BLACK ICE AI submod for Didays ICE для Hearts of Iron 3: Their Finest Hour - Страница 466 - DiDay's мод - Strategium.ru Перейти к содержимому

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: https://drive.google.com/file/d/1lQqvMP8gw28B5Y9vpB-TQBnzMcrOAabT/view?usp=drive_link
Utility guide: 

 

BlackICE Discord https://discord.gg/nF8hmq7F4T
BlackICE GitHub 
https://github.com/oumajgad/BlackICE

 

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 (@pospanipas)
  • 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** ##

https://community.pcgamingwiki.com/files/file/848-v2winfix/

backup: https://drive.google.com/file/d/1kH2InTVmbNdHJKBEsGpH9tP6vk0eGHgf/view

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

https://drive.google.com/file/d/1VAXiROtJ5_VaqhezdjQYkAG3S9ipXDm_/view

 

Спойлер

12

12.0.4

https://drive.google.com/file/d/1lQqvMP8gw28B5Y9vpB-TQBnzMcrOAabT/view?usp=drive_link

12.0.3

https://drive.google.com/file/d/1HWRQxoVLavCLzdqCXi8mtaeKpZjP8JMn/view?usp=drive_link

12.0.2

https://drive.google.com/file/d/1q6wt1IjJ65sAAQhdHUh_zRdh-toyS4OG/view?usp=drive_link

12.0.1

https://drive.google.com/file/d/1Xy0Oq7siv0Oixj67nUCvQXCClx7nXXtj/view?usp=drivesdk

12.0

https://drive.google.com/file/d/1MtunUmfilI7cLXx4J5VL683MVn2Bh8HQ/view?usp=drive_link

 

11

11.3.5

https://drive.google.com/file/d/1I4LA_yUzU0Xpk1YxF8jZqqeAhJ73-AYC/view?usp=drive_link

11.3.4

https://drive.google.com/file/d/18ZRgKy3Pkvly2hn_o-bB8QP75UFm0OT5/view?usp=share_link

11.3.3

https://drive.google.com/file/d/1jjBKufYvB9XOFsFp9pmrYo2iMm1llt84/view?usp=share_link

11.3.2

https://drive.google.com/file/d/1cGzaPlcJf4zyM9USBR-h4qJWGUi6MCNl/view?usp=share_link

11.3.1

https://drive.google.com/file/d/17VGOdGmr-SExsoogCOXBAg7H0yCFnEhC/view?usp=share_link

11.3

https://drive.google.com/file/d/1GFU3UX-MJcZpw2b3JQbePvlHZBpXg867/view?usp=share_link

11.2.1

https://drive.google.com/file/d/1RRo-x8BaWbRhktWGZhOEVsOETU-ch3Ko/view

11.2

https://drive.google.com/file/d/1gs63SrP9okX5V6HEQZfbxIMRjj0R_hwT/view

11.1

https://drive.google.com/file/d/12l7CIhkapsHGbk4J9DBUFYIIowTgiaZ-/view

 

10

10.52

https://drive.google.com/file/d/1j4TJWVnogbgY8cpfwBNR_Rqm2_6G5Gs4/view

10.51

https://drive.google.com/file/d/1sXz7PG83dh1qWmiAk2LsnNrd4CKeok4W/view

10.5

https://drive.google.com/file/d/1f3oXLevl1xEqY0L__5phBL4HGpszUuyR/view

10.43

https://drive.google.com/file/d/1l42tDNUQHtbN7JxfKUtnXXx1K0HuYCjI/view

10.4

https://drive.google.com/file/d/1z2EYM_tTYuvPYQ6nDB4zusvaQdTUYYvA/view

10.33

https://drive.google.com/file/d/1MAMj8DpupOnm_c5nn0o8I5tQ8lXzShK8/view

 

 

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 
https://drive.google.com/file/d/1c__kytFpXYBQPXuWzGa28unXaW27S6Hy/view?usp=drive_link. (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
Ссылка на комментарий

Закреплённые сообщения
ROTOR
16 часов назад, dron156 сказал:

Чуть обновил сборку

https://yadi.sk/d/iU_uKyxA3WDG48

Чек сумма RFWQ

 

Ну что трудно написать? Русская сборка или на английском?

