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Darkest Hour: A Hearts of Iron Game

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Dima-Stranik
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Год выпуска: 2011 

Текущая версия игры: Darkest Hour 1.3 RC3

Жанр: Strategy (Real-time / Grand strategy) / Top-down 

Разработчик: Darkest Hour Team 

Издательство: Paradox Interactive 

Системные требования

Операционная система: Microsoft® Windows® XP / Vista 

Процессор: Intel® Pentium® IV 2.4 GHz or AMD 3500+ (single core) 

Оперативная память: 1 GB RAM (2 GB RAM on Vista) 

HDD: 2 GB Available HDD Space 

Видеокарта: NVIDIA® GeForce™ 6800 or ATI™ Radeon® X850XT and above Video Card 

Звуковая карта: DirectX-compatible Sound Card

Тип издания: лицензия 

Язык интерфейса: Русский, Английский, Французский, Итальянский, Испанский, Немецкий, Польский, Португальский, Шведский 

Лекарство: Не требуется 

Описание

Разработанная командой опытных модеров с форума Paradoxplaza, Darkest Hour: A Hearts of Iron Game является автономной игрой из серии Hearts of Iron.

Игрок пройдет через множество мрачных страниц 20-го века - с начала Первой Мировой войны и до Холодной войны.

Darkest Hour представит новый искусственный интеллект, который теперь в состоянии реагировать на сотни различных ситуаций одновременно, наряду с динамической дипломатической системой, которая позволит игроку иметь реальное влияние на ход истории.

Особенности игры

- Короткие и великие кампании позволят игрокам испытать самые темные часы 20-го века.

- Новая переработанная карта, очень подробная, с массой стратегические и тактические возможностей. 

- Динамическая дипломатическая система дает игроку большее влияние на ход событий. 

- Новый искусственный интеллект способен реагировать на сотни различных ситуаций.

- Развитая система научных разработок.

- Большие возможности для создания модов и новых юнитов.

Спойлер

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Ссылка на закачку: Darkest Hour

Патчи:

Darkest Hour Patch 1.3 Размер: 158 МБ (Альт. ссылка)

Darkest Hour Patch 1.04.exe Размер: 175,92 МБ (Альт. ссылка)

Darkest Hour Patch 1.05.exe Размер 178.8 МБ (Альт. ссылка)

Darkest Hour Unified Patch 1.05.1 Hot-Fix.zip Размер 1.81 МБ

Порядок установки:

1. Darkest Hour

2. Patch 1.02 или 1.03 

3. Patch 1.05

4. Hot-Fix.exe 1.05.1

 i   
Для игры существует ряд модов и дополнений:

 

Иконки в стиле Kazoo's SKIF - улучшают графическую составляющую игры

Войны, перемирия и революции - мод, посвященный Первой Мировой войне и межвоенному периоду

Kaiserreich for Darkest Hour - альтернативная история, победа Германии в Первой Мировой войне

New World Order 2 - мод по послевоенному миру (1945-1964)

Francesco's Models 2.7 - графика войск и построек, совместима с историчными модами (т.е. с Kaiserreich несовместимо)

Modern Day Scenario 2 - действие разворачивается в 21 веке

Communist Germany mod - вам не нравятся усы Гитлера, алчность Геринга или политическая платформа национал-социализма? Тогда этот мод для вас - победу на выборах в Германии в 1933 году одерживают не нацисты, а представители левых сил (вам ещё предстоит выбрать, кто это будет :))

World in Flames II - возвращение самого популярного мода к играм серии Hearts of Iron. Начните подготовку к неизбежному столкновению и приведите свой народ к славе и доминированию в мире


 


   

Спойлер

 

Мастер снабжения — дивизии под его командой потребляют меньше топлива и припасов.
Мастер обороны — повышает защищённость и стойкость подчинённых ему дивизий.
Мастер наступления — повышает все показатели атаки своих сил.
Мастер зимней войны — подчинённые войска не терпят ухудшения характеристик в движении или битве зимой.
Хитрый лис — эксперт маскировки и камуфляжа, дивизии под его началом всегда имеют преимущество внезапности, обычно совсем незаметны для вражеской разведки, и прицеливание по ним вражеских самолётов очень затруднено.
Инженер — его дивизии способны пересекать реки без ухудшения характеристик.
Мастер штурма — незаменим при атаке вражеских укреплений.
Мастер танковой войны — способен увеличить скорость своих частей, а если командует преимущественно танковыми дивизиями, то и показатели атаки.
Коммандо — горные части, парашютисты и морпехи под его командой получают большие улучшения показателей атаки и обороны.
Старая гвардия — снижает скорость, с которой его дивизии набирают опыт.
Лис пустыни — его дивизии способны воевать в пустынях без ухудшения характеристик.
Крыса джунглей — мастер организации сражений в джунглях.
Мастер городского боя — его дивизии хорошо обучены воевать в городе.
Рейнджер — подчиненные войска способны вести бой в лесах.
Альпинист — его дивизии способны воевать в горах без ухудшения характеристик.
Мастер контрнаступления — настоящий профессионал, дивизии которого способны сдержать натиск противника и перейти в контрнаступление.
Мастер наступления — его солдаты отлично обучены наступлению по всему фронту.
Мастер окружения — его дивизии смогут окружить врага.
Мастер блицкгрига — способен организовать стремительные рейды на позиции противника.
Дисциплинированный — военачальник, способный поддерживать дисциплину на высоком уровне.

 

 

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Закреплённые сообщения
Никита jew94 Нефедьев

смысл выпускать мод 1914 за три дня до реализа патча? порой я просто диву даюсь от разрабов ))

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Theodor
смысл выпускать мод 1914 за три дня до реализа патча? порой я просто диву даюсь от разрабов ))

Да уж порой их логика не поддается никакому алгоритму... :023:

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sidrdim
Да уж порой их логика не поддается никакому алгоритму... :023:

Зато нескучно. :D

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Dima-Stranik

Добавил ссылку на патч 1.2 в шапку темы.

ЧенджлогНажмите здесь!
 Darkest Hour 1.02

(Changes since patch 1.01)

Patch Installer changes:

1. Made the patch installer compatible with all Darkest Hour distributions (Steam, Impulse, Boxed German version etc.)

2. Set correct registry keys for all Darkest Hour distributions (fixes a problem with reported version in Launcher)

3. Converts the boxed German only version into a fully functional Darkest Hour (restores all languages, deleted pictures and changed names)

Engine changes:

1. Moved in-game multi-player messages few pixels down for better view.

2. Fixed a bug with land units' arrival time calculation on save/reload at the same game hour when the move order was given.

