Hearts of Iron 3

Forum Forum Spiele Hearts of Iron 3

Ansicht von 15 Beiträgen - 46 bis 60 (von insgesamt 66)
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  • #2108
    Mage
    Moderator

    Mage said:

    Post edited 14:24 – 25.08.09 by Mage


    Ultra said:

    Post edited 14:16 – 25.08.09 by Ultra


    Update Jugoslavien I:

    P.S.: Leider sind alle 3x Savestände corrupt, so daß ich diese Kampagne nicht weiterspielen kann. War einerseits ganz lustig zu sehen, daß ich den Amerikaner so verdreschen konnte, andererseits Frage ich mich immer noch was der Deutsche so produziert hat,da wirklich kaum Bodentruppen auf der Karte sind/waren. Ansonsten war es halt lame, daß mir selbst der ganze Feldzug quasi nix gebracht hat, da natürlich alle Felder wieder an den Deutschen zurückgefallen sind, Bulgarien und Ungarn aber meine eigene Wirtschaft gesteigert hätten.


    Also die Savestände kann man reparieren. Hab ich ja auch bei meinem USA Spiel gemacht. Das sind ja quasi nur Textdateien. Muss aber im Forum noch mal genau raussuchen was weg muss. Alles nach Sunk_ships und Weather. Allerdings muss man noch paar Klammern stehen lassen das die Syntax logisch noch stimmt.

    Ach und was der Deutsche baut…im Zweifel 20 BBs….


    deleting everything in between
    „sunk_ships={„

    AND

    „}
    weather={„

    #2109
    Ultra
    Moderator

    Jau, blöd aber geht.

    #2110
    Ultra
    Moderator

    Jugoslavien II:

    Ganz komisches Spiel.

    Wie auch schon bei Jugoslavien I frühzeitig der Achse beigetreten und auf Krieg gewartet.

    Ungarn, Bulgarien und Griechenland sind früh den Allierten beigetreten.

    Für Jugoslavien also eine bedrohliche Situation, bzw. kann man im Ernstfall wahrscheinlich nicht alle Länder gleichzeitig an- und abgreifen.

    Januar 1940 greift Griechenland – und zwar NUR Griechenland – Italien an und ich mache natürlich mit.

    Griechenland fällt im April wobei ich quasi nur meine Garnissionsarmeen eingesetzt habe, da ich immer noch Ungarn und Bulgarien befürchten mußte.

    Jetzt haben wir gerade September 1940 und ich gerade wenig genug Neutralität um Bulgarien anzugreifen.

    So weit so gut.

    Das komische ist nur, daß Deutschland im September 1940 (!) immer NOCH NICHT Polen angegriffen hat, da er anscheinend mit der Situation Polen + Ungarn nicht zurecht kommt.

    Mal guggen…

    #2112
    Mage
    Moderator

    Mein „Japan bis 43, USA ab 43“-Spiel ist noch recht lustig. Truppen langen hinten und vorne nicht wenn man gleichzeitg Europa befreien, Indien retten und noch Widerstand in Südamerika bekämpfen muss.
    Ich hab zwar genug Manpower aber nicht übermässig viel Offiziere und vor allem viel zu wenig Produktion!

    Deutschland hat glaub mehr Flotte als ich und die Japaner hab ich quasi noch gar nicht gesehen. Keine Ahnung was der die letzten 2 Jahre getrieben hat, in Indien sind eigentlich nur Minors.

    Deutschland hat es noch nicht geschafft eine Front gegen die Westallierten in Frankreich aufzubauen, aber Massen an Italiern rollen grade von den Alpen her an und ich hab ja selber nur so 5 Korps da, die sich noch auf 2 Fronten verteilen. Eine in Holland und eine die die Briten durch die Eroberung Spanien geschaffen haben, aus Süden.

    #2113
    olli76
    Moderator

    Spiel mit Türkei!