Ссылка на комментарий

ROTOR
В 19.10.2018 в 00:56, dron156 сказал:

Чуть обновил сборку

https://yadi.sk/d/iU_uKyxA3WDG48

Чек сумма RFWQ

 

Кстати ссылка битая.

Ссылка на комментарий

20 часов назад, ROTOR сказал:

 

Кстати ссылка битая.

 

Просто игра теперь не определяет систему и видит 1 гб. оперативной. Вылет через 15-20 мин.

Ссылка на комментарий

ROTOR
1 час назад, dron156 сказал:

 

Просто игра теперь не определяет систему и видит 1 гб. оперативной. Вылет через 15-20 мин.

 

Потому что  все изменения которые вы вносите в игру не должные не в коем случаи менять ее чек сумму.

Ссылка на комментарий

1 час назад, ROTOR сказал:

 

Потому что  все изменения которые вы вносите в игру не должные не в коем случаи менять ее чек сумму.

изменение почти любого файла меняет и раньше это проблемы не вызывало

Ссылка на комментарий

ROTOR
18 минут назад, dron156 сказал:

изменение почти любого файла меняет и раньше это проблемы не вызывало

 

Совсем не любого файла. И просто раньше вам везло.

Ссылка на комментарий

Граждане и гражданки Форума Strategium! Сделайте доброе дело - подскажите, где можно скачать последнюю рабочую версию Black Ice, можно на английском. Только не надо предлагать ссылки на форум Paradox, плиз

Ссылка на комментарий

Моя сборка HOI3 Their Finest Hour + Black ice 9.11

 

https://yadi.sk/d/FP8zqb0cyJonjA

 

За основу взята игра от Midgard + Black ice 9.11 сильно переработанный мной,далее буду обновлять только мод.

 

Русифицирован только интерфейс и то не весь,мои евенты и некоторые другие евенты. Чек сумма KERV

 

Последние важные изменения в моде:

Важные исторические события происходят во время ( Аншлюс,Мюнхенский сговор,аннексия Албании и оккупация Чехословакии )

+ разные мои евенты.

Ссылка на комментарий

В 26.10.2018 в 00:52, dron156 сказал:

Моя сборка HOI3 Their Finest Hour + Black ice 9.11

 

https://yadi.sk/d/FP8zqb0cyJonjA

 

За основу взята игра от Midgard + Black ice 9.11 сильно переработанный мной,далее буду обновлять только мод.

 

Русифицирован только интерфейс и то не весь,мои евенты и некоторые другие евенты. Чек сумма KERV

 

Последние важные изменения в моде:

Важные исторические события происходят во время ( Аншлюс,Мюнхенский сговор,аннексия Албании и оккупация Чехословакии )

+ разные мои евенты.

 

У меня после скачивания Вашего файла и при попытке открытия на моем компе вылетает надпись о повреждении файла или недоступного архива (это такая фишка появляется в левом верхнем углу с желтым треугольничком). Может посоветуете что-нибудь?

Ссылка на комментарий

MightMortall

Новая версия вышла, может кто нибудь залить сюда или дать ссылку?

Ссылка на комментарий

Shamilboroda

BICE 10Скачать

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

Map cache

Изменено пользователем Shamilboroda
Ссылка на комментарий

MightMortall
1 час назад, Shamilboroda сказал:

BICE 10Скачать

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

Map cache

Спасибо

Ссылка на комментарий

Razer98K
4 часа назад, Shamilboroda сказал:

BICE 10Скачать

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

Map cache

Забавно, что разработчики BICE по итогу скопировали систему доктрин из ХоИ4.

Ссылка на комментарий

7 часов назад, Shamilboroda сказал:

BICE 10Скачать

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

Map cache

Поиграли? Что новенького? 

Ссылка на комментарий

Shamilboroda
33 минуты назад, Bambino сказал:

Поиграли? Что новенького? 

Нет, не играл, просто откликнулся на просьбу человека. 

Нового там овердохрена, что следует хотя бы из того, что разрабы решили изменить название версии с 9.2 на полноценную 10. 

