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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
Ссылка на комментарий

Закреплённые сообщения
paul3390
7 минут назад, Terabyte сказал:

Тут правда не в моде дело, а в самой игре. Это больше всего всех бесило, что ты не мог руками настраивать снабжение и выбирать нужные тебе склады. Как вариант, посмотри из какого города снабжаются дивизии (это есть если нажать на саму дивизию), ну и зайди в карту снабжения и посмотри что да как, может где-то бутылочное горлышко появилось, у меня тоже пропадало снабжение когда брал Берлин за советы, но всего на день и не у всех войск, потом восстанавливалось, потом могло снова на день отлететь.

Дык снабжаются из Москвы, больше неоткуда.  Судя по карте снабжения - затык сразу в Наро-Фоминске, в двух провинциях от столицы. Там 10-ый уровень ж.д, как и по всей ветке до войск. Специально тянул для снабжения.  Как это устранить - совершенно непонятно. Чего ещё-то??? Причём - всё было нормально, пока к Берлину не подошёл.. И вдруг резко хлоп - и снабжения нет, организация ноль, меня гонят обратно к границе.. Мля - явный чит со стороны ИИ!!!

Ссылка на комментарий

Terabyte
10 часов назад, Алеск Чу сказал:

Может кто то расписать, что входит в сабмоды, все эти GGA, UTR и так далее, а то нигде не встретилось пояснений, что это, что внутри и с чем едят xD

 

З.Ы, парой месяцов раньше, парой страниц назад, народ здесь 4 не любил :) А можно под кат или в личку обстоятельно, что там не так? Просто некоторое время назад, почти одновременно все топ ютуберы, играющие в парадоксовские изделия забили на 4. Забили тотально. Осталось еу4, хои3 bice, ск2, ск3

GGA добавляет кучу всего для Германии, события, истор. названия, подразделения и тд.
UTR это сабмод для блэк айса. Юниты Третьего Рейха, дает исторические дивизии и штабы.

 

Почему некоторым не зашло...процитирую комрада @zzzwolle  с его молчаливого позволения (его мнение очень похоже с моим и думаю со многими кто ещё играет в HOI III:

Цитата

Не играл в Хойку лет 6-7. Появилось свободное время и решил, так сказать вспомнить былое.. Начал играть в HOI 4 и в HOI 3 BI 9.1 (с сабмодами). В итоге могу сказать, что HOI4 это какое-то страшное недоразумение. Из плюсов только низкий порог вхождения. Однозначно, это две разные по концепции игры. Вообще, бегло просмотрев форум, создалось впечатление, что ветераны-гурманы Хойки , поплевавшись, вернулись в тройку, хотя там видимо исследовано уже всё , вплоть до провинции. Неофитам Четвёрка быстро наскучила по причине примитивности. Видимо жизнь Четвёрке поддерживают игры с людьми. На это, к сожалению , и рассчитан весь тренд парадоксов. Сингл Парадоксов умирает. Ну а я , с удовольствием продолжаю партию в Хойку 3 Блэк АЙС за Германию. С сабмодами GGA  и TRE это просто удивительное погружение в историю ( с бесполезными, но атмосферными штурмовиками, орпо; с удивительно точными скриптовыми высадками соююзников , с адекватной боёвкой, историчной дипломатией).И да..чёртов микроменеджмент. Но минуты колебаний, куда же назначить Манштейна...это тоже часть игры ) Судя по всему втянулся я в партию надолго ) Ну а Четвёрка с румынами, захватывающими Данию, в утиль. Такое не прощается.

 

Почему забили стримеры, не знаю, может для HOI IV скоро дополнение будут выкидывать на рынок и решили попросить стримеров создать паузу чтобы создать ажиотаж. Но это не точно, я за 4 частью не слежу, от слова совсем.

_________
добавлено 3 минуты спустя
32 минуты назад, paul3390 сказал:

Дык снабжаются из Москвы, больше неоткуда.  Судя по карте снабжения - затык сразу в Наро-Фоминске, в двух провинциях от столицы. Там 10-ый уровень ж.д, как и по всей ветке до войск. Специально тянул для снабжения.  Как это устранить - совершенно непонятно. Чего ещё-то??? Причём - всё было нормально, пока к Берлину не подошёл.. И вдруг резко хлоп - и снабжения нет, организация ноль, меня гонят обратно к границе.. Мля - явный чит со стороны ИИ!!!

Можем конечно, провести научные изыскания, если ты не против сохранение выложить, проверю, что там у меня будет. Только, если будешь выкладывать укажи на какой версии играл. И кстати какой год у тебя, там реально есть куча плюшек для ИИ Германии, если их катают раньше времени.

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paul3390

Да я плюнул, и в ответ нагло сам считерил, создав эвент повышающий пропускную способность... Ибо как с этим бороться иначе - ни фига не понятно.. А на дворе зима 1942-го.. Мне повезло - немчура застряла во Франции, и по своему обыкновению - я аж в 1939-м захватил Турцию, Болгарию и Финляндию.. Раньше нельзя - нагличане влезают. Соответственно - на Балканах всё прошло гораздо легче, за три месяца удалось зацапать Румынию с Венгрией и выйти к Германии с юга. И тут - обрушилась эта хрень со снабжением!! А я так старался.. Аж три ветки к фронту подвёл..

 

Ещё пришлось убрать эвент с арестом Муссолини и захватом южной Италии пиндосами на халяву. Ещё чего - я её сам хочу захватить..