3. Fixed a bug in best port in area selection used for convoys.

4. Fixed a bug with country description text set in scenario files (replaced by default one on deselect/select of a country). Changed default scenario text format to 4 digit year instead of 2 (TAG_YYYY_DESC).

5. Added convoyed out resources/oil/supplies to daily resources flow statistics page.

6. Fixed tool-tip for atwar = TAG trigger.

7. Fixed a bug with naval units left in ex-allied ports when alliance is broken peacefully. Such fleets will be moved out of the port at 1 o'clock.

8. Fleets that has no valid naval base set will automatically rebase to the closest allied port now (checked once on 15 days). Fleets on Rebase, Move, Redeploy, Transport, Amphib. Assault or Sneak move missions are skipped.

9. Fixed issues with secederegion and secedearea commands. Now these commands behave as secedeprovince command does.

10. Added new options to secedeprovince, secedearea and secederegion commands (check event commands.txt for details).

11. Fixed a bug with ‘intelligence’ scenario parameter not applied to AI countries.

12. Implemented a new command for delayed triggering of events: event (check event commands.txt for details).

13. Allowed Pause button shortcut to be re-defined in buttons.txt. Added 2 new button definitions that can be used as shortcuts in buttons.txt : pause (ASCII 0x13) and space (ASCII 0x20). NOTE: There are problems if spacebar is used as shortcut for button (impossible to use empty space in rename units/divisions for example).

14. Added new optional division/brigades models parameter: on_upgrade = yes/no(default). When set to “yes” current model’s upgrade_time_factor and upgrade_cost_factor modifiers will be used on upgrade to the next model instead those of the next model.

15. Fixed a bug with supply check for units (reported as supplied by own/allied capital even if the country has no supplies at all).

16. Fixed a bug with naval units supply check (reported as supplied as long as they have a valid naval base even if there are no supplies there).

17 Fixed a bug with oil and supply check for units supplied from allied capitals (reported as supplied/fueled even if there are no supplies/oil there).

18. Fixed a bug with supply check for units in combat supplied from own/allied capital (reported as supplied even if there are no supplies available).

19. Fixed a bug with oil usage of ships in ports (no oil consumed, always reported as having enough oil).

20. Fixed a bug with supply and oil usage and status update on units in combat.

21. Fixed a bug with convoyed out oil calculation (more oil then currently available at home can be convoyed out).

22. Tweaked convoy logic to not convoy out from home supplies or oil if these are required for troops at home.

23. Tweaked required supply convoy transports calculation logic to take into account available at home supplies/oil for transportation too (not just required at the destination).

24. Fixed a bug with supply convoys exporting more supplies then need at the destination in some rare cases (huge need of oil for example).

25. Greatly improved game speed in games with many units and ongoing wars. Faster map scrolling. 

26. Many tweaks to and bugs fixed in production AI (sliders, priorities, production):

- construction of Land Forts to province in higher level then set in AI files

- construction of Coastal Forts to province in higher level then set in AI files

- bug when IC has been assigned to upgrades when MP is less then 5 even if AI is set to not upgrade

- Improved distribution of exceeding IC logic (IC that remains after all immediate needs are covered)

- bug with production sliders for AI countries (too much IC assigned to CG in some cases)

- bug with Production AI not building anything if MP is less then 5

- tweaked logic used for max serial production line calculation

- removed hard-coded logic for brigades that can be attached to Garrison units (MP, AT, AA)

- removed hard-coded logic for brigades that can be attached to Carriers (Granted CAG only), TAC (granted ESC only), STR (granted ESC only) and HQ (granted AA only) to avoid exploits (producing with brigade not researched yet) and to allow producing with more then one brigade (CV’s only).

- tweaked Production AI MaxBatchHomeFront parameter usage (removed the requirement of current MP pool to be less then daily produced * 180 for this parameter to be used).

- bug with production AI producing Infantry units even if these are set to 0 priority by an AI file.

- tweaked production AI to allow more rapid IC construction when force_ic_until = YEAR AI parameter is valid.

- fixed a bug with production AI stopping producing any units once it reaches the desired ratio between land/air/naval.

27. Fixed a bug with resource convoys' creation on enabled depots relocation from misc.txt.

28. Fixed a bug with missing flag/counters on change TAG when old country uses changed via event/scenario file default flag.

29. Fixed a bug with Convoy raiding AI trying to re-base fleets to invalid province.

30. Many new misc.txt modifiers:

- Allow change by players of HoS or HoG

- Used change TAG on coup logic

- Use speed to set garrison status (no move allowed) to land units.

- Max daily dissent that can be added to player controlled countries when not enough supplies are produced

- Do not start producing any new units when more then THIS percentage of the currently available MP is required for reinforcements of existing units and the country is at war.

- Do not start producing any new units when less then THIS MP is available in the pool

- Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province

- Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province) if the said province is used as supply base

- Min. required relations between allied countries required for AI to secede claimed by the player provinces to him.

- Max. serial line depth for production of Garrison and Militia units

- Min. total IC threshold required to enable serial production of naval and air units.

- Filter used on available for release countries list based on regular_id and intrinsic_gov_type set in revolt.txt (applied to both players and AI).

- Chance to target divisions with no ORG left in land combats.

- Max. redeployment days for AI controlled units cheat.

- Reinforce to upgrade modifier.

- Screen or Capital ships targeting in naval combats.

- Land units speed modifier for units out of supply.

- Land units speed modifier for units containing at least one division with ORG less then 1%.

- Movement time modifier for fuel consuming land and air units when out of fuel.

- Default speed for fuel consuming land units when out of fuel.

- Combat Modifier: Default Supply Problems Mod – Air

- Combat Modifier: Default Supply Problems Mod - Naval

- Combat Modifier: Default Fuel Problems Mod - Land

- Combat Modifier: Default Fuel Problems Mod - Air

- Combat Modifier: Default Fuel Problems Mod – Naval

- Strategic redeployment mission: Added value, independent from real distance.

- Strategic redeployment mission: Multiplier on the real distance.

- Use old (pre DH 1.02) save-game format for divisions.

31. Old TAG's Claimed Provinces list is cleared on TAG change now.

32. Fixed a bug with no update of regular_id and intrinsic_gov_type on change TAG.

33. Fixed bugs with needed in local depots oil/supply calculation on game reload that can cause convoy problems.

34. Added new optional parameter in revolt.txt: coup = { TAG1 TAG2 … TAGx }. (Check revolt.txt for details).

35. Fixed a bug with canceled free resource trades from Master to Puppet when the Master has resource shortage of any resource.

36. Fixed bugs with country specific values exported to misc.txt (“country” section) not saved in some cases and reset to default upon reload.

37. Expanded build_division command with 3 new optional parameters: cost, name and where (check event commands.txt for details).

