Magazine High tech

HoI 3 Semper Fi 2.04d, WaW A World Divided 1.040, SC World War I 1.00.2, Making History 2 1.23

Publié le 23 mars 2011 par Cyberstratege

World at War A World Divided

Résumé des nouvelles mises à jour.

Hearts of Iron 3: Semper Fi 2.04d

Game Balance & Database Changes

- « Major Worker Strike » Event can now give -2 NU
- control_over_chihli_gulf no longer requires provinces owned by MAN
- Removed port requirement from DD tech
- Changkufeng Incident trigger fixed
- Gave Bock some historical promotion dates so he’s a FM in 1940
- Operation Zet trigger
- Tweaked ASW values for DDs, CLs, and Navs
- Adjusted JAP leader rank dates
- Province 1734 moved to emmen region
- Added } to event 525
- Reduced HQ strength
- Fixed a bug in Bitter peace that prevented JAP getting any provinces.
- Changed naval_supremacy_in_the_east triggers
- Gave CHI 1 level of inf warfare and large front docs and 2 levels of supply production.
- Moved some IC and VP from CHI’s coast to centre.
- Added some MP to CHI.
- Can’t create MEN while at war with CSX (prevents supply oddness)
- Units moving into hostile provinces no longer regain org on the move
- Outliner now sorts combats at top to make it easier to spot in multiplayer
- Terrain equipment techs now properly modify attrition
- Fixed an issue with historical japanese leaders not loading properly
- Set low pressure zone in black sea back to 6
- Added starting relations to ITA/GER
- Changed several triggered modifiers so that faction members count too
- Moved some FRA air units in 1940 OOB
- Increased base stacking penalty to 0.1
- Put FIN’s DoI HQ in Finland
- Player can now do strategic redeployment across to allied territory
- Fixed « Destroyers for Bases » event
- A revised Second Vienna Award event
- Units constructed with single constructions now return manpower when canceled
- Officer ration bonuses capped at 140% to give less player advantage vs ai, more officers only work as buffer
- Winter war now checks FIN is NOT in allies/axis
- Great Patriotic War & Transfer of Industry to Siberia events can now actually run properly
- Fixed a supply drawing problem with military access when not in a faction
- CHI/SOV start at 100 relations now
- MR pact now gives a non agression pact with SOV.
- Can now cancel drift vs faction leader countries we have ended up in war with
- Increased surface detection ability of naval bombers
- Tech practical limit lowered
- Fixes for the Changkugfeng and Soviet industry events so they don’t repeat.
- Added missing oob from the « destroyers for bases » event.
- A tweak to the Danish surrender event so that Denmark has to be in the Allies for it to fire
- Trades will no longer auto-cancel for some nations in alliances
- Mountain troops now a bit better in mountains/hills/arctic
- Harsher effect of terrain type on motorized units and artillery
- Units now regain organization faster when low and slower when high, bonus is right now +/-25% and moddable as LOW_ORG_REGAIN_BONUS
- Terrain/weather is a bit more extreme now (colder arctic/mountains, swampier swamps etc)
- Changed some terrain in NE France
- Lowered infra on ITA/FRA border
- Made some more SOV provinces artic
- Renamed SOV BB « Black sea fleet » to « Parizhskaya Kommuna »
- Fixed missing check german surrender to free polish provinces
- Secede_province command in surrender events can now handle actually returning occupied provinces the way its intended
- Capped supply depos during startup to get better resource distribution
- Submarine torpedoes now upgradeable
- Destroyers a bit stronger vs subs
- General rebalancing of barbarossa scenario
- Marines are a bit better in jungle terrain
- Subs have a lower surprise chance but a higher bonus when it happens
- Hills and arctic a bit colder
- MR fighters gain more attack and defence from techs
- MR fighters have a higher base speed and range
- Strat bomb values tweaked down
- Subs have higher morale but lower Org
- Ints base speed and range lowered, cost increased
- Lowered infra in less traveled areas
- Brazzaville now has 20 infra again
- New Orleans now has a port
- Added an event to reunitie FRA and VIC
- GER’s surrender no longer removed ITA from the Axis
- Removed the « Blockade » strategic effects as they do not work.
- Fixed several strategic effects so that they also work when not in a faction.