Спойлер

NEW STUFF

Strategic resources and economy

Added trade options for most resources that can be mined. System is relatively simple. Each country that has tradeable strategic resource can have two active trade deals that last one year each. AI will buy resources too, so player will have to realy hunt trade opportunities for more rare stuff (like Molybdenum for example).
Each bought resource grants bonuses related to it. For example, if you buy tungsten, you will get Hard Attack bonus for the duration fo trade deal (if you have researched AT techs that is).
Trade deals with countries that you're at war with get automaticaly cancelled.

Added new strategic resources: molybdenum, copper, zinc, manganese
Old ones got reworked. Now it's impossible to have strategic resources by simply being closesly alligned to country having them. You have to be allies, in faction or have a trade deal. All new and some of the old ones got linked with various techs and modifiers. Also, not having some of them will trigger penalties, or prevent getting access to certain techs (jet techs without aluminium) or getting certain bonuses (air build speed without aluminium).

Now having huge army/air forces/navy/industry will cost money. After reaching certain number of brigades/units/IC you will get events asking if you want to pay for extra salaries, maintenance etc. Those events will trigger every 3 months. Their initial cost is relatively low, but it will go up if you keep expanding army/air/sea/IC. Values are set in a way that allows certain level of expansion without having to worry about
money spending.
National Focus also costs money now, so keeping track of money is extremely important.


Strategic doctrines

Added 4 new doctrine tech trees. Deep Battle, Grand Battle Plan, Superior Firepower and Blitzkrieg. Each has around 15-17 new techs focusing on the unique aspects of each doctrine and mindset behind them. Doctrines are locked for major countries which means that, for example, ENG will start with Grand Battle Plan and other three doctrines will be locked.
Each doctrine has it's own set of new combat tactics available only after researching techs.
Similar thing with some bonuses. Few techs will trigger strategic effects instead of giving bonuses listed in tech tab. This is specified in tech descriptions. The reason behind this is that some bonuses, like Defend Reinforcement Chance, can't be applied to techs.

You can learn few techs from other doctrines, but there are only two ways of doing that.
First one is being allied or in faction with country that mastered different doctrine. You also need to be at war.
Second one is combat experience. After bigger battles there's a chance of getting event granting certain level of, lets call it "Doctrine Experience".
After gathering enough some techs will get unlocked. Not all, simply for keeping game balance in check.


Units rebalance and "Tech Decay"

All units were rebalanced. By all I literaly mean all. Their base stats are roughly on "old" 1941/42 level with some tweaks and minor changes. During the game there will be events (hidden from player) that will lower stats of all units. This also affects air and naval doctrines (land are excluded).

What does that mean. Player's (and AI) task is to research techs and keep them up to date to prevent them from dropping below acceptable and useful levels. Pace of this decay was adjusted by calculating bonuses from techs for each year and adjusting them in a way that will make sure that if all techs are up to date, unit will have same stats for the entire game.
End result is that combat pace, casualties and general combat feel is the same no matter what year it is, altough as for now decay ends in 1950. So no more early, slow battles with barely any casualties and useless air forces vs late war meat grinders that claim thousands of casualties, explode entire divisions and obliterate fleets or air units in 3 hours. As I mentioned earlier - this affects also air and naval doctrines. Those were greatly buffed (by hidden modifier) so the issue with early game stupid battles/bombings are gone.


Added Flagships/Command Ships

Only available as versions of BB and CV and few unique ships - 2 for each country. You can recognise them by small HQ icon.
How does it work? Those ships have transport capability of 1. This allows them to carry unique HQ (new unit) spawned by Naval HQ (CoC) events. This HQ works same as any other HQ, but has weight of 1, which makes it the only such unit that can be transported by those warships. And as an HQ it can be attached to OOB giving bonuses to all nearby units attached to it.


Models GFX and localisations by Tanchowder:

Armor: ENG, GER, SOV
CAG: GER, ENG
INT: GER, ENG, SOV, USA
Jet: GER
CAS: GER
TEF: GER
Light/Med Bombers: GER
strat bombers: GER
+ localisations for all majors

Pavo ITA goodies: leaders, few events

New loading screens!!!

