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DLV 61 openbeta_03
38 MB
http://files.filefront.com/DLV+61+Openbeta+03exe/;13311445;/fileinfo.html
It only works if you have Kingdoms_Patch 1.5 installed !!!!!!!!!!!!!!!!!!!!!!!!!!!:
- DLV 6.0 necessary (clean, unchanged)
Changelog openbeta_61_03 (not save game compatible to beta2)
- added player first turn decision: activate character career related - cavalry recruitement\building construction limitation (yes\no)
- added Taiji battle changes (except mass + unit size) (thanks although to Chim, Point Black from SS mod): cavalry spread gone, new animations , better cost spread between lower and higher troops
- battle changes: increased melee lethality
- added menue graphic improvements from agistournas
Changelog openbeta_61_02
- some minor fixes
- added player first turn decision: activate population recruitment limitation (yes\no)
- added player first turn decision: activate AI money help script (yes\no)
- added menue\symbols improvements from agistournas
- faction hedjaz tribes full playable in both campaigns
- added investment system:
if the player has more than 10000 Fl. available and has built a bank or jewish temple, he can invest money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. depot. Investing has two advantages: earning money and avoiding negative inflation effects because of money overflow.
Information about the actual depot level and the possibility to invest\sell, all of it can be found in the financial overview screen.
Interest on the savings will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and added to the actual player money (not the depot). There is although a risk of total loss (Madloff) dependent on economic status (< 10% per turn).
A little fee of 10% for invest\sell transactions will be subtracted.....
includes Changelog openbeta_61_01 (not save game compatible)
- fixed the invisible starting troops in the historical campaign
- character trait dependent cavalry recruiting (better system than the one 1 year ago)
Cavalry troops are the most valuable troops on the battlefield, so your general needs the adequate military career trait level in the higher stable buildings (> stables) in castles to recruit the higher cvalry troops.
Calculation is based on the actual real governor in the castle !!!
Knight--> knights_stables troops
Banneret --> barons_stables troops
Commander --> earls_stables troops
GrandCross --> kings_stables troops
Faction Leader + Crown --> kings_stables troops
Examples:
if you want to recruit a Feudal Knight in Knight Stables you need a general with knight trait in the stable
if you want to recruit a Halbbruder in Earls Stables you need a general with Banneret trait in the stable |
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