Патч Hearts of Iron 3 v1.1 EN [spoiler="Повний список змін вносимих патчем"] - AI Improvements * Misc AI - The production AI will now fill up the queue with infantry or militia divisions if no other needs and have available IC + manpower. - AI won't care about spam penalty when it comes to influencing. - AI may now invite countries currently at war to its faction. - Japan will no longer declare war on the USA if the usa is in the axis. - All AI countries in factions will now influence if they can. - AI should now be a bit smarter about how to spend DI for influencing. - Bigger countries will no longer spam smaller for debts. - AI countries will now only mobilise when they have less than 20% between neutrality and effective threat. - AI will no longer join factions if a stronger neighbour is in a hostile faction. * Unit AI - Fixed some movement correction glitches - Rewrote how reserves are handles by the AI, and it will use garrison type units more for that. - Improved handling of very damaged units - HQs no longer counted as "infantry" archetype in force needs - More focused on seizing VP provinces - Use of expeditionary forces between AI nations outside the regular diplomatic framework - Substantial rewrite of inter-area allocation of troops, taking into account more factors. - Very safe pathfinding (used by the AI) will now avoid provinces under attack - Fixed some problems with troop allocation in puppet/master areas - Fixed a problem that prevented some fleets at sea from ever moving again - Fixed a problem causing unit ping pong effects. * Garrison AI - Improved initial unit selection, with more efforts at a stable garrison force, and more logical troops will be used. - Adjusted France vs Low Countries border prios - Fixed a problem where zero prio provinces were still being added to the garrison province list (causing odd garrisoning of borders with friends) - Rewrote a function to choose more logical troops - Adjustments to emphasize coastal provinces - Fixed a bug with return of garrison divisions to fronts - Fixed a bug that might have affected front distribution a bit - Will no longer pull divisions from lower prio provinces to garrison higher prio ones (caused a lot of shuffling when some units had to stomp partisans etc) * Front AI - France should be more prepared on the Belgian border - Fixed a slight distance bug - Adjusted stance org thresholds - Fixed a "Parkinson" bug - Fixed a bug with attack orders sometimes being cancelled at once - Fixed an issue with overestimation of current strength and org for both friendly and enemy units - Will now consider army experience - Many improvements to breaking out of pockets - More aware of dig in factor - Better handling of multiple fronts in the same theatre with few total divisions - Improved some distribution code - Will now be more intelligent about troop distribution around encircled enemy provinces - Added a bunch of missing modifiers to odds calculations * Air AI - Fixed a bug in Logistical Strike missions - Fixed an issue with constantly splitting and merging MR and Interceptors - Fixed some more issues with carrier bases being used for the wrong air types - CAGs will now properly be used to pound enemy units when invading - Tactical bombers will prioritize invasion targets if they are in range - Support for flying bombs and rockets - Added support for nukes - Added logistical strike missions - CAGs should no longer get mixed up with other air types - Fixed a bug with tactical bombing targets - Day/night and weather checks - Paradrop AI: Fixed a bug with it forgetting its intended target - Fixed a bug which made airunits reorganise unneccesarily too much. * Naval AI - Optimized rebase checks - Proper patrol missions added - Fixed an issue with inter-theatre submarine allocation - May now take patrolling or convoy escorting fleets for Naval intercept missions - Adjusted naval superiority checks to make the AI less scared of naval missions - Will no longer patrol with unescorted capital ships - Fixed an issue with obsolete orders not being cleared correctly - More legal move checks - Fixed some issues with fleets getting "stuck" due to no valid path - Fixed a problem with rebasing of submarines to their correct theatre in the absence of actual enemy targets - Fixed an issue with damaged fleets getting stuck at sea - Improved convoy raiding checks - Fixed an issue with fleets in combat or retreat not correctly being recalled to base on damage * Transport AI - Fixed a bug with one invalid route (no path) locking up all transportation - Fixed a bug with the best embarkation port selection - Will not be as particular about hogging transport ships if they are not needed - Will never use mot/mech/arm to garrison islands - Should reset the transport target of armies on detachment from a hierarchy - Fixed a problem with "shuttle transportation" (transporting some units before the rest have reached the embarkation port) * Invasion AI - Fixed a bug with single divisions not conquering a whole island even if it was undefended - Player directed targets will now receive the needed divisions from the theatre main area if at all possible (not in combat etc) - Fixed a problem with invasions not launching due to waiting for escorting fleets that had already joined - Should now target port provinces only - More prone to respect player set