на главную
об игре
Hearts of Iron 15.11.2002

Hearts of Iron v1.05c NA

*********************************
* Gameplay tweaks
*********************************

***** Naval Combat
- Changed transports sea and air defence to zero.
- Transport ships can no longer shoot back.
- In Naval Combat, escorts are more often killed before transports now.
- Tweaked naval targetting algoritms.
- There are now command limits for air and naval combat too. No more 200 ship
stacks :)
- Planes should now scramble automatically from carriers when they engage in
combat, to join in bombarding.
- When fog of war is off, enemy fleets are now also visible on the map, although
detection still works as normal.

***** Paratroopers
- Multiplied transport plane cost by 5 (a division needed around 1000 planes
in order to be transported!)
- Raised cost and supplyconsumption of paratroopers significantly.
- Can no longer drop paratroopers if the transport planes are not fully organised.
- Loading paratroopers now makes the transport planes completely unorganised.

***** Technology and Units Stats
- Tech trees have been revised extensively, implementing alot more prerequisites,
so it is no longer possible to tech-rush.
- Reworked Tactical value for the later model Tactical Bombers
- Mechanized troops are now available alot later with Mechanized HQ's. This
is historical. First full mechanized divisions were not fielded before 1941
anyway.
- Reworked ICcost*Duration of constructing fighters, they should now be faster
to build and cheaper than bombers.
- Reworked costs and durations of all plane types
- Reworked panzer costs and durations. They should now be more historically
linked with their type.
- Added one default softattack point to marines, as well as higher default organisation
(35 ~ 30). Higher speed too. It should compensate now for their longer build
period and higher cost. Before, there was no point in building marines as infantry
was better anyway.
- Added a higher defense value and a higher movement value to bergsjaeger.

* Misc
- There is now a dissent penalty for not producing too little supplies when
a nation is out of stockpiles.
- You should no longer be out of oil or supplies suddenly in allied territory
extending from an allies homearea.
- Landunits moving (not retreating) will now lose about 1% of organisation each
day.
- The leave alliance diplomatic action now causes the standard 7 day diplomatic
delay
- Unit leader names are now shown in the unit rollovers (except at the lowest
intelligence level for foreign units).
- Province rollovers now display the correct owner and controller
- Military access is now always automatically cancelled for countries that end
up at war with each other.
- Reduced the english convoy transports daily-increases.
- Increased US Consumer Goods Demand.
- Flying Bomb and Flying Rocket are no longer influenced by bad weather
- Advanced types of Nuclear Bombs now deactivate less advanced type.

*********************************
* Mod Support
*********************************
- Fixed alot of reported problems with mod-dir.
- Scenario editor updated to conform to new data formats.
- The event commands "set_leader_skill" and "set_leader_loyalty"
should no longer cause CTDs if the leader has been slept.
- The event command "addcore" should no longer cause problems when
adding a province that is already a national province of a country.
- Removed the following defunct event commands:
+ reveal_leader_loyalty
+ reveal_minister_loyalty
+ detect_units
+ minister_loyalty
+ leader
+ wake_leader
- More feedback should now be given to modders on serious errors in their files.

*********************************
* General Bugfixes
*********************************
- Fixed a CTD that occured shortly after the last member of the last opposing
alliance was annexed.
- DI now used correctly for military access diplomatic actions.
- DI now used correctly for the leave alliance diplomatic action.
- Changed country.csv and renamed existing sprites to make sure USA and France
and others have tanks that change sprites. Same for fighters. No more bi-planes
all around.
- Mirrored the vertical Polish flag. According to flag laws, when vertical,
the Polish flag should have white on the left and red on the right
- Fixed a problem with the US goverment for the 39 and 41 scenarios. Roosevelt's
HoS ID was used for his HoG position as well, causing problems upon reload
- Fixed an ID problem in the Japanese Minister file which caused the 1937 Elections
sometimes not to show up. Also fixed another less notable ID error in that file.
- Fixed lots of ID errors in the Republican Spain minister file which could
cause crashes.
- Fixed a minor error in the Australian 1939 setup that caused the 2nd Cavalry
Division to be indestructible
- Added correct AI references to all countries that had none specified in all
scenarios.
- Removed the coastal fort in Ilagan (Phillipines). It had no sense since there
wasn't a beach either. It was quite a rocky coast anyways.
- Renumbered lots of ID's for all minister files to fix all possible conflicts.
- Fixed a small bug which made org recover quicker at higher difficulty for
the player.
- Fixed another ctd with province control changes.

*********************************
AI Fixes
*********************************
- Improved AI handling of dissent.
- Improved AI for setting sliders.
- AI strategic redeployment threshold raised
- AI should now be better at building up forces on the border prior to declaring
war.
- AI is now handling naval stacks a little bit better.
- AI will now attempt to retreat with his navies if the odds are against him.
- AI will no longer sign peace immediately when protecting their sphere of interest.
- Japan should now be more wanting to invade the Phillipines, Indonesian archipel
and the Pacific Islands. Might even attempt entries into Burma and other territories
- USA should now be more active in the Pacific and Europe
- United Kingdom should now go all the way in North Africa and will also attempt
invasions in Southern Italy and Normandy
- Killed a bug that caused the French to build forts along the Belgian border
again
- Changed German buildpreferences so that they build some strategic bombers.
This to encourage a Battle of Britain
- Changed build preferences for most major countries to make for a more historical
force distribution
- Changed garrisoning priorities for USSR. It will no longer put troops on the
borders with Tannu Tuva and Mongolia. Emphasis on Japan is also lower.
- Changed garrisoning priorities for Japan. They will now put more troops on
their islands, next to USA. Lower emphasis on the USSR. Higher emphasis on China
and the Philipines
- UK and USA should build a tad bit less planes now
- Germany now has an invasion header added to its AI's to make the execution
of an invasion in Crete and Norway much more likely
- UK AI should now keep more troops on their home islands
- Italian AI should now defend Northern Africa a little better
- Italian AI should now ignore garrisoning borders with fellow Axis powers
- Major players in the war should now research doctrines more
- Nationalist China should now focus more on land doctrine too
- Venezuela and the Czech Republic now have an own AI file
- Germany should now hopefully invade and garrison North Africa, Corsica, Crete,
Norway and Italy a bit more
- Reduced the influencing lists for quite some majors
- USSR AI now uses reserve_prop parameters which causes them to defend in depth
and keep more reserves
- USSR AI now ignores some more borders and garrisons more likely borders again