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Алеск Чу
13 часа назад, Terabyte сказал:

GGA добавляет кучу всего для Германии, события, истор. названия, подразделения и тд.
UTR это сабмод для блэк айса. Юниты Третьего Рейха, дает исторические дивизии и штабы.

 

 

Спасибо за пояснения, а это все или еще какие то сабмоды есть? Казалось и что то другое здесь форумчане упоминали, не?

 

Стимеры забили года три назад или больше дальше. Даже такие повязанные с парадоксами как Арумба

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Shamilboroda

Буквально вчера один известный стример написал, что к "четвёрке" пока не планирует возвращаться, т.к. есть новенький КК3 и свежее обновление к Императору. Парадоксы сами явно не подогревают интерес к ХоИ4.

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Алеск Чу

Последние ролики по хои4 у Арумбы в 2016. У магнуса в это же время примерно, зато европа4 и хои3 bice регулярно выходят

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partizan117
В 3/3/2021 в 9:46 AM, paul3390 сказал:

Попробуйте вручную активизировать, тильдой окно команд и далее EVENT 999999 с нужным номером. Если и так не сработает - значит косяк. Надо дальше копать..

Да, через окно команд иветнты срабатывают, но первый который начинает ветку не совсем корректный. Вместо флотилии из трех подлодок с эмблемой и историческим названием, в постройке появляется флотилия из нескольких обычных подлодок, а вот следующий ивент уже работает как надо, и в постройке появляется историческая флотилия. Но вспоминая предыдущие версии мода, эти события всегда срабатывали как надо.
Это конечно не критично, да и не очень то важно эти флотилии,построить не проблема, но блин...я то знаю что они есть)
 

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Falcon1ru

просьба к уважаемому Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  , вы можете пожалуйста  выложить мод UTR к той сборке Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. которую вы уже выкладывали для скачивания(насколько я понял, там этого нет) или готовую сборку игры с этими модами.  пара вопросов для - игры и загрузки модов нужно обязательно чистить папки в документах(там где сохранения)?  в лаунчере помимо блек  айса 10.33 нужно одновременно ставит еще 4 галочки GGA, TDW, Third Reich Events и UTR ?  (у меня почему то вылетает при загрузке новой игры с почищенной папкой Paradox Interactive в моих документах,  а если запускать со старыми файлами в папке мои документы, то работает, но есть косяки в самой игре(первое что заметил нет способностей министров у Немцев которые стоят с начала игры(если их заменит другими то прежних уже не будет в списке замены).  мод установлен на сборке игры от Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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Shamilboroda

Те, кто ждал - дождались.

Масштабное обновление 10.4 вышло в релиз. 

Спойлер

Major Changes

  • New Science minister role providing tech boost in specific fields
  • New Training law system with permanent effect on units trained with selected law(until retrained via manual upgrade). Experience now properly represents Combat Experience
  • Reworked Annual National Focuses and ministers related to them
  • Reworked factories (+added some new ones) and their bonuses
  • Laws reworked considerably, don’t trust the green icon on the top
  • Improved Stability, Performance and reduced late game save size
  • Reworked Pacific Theater with reworked terrain, reworked infra, new islands and resource provinces
  • New roster of unit default models and many new country specific models
  • Improved AI building construction, production ratios and technology priorities
  • Control Puppet building focus (which type of resource to build up)
  • Airbase expansion Techs - Designate air bases for expansion using covert missions
  • Event spawned units will spawn on the map again, calculated IC penalties will be given based on Base IC
  • Air bases give 4 capacity per level now, lvl 10 is the max giving 40 capacity
  • Disabled the AI invasion choice at game start to where it is on by default.
  • Improved many of the existing USA and JAP invasion OOBs. Streamlined DDay, and made Dragoon happen at the same time Overlord does.
  • Max division size limited to 7 brigades
  • Surprise chance for NAV and submarines now works so combat for those was rebalanced (once again)

General

 

  • Naval Treaties are more logical now, allowing to bring ships up to date (technology) but not further develop (class). 1st Treaty now also limits subs(except for GER). 2nd Treaty adds aircraft carriers to limits.
  • New JAP starting OOB (more garrisons, less divisions, historical accuracy)
  • Hundreds of new JAP leaders divided into 2 branches (Army - IJA; Navy - IJN)
  • New JAP leaders trait (Kempeitai - military police)
  • New historical OOB events for JAP involving most of historical divisions
  • Some more events for JAP (Battle of Shanghai, Yellow River Flooding, Yamamoto’s Assassination…)
  • Italians keep border region gains during fall of france
  • Reworked Italian surrender, whoever controls a province will keep it, no more RSI
  • Added HQs to barbarossa expeditionary units
  • Persia War reduce ENG-SOV threat
  • Swedish Iron reduce SWE-GER threat
  • Australian event to deploy obsolete field guns for coastal defense
  • Viet Minh revolts in Indochina (event and effect)
  • United Kingdom event to damage oil facilities in East Indies within 14 days of war with JAP
  • Add HOL East Indies Airforce to ENG inherited
  • Yellow River Flood (destroy infrastructure in region and temporary weather fort)
  • Strategic Resource purchases made into decisions
  • Genrikh Lyushkov defection event
  • Swedish Iron Ore use Narvik or Baltic Sea depending on situation (Baltic route freezes between November and April)
  • Events for Japan investment in Manchukuo
  • Reworked London Naval Treaties into events
  • Japan Interservice Rivalry (yearly event trade between IJA, IJN or both air forces)
  • Japan handle Zaibatsus event
  • Japan's sphere only works if puppet owns relevant province (avoids exploits)
  • Remove Japan’s massive fuel gain from events (kept rationing after end of 1911 US commercial treaty but just 1000 anyway)
  • Spawn SOV help to CHI in Chengdu (more geographically logical and less likely to spawn in occupied territory)
  • Tojo's proclamation and Greater East Asia Conference events trigger based on Sphere size (4 and 5)
  • Added Korea/Indochina/Burma to potential Greater East Asia Co-Prosperity Sphere
  • Flavour text for EVTDESC9300208 and explain valid puppets
  • Event for USA to join allies if JAP attacks Allies
  • Poland War Goal (should guarantee Poland becomes government in exile)
  • GER can convert liners without war with NOR (better preparation)
  • GER/SOV volunteer units to CHI/CHC use correct builder tag
  • SOV/USA limit trade with GER (sell resources worth up to 250IC)
  • NJG creation OOB (Some formed militias)
  • JAP capture CHI ships (some auxiliaries)
  • JAP keep HK/Hanjiang/Macau, dont give to NJG
  • Strait Strategic Effects take into consideration puppets
  • Add unused trait chc_tag
  • Revised Panzergruppe events to add them more historically
  • Revised Finnish continuation war
  • Reworked the ‘Bitter Peace’ options and wargoals
  • Reduced amount of buildings spawned by Military Bases decisions
  • Nerfed Hospitals
  • Nerfed Sourcing Rares building
  • Buffed Manufacturing Plant
  • Training Center now gives officers bonus instead xp bonus
  • Reduced practical gain
  • Maximum practicals reduced to 20 (from 24)
  • Puppets starts with master industrial techs
  • Resource rationing events proportional to manpower (4 levels)
  • Capital ship (BB, CBB, etc) conversions to Carrier

