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BLACK ICE AI submod for Didays ICE для Hearts of Iron 3: Their Finest Hour

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Shamilboroda

А вот и новость - вышел патч BlackICE 11.0.

Спойлер

 

Major Changes

  • reworked difficulty settings
  • added feature to switch province controllers between allies
    • explained in the INFO events
  • added a 2nd game window with extra info and features
    • Using windowed mode is HIGHLY recommended
  • reduced base ram usage by ~50mb
    • made changes that enable ~300mb more save (requires user action - the new window has buttons to do it)
    • Unit sprites will not be usable from now on!
  • Airbase levels reworked yet again
    • now you start with a max capacity of 10
    • each airbase tech increases the cap by 10
    • occupied Air Bases have the level according to their owners tech

General

 

  • Japan - China Peace event reworked (now triggers no matter which warlord controls the provinces, provinces get transferred to current controller)
  • Operazione C3 activated
  • Anglo-Iraq war happens smoother now
  • added extra decision to decide the balance of the SCW
  • buff US leadership
  • added invasion of Madagascar
  • added an option for an “easy” strat. resource system
    • you wont get maluses for missing resources with the easy choice
  • added a covert ops mission to create temporary ports to support naval invasion in provinces without ports
  • added a covert ops mission to take back cores that were given to puppets
  • added an event that fires after puppeting a country to make sure the puppet joins the masters faction since the game sometimes forgets that
  • added War exhaustion related modifiers (very tame for now - still in testing)
    • War exhaustion can be seen in the new gui
    • sole fact of being at war and having war oriented laws increases penalties
  • Resource buildings get partially destroyed when captured
  • amount of resource buildings spawned by minister/national focus increased from 5/3/2 to 5/5/5


Technology

 

 

  • a few unique techs for majors

Units and combat Balance

 

 

  • 200 new leaders for ITA
  • Transport units now also affect combat modifiers of their division
  • HVAA should no longer get into negative hard attack
  • increased practical gains from capital ships
  • reworked rebels to be less farmable
  • reworked Combined Arms and values a bit
  • bombers surprise chance for sea attacks nerfed a bit
  • Special Purpose Armor no longer paradroppable


Models/Graphics/Sounds

 

 

  • Sprites removed

AI/LUA

 

 

  • randomized AI strat resource purchases further
  • fixed AI producing 6 brigade divisions instead of 7
  • AI considers embargos when buying strat resources now
  • increased the amount of IC puppets lend lease

Map

 

 

  • fix some river crossings in Turkey
  • Guam, Iwo Jima, Guadalcanal split into 2 provinces

QoL/UI

 

 

  • Faction strategic effects fully readable in the modifiers tab
  • added some missing info to the info events
  • effect for when you’re neutral for a strat. resource
  • added a triggered modifier to display the players IC efficiency
  • resource trading events no longer major
  • added events to let the player know when a trade ran out
  • Covert ops menu decluttered
    • now it only shows missions relevant to the province/country
  • added covert ops and gui entries to disable trade deal/mine expansion decisions

Bug Fixes

 

 

  • removed 1 duplicate German leader
  • fix Capital AAA Computer tech
  • fixed “no” options on some events
  • fixed soviet railway reclamation
  • fix event 31016 (Reward Finland after Barbarossa)
  • fix SS variants missing from some techs
  • fix USS Blakeley (DD-127.5)
  • fix US embargo of JAP logic
  • fix lvl 5 railway artillery speed

 

Первая чексумма: NVZW

Окончательная чексумма: KMOS

 

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Моя новая сборка 11.3.5

 

Много исправлений и добавлений.

 

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Закреплённые сообщения

Чуть обновил сборку

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Чек сумма RFWQ

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ROTOR
16 часов назад, dron156 сказал:

Чуть обновил сборку

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Чек сумма RFWQ

 

Ну что трудно написать? Русская сборка или на английском?

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ROTOR
В 19.10.2018 в 00:56, dron156 сказал:

Чуть обновил сборку

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Чек сумма RFWQ

 

Кстати ссылка битая.

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20 часов назад, ROTOR сказал:

 

Кстати ссылка битая.

 

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

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ROTOR
1 час назад, dron156 сказал:

 

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

 

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

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1 час назад, ROTOR сказал:

 

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

изменение почти любого файла меняет и раньше это проблемы не вызывало

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ROTOR
18 минут назад, dron156 сказал:

изменение почти любого файла меняет и раньше это проблемы не вызывало

 

Совсем не любого файла. И просто раньше вам везло.

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

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Моя сборка HOI3 Their Finest Hour + Black ice 9.11

 

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

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

 

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

 

Последние важные изменения в моде:

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

+ разные мои евенты.

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В 26.10.2018 в 00:52, dron156 сказал:

Моя сборка HOI3 Their Finest Hour + Black ice 9.11

 

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

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

 

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

 

Последние важные изменения в моде:

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

+ разные мои евенты.

 

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

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MightMortall

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

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Shamilboroda

BICE 10Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

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Изменено пользователем Shamilboroda
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MightMortall
1 час назад, Shamilboroda сказал:

BICE 10Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

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Спасибо

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Razer98K
4 часа назад, Shamilboroda сказал:

BICE 10Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

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

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7 часов назад, Shamilboroda сказал:

BICE 10Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

 

Чексуммы:

Первый запуск: FBOD

Второй запуск:  FBBH

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое.

Поиграли? Что новенького? 

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Shamilboroda
33 минуты назад, Bambino сказал:

Поиграли? Что новенького? 

Нет, не играл, просто откликнулся на просьбу человека. 

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

Спойлер

NEW STUFF

Strategic resources and economy

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

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

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


Strategic doctrines

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

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


Units rebalance and "Tech Decay"

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

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


Added Flagships/Command Ships

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


Models GFX and localisations by Tanchowder:

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

Pavo ITA goodies: leaders, few events

New loading screens!!!

GAME BALANCE

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

TECHS

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

OTHER

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

LUA

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


BUGS

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

Уже вышел первый Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .

Изменено пользователем Shamilboroda
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46 минут назад, Shamilboroda сказал:

Нет, не играл, просто откликнулся на просьбу человека. 

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

Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. Внушительный список изменений и нововведений (на англ.) (Открыть)

NEW STUFF

Strategic resources and economy

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

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

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


Strategic doctrines

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

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


Units rebalance and "Tech Decay"

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

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


Added Flagships/Command Ships

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


Models GFX and localisations by Tanchowder:

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

Pavo ITA goodies: leaders, few events

New loading screens!!!

GAME BALANCE

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

TECHS

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

OTHER

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

LUA

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


BUGS

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

Уже вышел первый Войдите или зарегистрируйтесь, чтобы увидеть скрытое содержимое. .

Спасибо. 

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Gamerzzz

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

 

Версия 10.

Изменено пользователем Gamerzzz
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ROTOR
В 31.10.2018 в 12:26, Razer98K сказал:

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

 

В каком смысле? Можете кратко рассказать?

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Shamilboroda
10 часов назад, ROTOR сказал:

 

В каком смысле? Можете кратко рассказать?

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

Спойлер

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

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

 

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SergeyRom

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