<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[4allplayers Forum - Alle Foren]]></title>
		<link>http://forum.4allplayers.org/</link>
		<description><![CDATA[4allplayers Forum - http://forum.4allplayers.org]]></description>
		<pubDate>Thu, 11 Mar 2010 06:50:14 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Diskussionthread AoD MP Mod]]></title>
			<link>http://forum.4allplayers.org/thread-946.html</link>
			<pubDate>Fri, 26 Feb 2010 18:03:32 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-946.html</guid>
			<description><![CDATA[so, dann eröffne ich mal den Thread zur Diskussion, welche Elemente im Spiel geändert werden sollen<br />
der klassische Fall ist ja die max. Stackgröße der Lufteinheiten. sollen es nun 8 wie im Beta MP oder wieder 12 wie zu Doomsday werden, oder gar was ganz anderes?<br />
<br />
<span style="text-decoration: underline;">Sicher:</span><br />
<br />
<br />
<span style="text-decoration: underline;">Diskussionspunkte:</span><br />
02. Reichweite der Transporter wurde auf 2000km gesetzt<br />
03. Monatliche Reduktion des Nationalwertes wurde von -0.002 auf 0 pro Monat gesetzt<br />
05. Alle AJ ab Stufe III, MZJ, BJ besitzen keinen Soft-, Hard- oder Navalattack.<br />
09. IK-Nutzung aus annektiertem Gebiet wurde von 20% auf 25% angehoben (nun 30%)<br />
10. Leader sammeln etwas mehr Erfahrung<br />
11. Radarstationen, Luftstützpunkte und Marinestützpunkte kosten 1IK mehr, brauchen aber 60 Tage weniger Bauzeit<br />
12. Das Event "Weserübung" wurde gefixt<br />
13. Luftwaffenstackgröße wurde von 4 auf 12 erhöht<br />
15. Eventschutz fürs DR (Anschluss und Tschechien Events) und Rumänien<br />
16. Entfernung der SU-Bellibedingungen für die Gearing Ups der USA<br />
17. Die China-Bedingung für 1.Gearing Up der USA wurde erweitert<br />
18. Indonesien bekommt bei seiner Erschaffung Konvois und etwas Manpower<br />
21. Nat. Spanien Anektionsevent eingebaut<br />
22. Air XP gain Factor von 1.5 auf 0.5 gesenkt #Luftwaffe und Kommandeure sammeln weniger Erfahrung<br />
25. Pionier: +1 auf Belastbarkeit und Verteidigung für alle Modelle<br />
26. leichte Kreuzer: Modell 1 und 2: +2 Luftattack, ab Modell 3 +4 Luftattack<br />
27. schwere Kreuzer: Modell 1 und 2: +1 Luftattack, Modell 3 +2 Luftattack, Modell 4 +4 Luftattack, ab Modell 5 +6 Luftattack<br />
28. CAG: Luftangriff und Luftverteidigung um 33% erhöht<br />
29. U-Boot: ab 4er Modell verdoppelter Konvoiangriff<br />
30. Zerstörer: ab 5er Modell verdoppelter U-Boot-Angriff<br />
31. alle Marineeinheiten 33% mehr Luftverteidigung<br />
32. Flakbrigade: Airdefense verdoppelt und Airattack +33% für alle Modelle<br />
33. Flakbrigade: +1 Hardattack ab dem 2. Modell<br />
34 Sevastopol mit 10er Festung<br />
36. Event Pearl Habour erweitert: 2 Schlachtschiffe werden zerstört und 6 werden beschädigt, wenn Japan das Event annimmt<br />
37. Event für Sonderfall: wenn nach der Zerschlagung der Resttschechosslowakei Italien mit dem DR im Bündnis ist, triggert das Gearing UP für Frankreich vom M-R-Pakt vorzeitig<br />
38. Event ergänzt, bei welchen Großbritannien Norwegen den Krieg erklären kann, wenn das DR Weserübung ablehnt<br />
39. Eventschutz für China ergänzt (Operation Zet, Pitman Act, Chengchow fluten, Xi'an Zwischenfall, vereinte Front, Industrie verlegen)<br />
40. Triggerbedingungen für 1. Gearung Up erweitert (Angriff auf die Türkei)<br />
41. Triggerbedingungen für 3. Gearing Up erweitert (Verlust von Bombay oder Dheli)<br />
42. Weichheit der Mot um 10% erhöht, IK Kosten von Mot um 2IK verringert<br />
43. Raketenartillerie jetzt schon ab der 38er Artillerie erforschbar<br />
44. angepasste Bau und ForschungsKI für Ungarn, Rumänien, Bulgarien, Spanien, Manchukuo, Kanada, Australien, Südafrika, Neuseeland, Philippinen (keine Luftwaffe mehr, alle Truppen mit Brigade)<br />
48. Startluftwaffe von Australien zu GB<br />
49. Startluftwaffe von Ungarn zum DR<br />
50. Startluftwaffe von Rumänien zum DR, den rumänischen Mabo zu Italien<br />
51. Startinfanterie von Kanada zu Frankreich<br />
52. je 10 Seltenes von USA und GB, sowie 20 Öl von USA nach Norwegen (Narvik) verlegt<br />
53. Der Suezkanal kann nun auch passiert werden, wenn sich feindliche Schiffe im Kanal befinden<br />
54. Leningrad hat nun auch über den Ladogasee eine Verbindung zu einer Provinz, falls die Stadt eingeschlossen wird<br />
55. IK von Indien nach Ägypten und nahen Osten verlegt (GB) =&gt; 5 IK<br />
56. Rohstoffe: Öl (insgesamt 50 Einheiten) aus USA und GB in den nahen Osten und nach Afrika verlegen<br />
57. Rohstoffe: Seltenes Material (insgesamt 30 Einheiten) aus USA und GB nach Afrika verlegen<br />
58. zusätzliche Städte: Voronezh, Prag, Odessa, Singapur, Tokyo, Bucharest, Hong Kong, Chengdu, Kairo<br />
59. Kiel hat nun in der Ostsee seinen Hafen<br />
<br />
<span style="text-decoration: underline;">weitere Vorschläge und Ideen:</span><br />
60. Rostov Terrain von Ebene zu Sumpf ändern<br />
61. 5% Organisationsbonus für alle Brigaden; 5% Moralbonus für mobile Brigaden; leichte Abzüge für nichtmobile Brigaden in der Belastbarkeit<br />
62. Ergänzung im Techbaum: verbesserte Fließbänder<br />
<br />
<span style="text-decoration: underline;">Schon enthalten/überflüssig:</span><br />
01. Angepasster Auto-Beförderungsfix<br />
04. Die Werte der statischen Flak wurden angehoben<br />
06. Über Befehlslimit der Luftwaffe wurde auf 75% gesetzt<br />
07. Über Befehlslimit der Marine wurde auf 75% gesetzt<br />
08. BJ können nun auch an die Stuka rangehangen werden<br />
14. Luftwaffenbefehlslimit von 4-8-16-24 auf 4-8-12-16 gesenkt<br />
19. Ministerdeath Events Dissent Bug auf Ministerwechsel-Niveau gebracht (ENG, CAN, USA, DR)<br />
20. AJ-Bonus-Bug in GB-Landtechtree gefixt<br />
23. Combat Modifier: Total Air Overstacking Mod for each division above two von -0.02 auf -0.03 erhöht<br />
24. Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two von -0.01 auf -0.02 erhöht<br />
35. mehr Konvois für Holland (400 Stück +)<br />
45. Australien +80 Konvois<br />
46. Belgien +50 Konvois<br />
47. Portugal +50 Konvois]]></description>
			<content:encoded><![CDATA[so, dann eröffne ich mal den Thread zur Diskussion, welche Elemente im Spiel geändert werden sollen<br />
der klassische Fall ist ja die max. Stackgröße der Lufteinheiten. sollen es nun 8 wie im Beta MP oder wieder 12 wie zu Doomsday werden, oder gar was ganz anderes?<br />
<br />
<span style="text-decoration: underline;">Sicher:</span><br />
<br />
<br />
<span style="text-decoration: underline;">Diskussionspunkte:</span><br />
02. Reichweite der Transporter wurde auf 2000km gesetzt<br />
03. Monatliche Reduktion des Nationalwertes wurde von -0.002 auf 0 pro Monat gesetzt<br />
05. Alle AJ ab Stufe III, MZJ, BJ besitzen keinen Soft-, Hard- oder Navalattack.<br />
09. IK-Nutzung aus annektiertem Gebiet wurde von 20% auf 25% angehoben (nun 30%)<br />
10. Leader sammeln etwas mehr Erfahrung<br />
11. Radarstationen, Luftstützpunkte und Marinestützpunkte kosten 1IK mehr, brauchen aber 60 Tage weniger Bauzeit<br />
12. Das Event "Weserübung" wurde gefixt<br />
13. Luftwaffenstackgröße wurde von 4 auf 12 erhöht<br />
15. Eventschutz fürs DR (Anschluss und Tschechien Events) und Rumänien<br />
16. Entfernung der SU-Bellibedingungen für die Gearing Ups der USA<br />
17. Die China-Bedingung für 1.Gearing Up der USA wurde erweitert<br />
18. Indonesien bekommt bei seiner Erschaffung Konvois und etwas Manpower<br />
21. Nat. Spanien Anektionsevent eingebaut<br />
22. Air XP gain Factor von 1.5 auf 0.5 gesenkt #Luftwaffe und Kommandeure sammeln weniger Erfahrung<br />
25. Pionier: +1 auf Belastbarkeit und Verteidigung für alle Modelle<br />
26. leichte Kreuzer: Modell 1 und 2: +2 Luftattack, ab Modell 3 +4 Luftattack<br />
27. schwere Kreuzer: Modell 1 und 2: +1 Luftattack, Modell 3 +2 Luftattack, Modell 4 +4 Luftattack, ab Modell 5 +6 Luftattack<br />
28. CAG: Luftangriff und Luftverteidigung um 33% erhöht<br />
29. U-Boot: ab 4er Modell verdoppelter Konvoiangriff<br />
30. Zerstörer: ab 5er Modell verdoppelter U-Boot-Angriff<br />
31. alle Marineeinheiten 33% mehr Luftverteidigung<br />
32. Flakbrigade: Airdefense verdoppelt und Airattack +33% für alle Modelle<br />
33. Flakbrigade: +1 Hardattack ab dem 2. Modell<br />
34 Sevastopol mit 10er Festung<br />
36. Event Pearl Habour erweitert: 2 Schlachtschiffe werden zerstört und 6 werden beschädigt, wenn Japan das Event annimmt<br />
37. Event für Sonderfall: wenn nach der Zerschlagung der Resttschechosslowakei Italien mit dem DR im Bündnis ist, triggert das Gearing UP für Frankreich vom M-R-Pakt vorzeitig<br />
38. Event ergänzt, bei welchen Großbritannien Norwegen den Krieg erklären kann, wenn das DR Weserübung ablehnt<br />
39. Eventschutz für China ergänzt (Operation Zet, Pitman Act, Chengchow fluten, Xi'an Zwischenfall, vereinte Front, Industrie verlegen)<br />
40. Triggerbedingungen für 1. Gearung Up erweitert (Angriff auf die Türkei)<br />
41. Triggerbedingungen für 3. Gearing Up erweitert (Verlust von Bombay oder Dheli)<br />
42. Weichheit der Mot um 10% erhöht, IK Kosten von Mot um 2IK verringert<br />
43. Raketenartillerie jetzt schon ab der 38er Artillerie erforschbar<br />
44. angepasste Bau und ForschungsKI für Ungarn, Rumänien, Bulgarien, Spanien, Manchukuo, Kanada, Australien, Südafrika, Neuseeland, Philippinen (keine Luftwaffe mehr, alle Truppen mit Brigade)<br />
48. Startluftwaffe von Australien zu GB<br />
49. Startluftwaffe von Ungarn zum DR<br />
50. Startluftwaffe von Rumänien zum DR, den rumänischen Mabo zu Italien<br />
51. Startinfanterie von Kanada zu Frankreich<br />
52. je 10 Seltenes von USA und GB, sowie 20 Öl von USA nach Norwegen (Narvik) verlegt<br />
53. Der Suezkanal kann nun auch passiert werden, wenn sich feindliche Schiffe im Kanal befinden<br />
54. Leningrad hat nun auch über den Ladogasee eine Verbindung zu einer Provinz, falls die Stadt eingeschlossen wird<br />
55. IK von Indien nach Ägypten und nahen Osten verlegt (GB) =&gt; 5 IK<br />
56. Rohstoffe: Öl (insgesamt 50 Einheiten) aus USA und GB in den nahen Osten und nach Afrika verlegen<br />
57. Rohstoffe: Seltenes Material (insgesamt 30 Einheiten) aus USA und GB nach Afrika verlegen<br />
58. zusätzliche Städte: Voronezh, Prag, Odessa, Singapur, Tokyo, Bucharest, Hong Kong, Chengdu, Kairo<br />
59. Kiel hat nun in der Ostsee seinen Hafen<br />
<br />
<span style="text-decoration: underline;">weitere Vorschläge und Ideen:</span><br />
60. Rostov Terrain von Ebene zu Sumpf ändern<br />
61. 5% Organisationsbonus für alle Brigaden; 5% Moralbonus für mobile Brigaden; leichte Abzüge für nichtmobile Brigaden in der Belastbarkeit<br />
62. Ergänzung im Techbaum: verbesserte Fließbänder<br />
<br />
<span style="text-decoration: underline;">Schon enthalten/überflüssig:</span><br />
01. Angepasster Auto-Beförderungsfix<br />
04. Die Werte der statischen Flak wurden angehoben<br />
06. Über Befehlslimit der Luftwaffe wurde auf 75% gesetzt<br />
07. Über Befehlslimit der Marine wurde auf 75% gesetzt<br />
08. BJ können nun auch an die Stuka rangehangen werden<br />
14. Luftwaffenbefehlslimit von 4-8-16-24 auf 4-8-12-16 gesenkt<br />
19. Ministerdeath Events Dissent Bug auf Ministerwechsel-Niveau gebracht (ENG, CAN, USA, DR)<br />
20. AJ-Bonus-Bug in GB-Landtechtree gefixt<br />
23. Combat Modifier: Total Air Overstacking Mod for each division above two von -0.02 auf -0.03 erhöht<br />
24. Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two von -0.01 auf -0.02 erhöht<br />
35. mehr Konvois für Holland (400 Stück +)<br />
45. Australien +80 Konvois<br />
46. Belgien +50 Konvois<br />
47. Portugal +50 Konvois]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[1. 4allplayers AoD MP]]></title>
			<link>http://forum.4allplayers.org/thread-945.html</link>
			<pubDate>Wed, 10 Feb 2010 10:26:41 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-945.html</guid>
			<description><![CDATA[Nachdem der Releasetermin auf ende Februar festgelegt worden ist, würde ich ganz gerne ein MP starten wollen.<br />
<br />
Start: Anfang/Mitte März 2010<br />
<br />
Spieltage: Mo,Di,Mi,Do (wird per Abstimmung entschieden, vorraussichtlich Montags)<br />
<br />
Länderverteilung:<br />
<br />
Karbe, deathstar, Ardrianer, Birk, Volker, Fanatic?, Travel<br />
<br />
DR:<br />
ITA:<br />
JAP:<br />
SPA: ?<br />
<br />
GB:<br />
FRA:<br />
USA:<br />
CAN: ?<br />
<br />
SOV:<br />
<br />
MP-Regeln:<br />
<br />
folgen...<br />
<br />
Wer Lust und Interesse ist herzlich willkommen <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></description>
			<content:encoded><![CDATA[Nachdem der Releasetermin auf ende Februar festgelegt worden ist, würde ich ganz gerne ein MP starten wollen.<br />
<br />
Start: Anfang/Mitte März 2010<br />
<br />
Spieltage: Mo,Di,Mi,Do (wird per Abstimmung entschieden, vorraussichtlich Montags)<br />
<br />
Länderverteilung:<br />
<br />
Karbe, deathstar, Ardrianer, Birk, Volker, Fanatic?, Travel<br />
<br />
DR:<br />
ITA:<br />
JAP:<br />
SPA: ?<br />
<br />
GB:<br />
FRA:<br />
USA:<br />
CAN: ?<br />
