Hi Guys
With the colossal effort of "@Zsar1" and "@gunman_"
We are now close to releasing our first exe update in a while.
Main focus in 1.10 is to take the time it needed to clean up the engine and game code - and bring it to modern standards.
This will ease updates in the future, and also eliminate a lot of the obscure bugs that have haunted the Europa engine over the years.
As you can imagine such in depth changes can cause new issues to appear as well as create some short term feature loss compared to before.
So we now have a pre alpha version ready to test for any regressions compared to 1.08/1.09.
We are very interested in any bugs that have reappeared or features that don' work as intended.
This pre alpha release is intended for tech savvy people, and is to be installed over 1.09 & remember to backup your exe!.
<Link removed>
Please check if a new version is availible - for now this one is the current release:
https://forum.paradoxplaza.com/forum/index.php?threads/patch-1-10-release-candidates.889778/
You might need to update the C++ redistibutable with the current found here:
http://www.microsoft.com/en-us/download/details.aspx?id=48145
Atm work is progressing on solving the incompatibilities with Windows 8/10.. like removing the 16 bit desktop color limitation, and further removing harcoded limits.
Changes:
Fixes:
----
Softcode effects:
With the colossal effort of "@Zsar1" and "@gunman_"
We are now close to releasing our first exe update in a while.
Main focus in 1.10 is to take the time it needed to clean up the engine and game code - and bring it to modern standards.
This will ease updates in the future, and also eliminate a lot of the obscure bugs that have haunted the Europa engine over the years.
As you can imagine such in depth changes can cause new issues to appear as well as create some short term feature loss compared to before.
So we now have a pre alpha version ready to test for any regressions compared to 1.08/1.09.
We are very interested in any bugs that have reappeared or features that don' work as intended.
This pre alpha release is intended for tech savvy people, and is to be installed over 1.09 & remember to backup your exe!.
<Link removed>
Please check if a new version is availible - for now this one is the current release:
https://forum.paradoxplaza.com/forum/index.php?threads/patch-1-10-release-candidates.889778/
You might need to update the C++ redistibutable with the current found here:
http://www.microsoft.com/en-us/download/details.aspx?id=48145
Atm work is progressing on solving the incompatibilities with Windows 8/10.. like removing the 16 bit desktop color limitation, and further removing harcoded limits.
Changes:
- Updated dependencies, now requires Visual C++ 2015 Redistributable (x86).
- Any string of letters and numbers may now be used as a valid area name in Province.csv.
- The corresponding in-game text will be looked up from world_names.csv as the same string capitalised and with underscores in place of whitespaces.
- The button "Remove all" on the leader selection screen now only removes all leaders from the same type of unit (Air, Land or Naval).
- It currently lacks an "Are you sure" dialog, but that will return in the future.
- The last entry in misc.txt/research now defines the standard deviation of a normal distribution centered on 0. A maximal deviation is not set.
- There is no longer any hardcoded limitation on number of concurrently active tech teams (was 20 per country).
- The program will now produce an error message loading a scenario, if an event contains a "picture" tag but the corresponding file cannot be found.
- Ignoring this error will have no adverse effects for the end user.
- Mod maintainers will probably be pestered by end users to fix such errors, if their mod triggers any.
- The title will in a future version be changed to something less intimidating from "Critical Error!".
- Aging tooltip incorrectly displayed a value modified by MP gain modifiers.
- Event command "type = access_to_alliance" did not work.
- Event command "type = add_team_research_type" did not work for "value = artillery".
- Mission Efficiency of Shore Bombardment was taken from the Sub, should have come from the Dom.
- Naval brigades in the deployment pool would revert to model 0 when the game was saved.
- "Okay"-button in client-side Options menu of pre-scenario lobby was not correctly aligned on the height axis.
Softcode effects:
- The new Area system likely requires adjustments from mod maintainers. For reference diff world_names.csv against any earlier version.
- Entry "EE_POP" in Boostertext.csv is now unused and can be removed.
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