Technology

 

 

  • Mixed Support choices tech folder(to check effect of each choice)
  • Lower starting JAP ship AA tech (historically behind)
  • HOL start with some sub techs and theory (historical)
  • Coal -> Oil disabled at the start (Autarky event or Goering 4year plan activates it)
  • SWE some starting tank tech (historical)
  • Fix AST/HOL starting over tech CL and CA
  • Tech description indication for values filtered by UI
  • Remove Seaplane Tender Shore Bombardment from Scout Focus
  • Removed build time penalties from techs
  • Buffed Fighter to Interceptor Conversion tech
  • Reworked ship armour techs (Vickers, STS, Cemented)
  • Starting technology packs to nations based on history (ie. ww1 participation)

Units and combat Balance

 

 

  • Mixed Supports rebalanced (especially Mot. and Arm.)
  • Boost SPT and CVE stats to better match similarities with transport ship
  • Tweaked transport costs (much cheaper transport and more time for LC)
  • Allow coastal/long submarine upgrade
  • Rebalanced GER railway art supply costs
  • Colonial brigades are now buildable for colonial powers (ENG, FRA, ITA, SPA, POR, HOL)
  • Some traits are now mutually exclusive
  • Traits now have reversed bonuses - lvl 3 gives the highest, lvl1 the lowest
  • Tweaked Softness for all units
  • Nerfed HAA
  • Reduced INF TK armour value

Models/Graphics/Sounds

 

 

  • JAP destroyer model paintings
  • Fix destroyer models not using _actual
  • JAP models for BC/BB/CL
  • Generic unit names for all countries (language based)
  • Improved some flags
  • Few new SFX
  • Bunch of unique BUL aircraft models
  • Generic models sp_anti_air sp_artillery
  • Generic Models for all prop aircraft
  • Generic models for mot/mech/semi-mot
  • Generic sp_rct_artillery models
  • Bunch of paintings for JAP models (carriers)
  • Few unique transport ship models
  • Add missing specific railway artillery models
  • Generic Submarine models
  • Generic Carrier models
  • Generic models BC/BB/DD/CA/CL
  • Generic rocket related models
  • Generic Assault Ship models
  • Generic transport model variant (lvl 4)
  • Generic Engineer Models (along with air_cav and airlanding)
  • Model distinction infantry light/regular (also gas mask for tier 0 due to WW1)
  • Generic light_infantry_brigade models
  • Removed generic soldier from infantry_bat/brigade, added supplies
  • New JAP light_armor model (So-Ki), rearranged infantry_tank
  • Few generic motorcycle_recon models
  • Correct builders of many nations aircraft, some new aircraft models
  • More generic armor_bat/brigade models
  • Generic Infantry Tank Models
  • More generic light_armor_bat/brigade models
  • More generic armored_car models
  • More generic medium_artillery_brigade models
  • More generic artillery_brigade models
  • More generic heavy_anti_air_brigade models
  • More generic anti_air_brigade models
  • More generic anti_tank_brigade models
  • Basic TUR models for inf/linf/mil/rcon/berg/police/gar/gardet/cav
  • Basic CHC models for inf/linf/mil/cmil/rcon/berg/police
  • Default Garrison/Garrison Detach/Military Police models
  • Japan names for missing aircraft (flying_bomb, gliders, rocket_interceptor, jet_bomber)
  • Japan SS/CSS/LSS Names
  • New counter for heavy_anti_tank_brigade(to distinguish from TD)
  • Canada Destroyer names
  • ENG seaplane_tender names
  • JAP names for artillery_brigade, pack_artillery_brigade, anti_tank_brigade and armored_car_brigade
  • ENG Long Range Subs names
  • JAP SPT names
  • Correct POR oob names
  • Copy light/armor brigade models to bat localisation

AI/LUA

 

 

