################################################## ########## # Changes for 1.4 below. ################################################## ########## ----------------------------------------------------------------------- - 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.