*********************************
Scenarios and Events
*********************************
- Updated the country specific model names, and extended the amount.
- Added new graphics for ITA, JAP, USA and UK.
- Added a few more historical flags.
- Added several thousand new pictures.
- Updated minister files.
- Updated leader files.
- New minister & leader files for country's that had none.
- Revised techs and oob for GER, ITA, UK, USA, JAP, FRA, MAN and POL in all
scenarios ( no POL in 41 of course )
- Updated models.csv.
- Added some missing event triggers and faulty commands.
- Removed the event triggers from the UK guarantee to Poland. a historical "road
to war" should now be much more likely
- Collaborating french leaders will now be "slept" via event in all
scenarios. Vichy has its own leaderfile
- Collaborating Romanian and Hungarian leaders will now defect to Germany in
the Anschluss event and be slept in their national leaderfiles then.
- Austrian leaders that served in the German Army will be awaken in the German
leaderfile after the Anschluss has occured.
- Updated and fixed UK, Dutch, Japanese, Italian, French, German and USA convoy
files for all scenarios.
- Fixed a unit placement error for the USA in 1941 scenario where the Mobile
Force was actually in Panama instead of Mobile
- Fixed the naming error that caused a Lend-Lease Event not to show any text
- Alot of German doctrines removed from the 1936 setup. Germany now gains its
doctrines through some of the pre-war events. This in an attempt to stop early,
a-historical succesful German moves. They will switch to their normal build
AI in the M?nich Event.
- Gave a few major nations extra transports and escorts in their scenario setups
- Gave rudimentary techs to Iraq, Mongolia and Sinkiang in all scenarios. Same
for Communist China in 1941 and Liberia in 1939 and 1941
- Added some AI_event to automatically create convoys between Canada-UK, UK-USSR
and USA-UK when the war is on
- Added some minor national claims to some countries
- Republican Spanish leaders and ministers that defected to the Nationalists
in the Civil War are now slept in the Civil War event series
- IC in Cape Town was lowered and raised in Johannesburg.
- In case of Romanian refusal of the Vienna Diktat, the command now carrier
a leave_alliance command for Romania as well to prevent it DOW'in the Axis if
it's Axis already
- Revised alot of unitnames.
- Added minor oil reserves in North Vietnam
- Changed troop X and Y coordinates for Georgetown (GUY) so that the troops
don't show up in Paramaribo anymore
- Changed city X and Y coordinates for Prince Rupert so that the coal reserves
there don't show up all the way in Vancouver anymore
- Updated the artillery, naval doctrine and land_doctrine techs in favour of
the "special" infantry units.
- Done alot more map changes, mainly terrain. Astrakhan region is now marshy
(lots of swamps there), some mountain regions were made hilly, Neder?sterreich
is now clear, etc etc.
- Event Major Worker Strike (ID 1008) should now no longer lower IC permantently.
It was a little too severe. Supplies are distracted instead
- Romanian Oil events are now more severe. Germany now gets 15000 oil in each
event
- The oil that goes round in the Molotov-Ribbentrop pact is now higher: 30000
units
- Germany is now no longer able to dishonor the Molotov-Ribbentrop Pact after
it has been forged. They really weren't in the position to do that back then.
- Vichy now also gets claims on Lebanon and Syria
- There is now an AI_Event that makes Nationalist China join the Allies when
they are at war with Japan and Japan has DOW'ed the USA
- Lend-Lease Events from USA to USSR now only trigger if the provinces affected
by the event are not in Axis control
- Added AI events to make the Dutch and Belgians move their capitals to the
colonies when nearly annexed
- Added an AI choise event to make Germany DOW Denmark sooner
- Brazil now has 150mm+ Battleship tech in all scenario to correspond with their
OOB
- Iraq, Mongolia and Saudi Arabia now have basic techs in all scenarios
- Japanese Mechanized divisions are edited to Motorized divisions. Halftracks
were extremely rare in the IJA
- Major Seapowers now have naval supply techs 6009 6010 6011 13103 13104 in
all scenarios
- Liberia is now a puppet of the USA in all scenarios. USA controlled the Liberian
rubber industry during HOI timeframe and it prevents the Axis exploit of conquering
Liberia for the rubber.
- Anomalities regarding province ownership in North Africa (1941 scenario) are
now gone. Italy and UK now control and own the correct provinces. No more double
owned
- Nationalist China has now extra techs in each scenario and rightfully so.
They were ahistorically weak before
- Coastal Forts removed from the Phillipine islands
- Czechoslovakia now has larger resource stockpiles. This to allow them to support
their industry without giving the Germans an edge
- Nations are now given resource stockpiles in 1941
- In 1941 Vichy now also has claims on Syria and Lebanon
- Argentina now has claims on the Falklands in all scenarios
- Belfast now has claims on Belfast in all scenarios
- Japan now has the 400mm+ Battleship Gun researched in 1936 in order to make
research of the Yamato Class possible
- Coastal forts removed in Singapore, Bergen and Trondheim. Only a small measure
and it helps the AI alot
- Added transports to most major war participants in all scenarios
- There are now steel convoys running from Norway to Germany in 1936 and 1939.
Steel is deducted from Germany mainland
- Corrected the faulty German OOB's in 1939 and 1941
- Added some IC to the 1939 Soviet file that normally is added through events.
- Pacific islands have been given VP points to encourage a more historical Pacific
campaign
- VP points on the Aleutians removed (come on :
- Basrah and Kuwait now have beaches

