances to have your supply depleted enough so that the depot (or supply wagon) can't provide its 'surrender protection' to the besieged force. For the rationale, just consider that the breaches are also making depots and stocks explode or be wasted, as you get shelled pretty heavily, etc...

Fixed a bug where a lone sneaky leader could prevent a siege to happen, even if siege indicator was correctly shown

A retreating army can now split static units (abandon them) to escape better

If an attack is called off without routing (aka AutoRetreat), the attacking forces will revert to defensive posture but won’t retreat in another region.

A too low cohesion can make a stack call off an assault, aggressive leaders will have a tendency to force the troops though.

Fixed a bug whereby a unit under siege could always escape from the region using a specific sequence of Movement orders, Passive posture, and Evasive Move Special Order settings

Enabled Dynamic Borders to view the boundary between controlled areas. [may affect map scrolling speed] See Main Menu – System

Enabled Main Menu option to switch to 120DPI fonts [for higher resolution displays]

Added Overcrowding rule:

The overcrowding rule exists to penalize (rather substantially) forces that are too numerous to defend adequately in-cityscape structures (mostly cities and forts). As with other rules, the engine is not prohibiting in 'a hard way' troops to be stationed en masse in a given structure, as it would pose very large problems to handle for the interface, then the AI. Instead, it follows the philosophy of 'you can do it, but that's not optimal'...

See Wiki article at: http://www.ageod.net/agewiki/Overcrowding_Rule

Fixes the “immortal units” bug seen in some combats

Fixes the the supply replenishment in siege bug

Support units will always be considered having zero in patrol, meaning they don't pin down enemies

unit auto upgrade is improved

Database changes [thank you Bohemond and Franciscus]

Several changes made to clean up duplicate Model and Unit Aliases

Minor corrections to events in 1806 and 1808 Campaigns

Minor changes to 1804 Setup

All Setups recompiled for new DB

Text strings cleaned and updated.

- Spanish campaign (1808):

- Correction of "Mafra depot" (removal of double Beresford)

- Correction to Cintra Convention events (Junot's army will be removed even if outside Lisbon; line message when the army returns to Bayonne)

- Fixed merchants in MTB will never get unsupplied

  • Last update: Thursday, June 18, 2015
  • Genre: Strategy
  • File size: 69.9 MB
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