    Von 1936-1938 mach ich nicht sehr viel ausser bissi vor mich hin zu entwickeln, Richtung Achse zu gleiten und Bulgarien Treat zu produzieren.
    Die Produktion “explodiert” schliesslich fast als ich endlich Bulgarien angreifen kann (Der erste Krieg ausser ITA-ETH ich kleiner Kriegstürke)
    und ich von 22 IC auf 75 (!) steige.
    Ein halbes Jahr später bricht der eigentliche grosse Krieg aus und Deutschland überrennt Polen und Frankreich. Frankreich hält netmal 2 M;onate da der Italiener brutal von hinten einfällt dafür allerdings in Afrika alles verliert.
    Ich mach mich auf den langen Weg nach Alexandria für alten Ottoman Empire Ruhm und vorallem ÖL!
    Schaffe es gerade noch in Syrien einen Korridor freizuhauen als Frankreich zu Vichy turned und weiter gehts….
    Der Engländer wehrt sich nur sporadisch da viele seiner Truppen in Tobruk und Libien rumgammeln (Out of supply glaub ich da Mittelmeer Italiener gehört und ich von hinten abschneide)
    Deutsch- Russische Grenze baut sich ein Gewitter zusammen und immer mehr Minors (eigentlich ALLE SWE/YUG/SWI/GRE etc) joinen den Allys
    Das hat glücklicherweise den Vorteil das sich der deutsche endlich um den Balkan kümmern MUSS anstatt NIX zu tun nach FRA.
    Aktuell helfe ich mit meiner 2ten grösseren Armee und neugebauten Truppen gegen GRE und YUG.
    Weiterer Plan ist natürlich beim RUS Angriff das Baku ÖL zu schnappsorn und dem Russen ne kleine aber feine Südfront zu bieten.
    Allerdings sieht es schon ziemlich duster aus da ich Deutschland nicht sehr viel zutraue (Netmal Ungarn/Dänemark hat er und DEN ist alliert)
    Wird wohl stehen und fallen mit dem RUS Angriff und dadrauf konzentrier ich mich auch…

    Probleme während des Spiels:
    – Schaffe es ums verrecken net Iraq anzugreifen obwohl Treat/Neutrality alles passt wie gewöhnlich (Puppet of Great Britain)
    -Flugzeuge raff ich irgendwie net…manchmal fliegen sie ewig Ground attacks, manchmal nur kurz, was sie anrichten weis keine Sau
    – Übers rote Meer übersetzen hat mich so 2 Monate gekostet und 3 Flugzeuge in diversen Zonen Patrol…ka wie es jetzt funzt aber bin drüben -.-
    – Erhebliche Manpower Probleme (aber denke mal ist normal mit kleinem Land)

    #2114
    Mage
    Moderator

    Hab übrigens noch nie gesehen das GER, SU angreift. Mach dir mal keine Hoffnung das da passiert von deutscher Seite. :)

    Edit: Frag mich ob du ihm den Angriff aufzwingen kannst in dem du angreifst?

    #2115
    olli76
    Moderator

    Wäre in diesem Fall jetzt natürlich einfach nur gut für mich da dann quasi ich entscheide wann wir RUS überfallen und nicht hetzen muss oder sonstiges.
    Ansonsten ist es natürlich mehr als Lame das Deutschland net Russland angreift irgendwann von alleine zumindest als eine seiner Optionen

    #2125
    Ultra
    Moderator

    Yugoslavien II:

    Nachdem ich den Balkan (Ungarn, Rumänien, Bulgarien, Griechenland und Türkei) aufgefressen habe ist es mit dem Machtzuwachs eigentlich so ein wenig wie bei EU. Wahrscheinlich könnte ich inzwischen Rußland alleine angreifen und auch besiegen. Mal sehen ob ich noch groß weitermache.

    Rumänien I:

    Obwohl man weit auf Achsenseite startet habe ich mich nach 3 Jahren Spielzeit nun den Kommunisten angeschlossen und habe die Hoffung die oft inaktive Sowjetunion mal in einen Kampf verwickeln zu können.