GAME BALANCE

Rebalanced speed bonuses and penalties for most units and all terrain types - penalties will be less severe now
Softness changes - many units will now have softness either over 100 or below 0. This makes having SA or HA to damage specific type of unit mandatory. Division with lots of SA will be basicaly useless again HARM division for example.
Changed combat damage values - units should be more likely to deorg than shatter
Tweaked air units ranges and speeds to be closer to irl values
Rebalanced strategic bombers: better strat attack, slightly lower ic/days cost, lower mission efficiency
buffed Fascist Militia speed a littel bit
Greatly reduced LS gain from occupied territories, historical factions and certain events and effects - mostly for GER
Reduced IC efficiency gain from techs
Increased IC efficiency penalties from difficulty settings
Rebalanced BC/BB/SHBB tech levels, max tech lvl, requirements and bonuses
Nerfed NAV a little bit
DD are now dirt cheap
CVE are now screens
Tweaked reqruitment laws
Reduced Combined Arms bonuses from traits
Reduced supply consumption bonuses from traits
Lowered commanders skill lvl impact on combat
Lowered xp_gain from traits
Reduced ART CA bonus
Increasec cost of all armored units
Buffed Semi-Mot INF speed
Lowered naval base build cost and time and increased it's resillience
Tweaked National Focuses - Health & Education now gives all buildings, not just one random category
Tweaked FRA military crisis

TECHS

Added Heavy Armor Forging tech in Industry tech
Added techs for ship classes
Added aditional requirements to few bomb techs
Added transport weight increase to +STR techs
Split supplies production into three separate techs
Division HQ tech (CoC) can now be researched even at war
Changed max levels of training techs
CoC techs no longer require being at war

OTHER

Removed Battlecommanders event from the start of the game - now you have all of them by default
National Focus after 1936 now costs money
Added Greater East Asian Sphere of Co Prosperity strategic effect (explanation)
Added Flagships - BB and CV versions (add explanation)
Changed Norway training law
More accurate oil production in the Middle East - added things to Haifa, Ahvaz and Ad Dammam
Reduced starting AA in almost all provinces on the map
Reduced amount of ships that naval commander can lead without penalties
Buffed Research Center events
Reduced penalties from building roads, railrodas, ports and air bases
Added decisions for AI USA to nuke JAP conditions are met
Tons of localisation fixes
Reworked NKVD HQ - it has low org, but extremely high Morale/Org.Regain
Tweaked Mining effect
Tweaked 2-2-6 event chain
Konoe Fumimaro is now Paternal Autocrat
Renamed JAP ship models to be in historical order
Jet Techs now require access to Aluminium
Getting bonuses from Tungsten requires researching AT techs
Lowered cost fo Channel Island occupation events
Tweaked scripted invasions
Tweaked Military College building
Tweaked Finanse Ministry effect
Tweaked AI JAP penalties
Lots of tweaks to Pacific War
Removed IC efficiency penalties from Desperate Reinforcements for AI
AI GER will now spawn event OOB while retreating only against player SOV
AI SOV will now research Rare Refining tech
Tweaked GER operations bonuses
Tweaked Winter War bonuses/Penalties
AI USA will build more motorized units
Tweaked BEF effects
Added Fall Weiss for AI GER
Increased VP in Belgium
AI GER will build more garrisons
Tweaked AI USA production
AI USA will now get garrisons on captured islands
Added XP to units in scripted invasions
Changed Toshiba effect
SIA annex will now happen historicaly
Tweaked HOL starting techs
Reworked FIN starting OOB (by Valteri)
Added FIN reserve divisions events (by Valteri)
Added shipyards to Caen and Brest
Added shipyard, IC and port to Elbing
Added port to Bizerte
Added small arms factory to Erfurt
Added LS to Hinterzarten
Added IC, metal, steel factory to Jesenice
GER won't get SLO units after annexing Czechoslovakia
NED will keep it's colonial units and navy after defeat (it used to be transferred to ENG)
Tweaked some ETH leaders
Tweaked Fermi penalty
Tweaked AI reinforcements decisions/events

