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Offline Asid

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Re: The Seven Years War
« Reply #30 on: March 14, 2016, 04:15:01 PM »
Battle Pack DLC announced!
13 March


This should include:

- 6 additional historical battles
- custom made battles.

The DLC is scheduled for Q3. To vote for your favorite historical battle visit the following thread:

http://steamcommunity.com/app/400470/discussions/0/412449508285925363/   
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Offline Asid

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Re: The Seven Years War
« Reply #31 on: March 14, 2016, 04:17:50 PM »
Update to version 1.102
13 March

Game enhancements:
- added scaleable windows (options menu), should be used if borders are cut off
- divisions in battle can now switched through in the hierarchy overview
- added information about necessary building and technology for activating recruiting of higher units (lmc on technology symbol next to unit jumps to the relevant tech category)
- added information about necessary technology for upgrading buildings (move mouse over disabled upgrade button)
- added building chain mouse over information (move mouse over top left corner of the building picture -> you will see the complete building chain)

Game balance:
- AI forms lines more properly in campaign battles

Fixed bugs:
- changed menu title "Reinforcements" to "News" for battle event information
- fixed wrong brigade and division reference when clicking on flags
- removed blue mouseover tooltips information buttons when recruiting menu is opened due to overlay
- fixed wrong bridge rotations on the battlefield
- removed possibility for foreign traders (& fleets) to pick up goods when returning to home city despite one sided trade treaty
- tech "improved loading ramp" now leads to medium supply depot (instead of small supply depot)

Layout:
- hiding windows mouse cursor when game is shown in windowed mode
- removed black borders around the campaign unit sprites
- improved water quality in campaign mode

Others:
- reenabled fullscreen mode although I recommend using windowed mode (if you have troubles setting fullscreen mode with steam overlay try to start the game directly from the game folder, steam is already working on this issue)
- polished German version of the game - many thanks to Michael Höhndorf!

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Offline Asid

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Re: The Seven Years War
« Reply #32 on: March 26, 2016, 06:30:13 PM »
Update to version 1.103
26 March


Game enhancements:
- polished battle statistics menu including best regiment and regiment with highest casualties
- adding side information if treasury is empty
- adding side information if allied meeting point is set and troops are within

Game balance:
- AI divisions now combine strength more often against enemy armies
- AI positions more garrison units in towns
- every city now has garrison quarters and one placed garrison unit from the start on
- reduced received/payed diplomacy points for prisoners exchanges

Fixed bugs:
- fixed memory access violation crashes in battles -> if you experience further crashes: right click on thesevenyearswar.exe and choose compatibility mode: start as administrator
- artillery units now not starting in line formation but limbered up
- fixed crashes when opening options menu in game
- fixed occasional drop to main menu during campaign game
- fixed not playing sound when ordering fife and drum music
- melee buttons now automatically deactivated at the start of each battle
- fixed additional attached unit when selecting brigades in battle

Layout:
- now auto scaling menus if resolution is smaller than 16:9 aspect ratio
- added more characters in battle unit hierarchy for brigades to see the brigade number
- production information of the building paths now is shown completely within the box

Others:
- added French and Spanish version of blue mouse over tooltips
- empty forts which are located on own terrain can now be chosen (to upgrade etc.)
- updated manual to version 1.103

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Offline Asid

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Re: The Seven Years War
« Reply #33 on: March 26, 2016, 06:34:54 PM »
Updated manual:

Manual (version 1.103): Click Here



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Offline Asid

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Re: The Seven Years War
« Reply #34 on: April 04, 2016, 12:07:34 AM »
Update to version 1.104(2)
2 April

Game enhancements:
- native clans now "spend" fireweapons and horses if they attack enemy trains (1.1034)
- added native range if a clan is selected (1.1036)
- reduced information about enemy units in battle if fog of war is active (1.104)

