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BLACK ICE AI submod for Didays ICE для Hearts of Iron 3: Their Finest Hour

Рекомендованные сообщения

Канцлер Шольц

Релиз Black ICE 12

Дата релиза - март 2024 года

 

Hearts of Iron 3 возвращается с версией 12! Новые интересные функции и изменения в карте, деревьях технологий и юнитах, которые сделают общий процесс игры гораздо более приятным. 

 

 

Installation:

1)IF You're using the steam version do this:
Move the game out of the steam folder, and launch it using the launcher.exe in the future (create a shortcut or add it to your start menu).

2) Download the mod.
3) Launch the installer.
4) Select the BASE game folder as written in the installer.
5) Let it extract, say yes to any override requests.
6) Run the “zDsafe_ExePatcher.exe” located in the main folder.
7) Start the game. Once in the main menu go into the Utility. On the “Special” page press “Remove Sprites”.
8) Restart and enjoy the game.
 

FIRST CHECKSUM:
SECOND CHECKSUM: ZGTT


Download link: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
Utility guide: 

 

BlackICE Discord Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.
BlackICE GitHub 
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Black ICE 12 Patch Notes

Спойлер

Major Changes
 

  • Terrain rework:
    • Too many terrain changes to actually list. Terrain should be now more accurate although there might be some inaccuracies or simplifications for the sake of the gameplay.
    • Added new terrain types:
      • swamp
      • highlands
      • hills woods/forest/jungle/desert/arctic
      • mountain woods/forest/jungle/desert/arctic
    • Tweaked terrain modifiers for all units, technologies and leader traits
  • Experience and Training system rework
    • Went back to the old system with a few tweaks aiming at properly simulating decline in troops quality as the war progresses. In order to achieve that we:
      • removed branch specific training laws
      • tweaked repair rate of units for each training law
      • brought back “Starting Experience” as measurement of training and unit quality
      • tweaked experience gain from combat
      • tweaked Repair Rate bonuses from event, strategic modifiers and ministers
    • Training laws do not give direct bonuses - they trigger strategic effects over time
    • added option to get starting xp instead of vet HQ/elite HQ/BC/aces for events spawning them
  • IC efficiency nerf to attempt preventing unit numbers going out of hand in late war
    • Added “tech decay” similar to the one affecting unit stats meaning that IC efficiency won’t snowball later in the war
    • tweaked bonuses from techs and certain event/strategic effects
    • reduced base IC efficiency
    • tweaked cost of buildings
  • New GUI
    • Reworked every tab (diplo, production etc.)
      • Updated textures for backgrounds and buttons
      • Moved things around to be more accessible and easier to read
    • Reworked province screen
      • Updated textures for almost every piece of it
      • Everything is aligned properly now and clearer, bigger fonts
    • New textures for unit tabs and leader selection

General
 

  • many Ostfront tweaks to go well with new IC/training systems. Important note here. Make a save on June 22nd. Play it, let me know if it was too easy or too hard so I can adjust the values. Those changes will be save compatible, are easy to implement and once done you can simply restart from that save.
  • SOV leaders rework:
    • New pictures for… thousands of them
    • Added new traits:
      • Russian Liberation Army
      • Red Fleret and COastal Army
      • Soviet Air Forces and Air Defence
    • Added event with NKVD leaders purge
  • reverted event spawned ships to be built in queue like any other unit
  • tweaked the triggers for the second vienna award so it fires on a historical date
    • also tweaked Romanian joining axis event so player can decline it
  • Moscow and Leningrad will remain lvl10 forts in AI vs AI scenario
  • Winter Offensive won’t happen with Barbarossa modifiers still being in place
  • reworked Bank for International Settlements events. They're the same for minors and majors now and give the option to pick investment into one of three areas: IC, LS and money.
  • tweaks to minister types:
    • insignificant buff to insignificant layman
    • nerfed smiling oilman
    • money buff for old general
    • money laissez faires capitalist
    • removed money penalty from theoretical scientist
    • research specialist money penalty replaced with LS penalty
    • technical specialist now gives higher LS bonus but also research eff penalty
    • reduced money penalties on science specialised ministers and increased benefits from events
    • military entrepreneur now gives small Unit Repair bonus
    • school of psychology starting xp bonus is back
    • school of mass combat now comes with small starting xp penalty
  • added tiers to tank/air/naval producer effects based on IC and availability of resources
  • increased money cost of education laws
  • Added some IC to SOV
  • removed effects killing JAP in AI vs AI scenario
  • tweaked SOV purges
  • increased weather buildings effects
  • SOV now gets temporary fort attack bonuses to allow successful winter offensives
  • removed Churchill as science minister
  • reduced threat from combat (caused some weird things in test games)
  • added TP penalty for ITA after Operation Husky
  • Communism now has lower CG demand
  • Heavy Industry CG penalty reduced
  • tweaks to difficulty settings
  • Removed no modifiers difficulty option
  • split starting PER convoy raiders
  • added UK bribes for Spain neutrality decisions
  • removed "industry prepares for war" decisions
  • police buildings are now much cheaper
  • puppet master now also gives LS bonus
  • removed Blitz effects - it was stupid and player could do nothing to stop it
  • practically removed naval limits for sea leaders
  • SOV leaders now have xp gain bonus instead of penalty
  • removed Training Grounds
  • ITA now starts with Strike Commando tech (Frogmen)
  • ROM starting navy is now historical
  • 7 new ministers for JAP, historical ultranationalists with natsoc type, played varying roles irl both in politics and behind it
  • added ITA convoy raiders Adriatico and Barletta to starting OOB
  • added Ramb ships events for ITA (convoy raiders)
  • added ITA-SOV trade agreement effect
  • Italian military academy at Modena event will now spawn a training base but less IC
  • Italian historical arm divs (131a, 132a, 133a) will now have mot engineers and regular art as standard, AI versions will have arm brigades as standard but player will have to upgrade manually from larm. 133a Littorio will also have med art as standard for AI
  • XVII Corpo now spawns with arm att instead of larm att
  • removed Operation Zet LS penalty
  • ROM now can leave Axis after Vienna Diktat
  • Added event for ROM to ask to join Axis
  • Removed Japan Death effect
  • Added new ship names for POL, CHI, BRA as part of our Patreon/contributor rewards (thanks to tigeriii, MarinePhil1 and BlackBaron)

