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Thema: Europa Universalis: Rome

  1. #31
    Welcome to dying... Avatar von Fürst Aragon
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    Wenn das Pingpongsystem behoben werden soll, ist das langsam doch ein Kaufargument für mich.

    Ich verstehe nur nicht, warum das überhaupt noch drin ist, immerhin gab es ja auch einen dicken Betatest.
    Tod dem Feind. Ehre für uns.

  2. #32

  3. #33
    Welcome to dying... Avatar von Fürst Aragon
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    Okay, ich bin nun überzeugt.

    persönliches Kommentar vom Paradoxchef Johan im offiziellen Paradoxforum:
    "ping pong sucks.
    we've been testing a solution recently and hope it will be in for the first patch."

    Tod dem Feind. Ehre für uns.

  4. #34
    Registrierter Benutzer
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    So laut Amazon wird/soll es am 16. April erscheinen.

    Bin gespannt...



  5. #35
    nur son EU3 Spieler Avatar von Selanor
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    Oha, und nur 37€. Is ja nichmal ne Tankfüllung Wobei paradox selbst den 14. für US und den 18. für Europa angibt

  6. #36
    Welcome to dying... Avatar von Fürst Aragon
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    Paradoxerweise kostet die Downloadversion 39,95 €.

    Die CE liegt bei 49.95 €....meine ich.
    Aber bis auf die gefakte Antikbüste nicht wirklich interessant. Sogar den Strategieguide gibts bei der CE Version nur als PDF Download.


    @Selanor
    Eine Tankfüllung ist doch heutzutage kein Vergleich mehr, dafür kannst du dir ja bald ein Haus bauen....fast....
    Tod dem Feind. Ehre für uns.

  7. #37
    nur son EU3 Spieler Avatar von Selanor
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    ach was solls, habs mir bei Amazon mal vorbestellt Auch wenn mich die Leere in Germania stört, aber wenigstens sind die Suebi da

  8. #38
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    So nochmal ihr Demoleute.

    Lohnt sich der kauf oder nicht ?

    Und bitte einige Details .... vom Spiel...

  9. #39
    ¡Olé! Avatar von Harleen
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    Ich habe gestern auch mal die Demo ausprobiert. Mich hat das nicht überzeugt. Das lag aber weniger am Spielprinzip als an der Steuerung.
    Wieso sind die Knöpfe für die Diplomatie und zum Bauen so klein und an den unteren Rand gequetscht? Die kann ein Grobmotoriker wie ich gar nicht bedienen. Entweder klicke ich daneben oder scrolle gleichzeitig nach unten.
    Was war denn an der Bedienung bei EU3 so schlecht? Provinz auswählen und da gab es schön große Knöpfe. Bei Rome sind alle Knöpfe extrem geschrumpft. Auch die am oberen Rand und die im Stadtbildschirm (Handelsroute errichen).
    Dass die Provinzen teilweise mehrere Klicks benötigten, bis sie ausgewählt wurden, ist in der Vollversion hoffentlich behoben.

  10. #40
    Welcome to dying... Avatar von Fürst Aragon
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    Das Problem mit dem Provinzenauswählen hatte ich auch.
    Ich bin mal auf Selas Review gespannt, er hats sichs ja bestellt.

    Ich bin mir noch nicht sicher, ob ich es mir Zulegen soll oder nicht.
    Allerdings soll das Ping Pong Kampfsystem mit einem Patch am Releasetag, also Morgen, ausgebessert werden.
    Tod dem Feind. Ehre für uns.

  11. #41
    Welcome to dying... Avatar von Fürst Aragon
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    Heute ist der Release von Rome. Bin mal auf Selas Kommentar gespannt.

    Der erste Patch ist auch schon erschienen:
    -------------------------------------------------------------------------------------------------------------
    -------------------------------------------------------------------------------------------------------------
    ---- Changes for 1.1 ----------------------------------------------------------------------------------------
    -------------------------------------------------------------------------------------------------------------
    -------------------------------------------------------------------------------------------------------------