-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
---- Changes done to 1.04 -----------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------

*****************************
* Gameplay tweaks
*****************************
- Exp. Forces can no longer defect to the rebel side in civil wars.
- Naval Detection between AI countries no longer turned off if Fog Of War is
off.
- MR fighters given slight tac attack values. Bomber types slightly rebalanced.
- Naval divisions can no longer be upgraded to other models.
- Expeditionary forces are now always in supply in both the controller's and
the owner's provinces.
- A bit _less_ than half of a country's troops will now typically defect in
civil wars. This should make the Spanish Civil war more interesting.
- Toned down the beach penalty a bit.
- Naval attack values adjusted for several bomber types.
- Fleets should no longer try to retreat into closed off channels (Suez etc).
- Corrected the dissent minister effect. No longer doubled in peace-time.
- Land leader experience gain halved.
- Neutral player countries can now also influence nations.
- Air units with paratroopers loaded will now be auto-intercepted by fighter
units even if their task is not really interception.
- Techs that are deactivated for a country should no longer be listed as givable.
- Wars should now merge properly when alliances gain new members (so the USA
should now properly become at war with the Axis when Japan joins the Axis and
is already at war with the USA).
- USA now requires much more consumer goods when at peace.
- Carriers now defend alot better against aircrafts and other ships now, and
have alot better detection capabilities.
- Lowered ship speeds and ranges.
- Doubled air unit surface defence capabilities.
- Air attack power for fighters increased.
- Joining an alliance will now move alignment towards that of the alliance leader.
- Reduced DI income rate, especially for neutral countries.
- DI cost of influencing and couping increased.
- Tweaked soft and hard attack values for "Advanced Light Tank 50mm".
- Remove some hardcoded terrain effects and tweaked the specific bonuses and
penalties a bit.
- "War alliances" now _only_ give military access to occupied enemy
provinces held by the "war ally" (and not his owned provinces).
- Nations in separate wars against a common enemy no longer have access to each
other's occupied provinces.
- Retreating units no longer get an extra movement penalty for being out of
fuel.
- Rocket units can no longer rebase. They must be strategically redeployed.
- Rocket divisions can no longer be merged with other division types.
- Rocket units can no longer engage or be engaged in air combat.
- Rocket units are now only affected by weather modifiers (and not night, dissent,
etc.)
- Another overhaul on stats on carriers, cruiser and battleship.
- There should no longer be possible to strategically bomb infrastructure below
33%.
- 0 infrastructure provinces now cause attrition even if they are in a home
area.
- Nazi and Stalinist regimes are now harder to influence for countries with
non-fascist/non-communist governments.
- Members of alliances are now much harder to influence for countries outside
the alliance.
- Japan is now much harder to influence for communists.
- At higher difficulty levels, AI countries will now regain manpower quicker.

- Added a revised model file for armored divisions.

*****************************
* Generic Bugfixes
*****************************
- Fixed a problem with save files growing larger after each reload.
- The Rain Attack tech effect should now be listed correctly (and not as Snow
Attack).
- A paratrooper loading CTD was fixed. Selecting armies loaded onto transport
planes should no longer be possible.
- Puppeted nations now properly join the alliance of the master.
- The "sleep_minister" event command used on the lowest loyalty minister
can no longer kill off the head of state or head of government, even if they
exist in other positions as well.
- Fixed a bug with leaders going to the wrong country on unit disband.
- The upgrade button should now light up (or not) correctly even when a brigade
speed cap is in effect.
- Corrected the foreign minister effects on diplomatic influence.
- The model values shown in the division upgrade window are now correct.
- Air units should now continue their task after winning an air battle.
- Fixed a CTD that occurred when puppeting alliance leaders.
- Completely empty units that somehow end up on the map should now be automatically
deleted (except for empty fleets in ports which are used by the naval AI).
- Fixed a CTD that occured when neutral countries puppeted other nations.
- Fixed another rare CTD.
- Exp. Forces should no longer switch allegiance when countries gain independence.
- Fixed some problems with the "infrastructure" event command.
- Acting capital now correctly used by the code. Should prevent weirdness (such
as total loss of income) after losing regular capital.
- Leaders with invalid picture names should now get the correct "unknown"
picture instead of the ugly placeholder with the cross.

*****************************
* Multiplayer fixes
*****************************
- Rewrote the file transfer routines for ingame transfer of savegame files.
Should be a bit faster now.
- Fixed a crash in the MP lobby.
- Leaving and rejoining a game in MP should now work properly and not crash
the game when starting.
- Optimized bandwidth usage quite a bit.
- Fixed a problem which made the file-transfer not work on dx9 or later.