<br />
SOV:<br />
<br />
MP-Regeln:<br />
<br />
folgen...<br />
<br />
Wer Lust und Interesse ist herzlich willkommen <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Erscheinungsdatum von AoD]]></title>
			<link>http://forum.4allplayers.org/thread-944.html</link>
			<pubDate>Fri, 05 Feb 2010 21:31:13 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-944.html</guid>
			<description><![CDATA[Das Erscheinungsdatum wurde heute bekannt gegeben auf der Paradox Interactive Forum Seite<br />
<br />
Arsenal of Democracy wird am 23.02.2010 auf allen elektronischen Platformen (Gamersgate, Direct to Drive und Steam) für &#36; 19,99 = € 19,99 erscheinen.<br />
<br />
gruss<br />
<br />
volker]]></description>
			<content:encoded><![CDATA[Das Erscheinungsdatum wurde heute bekannt gegeben auf der Paradox Interactive Forum Seite<br />
<br />
Arsenal of Democracy wird am 23.02.2010 auf allen elektronischen Platformen (Gamersgate, Direct to Drive und Steam) für &#36; 19,99 = € 19,99 erscheinen.<br />
<br />
gruss<br />
<br />
volker]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Server Umzug]]></title>
			<link>http://forum.4allplayers.org/thread-934.html</link>
			<pubDate>Thu, 12 Nov 2009 14:31:06 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-934.html</guid>
			<description><![CDATA[Unser Forum ist heute Nacht auf einen neuen Server umgezogen. Wie immer läuft dies nicht ohne Probleme ab. Die Startseite des Forums funktioniert momentan nur korrekt unter:<br />
<br />
<a href="http://forum.4allplayers.org/index.php" target="_blank">http://forum.4allplayers.org/index.php</a> <br />
<br />
Mfg, Travel Eye]]></description>
			<content:encoded><![CDATA[Unser Forum ist heute Nacht auf einen neuen Server umgezogen. Wie immer läuft dies nicht ohne Probleme ab. Die Startseite des Forums funktioniert momentan nur korrekt unter:<br />
<br />
<a href="http://forum.4allplayers.org/index.php" target="_blank">http://forum.4allplayers.org/index.php</a> <br />
<br />
Mfg, Travel Eye]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Patch 1.3 [JYVE&#93;]]></title>
			<link>http://forum.4allplayers.org/thread-933.html</link>
			<pubDate>Mon, 09 Nov 2009 17:02:55 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-933.html</guid>
			<description><![CDATA[<blockquote><cite>Johan schrieb:</cite>Download from <a href="http://www.gamersgate.com/eu3/hoi3/hoi3_1.3.exe" target="_blank">http://www.gamersgate.com/eu3/hoi3/hoi3_1.3.exe</a><br />
<br />
################################################## ##########<br />
# Changes for 1.3 below.<br />
################################################## ##########<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- AI Improvements<br />
-----------------------------------------------------------------------<br />
* LAND MILITARY AI:<br />
- Less worried about the national fuel deficit when requesting mechanized or armored units in peace time<br />
- Fixed a bug where the AI would cancel the attacks of manually controlled units<br />
- Fixed a bug with units immediately moving out of newly taken provinces for automated lower-level HQs<br />
- Safer movement along the front for sub-theatre level automated HQs<br />
- Improved "borrowing" of units for attacks between agents, including those of puppet states<br />
- Fixed a simple but serious bug causing constant front reorganization<br />
- Fixed a bug with port-less areas sometimes not correctly being recognized as fronts<br />
- Fixed some glitches in the transport AI caused by incorrect retrieval of armies from outside the theatre<br />
- Many improvements to sub-theatre level automation of units<br />
- Sub-theatre level units will no longer try to garrison any provinces that are not player set objectives<br />
- Misc fixes that mostly affects sub-theatre level automated units<br />
- Improved the AI's understanding of crossing rivers<br />
- Garrison AI better at protecting airfields and VPs<br />
- Fixed a problem with stuck fleets<br />
- Better awareness of acting capitals if the proper one is lost<br />
- Invasion AI now allowed to attack non-port provinces<br />
- Will prioritize attacking neighboring port provinces if the controlled area lacks a port<br />
- Theatres and fronts are now correctly recalculated for allies joining a war<br />
- Tweaked Belgian border defense priorities if Allied.<br />
<br />
* PRODUCTION AI:<br />
- Fixed slider automation so it does not take a day for updates to show<br />
- Fixed a slight bug with unit type requests<br />
- AI more aggressively produces convoys when needed<br />
- Will reorder the production queue to prioritize land units if the war is going badly<br />
- Ships and planes no longer incorrectly built as reserves by the AI at peace<br />
- Fixed priority issues with the build queue<br />
- Long running games should no longer spiral into economic chaos due to unit production being too aggressive<br />
- Force needs changed to consider allied fleets.<br />
- Better balance of land/air/naval in the build queue.<br />
- Now checks manpower usage to make sure it can afford mobilization before deciding to build units.<br />
- Landlocked nations will no longer build transports<br />
<br />
* GOVERNMENT AI<br />
- AI now keeps track of money trends to even out fluctuations<br />
- Slider controls now favour money production a bit more to accommodate trade<br />
- Ministers now replaced when needed (like after soviet purge)<br />
- New algorithm for research selection<br />
- Research AI balancing, with more focus on industrial techs<br />
- Boost to officer ratio for leadership sliders<br />
- Finland is more prone to mobilize before the Winter War<br />
- AI will focus on reinforcements after mobilizing<br />
- Changes to accommodate the fact that consumer goods production no longer creates money<br />
- AI now prefers larger supply stockpile<br />
- Espionage AI re-evaluates a bit less often, resulting in less mission focus jumping<br />
- Espionage AI now prioritizes faction leaders a bit more, especially the leader deemed most dangerous<br />
- Fixed a problem with auto-deployment once the home area has been lost<br />
- Fixed ai failure on mobilization.<br />
<br />
* DIPLOMATIC AI<br />
- Heavily improved AI trading<br />
- Trade ai now correctly cancels trades draining its stockpiles and stopping helpful trades in the opposite direction.<br />
- Rebalancing of country influencing, ai should now influence more and hopefully in a much saner manner.<br />
- Tweaked money pooling for trading slightly<br />
- Japan should no longer call in allies too early<br />
- Scripted wars against states that are already annexed are now blocked<br />
- Fixed incorrect conditions for a soviet war on germany post '42<br />
- Fixed bug where Germany would declare war on Sweden for no reason<br />
- German AI now tries to get earlier Military Access to sweden<br />
- Fixed issues with countries granting military access when they shouldn't (big countries were too intimidating)<br />
- Improved check against neighbors for German AI so Barbarossa should no longer stall<br />
- Fixed a lesser memory leak<br />
- Luxemburg should no longer be overlooked as a war target when its neighbors have fallen<br />
- Military strength no longer miscalculated when checking strength of a border in preparation for war<br />
- Republican/Nationalist Spain no longer interested in joining any factions until the civil war is over<br />
- AI no longer offers weird alliances<br />
- AI will now attempt to lower neutrality while aligning to a faction if needed for future membership<br />
- AI should now be more likely to join factions when it can<br />
- AI puppets can no longer influence other nations<br />
- Extra checks to make sure Japan does not declare war on the UK if things have ended up unhistorical<br />
- Comintern countries will no longer mind free trade goods<br />
- The faction leader AI now stop influencing nations if they become less interesting<br />
- AI should now prefer getting faction members of its own instead of stopping the enemy from getting faction members<br />
- Germany will no longer attack Yugoslavia while still busy fighting France<br />
- Germany now breaks any non aggression pacts with the Soviets when preparing to attack after defeating France<br />
- Germany wont declare so many wars at once in Europe<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Gamebalance Changes<br />
-----------------------------------------------------------------------<br />
<br />
* Combat<br />
- Fixed a problem where airunits could move out of combat randomly.<br />
- Attackdelay from officer ratio is now 3 days change instead of 3 hours.<br />
- Units on ships and planes will no longer obstruct occupation.<br />
- All bombmissions that damage buildings will now damage static AA as well.<br />
- Ships at zero organisation can no longer fire in a naval battle.<br />
- Flying bombs and Flying rockets are now properly marked as rockets and will be removed at end of a mission.<br />
- Submarines are now harder to spot, more lethal to convoys, but also far worse in seabattles.<br />
- Revolters now use the experience from the target enemy partisan efficiency now.<br />
- Revolters can now be against multiple enemies, and will only be nice to those that are enemy to all its targets.<br />
- Occupation can no longer be given to a country that is not an enemy of the previous controller.<br />
- Paratroopers will no longer give extra combat width if coming from multiple bases.<br />
- Ships can now be forced to close if hostile fleets got faster ships.<br />
- Ships without sea_attack or at 0 organisation will now try to leave close range during naval battles.<br />
- Resources and buildings are no longer damaged when control is changed in a friendly way. (Puppets, Liberations etc.)<br />
- Air units can no longer do ground attacks on neutral territory<br />
- It is now possible to actually bomb units with too low organisation to stand up and fight.<br />
- Fixed an issue with support attack not cancelling properly after an attack.<br />
- It is now harsher to cross rivers, do amphibious landings and paradrop.<br />
- Fixed a few problems on how crossing, landing and paradropping penalties were applied.<br />
- Reduced the impact from shore bombardment.<br />
- Units being destroyed due to inability to retreat will now also reduce officers as well.<br />
- Landing units are no longer automatically deleted if the fleet is under attack.<br />
- Paratroopers are now properly checking landfort levels, not coast fort.<br />
- Pushback damage is now bigger, and more likely to happen.<br />
- Units paradropping will not get the out of supply penalty during combat.<br />
- Windspeed now have a far less impact on naval combat.<br />
<br />
* Unit Organisation<br />
- Merging single brigades now assigns a leader if auto-assign is on.<br />
- Creating new HQ's now assigns new leaders if auto-assign is on.<br />
- Autoassignment of leaders for landunits now only occurr if it goes to 2 brigades or higher.<br />
- Reorganising away brigades from a division below 2 brigades will now remove the leader automatically.<br />
- Every type of division that can be setup through reorganisation, can now be built.<br />
- It is now possible to reorganise away every brigade from a divison even if a leader is present.<br />
<br />
* Units<br />
- Manpower trickleback is now scaled properly and no longer multiplied by 100.<br />
- Rebalanced air unit stats through a major overhaul.<br />
- Marines, Mountaineers and paratroopers now use a little less manpower, but more officers.<br />
- Escort carriers and carriers now have a sea_attack of 1 at minimum.<br />
- Ships now repair in any port they are present in, but check efficiency and speed from the one they are based from.<br />
- Ships can now actually regain organisation at sea.<br />
- Fixed a bug where headquarters and all below it dissapeared if game saved when they were loaded on a ship.<br />
- Ghostfleets should not be around in ports for the AI anymore.<br />
- Leaderbonuses are now applied for units below stacklimits, not above then on air and naval stacks.<br />
- Now air units are allowed to retreat to any neighboring province that doesn't have hostile air units. Air units can also try to retreat to their air base.<br />
- Marines and Engineers are now better at crossing and landing.<br />
- It is no longer possible to load paratroopers onto planes in airbases that currently are lower than size 1.<br />
- Units in delay after attack can no longer be loaded onto a plane.<br />
<br />
* Missions<br />
- The naval escort convoy mission will only let ships patrol within their own supply range.<br />
- You can no longer rebase into ports you have no access to.<br />
- Rebasing ships now use fuel &amp; supplies properly.<br />
- Loading troops on transports now clear dig-in status properly.<br />
- Patrolling ships now check for access before moving<br />