  • Allies embargo Japan due to SJW (historically the relevant aspect was Australian steel)
  • USA actually embargo Japan instead of modifier
  • AI won't form Croatia or Serbia anymore, it only created problems for AI, instead Yugoslavia will be split between the Axis nations
  • Italy is guaranteed to defeat Ethiopia (AI only)
  • AI JAP Pacific invasions spawn on ships now, unless they are Paras
  • AI vs AI Sino-Japanese war rebalanced, slows down with time/takes longer
  • AI dont request Lend-Lease from Player
  • AI SOV build most IC safely (Urals/Far East)
  • Majors AI prioritize steel casting and welding
  • Fix European Axis minors not always helping against SOV
  • VIC AI can't liberate countries
  • Bump up AI garrison production to move more useful units to frontlines
  • IC based AI supply production
  • JAP AI doesnt start with ship queue(helps with producing land units for China)
  • PER AI handle oil trade from ENG perspective (Anglo-Persian Oil Company) (ie. ENG wont allow PER to sell oil to GER)
  • AI JAP Early war with ENG in 1940 if done with CHI and have Indochina (low chance)
  • Generalize AI GER embargo to all Americas
  • AI Countries in Americas follow US embargo on Japan (due to US influence)
  • ITA AI only build Coastal Fort after 1940
  • AI IC requirements for buildings
  • AI tech focus Medicine and related
  • AI limit to 7 regiment divisions
  • OMG AI ignore all diplomacy
  • Puppet AI that have no more resources to improve can build normally
  • NJG specific AI (like JAP puppet AI, develop for master)
  • AI major nations don't buy license production
  • AI pick license based on class tech level (aircraft and ships)
  • Puppets only build resource buildings, ignore rest of buildings unless specified
  • CAN AI Lend Lease AST/NZL (CAN AI simply too far away to use their units)
  • POL AI more land and less development if against GER player
  • AI Fuel Refinery Construction Criteria (1 Refinery per 75IC and per 40 oil production)
  • AI no serial building construction (better choices)
  • Reviewed Commonwealth(AST, CAN, NZL, SAF) production weights and ratios
  • AI use Colonial Mountain Infantry if available
  • IC based Air Ratio for Default AIs
  • IC based Naval Ratio for Default AIs
  • Tweaks to ITA AI build up and ratios
  • Serbia basic units to protect from revolt (and stop axis from bordering it and not delaing with it)
  • AI prefer Piercing Attack techs
  • AI ignore strength_increase after level 2
  • AI ignore capital layout reverse techs
  • AI prefer radio/radar techs
  • IC tiers for AI LandRatio
  • Turkey AI more mountain divisions;
  • AI shift resource improvement to industry construction if have good resource balance
  • AI dont build oil refinery if not oil producer and low ic
  • Review Major AI Tech weights
  • Increase ENG/USA screen ratio
  • Increase ENG naval production
  • AI may use mixed support with Militia and Garrison
  • Reworked Default AI tech priority and ignore
  • AI use colonial variants if available
  • Fix Japan Death Decision ai checks
  • AI CAG counting fixed (not tech based yet)
  • AI now building transports/assault ships
  • Add missing tech folders to research AI
  • AI use communist/fascist militia if available
  • SWE/NOR/FIN use special forces ski division
  • AI build fuel refineries (in provinces with oil rig)
  • AI improves resource buildings
  • Support number variation for Militia and Garrison
  • MP possible support of Garrison and Militia
  • Artillery possible support of Garrison
  • AI dont produce air units if it already has more than it has airfields
  • Tweaked AI research sliders
  • HOL only join allies if at war
  • AI elite_light_infantry_brigade divisions
  • Percentage reduce IC AI uses for each unit type (better distribute needs)
  • AI Special Forces in regular LandRatio
  • Dynamic LUA OverrideProvinces
  • Remove old Call_ForeignMinister_Tick
  • Fix some AI countries using old DiploScore_InviteToFaction
  • Fix AI using old OfferTrade functions
  • Valid Puppet Count GEACPS (using LUA variables)
  • Remove undefined laSupportUnit, can cause problems
  • Attempt based Production (should now better match desired ratios)
  • Ai province loop remade with new options and better logic
  • Fixed autoexec AI loading crashing on unknown require (caused some countries to lose unique AI)
  • Early return on 0 escort ratio minor performance tweak

Map

 

 

  • Removed Istanbul strait crossing
  • Removed Infra blocker between China and Vietnam
  • French VPs and terrain
  • VP Rebalance for ENG
  • VP Rebalance for USA
  • VP Rebalance for GER
  • VP Rebalance for ITA
  • Removed resource building from provinces with no resources
  • Fix white texture in some terrain tiles
  • Add visual pillbox submod
  • Dagupan Coastal Fort (Fort Mills)
  • Token industry in Hatay(more meaning to CessionOfHatay)
  • Fix Port Harcourt naval_base
  • Added VPs to most coastal provinces in Pacific(Seems to help AI a bit)
  • Saudi Arabia oil only spawn in 1940
  • Heavily reduce Iran oil production to ~25 (9336) to match historical relative values
  • Added Sightseeing submod
  • Czechoslovak province localisation
  • Smoother ocean without waves and smoother coast transition
  • Tweaked Fog of War darkness
  • Add cryolite mine in Greenland (rare materials)
  • Add 1 VP to Adana
  • Add missing Portuguese forest
  • Major Air Bases removed
  • Industrial zones removed
  • Weather Fort icon and localisation

QoL/UI

 

 