    Auf dem Balkan hat sich noch kein Minor irgendeinem Bündnis angeschlossen und wenn es so bleibt werde ich Ungarn relativ bald angreifen können. Für die anderen Minors werde ich dank Spionmangel noch etwas länger brauchen.

    Rumänien startet relativ stark was Armee und Technologien angeht und hat mit Ploesti natürlich gute Ressourcen in der Hinterhand. Leadership ist aber wie bei allen bisher getesteten Minors zwischen 3 und 5, also Durchschnitt.

    #2126
    olli76
    Moderator

    Also als Allieierter ist das Spiel irgendwie auch gerade noch besser als paar Stunden die Wand angucken.
    Hab Polen ausprobiert und mich auf den Mega Angriff vorbereitet und bis 39 verbunkert an der Pilica nur um dann zu merken das ich ja 40 schon an der Oder vor Berlin stehen kann (Preussen überrannt na klar)
    Offensiv ist die KI so unbelievable schlecht das es schon an Schwachsinn grenzt, das war bei EU irgendwie nicht so. Das “Verbieten” der Megastacks macht die KI halt ziemlich fertig muss man mal sagen.
    War mir mitm Türken schon aufgefallen das wenn Armee > gewisser Punkt (und aktuell entwickelt) man eigentlich rumlaufen kann wie und wo man will. Zur Verteidigung reichen paar gute stacks (Alexandria/Cairo hab ich auch gegen ewig Verbände locker gedefft.
    Ziemlich enttäuschende Performance dafür das ich bisher 2 ernsthafte Spiele gemacht hab und das mit Minors^^ und rule wie ich will…naja man kann noch härteste Stufe einstellen mal schaun ob das was bringt.

    #2127
    Ultra
    Moderator

    Hab‘ gestern mal bisserl Nationalist China gespielt auf Hart (20% Attack Malus) und bekam vom Japaner anfangs schon ziemlich die Bude eingerannt.

    Shanxi vorne verteidigen ging gründlich in die Hose und ich konnte die japanische Offensive daher erst an einer Flußlinie und nach dem Rankarren fast aller meiner Reserven zum erliegen bringen.

    Inzwischen ist es aber schon wieder witzlos, da fast die gesamte japanische Armee nach dem Fall Shanxi’s im Schraubstock zwischen Communist China und Nationalist China quasi zerquetscht wurde, ich dementsprechend die Manchurei bereits erobert habe und auch schon vor Korea stehe.

    Das Moral-Kampfsystem macht den PC imho schon ziemlich fertig, denn einmal „on-the-run“ = immer „on-the-run“.

    Als Spieler kann ich mich ggfs. frühzeitig zurückziehen und so unnötige Moral- und Mannstärkenverluste verhindern, der PC macht das aber irgendwie nie.

    Ohne meine Reserven hätte er mich dank diesem System wahrscheinlich aber trotzdem durch halb China knüppeln können, allerdings sinken seine Gewinnchancen rapide auf 0 sobald er mal selbst am laufen ist.

    Was auch ziemlich kewl ist, daß ich mit China ziemlich importabhängig bin es aber anscheinend äußerst schwer Seehandel zu unterbinden. Es ist nicht so, daß mir der PC nicht alle paar Tage lang ein paar Convoys versenken und so einen Teil meiner Produktion binden würde, aber so richtig mit Handelsblockade geht halt nicht. Habe nachdem ich 40er Packs Convoys am Stück gebaut habe nun 260 Convoys auf Vorrat und ca. 50 in Benutzung für Handelsrouten in die UDSSR und die USA!

    #2136
    olli76
    Moderator

    #2137
    Thomas
    Moderator

    olli76 said:

    Post edited 15:51 – 04.09.09 by olli76



    Hm hm hm… was da wohl ma ursprünglich stand….