invasion beaches - Adjusted "needed divisions" check for invasion targets - Reduced the division needs in non-warzones to make more units available for invasions - Gamebalance Changes * Units - Implemented individual officer ratios per unit type. - Units will now get starting experience depending on laws if nothing is scripted in the oob. - Support for officer needs at naval and air units added. - Increased practical gains for non capital ships. - Engineers are now much faster. - Tweaked marines, engineers and bergsjaegers combat abilities in various terrains fitting their capabilities. - Armor, Heavy Armor and Super Heavy Armor are now worse in bad terrain. - Planes will now always repair at midnight GMT, combat and in air won't stop them. - Reserves no longer get an extra bonus on lesser manpower rotation. - Reworked reserve status to be per brigade, to make it easier for the player. - Starting manpower is now properly reduced in scenarios when wars have been ongoing for a while. - Retreating units ignore fuelstatus for movement speed now. - Rebasing fleets take supplies and fuels directly from capital now. - Ships in non-friendly ports that can't move will not be sunk. * Combat - There is now an auto pushback damage event when a province is taken by a new controller. - Increased basic terrain penalties. - Increased penalties from combat on weather. - Dropped xp gain for airunits dramatically. (almost a factor of 10) - Rewrote shatterlogic and how reserve units gets reinforced. Now shatter percentage is compared to highest strength that unit has had, and not maximum possible. - Runway cratering is now a bit more lethal. - Added in proper restrictions for pathfinder to not allow entry where a unit can't attack. - Breakthroughs and Delays now impact attack delay. - Retreat province now less likely to be a front province - Airunits will not automatically intercept airunits at the airbase unless they have the order for it. - Reduced damage to convoy raiders a bit, and increased damage on convoys a bit. - Fixed some penalties for cavalry in some terrains. - Correct default penalties for attack for terrain is now used. - Attack delays are now reduced every hour during a battle to a minimum of one. - Experience is now propagated up to leaders higher in a hierarchy (at a smaller fraction). * Weather - Rewrote temperature impact on combat to be a more sliding scale. - Recoded how lowpressurezones are scripted, so that they can be seasonal. * Production - Reduced prices by 50% on metal, energy & rares, and by 25% on oil. - Fuel is now at crude oil prices. - Units are now deployed into theatres properly if auto-deploy is on. - Added a modifier for global resource production for a country. - Practicals are now applied at finish properly for all building types. - Highest threat now reduces consumer goods from mobilised troops. - Reinforcements and repairs are now slightly faster. * Politics - A few laws now modify the resource production negatively when IC is modified negatively. - Revised some ministers to modifiy resource production instead of IC. - Tweaked occupation policies to be harsher on IC. - National Unity is now always capped between 1 and 100. - Tweaked strategic warfare a bit to be less easy to win by just bombing another country and have a 2 to 1 supremacy. - Strategic warfare impact is only valid at offenses to liberate own territory, not just any adjacent to it. - A government in exile now loses most of its officers, manpower and constructions. - Elections can now happen at any day within a month if scripted that way. * Technology - Theories are now cheaper to research. - Revised all naval technologies for a better balance. - Tweaked starting techs generation to always go for cheapest. * Diplomacy - Surrender logics changed to surrender to the one occupying most of the country instead of the faction leader. - When the all members of a faction is a GiE, it will surrender again to be annexed or puppeted. - Increased intervals between alignment movement. - Increased impact of threat & ideology on aligment. - Decreased repulsion impact on alignment a bit. - Target countries neutrality is now impacting how easy it is to influence them. - Only one country in each faction can influence a target country. - Joining or Inviting to a faction is now free from DI costs. - Neutrality is now capped at 100%. - Reduced impact of relations on trade, and increased chances when fighting wars together, or having friendly agreements. - Puppets can now initiate trade with their masters - Countries in the same faction or allied will never be considered "highest threat" for a country. * Intel - Higher differences in intel now gives more info on the map. - You can no longer get province details on buildings without decent intel. - Infrastrucutre map details are now limited by intel. - Radio is now negative on encryption instead of decryption. * Misc - The start of the spanish civil war will no longer cause you to lose more than the set amount of troops. - There is no longer 15 dissent at start of spanish civil war. - Splitting troops now cap the amount of landtroops that can go over to the set amount of percent. - The split_troops effect now splits the manpower as well. - Interface Improvements - A diplomatic message is now only shown for a week. - Officer needs is now shown in the build interface. - Added