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Патч 1.4

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Michael

Взять можно тут:

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Изменено пользователем Michael
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BloodRaven

Во-первых - не надо больше засовывать тексты такого объёма в сообщение. Если так хочется показать всем чэйнджлог - приложите его к сообщению.

Во-вторых - укажите уточнённую версию беты (RC), и дату этой сборки.

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Michael

1.4 Beta - RC 3 - 25th February 2010

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1.4 Beta - RC 3 - 25th February 2010

Есть уже бета RC8. И скоро релиз 1.4.

Больно древний патч беты, лучше не качайте.

Здесь не работает мульт, страшные баги и вылеты.

В других версиях это уже поправлено.

Ps: Народ, я вами поражаюсь. Зачем плюсуете человека когда он походу вообще не в курсе патчей?

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 вообще то уже есть  Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

список изменений по сравнению с 1.3Нажмите здесь!
 

-----------------------------------------------------------------------

- AI Improvements

-----------------------------------------------------------------------

* Unit AI

- Improved attack cooperation between countries and different agents

- Fixed an issue with low _current_ infrastructure causing the AI to disregard many front provinces

- Fixed some prio issues that stupidly emptied a threatened front province of troops

- Fixed some problems with reserve usage along fronts that could cause all units to be pulled back (especially for unmobilized countries on DoW.)

- Fixed some superstack issues

- Fixed a serious superstacking issue with unlimited troops allowed to match and surpass enemy forces

- Better checks before allies send their whole army to help against some weak enemy

- Fixed a problem with invaders and overseas units incorrectly being marked as garrisons and locking up

- Fixed an issue where it would not return exp forces correctly

- Improved garrison code to better handle multiple areas within a theatre

- Fixed some problems with reserve usage along fronts that could cause all units to be pulled back (especially for unmobilized countries on DoW.)

- Fixed a bad bug that could cause all divisions to go to the same province

- Will reinforce coastal provinces under attack by invaders

* HQ AI

- Allies should now be able to operate properly within each other's territory

- Rebalanced inter-theatre unit reassignments

- Improved retrieval of armies from foreign areas

* Invasion AI

- Avoids target provinces with only a strait as a border (like the Channel Islands)

- Prioritizes provinces that border many others

- Will not reinforce beachheads if it will severely overstack. Instead, will attempt more landings nearby.

- Better at transporting HQs to the areas with their divisions

- Fixed a nasty problem with the transport AI completely locking up

* Air AI

- Fixed a bug with interceptors constantly being sent to enemy air bases

- Will divert TAC and CAG to bomb invasion fleets

* Misc

- Fixed several issues with DoW and preparations for DoW

- Fixed issue with too many starting techs in research queue for the AI

- Optimized mission selection for spies in countries without spies

- AI now avoids researching ahead of time more

- AI should no longer burn manpower when at war if it needs for reinforcement.

- Fixed an issue with theatres not always updating their borders when neighboring provinces changed controller

-----------------------------------------------------------------------

- Gamebalance Changes

-----------------------------------------------------------------------

* Supply

- Landlocked areas without supply production will be attached to allied supply networks where possible.

- Being completely out of supply now reduces organisation daily.

- Air Transports can now ship less supplies.

- Rewrote supply logisitics definitions to properly handle connected areas between puppets and non-puppets.

* Partisans & Revolts

- Partisans are now slightly more common.

- Partisans is now increasing supply tax far more.

- Revolt risk now reduces resource, manpower and IC from that province.

- Improved police brigade is now a bit better at improving suppression.

- Police Brigades now costs a little less manpower to build.

- Suppression is now checked for up to 2 provinces away.

- Occupation policies now impact resource gain as well.

- Weaker occupation policies are no longer as good for getting manpower & leadership.

- Revoltrisk is now applied after nationalism is calculated, so impact on RR works.

- Nationalism is a bit more powerful now, but there is no longer a minimum revolt risk.

* Technology

- Updated starting techs for: Australia, Belgium, Bulgaria, Canada, Czechoslovakia, Denmark, Finland, Greece, Netherlands, Hungary, Norway, Poland, Portugal, Romania, Nationalist Spain, Republican Spain, Sweden, Turkey & Yugoslavia.

- Fuel and Supply consumption increases from technology gains are now percentage instead of absolute.

- Increased fuel-usage by about 15% for all units.

- Fixed research progress, could start do diverge, making it impossible to finish.

- Research efficiency techs now work properly.

* Diplomacy

- Increased the proximity impact on alignment.

- Revanschism is now scaled by victory percentage of a faction, where higher is making the countries less likely to care about it, and lower makes them far more likely to pushed away.

- Reduced threat caused by combat and construction significantly.

- There's no longer possible to revoke an embargo against a country you're at war with.

- It is now possible to declare war on a country you're guaranteeing.

* Land

- Engineers are now much better at defending in all rough terrain.

