Download Dema Mody Aktualizacje Programy Tapety

Hearts of Iron III - aktualizacja do gry wersja - v.1.4 PL - Download

Uaktualnienie (patch) do gry Hearts of Iron III z gatunku Gry Strategiczne, wersja v.1.4 PL, data publikacji 4 maja 2010.

typ plikuAktualizacja do gry

rozmiar pliku143,6 MB

pobrań11329

pobrań (7 dni)0

data aktualizacji4 maja 2010

Pobierz plik za darmo

Niedziałające pliki prosimy zgłaszać na uwagi(at)gry-online.pl

Hearts of Iron III patch v.1.4 PL - Darmowe Pobieranie | GRYOnline.pl

wersja: v.1.4 PL

Patch do polskiej wersji gry Hearts of Iron III. Poniżej oryginalny angielskojęzyczny opis:

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

- 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

- Fixed an attack recklessness bug

- Fixed an issue with reckless attacks

- Fixed a break-off attack bug

- Fixed a bug with fronts ignoring certain coastal provinces

- Fixed a bug with AI units going passive due to stale support attack orders

- Fixed an issue with allied fronts not updating correctly

* 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

- Tweaked inter-theatre allocation of units to realize when either theatre is defensive and holds a fortified line

- Tweaked some inter-theatre thresholds

- Fixed a serious bug with theatre ping-pong of units

* 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

- Transport AI: Fixed a bug with stale transport orders locking up fleets forever

* Air AI

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

- Will divert TAC and CAG to bomb invasion fleets

* Production AI

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

- Production AI: Slight tweak/bugfix for excessive building of land units.

- Production AI: Fixed a bug that could prevent proper building of ships and air units

- The AI is now a bit more conservative with its manpower.

- The AI now builds proper divisions.

- 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)

- If there is IC left over after doing AI build requests the AI will build a few extra units based on what was not asked for!

- AI will build buildings now if IC is available but it was not able to meet manpower checks (gives it somethign to do with it).

- Building functionality was moved into a seperate method to make it easier to call.

- More performance IC checks added into the begining of the method.

- AI is now limited to building 2 of each building type at the same time.

- AI will now build a max of 5 AA in a province.

- AI will now build no more than 2 coastal forts in a single province (same with Radar Stations)

- China, France and Russia will no longer build coastal forts

- Fixed a bug where the cost of the minor attachments was not being calculated corectly when the AI was trying to figure out how much it was using.

- Added a manpower check for major powers building buildings. If the AI is low on manpower the limits placed on how many buildings he builds will be removed.

- Any country that has over 50 IC will create full divisions, if they are less than 50 then single brigades will be built

* Research AI

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

- AI now focus a little bit more on a decent officer ratio.

- AI now avoids researching ahead of time more

- Slider AI had the values Diplomacy and NCO fliped which was causing them to set them incorectly.

- Redid the Slider distribution code to be a little more simpler. AI will concentrate way more on research 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.)

- Improved Algorythm for research slots

- Resolved an issue where minors would have 0 in the diplomacy slider

- Some floats would get converted incorrection during research planning causing the LUA for tech research to terminate.

* Diplomatic AI

- Fixed several issues with DoW and preparations for DoW

- Diplomatic AI now replies a bit quicker.

- Soviet Union will no longer attempt repeatedly attack the germans after the bitter peace.

- Non-Neutral countries are less likely to spam out offers of military access now.

* Misc

- Optimized mission selection for spies in countries without spies

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

- Theatres: Corrected a problem with bad theatre merges (e.g. East Prussia being given to OB West.)

- Theatres: Fixed a bug with Pure AI theatres switching HQ units and losing their plans

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

- Gamebalance Changes

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

* Supply

- 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.

- Supply networks is now country+puppet specific, and no longer common for entire alliance.

- Landlocked areas without supply sources will now attach to other supply networks if possible.

* 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.

- Only majors can now influence countries.