LUA

Tweaked LUA files to make AI build slightly better divisions - no more slow brigades in fast divisions
AI will build more marines - more naval invasions in Europe and Pacific
AI will build less stuff that is less usefull like CVL for example
AI will build more Mechanized Inf. divisions
GER will build more submarines
SOV will build more INF and Mot/Mech Inf and less HARM divisions


BUGS

Fixed trait xp not being calculated properly
Fixed few JAP country flag names
Fixed few GER country flag names
Fixed 1 Leichte Brigade
Fixed few unique ships not being displayed proerly in combat
Fixed few paths for scripted naval invasion
Fixed JAP unit names
Fixed starting model for JAP
Fixed few scripted invasions not actualy invading
Fixed USA/UK take Bruxelles events
Fixed 2nd Armored Cav Group spawn
Fixed Kleist not wanting to NOT retire
Fixed Kokoda Trail event
Fixed Luftwaffe reorg events
Fixed a bug that causes GER to suffer winter/rail penalties when being attacked by SOV
Fixed Middle Eastern Reserves bug for ENG
Fixed R-M triggers
Fixed SS REC.CAV not having CA group
Fixed ITA not being able to build LSS
Fixed 22ns MTN division HQ not being an HQ
Fixed some FRA BB's not being displayed properly on combat screen
Fixed MSS not being displayed properly on combat screen
Fixed SOV, ITA, GER leaders not being removed from SPA/SPR OOB after SCW
Fixed Vichy Crash - this required few tweaks to ITA events
Fixed USS Hornet GFX

Уже вышел первый Хотфикс.

Изменено пользователем Shamilboroda
Ссылка на комментарий

46 минут назад, Shamilboroda сказал:

Нет, не играл, просто откликнулся на просьбу человека. 

Нового там овердохрена, что следует хотя бы из того, что разрабы решили изменить название версии с 9.2 на полноценную 10. 

  Внушительный список изменений и нововведений (на англ.) (Открыть)

NEW STUFF

Strategic resources and economy

Added trade options for most resources that can be mined. System is relatively simple. Each country that has tradeable strategic resource can have two active trade deals that last one year each. AI will buy resources too, so player will have to realy hunt trade opportunities for more rare stuff (like Molybdenum for example).
Each bought resource grants bonuses related to it. For example, if you buy tungsten, you will get Hard Attack bonus for the duration fo trade deal (if you have researched AT techs that is).
Trade deals with countries that you're at war with get automaticaly cancelled.

Added new strategic resources: molybdenum, copper, zinc, manganese
Old ones got reworked. Now it's impossible to have strategic resources by simply being closesly alligned to country having them. You have to be allies, in faction or have a trade deal. All new and some of the old ones got linked with various techs and modifiers. Also, not having some of them will trigger penalties, or prevent getting access to certain techs (jet techs without aluminium) or getting certain bonuses (air build speed without aluminium).

Now having huge army/air forces/navy/industry will cost money. After reaching certain number of brigades/units/IC you will get events asking if you want to pay for extra salaries, maintenance etc. Those events will trigger every 3 months. Their initial cost is relatively low, but it will go up if you keep expanding army/air/sea/IC. Values are set in a way that allows certain level of expansion without having to worry about
money spending.
National Focus also costs money now, so keeping track of money is extremely important.


Strategic doctrines

Added 4 new doctrine tech trees. Deep Battle, Grand Battle Plan, Superior Firepower and Blitzkrieg. Each has around 15-17 new techs focusing on the unique aspects of each doctrine and mindset behind them. Doctrines are locked for major countries which means that, for example, ENG will start with Grand Battle Plan and other three doctrines will be locked.
Each doctrine has it's own set of new combat tactics available only after researching techs.
Similar thing with some bonuses. Few techs will trigger strategic effects instead of giving bonuses listed in tech tab. This is specified in tech descriptions. The reason behind this is that some bonuses, like Defend Reinforcement Chance, can't be applied to techs.

You can learn few techs from other doctrines, but there are only two ways of doing that.
First one is being allied or in faction with country that mastered different doctrine. You also need to be at war.
Second one is combat experience. After bigger battles there's a chance of getting event granting certain level of, lets call it "Doctrine Experience".
After gathering enough some techs will get unlocked. Not all, simply for keeping game balance in check.


