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Thread: What is different in 1.3?

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  1. #1
    Undercover Lurker Member Mailman653's Avatar
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    Default Re: What is different in 1.3?

    US campaign seems to of gotten an extension. I recall it ending in 1810, now it ends in 1825.

  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: What is different in 1.3?

    It seems that any emerging faction from the destruction of another faction becomes Rebel rather than an actual faction:
    Example: Pirates, Quebec, United States.
    Seems like CA broke something "fixing" the pirate re-emergence.

    Artillery no longer autochanges targets when they have never been given a target on fire at will. Very annoying when you got them on canister and they keep shooting at an enemy way out of range!

    When a faction declares war on you, the diplomacy text now reads as if you were the one declaring war on them and they are surprised about it....

    Similar thing with selling my military access, they will claim that they don't want to give you access to their land...

    Merging units and automatic cancelling of retraining as a result works fine now. Disbanding units undergoing retraining and recouping costs of retrain of a reloaded game and that has since seen battle still not working.

    Square formation now ridiculously effective against cavalry even when the infantry has no bayonets at all. Charged my guard cav into a unit of line and lost all of them.

    AI will not accept peace under any circumstances it seems (unless you are unreasonable and give them just about everything you have).

    The new jag formation for irregulars is rather annoying: When I drag out a position of Frontiersmen or guerilla, they usually overlap quite a bit even though they shouldn't, resulting in a lot of additional FF casualties. Quite tedious having to move them one by one and ensre they don't ever overlap.
    Last edited by FactionHeir; 06-30-2009 at 18:19.
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