  • Added event chain explaining how certain mechanics and features work
  • Some better country UI themes
  • Military Police priority under Colonial
  • Fix Naval/Air Base transparency (now easier to select)
  • Every leader loss with red name
  • Fas/Com militia more priority than MP and militia
  • Inf battalion higher priority than mixed support
  • Militia higher priority than MP
  • Type indication for unique ships
  • New Very Hard AI variant without no Military bonuses
  • Combat report colored casualties
  • nuremberg_rally_1937 spawns industry in provinces with 8 ic, no longer fully random
  • Scalable Overlord Grofaz difficulty
  • All starting decisions will be available only after picking difficulty setting first
  • SS units now activate right after taking starting decisions
  • More battleplan tools (line drawing; more colors; division icons)
  • Fix Strategic Resource placement overlap and added info on province requirements
  • Tweak aircraft unit priority (ie. better identification for bombers with escort)

Bug fixes

 

 

  • Fix ITA AI not taking Albania annexation decision
  • Fix misreferences to Paris
  • Fix Koumac appearing occupied instead of properly given to USA
  • Dont show OperazioneC3 decisions for non ITA nations
  • Fix Addis Ababa massacre revolt no supply
  • Localisation for strategic_doctrine_pick_final_title
  • Fix Military_Merit_Order_air localisation
  • Hungarian leaders use HUN_tag instead of generic general tag
  • Add missing unique light_transport battalions for ITA and GER
  • Add missing upgradeable color for "1a Divisione Motorizzata 'Trento'"
  • Fix Australia Zinc trade
  • Correct monumentaldecisions allow values to match actual decision costs
  • Remove duplicate potential for ammo_production_lack_of_resources
  • Fix event 14653 wrong trigger flag
  • Fix event 14712 supply cost/need
  • Remove redundant tag = this inside potential and trigger (not inside limit)
  • Comment out id = 90127 event, probably TRE related stuff, useless and misleading
  • Fixed bugs regarding division upgrade events leaving loose brigades
  • Fixed missing Arm Supp techs
  • Fix FIN getting Finnish_combat from the start

 

Чексуммы:

1-й запуск: KEUQ

2-й запуск: GJGU

 

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В 10.03.2021 в 01:05, Falcon1ru сказал:

просьба к уважаемому Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  , вы можете пожалуйста  выложить мод UTR к той сборке Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. которую вы уже выкладывали для скачивания(насколько я понял, там этого нет) или готовую сборку игры с этими модами.  пара вопросов для - игры и загрузки модов нужно обязательно чистить папки в документах(там где сохранения)?  в лаунчере помимо блек  айса 10.33 нужно одновременно ставит еще 4 галочки GGA, TDW, Third Reich Events и UTR ?  (у меня почему то вылетает при загрузке новой игры с почищенной папкой Paradox Interactive в моих документах,  а если запускать со старыми файлами в папке мои документы, то работает, но есть косяки в самой игре(первое что заметил нет способностей министров у Немцев которые стоят с начала игры(если их заменит другими то прежних уже не будет в списке замены).  мод установлен на сборке игры от Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

UTR 1.11 - Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  (для BlackICE 10.33)

Галочки ставить нужно, по остальному не знаю ... 

Вот инструкция по установке UTR от разрабов- 

Install instructions
1. Install Black ICE
2. Download the files
3. Extract to your main HOI3 Folder(where your exe's are)
4. Overwrite
(4.1 Install SpriteMod if you use sprites from here)
5. Start the game with launcher and select the mods BlackICE and UTR

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19 часов назад, Shamilboroda сказал:

Те, кто ждал - дождались.

Масштабное обновление 10.4 вышло в релиз. 

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Список изменений (на англ.). Заваривайте чай, список немаленький. (Открыть)

Major Changes

  • New Science minister role providing tech boost in specific fields
  • New Training law system with permanent effect on units trained with selected law(until retrained via manual upgrade). Experience now properly represents Combat Experience
  • Reworked Annual National Focuses and ministers related to them
  • Reworked factories (+added some new ones) and their bonuses
  • Laws reworked considerably, don’t trust the green icon on the top
  • Improved Stability, Performance and reduced late game save size
  • Reworked Pacific Theater with reworked terrain, reworked infra, new islands and resource provinces
  • New roster of unit default models and many new country specific models
  • Improved AI building construction, production ratios and technology priorities
  • Control Puppet building focus (which type of resource to build up)
  • Airbase expansion Techs - Designate air bases for expansion using covert missions
  • Event spawned units will spawn on the map again, calculated IC penalties will be given based on Base IC
  • Air bases give 4 capacity per level now, lvl 10 is the max giving 40 capacity
  • Disabled the AI invasion choice at game start to where it is on by default.
  • Improved many of the existing USA and JAP invasion OOBs. Streamlined DDay, and made Dragoon happen at the same time Overlord does.
  • Max division size limited to 7 brigades
  • Surprise chance for NAV and submarines now works so combat for those was rebalanced (once again)

General

 

