1.3!

Every day I log on here hoping to see it posted that 1.3 is released...and every day the title of this thread kills me inside! lol...

At least you don't have to go to Florida soon, where, by doing so, you are barring yourself from any possibility of seeing 1.3 for two weeks :(.

... Plus Third Age: Total War 2.0 [a LoTR mod for Medieval Total War 2] was supposed to be out "any day now" like five days ago. I have a feeling I'll be without both 1.3 and Third Age Total War upon my departure :(.
 
... Plus Third Age: Total War 2.0 [a LoTR mod for Medieval Total War 2] was supposed to be out "any day now" like five days ago. I have a feeling I'll be without both 1.3 and Third Age Total War upon my departure :(.

i don't think so ... just look into RifE Development Schedule/Milestones version 1.3
there still are some things with [not done], [work started], [almost done] ... and i don't think that the thing with [work started] will be done anytime soon ...


ok, i'm not sure, since i wasn't on #erebus for sometime now
 
i don't think so ... just look into RifE Development Schedule/Milestones version 1.3
there still are some things with [not done], [work started], [almost done] ... and i don't think that the thing with [work started] will be done anytime soon ...

Look at what now?

But yeah, what I was saying was that they said over at the Third Age Total War forums (another mod I play for another game) that they'd be done for that mod any day now. And earlier, for this mod, the estimated time was something around a July 2nd release. Although I don't mind - I'm patient. I'll see if I can get internet from some sort of internet cafe periodically when I'm at Florida :).
 
So in essence, this has been delayed from 1 week to indefinitely... dam
 
[to_xp]Gekko;9353144 said:
I hope Valk rips the cheerleader a new one... yeah.

Haha. Well Valk has already done his part of the work for 1.3 - I believe he's working on 1.4 now. So you can't blame him for when 1.3 is released, but you can blame him if 1.4 takes too long ;).
 
Sorry people, things came up in RL that delayed me. And no Gekko, not the cheerleader. She's on vacation. :D

Working on it now, will try to get it all done.
don't make excuses - we all know what you are doing with skype and webcam ... or at least all #erebus regulars do know it ... :D :D
 
Just to give you all hope (or drive you insane, either one works. :mischief:), here's an excerpt from our latest test version.... These changes are all courtesy Snarko. ;)


  • Miscellaneous AI work - There has been a LOT of it, so I may not list it all.
  • AI should now pursue the Altar victory
    • In order to accomplish this, the Altars were slightly changed; They no longer replace each other, but rather add up. As a result, each individual altar has lower stats (just the NEW stats of the building), and will be indented below the original altar in the city screen. Total overall stats are unaffected.
    • We may need to play with some values here... Let us know if too many civs are going for it!
    • To make this work, buildings are now able to have alignment-prereqs.
  • Lair Exploration moved to the DLL
    • Far easier to modify the system. All results are Goodies, which now have GoodyClasses; Each Goody can have multiple Classes. Improvements can have a list of ImprovementClasses (allowing you to easily mix/match them), and the actual exploration is an action. This should mean the AI is far more adept at handling exploration now.
    • Goodies have python callbacks for those effects which would otherwise be too difficult/rare to code in C++.
    • As far as playing is concerned, the main effect is the AI will explore better. One side effect is that automated explorers may occasionally explore a lair on their own, if the AI would do it.
    • When a lair is cleared, it is replaced by the <PillageImprovement> if applicable; this means the epic lairs still convert to explored versions, and it's easy to do this for other lairs as well. ;)
  • Fort Claiming is now a Mission.
    • This means forts no longer need individual spells for claiming purposes, and the AI will know how to use it.
    • Additionally, the AI has been taught to build forts outside of it's territory... The Kuriotates and D'tesh AI especially should be better.
  • Spells may now be automated based on keyboard shortcuts.
    • Hold Shift to automate at the end of a turn. Hold Ctrl to automate at the beginning or end (won't cast at the end if it's already cast at the beginning, no reason to block that and it can occasionally help, with things like buffs)
    • To cancel automation, simply hit the stop automation button, as with other automation types.
    • Over 100 spells have had this ability added. If there are any you feel we missed, please suggest it and tell us why it needs it. ;)
  • Ranged Attacks should no longer cause OOS issues.
    • Very nice bit of work here, it's something that has been wanted for some time. ;)
    • I've been unable to test it, but Snarko ran several tests of it.
 
LOL

Though I'm expecting the actual release announcement to be hidden in the 4th or 5th page of this thread just to punish us all for whining so much.

Questions:
Does the AI pursuing an Altar victory take effect even if the victory condition is not active (higher level altars are pretty useful in any case, I think)?
Should we expect non-epic lairs to have an explored version? Would those regenerate in the same fashion (I hope not as the main reason for my early exploration is to stop the Minotaur and Giant spawns)?
 
The actual release announcement will obviously be on post #100 of this thread! Think about it for a while, it actually makes sense.

... Or else I've just gone insane. :(
 
LOL

Though I'm expecting the actual release announcement to be hidden in the 4th or 5th page of this thread just to punish us all for whining so much.

Questions:
Does the AI pursuing an Altar victory take effect even if the victory condition is not active (higher level altars are pretty useful in any case, I think)?
Should we expect non-epic lairs to have an explored version? Would those regenerate in the same fashion (I hope not as the main reason for my early exploration is to stop the Minotaur and Giant spawns)?

Not sure on the Altar question, honestly. Snarko would have to answer that. However, I would assume that the answer is no.

For the lair question - No. That's not being added for anything other than the Goblin Fort (already existed for that one, the Cleared Fort that upgrades to a regular fort) and the epic lairs.

The actual release announcement will obviously be on post #100 of this thread! Think about it for a while, it actually makes sense.

... Or else I've just gone insane. :(

Better get posting then.
 
Sooo.... to raise the post count to 100 and to pass the time untill 1.3...
:eekdance: 47 Hints You Are Anticipating 1.3 Too Much! :eekdance:

I'll start :)

1) You started this in the 1.3! thread... :mischief:
 
2) You're actually commenting in this thread just to make the comment count rise to 100.
 
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