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Description version: v.1.2#-----------------------------------------------------------------------------------------------# New features#-----------------------------------------------------------------------------------------------Claims become national provinces if owned according to _PROV_CLAIM_TO_NATIONAL_MONTHS_ in the definesCountries formed by event or revolt, using revolt.txt, only get real cores on the provinces listed as minimum, and get "claims" cores on the ones listed as extraIt should now be easier to set troops to full/half pay. The "50%" and "100%" at either end of the slider act as buttons.Added runbackground = yes/no option in settings.txt to allow running while minimizedAdded Badboy wars and Civil wars as optionsAdded fugger cheat for inflation set to 0Added location column to leaders page in ledgerUnits with a leader will now have their size drawn in a different colorThe "Structures in provinces" ledger page now allows the player to build improvements.Fire, morale, and shock indicators on both maintenance screens now have rollovers with exact values.The morale rollover in the unit screen now gives the exact value and the maximum.The rollovers for the owner and controller shields in the province info window now tell how long the province has been owned or controlled by that country.Added _HRE_SUPPORTIVE_INCOME_ and _HRE_SUPPORTIVE_MANPOWER_ in defines.txtAdded _PROV_RRISK_CULTURE_ and _PROV_RRISK_CULTUREWAR_ in defines.txtAdded _PROV_NATIONALISM_MAX_MONTHS_, _PROV_NATIONALISM_MEDIUM_MONTHS_ and _PROV_NATIONALISM_MIN_MONTHS_ as definesAdded _PROV_RRISK_NATIONALISM_MAX_, _PROV_RRISK_NATIONALISM_MEDIUM_ and _PROV_RRISK_NATIONALISM_MIN_ as definesAdded _BUILD_MAX_FORT_LEVEL_PER_TAX_ defineAdded _BUILD_MIN_SHIPYARD_TAX_ defineAdded _PROV_MANPOWER_NCULTURE_ defineAdded _PROV_MANPOWER_NATIONALISM_ defineAdded new define: PROV_MIN_DEFECT_MONTHS.Added someof trigger. Syntax: someof = { number = }Added controlchange triggerAdded ownerchange trigger#-----------------------------------------------------------------------------------------------# AI changes#-----------------------------------------------------------------------------------------------AI now takes global flags in account for religious toleranceAI now tries harder to get its core provinces in peace deals if it controls themAI is now a smidgen less likely to build fortsAI will not jump into a badboy war if it has no armiesTweaked AI garrison prioritiesAI will now try to garrison unfortified provinces which are being improvedAI will now prioritize land tech investment if it is far behind its worst enemyAI will now keep investing in trade tech in the later gameRebels are now a little smarter about when to assault. There should be fewer cases of random events sparking rebels who immediately storm the castle, fail, and disperse.AI will now prioritize tax collectors if their end-of-year income is low.AI is now affected somewhat by its monarch's skills.AI will now try a little harder to get stability up to +1 or higherAI should not mint quite as muchAI should now prioritize infrastructure research a little more if not a trading nationAI will now redistribute its sliders sensibly when it maxes out a techAI should now be a little smarter about ahead-of-time penaltiesAI is now more likely to send merchants to empty COTs.AI will now shy away from a COT if it is full and expensive to send to.Small countries will now mint less, since it does them little good.AI "naval" factor for investment distribution is now capped at 5 rather than 1.Tweaked AI priorities for fortress building a bit.Fixed bug that kept AI from planning to build shipyards and CCs unless they already had the 1000d necessary.Tweaked AI budgeting againAI should now be better at building level-1 forts and governorsFixed bug in English AI eventFixed names of two AI files in ai_events.txtCorrected all revolt.txt entries that refer to AI files (references were not updated from "name.ai" to "name_ai.txt")Corrected Uzbek's AI file in 1617, 1700, 1773, and 1795 scenariosEngland, Portugal, and Venice should now invest more in naval tech at certain times.More adjustments to AI naval investmentsCountries now periodically recalculate the distances to other countries, instead of only doing it at startup# Diplomatic AI #AI will now consider relations a bit more when determining enemiesOn difficulties above very easy, AI will now consider badboy when determining enemies (even if not over the limit)On very hard difficulty, AI will now consider the player more of a threat (modified by AI aggressiveness)AI is now less likely to dishonor alliances with far-flung membersAI now considers relations differently when deciding whether to honor an allianceAI is now likely to honor an alliance even with someone it hates if the call to arms is