———————————————————————–
- Interface Improvements
———————————————————————–
- Fixed some tech localisation
- Attrition info in tooltips now correct
- Adjacency indicators now placed inside province view
- Fixed checking order for alliances so proper reasons for not joining are now shown
- Tweaked where diplo chance messages change to make it a bit more pessimistic ( MAYBE changed from <50 to <60 for example)
- Fixed some broken text files
- Fixed spelling of Canal -> Channel
- Tooltips for max speed and range added to subunits
- Subunits now show tooltips when reorganizing a unit to help with who goes where.
- Correct speed shown for unselected units in brigade builder
- Tech settings from main game setup now makes sense and are used as loaded from save
- Updated credits
- added missing variables in call to arms messages
- Fixed broken penalty tooltip for navies
- Game results no longer appears outside boxes on end screen
- Added german some translations
- Localization text for the Soviet Industry event.
- Fixed a few broken text lookups
- Experience stars shown in brigade view
- Fixed a lot of spelling and grammar fixes
- GER’s surrender and the DDR events are now major.
- Fixed missing event texts for tech modifying event effects
- Convoy raiding and convoy escort missions wont spawn arrival messages for each provinces if this is enabled by player.
- Fixed localisation for event 518
- Disorganized_officer_corps now has text
- Fixed and issue with unit upgrade menu getting stuck at the top of the screen

———————————————————————–
- AI Improvements
———————————————————————–
- Updated with latest Lothos AI files.
- Fixed an issue with ai making it bog down its advance in JAP for example
- Vassal ai always accept alliance offers
- Vassals automatically ally
- Allies can now trade with each other even if not in faction
- Autoassignment of leaders for ai (leaders are again assigned after purge etc)
- AI will now actually promote leaders when needed for higher positions
- Faction acceptance a bit less random now
- Fixed an issue with ai settings at startup
- Broken texts for faction progress fixed
- Trade ai now more easily give up trades for less priority goods when getting broke
- Fixed issue with ai sliders getting shifted
- Player should no longer receive incorrect influence commands
- Tech ai will no longer wastefully try for more officers
- Ai more careful about joining alliances
- Cleaned up dead script code for country diplomacy
- UK tech AI focuses a bit more on naval tech
- Fixed an issue with poland being accepted into axis
- Yunnan no longer prio target for axis influence
- Upped ai lower limit on accepting into faction to reduce randomness
- GER should return Southern FRA provinces when they surrender.
- Fixed incorrect date check in FRA script

———————————————————————–
- Performace and Stability
———————————————————————–
- Fixed a crash due to out of bounds country names
- Reload debug menu turned off in release version
- Proper UAC settings used for hoi3 app
- Random numbers in event scopes optimized
- Optimized tech ai
- Fixed out of sync issue with naval combat
- Fixed out of syncs during bombing in multiplayer
- Optimized graphics updating of counters & avatars
- Optimized slider AI
- Fixed issue with leader ranks going out of bounds
- Fixed a lua exception
- Optimized trade ai a bit
- Turning off game is now faster than a well oiled kitten
- Fixed resign crash after loading certain savegames
- Optimized trade ai calls
- Fixed trigger crash
- Fixed a problem stopping game from connecting to metaserver
- Ai influence cancel commands only sent if actually allowed to
- Fixed a multiplayer crash and corrupted saves when organizing constructions from licenses
- Fixed a crash during air missions
- Speeded up rendering for unit sprites
- Fixed crash when giving strategic deployment orders to units during transport
- Germany should no longer stick around as axis leader even when it doesnt exist

———————————————————————–
- User Modding
———————————————————————–
- Fixed some file names
- Officer ration cap scriptable in defines.lua
- Can now mod maximum practical tech limit. see MAX_TECH_ABILITY in defines.lua
- Startup relations scriptable between nations
- Script effect « fuel » for adding/removing fuel just like you can with other resources
- Fixed an issue when reloading shaders
- Experience indicator in brigade view separated depending on unit type to support modding
- Leader assignment buttons now have different types depending on unit type to support modding
- Fixed a bunch of places where map cache loading didnt check for moddability

Téléchargement automatique par le biais du jeu.