***********
* AI Fixes
***********

* Military AI:
- AI should now be less likely to base bombers in attrition provinces.
- AI should now be less likely to base bombers near empty enemy provinces (with
nothing to bomb).
- AI leader assignment now much more effective along fronts.
- Slightly adjusted the way fighters are handled by the bomber AI.
- AI Finland no longer suffers from the normal halved peace-time organization
rule.
- The Invasion AI should no longer insanely move units straight through attrition
provinces and enemy provinces.
- The Invasion AI should no longer steal the last defending unit from an area.
- AI should now cheat less blatantly with bomber ranges.
- Fixed yet another "Saharan Death March" problem.
- The Invasion AI should now respect the garrison AI settings.
- Fixed a problem with Front AI sometimes going dead in thin strips of land.
- AI should now be more protective of its beach heads.
- Adjusted British and US garrison priorities.
- Japan should now defend its beaches better.
- Fixed another Front dissolution problem.
- AI for the Allies will now more actively reinforce allied war zones.
- AI should now set up convoys to supply its forces in allied areas if necessary.
- The AI will now reclaim exp. forces when the recipient no longer seems to
need them.
- AI can now only deploy newly built divisions in its home area.
- The Invasion AI should no longer steal divisions from existing beachheads.
- Vichy Front AI is no longer completely braindead, but rather extremely defensive.
- AI should now be better at using its tactical bombers during the day.
- UK should now try to garrison Africa better.
- Italy should now try to garrison Libya better.
- Japan should now garrison the Pacific islands better.
- Countries should now try to return excess overseas divisions to the homeland
(such as Italian armies in Ethiopia after the war.)
- Vichy France should no longer try to launch invasions.
- Changed the "USSR_Defense.ai" file to make the Soviet front start
using the other (probably more effective) distribution scheme ("even").
This means
the Soviet front should stabilize sometime after the Germans reach the Dniepr.
- Fixed a front recklessness bug.
- Alleviated a problem with fronts moving the last unit away from a province.
- Fixed a problem that could cause front strangeness due to attrition provinces
upon the loss of a capital.
- AI troops landed in allied territory now automatically become exp. forces.
Should help invasions greatly (since fronts will now be created.)

* Diplomacy AI:
- Finland and Romania are now less likely to join the Axis if they recently
had peace with the USSR.
- Diplo AI tweaked a lot.
- Countries are now much more likely to grant military access to allies and
nations with a common enemy.
- Neutrality tendency slightly raised for a number of countries.
- Japan should now be even less likely to join alliances prior to 1941.
- Germany now less likely to attempt to bring Finland and Romania to the Axis
before the war with the USSR.
- The great powers will now tend to intervene and protect nations in their sphere
of influence prior to WW2.

* Misc AI:
- Tweaked the world market AI.
- Fixed a bug in the Armaments AI that mostly affected nations with a 0% Naval
setting.
- Adjusted Italian and German AI build preferences.
- The AI will now under-produce supplies during peace-time periods, taking the
org hit in return for increased production.
- Germany should now also switch to Sealion AI if the Soviet Union is gone.
- The USSR does not panic as easily anymore (and thus will wait longer until
building militia.)
- AI desperation calculations tweaked (affects militia building and "bring
troops home" behaviour).

******************
* Modding Support
******************
- HoI can now be started with a "moddir" as an argument. This will
make the game look for files in that directory structure before looking at the
normal place.
- Added support for the "war" and "allied" event triggers
to work on current nation (B = -1)

**************************
* Scenario Setup & Events
**************************

- More default unit names for lots of countries.
- Corrected a number of spelling errors in the default unit names.
- Corrected the port - sea zone connection on Greenland.
- Corrected the port - sea zone connection for Darwin.
- Removed port in Cairns
- Removed beach in Canberra
- Added beach to Xiamen
- Added beach to Luanda
- Port and beach corrected in Goa
- Port and beach corrected in Cabinda
- Port and beach corrected in Bata
- Tweaked infra and IC in Australia
- Tweaked terrain in a few provinces
- Increased infra on Iceland slightly.
- Adjusted infrastructure in several provinces.
- Bonin Islands and Naha ports are now connected to the right sea zones.
- Corrected the port and beach sprites on Diego Garcia and the Seychelle Islands.
- Oil lessened throughout the world.
- Revised rubber setup to make AI minors less of a push-over.
- "Decisive Naval Battle Doctrine" set correctly in the minister files
for lots of Chiefs of Navy.
- Overhauled a lot of leaders and ministers and added missing ones.
- Added more existing trade deals to the 1936 scenario.
- Coastal fortress in Valetta reduced and beach level increased.
- Removed the Greek fortifications in Io?nnina.
- Corrected the port sprite in Port Moresby.
- Adjusted Portuguese OOBs.
- Tweaked resources in a couple of provinces.
- Added an Italian convoy to the 1939 scenario.
- Italy now has Paratrooper tech (with prereqs) researched in 1939 and '41.
- Added some light aircraft techs to the UK in 1939.
- Give more coal to Finland and added two initial trade deals.
- Some Chinese divisions deleted to allow Japan its island garrisons in the
1936 scenario.
- The great naval powers given more transport units.
- Fixed UK air division models in the 1941 scenario.
- Fixed a problem with the "End of the Swedish Winter War" events.
- The "steal_tech" event command should now be more informative.
- Vichy secession of Indochine should no longer happen if Vichy does not in
fact control the area.
- Finland should now gain the whole of Karelia and Kola in the "Bitter
Peace".
- Fixed some event effect text typos.
- The Lend-Lease events should now occur a more often.
- Fixed a problem with the Vichy Event trigger.
- Fixed a problem with the "Siam" event trigger.
- Tweaked "The Bitter Peace" event yet again.
- Fixed a problem in the "Swedish Winter War" trigger.

-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
---- Changes done to 1.03b -----------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------

*****************************************
* Additions, Interface and Enhancements
*****************************************
- You can now select which model to change upgrade a division to.
- Complete list of nations in the alliance of a nation is now shown at the diplomatic
view.
- The actual effects of a minister is now shown in the tooltip and texts.
- Added DI cost to the diplomatic action rollovers.
- The techs listed in the Share Research window now have rollover texts.
- Added information to know which of your convoys has lost ships when attacked.
- Bombing ships in ports can now be done by giving the order "naval bombardment"
on a province with a port in it.