    #2138
    Ultra
    Moderator
    #2139
    Mage
    Moderator

    ################################################## ##########
    # Changes for 1.2 below.
    ################################################## ##########


    – New Features


    – Added a simplified terrain mapmode where each province
    – The interface now has buttons for zooming in/out without using the scroll wheel, with keyboard shortcuts (pageup/pagedown).
    – Added graphics control for distance of visible counters
    – Added cancel mechanics for Air Orders.
    – Implemeted an option for production slider automation, with selectable priority order.
    – Trade is now a separate automation toggle from diplomacy.


    – AI Improvements


    # Army AI
    – Fixed some issues with units getting stuck in neutral territory
    – Prevented massive overreaction against partisans
    – Fixed a problem with puppet areas
    – Fixed an issue with transport ship needs and player set objectives
    – Several improvements to new threat handling (beachheads, partisans)
    – Fixed an issue with front formation for provinces bordering multiple countries
    – Fixed a problem with units getting stuck in neutral territory
    – Fixed a bug with poor/non-existent build-up of forces on non-front borders
    – Fixed a problem with damaged „reserve“ units being moved out out of front forts too much
    – Fixed a problem with reserves and HQs
    – Fixed a bug where it might consider an ally an enemy
    – Force needs, adjusted special force needs
    – Force needs: Fixed a bug with strat bomber needs being ten times too big.
    – Force needs: Improved transport ship need controls
    – Force needs: Adjusted to reduce the armor bias, especially for Japan
    – Fixed a bug where HQs could be used as garrison forces
    – Tweaked to ensure the defense of the supplier province and capital
    – Fixed a garrison distribution bug
    – Fixed a bug with the objective assignment of child agents
    – Lower level HQs should now be able to handle troop distribution in several different areas correctly
    – Fixed a bug in the child unit front segment assignment
    – Sub-theatre level units with only defensive objectives should now respond to nearby partisans/beachheads

    # Naval AI
    – Fixed an issue where it would jump the gun and launch invasions with too few divisions (due to a lack of transports)
    – Will not even attempt invasions of too well-defended ports
    – Additional checks to make sure it does not invade port-less provinces
    – Fixed a problem where it would withdraw too many units from fronts to stage invasions
    – Minor faction members should only invade to take back lost provinces
    – Some work on the sending of exp forces to overseas allies
    – Transports are now available for use even if their strength and org are lowish
    – Snappier intercepts of invasion fleets
    – Naval intercepts no longer worried about absolute naval power vs the enemy

    # Air AI
    – Improved tactical bombing target choices
    – Should be better at basing tactical bombers and interceptors, even when there is no front in the theatre
    – Will rebase even damaged or low org units if the theatre currently has no fronts
    – Fixed a bug preventing air unit merges

    # Country AI
    – Tweaked inter-theatre force allocation
    – Fixed an issue with premature retrieval of exp forces from allies
    – Will not send exp forces to a rival main faction, even if currently allied (UK to SOV etc)
    – Fixed some issues with unit allocation on theatre redefinition
    – Should now prefer sending exp forces to allied war zones rather than opening up new beachheads under many conditions

    # Theatre AI
    – Fixed a bug where it would start lots of redundant agents for lower level HQs
    – Landless theatre HQs are now properly deleted for players as well
    – No more German European mega-theatre
    – The USA now have an eastern and a western home theatre
    – Immediate HQ validation on theatre redefinition. Players should never see landless HQs in existence.
    – Fixed a nasty problem where the controlling AI agent would believe it was for another theatre

    # Diplomatic AI
    – Removed the date limits on when germany decides to attack western europe. it will now do it when it can and makes sense.
    – Countries are now less likely to join factions with bad progress.
    – AI should now agree to trade under debt with the needing
    – AI should be more likely to do counter influencing when necessary
    – Tweaked ai alignment
    – Allies now much more likely to give transit rights
    – AI much more restrictive with embargos
    – Embargos no longer running forever no matter diplomatic changes
    – Britain more likely to influence the USA
    – Threshold for calling in support to a limited war increased.
    – AI will not call in allies during the early parts of a limited war.
    – Governments in exile no longer create/join alliances
    – Tweaked trade frequency