- Engineers now gives nice bonuses to defending.

- Tweaked stats of several support brigades, strenghening some and weakening others.

- Decreased strength damage from combat by 20%.

- Paratroopers now requires more officers, and have a slightly worse base hard attack.

- Its no longer possible to extend the radio range of a HQ by stacking some tank brigades with a big radio strength together with it.

- Suppression can no longer propagate over water.

- AA Carriage Sights now increases soft attack slightly as well for AA brigades.

- Bergsjaegers now gets more benefits from mountain warfare equipment.

- Damage to org on divisions are no longer scaled by strength of the brigade, but evenly.

* Air

- Air units that are based in hostile territory will now try to rebase in their daily update and be destroyed if they fail.

- Stationary AA is now slightly more powerful.

- Severly reduced the effect of strategic bombing.

- Close Air Support and Tactical bombing is now twice as good.

- AA on landunits is now a fair bit better.

- All types of AA can now fire occasionally even if modified value is <1%, (using same algoritm as normal combat now.)

- Air combat is now slightly bloodier.

- Added a few more restrictions to how nuke missions can be assigned.

* Navy

- A fleet containing carriers will no longer attempt to close with an enemy fleet, but a faster enemy may force a closing.

- Units on naval patrol now avoids stronger fleets if on defensive or passive stance.

- Severly decreased the cost of building cags, but lengthened the time to be similar to carrier builds.

- Fixed problem with navies not being able to escape hostile ports into certain provinces (gibraltar, panama...).

- Effective visibility can never be below 1 when detect checks are made now.

- Fixed an exploit with navy and air ranges.

* Submarines

- Worse positioning for submarines

- "Fleet_auxiliary_submarine_doctrine" and "trade_interdiction_submarine_doctrine" change boni and get them raised.

- Higher org and morale by submarine_crew_training.

- Increase in positioning by Acoustic torpedo tech.

- Better Sea attack on Submarines.

- Upgradable AA on Submarines.

- IC cost slightly reduced on Submarines.

- Visibility dependent on Hull tech.

- Hull tech don't increase Sea defence.

- Hull tech got higher difficulty.

- Included a "Sea_defence" boni in "Sonar" tech.

- "Sonar" tech got increased difficulty.

- Smallwarship_asw increased difficulty.

- Light Cruisers got slightly worse Sub_attack by Smallwarship_asw.

- Increase of difficulty of submarine_technology.

- Slight decrease in Convoy Raiding on submarines.

- Effect of Seawolf trait increased 100%.

* Strategic Warfare

- Damage done to convoys now impact National Unity hits.

- Tweaked up the NU impact from attacking convoys severly.

- Strength damage to convoy raiders is now far less, and its mostly org losses inflicted from escorts.

- Decreased impact from ASW on sub warfare.

- Supporting parties through spies is now more potent.

* Production

- Rocket Tests and Nuclear Reactors now give far more practical when built.

- Escorts and convoys are now a fair bit more expensive to build.

- Reserves cost modifier is now applied correctly as a percentage of cost.

- Building ships now properly draws manpower at construciton for entire series.

* Weather

- Winters can now be much colder.

- Cold winters now slow down movement much more, with same threshold as landcombat impact.

- Severly increased the penalty for offensive combat in extreme cold.

* Manpower & Leadership

- Service by Requirement now gives far more manpower.

- Soviet Union now gets more manpower from their decisions.

- Increased manpower in Soviet Union by about 25%.

- Added leadership to Holland, Belgium, Canada, Australia, Norway, Sweden, Denmark, Finland, Czechoslovakia & Hungary.

* Leaders & Ministers

- Doubled xp gain from leaders.

- Leader auto-assignment now handles river crossing trait correctly.

- Pigheaded isolationist now impact suspeptibility instead of neutrality.

-----------------------------------------------------------------------

- Interface Improvements

-----------------------------------------------------------------------

- Added a tooltip for port throughput in supply mapmode.

- Colorized and tweaked the tooltips for supply mapmode.

- Improved coloration in revoltrisk mapmode.

- Research alert now checks the year for the next tech, not the current tech.

- Range checks are now applied properly in the order interface.

- Fixed chat output after selecting units.

- Added a tooltip to the mobilisation button, detailing approximately how much manpower is needed to mobilise.

- Added tooltips to the deployment interface, so that is easier to see details of military units there.

- Improved the tooltip for national unit value, to show the monthly change in detail.

- Improved tooltip for money gain.

- If you have trade automation or full diplomatic automation on, you will no longer see messages about trade.

- Improved tooltips for resources in the production screen.

- Fixed a few precision errors with the production and leadership slider values.

- Fixed resetting sliders in production view.

- Fixed production sliders going below zero.

- Each message about techlevel now shows exactly what that level will give you.

- Upgrading doctrines on a unit will no longer change the model name.