- It is now possible to strategically redeploy all units selected even if the target is where one unit is.<br />
- Fixed a problem with the "join air" order, that could prevent the actual merge<br />
- Strategic rededployments can no longer reset themselves.<br />
<br />
* Production<br />
- Monthly manpower increases are now applied properly.<br />
- Germany now gets manpower from occupying the rhineland, gaining sudeten and the anschluss.<br />
- Soviet Union will now get bonus manpower from doing the purge.<br />
- Halved effective energy to oil conversion.<br />
- Money production is now based on total IC, and is not depending on consumer goods production.<br />
- Refining will not happen if fuel stockpiles are over a year of refining and the crude oil is below half of that.<br />
- Reduced money income per IC.<br />
- Fixed a problem which would make resources cap at 2000 for a major if a puppet fled and then got back.<br />
- Fuel refining is now based on current IC, not maximum IC.<br />
- Energy to oil conversion should not break down at low energy levels.<br />
- Overseas resources are now properly given to the port where resource convoys are sent.<br />
- Upgrading a unit is no longer 4 times as quick as building it, and also cost the same IC fraction.<br />
<br />
* Mobilisation<br />
- Newly deployed units are now deployed at 0 org.<br />
- Countries get a reinforcement bonus first month after mobilizing.<br />
- A country automatically mobilizes when going into war.<br />
- Mobilisation laws now decrease money income far more.<br />
- Fixed a bug which caused too little manpower to be drained when troops got reinforced.<br />
- Reinforcement percent should now be calculated a bit better.<br />
<br />
* Supplysystem<br />
- Units in deployment queue now also is calculated for officer needs &amp; cg demands, and draw supplies from the capital.<br />
- Supply networks is less likely to break down over borders.<br />
- Rewrote supply distribution logic to be given out to all IC producting provinces in the home area instead of just the capital to avoid collapses.<br />
- Supply convoys now ship to keep the same stockpile size as the other supply network.<br />
- Supply consumption is now calculated correctly for reserve units.<br />
- Supply/Fuel distribution now only consider core provinces owned.<br />
- Fixed a bug that made convoyed in values to be too high during the first day of gameplay.<br />
- Fixed a bug where supply slider would be set to negative to reduce stockpiles<br />
- Supplystockpiles produced locally will not pass through demands that they can satisfy.<br />
- Convoys going to occupied ports will no longer be assigned transports and escorts.<br />
- Units that goes out of fuel will no longer be permamnently out of fuel if fuelstatus is 0 while stationary.<br />
- Fuel is now produced locally like supplies is.<br />
- Improved algoritm to auto-assign transports to convoys.<br />
- There is now a separate category for supplies and fuel returning to stockpile.<br />
- Needed for supplies is no longer on current flow, but estimated supply needs instead to avoid fluctuations.<br />
<br />
* Technology<br />
- Doubled the cost for tech-rushing.<br />
- Tweaked radar training, smallwarship radar, largewarship radar, smallwarship asw, submarine sonar and submarine airwarning equipment to match the expected research date for radar<br />
- Research efficiency modifiers are now only adapted on remaining times.<br />
- Submarine Techs now have their offset increased by year, tech bonus increased by the same amount.<br />
<br />
* Politics<br />
- Fixed the exploit of free manpower from law changing.<br />
- Puppets manually created now also gives ownership of partisan controlled territories as well.<br />
- A newly created puppet now gets an infantry division in each province with an IC.<br />
- Fixed bug: "Strategic Warfare penalties not reset" cache is now recalculated each day.<br />
- Party popularity requirement is now is now normalized which gives correct effect for decisions<br />
<br />
* Trade<br />
- Convoys for traderoutes now require alot less convoys to be able to run.<br />
- Landlocked countries can now trade with neighbors from another continent<br />
- Fixed a problem with trades where they would always fail if you used your last diplomatic influence to do one.<br />
<br />
* Diplomacy<br />
- Puppets can no longer align themselves to factions and are automatically forced in their overlords direction when they are in a faction<br />
- Debt is now used in licensing deals<br />
- License deals now charge for money * serial * parallel<br />
- Aligning is now a bit slower.<br />
- Expeditionary forces can always be returned, there's no need to wait for diplomats anymore.<br />
- It's no longer possible to declare war on a country that you have military access to.<br />
- A truce now only lasts 100 days.<br />
- It is no longer possible to declare war on anyone you have a truce with.<br />
- Guarantees no longer stop you from declaring war on somebody<br />
- Production licensing will now properly transfer money<br />
- Convoys from broken trade deals will no longer linger around, as they could in some cases.<br />
- Diplomats now actually have working travel time<br />
- You can no longer ask for debt multiple times<br />
- Fixed retrieval of expeditionary forces so that they won't be returned instantly.<br />
- Factions now get properly eliminated when last member surrenders, &amp; last member can now actually surrender.<br />
- It is no longer possible to declare war on your own puppet.<br />
- You can now declare war at puppets, if you are already at war with their overlord.<br />
- Non-aggression pact, trade offer, send expeditionary force, license tech, offer alliance, ask for military access and call allies diplomatic options now reduce diplomatic influence when proposed instead of accepted<br />
- Can now buy production licenses for units that are better than your own even if you have an older version of same unit type.<br />
- Relations will now decrease when rejecting diplomatic agreements.<br />
- Nonbuildable units can no longer appear as possible production licenses.<br />
- Non-agression pacts now expire after 2 years, and is now possible to cancel manually.<br />
<br />
* Threat<br />
- Threat from combat is now about 40% lower.<br />
- Threat now spreads a bit more<br />
- Halfed the impact from spy increasing threat.<br />
- Countries that are not members of factions do only half threat with their actions.<br />
- Threat from declaration of war is no longer valid if a country is already in a major faction war.<br />
<br />
* Intelligence<br />
- You now get minor counter espionage inside your own country even when not doing counter espionage. (at 20%).<br />
- Player can now change spy missions much less often (was 1 day, now takes a week)<br />
- Modifiers from spies no longer in effect after countries sending them are annexed<br />
- Radar levels and intel now update properly from loaded saves.<br />
- Spies without missions are harder to detect when doing counter espionage.<br />
- Radar is now calculated correctly for occupiers.<br />
<br />
<br />
* Map<br />
- Changing acting capital will now select an owned province instead of controlled only.<br />
- Only unoccupied provinces are considered for neighbour checks. ie, Channel Islands will not make Germany and England neighbours if occupied.<br />
- Strait blockage for ships is now checked properly.<br />
- Bosphorus &amp; Panama is now blocking access correctly.<br />
<br />
* Weather<br />
- Rewrote season calculation logic to get a more gradual pace of season changing.<br />
- Fixed a problem which caused it to rain in the desert even at 0 humidity.<br />
- Cloud coverage will slowly dissipate if no active rain and no humidity increases.<br />
- Fixed a glitch with movement of weather patterns.<br />
- Weatherpatterns moving about should now create more wind, and wind should not drop off so quickly.<br />
- Weatherpatterns can now live a little longer.<br />
- Weatherfronts now move a bit slower.<br />
- Removed humidity increases from forests and woods.<br />
- Reworked climate setup.<br />
- Rewrote internal direction logics to optimise weather movement while avoiding out of sync issues.<br />
- Terrain can now modify temperature.<br />
- Temperatures can now cool at faster speed as well.<br />
- Deserts are now a fair bit drier.<br />
<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Interface Improvements<br />
-----------------------------------------------------------------------<br />
* TECH WINDOW<br />
- Fixed display of "one shot" techlevels.<br />
- Once a tech is completed when doing manual research, prerequisites for next level tech are now properly checked prior to adding it to research queue<br />
- Fixed display issue for technologies like jet engine etc<br />
- Clicking tech in queue now selects tech<br />
- Technology folder name is now shown in "tech enabled by this" messages<br />
- Techs being enabled by the discovery of another tech will now be announced in the popup.<br />
- Tech tree entries will no longer show localised names on the button, as playability suffered too much from that you did not know which was "Small Arms" and what level certain names where<br />
- Can now look at techs by clicking them in the tech window even with ai enabled<br />
- Clicking current research items now gets you into the correct folder<br />
- Same button used to start research can now cancel it<br />
- Non-localised techname is now shown in the current research as well.<br />
<br />
* INTEL WINDOW<br />
- In the espionage screen next to the tally over exposed spies there is now an indicator showing foreign spy activity in your country<br />
- When using filtering/sorting in intelligence overview, the filter/sort is no longer reset as time passes.<br />
- Listbox in Intel Menu now refreshes correctly<br />
- Intelligence overview now shows correct threat values for each non-player country<br />
<br />
* PRODUCTION WINDOW<br />
- Currently selected unit stats bar now works correctly for Air production<br />
- A popup with the names of desired units is now created when hovering over the desired unit icons(both in unit overview and production overview)<br />
- Production view serial/parallel now can now be incremented/decremented by holding down left mouse button<br />
- Added a progress bar to production queue entries.<br />
- Production +/- now increments/decrements when holding down left mouse button<br />
- Fixed a way that certain production sliders could go negative<br />
- Things that take more than 365 days to build have their buildtime displayed in months<br />
<br />
* DIPLOMACY WINDOW<br />
- Diplomacy action for sending expeditionary forces should now indicate the correct recipient<br />
- Faction members shield is now correctly updated when a new country joins or leaves a faction while being in the diplomatic screen.<br />
- Diplomacy screen now lists highest threat against selected country, not player country<br />
- Fixed bug where clients got hosts' automated trade and slider settings after loading a multiplayer game.<br />
- No longer get closed down trades due to no money when you can take debts<br />
- Trade agreement countries no longer switched<br />
- Buy/sell button in trade window no longer look cut-off<br />
- It is now possible to click the flag of a country that is influencing another to select that country<br />
- Fixed display of production licenses.<br />
<br />
* LEDGER<br />
- Sort leaders by experience in ledger now works as expected<br />
- Fixed bug "Air Defence" icon and tooltip within the ledger.<br />
- It is now possible to see military statistics for puppet states you control<br />
<br />
* OUTLINER<br />
- Outliner should no longer appear over ledger<br />
- CAGs from disbanded carriers now properly rebased and shown in outliner/map<br />
- Fixed bug "Disbanding last unit does not remove it from outliner"<br />
- Bases no longer shown in outliner<br />
- Air and naval units under AI-control no longer visible under Air/Naval in outliner (still visible under their HQ though)<br />
<br />
* TOOLTIPS<br />
- Improved colorisation of unitdamaged tooltip.<br />
- Tooltip for supplies slider in production tab now displays tech bonus<br />
- Tooltip for queued research now displays tech bonus<br />
- Fixed a problem with unit tooltip indicators.<br />
- fixed incorrect tooltips for war declarations on guarantee:es<br />
- corrected tooltip for guarantee requirements<br />
- Fixed tooltips in air mission panel.<br />
- Tooltip for deployed units is now being updated when reloading and having the same units to deploy as prior to loading the game.<br />
- Tooltip for deploy stack now shown on game load<br />
- A leaders command capability to command air and ship units is now shown in the leader tooltip.<br />
- Fixed a display issue on air unit strength tooltip<br />
- Division tooltip in production queue shows all brigades in the division<br />