    **********************************
    ******* Gameplay Balancing *******
    **********************************
    - Implemented the Hold Triumph Action. A Triumph can be held for a general that has won a battle in the last year. A triuph will increase the generals loyalty and popularity. It will be co-financed between the player and the general.
    - Triumph cost is based on monthly income and is halved/doubled if stability is maxed/minimum.
    - Countries in civil wars can decline alliance calls without the target getting a casus belli on them.
    - Civil war factions now loose alliances etc when they are completely destroyed.
    - Characters with low loyalty now run less risk of getting assassinated/imprisoned when sent to deliver declaration of war.
    - Killed/imprisoned chance for declaring war lowered over all.
    - Assassination discovery now no longer affected so much by your characters stats, making it harder to get away.
    - Assasination targets can now defend themselves a bit even if they have 0 finesse. in case of bad finesse a smaller percentage of martial and charisma will be used to compare against the assassin, should make commanders less easy to pick off without getting caught.
    - You can now call in new allies into wars.
    - Call to arms is now disabled if ally has already been called to help you against your current enemies.
    - Truce timer should no longer differ for alliance members after peace.
    - Auto-declining call-to-arms now counts as a normal decline and boots you from the alliance.
    - Rebalanced the provincevalue for peace.
    - Can no longer join alliance with civil war rival of someone in your alliance

    - Increased impact of tributes on peace costs.
    - The tribute you demand is now the exact tribute you get.
    - Countries will no longer accept tribute demands from countries in civil war
    - Countries will no longer accept tribute offers from countries in civil war.
    - Smallest tribute is now 0.1
    - Countries in civil war will not accept tribute demands

    - Naval battles are now stored properly in the history.
    - Loyal cohorts can no longer be consolidated.
    - Cohorts loyal to a particular commander now gets +10% discipline when led by the commander.
    - Rebels can now always take a province owned by its civil war rival, even if controlled by another country they are not at war with.
    - Moving and retreating fleets can not load troops anymore.
    - Rebelling armies are now deselected so that they cant be controlled once they have rebelled against you.
    - Provinces taken over by barbarians no longer revert to the original owner even if someone else has controll of them when the horde is squashed.
    - Units landing troups on a beach and attacking now get penalzied.
    - If a province lacks the required trade resource for constructing a unit it will now be automatically canceled when it reaches its start date.
    - Civlilization value no longer plummets in barbarian provinces when you move your army there.
    - Fixed speed issues for mixed armies.
    - It should no longer be possible to retreat during the first 5 days of a battle.

    - Mercenary cohorts are now about 3 times more likely to become loyal to their commander.
    - Each province now has a mercenary pool which is slowly replenished monthly and from which nearby provinces do their recruitment.
    - Disbanding mercenary armies will send a percent of those forces into the mercenary pool of nearby provinces. if a pool is over its maximum the number will slowly sink towards the maximum.
    - Mercenary pool for a province bordering more than one country is now split according to the respective governors martial skills, so a high martial governor will be able to hire more mercenaries for your forces. A province without a governor will still get a small slice.
    - Chance of ai accepting/offering tributes now go down with distance to stop states far away giving tribute to eachother.
    - Civil war factions can no longer recruit mercs from opposite side
    - Merc pools from owned provinces scale with available manpower. merc pool will also take a while to recover now if the country starts getting more manpower.
    - Number of available mercenaries now scale with barbarian power in barbarian provinces
    - Spawn mercs effect now dont decrement number of mercs in areas where none can be raised.

    - Fathers can now inherit wealth and regiments of their children if they die and have no sons.
    - Characters now remarry after they loose a spouse.
    - Random characters can no longer gain more than one combat trait
    - Characters abroad or in barbarian territory will no longer start civil wars.
    - All characters can now marry if eligible in a country.
    - Capped amount of children born to non rulers, and in largely populated countries.
    - Added some more restrictions on who can marry who.
    - Countries now start with a slightly larger pool of random characters depending on size, enabling the AI for larger nations more opportunity for intrigue against others.

    - A nation is now only allowed to sacrifice to the gods once every 6 months.
    - Researchcosts are now based on total population instead of total provinces.
    - Civilization value now affects research points properly.
    - Slaves & Freemen conversions is now scaled in growth as normal popgrowth.
    - Relations will not detoriate as quickly with others for doing wars or researching technology.
    - Traderoutes are now lost when the number of province tradeslots go down.
    - Longdistance trade income is now capped.
    - Civilwar rebel factions can no longer colonize.
    - Civilization spread due to trading is now a separate constant from income that can be tweaked for modding.
    - Chance of successfully invoking an omen can no longer be higher than 90%
    - Population now impacts trade income.


