Marco Rale
18/10/2007, 14h53
ça tombe au goutte à goutte.
je rappelle que pour moi les problemes de multi rencontrées par la tord boyaux sont certainement dûs à NA et non à MMgold. J'ai donc espoir que ce patch améliorera la stab.
Celà dit, il apparaît que dans ce jeu certains joueurs soient "maudis" tandis que d'autres traversent les sessions sans pépins. A voir..
Pour ces modifs, on parle de la Vanilla. En 2.1 ils modifient le système colonial comme ceci:
We have rewritten parts of the underlying colonial system.
First of all we've impemented the concept of colonial range and maximum range. Colonial range is a factor which is country specific, and depends primarily on the naval technology a country has. The Quest for the New World idea increases the colonial range with 50%. Maximum range is calculated from the closest unblockaded city you own and control. To be able to colonise a coastal province you will need to have your colonial range less than the maximum range to that province.
Secondly, for inland colonisation, you need to be adjacent to a city you own, not merely a colony. If you are colonising a province that would be adjacent to a province that is in a contigiously owned and controlled all the way back to your capital, as the Siberian Corridor for Russia, then you do not need to trace range to the closest port but can colonise.
Thirdly, the AI will no longer explore much further than it can colonise at this point in time.
What impacts does that give?
A) Unless you got ports at the Atlantic AND the qftnw you will not reach the americas until much later.
B) To reach India and the East Indies, you need ports and cities on the way.
This creates a much more historical feel to the colonial system.
je rappelle que pour moi les problemes de multi rencontrées par la tord boyaux sont certainement dûs à NA et non à MMgold. J'ai donc espoir que ce patch améliorera la stab.
Celà dit, il apparaît que dans ce jeu certains joueurs soient "maudis" tandis que d'autres traversent les sessions sans pépins. A voir..
Pour ces modifs, on parle de la Vanilla. En 2.1 ils modifient le système colonial comme ceci:
We have rewritten parts of the underlying colonial system.
First of all we've impemented the concept of colonial range and maximum range. Colonial range is a factor which is country specific, and depends primarily on the naval technology a country has. The Quest for the New World idea increases the colonial range with 50%. Maximum range is calculated from the closest unblockaded city you own and control. To be able to colonise a coastal province you will need to have your colonial range less than the maximum range to that province.
Secondly, for inland colonisation, you need to be adjacent to a city you own, not merely a colony. If you are colonising a province that would be adjacent to a province that is in a contigiously owned and controlled all the way back to your capital, as the Siberian Corridor for Russia, then you do not need to trace range to the closest port but can colonise.
Thirdly, the AI will no longer explore much further than it can colonise at this point in time.
What impacts does that give?
A) Unless you got ports at the Atlantic AND the qftnw you will not reach the americas until much later.
B) To reach India and the East Indies, you need ports and cities on the way.
This creates a much more historical feel to the colonial system.