- Tooltips for technologies also shows the folder of prerequisites<br />
- Disabled replace minister buttons have tooltip<br />
- Slider tooltip describing lock, only shown when right-clicking can actually lock the slider<br />
- Tooltip for hourglass icon when doing a strategic redeployment changed<br />
- Added tooltip for why you cant select new spy mission<br />
- Sliders in production and technology views now have tooltips explaining lock<br />
- Limited war has some extra info in it's tooltip<br />
- Politics screen now shows tooltips for internal effects on party popularity during last month<br />
- Tooltips describing reinforcement bonuses when mobilizing<br />
- A tooltip position in production view has been corrected<br />
- Tooltip for unit list in license tech is now properly aligned<br />
- Your own country is no longer reported as "neutral" with your in diplomatic mapmode.<br />
- Improved display of puppets in tooltip for diplomatic mapmode.<br />
- Tooltip in weathermapmode now lists type of weather as well.<br />
<br />
* NOTIFICATIONS<br />
- There are now different messages for when air, land and naval units arrives at a location<br />
- Messagesettings is now loaded properly even with new messages<br />
- There is now a message when aligning to faction leader expires<br />
- debt request response will now no longer always show positive<br />
- you will no longer be spammed with notifications of arriving at destination from patrolling units<br />
- There was a duplicate country key in the message list with the players country name<br />
- When bombing from carriers, the sunken ships could be added to the losses for both sides.<br />
- All defending units now shown in the Attacked message<br />
- Goto button on "Country annexed" dialogs now jumps to annexed country's capital<br />
- Fixed a bug with the "Patrol finds a fleet" message popup<br />
- Players are now informed when debt is used for deals<br />
- Corrected "Call to Arms" dialog so it now resizes if content goes wild<br />
<br />
* TYPOS AND MISSING TEXT<br />
- Added missing description for support attack<br />
- fixed text errors in messages for debt<br />
- fixed some incorrect localization in division designer<br />
- Fix for German strings which mixed together on the unit view dialog<br />
- Fixed localized versions of "kph" strings<br />
<br />
* ALERTS<br />
- Fixed an issue with autoslider alerts that shouldnt be shown when AI tries to lower stockpiles<br />
- The IC Wasted alert no longer triggers if Supplies and/or Consumer Goods is produced in excess<br />
- Deploy alert closes any fullscreen windows when clicked.<br />
- Added an Alert when mobilized and not in war.<br />
- Added an alert for when you have a decision possible.<br />
- Technology folder name is now shown in the ahead alert.<br />
- The invite to faction alert is now shown when it should be shown.<br />
<br />
* MAP ISSUES<br />
- Red is now only shown in provinces in supply mapmode if there is an actual NEED there that is not fullfilled<br />
- Movement allowed/rejected markers on map now fades away. Reduced the time the duration markers are shown<br />
- Political map is now alot more clear and more colorful<br />
- The map is now updated when redefining theatres while using the theatre map mode<br />
- Clicking on map should now always give you what you click at,even if that happens to overlap a different province (ie rightclicking a port will let you move to that port even if graphicaly it is in a sea province)<br />
- You can no longer see theatre names for non-friendly countries in theatre mapmode<br />
- When giving air orders, map is now updated when sliders are released<br />
- Fixed issues with CAGs when group selecting on map<br />
- Fixed a bug that sometimes caused movement arrows not to show<br />
- Cursor over puppets with an army selected is now the correct one<br />
- Red arrows are now shown on units that support attacks<br />
- Shiftclicking provinces no longer closes province view<br />
- Fixed problem with counter stacks being seen although the player didn't have any intel in the province<br />
- No more free intel on enemy province buildings<br />
- Fixed counter display issues at large distance<br />
- Moving units that come under attack are no longer considered as attacking in the interface<br />
- Combat indicator arrow positions are updated when units are removed from combat<br />
- Tweaked scaling of numbers on naval counters to make each value matter more.<br />
<br />
* MISC INTERFACE<br />
- HQs now lists the correct number of troops under their command<br />
- Decisions requiring a specific amount of divisions now also show current number of divisions<br />
- Sorted list of units to deploy to<br />
- Corrected position of namebox in brigadeview<br />
- There is now a button for multiple armies selected that let you load all at once onto a ship if possible.<br />
- Default order for fleets with troops, moving to friendly ports, are now transport<br />
- Added shortcuts for building buildings from province interface<br />
- Provinces now multiselectable for building purposes<br />
- Fixed the cursor position when renaming units<br />
- It's now possible to ctrl-click the select button(when multiple units are selected) to select all subunits<br />
- Escape now works properly to open ingame menu<br />
- Last sort mode of leaders assignment dialog is now saved<br />
- Air order window is now bigger to fit the whole list of orders.<br />
- cancel order button for units now works for simple orders<br />
- The can not move indicator in unit interface is no longer shown in wrong circumstances.<br />
- can now actually close the main menu using the hotkeys<br />
- multiplayer chat now breaks line properly<br />
- Improved display issue when there are modifiers affecting dissent increases.<br />
- Fix for long move arrows which disappeared under certain circumstances<br />
- Fixed bug: "Popup Info opens with double click in other interfaces"<br />
- Rocket sprites should now be shown properly in the game<br />
- Disabled sliders when using a selection mode that did not depend on slider positions<br />
- Fixed country names in the retrieve/return expeditionary forces dialogue.<br />
- When changing resolution, any applied resolution will be shown in paranthesis.<br />
- It's now possible to switch back to the current resolution without having to restart the game<br />
- Faction information is now displayed<br />
- The text/icons of desired HQ units now fits better into its designated text box<br />
- Leader selection now supports sorting in reverse order.<br />
- Naval and Aircombats should now list proper numbers, not multiplied by 1000 in the outliner.<br />
- You can no longer build above maximum level in multiple select, or through lag in MP.<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Multiplayer<br />
-----------------------------------------------------------------------<br />
- Fixed a potential reason for OOS.<br />
- It is no longer possible to click alerts before game started in mp<br />
- Calling player allies to help in a war now work in multiplayer.<br />
<br />
-----------------------------------------------------------------------<br />
- User Modding<br />
-----------------------------------------------------------------------<br />
- Fixed a number of issues making mods not work.<br />
- Threat in script files has been updated to work consistently with both 'who = all' and 'who = ABC'<br />
- Errors in in LUA code are now printed in system_error.log to helps modders with debugging<br />
- LUA scripts in mods now reloadable from console like originals.<br />
<br />
-----------------------------------------------------------------------<br />
- Performace and Stability<br />
-----------------------------------------------------------------------<br />
* Optimizations<br />
- Optimized the sprite/counter rendering<br />
- Optimized the technology and production screen<br />
- Optimized the messagesystem and combat calculations<br />
- Optimized outliner usage<br />
- String optimizations<br />
- Autosave now consumes less memory and should cause less crashes when autosaving<br />
- Did some minor optimisation to game-logics to make the time flow faster<br />
- Fixed lagging text in the tech screen and unit deployment menu<br />
- Some minor optimisations to finding what you've clicked on the map<br />
- Improved the speed of selecting/deselecting provinces<br />
- Less slowdown building in multiselected provinces<br />
- Removed lag when issuing missions to multiple selected air/naval units<br />
- Increased the speed of sorting in the select leaders screen<br />
- Optimized use of maps<br />
- Optimized the 2d render pipeline<br />
- Removed redundant graphics state changes<br />
- The flag map is no longer rebuilt on every startup<br />
- Improved rendering of billboards<br />
- Improved rendering of counters<br />
- Fixed a memory leak with failed diplomatic actions<br />
- Fixed a memory leak and uncleared state in the ai strategy calculations<br />
- Plugged a memory leak in the production licence interface<br />
- Updated versions of zlib and lua<br />
- Fixed scrollbar issues in diplomacy view<br />
* Crash fixes<br />
- Random crashes due to deleted units<br />
- Crash bug with expeditionary forces<br />
- Crash bug when loading savegames<br />
- Crash when resigning from the diplomacy interface<br />
- Convoy construction crash<br />
- Crash fix for slider move<br />
- Save crash with ships that fail their escort missions<br />
- Convoy escort load crash<br />
- Crash in the production screen<br />
- Several other potential crash bugs<br />
<br />
<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Database Changes<br />
-----------------------------------------------------------------------<br />
* Events and Decisions<br />
- The "Danzig or war" decision will be available for Germany regardless of whether Poland joins the allies or not<br />
- The "Treaty of Munich" will no longer trigger if a Democratic or Communist party rules Germany<br />
- The triggers for the "Anschluss of Austria" and the "Marco Polo Bridge incident" will take the correct date into account<br />
- Added a non-aggression pact to the Molotov-Ribbentrop pact decision<br />
- Made some minor changes to the "Japan puts pressure on Siam" and the "Future of Greece" decision<br />
- Fixed the partition problem in the "First Vienna Award" decision<br />
- Tweaked the "Finnish winter war" decision so that it can be triggered if Germany controls Warsawa or Poland and Germany are at war<br />
- Tweaked the "Bulgarian claims for Constanta" decision<br />
- The US new deal now reduces US manpower by 40%<br />
- Tweaked the current surrender event for Germany and added a second version for a passive Soviet Union<br />
- Tweaked the "Bitter Peace" event, so that Romania and Finland don't get any provinces unless they are members of the axis<br />
- Added country flags to the surrender events to keep them from firing more than once<br />
- Added a new version of the Italian surrender event for when Germany is no longer at war<br />
- Vichy creation will now give troops to the proper countries<br />
- If Hungary is a faction member it won't receive any Czechoslovakian provinces<br />
- Tweaked the "Albania Liberated" event<br />
- The "Treaty of Munich" will give Poland control of Orlova<br />
- Added a new event for George V and the abdication of Edward VIII<br />
- Fixed the effects of the Manifestation events<br />
- Fixed the threat effects in the events<br />
- Made some changes to the "US Occupation of Iceland" event<br />
- Tweaked the "Second Vienna Award" event, it will no longer trigger if Hungary is a member of the Allies/Comintern or at war with Germany<br />
- Tweaked the effects of the "Ban New Parties" event<br />
- Fixed a bug in the "Bitter Peace" event<br />
<br />
* Politics and Diplomacy<br />
- Changed Yugoslavia's government type to absolute monarchy<br />
- Added a new government form, constitutional monarchy<br />
- Changed the ideology of Thomas Mann to social conservative<br />
- Changed Communist China's ideology to Stalinism, and changed org. and pop.<br />
- Renamed the paternal autocrat party of Brazil to Estado Nôvo<br />
- Swapped the German DVP and DNVP party names<br />
- Added some missing laws to Yunnan<br />
- Made the British puppets, members of the allies from the start<br />
- Added some missing minister types to the Italian Socialist Republic<br />
<br />
* OOBs and leaders<br />
- Added destroyers to Norway's -36 oob<br />
- Added two missing cags to the IJN Hosho carrier in -38 scenario<br />
- Made the HMS Eagle in the -38 oob an escort carrier instead of a carrier<br />
- Adjusted the Australian oobs and infrastructure values<br />
- Added a few more Japanese garrison brigades in the Pacific and increased their land practicals and doctrines<br />
- Changed the location of the Kwangtung theatre in the 36 scenario<br />
- Moved the British fleet in Halifax<br />