tooltip to continuous checkbox for airmissions and disabled time widgets when checked - Building effects are now relative. - Counter values now update at every start of a day. - Best possible law instead of next possible law is now shown in the alert. - Changed layout in ledgerpiecharts to fit better - Added the tooltip for soft and hard attack in the airbuilder screen. - Improved the election interface. - Added a message whenever a country gets annexed. - Unit recruittime is now properly colored. - Clarified the tooltip for neutrality when declaring war. - Clarified names of intelligence levels. - It is no longer possible to ask for debt allowing when a debt is already allowed. - Invite to faction button no longer visible when target allready in faction - Now possible to stop aligning to faction leader - Fixed the interface for allowing and revoking debt - It is no longer possible to open brigade details window for a unit that already have that screen up. - If game paused by opening menu, closing it should now unpause it - Changing options in frontend now tell you what happened only once - Bad username or password for bonus content now tells you so - Only one way to change messagesettings from the settings menu now - Reworked alot of messages to eliminate all tpyos of bad spleling swedes. - Bugfixes * Restart/Reload Issues - Airintercept orders are no longer broken at a reload. - Fixed a problem which caused some combats to become invalid after a reload. - Fixed a few issues with save games not being setup properly when loaded. - Fixed a calculation error for offier ratios at start of scenarios. - Fixed another reason for out of synch. * Interface - Fixed the aircombat goto button. - Fixed a display issue for technology abilities. - It is no longer possible to get duplicate convoys through the interface. - Peace messages are now shown properly again. - Fixed a glitch with attrition tooltip. - Fixed a mismatch in toggling auto-resource and auto-supply buttons. - Research alert now deactivates properly when under ai control. - Fixed an issue with flickering reserve icons. - Shift-clicks can not be used to get out attack delays. - Reinforcement needs can no longer wrap around to negative numbers. * Units - Range check on move for naval units added. - Airunits can now actually raid convoys. - Fixed a bug with naming of serial brigades. - Can no longer rebase to neutral bases. - It should no longer be possible to merge invalid units (cags from different carriers etc). - Units will no longer leave being a bomb target until they actually LEAVE a province. - Fixed an inversion of efficiency on repairs in naval/air bases. - Fixed a few bugs where combats couldn't be selected properly - Convoy raiders should now be sunk properly if they are damaged for <0strength in a convoy attack. - Illegal convoys are now tagged as inactive even when autocreation/destruction is off. - Fixed a problem where naval sorties and intercepts would find units it had no intel on. - Inactive leaders should no longer be assigned to units through auto-assign. - Range checks now from base, and not current location. - Convoys and escorts are cheaper now - Targetfleet is now saved and loaded in navalintercept orders. - Supply needs are now calculated properly even when a country is out of supplies. - Returning expeditionary force no longer requests confirmation of returning party and returns unit after one month - Nationalist rebels are now separate depending on which country they are aiming to reform. * Misc - Alot of compability issues have been tracked down and dealt with, improving general stability for users. - Influences now end if the target is removed. - Fixed some issues with liberating countries. - Puppets are represented more accurately (no embargoes between puppets and overlords etc) - Calling allies to arms in a limited war should now cost influence as advertised - Improved and fixed some of the events commands - Listening stations and escorts are now properly enabled by their techs only and not randomly. - Rocket Interceptors now get a proper counter. - Database Changes * Country/Province Setup - The Dutch capital is now setup correctly in later scenarios. - Changed the color of Nationlist Spain so that it can be distinguished from Republican Spain more easily - Positioned some of the naval/air/radar bases more correctly - Increased the number and level of forts in the later scenarios giving a much better historical setup. - Added more suitable traits for some of the ministers * Orders of battle - Made some adjustments to the senario setups for USA, Japan, France, GC, Germany, Italy and the UK for a more historical and balanced setup. - Reworked the historical setup for cags so that they are represented more accurately * Wars and Diplomacy - British puppets (Oman, Bhutan and Yemen) are now properly joining the allies in 1939 - Rearranged the victory points in the Soviet Union to give Germany a bigger advantage - Made some adjustments to the Sino-Japanese War - Mongolia joins the war in 1941 * Technology - Made some changes to the tech setup to provide better balance and historical accuracy - Replaced some of the tech pictures with better alternatives. * Events - Reworked some of the decisions and surrender events so that they are better balanced.[/spoiler]
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