against its next war targetAI is now less likely to force-annex at lower aggressiveness settingsAI is now less likely to force-annex when it has high badboy - unless it's huge and believes it can take all comersAI now takes the richness of the province into account when deciding whether to force-annexAI now considers insulting its chosen target if it has a CB but too high relations to declare war immediatelyTweaked the way AI prioritizes targets on its hitlist. It should now be possible to attack someone not on the list if there's a particularly juicy target aroundAI should now be more opportunistic about declaring warAI might actually try to claim thrones occasionallyTweaked hitlist prioritization back closer to the original levelFixed bug which caused the AI to occasionally declare war on a country just because a particular check succeededRemoved the most common (and least reasonable) reason for the AI to declare war without CBTweaked AI calculations of when it has sufficient reserves to go to warTweaked AI determination of enemies (particularly the hitlist) againDiplomatic AI will now always have at least a 10% chance of accepting a stab-hit peace offer.Diplomatic AI will now be more likely to force-annex island nations rather than vassalizing, since they cannot be diplo-annexed.The emperor will now be much less likely to force-annex HRE states.Tweaked AI determination of enemies.Tweaked AI determination of when to declare war.AI will now sometimes demand military access in peace treaties with countries which they don't border.AI will now always call their allies in defensive wars, even if attacked by someone with a different religion on another continent.AI is now less likely to declare war on its vassals.AI is now little more likely to demand military access in peace deals if there's nothing else they want.AI is now slightly more likely to force-annex core provinces.Fixed bug that made it much too hard to get an AI core province in a peaceAI will now be more likely to accept stab-hitting peace offers if already at negative stabilityAI can now declare war on non-pagans when in colonize mode.When considering a peace proposal, AI will now consider the rebel situation of the enemy.Reduced enormous AI-to-AI vassalization bonusAI should be a little more cautious about declaring war without CBTweaked AI prioritization of cores held by enemiesTweaked AI enemy calculations a bitAI should be less likely to peace out early for cash when fighting pagansAI should be less likely to offer annexation to large vassals who are likely to reject and break the vassalizationAI should now strongly consider force-annexing instead of vassalizing if it's not the alliance leader and the province is a coreTweaked hitlist to be slightly more effective againAI will no longer go to war if it has more than two rebel-held provincesCorrected a rare bug in the diplomatic AI's evaluation of peace offers.Fixed potential crash bug in diplomatic AI.# Exploration & Colonization AI #Fixed small bug with AI colonization calculations.AI frontier countries can now explore with conquistadors only and no fleet requiredAI should now properly value gold-producing provinces when deciding where to colonizeAI should now properly target regions as defined in the AI files (only area and continent preferences were being honored)AI is now less likely to randomly decide to go wipe out natives. When it does, it's a little smarter about which ones to wipe outAI now immediately considers wiping out natives if natives destroy one of its coloniesAI is now a little choosier about where to place a colonyAI now considers provinces adjoining the same sea zone to be "neighbors" for the purpose of the neighbor colony AI settingAI now sends colonists a little more and traders a little lessAI is now likely to move on to the next province once it has explored or wiped out the natives in oneAI should be able to explore bordering owned provinces without a conquistadorAI should now be a little better at taking out nativesColonization AI will now prefer colonies over trading posts in gold-producing provinces more of the time.Colonization AI will now rely a tiny bit more on province base tax.Fixed possible bug with AI colonizationFixed potential infinite loop in colonization AI.