-----------------------------------------------------------------------

- User Modding

-----------------------------------------------------------------------

- Added a modifier called 'local_resources'.

- Added new date trigger, to make year and month triggers more readable.

- Added a "load_oob = filename" effect. Use filename as a localisation tag for information. File to load must be in the units catalog, and will be ADDED to the current OOB.

- Exported alot functions for handling flags and variables in the .lua script.

- Added alot of calculation functions for units and other things to the .lua script.

- Full details of all new .lua function at ( <noindex>Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. </noindex> )

-----------------------------------------------------------------------

- Performace and Stability

-----------------------------------------------------------------------

* Optimisations

- Moved some optimizations from HTTT to HOI3.

- Alot of optimisations done, with focus on supply calculation, event engine and the AI.

- Optimized ai calculate odds. Large battles should not "freeze" the game anymore.

- Optimized space usage of flag file, and made it a power of 2, fixing compability issues with some ATI cards.

- Severe optimisation of framerate to make the game feel more responsive.

* Map

- Map shader precision fix. ATI miscolored provinces bug solved.

- Solved border ati graphics problem.

- Underlying map-code have been rewritten, reducing the memory footprint significantly.

- Making a new map by modders will no longer take hours to compress, but merely minutes.

- The maprendering is now much quicker and should work better with lesser cards.

- Zhele(sp?) is no longer at two places on the map.

- Fixed a few duplicated seazones.

* Stability

- Fixed "Creating Rivers" crashbug.

- Fixed crash related to broken owner areas and the theatre ai.

- fixed crash in german diplomacy ai

- Fixed crash when France surrenders.

- Fixed crash when Denmark surrenders.

- Fixed Crash when Manchuku surrenders.

- Fixed crashbug related to unit shattering.

- Fixed infinite loop in textbuffer.

* Savegames

- Fixed another corruption of savegames.

- Radarstation status is now properly loaded when a game is reloaded multiple times.

- Bonus organisation is now properly loaded from savegames and no longer lost.

- Automatic deployment check box now set correctly when loading a save game.

-----------------------------------------------------------------------

- Database Changes

-----------------------------------------------------------------------

* Events & Decisions

- Fixed Danzig or War when Poland is part of the Axis

- Added a few random events with some positive effects.

- Added an event for Vichy to dissapear.

- There is now a decision to create Mengkukuo

* Scenario Setup

- Improved the fortress at Sevastopol.

- Revised a few italian generals ranks to fit the starting OOB's better.

- Removed an erroneous army in the 1936 OOB for France.

- Fixed location of french airforce in 38 and 39 OOB's.

- Revised a few french generals ranks to fit the starting OOB's better.

- Fixed a few broken units in the Japanese 1941 OOB.

- Added the missing picture of the Hungarian leader Nemerey.

- Added the missing picture for Italian general Appiotti.

- Plenty more head of states are now pigheaded isolationists.

- Kwantung theatre is now working properly in all scenarios.

[Cкрыть]

патч меняет некоторые файлы локализации. часть игры остается  на русском  часть, другая часть  на английском. в принципе изменения небольшие и можно пере установить русификатор 

Изменено пользователем gigo
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Michael
Есть уже бета RC8. И скоро релиз 1.4.

Больно древний патч беты, лучше не качайте.

Здесь не работает мульт, страшные баги и вылеты.

В других версиях это уже поправлено.

Ps: Народ, я вами поражаюсь. Зачем плюсуете человека когда он походу вообще не в курсе патчей?

Если такой умный, делай! выложи последнюю версию.

Багов и вылетов не было.

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RC9 19 march 2010

список изменений по сравнению с 1.4 RC8Нажмите здесь!
 

- No longer possible to send theatre HQs as expeditionary forces through diplomacy.

- Reworked vertex creation for beaches, should probably work for older cards now.

- Tech AI has a new weight system for research techs (Major powers get a specific one for each) (too many rules to put in notes here.)

- Major Powers will only build buildings once all build requests are met.

- USA will build more ships in the early years (even if it fails MP checks) as long as it has more than 100 MP

- Changed order prio on what units to build first over others.

- Fixed an issue where transport ships where not being built in serial runs

- AI will build buildings now if IC is available but it was not able to meet manpower checks (Except for USA)

[Cкрыть]

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Michael

Список изменений v1.4 RC 19 по сравнению с v1.3. Перевод машинный.

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Вот будет релиз, тогда переведут профессионалы.

В этом переводе мало что понятного, и если уж вы так хотите помочь пользователям то переведите В РУЧНУЮ.

Изменено пользователем bigbon
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Michael
Вот будет релиз, тогда переведут профессионалы.

В этом переводе мало что понятного, и если уж вы так хотите помочь пользователям то переведите В РУЧНУЮ.

Займись! Все будут ЗА!

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Michael
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Michael
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