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Johan

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---- Changes for 1.2 ----------------------------------------------------------------------------------------
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**********************************
******* Gameplay Balancing *******
**********************************

- Armies whose morale collapses in the first 5 days and face more than double the amount of enemies will now be eliminated.
- Battles should now be a fair bit more bloody.
- Failing an assault increases morale of defenders now.
- Morale of defenders now recover every month during a siege.

- Troops will no longer reinforce in empty provinces.
- Reinforcing at lack of supply line to a friendly occupied city is now only 10% of normal speed.
- Reinforcing adjacent to friendly occupied, but at hostile territory is halfed.

- Its now slower to land into enemy territory, but also faster to land into controlled territory.
- Loyal troops are now cheaper to maintain as their commander will pay some of their cost.
- Increased basic force limits.

- Fixed a problem with technology costs being almost 3 times as expensive as they should have been.
- Trade will always give at least 0.01 civilisation.
- No longer possible to trade with a nation you are at war with.

- Characters will no longer help out in civilwars if a country already have 120% of force limits.
- Characters of different religions and cultures are now alot less likely to be elected to office.
- Fleet commanders now have a small base salary.
- Dead people can no longer inherit loyal troops or wealth.

- Added a country-broken mechanism with restoring order and multiple events switching government and killing of the ruler.
- Getting your ruler captures now decreases stability, increases warexhaustion AND changes to a new ruler.
- Reputation increase rate now scale with rulers charisma, and maximum badboy limit also gets a boost depending on your rulers charisma. Modders can tweak this for "ruler_diplomatic_slickness" in static_modifiers.txt

- A country discovering a successfull assassination, supporting rebels or desecration of holy site now gets a casus belli against the offender.
- Risk of detecting assassin is increased if country sending them has a bad reputation.
- Once getting caught after a successful intrigue action a country may not perform another for 2 years.
- Tweaked badboy influence on intrigue missions.
- Desecrate holy site no longer gives away who did it by showing flag, even if not discovered.
- Discovery chance after supporting rebels is now no longer unreasonably high.
- Loyal troops in the field with their commander will now help protect him against assassins.

- It is now possible to cancel a tribute voluntarily while your tributary overlord if at war.
- Cancelling a tribute you are paying manually will now give the overlord a cb.
- Added a check to stop certain provinces supplying enormous amounts of mercenaries.

- Barbarians now only settle in occupied territory.
- Barbarians will no longer be able to increase civilization value in some provinces when occupying.
- Barbarian uprisings now empty most of the mercenary pool for that province.
- The neighbor province fulfilling the requirements and with highest civ rating now dictates what culture/religion a colonized province gets.

- You will now be able to hold on to provinces takes from a country in civil war.
- A civil war ends when one faction no longer controlls any provinces (as opposed to old behavior when only ownership was checked)
- If the civil war ends when you control some of the loosing sides provinces they will now be yours, but you will take a hefty reputation hit for taking advantage of the country (I recommend settling a peace deal with the loosing side before this happens and gain some provinces this way instead).
- A couple of new checks stop provinces from defecting to rebel side when they are under a foreign powers control.

- Newly formed countries now start with some gold and stability.
- Non-exisiting countries will no longer research technologies.
- Countries created will now get the technology level of their former capitals owner.
- Countries can no longer be called into war from two allies at once on both sides.

*****************************************
******* Interface Enhancements **********
*****************************************
- Improved transferspeed of savegames in multiplayer.
- F12 will now save a snapshot of the world political map in screenshot folder (holding shift while pressing F12 will only display your country and its allies.)

- There is now an (*) indicator on family name in the selection screen for characters. That one is shown if it is the same family as the ruler.
- New colored frames around character portraits in character selector to show friends/rivals to the ruler.
- Ruler now has a green border in character selector.
- Event popups affecting characters should now print their position/jobs next to names.
- Popup for newborns now includes link to dynasty page.