Units and combat Balance
 

  • Artillery is now split into 3 separate CA groups:
    • Light Artillery - Artillery, Rocket Artillery and Pack Art
    • Heavy Artillery - Medium and Heavy Artillery
    • Mobile Artillery - SP Artillery and Rocket Artillery
  • Hiryu construction added as a decision (removed from starting production queue)
  • rebalanced AA values for ships to make them more in line with historical use of ships
  • nerfed Mot/mech infantry combat stats
  • mot inf is now faster than mech inf
  • Kampfgruppe are now separate CA group and serve as an HQ
  • Kampfgruppe are now permanent
  • buffed armor brigade
  • buffed armor battalion
  • nerfed assault guns
  • tweaked speeds of trucks and halftracks
  • added ic/days penalties to some events that were missed
  • historical SS divs will spawn around historical dates
  • ski brigade is SF CA group now
  • nerfed CVs speed
  • HARM defensiveness buffed
  • halftracks now give toughness/defensiveness
  • armored battalions (LARM, ARM) are now Direct CA group
  • amphibious armor is now Armor CA group
  • infantry tank is now Armor CA group
  • armored engineers are a bit faster
  • Unique SS brigades have terrain modifiers tweaked based on their combat history (small bonuses, flavour mostly)
  • Anti Air brigade now gives decent (for its cost) SA
  • Heavy Anti Air tweaked (those changes are also simulated in mixed support):
    • added “artillery like” effects for terrain
    • increased SA
  • tweaks to Engineers (those changes are also simulated in mixed support):
    • lowered toughness
    • increased defensiveness
    • good defensive terrain bonuses
    • low offensive terrain bonuses in easy terrains
    • retains good fort/river/urban attack
  • tweaks to Recon (those changes are also simulated in mixed support):
    • very high toughness
    • low defensiveness
    • very good terrain attack bonuses
    • related techs now also give terrain attack bonuses on top of movement bonuses
  • tweaks to mixed support brigades:
    • mixed support brigades are now Support CA group
    • Mixed Support Brigade:
      • Artillery changed to Heavy Artillery with tweaked values
      • Rocket Artillery changed to Light artillery
      • buffed or tweaked all other options
    • Motorized Support:
      • Anti Tank changed to Tank Destroyer
      • old choice between HAT and TD is now between HAT and MTD
      • buffed or tweaked all other options (mot.supp is actually good now)
    • Armored Support:
      • reduced base AP value and re added it to certain options
      • tweaked speed effects - now it’s slower than motorized support
      • reduced armor bonuses

Technology
 

  • buffed Blitzkrieg doctrine
    • kesselschlacht tech now gives mobile/inf/mobile art CA bonus
    • Auftragstaktik tech toughness bonus increased
    • brigade command structure tech CA bonuses increased
    • divisional command structure tech now increases HQ CA
    • buffed air support techs
    • kampfgruppe tech CA bonus increased
    • tank crews training tech bonuses increased
    • buffed pakfront defense tech - small direct fire CA bonus and higher other bonuses
    • panzerkreil buffed
  • added law or minister requirements to certain techs
  • added casemate/turret vehicles technology (triggered by an event after researching some techs)
  • Hedgehog tech is now unique ENG technology
  • T-34 tech now comes with small casualty trickleback penalty
  • Tiger tech has now 2 levels
  • added new techs: Fletcher class, Independence class, QF17pdr, SAS, Motobomba
  • removed range penalties from air techs
  • Dual Purpose Guns is now required for more techs
  • tweaked SOV starting naval techs to be historical
  • ITA CL tech will start 1 level higher to align with the ships of that class in construction at game start
  • Localisations for gun layout techs

