- 3d fleets are now no longer so oversized. - Unitcontroller does not consider provinces empty when a division is fighting its way out of it. With the war's end the pre-eminent powers ( United States, France and United Kingdom) largely broke with their promises to lesser allies. - Fixed carrier deck size not being updated after refitting, - The Naval treaty should no longer be removed if Japan goes to war with China specifically. - Missions now use cancel_trigger to abort before completion and remove_trigger to remove and run remove effect if the decision stays in the interface. - Fixed potential convoy duplication when starting a naval transfer, which would lead to more convoys than should exist, and inconsistent used/available convoy counts. - Made AI much more conservative with PP when it comes to using GiE decisions. You are either forced to go to war with the allies and if you play as a minor tackling US and UK navy is close to immposible. - Fixed the never ending "connecting..." message when you fail to connect to a multiplayer session. - Unintended dynamic tag victors of the UK, Mexico, and USA civil war(s) now load their original focus trees upon victory. Overall speed is now faster. - Adjusted requirement for Imperial Conference to no longer be impossible if UK accepts Destroyers for Bases offer from USA. - Fixed female unit leaders being converted to males on save/reload. - Fixed CTD in AI strategy referring to the leaders being deleted by spawning a civil war. - Anschluss event now takes guarantees into account, - Lowered upgrade bonus to self propelled AA variants air attack from 30% per level to 15%, - Changed Demand Sudetenland focus to fire fallback event if England is a subject, - Changed South Tyrol to be a core of Austria, - Nerfed CZE fascism gain through focus by 50%, - Reduced starting fascism in CZE to 5% (down from 25%), - Fixed wrong tech bonus in a Romanian focus, - A country that initiates coup on an another country gets a bonus while inviting revolting country to its faction, - Fixed an issue where frontlines could sometimes dissapear, - It is now ok to transfer resources from your territories through subjects at war time, - Fixed issue where declaring war on a puppet could pull the puppet into an existing war on the wrong side of the war, - Subjects are now added to a faction if their master is, - Convoys used for naval transfers are no longer locked in a state of being permanently "in use" when saving/loading while navally transferring, - Fixed issue where merged wars made it impossible to surrender because you were not marked as war leader, - License production description now updates properly, - Fixed bug where division size affected how much attrition they took and how their supply status was affected by being out of supply, - Fixed a bug where volunteers could appear in an impassible area, - Fix for incorrect use of has_government = fascist/communist instead of fascism/communism, - Fixed a horrific bordergore issue in Romanian "Split CZE" focus, - Ensured that split CZE event chain did not result in CZE units sitting around after their country got annexed, - Doing the Indian focus "Battaglione Azad Hindoustan" should now fire the proper event for Italy rather than give them the option to collect money for the RAF, - Cheating on the Austria-Hungary Referendum and going with the annexation should no longer report that Hitler was assassinated. can now actually offer peace when losing, - Fixed an issue where divisions would get deleted when being transfered to another nation due to manpower already reset, - Total production line output can no longer go negative (caps at 0 and only appeared when doing certain modding), - Fixed a problem with overflows for large manpower numbers when calculating intel, - Target for surrender now checks if we are allowed to surrender and scores appropriately. Wargoals from focus, claims and cores don't expire, and justified wargoals take less time to . - "Fall of Cairo" event now gives correct Italian leader. - Country colors now update immediately when changing cosmetic tags. - Changed icons for generals and advisors for a lot of countries, to avoid duplicates where possible. ", - Changed price calculation for new divisions so now it does not add up cost for group if it is first group, - Increased modifier that prevents spain from joining axis early. - Added modifier license_production_speed_factor. all_unit_leader any_unit_leader all_army_leader any_army_leader all_navy_leader any_navy_leader, - Added basic effect for scoping to unit leader. - Added AI strategies to certain UK and Netherlands focus tree paths to avoid making weird allies. - AI will no longer guarantee against leaders of other naughty factions (like soviet) if there is a much much worse faction around doing bad stuff (Axis), - AI nations