  • Naval Treaties are more logical now, allowing to bring ships up to date (technology) but not further develop (class). 1st Treaty now also limits subs(except for GER). 2nd Treaty adds aircraft carriers to limits.
  • New JAP starting OOB (more garrisons, less divisions, historical accuracy)
  • Hundreds of new JAP leaders divided into 2 branches (Army - IJA; Navy - IJN)
  • New JAP leaders trait (Kempeitai - military police)
  • New historical OOB events for JAP involving most of historical divisions
  • Some more events for JAP (Battle of Shanghai, Yellow River Flooding, Yamamoto’s Assassination…)
  • Italians keep border region gains during fall of france
  • Reworked Italian surrender, whoever controls a province will keep it, no more RSI
  • Added HQs to barbarossa expeditionary units
  • Persia War reduce ENG-SOV threat
  • Swedish Iron reduce SWE-GER threat
  • Australian event to deploy obsolete field guns for coastal defense
  • Viet Minh revolts in Indochina (event and effect)
  • United Kingdom event to damage oil facilities in East Indies within 14 days of war with JAP
  • Add HOL East Indies Airforce to ENG inherited
  • Yellow River Flood (destroy infrastructure in region and temporary weather fort)
  • Strategic Resource purchases made into decisions
  • Genrikh Lyushkov defection event
  • Swedish Iron Ore use Narvik or Baltic Sea depending on situation (Baltic route freezes between November and April)
  • Events for Japan investment in Manchukuo
  • Reworked London Naval Treaties into events
  • Japan Interservice Rivalry (yearly event trade between IJA, IJN or both air forces)
  • Japan handle Zaibatsus event
  • Japan's sphere only works if puppet owns relevant province (avoids exploits)
  • Remove Japan’s massive fuel gain from events (kept rationing after end of 1911 US commercial treaty but just 1000 anyway)
  • Spawn SOV help to CHI in Chengdu (more geographically logical and less likely to spawn in occupied territory)
  • Tojo's proclamation and Greater East Asia Conference events trigger based on Sphere size (4 and 5)
  • Added Korea/Indochina/Burma to potential Greater East Asia Co-Prosperity Sphere
  • Flavour text for EVTDESC9300208 and explain valid puppets
  • Event for USA to join allies if JAP attacks Allies
  • Poland War Goal (should guarantee Poland becomes government in exile)
  • GER can convert liners without war with NOR (better preparation)
  • GER/SOV volunteer units to CHI/CHC use correct builder tag
  • SOV/USA limit trade with GER (sell resources worth up to 250IC)
  • NJG creation OOB (Some formed militias)
  • JAP capture CHI ships (some auxiliaries)
  • JAP keep HK/Hanjiang/Macau, dont give to NJG
  • Strait Strategic Effects take into consideration puppets
  • Add unused trait chc_tag
  • Revised Panzergruppe events to add them more historically
  • Revised Finnish continuation war
  • Reworked the ‘Bitter Peace’ options and wargoals
  • Reduced amount of buildings spawned by Military Bases decisions
  • Nerfed Hospitals
  • Nerfed Sourcing Rares building
  • Buffed Manufacturing Plant
  • Training Center now gives officers bonus instead xp bonus
  • Reduced practical gain
  • Maximum practicals reduced to 20 (from 24)
  • Puppets starts with master industrial techs
  • Resource rationing events proportional to manpower (4 levels)
  • Capital ship (BB, CBB, etc) conversions to Carrier

Technology

 

 

  • Mixed Support choices tech folder(to check effect of each choice)
  • Lower starting JAP ship AA tech (historically behind)
  • HOL start with some sub techs and theory (historical)
  • Coal -> Oil disabled at the start (Autarky event or Goering 4year plan activates it)
  • SWE some starting tank tech (historical)
  • Fix AST/HOL starting over tech CL and CA
  • Tech description indication for values filtered by UI
  • Remove Seaplane Tender Shore Bombardment from Scout Focus
  • Removed build time penalties from techs
  • Buffed Fighter to Interceptor Conversion tech
  • Reworked ship armour techs (Vickers, STS, Cemented)
  • Starting technology packs to nations based on history (ie. ww1 participation)

Units and combat Balance

 

 

  • Mixed Supports rebalanced (especially Mot. and Arm.)
  • Boost SPT and CVE stats to better match similarities with transport ship
  • Tweaked transport costs (much cheaper transport and more time for LC)
  • Allow coastal/long submarine upgrade
  • Rebalanced GER railway art supply costs
  • Colonial brigades are now buildable for colonial powers (ENG, FRA, ITA, SPA, POR, HOL)
  • Some traits are now mutually exclusive
  • Traits now have reversed bonuses - lvl 3 gives the highest, lvl1 the lowest
  • Tweaked Softness for all units
  • Nerfed HAA
  • Reduced INF TK armour value

Models/Graphics/Sounds

 

 

  • JAP destroyer model paintings
  • Fix destroyer models not using _actual
  • JAP models for BC/BB/CL
  • Generic unit names for all countries (language based)
  • Improved some flags
  • Few new SFX
  • Bunch of unique BUL aircraft models
  • Generic models sp_anti_air sp_artillery
  • Generic Models for all prop aircraft
  • Generic models for mot/mech/semi-mot
  • Generic sp_rct_artillery models
  • Bunch of paintings for JAP models (carriers)
  • Few unique transport ship models
  • Add missing specific railway artillery models
  • Generic Submarine models
  • Generic Carrier models
  • Generic models BC/BB/DD/CA/CL
  • Generic rocket related models
  • Generic Assault Ship models
  • Generic transport model variant (lvl 4)
  • Generic Engineer Models (along with air_cav and airlanding)
  • Model distinction infantry light/regular (also gas mask for tier 0 due to WW1)
  • Generic light_infantry_brigade models
  • Removed generic soldier from infantry_bat/brigade, added supplies
  • New JAP light_armor model (So-Ki), rearranged infantry_tank
  • Few generic motorcycle_recon models
  • Correct builders of many nations aircraft, some new aircraft models
  • More generic armor_bat/brigade models
  • Generic Infantry Tank Models
  • More generic light_armor_bat/brigade models
  • More generic armored_car models
  • More generic medium_artillery_brigade models
  • More generic artillery_brigade models
  • More generic heavy_anti_air_brigade models
  • More generic anti_air_brigade models
  • More generic anti_tank_brigade models
  • Basic TUR models for inf/linf/mil/rcon/berg/police/gar/gardet/cav
  • Basic CHC models for inf/linf/mil/cmil/rcon/berg/police
  • Default Garrison/Garrison Detach/Military Police models
  • Japan names for missing aircraft (flying_bomb, gliders, rocket_interceptor, jet_bomber)
  • Japan SS/CSS/LSS Names
  • New counter for heavy_anti_tank_brigade(to distinguish from TD)
  • Canada Destroyer names
  • ENG seaplane_tender names
  • JAP names for artillery_brigade, pack_artillery_brigade, anti_tank_brigade and armored_car_brigade
  • ENG Long Range Subs names
  • JAP SPT names
  • Correct POR oob names
  • Copy light/armor brigade models to bat localisation