# Military AI #AI exiled armies should try to go back to capital or be disbanded if no path after a peace and even if the country is still at warAI will now try not to attack across rivers and straitsTweaked AI enemy province evaluation formulaAI should now not split forces that are already smallAI now takes fewer troops when attacking a fortress with no enemy troops nearbyAI now takes _SIEGE_FORCE_SIZE_ define into account when calculating how many troops to bringAI now attacks rebels more quickly than it normally would attack any other forcesAI is now likely to wait until spring before attacking an enemy province or raising a siege on a friendly provinceTweaked AI army gather point calculationsAI is now able to re-route units if they are traveling a long distance and an enemy force gets in their wayAI will now prioritize attacking besieging forces if the fortress is close to fallingAI will now prioritize rebel siegesAI will now let rebels take back enemy-held friendly provincesAI is now likely to continue on to a neighboring province after taking a fortress or winning a battleTweaked AI assault calculationsAI will now try not to build tiny forcesTweaked AI calculations for conqueringAI will now try to take smaller forces to conquer provinces if it cannot assault yetAI should now be somewhat more likely to take islands back from rebelsAI should no longer fall asleep when it can't unload troops from a transportAI should no longer even try to transport troops if attrition will decrease their numbers such that they won't be able to disembarkTweaked land AI enemy province prioritization againLand AI should now make sure its gather province hasn't been invaded by enemies before gathering thereLand AI should be a little less likely to overstackMilitary AI will now prioritize retaking their own capital and provinces adjacent to it a little more.Military AI will now try harder to retake rebel provinces if they are near the threshold for declaring independence.Found and fixed a possible reason why the military AI might have ignored rebels.AI should no longer build armies so far above the support limit.AI will no longer disband exiled units if they have a leader present.AI should now try a little harder to garrison islands with revolt riskFixed bug where AI wrongly thought it had troops near a potential enemy.AI will now be a little better at bringing troops home after a war instead of disbanding them.AI should no longer try to build up a siege force before attacking a province that has no fortress.AI should now be a little quicker to besiege rebel-held fortsAI should now be much more diligent about taking care of rebels during peacetimeAI should now be better at launching invasionsAI should now consider launching invasions towards its own territory if there are rebels thereReworked AI invasion logic to be able to target inland provinces if necessaryAI should be better at fighting rebels overseasFixed bug with AI troop calculationFixed a bug causing the invasion AI to occasionally get confused.Naval AI will now prioritize breaking blockades on its own provinces, especially if a one-province minorTweaked AI priorities for breaking blockadesNaval AI should now think a little more about killing transportsNaval AI should now send its blockade forces more for siege help and less for income denialFixed bug with naval AI transport re-routing (it was causing the invasion AI to cancel its plans)Naval AI will now consider blocking and clearing straits with its navies.AI should no longer put its navies on half pay while it's still at warAI should be less likely to disband fleetsFixed bug in AI ship allotment algorithm when splitting a fleet#-----------------------------------------------------------------------------------------------# Bugs fixed#-----------------------------------------------------------------------------------------------Fixed possible crash bug on the activation of the starting monarch for revoltersFixed crash bug on the Political map view after annexation of a countryModified check for possible crash bug on the activation of the starting monarch for revoltersFixed a serious bug (leftover from EU2) which caused the random number generator to be seeded with the same value roughly 1/6 of the timeFixed (or at least masked) possible crash bugFixed crash when loading a game from the in-game menuFixed CTD on surrender when a COT has closed during the gameFixed potential crash bug.Fixed CTD when a country is inherited while at war.Fixed ghost combat bug.Fixed potential crash bug.Fixed potential infinite loop when a fleet has no place to retreat (it will now be destroyed)Fixed crash bug if a country had a monopoly and changed tagsAdded checks for retreating armiesMercenaries are now available from start (scenario or savefile)Fixed naval attrition after level 41 in naval.txtFixed T-ARMY C-ZUL A-STAND L-1.bmpFixed a bug with the creation of a new CoT in a province with an already existing CoTFixed naval maintenance costs after the force-annexation of a countryFixed bug which caused AI to not always realize when it had explorers or conquistadors at game startFixed bug with detection of which port to go to when a navy has too high attritionFixed bug with sprites when an assault is interrupted by enemy troopsFixed bug with the loading sequence: adjacencies were being loaded before provinces but should not have beenHussites now have tolerance sliders after the Reformation.Claim provinces