    # Spy AI
    – Spies should no longer perform counter espionage on puppets, countries with military access and someone helping you in a war

    # Misc AI
    – Autosliders try harder to keep a positive money balance
    – More shift to keeping some money in autosliders for spare IC
    – Fixed a bug with building less than requested convoys
    – Fixed a bug with countries getting stuck in a death spiral of ever increasing escort production
    – Tweaked ai valuing of stockpiles of supplies so it wont run them too low
    – AI should now be doing some upgrading
    – Production AI now cleverer in where to put spare IC
    – Production AI now tries to always allocate 5% to upgrades if possible
    – Auto slider controls will start using up stockpile if approaching supply cap
    – Tech AI should now research doctrines
    – Improved auto-deployment choices.

    # Misc AI Bugs
    – Fixed an issue with CAGs being auto-assigned to Theatre HQs
    – Ground Attack Order: Overstacking penalty checks added
    – Invasion orders will abort if the invading units are no longer in a condition to fight
    – Fixed a bug with the end date for sent exp forces in the unit command
    – Cut out trades involving small amounts of money (energy/money for example) that rounded to 0 money

    # Generic AI Balancing
    – Balanced out relation changes between canceling/creating trades to stop slowly lowering relations to trade partners with dodgy economy
    – Should be harder to exploit AI by stationing expeditionary forces to get out of supply use


    – Gamebalance Changes


    # Country
    – It is now slower for national unity to move the further it is away from the middle.
    – Comintern units now use less supplies.
    – Pure theory techs are no longer assigned to countries at start.
    – Impact on strategic warfare is now depending on countrysize on target.
    – Election and the likes will now acutally change ministers

    # Occupation
    – Non-core territories are now as bad as full occupation territories.
    – Increased impact of partisans on supply tax by x5.
    – Made revolts less likely, but a fair bit stronger units.

    # Diplomacy
    – Fixed a bug with proximity capping distance too early with alignment progress.
    – Repulsion, threat and revanchism factors at alignment is now only effective if close in the triangle.
    – Drift due to threat is now scaled with country IC so a big country (like US) is more concerned with world politics, whereas smaller countries are more concerned with keeping their heads down and wont be as affected.
    – Trade should now allways fail if not enough DI is available
    – Dissolve alliance now checks for the correct amount of diplomatic influence
    – Declaration of war no longer valid against faction members
    – It is no longer possible to invite someone to a faction if they are at war with a member.
    – Should no longer be able to join faction if at war with faction member
    – Countries to peace in events will now get all their puppets set to peace as well.
    – No longer possible to send theaters as expeditionary forces
    – Threat is now wiped when a country is annexed.
    – Influences now automatically stop after joining another faction.
    – Embargoed countries can no longer cancel the embargo
    – Embargo’s now reduce threat when cancelled.

    # Map
    – Revised calculations to determine which province has which terrain.
    – Desert are now a bit less likely to see rain storms.
    – Made some tweaks to weather system to have weather patterns more mobile.

    # Combat
    – Paradropping now gives an attack delay.
    – A unit in battle can no longer have an effective combat width of less than 1.
    – Dissent impact on combat is no longer astronomical.
    – Amphibious penalty can never go below 99% for any unit.
    – AA is now twice as effective.
    – Cags now give 25% of stacking penalty when attacking at sea.
    – Cags now do triple damage bombing ships in combat with another fleet.
    – Trickleback now works properly and gives you back manpower lost in combat.
    – Aircombat is now a fair bit more dangerous.
    – Org damage is no longer scaled by strength of brigade compared to other brigades.
    – Scaled leadership experience internally so that it transfers to leaders higher up in the chain better.