38. New parameters for items in the build queue that can be used in scenario files:

- unitcost = yes(default)/no # Used for players only. When set to “no” preset unit cost will not be recalculated.

- new_model = yes(default)/no #Used for AI countries only. When set to “yes” the build unit will be always with the latest available model.

39. Fixed bugs in some triggers evaluation when used with no country set in generic events – lost_VP, lost_national, lost_IC, alliance, war, access, non_aggression, guarantee, trade, puppet, participant, military_control, nuked.

40. Fixed a bug with supply convoys to depots which require more oil/supply that can be stored in a local depot and in result huge amount of oil or supplies can be lost every day.

41. New invasion AI parameter: province_priorities = yes/no(default) (check Invasion AI - How To.txt for details).

42. Include claimed provinces to the tool-tip about provinces that are going to be seceded to a released country.

43. Expanded ground_def_eff event command (check event commands.txt for details).

44. Fixed a bug where one air wing in air unit on bombing mission takes most of the damage.

45. Fixed a bug where min. mission ORG setting is replaced by STR setting upon saved game reload.

46. Fixed a bug preventing events set for REB tag to fire.

47. Added another value to MANUAL_OR_ BY_INFLUENCE _MOVES in policy_effects.csv

48. Exported dissent hit on country release to policy_effects.csv (MODIFIER_DISSENT_ON_RELEASE).

49. Fixed a bug in VP calculation used to halve dissent on new country release (used national provinces instead of controlled).

50. Fixed tool-tip of participant trigger when used with value = 0 (check for any alliance).

51. Added 2 new unit model modifiers: reinforce_cost and reinforce_time.

52. Added extra typo checks on many triggers.

53. Fixed bug where naval bases can be produced in provinces without port allowed (just coastal).

54. Fixed a bug in country creation code setting automatically civil war when VIC country is released.

55. Generic events set to not fire for REB tag

56. Land units in production now have correct speed shown based on attached brigade(s)

57. Added new optional unit model modifier - out_of_fuel_speed. Set speed to THIS value when the fuel consuming unit is out of fuel. Default value is set in misc.txt

58.Added new optional unit model modifier - no_supplies_combat_mod. Combat penalty when out of supplies. Default value is set in misc.txt.

59. Added new optional unit model modifier - no_fuel_combat_mod. Combat penalty when out of fuel. Default value is set in misc.txt.

60. Fixed a bug with not working “Tech-Team Take Over” option on annexation set by ‘inherit’ event command or by Demand Territory diplomatic action.

61. Fixed CTD on scenario exit in some cases when “Tech-Team Take Over” option is enabled.

62. Light Armor brigade set to use new short name string (NAME_LIGHT_ARMOR_BRI) instead of sharing name with light armor unit (NAME_LIGHT_ARMOR).

63. Fixed tool-tip text for air and naval leaders rank in change leader lists.

64. Fixed a bug with units loaded on transport planes reported as out of supply and losing ORG in result.

65. Fixed a bug where a Parachute unit can be loaded by the AI on more then one transport plane at the same time that corrupts saved games.

66. Fixed a bug in secedeprovince, secedearea and secederegion commands validation checks when “which” argument is set to -1 or -2.

67. Fixed bugs with invalid combat traits gained in combat. 'Blitzer' trait could be gained too.

68. Changed save game format for divisions. Optimized numbers saving. Removed redundant entries. Reduced saved game file size by 5-10%.

69. Fixed a bug with missing upgrade modifier on air units range.

70. Implemented upgrade from one unit type to another.

71. Added support for up to 5 attachments for air and land units too.

72. Fixed issues with doubled stats of brigades in pool on game reload.

73. Brigades added to units created by event commands now will use the latest available brigade model instead of being model 1.

74. Greatly improved DB files auto-check for errors and error reports:

- Added TAG validation for airnames.csv, armynames.csv, navynames.csv and unitnames.csv files.

- Report for wrong command syntax (Missing = in statement.)

- Report for invalid event picture – only when extra debug logs are enabled in settings.cfg

- Seazones.txt - only when extra debug logs are set to 2 in settings.cfg

- Report on missing tech year or tech picture - only when extra debug logs are enabled in settings.cfg

- Report on incorrect format of text strings (missing or extra %) - only when extra debug logs are enabled in settings.cfg

- Added more AI debug logs when extra debug logs are set to 2 in settings.cfg

- Check for missing translation or misplaced % in texts when extra debug logs are set to 2 in settings.cfg

- Check for duplicated minister IDs in minister files

- Log ID conflicts to savedebug.txt

75. Fixed tool-tip for intelligence_network minister effect.

76. Implemented wakeminister command (check event commands.txt for details).

77. Fixed a bug where killed/slept ministers in cabinet can be auto-replaced by a minister ahead of his starting year.

78. Improved Air AI:

- Fixed a bug where air wings are not evacuated from threatened airbases of military controlled AI countries

- Set default air missions duration to be 60 days instead of 10 years

- Enabled Air Scramble mission for the AI

- Tweaked Nuke AI priorities – use current nuclear reactor size in target province instead of max size

- Fixed a bug where air AI of military controlled countries can remain inactive after control release

79. Greatly improved game speed in scenarios with many air wings with long ranges and big alliances, but no wars.

80. Fixed major memory leak, most obvious in very long continuous game sessions (20+ years) where 800+ MB of RAM could be lost. Reduced time needed to exit to main menu from a long game session.

81. Fixed CTD on exit to main menu or exit to Windows.

82. Fixed a bug with missing decisions in available decisions list.

83. Added new map logs (savedebug.txt, on scenario start) when extra logs are set to 2 in settings.cfg:

- List of all coastal provinces: ID, Name, Island or not, Area, Region, Continent, Controller, Owner

- List of all beach provinces: ID, Name, Island or not, Area, Region, Continent, Controller, Owner

- List of all provinces with ports: ID, Name, Naval Base Size, Island or not, Area, Region, Continent, Controller, Owner

- List of all provinces with air bases: ID, Name, Air Base Size, Island or not, Area, Region, Continent, Controller, Owner

84. Fixed CTD on annexation by command of a country twice in the same event.

85. Fixed game freezes when Militia unit type is disabled for production for an AI country.

86. Added new combat modifier - Out of Fuel, definable in misc.txt (default per land/air/navy) and per model in unit files.

