This could be it! This update is the candidate for 1.26 release
We've added a bunch of fixes and more features to this pre-release update. It includes a game fix that prevented players from using allied ports, lots more control of adding and modding cities in the editor, the ability to create puppet nations and a Delete Group button that should save you a ton of time by allowing you to remove even a huge military unit group with a single click. We hope this is the LAST pre-release update! If all goes well, we will release the official 1.26 game update next week. For those who haven't been following along with the pre-releases, this new update will include a ton of fixes and new features. But by far, the biggest addition is a full featured Game Editor. It was a long time coming, but we think you will be impressed. So please, create some mods and play them this weekend. We want to hear your feedback and hope you will let us know if anything critical is broken prior to the release.
New Editor Features:
-Ability to create port cities.
-Ability to rotate cities.
Added ability to remove cities.
-Added coordinates to improve ease and precision when moving cities.
-Added ability to create puppet nations and make existing puppets independent.
-Added Delete Group button to Unit Group panel to delete entire groups at once.
-Adding new Scenario Abbreviation in Global Data panel removes scenario specific nation descriptions
Bug Fixes:
-Fixed bug that prevented ships from leaving ports of allies who allow Military Access using Port button on city panel.
-Fixed bug where units were not duplicating properly.
-Fixed panel size to be sure Apply and Revert buttons always visible.
Find the complete set of release notes HERE
good! now: how are we supposed to scroll through e.g. region lists (as in the new city region menu)? the only way i can do it is with the scroll wheel on my mouse, which if you're scrolling to the bottom of a list of a thousand or so regions, just a few at a time, is really really awful.. is there a key i'm missing?
Agga- I had the same problem and I suggested to ML to fix this here:
http://making-history.com/forum/thread/442844/1
You Guys are the best!!
Yes, finally we're able to make cities and puppets.
Is there a way to make created nations pupppet states in the editor?
Sweeeeeeeeeeeeeeeeeeeet
Hmm.... Now i can't create landlocked cities anymore :/ You have to choose a sea-region to create a city :(
I'm creating the world in the year 2012 and the last Nation Belize don't have its capital Belmopan :( I hope you'll fix this bug soon!
How do i access this new Scenario Abbreviation thing?
I tried making a scenario with Prussia, but the culture was Afro-Caribbean. and the state religion was Buddism. and i couldn't make the ethnicity of some regions prussian :(
This newest update causes the game to crash upon trying to play a mod...
same problem here...
crash here too
Well that's a bummer...
Are the crashes happening to brand new mods created with the .118 build? Mods created in previous versions? Both?
So I have not seen this in my testing so far. I've created a new mod, altered it, saved it. Loaded and played it. Saved the game after a few turns. Exited and loaded the save successfully. This means it may be a particular thing that's broken. So, to those who crashed, what did you change? Thanks!
previous. i think...
Ok my mods created with the previous versions chrashes.. I hope you'll fix that!
It could well be that you will not be able to use the previous-build mods. Sadly, that can be the nature of working on pre-release builds. The editor is in development and we are adding and changing a lot of stuff.
I solved the problem by adding |minimal:client| to the fourth line of the file mod_playable.xml
<parameters>game:xxx|minimal:client|game ui:Making History II UI</parameters>
thanks tetsuo, that fixed it!
Has anyone had a new mod crash? I have not seen one here, only the issue with mods created in the older build.
Next release, could you add:
1) possibility to define default production different from goods if possible (ie: appliances)
2) possibility to destroy all fields in deserts
3) possibility to max upgrade mines
4) right click on a region and have an item that tells you the sum of all forces as if they were a single army: there are situations where AI stacks 20+ armies and is impossible to clearly understand what is the total strenght
5) change all research to something in 2 clicks
Some of the above points are just example that you can clearly extend.
Can we be able to paint production and projects in actual gameplay? Or be able to select multiple regions and cities and armies? It would really speed things up
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