- Cores for countries not exisiting will now be shown properly in province view.
- Requirements for colonization now reported in more helpful order.

- Preselected character no longer shown in list when picking diplomatic envoy
- Previous character now shown when selecting new envoy, even if it was the default one.

- Military view now updates when new units are recruited.
- Morale display now is always of relevant troops in the combatview.
- Unit tooltip now deducts maintenance cost for loyal units that are partialy paid by their commander.
- Added extra decimals for unit maintenance cost tooltips.
- Reorganizing navies now works even if game isnt paused.

- Added province tax column in ledger for construction page.
- Added some more tolerance to deficit alert.
- Fixed things that used to be invisible in trade mapmode so that they now show like in the others.

- Peace tributes interface now lets you offer in smaller increments.
- Now possible to put in more exact tribute requests in peace view.
- Tooltip for tribue relation in diplomatic view now shows the amount of tribute.

*******************************
******* AI Improvements *******
*******************************
- AI should no longer be able to pull off an illegal retreat during the first day of combat.
- Garrison AI: Fixed a problem with units marching back and forth between different owner areas.
- AI will no longer desecrate provinces that have already been desecrated.
- AI will no longer add its support to rebels in provinces with already very high support.
- Tweaked balance for how likely the AI is to pick different intrigue options.
- AI should no longer attempt to desecrates holy shrines in provinces that do not share the government's religion
- AI will no longer continue to recruit armies in sieged provinces.
- AI will now no longer get confused in peace negotiation when a lesser member of opposing alliance can be annexed, and the main one cant.
- AI will no longer try and stirr up revolts in provinces that are occupied by a third party.

**********************************
******* Modding Support **********
**********************************
- Added a "controlled_by = this/from/owner/<tag" trigger.
- Added triggers for navy_size_percentage & army_size_percentage, which checks percentage compared to force limits.
- Added an at_location = this/from/<num> trigger for character scope. Checks that character is located in same province as origin.
- Added an "has_unassigned_unit = yes/no" trigger, checks if there is a unit lacking a commander in the country.
- Implemented a "remove_from_unit = xx" effect for character scope.
- Added a "assign_to_unit = this/from/<num>/0" which gives current character command of a unit from defined target.
- "assign_to_unit" if in the scope of a character WITH a unit, will assume its that unit, and take character from this/from.
- Added a new trigger check ("is_land") to control if a province, or character is on land.
- War trigger now also checks if country is in civil war.

*********************************
*******Databases & Events *******
*********************************
- Added an event for characters who have no money
- Added an event for characters to get unemployed friends vacant governor jobs.
- Added events for letting tribes pick civilize or hold to old ways, happening about every 2 years.
- Added trigger to the "Let the rivalry end" event
- The "Sibling rivalry" event will decrease your sibling's loyalty of popularity
- Religious conversions can trigger for islands
- New nation events will add appropriate cores
- Vacant job event should now only fire for people of correct age, and when other province than capital.
- Higher finesse is now required for religious conversions events, and are also less likely to occurr.
- Games in honour of Ahura Mazda will only trigger for countries following the Zoroastrian fate
- Events that appoint governors now check that the province is under your control.

- Decreased the amount of tribute paid by Numidia to Carthage
- Alazones is controlled by Rhoxolani
- Dacia is a playable nation form the start
- Reduced Egypt's manpower slightly
- Tritonis is controlled by barbarians from the start
- Reduced the population of Theveste
- Increased the number of slaves for Rome
- Changed the barbarian value of province Aulerci


**************************
******* Compability *******
**************************
- The game should no longer crash when changing dates on certain computers running vista.
- Rewrote selection indicator to use shaders. Hopefully works better on intel boards now as well as being more efficent.
- The game should no longer crash when selecting units on old driver versions on intel graphic cards.
- Updated some interfaces to support higher resolutions.
- Optimizations to menu display.
- Optimized map updates in frontend.