Gary Grisby’s World at War : A World Divided 1.040

bêta changelog

2. Change log: v1.040 (March 8, 2009)
This version is not save compatible with v1.030. To continue games started in v1.030, copy your AWD folder prior to installation of v1.040.

2.1. Scenarios
Global Glory (ver4.040): This scenario has been changed. Most notably it includes national capability offsets for unit attributes (minor nations like Rumania can build infantry, but at reduced capability), surrenders (like Italy) for German satellites in Europe, revamped surrender events for Russia and WA (with real garrison requirements), India as a separate nation with the Nationalist Uprising causing India to revert to neutral status, WR changes for Allies attacking Neutrals, and a new political event and mobilization setup to better model Finland’s part in the war.
For more information on this scenario, see the accompanying scenario description.

Global Glory ’42: this is a new scenario – all the rules and setup of Global Glory, but with a 1942 start date. In addition to being a playable scenario, this provides players with the opportunity to experiment with some aspects of the Global Glory scenario (e.g. relatively quickly set up WA or Soviet surrender events, or the Indian insurrection).

2.2. Rule Changes
Note: rule changes apply to all preexisting scenarios. The new scenario Global Glory includes all of the following rule changes, and other additional rules. See the Global Glory description separately.

Artillery and flak require ground taking units to attack: artillery or flak (which cannot take ground) will no longer fire if they advance into an enemy region without the support of at least one ground taking unit (militia/infantry/airborne/armor). This prevents gamey artillery “bounce” attacks to kill opposing units and return to starting region.

Behavior of Vichy regions when France surrenders: any French North African region containing non-French units when France surrenders will not become Vichy. It will remain unchanged (e.g. remain WA controlled if non-French WA units are present). This can only occur if Southern France is somehow unfrozen.

Southern France unfreezes for Mediterranean war: the moment the war hits the Mediterranean, Southern France and French North Africa will unfreeze. I.e., if Spain, Italy, Yugoslavi, Greece or Turkey are at war, Southern France unfreezes.

French fleets on French surrender: Generally French fleets have a 20% chance of moving to England to escape disappearance (unchanged). Now, fleets that are at sea have a 50% chance of surviving and transfering to England. French fleets that are not frozen have some additional value and are not such prime candidates for suicide missions.

2.3. Features
Note: Mod-ability features are listed separately.

View national flags on all units option: Preferences screen option to enable viewing national flags on all units (recommended for playing Global Glory which emphasizes nations more with capability offsets and surrenders).

Select screen resolution: new capability to run the game with any resolution from 1024×768 to 6400×4800 pixels, selectable on the Preferences screen. Note that game window graphics are designed for 1024×768, the larger resolutions will entail some black fill.

Unit view mode enhancements: added some unit history to the view mode (hit key ‘v’). Shows when unit created/built/repaired. Also shows national capability offsets if appropriate (Global Glory only).

Retreat metric in region popup: the metric computed to determine which possible region will be used for retreat is now shown explicitly to the player in the region popup. The retreat metric is randomly determined as x+die(x), where x is determined from population, factories, and rail in the candidate region and adjacent. The random value is evaluted per unit, so units might now retreat to more than one region.

2.4. Bug fixes
This is not a complete list. There are several small bugs with little visibility which are also fixed.

Crash on encountering incompatible save: Added some checking for save file capability. Should no longer crash.

National control: fixed some issues with national control. If a region started French, was captured by Germany, then recaptured by the WA, the infrastructure used to appear as a USA nationality instead of French. This wasn’t often visible before the new feature to view all unit nationalities. It has been cleaned up.

Japanese a-bomb surrender: fixed bug where after the a-bomb was attained by the Allies, an invasion of Japan would no longer cause Japan to surrender.

Amphib through canal: amphibious assault movement through canals will now always be allowed. Previously, a bug made it inconsistently allowed some times and not other times.