Units rebalance and "Tech Decay"

All units were rebalanced. By all I literaly mean all. Their base stats are roughly on "old" 1941/42 level with some tweaks and minor changes. During the game there will be events (hidden from player) that will lower stats of all units. This also affects air and naval doctrines (land are excluded).

What does that mean. Player's (and AI) task is to research techs and keep them up to date to prevent them from dropping below acceptable and useful levels. Pace of this decay was adjusted by calculating bonuses from techs for each year and adjusting them in a way that will make sure that if all techs are up to date, unit will have same stats for the entire game.
End result is that combat pace, casualties and general combat feel is the same no matter what year it is, altough as for now decay ends in 1950. So no more early, slow battles with barely any casualties and useless air forces vs late war meat grinders that claim thousands of casualties, explode entire divisions and obliterate fleets or air units in 3 hours. As I mentioned earlier - this affects also air and naval doctrines. Those were greatly buffed (by hidden modifier) so the issue with early game stupid battles/bombings are gone.


Added Flagships/Command Ships

Only available as versions of BB and CV and few unique ships - 2 for each country. You can recognise them by small HQ icon.
How does it work? Those ships have transport capability of 1. This allows them to carry unique HQ (new unit) spawned by Naval HQ (CoC) events. This HQ works same as any other HQ, but has weight of 1, which makes it the only such unit that can be transported by those warships. And as an HQ it can be attached to OOB giving bonuses to all nearby units attached to it.


Models GFX and localisations by Tanchowder:

Armor: ENG, GER, SOV
CAG: GER, ENG
INT: GER, ENG, SOV, USA
Jet: GER
CAS: GER
TEF: GER
Light/Med Bombers: GER
strat bombers: GER
+ localisations for all majors

Pavo ITA goodies: leaders, few events

New loading screens!!!

GAME BALANCE

Rebalanced speed bonuses and penalties for most units and all terrain types - penalties will be less severe now
Softness changes - many units will now have softness either over 100 or below 0. This makes having SA or HA to damage specific type of unit mandatory. Division with lots of SA will be basicaly useless again HARM division for example.
Changed combat damage values - units should be more likely to deorg than shatter
Tweaked air units ranges and speeds to be closer to irl values
Rebalanced strategic bombers: better strat attack, slightly lower ic/days cost, lower mission efficiency
buffed Fascist Militia speed a littel bit
Greatly reduced LS gain from occupied territories, historical factions and certain events and effects - mostly for GER
Reduced IC efficiency gain from techs
Increased IC efficiency penalties from difficulty settings
Rebalanced BC/BB/SHBB tech levels, max tech lvl, requirements and bonuses
Nerfed NAV a little bit
DD are now dirt cheap
CVE are now screens
Tweaked reqruitment laws
Reduced Combined Arms bonuses from traits
Reduced supply consumption bonuses from traits
Lowered commanders skill lvl impact on combat
Lowered xp_gain from traits
Reduced ART CA bonus
Increasec cost of all armored units
Buffed Semi-Mot INF speed
Lowered naval base build cost and time and increased it's resillience
Tweaked National Focuses - Health & Education now gives all buildings, not just one random category
Tweaked FRA military crisis

TECHS

Added Heavy Armor Forging tech in Industry tech
Added techs for ship classes
Added aditional requirements to few bomb techs
Added transport weight increase to +STR techs
Split supplies production into three separate techs
Division HQ tech (CoC) can now be researched even at war
Changed max levels of training techs
CoC techs no longer require being at war