87. Allowed Out of Supply combat modifier to be applied to naval units too.

88. Added commands to modify country specific unit modifiers:

- out_of_fuel_speed

- no_fuel_combat_mod

- no_supplies_combat_mod

89. Fixed a bug with not applied to existing units upgrade modifiers from events for brigades on 2-5 slots.

90. Fixed bugs with parsing of construction section in AI files - AA_provs, coastal_fort_provs, radar_provs, air_base_provs, naval_base_provs, fort_provs, ICProvs

91. Fixed a bug preventing AI to attach brigades to deployed units with one or more brigades attached already.

92. Fixed a bug where AI can deploy more then max allowed aircraft in a single air wing.

93. Fixed a bug with auto-disbanded traded units when Max. strength is too low. All traded land/air units set to be with 1% Str.

94. Tweaked auto-production sliders logic:

- Do not assign extra IC to CG to counter dissent if there is not enough IC for production and production is prioritized

- Do not assign extra IC to supplies when below Critical/Desired stockpile levels if there is dissent and CG are prioritized over supplies

95. Display division stats with fractions when needed

96. Fixed a bug where a Parachute unit can be loaded by the AI transport plane and ship at the same time that corrupts saved games.

96. Fixed an issue with production progress going above 100% for a day before the item is completed.

97. Added new "demobilize" command (check event commands.txt for details).

98. Added new optional brigade setting – detachable = yes/no, defined in brigade files. By default all land and air brigades are detachable and all naval brigades are not.

99. Fixed a rare CTD on AI country annexation.

100. Fixed issues in deployment of finished IC to provinces. Improved AI IC production and deployment.

101. Fixed CTD on province owner change when 3 or more own arreas get connected in result.

Launcher changes:

1. Fixed a rare crash when no web browser is defined

2. Fixed an issue with reset of extra logs setting to 0 when set to 2

Translation changes:

1. Fixed a corruption of saved games in result of wrongly formatted string in German, Italian, Polish and Spanish languages

2. Updated French translation

3. Updated Italian translation

4. Updated German translation

5. Added Russian translation

6. Updated Polish translation

7. Updated Spanish translation

8. Fixed invalid characters or formatting issues

Event changes:

1. Fixed event 2192531 U09 - Franz Joseph is dead does not fire because the wrong minister id is checked.

2. Fixed events 3104503, 3104504 and 3104505 for 1914 Russia

3. Fixed Persian Corridor event (Soviet Union gets the correct provinces and returns them)

4. Fixed a problem with Free France capital remaining in Brazzaville instead of moving to Paris

5. Modified event 2003005 (Re-occupation of the Rhineland) so that it increases peacetime IC modifier from 0.9 to 1.0

6. Siamese Surrender now includes HOL

7. UK Surrender: Hongkong gets now occupied by CHI or JAP

8. Tweaked death events for Fritsch, Schacht, Blomberg, and Hess (different effects for keeping them or sending them away)

9. Removed claims on Pirot and Tetovo provinces when Bulgaria switches sides to USSR

10. Removed claims of Hungary when switching sides to USSR. Fix for weird post war borders.

11. Added a decision for the creation of Dutch harbor naval base in 1940

12. Generic decisions scale now according to country IC

13. Unit level granted by the licensed unit decision scale depending on US tech level. when US doesn't exists it works like now

14. Added new generic decision to purchase obsolete units

15. Pearl harbor event moves the us to hawk lobby now

16. Fixed Japanese Surrender to USA - USA no longer steals Korea from China if Korea is a Chinese puppet

17. Fixed a bug with US elections that caused weird outcomes

18. Fixed Indonesia Head of State Error, they get now a new cabinet as jap puppet

19. It is now possible to cancel the military control over SPR as FRA

20. All remove Military Control events use better trigger

21. The United Front event now only fires when warlords exist

22. Improvements to events for performance reasons:

- removed unused save date in France.txt

- removed unused save date in Germany.txt

- tweaked grand offensive decisions to use the new delayed event commands

- Dutch Harbor events use the new delayed event command

- most generic events now use the TAG entry to reduce engine load

23. Tweaks to post war Germany events:

- Decisions for release of DDR/DFR/AUS/U16 or now available much earlier

- More Allied Nations can release DFR now, not only the USA

- SOV can release now a puppet Austria U16 instead of AUS

- Germany and Austria will now get properly placement of their capitals

24. Bitter Peace now sleeps SOV event 2007034 "Germany invades Poland without our blessing"

25. Corrected trigger of event 2184008 for FRA (Move the Capital), now ownership is required

26. Removed RUS/SOV flag workaround

27. Russian event "Warsaw is lost" does not happen if Russia releases Poland as puppet

28. DDR and commie Austria are now puppets of USSR upon creation

29. Event Pittman Act - US assistance for Nationalist China wakes now the right leader, adds more resources and gives blueprints

30. Modified Operation Zet - Soviet Assistance to China to add more resources and give blueprints

31. Fixed German annexation of France events.

- conditions for colony transfer (Germany can decide how many colonies to occupy, if at all)

- general improvements (better trigger among them)

32. Demobilization decision improved:

- trigger conditions now all visible in tool tip

- added extra decision for Switzerland

- removed redundant trigger from generic decision

- it is now possible for player to demobilize during war when the mob level is above 8 (general mob) to remove economic penalties

- added event to remove local flags with an event that fires after 3 months, to prevent exploits

33. Delayed Free France creation to avoid seceding provinces in mainland France to it

34. WW2 event chain fires now even when Germany is already at war (f.e. with CZE)

35. Petain no longer remains a leader of France after the liberation

36. Egypt now secedes Qattara area to UK too during WW2

37. UK now returns Egypt provinces to EGY after the war

38. Modified USSR (Great Patriotic War event) so USSR gets +0.25, instead of +0.2 to wartime IC

39. Modified peace events with China so that China loses all militia units when surrenders + final peace proposal now requires Japan to have 110% of Chinese land units and China must have lost 90% of its national provinces or 90% of its VPs

40. Integrate China-Nanjing in China surrender events

41. Fix Japan surrender event effects - Japan no longer keep claims on China provinces upon capitulation

42. Reworked the Brest Litovsk Treaty in WWI

43. Fixed problems with 1914 peace treaty between Austria and Soviet Union

44. The Great Purge event for USSR now removes the correct units (removes 5 HQs)

45. Tweaked Diplomatic Campaign decision

46. Fixed WW1 alliances/DOWs events chains so that Russia, Serbia and Montenegro join the Entente

47. Added Russian Peace Event to 1914 scenario

48. USSR now gets cores via event on former Polish provinces (in 1945 or later, 6 years after Mol-Ribb Pact)

49. Fixed "Italian regime collapses" event triggers

50. Added new event picture and specific description for the event of the death of Wilhelm II on 06/06/41

51. White Russia countries now gain cores on all of their lands

52. Updated Raj events

53. Second RM pact now includes the historical traded cruiser

54. Rework of 1936 USA surrender events (in particular, takes into consideration the fact that Japan may be allied with Germany)

55. Mobilization for dictatorial US is no longer hindered by congress

56. Optimized Mobilization events to reduce engine load, removed redundant Mobilization events for the AI

57. Nations follow now mobilization pattern, including puppets

58. New released puppets get now a minimal army to fight partisan that is removed as soon as their own army is big enough to take over.