will no longer spam you with requests for military access at game start and nations who would rather occupy someone than liberate wont ask for military access, - AI can now feed puppets/liberated/change government countries with states in peace conferences giving much saner outcomes. - Added trigger amount_taken_ideas. - Fixed DOD unique motorized icons to correctly shop up in the production tab. - Added overrun casualties to combat log. - Added cheat to ignore focus prerequisites: Focus.IgnorePrerequisites. this is checked before checking all targets and if false, will skip that targeted decision completely, - added game variables fuel_k & max_fuel_k, - fixed example of scripted diplo actions & fixed some string problems, - ai will now ignore pp strategies while deciding to send scripted diplo actions, - fixed some localization issues with scripted diplo actions. - Fixed incorrect default of convoy efficiency when writing persistent data, which had a small chance of causing out-of-syncs. - Fixed modifier capped 0-1, so you could never lower tension for sending volunteers for a country. UK and France will start guarantee when the world tension reach 25% no matter what you are doing. - Fixed some XP gain problems for unit leaders. - No longer possible to overwrite the country tag in ironman, by reloading the game from ingame as another country. - Now it's possible to view the 3d models in the division designer and in the tech view. - King's Party is now renamed into Queen's Party under appropriate circumstances. - Canada has finally learned that no means no and will no longer join Germany's faction when the proposal is rejected. - Fixed issues with defensive lines leaving gaps, and misbehaving when mixed army and army group's def.lines along the same front. - Prevented SendAttacheAction from being accepted if the originator can no longer afford it. - AI should now take leader stat levels into account when picking them. The event can now be triggered by any Low Country or France having any surrender progress. Province view will indicate with an icon+tooltip, as will on-map tooltip, - Borders between provinces can now be set up in adjacencies as impassable and can then not be passed, - Added on_uncapitulate on-action to mirror capitulation, - Fixed issue with Japanese Infantry Equipment flavor name (hi ceebie), - Added air wing naming schemes for many nations, including all majors, TfV and DoD countries, - Made suicide planes their own archetype, - added a few more Cosmetic tags based on historical research, - Changed wwill to will in localization file. - Changed how naval supremacy is being calculated. - Added icons for German CV CAS tech level 3, with a flavour names. - Reworked the AI's pathfinding algorithms, so it should now take more reasonable routes, when it comes to combinations of land and naval transportations. - Added German general Felix Steiner. - added neighbors & neighbors_owned country arrays, - decisions now can accept a list of country tags/variables that stores countries as targets (targets = { ENG GER }), - changed max scripted loc depth to a define and increased to 30, - moved scripted diplomatic action's initiator to root scope, - texts of buttons in scripted guis are dynamic and populated by scripted loc now, - value of global.date variable can be used in scripted localizations using GetDateString/GetDateStringShortMonth/GetDateStringNoHour/GetDateStringNoHourLong methods on it. Fuller now properly gives 7% doctrine research bonus. set_unit_leader_flag, modify_unit_leader_flag, clr_unit_leader_flag, has_unit_leader_flag. Superheavy SP Artillery changed to 12 vehicles. - Separated strategies for building ships, airplanes and land units in order to make saves work with roles. - Added localization to the "USA_civil_war_fired_democrats" flag required in the To Arms in Dixie! In the game... - Added German Claims on Poznan and Danzig in 39 start, - Removed coastal from some inland provinces, - Removed building from Menguko in 39 start to avoid the wrath of the errordog. - Fixed small technical issue with assigning countries to factions while loading the save game. - Fixed balance, tooltips, and events for ideology switching decisions. When the Arabs won't catch you, the desert will. - AI will no longer declare wars on countries that control no territory, even if they technically exist in a limbo while their faction have not lost a war. - Fixed a case where fleets who found themselves outside base range would be instantly deleted. - Submarines now get to fire while retreating, - Heavily reduced the chance of sub reveal on torpedo firing, - Added carrier sub detection increase of 25% to escort carriers doctrine research, - Added carrier sub detection increase of 25% and improved sub detection of destroyers and cruisers by 5% each in integrated convoy