CAGs targeting transports: there was an issue with CAGs targeting if only enemy transports are present; the CAGs would gang up on the first transport instead of distributing fire. This is corrected.

Damaged unit trace to factory requiring strat move capacity: in certain unusual corner cases, damaged units would not trace to factory unless there was transport capacity available. This is corrected.

Rail moving factories: removed the limitation that factories could not be moved again after they have been moved to a region (moving to a region, then moving again, might be necessary for the player to specify a particular route and could not previously be done).

2.5. Modability
Note: for more details and how to use mod-ability features, peruse the data files. An attempt was made to thoroughly comment each feature. This is a partial list.

MAJOR CHANGES TO FILE STRUCTURE: the data file structure has undergone major changes to minimize upkeep difficulties and bug potential. Data that is used in several places is now defined in a single location, and “include file” mechanisms make it easier to mix and match files to differentiate where desired while using common base files.

National capability modifiers: adjustable unit attributes per unit type and per nation. Global Glory uses this only for -1 on all combat attributes of “minor” nations, but more flexibility is available for modding. Note that in-game UI support for more complex settings may not be adequate.

Insta-unit mobilization: added capability to spawn units of any type, not just militia, when a nation is attacked. This is used by Global Glory to give Finland infantry when attacked.

Political event probabilities for bombing and disconnect: changed the implementation of probability adjustment from bombed factories to allow a running average instead of just infinite accumulation (this is used by Global Glory for the “Blitz” bombing of UK). Also added a probability adjustment for lack of strategic movement link between regions (used by Global Glory to increase odds of WA surrender if England is isolated, or Indian uprising is India is isolated).

War readiness adjustments: most war readiness adjustments are now modable. E.g. for German garrison in W Poland, WA attacking neutral, Axis attacking neutral, etc.

Political event ability to set nations neutral: new capability used in Global Glory to neutralize Finland (if it makes peace with Russia) and India (if there is a nationalist uprising).

Political event set garrison: new ability for a political event to create new garrison requirements, which can be dependent on the map state (e.g. adjacent to an enemy region, location unknown a priori). Used in Global Glory for Soviet and WA surrender events.

En téléchargement chez Matrix.

Strategic Command World War I: The Great War 1914-1918 1.00.2

This 1.00.1 hotfix is only for pre-order customers who are getting an « invalid key » error when they try to activate their game online. The hotfix is to be installed into the same directory as the game. If you already have your game activated, or if you don’t mind using Manual Activation (which works « out of the box »), then you do not need this hotfix.

This 1.00.2 hotfix resolves a couple of issues: – pre-order customer get an Invalid Key error during Online activation: fixed! – game hanging in the main menu due to a bug in the resolution settings: fixed! – game not launching or crashing shortly after launch/activaton: fixed! The hotfix is to be installed into the same directory as the game.

En téléchargement chez Battlefront.

Making History 2: The War of the World Hotfix for 1.23

Bug Fixes
- Fix bug that would clear players turn ended state when loading a game when playing in the multiplayer service
- Fix for rare divide by zero crash in CheckRegionRevolt

UI
- Don’t flash chat icon if chat window is already open when message is received
- Removed money column from the alliance panel

Content
- Fix a couple of French and German strings
- Fix incorrect veto research for Escort Carriers
- Tuned stability modifier balance

Launcher
- Fixed bug with changing UnitModelSet for multiplayer join
- Fixed ‘back’ functionality for multiplayer join
- Fix some options for dedicated server page
- Re-enabled bleeding edge option
- Fixed display names for UnitModelSet attribute

Making History 2: The War of the World 1.23

Release Notes

New Features
- Added new Victory Conditions
- Players can now choose between Nation, Alliance, and Ideology scoring
- Game now defaults to Ideology scoring
- Sped up end of turn processing time
- Save Sound and Music Volume settings across games
- Overhaul region revolt system – rebalanced stability levels, risk levels
- Create rebel army in revolt cases
- Improve handling of diplomatic relations changes
- Improved networking robustness between game client and server
- Improve ability to maintain connections
- Improve ability to reconnect lost connections
- Better information to players when connections drop and are reconnecting
- Improve and balance computation of World Power Points
- Scale chance of success for Support Government and Fund Political Opposition actions based on the size of the target