59. Reichskommissariat mobilizations now generate manpower

60. Optimized Winter War event chain

61. Optimized Barbarossa ai event chain

62. Added events for new discovered oilfields in the Balkans

63. Chinese transfer of industry events rescaled for DH's starting provincial industry levels

64. Updated WWI Belgrade Pact event chain (corrected triggers, other improvements)

65. England Surrender has now a prefer total conquest option so that Germany can reject the proposal of England

66. Added commands to remove Ottoman cores/claims in 1914 scenario when they surrender

67. All coup events are now one action events that can fail

68. Fixed many typos in event triggers

69. Ai nations will now switch to a militia build strategy as a final effort to prevent occupation.

70. Fixed models on units given by events

71. Fixed issues with End of Partial Mobilization event.

72. Fixed issue with the Second Molotov-Ribbentrop treaty decision availability after Bitter Peace

73. Improved Franco-Russian Alliance event in 1914 scenario to take into account Greece

74. Fixed the list of Austrian leaders added to Germany after Anschluss

75. Improved Italian Regime Collapses event when Italy is human controlled

76. Reduced War Bonds decision dissent

77. Fixed issues with Klaipedia province on M-R pact and Bitter Peace events.

78. Fixed wrong leader ID in China capitulation to Japan

79. Fixed incorrect HoG in Sweden after the death of Per Albin Hansson

80. Turned Italy Joins the Axis event into decision with an option for German player to refuse the alliance

81. Fixed many issues with Japan surrender event

82. Added Metsovo province to Italian claims on Greece

83. Added "No need" action on English GoI of Poland event

84. Fixed issues in UK Pacific surrender event

85. Surrender events in WW I set to remove embargoes

86. Tweaked Bitter Peace event so Japan to get provinces when at war with USSR even if not allied to Germany

87. Fixed issues with peace events after WW I

88. Changed Public Works decision to calls a delayed event instead of instantly adding an IC to a random province

89. Fixed an issue with Communist Austria not being a puppet of USSR upon creation

90. Fixed incorrect French cabinet after the liberation of France

91. Fixed issues in Demobilization decision/event

92. Extended Japanese gains in Soviet Bitter Peace event

93. Implemented events for the Polish-Soviet war after WW I

94. Fixed missing Soviet cores after successful war against Axis after the Bitter Peace

95. Axis CZE set to return Eastern Poland to USSR

96. Xi'an incident now removes minister Zhang Xueliang

97. Fixed Gear-up events for UK

98. Improved UK and USA surrender event

99. Improved Mers El Kebir events - using of the new demobilize command

100. Changed Italy signs the Pact of Steel event triggers so it is more likely to happen after march 1938

101. Change Finland policy after the Winter war to make possible joining to the Axis

102. Retire Moltke when replaced by Falkenhayn (Germany, 1914 scenario)

103. Retire Cardona when replaced by Diaz (Italy, 1914 scenario)

104. Corrected trigger for Death of Stalin event

105. Fixed limited Mol-Ribb pact to trigger the Nazi coup in Danzig

106. Fixed list of waken leader on Anschluss event and removed add core to Bolzano province command

107. Correctly sleep minister Vlassov when the leader defects to Germany

108. CHC set to not start Chinese Civil War if CHI is allied or puppet of USA

109. USSR set to not start a war with USA if not in control of Moscow

110. Italy and Hungary set to not declare war to USSR on their own after the Bitter Peace when allied to Germany

111. Germany gets cores on Bolzano and Trento provinces on Italian annexation

112. Removed all kill random leader commands from The Great Purge event

113. Changed start year of many events and decisions to from 1936 to 1933

114. Change end date of events of french surrender from 1950 to 1963

115. Claim Bessarabia decision can be taken only 305 days after Molotov-Ribbentrop Pact, as historical

AI changes:

1. Fixed typos in 2 German 1914 AI files.

2. Adjusted bugged German leader ratios in 1936 AI file.

3. Germany now enacts 2 year mobilization earlier when running out of MP.

4. Tweaked Air AI to handle the suicidal air AI behavior.

5. Fixed issue with German AI set to reinforce units too early.

6. Tweaked German AI to focus more on reinforcements during war.

7. Added individual mobilization for HUN in 36:

- raised starting mob level to selective conscription (+23mp)

- added 2 year conscription after the Anschluss taken or when HUN runs out of mp in 1938

- added partial mobilization when at war, or in 1940

8. Adjusted German Research AI and added a German War Research AI.

9. Tweaked "Germany goes after England when Russian is gone" AI event trigger to avoid triggering while still at war with SOV.

10. Tweaked CHI production AI - it should focus more on MIL now instead of producing fancy and useless things.

11. Tweaked German Production AI.

12. Increased critical oil stockpile from 30 to 45 days

13. Increased desired oil stockpile from 90 to 120 days

14. Vichy France no longer goes to war with Italy over Egypt

15. Added AFG.ai.

16. Fixed ENG liberate countries list.

17. Updated USA liberate list with RUS and most European countries.

18. Tweaked China AI to garrison beach provinces.

19. Added units to Chinese production queue when war starts.

20. Reinforce Chinese land units at once when war starts.

21. Added missing AI file to DH Full - default.ai that was loaded from [core] instead and had invalid research priorities/ignores.

22. Improved default.ai.

23. Added mobilization events for nation U49-U99.

24. Adjusted Nat. Chin tech preferences.

25. Tweaked German invasion AI.

26. Reduced GER AI recklessness.

27. Tweaks to U02 AI.

28. Added TPs production lines to JAP, ENG, USA.

29. ReichKommissariats now defend their own borders.

30. Japanese AI adapted to fight against U05 (Dutch East Indies) instead of HOL.

31. UK will no longer invade North Germany in 1939.

32. After Munich, Belgium places its army in "reinforced peacetime stance", expanding it by 7 more divisions.

33. Improved ENG AI home defense.

34. Added 0.05 GDE to German AI.

35. Updated Italian AI research priorities.

36. Many changes to both China and Japan AIs behavior for better simulation of the war.

37. Tweaked English espionage AI against USSR.

38. Fixed wrong garrison triggers used in several German AI events.

39. Tweaked USA invasion AI events.

40. Tweaked AI files on land locked nation to ignore naval techs.

41. Fixed many typos and errors in AI files.

42. Tweaked MAN reinforce and exp. forces ratios in 1936 scenario.

43. Set Italy to be more aggressive against Albania.

44. Set USA AI to focus more on Marines and related techs.

45. Tweaked Jordan AI to be less aggressive against Israel.

46. Improved British invasion AI in 1914 scenario.

47. Added Exeter province to ENG AI garrison priorities.

48. Set USA AI to release Indonesia.

49. German AI tweaked to Barbarossa in late spring-early summer.

50. Increased Italian AI max production percentage in all scenarios.

51. Tweaked German AI to defend better beaches in Western Europe.

52. Fixed issue with U08 (German Empire) declaring war on Switzerland or Russia after the defeat in WW I

Scenarios changes:

1. Tweaked Majors starting techs in 1914 campaign.

2. Removed wartime IC penalty (was 0.8) and set peacetime IC penalty to 0.9 in 1936 scenario for Germany

3. Removed wartime IC penalty (was 0.8) and peacetime IC penalty (was 0.7) in 1936 scenario for Hungary

4. Removed peacetime IC penalty (was 0.6) in 1936 scenario for Romania

5. Removed Bulgarian core to #331 (Pirot) in 1936 scenario - this province is claimed already.

6. Fixed 1936 scenario starting Austrian OOB

7. Added Eric's corrected HUN and POL 1936 scenario OOBs

8. Added "new_model = no" to most naval units in the production queues of GER, ITA and JAP to ensure that the AI will produce them with the right models.

9. China: added starting techs interbellum supply 1924 (id 1970), scientific management 1910 (id 5810) and early agriculture 1910 (id 5700), lowered starting dissent from 30 to 25

10. France: removed Doctrine Mass Assault and Trench Warfare

11. USSR: lowered peacetime IC mod from 0.75 to 0.7 and wartime IC mod from 0.80 to 0.75

12. Revised 1936 scenario OOBs for BEL and HOL (Eric)

13. Updated 1936 scenario CZE OOB (Eric)

14. Adjusted researched Naval doctrines in 1936 scenario for Argentina, Brazil, Canada, Australia, New Zealand, South Africa, Holland

15. Added Naval supremacy to Argentina and Brazil in 1936 scenario.

16. Updated OOBs for DEN, EST, LAT, LIT, NOR, SWE

17. Added 1933 scenario

18. Updated OOBs for AST, CAN, NZL, SAF

19. Updated OOBs for British Raj, Indochinese Union and French Mandate over Syria and Lebanon

20. Added Italian claims to Metsovo

21. Fixed 1914/36 Greek cabinet

22. Corrections to U08 (1914 scenario) colonial OOB, cabinet and naval OOB (bestmajor)

23. Cleaned 1936 GER production queue and add items via AI only event

24. Added Maginot line to FRA 1933 queue

25. Updated UK Nav OOB. HMS York and Exeter were York-class cruisers (CA-V) not County-class (CA-IV)

26. Adjusted mobilization level to new OOBs.

27. Danish warships "Niels Juel" and "Peder Skram" reduced to CA-III and CA-II

28. Fixed Greek ship models. Georgios Averof is a CA-II. Helle/Elli are CL-I

29. Added Dutch East Indies to all scenarios

30. Added U03 (Indochinese Union) in the list of selectable nations in 1914 scenario

31. Updated Finnish air OOB

32. Updated USSR 1936 scenario starting techs

33. Added 1933 scenario

34. Added 1940 scenario

35. Added 1941 scenario

36. Added 1942 scenario

37. Changed French cruiser Dupetit Thuors from CL to CA-2 in 1914 scenario

38. Added AA brigades to some land units for USSR in 1936 scenario

39. Added Newfoundland as a country in 1914 and 1933 scenarios

40. Fixed model/class for Japan CL Kuma and CVL Hosho in 1936 scenario

41. Added the Erebus-class monitors to the 1936 campaign as CA-2

42. Tweaked 1936 scenario starting techs to many countries

43. Added seaplane carrier Commandant Teste to French navy

44. Primorsk, Siberia and Transural republic restored as releasable countries

45. Better implementation of the Mexican revolution with all major fractions and events included

46. Removed the -30% wartime IC penalty for Italy

47. Revised MAN land OOB for 1936 scenario

48. Revised Japan OOB for 1936 scenario

49. Fixed typos and errors in scenario files

50. Fixed Romanian division names in scenario files

51. Aden belongs British Raj in 1914 scenario

52. Added Colombian claims on Panama in 1914 scenario

53. Added Chinese claim on Arunachal Pradesh in all scenarios

54. Corrected government type for China and Turkey

55. Added missing cores to some countries (EGY, MAN, CHL)

56. Corrections to USA naval OOB - changed models of Omaha-class CLs, the Nevada-class BBs, and the Colorado-class BBs

57. Corrections to UK naval OOB - changed models for Emerald-class CL, removed CVL HMS Pegasus, added CL HMS Dunedin and seaplane carrier HMS Pegasus, corrected ship locations

58. Added GoIs (CZE/ROM/YUG) for better simulation of the Little Entente in 1933/1936 scenarios

59. Added Floating Planes brigades to USA ships

60. Added Floating Planes brigades to Soviet ships

61. Revised 1936 scenario CZE OOB

62. Removed Air force from 1914 scenario British Raj

63. Added naval bases to Glasgow (5), Edindurgh (4) and Marseilles (5)

64. Revised French air bases in 1914 scenario

65. Changed Deutschland and Admiral Scheer models from CA-5 to CA-4 (Germany, 1936 scenario).

66. Revised air bases and Air OOB for German Empire in 1914 scenario

67. Revised air bases and Air OOB for Spain in 1914 scenario

Unit changes:

1. Fixed max speed bugs on M.armor and L.armor brigades

2. Fixed typo's in marine.txt file

3. Fixed bug with Max speed for AA and made a Build time balance change to AA & SP_AA.

4. Tweaked generic HQ speed

5. Brigade production time adjusted to reflect historical training time of attached units.

6. Adjusted Brigade upgrade cost/time to reflect the historical problems of producing enough armored vehicles, compared to the very easy replacement of artillery pieces, airplanes and small arms.