- Tweaked Switzerland's air tech<br />
- Tweaked the ranks of Friedrich Paulus and some of the Russian leaders<br />
- Tweaked some of the dates for the Belgian leaders<br />
- Added new traits to Octavian Goga, Miron Cristea and Stanley Baldwin<br />
- Added the new trait, "Superior Air Tactician", to some of the leaders<br />
- Added some missing pictures for some of the Hungarian leaders and Koroteev<br />
- Fixed the mix-up between Victor Antonescu and Ion Antonescu<br />
- Removed the duplicated attributes for Peter II<br />
<br />
* Province Setup<br />
- Gave Italy a bit more metal<br />
- Reduced the production of rare materials in the USA<br />
- Reduced the amount of energy in Germany and the Soviet Union<br />
- Reworked energy and metal values in the United Kingdom<br />
- Added British and American cores to Iceland, and American cores to Greenland<br />
- Reworked the cores of Communist China and Nationalist China<br />
- Added Córdoba, Granada and Seville to the "Eastern Spain" region<br />
- Removed Dravograd from the "West Germany" region<br />
- Added the "Northern Aegean Sea" to the Mediterranean region<br />
- Fixed the naval base problems on Sunset Beach, Ni'ihau Island and Kolda<br />
- Fixed the lacking industry problem in Manchester<br />
- Added an air-base to Geelong and a naval base to Melbourne and Dandong<br />
- Repositioned the buildings on Wake Island, Lemesos and Beirut<br />
- Fixed the climate problem in Greenland<br />
- Increased the infrastructure in Lanzhou, Otog Qianqi and Haya<br />
- Moved the VP in Karlik Shan to Di Hua<br />
- Moved the victory point in Samoa to Dunedin and added a new vp to Yemen and Tannu Tuva<br />
- Redesigned the Amur and Mekong rivers and fixed some other river problems<br />
- Transferred control of Mys Gamova, Novokiyevskoye and Razdolnaya to the Soviet Union<br />
- Increased the amount of energy available in Dalian and made Japan the controller<br />
<br />
* Text<br />
- Fixed the German spelling of Romania<br />
- Fixed a typo in the "Reoccupation of the Rhineland" decision text<br />
- Fixed some misspelled province names<br />
- Fixed the typos in the Swedish -36, -38 and -39 oobs<br />
- Renamed the Volksgrenadiers Volkssturm<br />
- Fixed a bunch of inconsistencies in the German technology names<br />
- Changed the "Coal to Oil" technology description<br />
- Renamed the "Electric Powered Torpedo" tech</blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Johan schrieb:</cite>Download from <a href="http://www.gamersgate.com/eu3/hoi3/hoi3_1.3.exe" target="_blank">http://www.gamersgate.com/eu3/hoi3/hoi3_1.3.exe</a><br />
<br />
################################################## ##########<br />
# Changes for 1.3 below.<br />
################################################## ##########<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- AI Improvements<br />
-----------------------------------------------------------------------<br />
* LAND MILITARY AI:<br />
- Less worried about the national fuel deficit when requesting mechanized or armored units in peace time<br />
- Fixed a bug where the AI would cancel the attacks of manually controlled units<br />
- Fixed a bug with units immediately moving out of newly taken provinces for automated lower-level HQs<br />
- Safer movement along the front for sub-theatre level automated HQs<br />
- Improved "borrowing" of units for attacks between agents, including those of puppet states<br />
- Fixed a simple but serious bug causing constant front reorganization<br />
- Fixed a bug with port-less areas sometimes not correctly being recognized as fronts<br />
- Fixed some glitches in the transport AI caused by incorrect retrieval of armies from outside the theatre<br />
- Many improvements to sub-theatre level automation of units<br />
- Sub-theatre level units will no longer try to garrison any provinces that are not player set objectives<br />
- Misc fixes that mostly affects sub-theatre level automated units<br />
- Improved the AI's understanding of crossing rivers<br />
- Garrison AI better at protecting airfields and VPs<br />
- Fixed a problem with stuck fleets<br />
- Better awareness of acting capitals if the proper one is lost<br />
- Invasion AI now allowed to attack non-port provinces<br />
- Will prioritize attacking neighboring port provinces if the controlled area lacks a port<br />
- Theatres and fronts are now correctly recalculated for allies joining a war<br />
- Tweaked Belgian border defense priorities if Allied.<br />
<br />
* PRODUCTION AI:<br />
- Fixed slider automation so it does not take a day for updates to show<br />
- Fixed a slight bug with unit type requests<br />
- AI more aggressively produces convoys when needed<br />
- Will reorder the production queue to prioritize land units if the war is going badly<br />
- Ships and planes no longer incorrectly built as reserves by the AI at peace<br />
- Fixed priority issues with the build queue<br />
- Long running games should no longer spiral into economic chaos due to unit production being too aggressive<br />
- Force needs changed to consider allied fleets.<br />
- Better balance of land/air/naval in the build queue.<br />
- Now checks manpower usage to make sure it can afford mobilization before deciding to build units.<br />
- Landlocked nations will no longer build transports<br />
<br />
* GOVERNMENT AI<br />
- AI now keeps track of money trends to even out fluctuations<br />
- Slider controls now favour money production a bit more to accommodate trade<br />
- Ministers now replaced when needed (like after soviet purge)<br />
- New algorithm for research selection<br />
- Research AI balancing, with more focus on industrial techs<br />
- Boost to officer ratio for leadership sliders<br />
- Finland is more prone to mobilize before the Winter War<br />
- AI will focus on reinforcements after mobilizing<br />
- Changes to accommodate the fact that consumer goods production no longer creates money<br />
- AI now prefers larger supply stockpile<br />
- Espionage AI re-evaluates a bit less often, resulting in less mission focus jumping<br />
- Espionage AI now prioritizes faction leaders a bit more, especially the leader deemed most dangerous<br />
- Fixed a problem with auto-deployment once the home area has been lost<br />
- Fixed ai failure on mobilization.<br />
<br />
* DIPLOMATIC AI<br />
- Heavily improved AI trading<br />
- Trade ai now correctly cancels trades draining its stockpiles and stopping helpful trades in the opposite direction.<br />
- Rebalancing of country influencing, ai should now influence more and hopefully in a much saner manner.<br />
- Tweaked money pooling for trading slightly<br />
- Japan should no longer call in allies too early<br />
- Scripted wars against states that are already annexed are now blocked<br />
- Fixed incorrect conditions for a soviet war on germany post '42<br />
- Fixed bug where Germany would declare war on Sweden for no reason<br />
- German AI now tries to get earlier Military Access to sweden<br />
- Fixed issues with countries granting military access when they shouldn't (big countries were too intimidating)<br />
- Improved check against neighbors for German AI so Barbarossa should no longer stall<br />
- Fixed a lesser memory leak<br />
- Luxemburg should no longer be overlooked as a war target when its neighbors have fallen<br />
- Military strength no longer miscalculated when checking strength of a border in preparation for war<br />
- Republican/Nationalist Spain no longer interested in joining any factions until the civil war is over<br />
- AI no longer offers weird alliances<br />
- AI will now attempt to lower neutrality while aligning to a faction if needed for future membership<br />
- AI should now be more likely to join factions when it can<br />
- AI puppets can no longer influence other nations<br />
- Extra checks to make sure Japan does not declare war on the UK if things have ended up unhistorical<br />
- Comintern countries will no longer mind free trade goods<br />
- The faction leader AI now stop influencing nations if they become less interesting<br />
- AI should now prefer getting faction members of its own instead of stopping the enemy from getting faction members<br />
- Germany will no longer attack Yugoslavia while still busy fighting France<br />
- Germany now breaks any non aggression pacts with the Soviets when preparing to attack after defeating France<br />
- Germany wont declare so many wars at once in Europe<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Gamebalance Changes<br />
-----------------------------------------------------------------------<br />
<br />
* Combat<br />
- Fixed a problem where airunits could move out of combat randomly.<br />
- Attackdelay from officer ratio is now 3 days change instead of 3 hours.<br />
- Units on ships and planes will no longer obstruct occupation.<br />
- All bombmissions that damage buildings will now damage static AA as well.<br />
- Ships at zero organisation can no longer fire in a naval battle.<br />
- Flying bombs and Flying rockets are now properly marked as rockets and will be removed at end of a mission.<br />
- Submarines are now harder to spot, more lethal to convoys, but also far worse in seabattles.<br />
- Revolters now use the experience from the target enemy partisan efficiency now.<br />
- Revolters can now be against multiple enemies, and will only be nice to those that are enemy to all its targets.<br />
- Occupation can no longer be given to a country that is not an enemy of the previous controller.<br />
- Paratroopers will no longer give extra combat width if coming from multiple bases.<br />
- Ships can now be forced to close if hostile fleets got faster ships.<br />
- Ships without sea_attack or at 0 organisation will now try to leave close range during naval battles.<br />
- Resources and buildings are no longer damaged when control is changed in a friendly way. (Puppets, Liberations etc.)<br />
- Air units can no longer do ground attacks on neutral territory<br />
- It is now possible to actually bomb units with too low organisation to stand up and fight.<br />
- Fixed an issue with support attack not cancelling properly after an attack.<br />
- It is now harsher to cross rivers, do amphibious landings and paradrop.<br />
- Fixed a few problems on how crossing, landing and paradropping penalties were applied.<br />
- Reduced the impact from shore bombardment.<br />
- Units being destroyed due to inability to retreat will now also reduce officers as well.<br />
- Landing units are no longer automatically deleted if the fleet is under attack.<br />
- Paratroopers are now properly checking landfort levels, not coast fort.<br />
- Pushback damage is now bigger, and more likely to happen.<br />
- Units paradropping will not get the out of supply penalty during combat.<br />
- Windspeed now have a far less impact on naval combat.<br />
<br />
* Unit Organisation<br />
- Merging single brigades now assigns a leader if auto-assign is on.<br />
- Creating new HQ's now assigns new leaders if auto-assign is on.<br />
- Autoassignment of leaders for landunits now only occurr if it goes to 2 brigades or higher.<br />
- Reorganising away brigades from a division below 2 brigades will now remove the leader automatically.<br />
- Every type of division that can be setup through reorganisation, can now be built.<br />
- It is now possible to reorganise away every brigade from a divison even if a leader is present.<br />
<br />
* Units<br />
- Manpower trickleback is now scaled properly and no longer multiplied by 100.<br />
- Rebalanced air unit stats through a major overhaul.<br />
- Marines, Mountaineers and paratroopers now use a little less manpower, but more officers.<br />
- Escort carriers and carriers now have a sea_attack of 1 at minimum.<br />
- Ships now repair in any port they are present in, but check efficiency and speed from the one they are based from.<br />
- Ships can now actually regain organisation at sea.<br />
- Fixed a bug where headquarters and all below it dissapeared if game saved when they were loaded on a ship.<br />
- Ghostfleets should not be around in ports for the AI anymore.<br />
- Leaderbonuses are now applied for units below stacklimits, not above then on air and naval stacks.<br />
- Now air units are allowed to retreat to any neighboring province that doesn't have hostile air units. Air units can also try to retreat to their air base.<br />
- Marines and Engineers are now better at crossing and landing.<br />
- It is no longer possible to load paratroopers onto planes in airbases that currently are lower than size 1.<br />
- Units in delay after attack can no longer be loaded onto a plane.<br />
<br />
* Missions<br />
- The naval escort convoy mission will only let ships patrol within their own supply range.<br />
- You can no longer rebase into ports you have no access to.<br />
- Rebasing ships now use fuel &amp; supplies properly.<br />