AI/LUA

 

 

  • Allies embargo Japan due to SJW (historically the relevant aspect was Australian steel)
  • USA actually embargo Japan instead of modifier
  • AI won't form Croatia or Serbia anymore, it only created problems for AI, instead Yugoslavia will be split between the Axis nations
  • Italy is guaranteed to defeat Ethiopia (AI only)
  • AI JAP Pacific invasions spawn on ships now, unless they are Paras
  • AI vs AI Sino-Japanese war rebalanced, slows down with time/takes longer
  • AI dont request Lend-Lease from Player
  • AI SOV build most IC safely (Urals/Far East)
  • Majors AI prioritize steel casting and welding
  • Fix European Axis minors not always helping against SOV
  • VIC AI can't liberate countries
  • Bump up AI garrison production to move more useful units to frontlines
  • IC based AI supply production
  • JAP AI doesnt start with ship queue(helps with producing land units for China)
  • PER AI handle oil trade from ENG perspective (Anglo-Persian Oil Company) (ie. ENG wont allow PER to sell oil to GER)
  • AI JAP Early war with ENG in 1940 if done with CHI and have Indochina (low chance)
  • Generalize AI GER embargo to all Americas
  • AI Countries in Americas follow US embargo on Japan (due to US influence)
  • ITA AI only build Coastal Fort after 1940
  • AI IC requirements for buildings
  • AI tech focus Medicine and related
  • AI limit to 7 regiment divisions
  • OMG AI ignore all diplomacy
  • Puppet AI that have no more resources to improve can build normally
  • NJG specific AI (like JAP puppet AI, develop for master)
  • AI major nations don't buy license production
  • AI pick license based on class tech level (aircraft and ships)
  • Puppets only build resource buildings, ignore rest of buildings unless specified
  • CAN AI Lend Lease AST/NZL (CAN AI simply too far away to use their units)
  • POL AI more land and less development if against GER player
  • AI Fuel Refinery Construction Criteria (1 Refinery per 75IC and per 40 oil production)
  • AI no serial building construction (better choices)
  • Reviewed Commonwealth(AST, CAN, NZL, SAF) production weights and ratios
  • AI use Colonial Mountain Infantry if available
  • IC based Air Ratio for Default AIs
  • IC based Naval Ratio for Default AIs
  • Tweaks to ITA AI build up and ratios
  • Serbia basic units to protect from revolt (and stop axis from bordering it and not delaing with it)
  • AI prefer Piercing Attack techs
  • AI ignore strength_increase after level 2
  • AI ignore capital layout reverse techs
  • AI prefer radio/radar techs
  • IC tiers for AI LandRatio
  • Turkey AI more mountain divisions;
  • AI shift resource improvement to industry construction if have good resource balance
  • AI dont build oil refinery if not oil producer and low ic
  • Review Major AI Tech weights
  • Increase ENG/USA screen ratio
  • Increase ENG naval production
  • AI may use mixed support with Militia and Garrison
  • Reworked Default AI tech priority and ignore
  • AI use colonial variants if available
  • Fix Japan Death Decision ai checks
  • AI CAG counting fixed (not tech based yet)
  • AI now building transports/assault ships
  • Add missing tech folders to research AI
  • AI use communist/fascist militia if available
  • SWE/NOR/FIN use special forces ski division
  • AI build fuel refineries (in provinces with oil rig)
  • AI improves resource buildings
  • Support number variation for Militia and Garrison
  • MP possible support of Garrison and Militia
  • Artillery possible support of Garrison
  • AI dont produce air units if it already has more than it has airfields
  • Tweaked AI research sliders
  • HOL only join allies if at war
  • AI elite_light_infantry_brigade divisions
  • Percentage reduce IC AI uses for each unit type (better distribute needs)
  • AI Special Forces in regular LandRatio
  • Dynamic LUA OverrideProvinces
  • Remove old Call_ForeignMinister_Tick
  • Fix some AI countries using old DiploScore_InviteToFaction
  • Fix AI using old OfferTrade functions
  • Valid Puppet Count GEACPS (using LUA variables)
  • Remove undefined laSupportUnit, can cause problems
  • Attempt based Production (should now better match desired ratios)
  • Ai province loop remade with new options and better logic
  • Fixed autoexec AI loading crashing on unknown require (caused some countries to lose unique AI)
  • Early return on 0 escort ratio minor performance tweak

Map

 

 