    *****************************************
    ******* Interface Enhancements **********
    *****************************************

    - The spacebar can now be used as an extra pause shortcut in singleplayer only
    - Capitals now marked by an icon on map.
    - The construction interfaces no longer close when switching between own provinces (and switch selected province target).
    - Character selection view now pops up in the center of the screen and should no longer be covered by pause indicator on low resolutions.
    - Global research modifiers now shown in tech view.

    - Peaceview tribute amount is now capped at what the target can pay, not how much money you have, to stop exploiting small countries.
    - Offer/Demand tribute now has different tooltips if target is already paying someone or not.
    - We now separate demand/offer and cancel tribute with different tooltips/diplomacy icons.
    - Demand tribute slider now looks at target countrys income and not yours when calcualtion size of slider.
    - You can no longer set redicilous peace tribute demands.

    - Cores of civil war faction no longer show after they are defeated
    - Straits are now indicated in province view
    - You can now set more detailed tributes with more decimals.
    - revolt risk percentage no longer goes over 100% in the interface
    - Province names in sieges no longer end up outside screen

    - Characters lacking traits no longer display empty trait label in tooltips.
    - Dynastic screen now list number of loyal cohorts for a character.
    - Temporary casus belli alert now shows expiry times.
    - Small titles in diplomacy screen now black and easier to read.
    - Bad omens now always get correct icon in diplomatic view
    - Unless discovered the message box no longer gives away the nationality of an assassin.
    - Fixed interface wierdness when lots and lots of money was offered for a prisoner
    - Improved the icons for the diplomatic messages, adding several new and unique ones.
    - Reorganizing units while loaded onto ships is now disabled.
    - fixed broken description text for death of commander.


    *******************************
    ******* AI Improvements *******
    *******************************
    - Garrison and Front AIs will no longer pathfind (much) through empty provinces.
    - Garrison AI: Reduced unnecessary splitting of armies.
    - Garrison AI: Fixed a problem where the Garrison AI would cancel moves when surrounded by enemies in barbarian provinces.
    - Garrison AI will no longer initiate moves if there are incoming hostiles, and it will not cancel moves to protect anything but its own provinces.

    - Front AI will now never count the strength of an enemy force as less than a third of the amount of cohorts in it.
    - Front AI: Reduced unnecessary splitting of armies.
    - Front AI: Rewrote the way the Front AI brings troops to the front.
    - Front AI: Fixed a problem with moves being cancelled when they should not be, due to inter-agent assignments.
    - Front AI: Will now cancel unintentional attack moves.

    - Admiral AI: Will prioritze blockading relevant straits.
    - Admiral AI: now correctly counts the power of its own fleets in port.
    - Admiral AI: will now send attack fleets against AI opponents as well.
    - Admiral AI: now has greatly increased acceptable max distance from attack fleet to target.

    - Invasion AI: Less fragmentation of armies waiting to embark.

    - AI will no longer execute disloyal envoys for doing bad things to them.
    - AI now picks more varied omens.
    - AI now looks at government type when selecting national ideas.

    - AI will no longer want to pay tribute to someone if it is already receiving tribute.
    - AI should no longer be pushed into paying tribute to a smaller country with larger army
    - AI now refuses outrageous tributes.
    - AI will now not accept tributes if they are too small compared to their monthly income.

    - AI now considers a characters loyalty when desciding whether to pay ransom or not.
    - AI now only tries to seduce govenors in neighboring countries where it can take advantage of it

    - AI now uses intrigue missions (seduce govenor, desecrate holy site, assassiantions, support rebels).
    - AI will now save some characters for diplomatic missions when distributing out jobs.
    - AI will avoid assassinating enemy characters with low loyalty.
    - AI now selects characters more suitable for naughty intrigue missions.
    - AI now has a large chance of killig or imprisoning character who have been discovered while doing assassination


    **********************************
    ******* Modding Support **********
    **********************************
    - new triggers:
    * 'mercenary_fraction' - true if province contains more than a specified fraction of mercenaries. 0.5 means 50% mercs
    * 'can_recruit_mercenaries' - takes a number of merc regiments to recruit in a province, true if we can recruit that many
    * 'num_of_loyal_merc_cohorts' - like num_of_loyal_cohorts, but restricted to mercenaries (works for provinces and characters)
    * 'any_garrisoned_province' - any province where the country has troops that are not fighting or in a siege
    - effects: merc creation works just like normal ones, but prefixed with merc: merc_cavalry merc_militia merc_heavy_infantry merc_horse_archers merc_archers merc_warelephant
    - Added 'disband_non_loyal_mercenaries' - disbands a specified fraction of mercenaries in a province. 1.0 is all, 0.5 is half of them.
    - Added 'random_garrisoned_province' effect target.