Models/Graphics/Sounds
 

  • added missing class of NOR DDs

AI/LUA
 

  • spread out LUA calculations to happen during different hours of the day, so the 3 am lag is reduced
  • national focus days are counted daily now (instead of every 3)
  • tweaked SOV and LUA ratios to avoid them wasting IC
  • JAP will build more land troops early in the game
  • USA AI will now have more IC on higher settings
  • re added AI GER air bases events
  • removed some IC penalties from AI SOV
  • GER AI will build more INF

Utility
 

  • National Focus effects table is generated dynamically now instead of being a predefined picture
  • GameInfo window:
    • added Generals browser
    • added Techs browser
    • added strategic/triggered/event Modifier browser
    • added name filtering to all browsers
    • improved presentation
      • effect names show the in-game text
      • effect values are converted to the in-game presentation
      • e.g.: “global_ic” = 0.05 => “IC” = 5%
  • added a Statistics window in which you can activate the collection and visualization of select stats
    • Causes lag, used for development purposes
  • (the utility might freeze for ~1 second when first opening the GameInfo/Help window due to the parsing of the game files)

Map
 

  • added some GRE cores in TUR (Megali Idea)
  • added small shipyards to Genoa
  • Added sub shipyard to Gorizia
  • Added capital shipyards to Napoli and La Spezia
  • Added oil refinery building to Venezia and Fiume (AGIP)
  • Some Western colonies will now provide some benefits (mp, ls)
  • Added low infra roads in Canada to allow access to some provs with resources
  • tweaked MP and LS in FRA provinces
  • added some infra on JAP-SOV border (in Manchuria)
  • Added some infra to the libya-egypt desert to allow for more mobile warfare opportunities (oasis force style movements are now possible)
  • Reduced the ahistorical forts at el alamein/el hammam
  • Added the famous Accademia Aeronautica to Caserta
  • Spain’s base LS nerfed
  • Removed ahistorical ports from Pacific/East Indies
  • Added some infra to Indonesia/New Guinea to allow for easier troop movement and reduce chance for AI to run out of supply before scripted invasions can be complete

QoL/UI
 

  • added the following new hotkeys
    • “r” - toggle the selected research
    • hotkeys of the unit selection now work with multiple selected units

e.g.:
 

  • “d” - detaches all selected units now
  • “c” - creates a higher command for all selected units now
  • “l”/”p” - loads/unloads all selected units into/from ships/planes

GUI/GFX
 

  • New shiny graphics, counters, battle screens and tabs

Bug Fixes
 

  • fixes to Spanish civil war unit spawns
  • fixed off-map IC (EXE fix - it is unused by the mod since it didn’t work until now, but may be used in the future)
  • fixed Japan joining the Allies after defeat
  • fixed rare occurrences where events for Japan capturing US cities would fire pre-war
  • fixed air bases not expanding capacity at lvl 2 sometimes
  • fixed Colón (province)
  • fixed AI ship armor types research bug
  • fixed logistic wizard for air/sea bug
  • fixed starting queues build times - still not historically accurate but proportional to what they were irl
  • fixed tech decay affecting TD too much
  • fixed op. bajadere spawning revolts in friendly provinces
  • fixed OOB spawning in ENG controlled IRQ
  • fixed ataturk death
  • fixed Stalingrad factory destruction
  • fixed 16th pzgr spawning without transport
  • fixed SOV city capture so events trigger if any european axis country captures them, rewrote localisations to match, similar for other city loss events
  • Skijager Division event picture fix
  • fixed VIC-FRA reunion
  • fixed minors tra/aux ships morale
  • removed Phleps from ROM
  • fixed Aquila loss event
  • disabled Guards events for non-SOV Comintern members
  • fixed Conscripts combat width so they are actually useful
  • Fixed ITA starting Medicine tech level
  • Fixed some fake_air_bases
  • fix weird romanian railway event
  • Fixed some errant punctuation in Pacific Momentum events

 

 

Black ICE 12.0.1 - 12.0.4  Patch Notes

Спойлер

Black ICE 12.0.1 Patch Notes
 

  • fixed Uzes province
  • fixed naval_power_I effect
  • fixed VVS PVO medal icon
  • missing localisations

 

Black ICE 12.0.2 Patch Notes

Bug Fixes
 

  • Fixed heavy IC (by turning it into a triggered modifier using off-map IC)
  • Fixed the industry-info technologies having the wrong values
  • Fixed a time traveling technology
  • Fixed “USA_TO_SOV_LL_THREAT” decisions being visible to SOV player