*****************************
* Gameplay tweaks
*****************************
- Movement-speed of landunits have been decreased by 50%.
- Tweaked formula for unload speed to focuse mostly on beach/port status and
amount of troops.
- Moving troops within your owned and controlled provinces are now 50% faster
than moving troops through occupied or enemy territory.
- Units can now retreat seperately from a combat without causing the entire
side to lose the battle.
- Unloading of troops is now only cancelled if the ships unloading are forced
to retreat.
- Puppets should now join alliances automatically when their master does.
- Land fortresses now take 90 days longer to build.
- Revised most minister personality effects and added effects to the ones who
that didn't have any.'
- Made some tweaks to basic industry technologies to abstract low rubber.
- A unit is no longer encircled if it is adjacent to friendly territory.
- Militia units now also benefit from some rudimentary infantry techs and land
doctrines.
- Naval Detection is now properly affected by weather.
- Exp. force divisions can no longer be strategically redeployed.
- New Conquered IC scheme: National 100%, Annexed 33%, Occupied, 20%
- When provinces are taken by force, they now suffer extensive (but temporary)
collateral damage or administrative chaos (whatever term you like better. :-)
- Difficulty now also affects research speed for the player.
- Completely revised the logic for gaining experience on commanders.
- Air to Air combat is now much more lethal.
- Airplanes are now twice as expensive to reinforce.
- Reinforcing tanks and mechanized units are now 3 times as expensive in supplies
as reinforcing leg-units.
- At the harder difficulty levels, the AI now gets 50% of conquered IC.
- Infrastructure now recovers even if there is no IC in the province.
- Large land fortifications are no longer in perpetual supply.
- Divisions should now be sorted according to type in the unit window.
- Changed the resource conversion ratios to: Coal->Oil: .25, .50, .75 &
Oil->Rubber: .25 .50, .75, 1.0.
- The soviet consumer goods need-reduction when at war with germany is now only
valid if Germany attacks them.
- Slowed down transport ships a bit.
- Aircraft rebasing now reduces org by 50%.
- Gibraltar, Suez, the Bosporus and the Sund are now closed to ships if and
only if an enemy controls one of the key provinces. Gibraltar and the Sund
are always open to pure submarine fleets however.
- Halved the naval detection chances.
- Losing your capital now means that you lose quite a lot of stockpiled resources
and supplies.
- Navalunits in combat are now automatically considered to be detected.

*****************************
* Generic Bugfixes
*****************************
- Strategic bombing messages are now shown the controller, not the owner of
a province.
- Numbers at stacks should no longer give away information of additional undetected
ships in the seazone.
- Foreign leaders in expeditionary forces should no longer end up in your leaderpool
after its unit is destroyed.
- You can no longer switch leaders on expeditionary forces.
- Fixed a major bug where unit movement got reset to start of movement if the
currently travelled duration was below a day and they got engaged by enemy units.
- Bombardments should now start after you have defeated an enemy airforce trying
to protect a province.
- Bombardment orders will not be interrupted by engaging fighters on the way,
unless the fight is lost.
- Fixed a serious bug which caused some units to get destroyed instead of retreat
in some provinces.
- Adapted some technology names (English) to fit the "allows" and
"requires" boxes.
- Corrected the rollover text for the out-of-oil icon.
- Unit arrival dates are now saved correctly (invalidates old saves.)
- You can no longer use the auto-ccb popup to cheat naval detection.
- Disbanding another country's divisions now returns manpower to _their_ pool.
- Prioritising research or development should now update interface correctly
in MP also.
- You can now load military controlled units onto their own ships.
- Election events should now always give the correct dissent reduction regardless
of the number of ministers in the new cabinet.
- The PIW now correctly reverts to the unit view after sending destroyers on
convoy duty.
- Fixed some inconsistencies with research modifiers and ministers.
- Fixed a ctd when invading denmark.
- Fixed a ctd with blitzing with multiple units selected.
- Fixed two other CTD's.
- Misc minor interface glitches fixed.

***********
* AI Fixes
***********
- Tweaked naval forces positioning, and improved ship-preserving ai.
- AI should no longer base most of its fleets at sea when at peace.
- Poland is now much more extremely likely to join the allies if germany is
a threat.
- Italy will now send slightly less troops to support the Germans.
- UK will no longer send expeditionary forces to France if they have a front
somewhere.
- In rare cases the Front AI could replace the leaders of exp. forces. This
should now be fixed.
- Garrison AI will now strategically redeploy divisions if that is faster and
it has enough redeployment capacity.
- AI should no longer share techs that deactivate other techs.
- Front AI now strat. redeploys if the distances are great.
- Front/Garrison troop balance algorithm tweaked again to handle strat. redeployment.