Bug Fixes
- Fix bug in reporting Import Expenses on the Last Turn Summary panel
- Fixed UI bug that would cause Peace terms to get set back to their defaults as you tab between demands and concessions
- Fix string error in German version that caused destroying city buildings to fail
- Fix bug that occasionally caused revolts not to start
- Revolting nations are now at war with their former master nation
- Fix bug that sometimes caused moving units not to face in the direction they are moving
- Fix bug that occasionally led to units playing the wrong animation
- Fix rare divide by zero crash in resource handling
- Fixed bug that allowed diplomatic relations values to go above the max allowed value (or below zero)
- Fixed bug that could generate multiple nation defeat events in the same end of turn
- Fix bug that was preventing the return of an allies region when it was captured by an ally
- Return unaffiliated 3rd party regions to owners that have granted military access
- Fix rare fogging data corruption bug
- Fix bug that stopped capital city production bonus from being applied

UI
- Added Ideologies panel to the Diplomacy panel
- Made clicking on the flag above the summary panel center the map on your capital
- Fix missing nation status tooltip on large nation panels
- Fix tooltips on national stability modifiers
- Fix NonNational/NonReligion/NonCulture percentage calculations
- Add amount changed to resource production increase/decrease notifications
- Fix Research Breakthrough strings for German and French versions
- Removed redundant cursors from text entry boxes
- Fix so that the diplomatic relations label on the nation panel updates right away when the value changes
- Play correct animation when air units are dropping paratroopers
- Turn Production Order red in city list if it is stalled for lack of resources
- Turn Current Project red in region list if it is stalled for lack of resources
- Tweak NationAnnexed notification text
- Fix tooltips on headers of Alliance panel
- Add player nation to World Nations list
- Tooltip Rank in the World Nations list with the point total
- Tooltip Ranks in the World Summary Panel with the point total
- Clean up End Game screen – columns, tooltips, correct point values
- Clean up money transferred notification
- Show stalled city and region projects in red in small selection panel
- Add « Supplies Needed » tooltip to stalled project on small city and region panels
- Fix bug that prevented colony research points being counted in the UI
- Correctly wrap flags list in Alliances panel
- Added text to UI to indicate what scoring mode is chosen

AI
- Fixed bug that woud cause AI to occasionally not reply to treaty requests
- Improved allying behavior
- Improved decision making on when to annex/colonize/puppet conquests
- Lift embargos when allying with another nation
- Improve decision making on when to lift embargos
- Improved invasion fleet escort logic
- Improve use of Conduct Internal Propaganda programs

Content
- Fix some inconsistencies in region project costs
- Fix a few missing German translations
- Improved Resource output increase/decrease event behavior
- Add missing coastal position/rotation for Virgin Islands coastal defenses
- Don’t obsolete top Shipyard naval builds when opening up IndustrialShipyard builds
- Fix rebase range for EarlyCarrierFighters
- Change culture of Tannu Uriankhai to Mongolic
- Fix descriptions for Medium Bombers and Basic Carrier Fighters
- Fixed animations on Japanese Basic Carrier Fighters
- Added back BiPlane Fighter upgrade path
- Fixed some duplicate army names in The Brewing Storm
- Tune costs for resource producer region projects
- Increase starting stockpiles of Arms, Coal, and Metals
- Tune ranges for Unemployment stability modifier
- Fix MPU data for University
- Fix spelling of Katteget
- Tuned MPU growth modifiers for colonies and occupied regions
- Created colony SouthWestAfrica controlled by Union Of South Africa
- Corrected initial completed research for The Brewing Storm

Launcher
- Make sure that the selected screen resolution is supported by the current monitor (fixes game start issue)
- Improve game update process to deal better with slow/intermittent connections
- Save preference for Unit Model Set
- Add option to turn off Resource Workers
- Add option to turn off City Construction Vehicles
- Removed non-relevant options from dedicated server page
- Fix scenario image for The Brewing Storm

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