    # Units
    – Improved calculation of actual supply/fuel usage.
    – Paradrop missions will no longer progress if the paratroopers are in a delay after an attack.
    – Units in Strategic redeployment can never gain org now.
    – Strategic redeployment will now give the attack delay to a unit.
    – There is now a minimum supply demand for small units so that long distances wont take all the supply tax.
    – Airunits operating from a base that is no longer in range (ie carrier) will now abort
    – Logisitcs wizard trait now work properly on units below it as well.
    – Units will no longer be removed if strength drops to zero from manpower rotation or attrition.
    – Airunits bombing will no longer continue moving during the bombing & aborting their bombing.
    – Air and Naval units will now reset where they are based if they lose access to their current base.
    – Unit stats like speed now updates properly when a brigade is upgraded.

    # Officers
    – Officers ratio now affects maximum organsiation and recovery of units.
    – Officers now take casualties properly in battle.
    – Officer ratio now affects attack delay of units.
    – Increased officer production significantly.
    – Officerlosses in battle is now proportional to unit type.
    – Expeditionary forces now drain their homecountry’s officerpool when taking losses.


    – Interface Improvements


    – Added day/night overlay to minimap
    – Made a day/night icon in province interface, and remade the „clear sky“ icon cause the sun looked weird next to the moon.
    – Added terrain effect delayed tooltip to province view and to terrain mapmodes.
    – Names should now appear instantly if possible. (minor lockups possible at crap cards.)
    – Added strenght number to child units.
    – Added weight to unitinterface.
    – Fixed the display for max strength in brigade details.
    – Softness changes from tech is now colorised green when decreasing and red when increasing.
    – Remade oil icon to be more clear and visible.
    – Added superheavy battleship Icons to navalcombat.
    – Trade icons should now blink later.
    – Tooltips for org on units will now show daily change as well.
    – Fixed a couple of tooltips in outliner
    – Fixed tooltip for dissent in intel view
    – Tooltips in messages settings should now be correct
    – Strength and VP mapmodes will now update more regularly.
    – Added shortcut keys to cancel/accept orders.
    – Escape now opens the ingame menu if nothing is selected, else it deselects all.
    – ‚w‘ now moves the map to the location of current unit.
    – ’s‘ now opens up the stance selection window.
    – ‚,‘ selects all air units loaded on ship.
    – ‚.‘ selects all loaded land units on a ship or plane.
    – ‚l‘ now loads or unloads a unit to a ship.
    – ‚p‘ now loads or unloads a unit to a plane.
    – ‚a‘ now opens up attachment interface.
    – ‚d‘ detaches a selected unit.
    – ‚c‘ now creates a new HQ above current unit.
    – Alerts for wasted IC no longer shown when using auto sliders
    – Fixed rounding error in officer rate
    – Added 2 more trait columns in leader ledger page
    – Corp/army/theatre now visible in brigade ledger page
    – Fixed some more ledgerpages
    – Leader experience is now shown as % in the ledger as well.
    – Unit arrived message now fires only at final destination
    – Expeditionary force declined should now give a message
    – Tweaked collision boxes for tanks to try and make it a bit less wacky
    – Diplomatic screen should now refresh when a country disappears
    – Combat progress in interfaces are now loaded properly from savegames.
    – Units changing country will now be properly be deselected.
    – HQ’s can no longer be merged.
    – You can no longer transfer HQ brigades away from a hq unit.
    – Cag’s can no longer be merged with other airunits.
    – There is no longer free diplomatic influnce from cancelling or creating transit rights.


    – Multiplayer


    – Removed several reasons for the game to go out of sync while playing multiplayer.
    – Made multiline chatemessages look prettier
    – Updating automation in lobby now shows for clients as well
    – No longer possible to swith away from save selection for clients in mp lobby
    – Mp save counter should now work.
    – Moved checksum text and adjusted multiplayerlist in lobby.
    – Date should no longer reset when new player joins after save is loaded.