    *********************************
    *******Databases & Events *******
    *********************************
    - Massilia pays tribute to Rome from 474
    - Crete and Rhodes get wood as a trade good to encourage some ship building
    - Changed the religion in Iberia (to Druidic) and Numidia (to Carthaginian) to keep them from worshiping Germanic gods
    - Changed the culture of some of the Carthaginian provinces to Numidian
    - Egypt now have control over both Lycia and Caria in the start.
    - Increased the population numbers in the Nile region
    - Egypt got a little bit more slaves now.

    - Added quite a few "controls" checks to triggered modifiers.
    - Added some event to make using mercenaries more interesting.
    - The "Stability returns" event won't fire more than once per event chain
    - Balanced the "Spoils from Shipwreck" event and added a third option
    - Added a third option to the "Two Tribes" event, allowing you to divide the tribe in two


    ********************************
    ******* General Bugfixes *******
    ********************************
    - Mapscrolling is now unaffected by chat
    - Optimized graphic memory usage of map a bit
    - Map lag due to tooltips should now be gone
    - Fixed a crashbug when starting a savegame when you are fully occuppied.
    - Fixed a crash in ai when ransoming prisoners
    - Fixed a potential crash bug in the transport AI.
    - Fixed end of time message background so it is now visible.
    - Fixed a coloring problem for provinces in trade map-mode.
    - Celtic cityviews no longer show desert instead of farmland
    - Scrolling chattext no longer sticks in the middle of the screen
    - Barbarian provinces are no longer incorrectly flagged as cores.
    - Unused traderoutes alert now only shown for provinces that you control, and where there is no siege.
    - Large city walls can now also be constructed from ledger.
    - Aqueducts can now be built from ledger
    - The correct warscore is now shown in the ledger.
    - Fixed a bug that would sometimes give single unit provinces (like the germanic tribes) the beach penalty when attacked by barbarians, life should be a tiny bit easier for them now.
    - Reorganising navies no longer allows you to lower "at sea" timers.
    - fixed a bug that stopped the AI from using certain insults against you.
    - Fixed a problem where the AI would get stuck in an endless war due to a minor ally occupying a capital of a minor ally of the enemy.
    - solved a bug where non-active countries like Judea were steadily gaining tech levels behind the scenes.
    - Fixed some reported text errors.
    Tod dem Feind. Ehre für uns.

  12. #42
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    Wenn schon so schnell ein Patch mit so vielen Änderungen erscheint, ist das für mich immer ein sicheres Zeichen, dass das Spiel nicht zu Ende entwickelt wurde, und die Erstkäufer mal wieder als Beta-Tester ranmüssen. Da würde ich doch lieber erstmal abwarten.

  13. #43
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Zitat Zitat von cjwet Beitrag anzeigen
    Wenn schon so schnell ein Patch mit so vielen Änderungen erscheint, ist das für mich immer ein sicheres Zeichen, dass das Spiel nicht zu Ende entwickelt wurde, und die Erstkäufer mal wieder als Beta-Tester ranmüssen. Da würde ich doch lieber erstmal abwarten.
    du scheinst wenig erfahrungen mit Pdox spielen zu haben

  14. #44
    Welcome to dying... Avatar von Fürst Aragon
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    Ja, die stehen auf Patches.

    Wobei der Patch zum Release doch mittlerweile bei allen Spieleschmieden zum "guten" Ton gehört.

    Dazu muss man sagen, dass die Demo bei mir absolut Stabil verlief. Keine Abstürze etc.

    @Sela
    Wir warten auf dein exklusives Review!
    Tod dem Feind. Ehre für uns.

  15. #45
    I'M NOT A BIRD, YOU KNOW! Avatar von noxx-0
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    Pdox macht doch inzwischen viel weniger Patches als früher (liegt aber wohl auch daran das es nich mehr voll historisch ablaufen soll), allein das balancing ist ja hier schon schwerer als in den meisten anderen Spielen

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