7. Added upgrade bump to infantry model 1930 (upgrade to use trucks in addition to horses)

8. Moved speed increase to 5, from 1942 to 1939 infantry

9. Changed speed of 1936 Infantry to 4.5

10. Added fuel consumption to 1931 and 1936 infantry

11. Increased TC cost of pre-1931 infantry by 20%

12. Reduced HQ fuel consumption to more reasonable levels

13. Removed Engineer brigades from Garrison units

14. Reduced fuel consumption of land, air and naval units

15. Fixed max brigades for transport planes to allow attaching of escorts

16. Fixed typo, 1914 Infantry had a to high soft attack

17. Made Garrisons a more viable unit choice:

- lowered IC cost

- reduced upgrade time/cost slightly

- increased defensiveness to be an alternative to infantry in defense

- decreased toughness further

- added a 10%-20% hard component to represent dug in and armored components of garrisons

18. Adjusted upgrade cost/behavior of Divisions

19. Adjusted reinforcement cost/behavior of Divisions

20. Implemented new ranges for air models

21. Removed duplicated Improved Medium Tank entry.

22. Tweaked Engineer brigade models.

23. Made Heavy Armor and Super Heavy Armor brigades available for Cavalry, Mechanized and Motorized divisions.

24. Tweaked Heavy Armor and Super Heavy Armor brigades' stats and upgrade paths.

25. Tweaked units' speed caps for attached brigades.

26. Tweaked surface defense values for FTR models 3 and 4

30. Tweaked MP usage between DD models

31. Added 2 escort carrier models to the light carrier line

32. Added custom upgrade paths to all land and some air unit types

33. Adjusted build times of Light Armor brigade to be in-line with Medium Armor brigade

34. Added no_fuel_combat_mod modifier to armored units

35. Increased attack and speed on Air Cavalry

36. Disabled MP, L-Arm and AC brigades for militia units

37. Reduced Garrison supply consumption

38. Enabled up to 2 brigades to be attached to Infantry and Garrison units

39. Boosted Marine units combat modifiers

40. Revised stats of transport ships

41. Revised stats of Heavy submarines - up to 3 attachments, enabled Torpedoes

42. Slightly increased firing range of all missile ships

43. Set CAG and Floating planes as detachable naval brigades.

44. Reduced desert move and defense penalties for 1939, 1942 and 1946 Cavalry models

Techfiles:

1. Fixed wrong artillery requirement for post-war tank III

2. Removed all speed bonuses to HQ units get from land doctrines

3. Cheapened naval doctrines

4. Added 10% morale bonuses to land units in tech Mobility Focus Doctrine

5. Reduced land and naval doctrines research times

6. Fixed issues with Nuclear Battleship Propulsion technology

7. Fixed Air Cavalry Division tech prerequisites and changed year to 1951

8. Fixed issues with Rocket Artillery supply usage

9. Fixed inconsistencies with Naval AA attachments setup

10. Fixed inconsistencies between land doctrines and construction techs with regards to land fort production

11. Added bonus to cags for torpedo techs

12. Tweaked speed bonuses to HQ units from doctrines

13. Added 2 escort carrier models to the light carrier line

14. Fixed issues in Nuclear Carrier tech

15. Changed techs to reduce nuke production rate

16. Fixed combat modifiers given wrongly to CAG brigades instead to CV units in 3 naval doctrines

Mapchanges:

1. Changed Königsberg/Klaipedia connection to a sea connection

2. Tweaks to Wake sea zone coordinates

3. Added 1 VP in Wuhan (1317) and 1 VP in Changsha (1308)

4. Various fixes to country colors

5. Removed river connection between Szekesfehervar (278) and Szeged (280)

6. Adjusted Finnish industry

7. Added a VP in Dutch Guyana to avoid Germany annexing HOL in Europe in 1940

8. Added 10 unused ids for off-map countries

9. Fixed several wrong provinces connections

10. Fixed several wrong province coordinates (and distances)

11. Fixed position of harbor and airport on Attu Island province

12. Fixed some wrong province names

Graphic changes:

1. Added new mini-map

2. Added Scandinavian propaganda picture

3. Added new flag for Mexico in 1914

4. Updated air unit model pictures for all major nations

5. Added Wiemar flag

6. Added DDR propaganda picture

7. Added new buttons

8. Added many missing leader pictures for EST, LAT, FIN, IRE, SWE, U08, EUS, CAN, ENG, FRA, ITA and other countries

9. Added new bg_auto_trade.bmp

10. Added new top bar graphic

11. Fixed visual issues with some flags

12. Replaced invalid or low quality minister, leader and tech team pictures with better

13. Added missing unit pictures

14. Updated production status plates

15. Fixed issues with some event pictures

16. Changed propaganda pictures for CHC and CHI

Other DB Changes

1.Fixed modifiers.csv file format (FULL) (fix for missing modifiers)

2. Tweaked several Soviet commanders availability, death and rank dates

3. Update of air unit model names for all major nations

4. Adapted ships' ranges for Darkest Hour Light to account for the new map mechanics

5. Removed all U05 references from DH Full (unused ex-Ostland file; RKOstland uses U40 TAG)

6. Fixed corrupted strings in scenario_text.csv (used % as a symbol for percentage while %% should be used instead!)

7. ReichKommissariat now have army names defined in armynames.csv

8. Fixed short tech names for many armor techs

9. Fixed U20 (Com. FIN) cores to exclude provinces historically taken by USSR

10. Tweaked SPA parameters to allow it to be created via coup from Nazi Germany over SPR or commie Spain

11. Manpower ministers and tech tweaks:

- Chief of Staff School of Mass Combat: removed the reduced building time, added +3% to Org and Morale of infantry, militia and garrisons and +3% supply stockpile.

- Minister of Security Man of the People: added a 5% money - production bonus.