- Loading troops on transports now clear dig-in status properly.<br />
- Patrolling ships now check for access before moving<br />
- It is now possible to strategically redeploy all units selected even if the target is where one unit is.<br />
- Fixed a problem with the "join air" order, that could prevent the actual merge<br />
- Strategic rededployments can no longer reset themselves.<br />
<br />
* Production<br />
- Monthly manpower increases are now applied properly.<br />
- Germany now gets manpower from occupying the rhineland, gaining sudeten and the anschluss.<br />
- Soviet Union will now get bonus manpower from doing the purge.<br />
- Halved effective energy to oil conversion.<br />
- Money production is now based on total IC, and is not depending on consumer goods production.<br />
- Refining will not happen if fuel stockpiles are over a year of refining and the crude oil is below half of that.<br />
- Reduced money income per IC.<br />
- Fixed a problem which would make resources cap at 2000 for a major if a puppet fled and then got back.<br />
- Fuel refining is now based on current IC, not maximum IC.<br />
- Energy to oil conversion should not break down at low energy levels.<br />
- Overseas resources are now properly given to the port where resource convoys are sent.<br />
- Upgrading a unit is no longer 4 times as quick as building it, and also cost the same IC fraction.<br />
<br />
* Mobilisation<br />
- Newly deployed units are now deployed at 0 org.<br />
- Countries get a reinforcement bonus first month after mobilizing.<br />
- A country automatically mobilizes when going into war.<br />
- Mobilisation laws now decrease money income far more.<br />
- Fixed a bug which caused too little manpower to be drained when troops got reinforced.<br />
- Reinforcement percent should now be calculated a bit better.<br />
<br />
* Supplysystem<br />
- Units in deployment queue now also is calculated for officer needs &amp; cg demands, and draw supplies from the capital.<br />
- Supply networks is less likely to break down over borders.<br />
- Rewrote supply distribution logic to be given out to all IC producting provinces in the home area instead of just the capital to avoid collapses.<br />
- Supply convoys now ship to keep the same stockpile size as the other supply network.<br />
- Supply consumption is now calculated correctly for reserve units.<br />
- Supply/Fuel distribution now only consider core provinces owned.<br />
- Fixed a bug that made convoyed in values to be too high during the first day of gameplay.<br />
- Fixed a bug where supply slider would be set to negative to reduce stockpiles<br />
- Supplystockpiles produced locally will not pass through demands that they can satisfy.<br />
- Convoys going to occupied ports will no longer be assigned transports and escorts.<br />
- Units that goes out of fuel will no longer be permamnently out of fuel if fuelstatus is 0 while stationary.<br />
- Fuel is now produced locally like supplies is.<br />
- Improved algoritm to auto-assign transports to convoys.<br />
- There is now a separate category for supplies and fuel returning to stockpile.<br />
- Needed for supplies is no longer on current flow, but estimated supply needs instead to avoid fluctuations.<br />
<br />
* Technology<br />
- Doubled the cost for tech-rushing.<br />
- Tweaked radar training, smallwarship radar, largewarship radar, smallwarship asw, submarine sonar and submarine airwarning equipment to match the expected research date for radar<br />
- Research efficiency modifiers are now only adapted on remaining times.<br />
- Submarine Techs now have their offset increased by year, tech bonus increased by the same amount.<br />
<br />
* Politics<br />
- Fixed the exploit of free manpower from law changing.<br />
- Puppets manually created now also gives ownership of partisan controlled territories as well.<br />
- A newly created puppet now gets an infantry division in each province with an IC.<br />
- Fixed bug: "Strategic Warfare penalties not reset" cache is now recalculated each day.<br />
- Party popularity requirement is now is now normalized which gives correct effect for decisions<br />
<br />
* Trade<br />
- Convoys for traderoutes now require alot less convoys to be able to run.<br />
- Landlocked countries can now trade with neighbors from another continent<br />
- Fixed a problem with trades where they would always fail if you used your last diplomatic influence to do one.<br />
<br />
* Diplomacy<br />
- Puppets can no longer align themselves to factions and are automatically forced in their overlords direction when they are in a faction<br />
- Debt is now used in licensing deals<br />
- License deals now charge for money * serial * parallel<br />
- Aligning is now a bit slower.<br />
- Expeditionary forces can always be returned, there's no need to wait for diplomats anymore.<br />
- It's no longer possible to declare war on a country that you have military access to.<br />
- A truce now only lasts 100 days.<br />
- It is no longer possible to declare war on anyone you have a truce with.<br />
- Guarantees no longer stop you from declaring war on somebody<br />
- Production licensing will now properly transfer money<br />
- Convoys from broken trade deals will no longer linger around, as they could in some cases.<br />
- Diplomats now actually have working travel time<br />
- You can no longer ask for debt multiple times<br />
- Fixed retrieval of expeditionary forces so that they won't be returned instantly.<br />
- Factions now get properly eliminated when last member surrenders, &amp; last member can now actually surrender.<br />
- It is no longer possible to declare war on your own puppet.<br />
- You can now declare war at puppets, if you are already at war with their overlord.<br />
- Non-aggression pact, trade offer, send expeditionary force, license tech, offer alliance, ask for military access and call allies diplomatic options now reduce diplomatic influence when proposed instead of accepted<br />
- Can now buy production licenses for units that are better than your own even if you have an older version of same unit type.<br />
- Relations will now decrease when rejecting diplomatic agreements.<br />
- Nonbuildable units can no longer appear as possible production licenses.<br />
- Non-agression pacts now expire after 2 years, and is now possible to cancel manually.<br />
<br />
* Threat<br />
- Threat from combat is now about 40% lower.<br />
- Threat now spreads a bit more<br />
- Halfed the impact from spy increasing threat.<br />
- Countries that are not members of factions do only half threat with their actions.<br />
- Threat from declaration of war is no longer valid if a country is already in a major faction war.<br />
<br />
* Intelligence<br />
- You now get minor counter espionage inside your own country even when not doing counter espionage. (at 20%).<br />
- Player can now change spy missions much less often (was 1 day, now takes a week)<br />
- Modifiers from spies no longer in effect after countries sending them are annexed<br />
- Radar levels and intel now update properly from loaded saves.<br />
- Spies without missions are harder to detect when doing counter espionage.<br />
- Radar is now calculated correctly for occupiers.<br />
<br />
<br />
* Map<br />
- Changing acting capital will now select an owned province instead of controlled only.<br />
- Only unoccupied provinces are considered for neighbour checks. ie, Channel Islands will not make Germany and England neighbours if occupied.<br />
- Strait blockage for ships is now checked properly.<br />
- Bosphorus &amp; Panama is now blocking access correctly.<br />
<br />
* Weather<br />
- Rewrote season calculation logic to get a more gradual pace of season changing.<br />
- Fixed a problem which caused it to rain in the desert even at 0 humidity.<br />
- Cloud coverage will slowly dissipate if no active rain and no humidity increases.<br />
- Fixed a glitch with movement of weather patterns.<br />
- Weatherpatterns moving about should now create more wind, and wind should not drop off so quickly.<br />
- Weatherpatterns can now live a little longer.<br />
- Weatherfronts now move a bit slower.<br />
- Removed humidity increases from forests and woods.<br />
- Reworked climate setup.<br />
- Rewrote internal direction logics to optimise weather movement while avoiding out of sync issues.<br />
- Terrain can now modify temperature.<br />
- Temperatures can now cool at faster speed as well.<br />
- Deserts are now a fair bit drier.<br />
<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Interface Improvements<br />
-----------------------------------------------------------------------<br />
* TECH WINDOW<br />
- Fixed display of "one shot" techlevels.<br />
- Once a tech is completed when doing manual research, prerequisites for next level tech are now properly checked prior to adding it to research queue<br />
- Fixed display issue for technologies like jet engine etc<br />
- Clicking tech in queue now selects tech<br />
- Technology folder name is now shown in "tech enabled by this" messages<br />
- Techs being enabled by the discovery of another tech will now be announced in the popup.<br />
- Tech tree entries will no longer show localised names on the button, as playability suffered too much from that you did not know which was "Small Arms" and what level certain names where<br />
- Can now look at techs by clicking them in the tech window even with ai enabled<br />
- Clicking current research items now gets you into the correct folder<br />
- Same button used to start research can now cancel it<br />
- Non-localised techname is now shown in the current research as well.<br />
<br />
* INTEL WINDOW<br />
- In the espionage screen next to the tally over exposed spies there is now an indicator showing foreign spy activity in your country<br />
- When using filtering/sorting in intelligence overview, the filter/sort is no longer reset as time passes.<br />
- Listbox in Intel Menu now refreshes correctly<br />
- Intelligence overview now shows correct threat values for each non-player country<br />
<br />
* PRODUCTION WINDOW<br />
- Currently selected unit stats bar now works correctly for Air production<br />
- A popup with the names of desired units is now created when hovering over the desired unit icons(both in unit overview and production overview)<br />
- Production view serial/parallel now can now be incremented/decremented by holding down left mouse button<br />
- Added a progress bar to production queue entries.<br />
- Production +/- now increments/decrements when holding down left mouse button<br />
- Fixed a way that certain production sliders could go negative<br />
- Things that take more than 365 days to build have their buildtime displayed in months<br />
<br />
* DIPLOMACY WINDOW<br />
- Diplomacy action for sending expeditionary forces should now indicate the correct recipient<br />
- Faction members shield is now correctly updated when a new country joins or leaves a faction while being in the diplomatic screen.<br />
- Diplomacy screen now lists highest threat against selected country, not player country<br />
- Fixed bug where clients got hosts' automated trade and slider settings after loading a multiplayer game.<br />
- No longer get closed down trades due to no money when you can take debts<br />
- Trade agreement countries no longer switched<br />
- Buy/sell button in trade window no longer look cut-off<br />
- It is now possible to click the flag of a country that is influencing another to select that country<br />
- Fixed display of production licenses.<br />
<br />
* LEDGER<br />
- Sort leaders by experience in ledger now works as expected<br />
- Fixed bug "Air Defence" icon and tooltip within the ledger.<br />
- It is now possible to see military statistics for puppet states you control<br />
<br />
* OUTLINER<br />
- Outliner should no longer appear over ledger<br />
- CAGs from disbanded carriers now properly rebased and shown in outliner/map<br />
- Fixed bug "Disbanding last unit does not remove it from outliner"<br />
- Bases no longer shown in outliner<br />
- Air and naval units under AI-control no longer visible under Air/Naval in outliner (still visible under their HQ though)<br />
<br />
* TOOLTIPS<br />
- Improved colorisation of unitdamaged tooltip.<br />
- Tooltip for supplies slider in production tab now displays tech bonus<br />
- Tooltip for queued research now displays tech bonus<br />
- Fixed a problem with unit tooltip indicators.<br />
- fixed incorrect tooltips for war declarations on guarantee:es<br />
- corrected tooltip for guarantee requirements<br />
- Fixed tooltips in air mission panel.<br />
- Tooltip for deployed units is now being updated when reloading and having the same units to deploy as prior to loading the game.<br />
- Tooltip for deploy stack now shown on game load<br />
- A leaders command capability to command air and ship units is now shown in the leader tooltip.<br />