********************************
******* General Bugfixes *******
********************************
- Scythian cityviews now support farmland, so no more missplaced deserts.
- Fixed broken texture for carthaginian academy, so it should now be visible.
- Fixed a number of errors in the merc events
- The "dead trade route" problem should now be fixed.
- Disloyal commanders can no longer be changed from military view.
- Fixed tooltip lag in scenario selection screen
- Fixed some text bugs, and tpyos!
- Removed the illegal war_score triggers from events, as that did not exist in the code.
- Added text to governor events
- Family prestige is now loaded properly from a savegame.
- Fixed a problem with family names applied on roman newborn.
- Fixed overlapping flags in game setup screen when many allies.
- Characters should no longer raise troops in sea provinces.
- Units should no longer be recruited to sea provinces.
- Tradegoods no longer shown for sea provinces.
- Added extra resource checks to stop crashes when rendering text.
- Fixed a problem with assaultbutton not disabling when it should.
- Fixed selection/merge bug involving multiple armies transported on a fleet disappearing.
- Fixed a crash in AI when releasing prisoners.
- Previous rulers page in ledgers now have correct attribute orders.
- Mixed up column sorting sorted out in character selection.
- You can no longer appoint governors to occupied/sieged provinces through the ledger.
- Fix incorrect province name coloring in ledger.
- Fixed tribute hint showing for countries that cant pay tribute.
- Expired casus bellis from savegames are no longer active for a short while after loading (and thus exploitable).
- Fixed a map update bug in scenario selection when returning from singleplayer.
- Fixed possible crash in diplomatic actions.

find it in the launcher or in techsupport.
 
Very nice. Although I do not read anything about attrition changes so I presume a victorious invader will still take a terrible attrition hit while the defeated defender is retreating from the province. And combined with the reduced reinforcement rate for invading armies, this should tip the balance even more in favor of the defender.
 
very nice!
 
Scorpi said:
Maybe this one:
- F12 will now save a snapshot of the world political map in screenshot folder (holding shift while pressing F12 will only display your country and its allies.)
 
I am glad to see that changes from EUIII IN Nomine will be in Rome. And the patch came out faster than expected.
However I am a little bit sad that the request for more diplomatic options (e. g. warnings, guarantees) was unsuccessful.
 
"Armies whose morale collapses in the first 5 days and face more than double the amount of enemies will now be eliminated."
"A country discovering a successfull assassination, supporting rebels or desecration of holy site now gets a casus belli against the offender."

NO MORE PING PONG ARMIES AND CB AGAINST OFFENDERS!?

This is a patch of awesomeness! :D /me starts playing Rome again
 
Wetew said:
Maybe this one:
Maybe this one:
Quote:- F12 will now save a snapshot of the world political map in screenshot folder (holding shift while pressing F12 will only display your country and its allies.)

And the one in the last post ^^
 
Johan,

The reinforcement change is fantastic.
 
- Characters will no longer help out in civilwars if a country already have 120% of force limits.
- Characters of different religions and cultures are now alot less likely to be elected to office.

yayz!!!! :D

Now I can no more have 1.5 million soldiers under command of my Numidian consul in a civil war when fighting against a egyptian consul. :rofl:
I still wonder how my roman citizens elected them... :p

and it is boring to land troops out from nowhere as they seem to have been recruited at the bottom of a ocean. :cool:
 
This patch is great, most important issues that kept me from playing rome and going back to EU3, seem to be atleast adressed. Im downloading the patch now and going to play a brand new game :)

Thanks Paradox.
 
yes, i like the changes and that the paradox titles can now benefit even more of eachother, also i like the fact that loyal troops will now cost less to upkeep :)
 
Wdll said:
Yes Baby Yes!

BTW, what about games in progress running 1.1. Can the game be patched without problems for them?

In general, old saves are not guaranteed to work with patches, but you can try.

If you ask me, I'd say that you can continue your 1.1. game BUT I will take no responsibility if something is not working. Or anything working at all.