defense doctrine research, - Reduced sub surface detection in wolf packs doctrine from 15% to 10%, - Increased sub detection of ship radar 3 from 4 to 5, - Increased sub detection of ship radar 4 from 8 to 10, - Increased sub detection of ship sonar 2 from 6.5 to 7, - Increased the number of regions convoy defense TFs can cover to 5 base, - We now count convoy presence in each region rather than by individual route for mission escorting efficiency, - Updated passive sub reveal chance per combat tick to have a generally higher chance of revealing subs, - Added increasing passive sub detection in combat by a power of a scripted value in order to make large differences in detection and visibility more pronounced, - Increased hit profile of torpedoes to 145, reducing their accuracy, - Increased visibility of convoys from 10 to 14, - Lowered sub hidden escape speed from 0.25 to 0.18, - Added an increase to sub visibility as part of the positioning penalty in naval combat, - Lowered depth charges hit chance mult from 1.8 to 1.1, - Lowered hit profile for depth charges from 120.0 to 100.0, - Increased hide time on subs from 12 to 16, - Increased sub base reveal chance from 0.4 to 0.5, - Increased visibility of t4 sub from 10.0 to 12.0, - Reduced diceroll chance, based upon spotting stats, to find trade convoys at sea, #Ship Module Balance - A general initiative to remove inconsistencies and give better balance to modules, - Halved reliability penalties of fire control modules, - Lessened speed reduction debuffs from ship AA modules, - Light battery 1 added speed reduction of 1.0%, - Light battery 2 added speed reduction of 1.0%, - Light battery 3 added speed reduction of 1.0%, - Light battery 4 added speed reduction of 1.0%, - Light battery DP added speed reduction of 2.0%, - Light-Medium Battery changed speed reduction to 3.0%, - Light-Medium Battery changed speed reduction to 4.0%, - Light-Medium Battery changed speed reduction to 5.0%, - Medium Battery 1 changed speed reduction to 4.0%, - Medium Battery 1 changed speed reduction to 6.0%, - Medium Battery 1 changed speed reduction to 7.0%, - Medium Battery 1 changed speed reduction to 8.0%, - Heavy battery 1 added speed reduction of 5.0%, - Heavy battery 2 changed speed reduction to 8.0%, - Heavy battery 3 changed speed reduction to 9.0%, - Heavy battery 4 changed speed reduction to 10%, - Secondaries 1 added speed reduction of 2.0%, - Secondaries 2 added speed reduction of 2.0%, - DP Secondaries added speed reduction of 3.0%, - Added speed reduction to all ship torpedo modules of 1.0%, - Changed speed reduction of all AA modules to 1.0%, - Added speed reduction to mine sweepers of 2.0%, - Added speed reduction to mine layers of 2.0%, - Increased light ship engine 1 speed by 0.01, - Increased light ship engine 2, 3 and 4 speed by 0.02, - Increased heavy ship engine 1 speed to 7, - Lowered naval damage scaling from 1.0 to 0.6, - Lowered naval org damage scaling from 1.6 to 1.0, - Lowered base escape speed for all ships from 0.65 to 0.45, - Increased speed based escape speed from ships to 0.95 from 0.75, - Removed focus targeting from fleeing ships, - Carriers, capital ships and subs now get to fire before screen ships at different intervals of the start of battles (carriers get the most) to model their better weapon projection, - Gave fleet in being doctrine some extra surface detection to destroyers and light cruisers, - Improved sortie efficiency from floating airfield doctrine research from 10% to 20%, - Damaged convoys now add up at the end of combat and diceroll if they die to make convoy raiding/air attacks less binary. - Stabilized AI invasion prio scores. - Added console commands set_global_flag and set_country_flag. - Generic Air Theorists now have proper localisation. allow_branch = {
}. - added Henry Morgenthau as an advisor for USA, - Japanese focus tree should no longer place factories in outlying islands, - the unaligned Japanese party is now properly named after the Kodoha Faction, - added four missing mobile divisions to Czech OOB (with limited and outdated equipment). - Australia and South Africa's Abandon Westminster ideas are now on a 3 year timer. - Fixed playing unit sounds from foreign countries during border conflicts & consolidate. It was using the icon for manpower (top bar) but is now using the icon for losses (war casualties). - Fixed easter egg event to now be possible to fire. - AI will now send expeditionary forces to allies in need if they donât need those troops (would only do under a particularly lucky star before). - World Tension from national focuses have been increased. Manpower lost in convoys (which is shot by navy forces) now displayed as "Losses to enemy navy" in combat log tooltip. - Fixed an issue for Soviet where winning a civil war would reset the focus tree, - Naval strikes and