defined at scenario start should now work properly.Made a number of small fixes, including some tiny memory leaks.Fixed bug with confirmation dialogs not working for fortresses.Alert icons are now clickable even in diplomatic mapmode.Splitting armies in an enemy-held province no longer causes an instant retreat.Fixed potential infinite-loan bug with newly formed countries.Fixed bug allowing overlords to have CBs on their vassals sometimes.Fixed bug causing naval pathfinding to occasionally try to route through an undiscovered sea zone even without an explorerThe stab hit for breaking a truce now properly applies to countries allied with the attacker.Corrected morale bar length display when a rebel unit is in a battleFleets can no longer cancel movement when they are being forced out of port by enemy armiesFixed bug with possible wrong message box at the end of a gameFixed unpause for message boxes in single playerFixed Hands-off games using MER as selected countryFixed combat backgrounds in the Battle Information WindowFixed city culture change when a new fortress is finishedFixed settings.txt saving if interface entry is missingFixed db colorscales structure in AGCEEPChanging the end date should now work properly with saved gamesF9 for pausing should now work when the console is openFixed small bug with average fire calculations on military maintenance screen.Fixed small rounding error in financial summary screen.The war-tax button should now have the correct tooltip when stability is at -3.Made a few corrections to countries.txtMade a few corrections to revolt.txtCorrected some Persian eventsCorrected one Dutch eventChina no longer has cores on rivers in 1700, 1773, and 1795 scenariosRemoved duplicate entry for Ufa in Russian files in 1773 and 1795 scenariosRemoved duplicate entry for Hormouz in Persian files in 1773 and 1795 scenariosRemoved duplicate policy entry for Prussia in 1795 scenarioFixed some tooltips on the colonization screen.Fixed bug allowing rebels to get Napoleonic-era fast sieges in late game even when the country they were rebelling from was not high-tech.#-----------------------------------------------------------------------------------------------# Game balance#-----------------------------------------------------------------------------------------------Armies cannot load into moving fleets anymoreChance of civil wars is now dependent on the difficulty. AI chance for civil wars is inversely dependent on the difficultyMilitary maintenance now scales base morale from 0.5 to 1 instead of from 0.75 to 1.Provinces which have no land connection to the capital now cost less in peace score the longer they have been occupied (down to 50% after 10 years)If no province next to a rebel-held province is owned, the rebels will try to defect to neighbors of neighboring provinces.Tweaked the new defection rules to allow defecting across an empty province if all bordering provinces are owned by the same country -- not just if there are no bordering provinces at all.Conquistadors can now always try to disembark into terra incognita, even if it is owned by someone.Rebels stuck in unsettled provinces are now disbandedCoTs cannot appear in provinces not controlled by their owner anymore except if created by eventCavalry and wind bonuses are now recalculated when a new unit joins the battleCavalry bonus is now recalculated every time a new phase begins.Banning from an alliance no longer uses up a temporary CB.Rebels can now only assault if the province owner is able to.Made the CRC permanent CB against all heretics work both directionsMonarchs should now always take precedence over other generals, even if their rank is lowerRevolt calculations are now more correct for the displayed percentages.Revolt calculations are no longer different for AI countries.#-----------------------------------------------------------------------------------------------# Miscellaneous#-----------------------------------------------------------------------------------------------Replaced exotic with pagan for religion in vanilla and AGCEEP provinces.txtThe in-game Menu LOAD button is now disabled if the current game is multiplayerReworked the numbering of the screensave files and location folder is now ScreenshotsLogs and Screenshots folders are automatically created if missing, including modsModified display of the day for default saved game namesPeterthethird cheat should now work for all diplomatic optionsDrake, gustavus, cromwell and polo cheats now require an amount as parameterThe "info" cheat now shows the AI's current budget percentages.Made console a little larger.The message for a destroyed army or fleet now shows even if it occurred in a battle, not just attritionRemoved the barracks sprite from colonies, since it's useless and sometimes covers up the natives sprite.Added tooltip on shields for the