- Newly created or redeployed AI air units should no longer be braindead.
- AI files with influence lists added for Brazil, Argentina, Mexico and the
Commonwealth minors.
- Tweaked the AI events for the stalemate in China.
- Garrison AI should now be smarter when transporting the AI.
- All AI files now correctly use the relative build scheme.
- Made the AI a bit more reluctant to commit low org units into battle.
- AI should now always send its tactical bombers to war zones and AI air units
should never go braindead anymore.
- Fixed yet another AI problem related to strategic redeployment.
- Fixed a bug in the world market AI.
- AI given a higher redeployment capacity than human players.
- Fixed a problem with AI fronts dissolving due to temporary infrastructure
reduction below 33%.
- Fixed a problem with AI fronts dissolving on refresh because the Garrison
AI started redeploying front units.
- AI countries military controlled by human players will no longer send exp.
forces.
- AI countries should now receive smaller sized exp. force units from other
AI's. (Easier for it to handle since it can't split them afterwards.)
- AI leader managers should now only assign leader to their own forces, including
those on loan to other countries.
- Fixed a problem with AI strategically redeploying divisions to expeditionary
forces.
- Strategic bombing AI is now a bit smarter when it comes to where to target
bombings.
- The AI will now use the nukes it has researched.
- Hardcoded unique diplo AI behaviour now ceases if a nation is puppeted. (Only
affects the majors).
- Changed the research settings in "default.ai".
- Poland is now much less likely to accept territorial demands.
- Improved Garrison Front troop allocation algorithms.
- Adjusted Italian overseas garrison priorities.
- Puppets of someone else now never give in to territorial demands.
- Communist China should now never give in to territorial demands.
- Tweaked China's garrison preferences.
- Japan should now switch to a more passive stance against China when enough
provinces are conquered.
- Nationalist Spain should now be a bit less fascist after the "Fascist
Nation" event.
- Added diplomatic influence lists to countries with unique AI files.
- Updated the Diplo AI to use the influence lists correctly.
- Tweaked some other Diplo AI behaviour slightly
- Fixed a problem with transport requests that prevented many nations from reinforcing
areas overseas properly.
- Landlocked nations should no longer build transports under any circumstances.
- Fixed a problem that made countries send too large exp. forces, weakening
themselves too much.

******************
* Modding Support
******************
- Exported new AI variables for overseas garrisoning.
- Exported variables to the ai-preferences which allows influencing seazone
placement for navies.
- Added five new triggers to check on a nations oil, rubber, steel, coal and
supplies.
- You can now define "when = province" in the add_division command
to make it deployed directly into a province.
- Added an event trigger to check if a province has a garrision of a given size
from country x or any country.
- Added a new event command. (type = convoy which = [startprov] value = [endprov]
when = [resource_bits] 1=oil, 2=steel, 4=coal, 8=rubber, 16=supplies)
- Fixed the "industry" event command
- Added new event triggers to check for how much vp, national procs or ic a
nation have lost.
- Events can now be set as "persistent" which means they can be triggered
several times. (ie, they are not set into "eventhistory".)
- Exported a new AI variable for setting Front passivity against certain countries.

**************************
* Scenario Setup & Events
**************************
- Tweaked the manpower value in lots of provinces. The greatest effect is the
massive increase for the USSR, the Chinas, Japan and Turkey.
- Added events for Japan pressuring Siam into either joining the Axis (if Japan
is Axis), or declaring war on the UK.
- Gave China two infantry techs and two land doctrine techs.
- Gave China "Synthetic Oil Plants" tech.
- Tweaked the trigger for the communist coup in Republican Spain.
- China given a lot of dissent in all scenarios.
- Chinese IC's overhauled.
- The Chinese states now have the same national provinces. The claim on Tibet
was removed, but Manchuria was added.
- Deleted the sea plane tenders "Zmaji" and "Albatross"
- they were not aircraft carriers.
- Reduced the effects of the "Government nationalizes private sector"
event.
- Fixed speed caps for "Basic Heavy Tank 70mm".
- Revised the list of finnish ministers.
- The USSR officer purges no longer decrease dissent.
- Partisan Revolt events removed.
- Reduced the effects of the "Parlamentiary Scandal" event
- Petsamo no longer ceded to Russia in the "End of the Finnish Winter War".
- Added missing tech prereqs for the minors in the 1939 scenario.
- 1941 German Naval OOB slightly revised.
- Vichy now a puppet of Germany in the 1941 scenario.
- Struck tech 7901, "Towed Missile Pods". It didn't do anything and
the concept is doubtful, but it does leave the level empty.
- Made CHC a bit less communist to make them more hesitant to join the Comintern,
unrealistic as it is.
- Doled out a couple of diplomats to various countries in the 1939 scenario.
- Tweaked the trigger of event 2902 (Annexation of Albania)
- Tweaked "The Bitter Peace" events.
- Updated the italian model setup for land and air units in the 1941 scenario.
- Added some technologies to germany and soviet in the 1941 scenario.
- Revised alot of leader and minister files, as well as added photos to them.
- Sinkiang reduced in size (dropped Kwantung and Kwangsi) and made at peace
with Communist and Nationalist China.
- Japan will no longer care much about Sinkiang.
- Japan should now usually claim the entirety of French Indochine when Vichy
is created.
- Upgraded a bunch of Nat. Chinese militia divisions to infantry to bolster
chances against Japan.
- Expanded the trigger for the "Liberation of France" event.
- The "nuclear_carrier" event command should now work correctly (its
effect was switched with the defunct "missile_carrier" event command).
- Linked in "Telemetric Guidance" (Electronics) and "Catalytic
Polymerisation" (Industry) into the Nuclear tech tree to delay it a bit.
- Gave Manchukuo the same rudimentary techs as China.
- Japanese militia divisions upgraded to infantry in the 1936 scenario.
- Fixed the owner/control status of many provinces in the 1941 scenario. E.g.
France is no longer owned by Germany.
- Updated the Japanese 1936 naval OOB with some submarines.
- Fixed the tech prereqs of all countries in the 1941 scenario.
- Qiqihar and Hohhot given infrastructure 34 to prevent strange front fragmentation
in that area.
- Formosa added to Chinese national provinces
- Removed the unhistorical rubber sources in China.
- Rerouted an Italian convoy from Obbia to Mogadishu in the 1936 scenario. Might
help a bit against Ethiopia.
- Further revisions to the unitnames database were done.
- Added loads of techs to a bunch of countries, mainly in Latin America.
- Fixed some problems with the "End of Czecho-Slovakia" event and
alliances.
- The "Unholy Alliance" outcomes of the M-R Pact now also leads to
Soviet claims in the Balkans.
- Added some initial and sufficient trade deals for Japan in the 1936 scenario.

and plenty more...