port strikes are now properly affected by disruption on the way to their targets. - Improved AI planning and coordination of naval invasions. - Fixed bug where it was possible to send a single unit as exp.force twice! it now respects a percentage limit (this fix has absolutely nothing to do with the one above), - Fixed incorrect AI strategies in german focus tree, - AI now can overfill their carriers if they have the doctrines that reduces penalties, - Added unit pools for AIs, which are used to make AI avoid grabbing units that would cause dangerous naval transfers and also make it less likely to assign units from areas that are not accessible to front, - Added Desperate Mode(tm) for AI where it will try to break out from low supply or to a port rather than slowly perish, - Improvements with AI front assignments & unit controller that should reduce shuffling, - Various AI scoring tweaks for fronts to make AI assign units more logically, - Disabled ai taking pp costing actions when there are high prio decisions/ideas, - Fixed some non-severe potential enemies being evaluated as too dangerous by AI, - Fixed an issue that would cause ai to shuffle units constantly on the way towards the front, - Improved a couple cases AI recreates fronts when it is not really have to, - fixed ai under-manning fronts that it shouldn't, - AI now uses more detailed checks for when to activate plans, - Improvements to ai unit assignments, ai now tries to fill provinces one by one, - Fixed a typo that could make ai prioritize armies incorrectly, - Added a new scoring system for distributing units between different armies of a front, - AI is now a bit more reluctant to change size of war fronts, - Fixed some naval pathing issues for ai (picking correct ports to use), - AI's front assignment should be more stable on savegame load now, - Fixed some problems with joninig wars, made ai less shy towards enemy of allies in peace time, - made add_ai_strategy effect persistent, fixes cases where ai would forget its strategy on save load, - fixed a case where ENG would kick GER from faction while they are actually cool with each other, - AI will now be a bit more careful about its front setup before joining wars in some cases, - AI considers enemies of faction members as threat, bumps the threat of its fronts in such cases, - AI now prios manpower laws if it is going war but has not enough manpower to support its army, - Fixed FRA attacking through maginot, again (bad France bad! - Optimized AI update by sorting by time taken to update it last tick. - Unitcontroller will now use strategic redeployment for all movements while country is not threatened, even for player. - South Georgia is now also transferred to Argentina when returning contested territories. - Added focus weight list to AI strategy plan that has effect. - ai will now check enemy's neighbors for calculating how many units it should assign to a front, - ai will now produce ships 1 by 1 and should be able to switch lines when a ship is done, - ai will trade with its puppets even if they have generated wargoals before. - Added localisation for Libyan adjectives, - Changed names for neutral Nicaragua and Paraguay, - Fixed Finland starting as democratic in 1939, - Added ENG cores to French cores when Anglo-French Union happens. - India focus tree: Naval Funding now unlocks Light Cruiser 2 tech if you don't have it completed. - AI can handle reinforce priority better when designing templates. Germany doesn't l-like Japan or anything! - Made sure that template design AI puts a motorized together with armored when making new templates. their effect on volunteers is also a bit more flat, - Officers Purged spirit in soviet union now impacts how many volunteers can be sent abroad based on army size (decaying in effect by level), - Continuous air production focus now gives 10% bonus rather than 20%, - Superior firepowers techs under Shock & Awe now only apply to infantry and artillery and with reduced bonuses, - Upgraded soviet NKVD spirit now gives 5% reinforcement rate bonus rather than 30%, - The Deep battle branch in Mass assault now give a total of +10% reinforcement rate, - The Mass Mobilization branch in Mass assault now give a total of +20% reinforcement rate with most of it coming from Human Wave Offensive, increased air attack for towed '36 anti-air from 17 to 19, - Made extreme weather modifiers stronger (except attrition) including increased supply usage from extreme heat, - Lowered cost of mechanized to 8/10/12 from 12/13/14 to make them more attractive, - Added timed en-route penalty while switching generals, - removed hidden bonuses to line artillery and tanks, - reduced number of guns in support artillery to 12, - support arty now 10% less penalty compared to regular, - artillery soft attack reduced between 15-30% depending on