- Fixed a display issue on air unit strength tooltip<br />
- Division tooltip in production queue shows all brigades in the division<br />
- Tooltips for technologies also shows the folder of prerequisites<br />
- Disabled replace minister buttons have tooltip<br />
- Slider tooltip describing lock, only shown when right-clicking can actually lock the slider<br />
- Tooltip for hourglass icon when doing a strategic redeployment changed<br />
- Added tooltip for why you cant select new spy mission<br />
- Sliders in production and technology views now have tooltips explaining lock<br />
- Limited war has some extra info in it's tooltip<br />
- Politics screen now shows tooltips for internal effects on party popularity during last month<br />
- Tooltips describing reinforcement bonuses when mobilizing<br />
- A tooltip position in production view has been corrected<br />
- Tooltip for unit list in license tech is now properly aligned<br />
- Your own country is no longer reported as "neutral" with your in diplomatic mapmode.<br />
- Improved display of puppets in tooltip for diplomatic mapmode.<br />
- Tooltip in weathermapmode now lists type of weather as well.<br />
<br />
* NOTIFICATIONS<br />
- There are now different messages for when air, land and naval units arrives at a location<br />
- Messagesettings is now loaded properly even with new messages<br />
- There is now a message when aligning to faction leader expires<br />
- debt request response will now no longer always show positive<br />
- you will no longer be spammed with notifications of arriving at destination from patrolling units<br />
- There was a duplicate country key in the message list with the players country name<br />
- When bombing from carriers, the sunken ships could be added to the losses for both sides.<br />
- All defending units now shown in the Attacked message<br />
- Goto button on "Country annexed" dialogs now jumps to annexed country's capital<br />
- Fixed a bug with the "Patrol finds a fleet" message popup<br />
- Players are now informed when debt is used for deals<br />
- Corrected "Call to Arms" dialog so it now resizes if content goes wild<br />
<br />
* TYPOS AND MISSING TEXT<br />
- Added missing description for support attack<br />
- fixed text errors in messages for debt<br />
- fixed some incorrect localization in division designer<br />
- Fix for German strings which mixed together on the unit view dialog<br />
- Fixed localized versions of "kph" strings<br />
<br />
* ALERTS<br />
- Fixed an issue with autoslider alerts that shouldnt be shown when AI tries to lower stockpiles<br />
- The IC Wasted alert no longer triggers if Supplies and/or Consumer Goods is produced in excess<br />
- Deploy alert closes any fullscreen windows when clicked.<br />
- Added an Alert when mobilized and not in war.<br />
- Added an alert for when you have a decision possible.<br />
- Technology folder name is now shown in the ahead alert.<br />
- The invite to faction alert is now shown when it should be shown.<br />
<br />
* MAP ISSUES<br />
- Red is now only shown in provinces in supply mapmode if there is an actual NEED there that is not fullfilled<br />
- Movement allowed/rejected markers on map now fades away. Reduced the time the duration markers are shown<br />
- Political map is now alot more clear and more colorful<br />
- The map is now updated when redefining theatres while using the theatre map mode<br />
- Clicking on map should now always give you what you click at,even if that happens to overlap a different province (ie rightclicking a port will let you move to that port even if graphicaly it is in a sea province)<br />
- You can no longer see theatre names for non-friendly countries in theatre mapmode<br />
- When giving air orders, map is now updated when sliders are released<br />
- Fixed issues with CAGs when group selecting on map<br />
- Fixed a bug that sometimes caused movement arrows not to show<br />
- Cursor over puppets with an army selected is now the correct one<br />
- Red arrows are now shown on units that support attacks<br />
- Shiftclicking provinces no longer closes province view<br />
- Fixed problem with counter stacks being seen although the player didn't have any intel in the province<br />
- No more free intel on enemy province buildings<br />
- Fixed counter display issues at large distance<br />
- Moving units that come under attack are no longer considered as attacking in the interface<br />
- Combat indicator arrow positions are updated when units are removed from combat<br />
- Tweaked scaling of numbers on naval counters to make each value matter more.<br />
<br />
* MISC INTERFACE<br />
- HQs now lists the correct number of troops under their command<br />
- Decisions requiring a specific amount of divisions now also show current number of divisions<br />
- Sorted list of units to deploy to<br />
- Corrected position of namebox in brigadeview<br />
- There is now a button for multiple armies selected that let you load all at once onto a ship if possible.<br />
- Default order for fleets with troops, moving to friendly ports, are now transport<br />
- Added shortcuts for building buildings from province interface<br />
- Provinces now multiselectable for building purposes<br />
- Fixed the cursor position when renaming units<br />
- It's now possible to ctrl-click the select button(when multiple units are selected) to select all subunits<br />
- Escape now works properly to open ingame menu<br />
- Last sort mode of leaders assignment dialog is now saved<br />
- Air order window is now bigger to fit the whole list of orders.<br />
- cancel order button for units now works for simple orders<br />
- The can not move indicator in unit interface is no longer shown in wrong circumstances.<br />
- can now actually close the main menu using the hotkeys<br />
- multiplayer chat now breaks line properly<br />
- Improved display issue when there are modifiers affecting dissent increases.<br />
- Fix for long move arrows which disappeared under certain circumstances<br />
- Fixed bug: "Popup Info opens with double click in other interfaces"<br />
- Rocket sprites should now be shown properly in the game<br />
- Disabled sliders when using a selection mode that did not depend on slider positions<br />
- Fixed country names in the retrieve/return expeditionary forces dialogue.<br />
- When changing resolution, any applied resolution will be shown in paranthesis.<br />
- It's now possible to switch back to the current resolution without having to restart the game<br />
- Faction information is now displayed<br />
- The text/icons of desired HQ units now fits better into its designated text box<br />
- Leader selection now supports sorting in reverse order.<br />
- Naval and Aircombats should now list proper numbers, not multiplied by 1000 in the outliner.<br />
- You can no longer build above maximum level in multiple select, or through lag in MP.<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Multiplayer<br />
-----------------------------------------------------------------------<br />
- Fixed a potential reason for OOS.<br />
- It is no longer possible to click alerts before game started in mp<br />
- Calling player allies to help in a war now work in multiplayer.<br />
<br />
-----------------------------------------------------------------------<br />
- User Modding<br />
-----------------------------------------------------------------------<br />
- Fixed a number of issues making mods not work.<br />
- Threat in script files has been updated to work consistently with both 'who = all' and 'who = ABC'<br />
- Errors in in LUA code are now printed in system_error.log to helps modders with debugging<br />
- LUA scripts in mods now reloadable from console like originals.<br />
<br />
-----------------------------------------------------------------------<br />
- Performace and Stability<br />
-----------------------------------------------------------------------<br />
* Optimizations<br />
- Optimized the sprite/counter rendering<br />
- Optimized the technology and production screen<br />
- Optimized the messagesystem and combat calculations<br />
- Optimized outliner usage<br />
- String optimizations<br />
- Autosave now consumes less memory and should cause less crashes when autosaving<br />
- Did some minor optimisation to game-logics to make the time flow faster<br />
- Fixed lagging text in the tech screen and unit deployment menu<br />
- Some minor optimisations to finding what you've clicked on the map<br />
- Improved the speed of selecting/deselecting provinces<br />
- Less slowdown building in multiselected provinces<br />
- Removed lag when issuing missions to multiple selected air/naval units<br />
- Increased the speed of sorting in the select leaders screen<br />
- Optimized use of maps<br />
- Optimized the 2d render pipeline<br />
- Removed redundant graphics state changes<br />
- The flag map is no longer rebuilt on every startup<br />
- Improved rendering of billboards<br />
- Improved rendering of counters<br />
- Fixed a memory leak with failed diplomatic actions<br />
- Fixed a memory leak and uncleared state in the ai strategy calculations<br />
- Plugged a memory leak in the production licence interface<br />
- Updated versions of zlib and lua<br />
- Fixed scrollbar issues in diplomacy view<br />
* Crash fixes<br />
- Random crashes due to deleted units<br />
- Crash bug with expeditionary forces<br />
- Crash bug when loading savegames<br />
- Crash when resigning from the diplomacy interface<br />
- Convoy construction crash<br />
- Crash fix for slider move<br />
- Save crash with ships that fail their escort missions<br />
- Convoy escort load crash<br />
- Crash in the production screen<br />
- Several other potential crash bugs<br />
<br />
<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Database Changes<br />
-----------------------------------------------------------------------<br />
* Events and Decisions<br />
- The "Danzig or war" decision will be available for Germany regardless of whether Poland joins the allies or not<br />
- The "Treaty of Munich" will no longer trigger if a Democratic or Communist party rules Germany<br />
- The triggers for the "Anschluss of Austria" and the "Marco Polo Bridge incident" will take the correct date into account<br />
- Added a non-aggression pact to the Molotov-Ribbentrop pact decision<br />
- Made some minor changes to the "Japan puts pressure on Siam" and the "Future of Greece" decision<br />
- Fixed the partition problem in the "First Vienna Award" decision<br />
- Tweaked the "Finnish winter war" decision so that it can be triggered if Germany controls Warsawa or Poland and Germany are at war<br />
- Tweaked the "Bulgarian claims for Constanta" decision<br />
- The US new deal now reduces US manpower by 40%<br />
- Tweaked the current surrender event for Germany and added a second version for a passive Soviet Union<br />
- Tweaked the "Bitter Peace" event, so that Romania and Finland don't get any provinces unless they are members of the axis<br />
- Added country flags to the surrender events to keep them from firing more than once<br />
- Added a new version of the Italian surrender event for when Germany is no longer at war<br />
- Vichy creation will now give troops to the proper countries<br />
- If Hungary is a faction member it won't receive any Czechoslovakian provinces<br />
- Tweaked the "Albania Liberated" event<br />
- The "Treaty of Munich" will give Poland control of Orlova<br />
- Added a new event for George V and the abdication of Edward VIII<br />
- Fixed the effects of the Manifestation events<br />
- Fixed the threat effects in the events<br />
- Made some changes to the "US Occupation of Iceland" event<br />
- Tweaked the "Second Vienna Award" event, it will no longer trigger if Hungary is a member of the Allies/Comintern or at war with Germany<br />
- Tweaked the effects of the "Ban New Parties" event<br />
- Fixed a bug in the "Bitter Peace" event<br />
<br />
* Politics and Diplomacy<br />
- Changed Yugoslavia's government type to absolute monarchy<br />
- Added a new government form, constitutional monarchy<br />
- Changed the ideology of Thomas Mann to social conservative<br />
- Changed Communist China's ideology to Stalinism, and changed org. and pop.<br />
- Renamed the paternal autocrat party of Brazil to Estado Nôvo<br />
- Swapped the German DVP and DNVP party names<br />
- Added some missing laws to Yunnan<br />
- Made the British puppets, members of the allies from the start<br />
- Added some missing minister types to the Italian Socialist Republic<br />
<br />
* OOBs and leaders<br />
- Added destroyers to Norway's -36 oob<br />
- Added two missing cags to the IJN Hosho carrier in -38 scenario<br />
- Made the HMS Eagle in the -38 oob an escort carrier instead of a carrier<br />
- Adjusted the Australian oobs and infrastructure values<br />