Game balance:
- increased necessary relations for native alliances (1.1036)
- increased damage for naval battles (1.104)
- reduced influence of distance on the goods pickup by merchants to support pickup of low cost products along a larger distance (1.104)
- AI now does not cancel player's trade agreements unless war erupts (1.1041)
- reduced influence of educational buildings on research (1.1041)
- reduced cost/earnings of technology trades (1.1041)

Fixed bugs:
- fixed crashes related to choosing empty forts (1.1031)
- fixed crashes related to multiple start of battles or campaigns in one session (1.1031)
- fixed overlay in campaigns after starting second campaign in same session (1.1031)
- fixed units with no platform which led to hardly attackable enemy units after first campaign battle (1.1031)
- fixed non intentional start of a siege if a unit ends its final waypoint near the city but reaches interim waypoint (1.1031)
- fixed native ally ranking (1.1033)
- fixed traders not delivering fireweapons and horses to natives (1.1033)
- fixed enemy regiments not attackable if they have not moved since the start of the battle (1.1034)
- allied divisions in range can now participate in battles (1.1034)
- improved line of fire in battles (1.1034)
- game gui is now visible if autosave was reloaded which was saved when a menu was open (1.1037)
- fixed starting position of French 9th Division in North America, starting in British terrain in "On the eve of war" scenario (1.1038)
- fixed crash when deleting a division while fort overview is open (1.1039)
- fixed not recognized forts for unit transfers if buildings were earlier deleted (1.1039)

Layout:
- maximum game resolution is now limited by the desktop resolution (max 1920x1080), this led to larger menus (1.1032)

Others:
- implemented ok button to quit final battle statistics of campaign battles to prevent quitting due to accidental clicks (1.1031)
- keyboard scrolls in campaign now also possible if armies and fleets are selected (1.104)
- rivers are now (very slowly) passable (1.1041)
- updated manual to 1.104 (more details on natives)

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Offline Asid

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Re: The Seven Years War
« Reply #35 on: April 17, 2016, 11:31:28 PM »
Update to version 1.105(3)
17 April

Game enhancements:
- added new mountain models for campaign mode
- added fallback of skirmishers

Fixed bugs:
- fixed crashes related to high casualty animations in battles
- fixed disappearing unit sprites in battles
- units search their retreat path better now, preventing rush into enemy units
- improved aiming at enemy units in battles, sometimes enemies in range could not be fired at
- fixed cavalry units moving constantly with uncoordinated orders on
- advance/fallback orders now stop barricade building
- ammo range is now used correctly depending on the chosen ammunition type
- fixed freezing of dying sprites
- Louisbourg loam resource has been replaced to gain access
- fleets now move back to resupply correctly

Balance:
- improvement of performance of battles
- rebalanced uncoordinated orders for sudden artillery morale drop if enemy advances
- reduced experience growth in battles by approx. 30%
- barricade building is now stopped if unit is under musket fire or in melee
- increased losses of artillery units in close combat
- formations cannot be changed if unit is in close combat
- increased realism of square formations: forming squares take more time, if cavalry reaches before finished -> square is broken up, cavalry retreats automatically if hitting a square
- reduced native village growth
- reduced starting quantities of products depending on the city size

Others:
- melee unit scattering is reduced
- improved regimental unit selection -> move mouse over flag to watch mouseover-information, click on each sprite and flag to select
- both first divisions (own and enemy) now reach the battlefield at the same time, no waiting for the own troops or opponent
- if clicked on a news entry, mentioned units are now selected
- barricade building can now be stopped by pressing the barricade button again
- AI uses skirmish and column formation more often
- when war is declared victory points are starting with -15 to prevent immediate peace negotiations
- increased population contrast of the bigger nations to the smaller ones for more historical accuracy
- armies of Austria, France and Russia have been increased at the start of a new campaign
- experience of Prussian units has been increased at the start of a new campaign
- added minimum levels for diplomatic actions (technology transfer)
- AI behavior of natives is used more against the player

Layout:
- replaced shrapnel and bullet animation in battles
- reduced casualty sprites in battles
- reduced size of battle provincial buildings