level (from 1.4 base), - Self propelled arty soft attack reduced 20-30% depending on level (from 1.4 base), - tank soft attack reduced 13-20% depending on model (from 1.4 base). Romania now retains revenge ideas, - Fixed 2 supply areas having the same state in Brazil, - Fixed a bug where Soviet focus 'Southern Thrust' would only work for Afghanistan if Persia owned the states, - Fixed a bug where UK would hand out land they didn't own in return for some old boats. - Soviet now gets one armor research bonus and one land doctrine, rather than three armor research. Copy their template and train the divisions. - Added and improved sound effects for airplanes. The most dramatic "spikes" where the game froze every 24th hour, was improved by a few hundreds %. - Fixed some missing event pictures in Japanese border war. - Fixed so the decisions now can create corps commanders through the effects. - Added decision for United Kingdom to lease Azores from POR. ), - New historical template namelists. - Battle plan AI should no longer "forget" units assigned to attack order. Or, if you don't mind a little bit of metaplay: simply save, re-load the save choosing Czechoslovakia, remove the rather a-historically guarantee, save and re-load the save choosing Italy. - Fixed "Wrong root scope in has_government trigger." - Added keep_unit_leaders_trigger to civilwar effect. - fixed repair queue reordering not working. - Fixed has_goverment trigger doing the opposite of what it was supposed to. I've done a little entente game as France. - French Spanish Civil War intervention focuses are now only 35 days long. - Canada now changes her cosmetic tag depending on if her puppet master/releaser is ENG or not, - Unlocked early fighters for RAJ to avoid inconsistencies (Raj started with later tech unlocked), - Fixed some continental and Raj leader portraits from Waking the Tiger to have correct file names, - fixed a minor inconsistency in the description of the Cleveland Class Cruiser, - reenabled electronics advisors for WtT players, - Changed Nicaraguan flags so the ahistorical monarchist one isn't in play at the start of the game, - Removed one, of the two, traits from Paraguay's chief of army. - 3d fleets should be now better at avoiding swimming through the ground. When allied with only one of them, Japan will still gain a wargoal on the other, - Changed French challenge the Rhineland event to spawn a civil war even if France is communist (the democrats won't allow the communists to drag the country into another useless war! - Added new states in West Africa to correctly be owned by Vichy France upon formation. - Gracefully handle improper backslash escaped characters in localization without corrupting data that can lead to a crash. - fix for double inflation spirit appearing under certain circumstances, - their cores are no longer lost when you puppet a nation (fixes soups in peace deals when AI cant liberate for example), - Now guarantees can be mutual (fixes a path in japanese focus tree). - Fixed a bug where strikes from demobilization would be impossible to remove by restarting demobilization mission immediately on timeout. - Added ability to cancel national focus. - All the message popups that doesn't require the player choice (yes/no/etc), automatically hides after timeout, to not fill the screen with hundreds of windows. set_global_flag = test_flag_@ROOT. - Fixed naval base capacity being miscalculated when loading a savegame. - Improved the formatting of the random effect tooltip to indent properly, not include brackets, and allow a numeric formatting of the chance value. - Added rubber to states in Africa. - Prevented exploit of tech swapping military doctrines by starting level 2 tech in the current branch before switching to a different branch. ######## Patch 1.5.1 "Cornflakes" ########, - "Desperate AI" improvements, ai know does not switch escape provinces as long as last one valid and fixed a case where it can try to escape a province that is also desperate, - fixed a case where armor divisions were being allowed in defense fronts. - Added names for (unreleased) country tags. It also has a summarized war overview which we recommend. - German starting industry has been reduced to account for the MEFO bills that will pay for German industry buildup. - Added Acclimatization core mechanic letting troops get used to harsh climate, - Can now dedicate some Command Power to improve air efficiency in a zone using Extra Ground Crews ability, - Added "kick from faction" diplomatic action (for SPAAAAARTA!!! - Added non_core_manpower modifier that can be used on country level to control manpower from non-core territory, - Added new ai strategy land_xp_spend_priority with valid values of "division_template" or "equipment_variant", - Added new ai strategy pp_spend_priority with valid values