- It is now possible to cancel trade agreements with govs in exile.

- Guarantees will now put you automatically in a war.

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

* 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.

- Orders are now cleared when loading on a navy or air.

- Movement modifiers for river crossing now works.

- Engineer Assault Equipment is now giving more bonuses to engineers.

- Garrisons now get a little bit better attack values from each tech.

- Organisation is no longer reset at load.

- Expeditionary forces now use and affect officer ratio of their country of origin.

- Retreating units are now moving slightly quicker.

- Tweaked the offensive penalties on AT to be slightly higher.

* 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.

- Fixed quite a few issues with air units being counted as land units for some evaluation purposes (as retreats etc.)

- Logistical bombing now also targets fuel stockpiles.

- Current base size, and the amount of ships/planes based there now affects org regain for naval and air units.

* 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.

- SH BB is now affected by doctrines.

- Fleets on orders should no longer go through blockaded straits.

- Convoys are now checking if baltic is properly locked for trading purposes.

* 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.

- Spies from a friendly country trying to do hostile actions will now be dealt with like all other counter espionage targets.

* 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.

- Constructions now keep track of actual manpower used and restores that amount instead of calculating current cost when cancelling.

- Practical increases is now depending on the laws set when a construction is started (and in a serial, at every start.)

- The strength of a reserve unit when constructed is depending on the laws that were when the production was started.

* 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%.

- Manpower is now added daily instead of monthly.

- Lowered manpower returns when demobilizing.

- Demobilising should now cap the strength of units properly when the manpower is returned.

- 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.

- Communists can now enact draft laws if good national unity.

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

- Interface Improvements

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

- The game may support higher resolutions.

- Added a tooltip for port throughput in supply mapmode.

- Colorized and tweaked the tooltips for supply mapmode.

- Improved coloration in revoltrisk mapmode.

- Fixed exploit of using cursor to spot enemy fleet presence with.

- Minimap day/night is now displayed properly at reload.

- Foreigntroops alert is now checking controller, not owner of the target province.

- 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.

- Time impacts from practical knowledge is now shown in correct percentages.

- 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.

- The year trigger is now displayed correctly as "at least".

- 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.

- National Unity changes is now colored correctly when taking spy actions into account as well.

- Officer impact on org regain is now shown properly on the org regain change value tooltip.

- Corps no longer get "HQ" in their name.

- 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.

- Fixed a problem which caused some organisation bars to not show relative to the actual maximum.

- Fixed the display of expeditionary forces acceptance in the log.

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

- User Modding

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

- Added a modifier called 'local_resources'.

- It is now scriptable which country is a major, in addition to the >100 IC check.

- 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 ( http://forum.paradoxplaza.com/forum/...7&postcount=27 )

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

- 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.

- Fixed a problem which could cause crashes on some machines when starting the game.

- Fixed a crash bug with exp force theatre HQs

* 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.

- USA, UK, France, Soviet, Italy, Japan & Germany are now always major countries.

- Fixed bulgarian head of government at start of game.

  • data aktualizacji: 4 maja 2010
  • kategoria gry: Strategiczne
  • rozmiar pliku: 143,6 MB

Pliki do gry Hearts of Iron III

Nazwa

Typ

Rozmiar

Data

Pobrań

7 dni

Hearts of Iron III - ENG demo 615,2 MB 2009.08.05 10,3K 1
Hearts of Iron III - v.1.3 PL patch 46,1 MB 2009.12.08 3,5K 0
Hearts of Iron III - v.1.4 ENG patch 68 MB 2010.03.31 2,2K 0
Hearts of Iron III - v.1.4 PL patch 143,6 MB 2010.05.04 11,3K 0
Hearts of Iron III - World War 1 Mod v.0.95 mod 406,7 MB 2013.05.06 15,1K 0
Hearts of Iron III - Coalition of Europe v.1.1.0 mod 762,7 KB 2019.10.02 1,4K 0