    – User Modding


    – Exported current player tag from gamestate to lua for modding fun.
    – Added a „terrain = x“ command for provinces, to override graphical logic


    – Performace and Stability


    # Compability
    – Added setting in settings.txt to not create ‚waves‘ called _waves_
    – Setting trees rendering off will now not create any tree gfx upon reload
    – Restructured provincemanager a bit to help reducing startup crashes on some machines.

    # Performance
    – Optimised interface interactivity.
    – Gamespeed and timeprogress have been optimised to provide a smoother gameplay.
    – AI optimised, both in lua and the core game, which should improve gamespeed significantly.
    – Tracked down and removed several memoryleaks, which made the game sluggish the longer you played it.

    # Stability
    – Savegames should no longer become corrupted, and previously corrupted savegames might be recoverable.
    – Fixed several reported crash problems.


    – Bugfixes


    # Interface bugs
    – Game should no longer unpause when clicking in outliner
    – Opening main menu no longer closes the outliner
    – Country flags should now be localised in triggers.
    – Ledgerpage for buildings now handles provinces with the same name
    – Fixed prereq graphic bug in Naval background.
    – Fixed tooltip bug on Leadership/oil icons in province interface.
    – Resized all terrain images so the terrain tooltip doesnt popup inbetween the icons below.
    – Fixed the flag distortion on the minishield and the small minishield.
    – Flags no longer shown through fog of war after being shown once.
    – No more invisible units when armies split from events (like at civil war)
    – Fixed issues with incorrectly shown counters
    – Fixed lots and lots of typos
    – Fixed a bunch of localisation issues
    – Fixed unlocalized text in metaserver
    – Fixed some non existing tooltip localisations
    – Is in any faction trigger now displays correctly for „no“ as well.

    # Gamemechanic bugs
    – Rejecting a NAP will no longer increase relations between countries.
    – Faction specific rules are now set immediately after a reload again.
    – You can no longer ask/offer transit rights with faction members because you already have access.
    – Broken trade deals message now show correct trade goods order
    – Returning expeditionary forces should now work
    – Government in exiles will no longer wipe out the cash of the faction leader.
    – Partisans will no longer stop an entire country to be annexed.
    – French surrender will now work properly even if poland starts the war.
    – A country being annnexed will now cancel all its trade agreements.
    – Offmap resources are now calculated correctly for resource balance values.
    – Needed for production is now updated properly from all cases of production.
    – Build times/costs are now calculated properly for buildings after each is finished in a serial.
    – Fixed mixup of ic and mp cost in brigade build screen.
    – Fixed a bug with auto-deployment
    – Fixed a calculation error with maximum manpower needed for reinforcement.
    – Upgrading units now actually uses resources.
    – Cags will now properly detach and attach to correct hierarchy position when rebasing.
    – Fixed a problem where it was not possible to split cag units.
    – It is no longer possible to deploy or reorganise new cags into units that would make them over the carriers capacity.
    – Dissent penalty on ruling party popularity now works properly.
    – Fixed a bug where units could still be in combat even though they had moved away.
    – Commando trait now properly reduces the out of supply penalty.
    – Airunits without fuel will no longer get stuck in air forever.
    – Fixed a bug where units could get stuck after reloads.
    – Paratroopers can no longer take control of hostile territory while on a plane.


    – Database Changes


    # Technology
    – Added Naval, land and air doctrines for all scenarios
    – Changed the requirements for Small Warship ASW
    – It should no longer be possible to research Super Heavy Tank Brigade more than once
    – Added industry techs for: Germany, UK, France, USA, Soviet Union, Japan and Italy
    – Added construction practicals for USA, UK, Germany, Italy, Japan and Soviet Union
    – Armoured car techs now use mobile unit practical
    – Lowered requirements to research helicopters
    – Increased build time for escort carriers to 350
    – Tweaked naval and construction practicals
    – Reduced practicals for AA and radar stations.