 

Black ICE 12.0.3 Patch Notes
Major Changes

General
 

  • Added a decision/event to remove military access between faction members since that causes issues with limited wars

Models/Graphics/Sounds
 

  • Added names for newly built Soviet destroyers

AI/LUA
 

  • Disabled licencing of marines from countries that have special AI balance techs

Utility
 

  • Added org regain modifier to country info

Map
 

  • Changed province names in Czechia/Slovakia (Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. )
  • Added port and manpower to Haifa
  • Added/expanded British Middle East oil production/refining
  • Added some manpower to Chinese coastal provinces near Shanghai

GUI/GFX
 

  • Overhauled all country skins and topbars

Bug Fixes
 

  • Fixed 2 small typos in German division names
  • Fixed multiple broken event units
  • Fixed the RM Aquila launch decision
  • Fixed event pictures for RAMB III, IV
  • Fixed the Soviet invasion of Poland events immediately peacing out with Poland
  • Fixed armor category models not being displayed properly

 

Black ICE 12.0.4 Patch Notes
Major Changes
 

  •  

General
 

  • Operation dragoon now only happens if the allies control suez or gibraltar
  • Tweaks & corrections to a few soviet units (bog soviet OOB rework coming next version)
  • It is now harder to get Spain into the Axis

Units and combat Balance
 

  • Chinese minor leaders now have the Chinese General trait
  • Soviet Order of Lenin medal bonus nerfed
  • The loss of Yamato will trigger a NU hit for Japan
  • Mixed support now costs a bit more
  • Amphibious armor option for mixed support nerfed a bit
  • Lacking sufficient AP value now incurs a slightly higher damage penalty
  • River speed penalties increased
  • Some artillery units now have increased combat width
  • Starting Japanese OOB now has better capitalisation

Events
 

  • Added event about the Sultanate of Aussa for ITA
  • Added event about the SS Patria Disaster for ENG

Technology
 

  • Body Armor tech now affects only engineer units but with higher bonuses

Models/Graphics/Sounds
 

  •  

AI/LUA
 

  •  

Utility
 

  • Added “Units” tab which lists all units (brigades) in the game
    • Shows techs which affect the unit
    • Tech levels can be changed
    • Shows the units stats, with tech levels considered
  • Added textbox for trait effects in the “Generals” gameinfo tab
  • Filtering, resetting filters now automatically selects the 1. Result in the list
  • Getting players now automatically selects the 1. Result in the list
  • Fixed the display of the default organization effect
  • Fixed a bunch of textboxes keeping their content when they should have been empty

Map
 

  • Iraq province improvements
  • French Indochina province improvements
  • UK province improvements, adding historical steelworks and oil refinery to Wales
  • Malaya province improvements

QoL/UI
 

  •  

GUI/GFX
 

  • More soviet leader picture improvements
  • Some duplicate province pictures removed

Bug Fixes
 

  • Fix radar guided bomb tech trigger
  • Fix Tank/Air/Naval producer strategic effects
  • Fixed light armor recon morale
  • Fixed the rare materials cost of the polish-soviet forces event
  • Fixed 2nd vienna award date trigger
  • Fixed a missing MTN division event picture for GER
  • Fixed some duplicating names for planes and ships across several countries, especially GER and BRA
  • Fixed a major bug with gainable traits that was denying multiple countries access to their unique traits
  • Fixed Japanese heavy cruisers added to queue tech levels (Suzuya, Kumano, Tone, Chikuma)
  • Fixed Retrocession of Alsace-Lorraine localisation
  • Multiple event and popup localisations improved with better syntax, grammar, spelling, punctuation etc
  • Fixed British PWE ‘PWE destroyed’ event firing immediately after it’s creation

 

 

### ***OTHER ***###

## **BORDERLESS WINDOWED MODE** ##

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backup: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

## **NO SECURITY PATCH LUA.DLL** ##

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Спойлер

12

12.0.4

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12.0.3

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12.0.2

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12.0.1

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12.0

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11

11.3.5

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11.3.4

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11.3.3

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11.3.2

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11.3.1

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11.3

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11.2.1

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11.2

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11.1

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10

10.52

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10.51

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10.5

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10.43

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10.4

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10.33

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Рекомендация от разраба, если краш последней версии

Спойлер

Q

My game keeps crashing during start up. The crash happens when I'm loading the quad textures, around 4800-4900. Any suggestions would be greatly appreciated

A

Its probably at the very last map quad.
Try using this pre-built map cache 
Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. . (Download button is in the top right)
Place the contents at C:\Users\<YOUR NAME>\Documents\Paradox Interactive\Hearts of Iron III\BlackICE 12.0.4\map

 

Изменено пользователем Maraniro

Закреплённые сообщения
alexashka-80
Всем привет, я тут немного загулял и было не до перевода B)

Но работа на месте не стоит - обновил архив по ссылке, вложил туда файл ЯazoR'a с ивентами, добавил перевод технологий флота и некоторых авиационных.