OTHER

Removed Battlecommanders event from the start of the game - now you have all of them by default
National Focus after 1936 now costs money
Added Greater East Asian Sphere of Co Prosperity strategic effect (explanation)
Added Flagships - BB and CV versions (add explanation)
Changed Norway training law
More accurate oil production in the Middle East - added things to Haifa, Ahvaz and Ad Dammam
Reduced starting AA in almost all provinces on the map
Reduced amount of ships that naval commander can lead without penalties
Buffed Research Center events
Reduced penalties from building roads, railrodas, ports and air bases
Added decisions for AI USA to nuke JAP conditions are met
Tons of localisation fixes
Reworked NKVD HQ - it has low org, but extremely high Morale/Org.Regain
Tweaked Mining effect
Tweaked 2-2-6 event chain
Konoe Fumimaro is now Paternal Autocrat
Renamed JAP ship models to be in historical order
Jet Techs now require access to Aluminium
Getting bonuses from Tungsten requires researching AT techs
Lowered cost fo Channel Island occupation events
Tweaked scripted invasions
Tweaked Military College building
Tweaked Finanse Ministry effect
Tweaked AI JAP penalties
Lots of tweaks to Pacific War
Removed IC efficiency penalties from Desperate Reinforcements for AI
AI GER will now spawn event OOB while retreating only against player SOV
AI SOV will now research Rare Refining tech
Tweaked GER operations bonuses
Tweaked Winter War bonuses/Penalties
AI USA will build more motorized units
Tweaked BEF effects
Added Fall Weiss for AI GER
Increased VP in Belgium
AI GER will build more garrisons
Tweaked AI USA production
AI USA will now get garrisons on captured islands
Added XP to units in scripted invasions
Changed Toshiba effect
SIA annex will now happen historicaly
Tweaked HOL starting techs
Reworked FIN starting OOB (by Valteri)
Added FIN reserve divisions events (by Valteri)
Added shipyards to Caen and Brest
Added shipyard, IC and port to Elbing
Added port to Bizerte
Added small arms factory to Erfurt
Added LS to Hinterzarten
Added IC, metal, steel factory to Jesenice
GER won't get SLO units after annexing Czechoslovakia
NED will keep it's colonial units and navy after defeat (it used to be transferred to ENG)
Tweaked some ETH leaders
Tweaked Fermi penalty
Tweaked AI reinforcements decisions/events

LUA

Tweaked LUA files to make AI build slightly better divisions - no more slow brigades in fast divisions
AI will build more marines - more naval invasions in Europe and Pacific
AI will build less stuff that is less usefull like CVL for example
AI will build more Mechanized Inf. divisions
GER will build more submarines
SOV will build more INF and Mot/Mech Inf and less HARM divisions


BUGS

Fixed trait xp not being calculated properly
Fixed few JAP country flag names
Fixed few GER country flag names
Fixed 1 Leichte Brigade
Fixed few unique ships not being displayed proerly in combat
Fixed few paths for scripted naval invasion
Fixed JAP unit names
Fixed starting model for JAP
Fixed few scripted invasions not actualy invading
Fixed USA/UK take Bruxelles events
Fixed 2nd Armored Cav Group spawn
Fixed Kleist not wanting to NOT retire
Fixed Kokoda Trail event
Fixed Luftwaffe reorg events
Fixed a bug that causes GER to suffer winter/rail penalties when being attacked by SOV
Fixed Middle Eastern Reserves bug for ENG
Fixed R-M triggers
Fixed SS REC.CAV not having CA group
Fixed ITA not being able to build LSS
Fixed 22ns MTN division HQ not being an HQ
Fixed some FRA BB's not being displayed properly on combat screen
Fixed MSS not being displayed properly on combat screen
Fixed SOV, ITA, GER leaders not being removed from SPA/SPR OOB after SCW
Fixed Vichy Crash - this required few tweaks to ITA events
Fixed USS Hornet GFX

Уже вышел первый Хотфикс.

Спасибо. 

Ссылка на комментарий

Gamerzzz

Я не понимаю что именно они правят. У меня на третьей минуте экран в полоски превратился.

 

Версия 10.

Изменено пользователем Gamerzzz
Ссылка на комментарий

ROTOR
В 31.10.2018 в 12:26, Razer98K сказал:

Забавно, что разработчики BICE по итогу скопировали систему доктрин из ХоИ4.

 

В каком смысле? Можете кратко рассказать?

Ссылка на комментарий

Shamilboroda
10 часов назад, ROTOR сказал:

 

В каком смысле? Можете кратко рассказать?