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Offline Asid

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Re: The Seven Years War
« Reply #36 on: April 24, 2016, 09:36:08 PM »
Update 1.106 - MAJOR BATTLE IMPROVEMENTS
24 April

Game enhancements:
- adopted new fatigue balancing system

    added fatigue for different terrains
    standard formations now cost only 10% fatigue
    marching column reduces fatigue
    building barricades increases fatigue
    increased fatigue effects when running
    implemented fatigue for close combat and firing
    if fatigue is high then melee casualties are also higher
    high fatigue now leads to loss of morale

Fixed bugs:
- fleets attacking trading fleets got stuck in a “naval battle” and could not disengage
- conquered trading fleets were reappearing but were invisible
- recruiting mercenaries from neighbouring provinces caused too high negative relations
- attaching regiments to mother regiment now works
- fixed wrong sprite appearance after cannons are captured
- removed duplicated regiments in hierarchy which were detached earlier
- fixed crash related to detached regiments after battle ends
- unit marks now move when attacking enemy regiments (targets, waypoint destinations)
- improved regiment to object facing (barricades, captured cannons)
- artillery targets could not be set manually
- sensitivity and numbers of close combat information windows improved
- barricade building timer was shown on top of GUI

Balance:
- naval combat experience gain reduced and limited
- new morale balance in general, heavy salves lead to high morale loss, small casualties from the distance have low effect
- removed AI fastmarch for artillery
- improved retreat behavior due to routs
- melee now stops regiments movements to prevent better combat lines, fallback orders units in melee to retreat

Others:
- improved click sensitivity on enemy units
- when ordering a new target for close combat action a sabre sound is played
- repressing the barricade button stops barricade building or renews building if nearby
- brigade and division flags now change size with the zoom mode
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Offline Asid

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Re: The Seven Years War
« Reply #37 on: May 01, 2016, 01:35:04 AM »
Update 1.107 released
30 April - keppelmueller

Game enhancements:
- implemented automanage tax-option in city menu (lmc for single management, rmc for all of your cities)
- added drum signals for brigade and division movements (if infantry regiments attached)

Balancing:
- general improvements of FPS in battles
- improved unit selections (now switching when units are overlapping) and attacking (stick to target)
- improved routing and retreat behavior of units

Fixed Bugs:
- solved issues with detaching/attaching regiments (brigade selections and crashes at the end of battles)
- new mountain models disappeared after seasonal change or battles
- fixed fallback order moving into wrong directions
- fixed stuck regiments in battles
- fixed non producing (AI) companies at campaign start

Others:
- allies now automatically have and grant wayrights
- the speed of autorally now depends on the unit experience
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Offline Asid

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Re: The Seven Years War
« Reply #38 on: May 16, 2016, 03:46:24 PM »
Update 1.108
16 May - keppelmueller

Balancing:
- improved AI switching from line to skirmish formation
- forming squares and unlimber/limber delays now go slower
- melee adjusted for better lethality (except artillery reduced a bit)
- routing and morale gain readjusted to make units flee for longer time
- reduced demand of cities with higher population
- readjusted population of nations for better balancing
- better working economy progression when starting later campaigns
- improved waypoint accuracy (e.g. reduced stuck armies near foreign borders)
- capped diplomatic relationship with 100 when earning points through ally meeting points
- increased diplomatic cost for subsidy payments
- diplomatic costs of claming non occupied provinces increased
- diplomatic costs and minimum requirements adjusted (alliances, wayrights)

Bug fixings:
- regimental flags are now centered properly for all unit formations
- fixed influence of fatigue errors in different game speeds
- regiments may now not shoot through own units in front, but may shoot over if terrain behind is slightly higher or artillery shots on high distance due to higher fire angle
- fixed bug where units sometimes moved off from their given waypoints and sometimes crossed impassable terrain
- removed footprints of embarked troops in the embarking region (sometimes enemy divisions could engage there already embarked troops)

Others:
- sea terrain may now not be moved on, new terrain coast added
- routed units may now not be given orders or moved (buttons greyed out)
- added historical event of Prussian invasion of Saxony 1756 for Austria and Russia for more historical accuracy

Note: huge download volume (~1 GB) due to redrawing of battlefield skins to add coast terrain.