Пока что работа еще в процессе.

Рад бы и сам перевести скорее, но откуда взять времени?)) Работаю же в конце концов

По поводу денег - работаю за идею! :D

Но если кто-то всерьез хочет меня так отблагодарить - в ЛС.

В обновлённом архиве файл zDD-events остался от предыдущей версии. В 4.2с этот файл строчек на 30 больше. Надеюсь это не критично?


В обновлённом архиве файл zDD-events остался от предыдущей версии. В 4.2с этот файл строчек на 30 больше. Надеюсь это не критично?

Может чуть критично, но после выхода 4.3 все равно менять будем.


ROTOR
в ближайшие 24 часа ожидается выход патча 4.3

вот информация по этому поводу:

4.3 will be a bit of both. it has ALOT of rebalancing based on suggestions and game reports. There is still more work to go to perfect this so it will still technically be in beta stage.

At the same time the BICE modders have been very busy. More air model GFX has been completed, including all the Italian air model GFX thanks to Berlichingen. Also there will now be a way to blockade enemy ports thanks to Marneman, this allow you to reduce the effiecency of the port based on how long you stay in the port sea province. Marneman will be able to explain more. There is also a rework of the battlecommander generation events. Also working a way has been found which should allow the increase of capacity of airbases beyond level 10.

Классно! А я еще и в 4.2. не играл!


Классно! А я еще и в 4.2. не играл!

и мб и не стоило сырой он был ещё


Подскажите плиз как повысить популяроность партии(а не ее организованность)

Что вообще за модификатор такой "внутренние дела"?

как я это понимаю.

держишь контрразведку на 2-3 черты у себя дома,повышаешь организацию как можно больше 90-100 и ждёшь)

помимо ивентов,со временем она будет расти,из-за вот этих самых внутренних дел,саму механику процесса не могу сказать не интересовался.

ну и само собой побольше бонусов на поддержку партии собери от министров и т.п


Rumata87

Заметил, что в игре за СССР ширина фронта пехотной бригады всего 0,7, вроде же всегда 1 было? В итоге 3 дивизии укомплектованные 2 пех-1сау-1ПтСау не факт что смогут удержать фронт. Это я какой то тех случайно изучил не тот (вроде только на сокращение ширины фронта у танков есть, а то она сейчас получается больше чем у пехотной) или это нормально? И еще один вопрос, как посмотреть ширину фронта в определенной провинции, чтобы соответственно, высчитать сколько туда нужно дивизий ставить?


не весь ещё что-то плавает,но уже не угрожает моему.Топил не сразу за раз ,а постепенно подкарауливая его с помощью данных разведки

на тот момент было 6 авианосцев,3 лёгких авика+3 потопили все же, 6 линкоров .

Вот это топило конвои ,т.е не участвовало активно в разгроме:было штук 60+ подлодок,6 линейных крейсеров и другое более мелкое

к барбароссе уже 9 авианосцев ,3 сверхтяжёлых линкора +3 на финальной стадии постройки , 6 линкоров и 6 скоро построятся

все они улучшены до последних актуальных технологий.

Не скажу что не терпел поражений,но среди основных кораблей,кроме лёгких авиков (их потерял 3 штуки).были разгромы,но потерь не было в отличии от британцев и французов,их флот тоже понёс большие потери

уже сейчас в атлантике потопил 5 авиков США и несколько линкоров,хоть официально война с ними ещё и не началась.

Британию через годик думаю уже возьму,а вот что буду делать с союзом тут вопрос ещё тот

Окей-окей - буду играть в историческую партию! чтобы исторично проиграть войну! рекомендую вам строить легкую пехоту ;)


Там есть тех. Human Wave. - только он вроде на пехоту ширину уменьшает.

Вот тех по мобилизации передела, а то глупо когда люди быстро заканчиваются

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Изменено пользователем Антипа

Rumata87
Там есть тех. Human Wave. - только он вроде на пехоту ширину уменьшает.

Вот тех по мобилизации передела, а то глупо когда люди быстро заканчиваются

emergency_recruitment_legislation = {

allow = {

war = yes

OR = {

AND = {

NOT = { emergency_recruitment_legislation = 1 }

NOT = { manpower = 10 }

}

AND = {

NOT = { emergency_recruitment_legislation = 2 }

NOT = { manpower = 7 }

surrender_progress = 15

}

AND = {

NOT = { emergency_recruitment_legislation = 3 }

NOT = { manpower = 7 }

surrender_progress = 30

}

AND = {

NOT = { emergency_recruitment_legislation = 4 }

NOT = { manpower = 7 }

surrender_progress = 50

}

}

}

manpower_gain = 1

ic_efficiency = -0.10

ic_modifier = -0.15

leadership_gain = -0.15

combat_efficiency = -0.10

on_completion = infantry_theory

difficulty = 9

start_year = 1937

first_offset = 1939

max_level = 4

additional_offset = 2

folder = infantry_folder

}

Блин видимо его я и изучил((((


Совместим патч со старыми сейвами?


alexashka-80

Пока ждал выхода очередного патча я по ползал по парадоксам и нашел несколько модов для BLACK ICE. Если кого заинтересует то можно выложить инфу по ним.