    # Orders of Battle
    – Renamed two duplicated units in the Italian and Chinese -36 oob
    – Added a theatre to Argentina’s oobs
    – Revised and increased the number of historical leaders in the German and Japanese oobs
    – Reorganized the Greek oobs
    – Updated the -36, -38 and -39 oobs for Finland
    – Updated the production queues for Japan, UK, Japan and the US
    – Fixed some typos and added Tiger units to the German -43 and -44 scenario
    – Moved the 6th Air Force to Saipan
    – Moved 12. Juntuan and 66. Jun to Shanwel
    – Nagano no longer commands the 37. Hoheishidan
    – Replaced most of Shanxi’s and Communist China’s infantry with militia
    – Fixed the Russian cavalry div. that had been replaced by infantry div. in the -44 scenario
    – Repositioned some of the Italian planes
    – Changed the location of the Enterprise Taskforce and Lexington Taskforce
    – Removed some of Australia’s transport ships and increased the number of reserve units
    – Moved the Yugoslavian troops that had wandered off towards Sinope
    – Added historical leaders to some of the expeditionary forces

    # Buildings and Units
    – Gave Newcastle, Hollandia and Guadalcanal airbases
    – Added and adjusted some of the air fields, ports and coastal forts in Finland
    – Moved the airbase and anti-air in Palermo
    – Added naval bases to Aparri, Legaspi, Lingayen, Shantou, Baoan, Pulau Dolak, San Cristobal and Malaita
    – Changed the speed of armoured brigades in mountain terrain
    – Moved the industry in Canberra to Melbourne
    – Increased Togtoh and Guyang’s infrastructure to 3
    – Rebalanced support brigade values
    – Lowered infrastructure on the east and west coast of Australia
    – Moved the naval base in Corpus Christi
    – Repositioned the air bases and anti air guns in Cagliari and Tobruk
    – Added new pictures for S-P Artillery and Cags
    – Moved Argentina’s capital to Buenos Aires

    # Events and Decisions
    – Fixed the „Second Vienna Diktat“ so that Hungary gets the proper cores
    – Added a second version of the „Bitter peace“ event, if Japan isn’t at war with the Soviet Union
    – The „Ultimatum to Greece“ can no longer be triggered if Greece is a puppet of Germany or Italy, or already at war with Italy
    – „Japan demands bases in French Indochine“ – requires Japan to be in axis instead of alliance
    – Added a second version of the „Independent Croatia“ decision, in case Croatia is still owned by Yugoslavia
    – Tweaked the „Claim Bessarabia“ and „Bulgarian claims to Constanta“ decisions
    – Tweaked the combat events

    # Diplomacy
    – Tweaked the occupation polices
    – The US guarantees Bolivia from -36
    – Removed Vichy France as a puppet state to keep them out of the war
    – Adjusted the distribution of VPs for Estonia, Latvia, Lithuania, Ireland, France and the Netherlands
    – Added a victory point to Kalgan
    – Japan still controls the Carolines in -44

    # Map
    – Revised a lot of rivers in Asia and Australia.
    – Removed a duplicated sea zone id
    – Added a strait between Jiangmen and Bao’an
    – Added „arctic“ terrrain to the northern provinces of the Soviet Union, Canada, Norway and Iceland
    – Added the Ligurian Sea, Bay of Naples and the Gulf of Iskenderun to the Mediterranean region

    # Leaders
    – Changed the start dates for Albert Speer, Joseph Goebbels, Karl Dönitz, Franz von Papen and Arthur Seyss-Inquart
    – Added new ministers for Xibei San Ma
    – Gave Ismet Inönu a new minister type
    – Added an image for Hayashu Senjuro

    # Text
    – Corrected some of the French, Polish, Hungarian and Italian unit names
    – Renamed the US „Democrat Party“ to „Democratic Party“
    – Corrected some duplicated and misspelled province names
    – Fixed the erroneous label in the statistics page
    – Fixed the tooltip for the „Airborne Assault“ order
    – Added Canadian party names
    __________________

    #2141
    Thomas
    Moderator

    Mächtige Liste… da scheint sich ja einiges getan zu haben.

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