Cultural map modeReplaced monthly incomes x 12 with estimated census taxes in the treasury tooltipProvince revolt risk tooltip doesn't display causes with 0 as effect anymoreReworked Glory breach.bmp image (thanks to Ayeshteni)Tooltips for revolt risk and officials notifiers now truncate after 10 provincesThe truce-expiring notifier now warns a full year in advanceThe revolt risk notifier now also works for controlled provinces.The delayed morale rollover in the unit screen now shows the correct numbers."Country declares independence" is now a goto-type message.White peace offers will now show information about alliance leaders, like other peace offers already do.Adjusted the shading scale for province richness in the economic mapmode.In the ledger, fort levels are no longer shown as decimal values.In the ledger, all tables will now use the first column (usually the name) as a tiebreaker when sorting.Alert icons are no longer shown when the ledger is up, since they are not clickable then.Province size modifier in Db/Map/Provinces.txt should now work with decimal numbers, not just integersAdded warning when a fleet is defined in the scenario files as being in a land province without a portThe parser now mod_debugs the name of each event file it opens.Dates of owner and controller change are now saved in savegamesLeaders can now appear in their scripted location if there is a friendly army there, even if the province is controlled by enemies (which makes rebel leaders easier to script).Generals will now always appear in their scripted location if there are troops there, even if there are already other generals present.Province backgrounds which do not exist should no longer be held in memory and drawnMade slight optimization to naval pathfindingMade small optimization to province weather calculationsMade slight optimization to checks for naval unit accessMade a few optimizations, mainly in the month-end process.Removed some unnecessary loops during month-end calculations.Changed some internal data structures to make more sense and be much faster (centers of trade and religious restrictions, to be precise).Made several further optimizations, mainly targeted at mods with large numbers of countries.Made some optimizations to internal diplomatic checks.Bumped the top speed up a notch.Switzerland's Tagsatzung can no longer become emperorAll Dutch explorers now have sensible values (no more 9/0/0 leaders)Corrected one Korean eventRemoved empty leadertable from REB's definition in scenario files to allow for future rebel leadersGave England CB shields on Irish and Scottish provs in all applicable scenarios rather than a wimpy CB on the countries themselvesScotland's claims on the north of England are now claims rather than national provincesRemoved shipyard in Tago from 1492 scenario since the event doesn't fire until 1500Removed COT in Andalusia from 1492 scenario since the event doesn't fire until 1500Turned Mascate into a claim instead of a national province in POR_3268Removed Scottish cores on Ireland in vanilla 1419 scenario#-----------------------------------------------------------------------------------------------# Text changes#-----------------------------------------------------------------------------------------------Reworked colony and colonial city levels and reworked HEAD_COL in AddendumReworked BAR_TREASURY_D in addendum.csvFixed \n in LTLEVEL_LTIW, NTLEVEL_NTIW and TRADELEVEL_TRADEIW of technologies.csv and in INFLEVEL_INFIW of addendum.csvFixed RRISK_EVENT in addendum.csvAdded ROL_EMPINFO in AddendumEnhanced COWROLLDIP2, COWROLLADM2 and COWROLLMIL2 in AddendumFixed POLICYDESC_5, UNITLANDWEIGHT2, NU_ATTRITION_I6, FESTR_CHANGECOUNTRY and added EYRLLOCATION in AddendumFixed BUTTON_0037 in interface.csvFixed ENG_1795_S, SPA_1795_S, HAB_1795_C and RUS_1795_S in scenarios.csvFixed EVENTHIST164603 and EVENTHIST338055 in events.csvCorrected the tooltip for the Holy Roman Emperor.Fixed CITY_Vend�e to "Les Sables d'Olonne" in French translationFixed COWLAND, COWNAVAL and COWCULTURE in French interface.csvFixed diplomacy entries from AWDWLS to AWDWGOODREL in French interface.csvFixed MAD_DESC in French countries.csvFixed "bellig�rence" to "bellig�rance" and length of HPWPOP in the French translationCorrected French translation of Mainz from Mayance to Mayence.Corrected French translation of Macedonia from Mac�donie to Mac�doine.Corrected French translation of Rumelia from Roume�ie to Roum�lie.Corrected a country and a province entry in French translationFixed the name of Prussia (the province) in French translationCorrected MAI_DESC in French translationCorrected EVENTHIST3437 in French translationCorrected EVENTHIST3444 in French translationCorrected EVENTHIST3304 in French translationCorrected three strings that were mysteriously misplaced in French translation (ACTIONNAME3846A, DAU, and HSA)