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Offline Asid

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Re: The Seven Years War
« Reply #39 on: May 16, 2016, 10:07:06 PM »
Steam Sale

WEEK LONG DEAL! Offer ends 23 May

15% off = £12.74

http://store.steampowered.com/app/400470/
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Offline Asid

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Re: The Seven Years War
« Reply #40 on: June 17, 2016, 04:51:26 PM »
Update 1.109
17 JUNE - KEPPELMUELLER

Game enhancements:
- implemented zoom mode for campaign mode
- added optional historical features (historical units, artillery ammo and formations only)
- added additional 18th century background music for campaign
- city overview implemented in statistics bar on top of campaign page; army and fleet statistics now combined in the right army & fleet statistics button
- Added UI enhancements access via tooltip (top right “i”): information about city macro economic troubles, information about supply shortages
- detailed trade reports for each province and the whole nation -> can be accessed via the goods overview menu
- new research functionality: the more nations a tech have researched, the faster it goes for the remaining nations
- information about new construction possibilities for sieges shown in the side information (hammer)
- added F-key support for statistics menus in campaign mode

Balancing:
- Research speed increased
- improved AI forming of battle lines in micro combat to reduce overlapping when firing
- enemy cavalry units now not attack headless the enemy lines but wait for opportunities or flank movements
- improved retreat paths to avoid retreating through enemy lines
- improvement of fatigue influences
- improved economy progression model for later scenarios
- corruption now depending on the city size -> larger cities have more base corruption
- increased negative effect of unemployment
- reduced available supplies for defending towns
- improved diplomatic tech trading
- balanced garrison and defense building settings
- reduced fort damage during sieges
- rebalanced naval battle damages
- improved scroll (decrease) speed in campaign map so that time for scroll-finishing is reduced

Others:
- now distinguishing between conquering and occupying provinces in the campaign goals (depending on the scenario length)
- units do not rally if suffering more than 50% casualties (automatic or manual rally)
- increased update cycle of melees
- reduced melee scattering to prevent better front lines
- improved corruption information
- empty fleets are now returning to harbor automatically and have to stay there or be disbanded
- building upgrades: level 2 farm now not requiring 1 artillery any more
- setting Russia as ally of Saxony in the 1756 campaign
- next/previous town buttons now “loop”
- normal size cursor in battle preview screen
- fixed several typos in English version
- in battle start screen (campaign battle), OK button is enabled after loading (similar to battle results) so accidentally clicking somewhere will not take you to battlefield
- sieges: weapon symbol next to unit symbol in hierarchy menu now indicates it is placed in a trench

Bugs fixed:
- ships that go back to harbor are automatically getting new crews
- fixed: sieges of towns near the sea start if fleet is moved close to the enemy town, although division is still on board
- fixed: battles start if enemy divisions are on the coast and a fleet with carrying divisions is moved close by
- officer recruiting and recruits growth now work properly
- fixed: when loading a game or fighting a battle, sometimes the units taking part in sieges are forgotten (and moved out of trenches)
- fixed time cycles at the start of a new game (not updating charts, not updating sieges)
- fixed: unit stopping in range of enemy town starts a siege still sometimes
- fixed: sometimes if battles happen during sieges, player loses control of the defending units in siege
- fixed: AI divisions not engaging in combat sometimes
- fixed: sometimes border colours are not updated promptly
- fixed: order buttons (double time, advance, fall back) sometimes remain looking like they were pressed down after use
- fixed: death animations are slow on normal speed: the animation frames are shown a few seconds each
- fixed: build industry menu: clicking industry, if something under it, it's selected instead
- fixed: when saving a game, Pressing ”P” when writing the name of the save, functions as PAUSE
- fixed: when a unit is selected in campaign and player RMC left side info icon (to make it go away) instead a movement order is given to the unit.
- fixed: battle ground textures near buildings are sometimes drawn in the air
- native firewater actions now have the shown amount as relations effect
- fixed: 25 OCT 1760 - a message about Hannover (crown icon) appears, but it has no text.