-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
---- Changes done to 1.03 -----------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------

*****************************************
* Additions, Interface and Enhancements
*****************************************
- You can now lock sliders by clicking with the rightbutton on the button.
- Added a huge unitnames database.
- Added artwork for a german superheavy tank.
- Improved some interface refreshing for MP playing. (Technology, Forcepool
screens.)

*****************************
* Gameplay tweaks
*****************************

- Losses on troops in supply are no longer purely lethal, about 50% of all
losses are considered wounded and ends up in the manpower pool.
- Paratroopers can no longer be loaded onto transports from provinces without
supply.
- The allies will now try to protect any democracy attacked unprovoked.
- It is no longer possible to see enemy warfleets at see unless they are detected.
(Only with Fog of War on)
- Attacks on fleets will no longer start unless they get detected. (Only with
Fog of War on)
- Naval bombing is now slightly more effective.
- Naval Antiaircraft is now slightly less effective.
- Critical hits only do strength damage on ships now.
- Ships can now also do critical hits.
- Naval combat should not deal as much org damage as strength damage now.
- Submarines are slightly more fragile in battle now.
- Ships in port are now sometimes be sunk or captured by the enemy when the
province falls.
- When countries are annexed, their remaining fleets now go to an ally - if
they have any.
- Retreating units and units in combat no longer regain organization.
- Improved airunit retreating algoritm.
- Should no longer intercept convoys while basing submarines in the port.
- Planes in the air will now move to the closest friendly territory if the base
is taken.
- You can no longer merge expeditionary forces with other units.
- You can no longer reorganise a fleet which have troops loaded, to avoid several
exploits.
- Military access and control given to other nations are now cancelled when
a country becomes a puppet.
- Peacetime max organisation for democracies is now at 50% instead of 25%.
- Demobilizing a division now returns its entire remaining manpower, including
that from an attached brigade.
- Airplanes based on a carrier should now scramble to protect it when enemy
airplanes approach.
- Rebalanced carriers and especially battleships to make them more cost effective.
- Units now regain organization and their dig-in value until they _actually_
start to move.
- Tweaked amphibious assault penalties to be a bit less than previous.
- Airplanes on fleets should now be destroyed when their carriers are sunk.
- Units sent off to other countries as expeditionary forces are now upgraded
correctly by tech.
- Traits are now shown as tooltips on the leaders screen.
- Cancelling a unit construction should now return its manpower to the pool.
- Should no longer be possible to deploy newly repaired ship anywhere else than
original port.
- Economical mapmode should be better colorcoded now, with your provinces green,
and those with 1IC or more bright green.
- Acting capital is now always shown for a nation, to always see your homearea
to trace supply from. (incase real capital is conquered.)
- There is now a limit on how many units can be strategically redeployed at
the same time.
- Transport Planes are now also counted (as bombers) in the foreign unit detection
rollover.
- The unit rollover now includes _all_ units present in a province. Allied units
are shown with full info.
- Convoys will no longer process if start or end provinces are controlled by
enemies.
- Dissent effects now apply to any war started by a nation, even if already
at war.
- Techs that are deactivated when a project is started are now reactivated if
the project is cancelled.
- The speed cap for engineer brigades removed (or so greatly increased as to
amount to the same thing) for the fast division types.
- New submarine divisions are now labelled "flotilla" instead of "division".
- Democratic non-Axis countries don't raise war-entry by staging coups anymore.
- Adjusted the four levels of tank sprites to correspond to light, medium, heavy
and super-heavy tank models, in that order.
- Movement speeds on units no longer affects loading/unloading times.
- Puppeting a nation at war with other alliances should now make them fully
leave all wars properly.
- You can no longer retreat "through" enemy lines, as you can now
only retreat to previous province or a province adjacent both to current province
and previous province.
- Rebalanced the combat values of the land troop types. Motorized is now actually
better than regular inf (heh), and the "elite" types can now reach
the same SA as regular Inf through the sub-machine gun and assault rifle techs.
- Rebalanced sub combat code and submarine visibility value to work with the
new naval combat system.
- Fixed some problems with which provinces were considered as supply for allies
territories.
- Ships are now slowly repaired while in port. Putting them on repair is much
quicker though.
- Tweaked the detection rollover info for foreign troops - it now displays the
present countries' forces separately.
- Militia now costs 5 manpower instead of 10, to simulate they are Volksturm.
- All land division models now have "speed cap" values for each brigade
type. These replace the previous generic speed penalty.
- Destroyers made cheaper and faster to build. Now they are a little cheaper
than subs
- You can no longer attach brigaded to paratroopers.
- There is no longer possible to exploit movement by merging units on the move.
- Tweaked the stats of the Super Heavy Tank models.
- Tweaked the ranges and speed of the V weapons.
- Declaring war on a puppet will automatically force you into a war with its
master.
- Couped nations will now leave alliances and wars that are inappropriate to
the new regime and the couping nation.
- States going communist and fascist should no longer get election events.
- Now the game will only end before 1948 if there is only ONE alliance around.

- To avoid MP exploits, only ONE retreat flag will be shown in each stack.
- Resource stockpiles of puppets should now be shown in the stockpiles listing.
- Soviet consumer goods needs have been tweaked down slightly.
- USA when communist will no longer be isolationistic.
- Military leaders no longer switch allegiance along with their units in civil
wars - this ensures historicity.
- Unassigned convoy transports and escort vessels are now also split evenly
in civil wars.
- If a minister is killed without a valid replacement, a random minister will
now be created to fill the spot.
- Reduced the effects of computers a bit. Now the max possible research bonus
is 30% instead of 55%.
- Nukes can no longer be loaded onto rockets without the correct technology
for that.
- Movement penalty reduced 10 % for MOT/MECH/ARM for Arctic Warfare tech
- Soviets now start with the basic oil to rubber conversion technologies in
36.
- The "Corps Signal Command System" now give increased detection as
well as a surprise bonus.
- Tweaked some naval advances to give slight improved anti-sub values to other
ship types too.
- Tweaked some submarine stealth techs to give lower visibility instead of better
naval defense.
- Removed a duplicate command in the "Arctic Warfare Equipment" tech.