Это для любителей поиграть за Германию и потребуют дополнительного перевода


alexashka-80

итак, начнем пожалуй.

мод

Black ICE German Graphical Augment

я не умею делать спойлерНажмите здесь!
 For the new Black ICE Beta v4.2c I have prepared a version of my Sub mod. I am happy to receive your feedback if you see some flaws or bugs. The Sub mod is not save game compatible and changes the checksum. Be aware that the German naming then is applied to all other nations you might play at a later stage.

I have not played the Black Ice beta yet so there might be valuable input from your sides to help improve this modification.

As my Air and Naval HQ mod is now part of the BI mod I have not included this section in the files anymore.

Content:

- Altered the localisation files to reflect the historcal naming of units and the naming conventions of the German Army for their types of Regiments and Bataillons. The units will be named either Panzer-Regiment x, or Fallschirmjдger-Regiment y etc. while the batallions will appear either as Panzerjдger-Abteilung y or as Pionier-Bataillon x for example.

- You will find the country file altered with a more streamlined naming of Infantry Divisions and Militia formations. The militia formations now named to reflect the Reserves strucures and Replacement units ("Feld-Ersatz-Regimenter") of the Wehrmacht. The upgrade Options for militia into all branches of the Army seems to fit to this approach.

- The counters are adapted to recall the historic piping or corps colors (Waffenfarben) of the German Army in ww2. wink2.gif

- Event chain to flavorise the set up of the Arial Defenses of Germany

- Events to bring Luftwaffen-Feld-Divisions to the game (with unique Counters, not buildable)

- HG Division chain of upgrade Events with unique Counters, not buildable

- Events to upgrade commando Units into "Brandenburg" Division and "Sturm-Division "Rhodos"

[Cкрыть]

Install instructions:

1. DL file

2. Copy the contents

3. Paste the contents into the Black ICE folder (path: Main Folder HoI3 is installed to/Hearts of Iron/tfh/mod/black Ice/...corresponding folders)

It is advised to start a new 1936 campaign after you have applied the mod. It is not save game compatible!!

Download here:]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

Изменено пользователем Антипа

alexashka-80

следующий мод: Third Reich Events Beta release.

Cultural, political events mainly (over 200 events) for Germany. 10 new German leaders. Traits renamed. After the first play testing I will start a new thread with better description.

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.


alexashka-80

Tanganyika! for Black I.C.E.

спойлерНажмите здесь!
 This mod explores Germany's relationship with Africa. HoI3 allows the 'what if's of history and what if Germany had advanced into sub-Saharan Africa. Germany had a long history in Tanganyika and other parts of Africa. General von Lettow-Vorbeck's long campaign in East Africa could not has been successful without local support.

This mod has strong historical support and using period maps I have corrected some of the provinces in German East Africa. There are historical images used in the mod.

This mod should work fine with the current version of BICE (4.2 or 4.3).

Download and extract in the TFH folder

[Cкрыть]

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

Изменено пользователем Антипа

alexashka-80

Here are some of my own minimods which I made for vanilla some time ago.

since I started to play BI again I checked them and started to bring them in line with BI.

So here we go and as always I would enjoy any kind of critics, suggestions, ideas,wishes and what ever comes into your mind.

1. TDW-GerLeaders current version : 1.1

спойлерНажмите здесь!
  Adds a total of 1348 Leaders for Germany to your Game (all with picture + historical promotion date).

The 1216 Leaders Split up in the following way:1032 Army Leaders

112 Air-force Leaders (land and air)

72 SS Leaders

132 Kriegsmarine Leaders

No BI Leaders were changed.

The Skills/Maxskills as well as the traits were distributed in a more or less random way with some general rules to ensure that they arent to strong but still usable (check Spoiler for more details).

The GerLeaders-UBootAces adds 31 German Submarine Commanders, which sunk more than 100,000 Tonnage but still were below the lowest rank of HoI-Leaders.

They all start with a skill of 0 to simulate there lower rank but gained the submarine trait instead.

I didnt merged it with the GerLeaders pack so you can decide by yourself if you want to have lower rank Leaders or not.

[Cкрыть]

2. TDW-Festungen current version : 1.1

спойлерНажмите здесь!
 Adds decisions for Germany to appoint regions who got promoted to Festung (fortress), Fester Platz (fortified Place) and Verteidigungsbereich(defense area) - in total that are 117 regions.