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Offline Asid

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Re: The Seven Years War
« Reply #41 on: July 26, 2016, 06:51:26 PM »
Update 1.220
25 JULY   - KEPPELMUELLER

Update 1.220 balancing updates & fixing smaller issues:

- added information in the terrain info: if unit has advantage from barricades
- added information in the terrain info: terrain elevation
- added information about coming DLC features
- fixed: if player constructs buildings the jobless rate rises instead of falling
- correcting wrong experience effect on loading speed (only to be seen in
- rebalanced fog of war distances & terrain influences
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Offline Asid

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Re: The Seven Years War
« Reply #42 on: July 28, 2016, 04:34:01 PM »
Announcing: The Battle Pack DLC
28 JULY - KEPPELMUELLER
Heading for release in September 2016:

http://store.steampowered.com/app/485840/?snr=1_5_1100__1100



The Seven Years War (1756-1763) Battle Pack
- 6 Additional historic battles
- Build your own custom battles
- Weather effects with influence on the troops' conditions
- Order your commanders to take initiative on the battlefield
- New unit: horse artillery
- Additional unit statistics during and at the end of battles
- New quick attack and retreat orders
- Polished battle goals

Based on the community votes, the new historic battles include:
- Abraham Plains (1757)
- Sainte Foy (1760)
- Zorndorf (1758)
- Carillon (1758)
- Prague (1757)
- Lovositz (1756)

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Re: The Seven Years War
« Reply #43 on: September 08, 2016, 07:41:26 PM »
Update 1.224 released
Community Announcements - keppelmueller

Balancing
- increased battle time scale
- added higher speed for cavalry when in fastmarch
- adjusted artillery unit speed
- renewed melee actions (better sticking, more updates)
- readjusted melee casualties when fatigue is high
- AI retreating units do not start barricade building if on retreat
- increased aggressiveness of AI cavalry
- improved AI wheeling to concentrate more on one target
- improved fallback of skirmishers
- increased speed of land traders
- land traders now return immediately to their hometown if no cargo was loaded for way back
- automatic trigger of historic AI events
- improved financial behavior of AI to prevent bancruptcy of AI

Others:
- improved FPS in battles
- increased RMC sensitivity in battles to trigger better fastmarch orders and exact attack orders
- added additional campaign battle tooltips (english version)
- greater distances for single regiment movements to allow better wheeling
- garrisons in occupied provinces are now dispersed

Bugs:
- fixed sometimes flickering campaign map (green, white, red)
- fixed: campaign fog of war: if an alliance is cancelled by player, the fog of war does not return to cover ex-ally lands
- town fires now fit to terrain level
- fixed huge mountain in baltics map
- unit states and routes from former (historical) battles fixed
- fixed: when buying/selling provinces via diplomacy, they are not fully given, but only half and need to be annexed via town menu
- fixed: if player has units inside another country and cancels alliance, the wayrights automatically are lost, but the units in foreign lands remain and cannot be moved (no wayrights).

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Re: The Seven Years War
« Reply #44 on: September 24, 2016, 03:32:44 PM »
Update 1.226 released
Community Announcements - keppelmueller

Fixing some smaller issues:

- fixed occasional crashes or low FPS caused by minimap in campaigns
- fixed double information of war declarations
- siege attacks now work properly when multiple sieges active
- remaining food calculation in sieges improved
- fixed: lumber mills do not find resources if number of trees is reduced in options menu
- loan interest costs now shown properly in finance menu
- fixed: building upgrades now replace building model instantly on campaign map
- newsfeed tabs: information now fit into tabs
- fixed overlapping tooltips in city menu
- confirmation of renaming regiments now does not switch to next city
- fixed overlapping windows if historical events are triggered
- text now fits into mercenary tooltip
- population effect on corruption now shown as positive
- preventing running through of opposing regiments in melees
- red barricade timers now hidden if fog of war is activated

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