  • Removed Istanbul strait crossing
  • Removed Infra blocker between China and Vietnam
  • French VPs and terrain
  • VP Rebalance for ENG
  • VP Rebalance for USA
  • VP Rebalance for GER
  • VP Rebalance for ITA
  • Removed resource building from provinces with no resources
  • Fix white texture in some terrain tiles
  • Add visual pillbox submod
  • Dagupan Coastal Fort (Fort Mills)
  • Token industry in Hatay(more meaning to CessionOfHatay)
  • Fix Port Harcourt naval_base
  • Added VPs to most coastal provinces in Pacific(Seems to help AI a bit)
  • Saudi Arabia oil only spawn in 1940
  • Heavily reduce Iran oil production to ~25 (9336) to match historical relative values
  • Added Sightseeing submod
  • Czechoslovak province localisation
  • Smoother ocean without waves and smoother coast transition
  • Tweaked Fog of War darkness
  • Add cryolite mine in Greenland (rare materials)
  • Add 1 VP to Adana
  • Add missing Portuguese forest
  • Major Air Bases removed
  • Industrial zones removed
  • Weather Fort icon and localisation

QoL/UI

 

 

  • Added event chain explaining how certain mechanics and features work
  • Some better country UI themes
  • Military Police priority under Colonial
  • Fix Naval/Air Base transparency (now easier to select)
  • Every leader loss with red name
  • Fas/Com militia more priority than MP and militia
  • Inf battalion higher priority than mixed support
  • Militia higher priority than MP
  • Type indication for unique ships
  • New Very Hard AI variant without no Military bonuses
  • Combat report colored casualties
  • nuremberg_rally_1937 spawns industry in provinces with 8 ic, no longer fully random
  • Scalable Overlord Grofaz difficulty
  • All starting decisions will be available only after picking difficulty setting first
  • SS units now activate right after taking starting decisions
  • More battleplan tools (line drawing; more colors; division icons)
  • Fix Strategic Resource placement overlap and added info on province requirements
  • Tweak aircraft unit priority (ie. better identification for bombers with escort)

Bug fixes

 

 

  • Fix ITA AI not taking Albania annexation decision
  • Fix misreferences to Paris
  • Fix Koumac appearing occupied instead of properly given to USA
  • Dont show OperazioneC3 decisions for non ITA nations
  • Fix Addis Ababa massacre revolt no supply
  • Localisation for strategic_doctrine_pick_final_title
  • Fix Military_Merit_Order_air localisation
  • Hungarian leaders use HUN_tag instead of generic general tag
  • Add missing unique light_transport battalions for ITA and GER
  • Add missing upgradeable color for "1a Divisione Motorizzata 'Trento'"
  • Fix Australia Zinc trade
  • Correct monumentaldecisions allow values to match actual decision costs
  • Remove duplicate potential for ammo_production_lack_of_resources
  • Fix event 14653 wrong trigger flag
  • Fix event 14712 supply cost/need
  • Remove redundant tag = this inside potential and trigger (not inside limit)
  • Comment out id = 90127 event, probably TRE related stuff, useless and misleading
  • Fixed bugs regarding division upgrade events leaving loose brigades
  • Fixed missing Arm Supp techs
  • Fix FIN getting Finnish_combat from the start

 

Чексуммы:

1-й запуск: KEUQ

2-й запуск: GJGU

 

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Огромное спасибо.

Скорее бы на пенсию... еще не успел 10.33 как следует изучить, уже 10.4 подоспела... где б еще столько времени взять :time:

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Не получается скачать. Скачивает 40мгб,а затем выдает ошибка сети.

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Falcon1ru
12 часа назад, Bambino сказал:

UTR 1.11 - Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.  (для BlackICE 10.33)

Галочки ставить нужно, по остальному не знаю ... 

Вот инструкция по установке UTR от разрабов- 

Install instructions
1. Install Black ICE
2. Download the files
3. Extract to your main HOI3 Folder(where your exe's are)
4. Overwrite
(4.1 Install SpriteMod if you use sprites from here)
5. Start the game with launcher and select the mods BlackICE and UTR

Спасибо, а TRE для 10.33 подходит от предыдущих версий?

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Подходит. Камрады, у кого-нибудь есть доступ к 10.4.Мне лично не нравиться 10.3,но это личное.

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chuvak12098

Сейчас играю в 8.52, стоит ли переходить на новую 10.33 версию? Есть ли там какие то существенные изменения?

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13 часа назад, Igorss сказал:

Не получается скачать. Скачивает 40мгб,а затем выдает ошибка сети.

У меня скачалось без проблем. Может проблема в антивирусе... У меня касперский после первых 300 мб трафика в сутки самостоятельно прерывает соединение (закачки, поток видео) и приходится перезапускать загрузку.

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Спасибо. Это был антивирус. Ура! Получилось!

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Камрады, кто-нибудь в курсе сильные отличия сабмодов GGA9.1 от GGA10.1?

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paul3390
В 14.03.2021 в 05:03, chuvak12098 сказал:

Сейчас играю в 8.52, стоит ли переходить на новую 10.33 версию? Есть ли там какие то существенные изменения?

Изменения есть, и приличные, особенно в технологиях. Но мне лично - не понравилось, ИМХО - в  8.52 как-то всё логичнее и проще..

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В 14.03.2021 в 05:03, chuvak12098 сказал:

Сейчас играю в 8.52, стоит ли переходить на новую 10.33 версию? Есть ли там какие то существенные изменения?

Как сказали постом выше изменений много, и в технологиях, и в юнитах... Играть стало интереснее, но мене не очень удобно играть с натовскими значками юнитов, привык я к старым фигуркам.

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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

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

Bambino

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - 10.3 Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - 10.31 Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - 10.32 Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. - EXE-шник

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

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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