Вы умеете в английский? Если да, то вот вам инфа от разрабов:

Спойлер

Added 4 new doctrine tech trees. Deep Battle, Grand Battle Plan, Superior Firepower and Blitzkrieg. Each has around 15-17 new techs focusing on the unique aspects of each doctrine and mindset behind them. Doctrines are locked for major countries which means that, for example, ENG will start with Grand Battle Plan and other three doctrines will be locked.
Each doctrine has it's own set of new combat tactics available only after researching techs.
Similar thing with some bonuses. Few techs will trigger strategic effects instead of giving bonuses listed in tech tab. This is specified in tech descriptions. The reason behind this is that some bonuses, like Defend Reinforcement Chance, can't be applied to techs.

You can learn few techs from other doctrines, but there are only two ways of doing that.
First one is being allied or in faction with country that mastered different doctrine. You also need to be at war.
Second one is combat experience. After bigger battles there's a chance of getting event granting certain level of, lets call it "Doctrine Experience".
After gathering enough some techs will get unlocked. Not all, simply for keeping game balance in check.

 

Ссылка на комментарий

Присоединиться к обсуждению

Вы можете оставить комментарий уже сейчас, а зарегистрироваться позже! Если у вас уже есть аккаунт, войдите, чтобы оставить сообщение через него.

Гость
Ответить в тему...

×   Вы вставили отформатированное содержимое.   Удалить форматирование

  Only 75 emoji are allowed.

×   Ваша ссылка автоматически преображена.   Отображать как простую ссылку

×   Предыдущее содержимое было восстановлено..   Очистить текст в редакторе

×   You cannot paste images directly. Upload or insert images from URL.

  • Ответы 10,360
  • Создано
  • Последний ответ
  • Просмотры 1612955

Лучшие авторы в этой теме

  • ROTOR

    751

  • alexashka-80

    545

  • Friend

    456

  • paul3390

    393

  • Striker

    390

  • Rumata87

    376

  • Жорж

    275

  • anty2

    223

  • Terabyte

    214

  • X-Ray

    199

  • mickey_B

    174

  • Moose

    146

  • nevskiy41

    127

  • Olegard

    117

  • JJJVirus

    116

  • wladimiron

    110

  • simuil

    106

  • reviest

    98

  • Bambino

    96

  • dron156

    94

  • Domovoy

    93

  • Jacky84

    93

  • GameForGame

    92

  • exile22

    88

Лучшие авторы в этой теме

Популярные сообщения

dron156

Новоя версия моей сборки Black ICE 10.41   Улучшаю историю,сиправляю ошибки и т.д. Самое главное добавил более 300 своих евентов, как важных исторических так и просто интересны

anty2

BLACK ICE submod for Didays  

Vladimir9

https://yadi.sk/d/2Tm5-0yACNdK7g 8.52 блек айс , держите. https://yadi.sk/d/OSUuzOVpwCNvmA 7.40 кому интересно

Bambino

https://drive.google.com/open?id=1r27QIGsAqDPpFND-BDScFmrLdnPPf09b - 10.3 https://drive.google.com/open?id=1mwbQI3nenZdRSLATRocHKlYyAs3zMdNH - 10.31 https://drive.google.com/open?id=1RuiGsyj

Shamilboroda

Разрабы анонсировали версию 10.4 и поведали о том, что в ней планируется сделать. Это с оговорками, потому что они не уверены в технической возможности осуществления всего задуманного. Итак:

Nekitlos

https://drive.google.com/file/d/123jWapSewY1W65Cw2jf2qaox6iKMyRUd/view Вот ссыля на чистый 10.41 с парадокс плазы. Я видел запрос человека, но выше уже давалась ссылка. Возможно, стоит в шапку прикреп

SergeyRom

Не успели мы попросить модератора загрузить в шапку версию 10.41, как уже вышла версия 10.42   Скачать https://drive.google.com/file/d/1B5KhOiWJrDirkRVz8MU6j7eG--Gx1abC/view

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

  • Сейчас на странице   0 пользователей

    • Нет пользователей, просматривающих эту страницу


Copyright © 2008-2025 Strategium.ru Powered by Invision Community

×
×
  • Создать...