- Medicine techs: 1%/2% manpower bonus and added a trickle back modifier

- Hospital tech: reduced the trickle back gain to 2% and 3% respectively

12. Added missing TECH_APP_ARMOR_146_NAME text

13. Ministers and leaders of Volunteers' Army (UTC tag) are now loaded

14. British Raj is now only releasable by ENG

15. Implemented China-Nanjing as new country

16. Expanded the minister db for 1933

17. Removed English leaders from India

18. Socialist Republic of Romania (U30) was renamed Romanian People's Republic

19. Sigmund Freud is no longer the nuclear researcher for Austria 1914

20. Updated credits.txt and launcher.csv with latest contributors' names

21. Added Historic speeches

22. Implemented Dutch East Indies

23. Included new minister personalities for Mexican Revolution

24. CGX ministers are now paternal autocrat instead of LW radicals

25. Added a document with leader traits id/description

26. Increased reinforce to upgrade modifier to 0.5

27. Corrections to German Empire leaders

28. Tweaked Ground Support and Ground Attack missions ORG/STR damage ratios

29. Fixed map position on new game start as Finland

30. Removed duplicated leaders in Imperial Germany (U08), fixed errors

31. Added Medicine trait to some CZE, HUN, ROM, U09, U03, FRA and SOV tech teams

32. Fixed invalid traits to some Russian leaders

33. Fixed wrong provinces for countries (USSR, Arabia, Turkey etc.) in revolt.txt

34. Improved some country specific unit model names.

35. Added all vanilla scenario files to Darkest Hour Light to resolve issues in MP games.

36. Reduced Hindenburg's leader skill to 2

37. Reduced Grigory Kulik's leader skill to 2 and added Old Guard trait

38. Increased skill and added new traits to some Soviet tech teams.

39. Changed end dates of WW I leaders from 1935 to 1932.

40. Added new traits to some Brazilian tech teams

41. Removed duplicated leaders (USA)

42. Fixed many typos and errors in leader, minister and TT files

43. Added new ministers and tech teams to Brasilia

44. Added 1 IC to Damascus province

45. Fixed invalid Roman numbering in some army names

46. Revised Soviet and Russian unit names

47. Added energy/metal/rares production bonuses to all minister traits that change IC

48. Fixed issues with Finnish tech teams (invalid names and pictures)

49. Added resource production bonus similar to the IC bonus for Central Planning and Mobilization policy sliders

50. Reduced "Speer" minister personality foreign IC bonus from 30 to 10 percents

51. Revised and improved German Empire ministers

52. Revised and improved British Raj ministers

53. Revised and improved Chilean ministers

54. Added naval tech teams to Chile

55. Revised and improved tech teams for A-H

56. Revised and improved ministers, leaders, tech teams and unit names for Euskadi

57. Changed start years of many countries from 1936 to 1933

58. Add new tech team to USA (American Medical Assn)

[Cкрыть]
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Rumata87

Камрады, у меня такой вопрос, поставил патч 1,2 играю за союз, после ивента о репрессиях, GDE упал до катастрофических 60% , захожу в сценарии 40-41ого годов. там GDE соответственно 70-80% (где как точно не помню) подскажите, оно же. это ГДЕ несчастное. только ивентами увеличиваться может?

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Никита jew94 Нефедьев

Да,если АИ играет за ссср то чистки не дадут ему штрафа на ПП

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Rumata87

В смысле на Эффективность наземной обороны? Просто с огрызацией 53, доктринами изучающимися со скоростью беременного таракана и таким GDE сомнения у меня возникают в возможности остановить немца

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Никита jew94 Нефедьев

у немцев докторины изучаются чуть быстрее ваших,ибо как и следует полагать у всяких тех групп "Гудериан-Манштейн" по 9 навыков в то время как у вас тех группа "Шапошников" у которой где то как помню 4 навыка

Изменено пользователем Никита jew94 Нефедьев
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Никита jew94 Нефедьев

Если хотите быстро сбросить дисседент отмените расход ПП на переоснащение и пополнение,уменьшите размер ПП на строительства,я строил по минимуму до янвапя 37го в итоге у меня от 30 дисседента осталось где то 5

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Rumata87

Не с диссом то у меня проблем нет, я его уже скинул, щас начало 39ого я строю 14 пехотных дивизий в серии на 4, щас достроятся заводы и запущу в серию сразу дивизий 30, я не о том, я об показателе Эффективность наземной обороны, он у меня 60, а это КРАЙНЕ мало((

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Никита jew94 Нефедьев

Ну так ведь так и должно быть,в первые месяцы войны СССР мигом сдавал позиции,впрочем зачем мне пересказывать историю? у вас будут эвенты типа "создание комитета обороны"+докторины будут исследоваться быстрее,главное доживите до Декабря 41го,а там уже и что нибудь отбить можно будет

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Никита jew94 Нефедьев

+ не забывайте исследовать технологии по печатным машинкам и устройства шифрования,одни дают +5 к скорости исследования а другие уменьшают шанс что ваши части попадут в расплох

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Rumata87

Безусловно не соглашусь на счет мигом сданных позиций, более того считаю это не слишком уважительным к нашим предкам, но тут не исторический форум, поэтому продолжать не буду.

В общем то я играл уже как то с такой радостью, к 43ему СССР слился, ибо промышленности у нас меньше и меньше, а у немцев больше и больше, с орг-ией то же самое.

Лано бум пытаться...) Спасибо)

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Captain Willard
Безусловно не соглашусь на счет мигом сданных позиций, более того считаю это не слишком уважительным к нашим предкам, но тут не исторический форум, поэтому продолжать не буду.

В общем то я играл уже как то с такой радостью, к 43ему СССР слился, ибо промышленности у нас меньше и меньше, а у немцев больше и больше, с орг-ией то же самое.

Лано бум пытаться...) Спасибо)

а вы начинали в 41?

на самом деле, уже с конца 42 (сценарий 42) немцы превосходят лишь качеством пехоты

в количестве пехоты и авиации преимущество за СССР, главное вовремя прикрыть судостроительную программу

ну и стоит отметить некоторую пассивность западных союзников (да и вообще всех союзников в игре)

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Rumata87

Нет с 36ого

ну как вам сказать...количественно хз, я вот к 41ому довел численность РККА примерно до 260-270 дивизий, и нчал строить Т 34 (до этого пехоту 39ого с артой) вот думаю, хватит или нет...

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Rumata87

Доиграл таки до октября 41ого, немца еле-еле удалось остановить на линии Рига0Слуцк-Киев-Николаев, при том не смотря на то что уже октябрь, фашики рвутся к столице советской Украины отчаянно. МП у СССР подозрительно мало, по крайне мере у меня МП от не полной мобилизации уже закончился, пришлось проводить нормальную мобилизацию, зашел за немцев, у них еще 1480 МП что как то огорчает, ибо странно когда у нападающей стороны МП стачивается быстрее чем у обороняющейся.

А так первое впечатление. играть сталось чуть легче, это уже не такой мазохизм как раньше, но все равно кажется мне что СССР ооочень сильно занижен, особенно если именно играть за него, ибо сейчас после проведения мобилизации строить массово армию почти нереально, надо гасить дисс, и стоимость юнитов конкретно возросла(

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Rumata87

Камрады у меня небольшой вопрос возни, никто не в курсе, ивент о ВОВ в ДХ когда происходит? А то уже декабрь 41ого а его все нет

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Blitzart
Камрады у меня небольшой вопрос возни, никто не в курсе, ивент о ВОВ в ДХ когда происходит? А то уже декабрь 41ого а его все нет

Боятся немцы. :) Ивенты о войне ведь по решениям происходят, а ИИ бездумно их не запускают.

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Не нравистя вообще эта фигня с решением ивентов, АоД лучше, намного

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Никита jew94 Нефедьев
Камрады у меня небольшой вопрос возни, никто не в курсе, ивент о ВОВ в ДХ когда происходит? А то уже декабрь 41ого а его все нет

Германия нападёт только тогда,когда поймёт что преимущество на их стороне,лично у меня они до марта 42го тянули резину

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