It gives the province a +1 Fort and also spawns additional defenders there.

All regions where I had information about the stationed (in some cases defending) Units, I included them.

For all other regions there will only spawn 1 Division containing of 2 Militia brigades.

There are 2 versions:

  1. with assigned Leaders (TDW-Festungen-BI-v1-1.rar)
    The Units spawn with the historical Leader where I had informations about who was the appointed commander of the Festung/Fester Platz/Verteidigungsbereich.
    If you dont use my TDW-GerLeaders you can use the TDW-Festungen-Leaders-BI-v1.rar(not needed when you use TDW GerLeaders)
    It adds 26 Leaders who were commander of the Festung/Fester Platz/Verteidigungsbereich.
    Also all commander of the Festung/Fester Platz/Verteidigungsbereich which already were BI-Leaders get (re-)assigned too.
  2. without assigned Leaders (TDW-Festungen-BI-noLeaders-v1.rar)
    This version only spawns the appropriate Divisions but dont (re-)assigns the historically Commander.

Both version includes a battleplan (only for Germany) with all Fortresses marked, so u get an idea where they are situated.

[Cкрыть]

3. TDW-DefLines current version : 1.01

спойлерНажмите здесь!
 adds historical Defensive Lines (for full list check Spoiler) which got established during 1936-1945.

In General some of the decision-established Lines were light (field-) fortifications, therefore they are a bit cheaper but grants a lower fort level.

The Stalin & Molotov Line events/decision works additionally to the BI events and only adds forts (in historically positions) where BI didnt add them.

Furthermore it includes multiple battleplans (only for the 'building' Nations) where all added defensive lines are drawn.

I used 2 different ways to establish them

1. pre-build (mostly due to events) - sometimes needs an decision to set up and after some time it will fire an event, when certain triggers are met, which will 'build' it on the map.

2. enemy-driven (with decisions) - will be usable when enemy units reach the defensive line.

In both cases you will have to pay for it with supply and money.

Most of the times you will get an population bonus of 1 for a Defensive line you build.

[Cкрыть]

4. TDW-Additional HQs current version : 1.1

спойлерНажмите здесь!
 Since I posted something in the ]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]> I received some request for my Decisions.

So I decided to add them here so you can easy get them.

It gives you (and not the ai) the abilitly to get some BI-special HQs via decision for all Major Nations (GER, SOV, USA, ENG, ITA, JAP).

Furthermore all Minor faction members can get some too (but need to have the related research and have to move them from the factionleaders capital manually).

The SS HQ is only available for Germany and Guards HQs only for Soviets. Also I used a cooldown to prevent the spaming of HQs.

[Cкрыть]

5. TDW-Scandinavia-Pack current version : 1.01

спойлерНажмите здесь!
 Expands the northern European countries (Norway, Sweden, Finnland and Denmark) with Events (see Spoiler), missing Leaders and Ministers.

Furthermore I added (and not replaced) model-pictures for Sweden. If you dont want them simply remove the gfx/models folder from that package. The model-pictures are compatible with ]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>.

[Cкрыть]

6. TDW-Neutral States-Pack current version : 1.0

спойлерНажмите здесь!
 Expands Ireland, Switzerland and Portugal with Events, missing Leaders and Ministers. [Cкрыть]

CommentsНажмите здесь!
  Regarding TDW-Festung and TDW-DefLinesBoth should not stop advances but should help to slow them down a bit and make it harder to 'snowball' on one front.

Therefore most of them are focused on the late phase of the eastern european front because of the great landmass there the AI is in my opinion not able to establish a defensive front in a proper way once the initial defence has been lost.

If you know a way to bypass the monthly trigger check for events than please share it with me because than I could change alot of the decisions to events, which would fit much better.

[Cкрыть]

INSTALLНажмите здесь!
 To install just copy all files inside the TDW folder into your BI-mod folder (\Hearts of Iron III\tfh\mod\BlackICE\)

or

extract to \Hearts of Iron III\tfh\mod\

only for TDW-Festungen and TDW-Additional HQs

Additionally you have to add the content of added_modifiers.txt into \Hearts of Iron III\tfh\mod\BlackICE\common\event_modifiers.txt.

DONT OVERRIDE ANYTHING IN THAT FILE. ONLY ADD IT AT THE END OF THE FILE.

only for TDW-Scandinavia and TDW-NeutralStates

Additionally you have to add the content of added_event_modifiers.txt into \Hearts of Iron III\tfh\mod\BlackICE\common\event_modifiers.txt.