of "admiral" or "general" or an idea, - Added new parameter states_filter to start_civil_war effect which filters out invalid states from list, - Added new defines to control costs in peace deals (BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR, BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR), - States can now be marked as impassable and can then not be traversed by troops, they get special border graphics to signify this. - Tweaked port building desire based on AI naval focus. - Stopped zombie Chamberlain from coming back to sign Churchill's resignation papers, - Japan now keeps its promise to not kill Siam. Carriers also get a new bonus to sortie efficiency. - Added localisation support for unit leaders. - Added custom trigger description depending on type of idea for better tooltips. - Fixed two wrong cavalry division names in British name lists. - Added and tweaked audio assets for infantry and artillery. - British Decolonization focuses are now available as long as you control one of the required states, and bypass if you don't own any. BMN's Hoi4 inspired maps | Page 2 | alternatehistory.com - Fixed a missing picture in a stability event. - Improved unitcontroller front shuffling when fighting. - British decolonization tree now takes into account not owning TfV. - Oster Conspiracy now only happens if a leader called "Adolf Hitler" is in charge of Germany. I built level 4 forts on the Alps and Belgium pre-Munich. - Switching mapmodes no longer sometimes give 1sec spikes. Factor modifiers not shown if slots < 0. - Improvements for air AI airwings picking and distribution, - Now air AI considers AA while prioritizing strategic bombing and defense operations, - AI should no longer be so happy on naval construction over military when it had also alot of civilian industry (hello USA), - AI can now reprioritize production lines in a few cases to deal with resource lack, - AI us now makes use of more civilian factories when needed for trade, - fixed a case where AI would get sidetracked when designing divisions of specific country type and instead attempt to make generic ones, - added "ai_priority" on battalion types that get calculated by template, ai uses these rather than the visual representation to manage its divisions, - AI is now able to send old equipment as lend lease not just its newest, - AI can now cancel lend leases it can no longer afford or with nations it no longer make sense, - made AI more careful with its stockpile and who to lend lease to, - fixed issue where a big difference in scoring of combat width could make AI refuse to upgrade its divisions, - USA should now lend lease soviets when they are in trouble if they have sufficient spare stockpile, - "support" ai strategy now lets nations lend lease away some of their stockpile buffer too, - fixed a case where AI would fail to deploy its main invasion protect fleet completely if some of the areas were out of range, - fixed AI invadability evaluation sometimes failing on naval path checking, - fixed a case where AI would try to split off fleets when it was not valid, - fixed a case where AI would spam invalid naval moves, - added equipment_stockpile ai strategy that lets you affect how much stockpile ai feels it needs, - all nations with many divisions will now attempt to accumulate bigger stockpiles for safety, - Fixed several cases where overflow of calcualted priorities could make AI do the opposite of what it wanted to do, - Now air ai calls recalculation of air priorities on joining a war, - fixed an issue where air AI would fail to assign mission if the only acceptable one was interception, - fixed a case where Japan would ASK to join germanys wars despite doing badly with china, - nations with restrictive modifiers for joining factions (japan) now super careful about accepting calls to arms to majors (soviet) when still at war with major neighbors (china), - ai should now no longer get stuck on super large trades and better fulfill its needs (basically skipped the full-trade logic), - AI now looks for trades in priority order of biggest lack, - AI now prefers trade with closer nations if naval transport required, - AI now likes trading with nations with neutral foreign policy more as they are stable, - lend lease now automatically cancels when war ends for the receiver, - AI is now MUCH better at looking at the equipment cost for switching more templates than just one at a time, - AI cares about infrastructure way more when placing consctruction, - AI should no longer go as happy on naval construction over military (was counting ratio also using civilian so got disproportional large naval part), - AI us now allowed to trade using more civilian factories, - Ai should now be much better at going for medium tank divisions.
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