*****************************
* Generic Bugfixes
*****************************

** STABILITY
- Fixed several CTDs, as well as these specific ones.
- Fixed a CTD when Japan was annexed.
- Fixed a CTD when annexing nations involved in multiple wars.
- Fixed a CTD with paratroopers after load and save.
- Fixed the MP CTD with tactical bombing.
- Fixed a CTD when players recieved expeditionary forces from the AI.
- The CTD when trying to invite nations to alliances when the allies or the
axis are completely eliminated has been fixed.
- Fixed a tool tip CTD.
- Found a CTD which would crash the game eventually with music on.
- Fixed an annexation crash bug.

** GAMEPLAY BUGS
- You can load expeditionary forces on your own ships now.
- Intercept orders should now work much better, and the planes will now return
to base after scrambling.
- Fixed a problem which caused reusing the same savegame-name in MP to malfunction.
- Some bonuses gained from certain technologies (mainly in Electronics) that
were not saved correctly now are.
- Ministers are now saved and loaded correctly. However, old saves will use
the default (1936) minister setup.
- Head of States with only one accepted ideology will now accept replacement
ministers too.
- Optimized the time of day calculations. Should speed up the game a little
bit.
- Fog of War should now refresh properly for military controlled units from
another nation.
- Should no longer be possible to use wildcard characters in savegame names.
- Fixed a couple of memory leaks.
- The "gain_tech" event command should no longer freeze up the game
if a country has already completed the tech tree.
- Can no longer declare war upon yourself if exploiting a loophole.
- Fixed a problem where puppeting a nation you were at war with that occupied
your territory would cause you to lose provinces.
- All bombers with a mission to the same province now join the bombardment.
- Fixed an exploit where you could strategically redeploy units retreating.
- Located a problem which caused units to be twice in the same combat.
- Fixed a serious bug which caused the organisation of fleets to detoriate long
before reaching maximum range.
- Fixed a bug with leader loading when new countries appear.
- There should no longer be 2500% combat modifiers when bad weather in bombardments.
- Fixed a problem which could corrupt savegames.
- Elections will no longer occur for non-democratic countries (bug occurred
if they'd been couped.)
- The correct model number will now always be set for newly built divisions.
- Units should no longer be stuck in bombardments when they have left the province.

** INTERFACE BUGS
- Fixed bug in the actual divs/command max display in the battle window.
- Adjusted the day/night indication in the minimap. It is still inaccurate,
but this is as good as it's gonna get.
- Fixed the rollover text for the "steelpool" event command.
- "Back" button in the client lobby in MP is now working again.
- Sub attack and sub detection values are now shown on information and building
screens.
- Fixed some selection problems with military controlled units.

** SCENARIO EDITOR
- Fixed some problems with the scenario editor.

***********
* AI Fixes
***********

** GARRISON AI
- Garrison AI should now always move divisions away from attrition provinces.
- Removed a thingy in the Garrison AI that stopped the USSR from moving units
if the distance was too great.
- China should now guard its border with Japan
- If an AI is getting hard pressed at home, it will now attempt to recall any
overseas units.
- The Garrison AI should no longer hog more than 20% of all divisions in an
area with a front in it.
- Overseas peace-time garrisons no longer have an upper cap of 8 divisions.
- Japan will now attempt to shift about 35 divisions to the mainland even at
peace.
- The UK should now garrison Africa, Gibraltar and India better.
- Germany should now try to build up troops in Eastern Prussia prior to the
invasion of Poland.
- Tweaked the garrison AI priority calculations to increase efficiency.
- AI is now more likely to use exp. forces as garrison troops.
- Removed an unintentional cheat from the garrison AI. Will perhaps lessen its
ability to separate troop types a bit.

** FRONT AI
- AI Units will now attack even if there are retreating enemy units present
in the attacking province.
- Fronts should now "refresh" at times, in order to split fronts that
share the same owner area, but are not connected.
- Tweaked the urgent requests fronts make for fresh divisions again.
- Front AI is now allowed to be more reckless in attacks against encircling
enemy provinces.
- Fixed a bug with fronts going to sleep near attrition provinces.
- Sinkiang and Communist China are now fully aggressive (Front AI is no longer
pacifist).
- Another fix to prevent mega-reinforcements. Now each side should be reluctant
to reinforce if there are already 30 or more friendly divisions present.
- Front AI will now also withdraw units if their average organization is below
10 (attacking) or 5 (defending).
- Fronts should now tend to get mechanized inf and armoured units - the Garrison
AI should tend to get other unit types.
- Tweaked Front AI reserve handling. Reserve rotation should now work better.
- Front AI performance slightly improved (spearhead detection).
- AI Attrition checks added when AI wants to move troops between fronts. Should
decrease "Saharan Death March Syndrome".
- Decreased AI respect for militia a bit more.
- Tweaked front behavior slightly regarding "corridors" and "spearheads".
- AI will now be a bit more intelligent about retreats, avoiding high attrition
provinces and out-of-supply areas. (But it will still always prefer the province
it came from.)
- Tweaked the accursed "urgent requests" that fronts make for more
troops yet again. (ping-pong effect problems)

Комментарии: 0
Ваш комментарий