And you have to add the content of added_triggered_modifiers.txt into \Hearts of Iron III\tfh\mod\BlackICE\common\triggered_modifiers.tx t

DONT OVERRIDE ANYTHING IN THIS FILES. ONLY ADD IT AT THE END OF THE FILES.

to install the no-Leader version of TDW-Festungen just override the files from TDW-Festungen-BI-v1-1.rar with the corresponding files from TDW-Festungen-BI-noLeader-v1-1.rar

[Cкрыть]

FilesНажмите здесь!
 TDW-GerLeaders:

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

TDW-Festungen:

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

TDW-DefLines:

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

TDW-Additional HQs:

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

TDW-Scandinavia-Pack:

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

TDW-Neutral States-Pack:

]]>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. ]]>

[Cкрыть]
Изменено пользователем Антипа

alexashka-80

ну и последнее... спрайты для Германских войск

спойлерНажмите здесь!
 I have started a new sprite project for Black ICE, starting with German Grossdeutschland and SS-units.

Spritefix is included, it fixes and changes BI sprites more suitable.

Changes have been made for all spritepacks for HoI3. (You don't need them all to get this work).

Black ICE Sprite Project Consist of new Sprite skins added from vanilla models.

Now your unique units are more easier to detect.

[Cкрыть]

Install instructions

1. Extract to your main HOI3 Folder(where your exe's are).

2. Overwrite.

3. Play.

Checksum: QIJO

[black ICE 4.2c beta + sprite mod]

version 1.25 for BlackICE 4.2c beta

Download Link: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Для нормальной работы требуется установленный MegaGerman Spritepack

Изменено пользователем Антипа

Антипа

alexashka-80, в следующий раз прячь многобукав (особенно на иностранном языке) под спойлер.


alexashka-80
alexashka-80, в следующий раз прячь многобукав (особенно на иностранном языке) под спойлер.

Буду учиться :blush:


Rumata87
ну и последнее... спрайты для Германских войск

спойлерНажмите здесь!
 I have started a new sprite project for Black ICE, starting with German Grossdeutschland and SS-units.

Spritefix is included, it fixes and changes BI sprites more suitable.

Changes have been made for all spritepacks for HoI3. (You don't need them all to get this work).

Black ICE Sprite Project Consist of new Sprite skins added from vanilla models.

Now your unique units are more easier to detect.

[Cкрыть]

Install instructions

1. Extract to your main HOI3 Folder(where your exe's are).

2. Overwrite.

3. Play.

Checksum: QIJO

[black ICE 4.2c beta + sprite mod]

version 1.25 for BlackICE 4.2c beta

Download Link: Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Для нормальной работы требуется установленный MegaGerman Spritepack

А нет ли спрайтов за СССР?


alexashka-80

Новое в 4.3

Experimental Blockade System in Black ICE v4.3

спойлерНажмите здесь!
 Hi gang! Just a short note to explain how the new blockade system in the upcoming Black ICE v4.3 works.

First, some caveats:

It isn't perfect.

It probably has bugs in it.

It isn't how I originally wanted to implement it.

Sadly, due to the constraints imposed by the scripting engine, this isn't what I had originally wanted to build. But it does work, so ....

In short, you can now move your naval fleets to AI enemy ports and blockade them. Once you have your ships in position, and after a short deployment delay, all "major" (L8+) enemy ports that connect to the sea province occupied by your fleet will temporarily have their port levels lowered, thus lowering the amount of material that can be shipped into/out of the port, as well as the port's repair bandwidth. So, depending on the sea province in question, you can block multiple ports at once! If you leave the province, ostensibly because the enemy has run you off, the port will reorganize itself over time and its original level will be restored.

The first unreleased version that I wrote simply gave the AI a malus to naval base efficiency. Worked great, but wasn't terribly realistic, as that penalty affected all enemy ports, not just the one(s) you were blockading. So, I tore it up and redid it - so now, the port penalties are very directly tied to the specific port(s) being blockaded.

If you find any bugs in it (especially performance-related), please let me know so I can take a closer look.

Already on the todo list for the blockade system:

# AI blockading AI

# AI blockading players

# Multiple levels of blockades depending on how long the blockader has been in place

# Possible small bonus to supplies/resources for blockader (representing confiscated supplies and war material)

Enjoy!

[Cкрыть]

О выходе 4.3 пока нет информации

Изменено пользователем alexashka-80

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dron156

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BLACK ICE submod for Didays  

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Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  8.52 блек айс , держите. Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  7.40 кому интересно

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Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  Вот ссыля на чистый 10.41 с парадокс плазы. Я видел запрос человека, но выше уже давалась ссылка. Возможно, стоит в шапку прикрепить 10.41, а то я часто сам сталкиваю

SergeyRom

Не успели мы попросить модератора загрузить в шапку версию 10.41, как уже вышла версия 10.42   Скачать Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

SergeyRom

надо ставить не в /mod  а в /tfh/mod     introductio/help несет чисто информационный характер и объясняет механику игры и ивентов   Всю информация я естественно не смогу тут

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