- Added a few more Japanese garrison brigades in the Pacific and increased their land practicals and doctrines<br />
- Changed the location of the Kwangtung theatre in the 36 scenario<br />
- Moved the British fleet in Halifax<br />
- Tweaked Switzerland's air tech<br />
- Tweaked the ranks of Friedrich Paulus and some of the Russian leaders<br />
- Tweaked some of the dates for the Belgian leaders<br />
- Added new traits to Octavian Goga, Miron Cristea and Stanley Baldwin<br />
- Added the new trait, "Superior Air Tactician", to some of the leaders<br />
- Added some missing pictures for some of the Hungarian leaders and Koroteev<br />
- Fixed the mix-up between Victor Antonescu and Ion Antonescu<br />
- Removed the duplicated attributes for Peter II<br />
<br />
* Province Setup<br />
- Gave Italy a bit more metal<br />
- Reduced the production of rare materials in the USA<br />
- Reduced the amount of energy in Germany and the Soviet Union<br />
- Reworked energy and metal values in the United Kingdom<br />
- Added British and American cores to Iceland, and American cores to Greenland<br />
- Reworked the cores of Communist China and Nationalist China<br />
- Added Córdoba, Granada and Seville to the "Eastern Spain" region<br />
- Removed Dravograd from the "West Germany" region<br />
- Added the "Northern Aegean Sea" to the Mediterranean region<br />
- Fixed the naval base problems on Sunset Beach, Ni'ihau Island and Kolda<br />
- Fixed the lacking industry problem in Manchester<br />
- Added an air-base to Geelong and a naval base to Melbourne and Dandong<br />
- Repositioned the buildings on Wake Island, Lemesos and Beirut<br />
- Fixed the climate problem in Greenland<br />
- Increased the infrastructure in Lanzhou, Otog Qianqi and Haya<br />
- Moved the VP in Karlik Shan to Di Hua<br />
- Moved the victory point in Samoa to Dunedin and added a new vp to Yemen and Tannu Tuva<br />
- Redesigned the Amur and Mekong rivers and fixed some other river problems<br />
- Transferred control of Mys Gamova, Novokiyevskoye and Razdolnaya to the Soviet Union<br />
- Increased the amount of energy available in Dalian and made Japan the controller<br />
<br />
* Text<br />
- Fixed the German spelling of Romania<br />
- Fixed a typo in the "Reoccupation of the Rhineland" decision text<br />
- Fixed some misspelled province names<br />
- Fixed the typos in the Swedish -36, -38 and -39 oobs<br />
- Renamed the Volksgrenadiers Volkssturm<br />
- Fixed a bunch of inconsistencies in the German technology names<br />
- Changed the "Coal to Oil" technology description<br />
- Renamed the "Electric Powered Torpedo" tech</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[nesi/deathn vs hendi/karsten]]></title>
			<link>http://forum.4allplayers.org/thread-924.html</link>
			<pubDate>Sun, 01 Nov 2009 21:06:43 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-924.html</guid>
			<description><![CDATA[Version: PEVZ<br />
<br />
<span style="font-weight: bold;"><span style="color: #FFA500;">Länder: </span></span><br />
<span style="color: #FFA500;">GB:</span> nesi<br />
<span style="color: #FFA500;">SU: </span>deathn<br />
<span style="color: #FFA500;">DR:</span> karsten<br />
<span style="color: #FFA500;">Ita:</span> hendi<br />
<br />
<br />
Regelvorschläge usw sind willkommen, mir ist alles egal.<br />
<br />
Spieltag nach Vereinbarung.]]></description>
			<content:encoded><![CDATA[Version: PEVZ<br />
<br />
<span style="font-weight: bold;"><span style="color: #FFA500;">Länder: </span></span><br />
<span style="color: #FFA500;">GB:</span> nesi<br />
<span style="color: #FFA500;">SU: </span>deathn<br />
<span style="color: #FFA500;">DR:</span> karsten<br />
<span style="color: #FFA500;">Ita:</span> hendi<br />
<br />
<br />
Regelvorschläge usw sind willkommen, mir ist alles egal.<br />
<br />
Spieltag nach Vereinbarung.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Projekt&#93; NAS/Fileserver]]></title>
			<link>http://forum.4allplayers.org/thread-919.html</link>
			<pubDate>Fri, 30 Oct 2009 11:17:20 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-919.html</guid>
			<description><![CDATA[Hi,<br />
<br />
mich würde mal interessieren, ob jemand von euch im Heimnetz ein NAS betreibt ?<br />
<br />
Wenn ja, wäre es schön, dies etwas zu beschreiben und ein paar Erfahrungspunkte dazu zu formulieren..<br />
<br />
Momentan schweben mir 3 versch. Konzepte durch den Kopf:<br />
1.) klassisches Fertigbau-NAS (bspw. von QNAP)<br />
2.) Eigenbau auf Mini-ITX-Basis (bspw. mit Atom)<br />
3.) vollwertiger Fileserver (bspw. aus alten Komponenten)<br />
<br />
Grüße]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
mich würde mal interessieren, ob jemand von euch im Heimnetz ein NAS betreibt ?<br />
<br />
Wenn ja, wäre es schön, dies etwas zu beschreiben und ein paar Erfahrungspunkte dazu zu formulieren..<br />
<br />
Momentan schweben mir 3 versch. Konzepte durch den Kopf:<br />
1.) klassisches Fertigbau-NAS (bspw. von QNAP)<br />
2.) Eigenbau auf Mini-ITX-Basis (bspw. mit Atom)<br />
3.) vollwertiger Fileserver (bspw. aus alten Komponenten)<br />
<br />
Grüße]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HoI3-Database]]></title>
			<link>http://forum.4allplayers.org/thread-912.html</link>
			<pubDate>Mon, 26 Oct 2009 10:20:19 +0100</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-912.html</guid>
			<description><![CDATA[Provinz- und Ländertag-Übersicht, siehe Anhang]]></description>
			<content:encoded><![CDATA[Provinz- und Ländertag-Übersicht, siehe Anhang]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gearing-Ups der USA verhindern]]></title>
			<link>http://forum.4allplayers.org/thread-897.html</link>
			<pubDate>Mon, 21 Sep 2009 14:52:04 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-897.html</guid>
			<description><![CDATA[Moin!<br />
Ich hab mal eine Frage zu Japan im MP. Ich bin Japan-Spieler und möchte der USA so wenig wie möglich Gearing-Ups schenken. Der Krieg selbst ist kein Problem. Start-Infs+einige Stukas reichen mir. Ich gehe auch zunächst nur von Shanxi aus los. Und da kommt die erste meiner Fragen: Kann ich es irgendwie schaffen Shanxi zu annektieren, bevor nat. China das macht?<br />
<br />
Wann und wen sollte man freilassen, wenn man die USA möglichst lange aus dem Spiel halten möchte?<br />
<br />
Ich selbst dachte nach dem Kapitulationsevent Shanxi (wenn nicht vorher möglich) und die Clique freizulassen. Am Tag des Kapitulationsevents inkl. speichern und neuem Laden wegen Leader-Bug.<br />
<br />
Gibt es andere, bessere Möglichkeiten?<br />
<br />
LG<br />
Kowalski]]></description>
			<content:encoded><![CDATA[Moin!<br />
Ich hab mal eine Frage zu Japan im MP. Ich bin Japan-Spieler und möchte der USA so wenig wie möglich Gearing-Ups schenken. Der Krieg selbst ist kein Problem. Start-Infs+einige Stukas reichen mir. Ich gehe auch zunächst nur von Shanxi aus los. Und da kommt die erste meiner Fragen: Kann ich es irgendwie schaffen Shanxi zu annektieren, bevor nat. China das macht?<br />
<br />
Wann und wen sollte man freilassen, wenn man die USA möglichst lange aus dem Spiel halten möchte?<br />
<br />
Ich selbst dachte nach dem Kapitulationsevent Shanxi (wenn nicht vorher möglich) und die Clique freizulassen. Am Tag des Kapitulationsevents inkl. speichern und neuem Laden wegen Leader-Bug.<br />
<br />
Gibt es andere, bessere Möglichkeiten?<br />
<br />
LG<br />
Kowalski]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Montags MP DR vs SU]]></title>
			<link>http://forum.4allplayers.org/thread-896.html</link>
			<pubDate>Thu, 17 Sep 2009 12:38:00 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-896.html</guid>
			<description><![CDATA[Da es doch sehr anstrengend und viel Micromanagments bedarf, dachte ich mir, man könnte ein DR vs SU Spiel machen. Ich würde SU als Hauptspieler spielen und glaube, Hohenstein möchte DR spielen.<br />
Die Idee ist, die Aufbauphase alleine durchzuspielen und mit Krieg beginn die möglichen Coops reinzuholen. <br />
Ich hoffe, es gibt da Interesse an interessanten Landschlachten in HoI3 und durch die vielen Coops kann man sich das hoffentlich gut einteilen. Der Spass soll im Vordergrund stehen. <br />
Bei Interesse melden:<br />
<br />
Team DR<br />
Hohenstein<br />
<br />
Team SU<br />
VigaBrand<br />
Was hat die SU, will die SU.<br />
OB Westfront (der gegen die deutschen an der Hauptfront kämpft, vielleicht auch zwei),<br />
Kaukasusfront<br />
Sibierienfront. <br />
Sprich, ich suche so ca. 3-4 Coops.<br />
<br />
Regeln: <br />
Mein Vorschlag wäre, dass man pro Division immer eine Kampfbrigade mehr als Unterstützungsbrigade haben sollte. (Kampfbrigade ist eine Brigade mit Frontbreite &gt;0).]]></description>
			<content:encoded><![CDATA[Da es doch sehr anstrengend und viel Micromanagments bedarf, dachte ich mir, man könnte ein DR vs SU Spiel machen. Ich würde SU als Hauptspieler spielen und glaube, Hohenstein möchte DR spielen.<br />
Die Idee ist, die Aufbauphase alleine durchzuspielen und mit Krieg beginn die möglichen Coops reinzuholen. <br />
Ich hoffe, es gibt da Interesse an interessanten Landschlachten in HoI3 und durch die vielen Coops kann man sich das hoffentlich gut einteilen. Der Spass soll im Vordergrund stehen. <br />
Bei Interesse melden:<br />
<br />
Team DR<br />
Hohenstein<br />
<br />
Team SU<br />
VigaBrand<br />
Was hat die SU, will die SU.<br />
OB Westfront (der gegen die deutschen an der Hauptfront kämpft, vielleicht auch zwei),<br />
Kaukasusfront<br />
Sibierienfront. <br />
Sprich, ich suche so ca. 3-4 Coops.<br />
<br />
Regeln: <br />
Mein Vorschlag wäre, dass man pro Division immer eine Kampfbrigade mehr als Unterstützungsbrigade haben sollte. (Kampfbrigade ist eine Brigade mit Frontbreite &gt;0).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HoI III MOD - Das "Design Mod Project" (DMP)]]></title>
			<link>http://forum.4allplayers.org/thread-895.html</link>
			<pubDate>Fri, 11 Sep 2009 14:49:45 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-895.html</guid>
			<description><![CDATA[<img src="http://www.heartsofiron.eu/gfx/bgs/bg_banner.jpg" border="0" alt="[Bild: bg_banner.jpg&#93;" /><br />
<br />
<span style="font-weight: bold;">Hallo Community,<br />
<br />
nunmehr sind ja die Arbeiten an HoI II, dem Vorgänger, finalisiert worden. Vorgestellt habe ich es hier im Forum ja schon als Einzelmods und DVD.<br />
<br />
Da jetzt der Nachfolger erschienen ist, wird natürlich auch hier vom DMP daran gearbeitet.<br />
<br />
Es wird ebenfalls zu Hearts of Iron III eine DMP-Modreihe erscheinen. Zusätzlich auch eine Spezialmodreihe, die sich mit umfassenden Änderungen des Interface etc. beschäftigen wird.<br />
<br />
MfG<br />
Wüstenkrieger<br />
DMP - heartsofiron.eu<br />
</span><br />
<br />
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<span style="font-weight: bold;">Und das erste DMP ist schon zum Download vorhanden.</span><br />
<br />
<span style="color: #006600;"><span style="font-size: 26pt;"><span style="font-weight: bold;">DMP HoI3 SP Mod 1.0</span></span></span><br />
<br />
Inhalt: DMP Landschaft für Hearts of Iron III, neue Wettergrafiken und neue Länderfarben<br />
Die DMP Landschaft besteht aus neuen Layern und neuen Texturen für euer Spiel.<br />
<br />
Bonus: Neue Cursors<br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/attack_move.gif" border="0" alt="[Bild: attack_move.gif&#93;" /> <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/deploy_not_valid.gif" border="0" alt="[Bild: deploy_not_valid.gif&#93;" />  <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/deploy_valid.gif" border="0" alt="[Bild: deploy_valid.gif&#93;" />  <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/dragselect.gif" border="0" alt="[Bild: dragselect.gif&#93;" />  <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/friendly_move.gif" border="0" alt="[Bild: friendly_move.gif&#93;" />   <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/no_move.gif" border="0" alt="[Bild: no_move.gif&#93;" /><br />
<br />
Bonus2: Neue Counter im Betonstil<br />
<br />
Die Landschaft unterlegt alle Auswahlmodi wie das Original. Diese Landschaft ist ein Kompromiss zu<br />
den Performanceschwächen von Hearts of Iron III 1.2. Weitere Landschaften verschiedener Strukturen folgen in der Zukunft unter "DMP Projekte".<br />
<br />
Wetter:<br />
Die Wettergrafiken für den Spritemodus wurden komplett geändert.<br />
Ziel war, das Spiel mit Wettermodus spielbar zu gestalten.<br />
Hierzu wurden die Wolken tranzparent gestaltet.<br />
Um zusammenhängende Wetterzonen zu erzeugen sind Form und Größe geändert.<br />
Provinzzugehörigkeit sind wie im Original nicht immer eindeutig.<br />
Hierzu dient euch der Provinzname als Maßstab, welcher sich unterhalb der Wolke,<br />
bzw oberhalb des Regens odere Schnees befindet.<br />
Siehe Wetterscreen.<br />
Diese Version ist die offiziell fertiggestellte Glorious World Basis map ( GWB Map )<br />
In Anbetracht der noch vorhandenen Performanceschwächen des Spiels bitten wir, eure Erfahrungen<br />
uns im folgenden <a href="http://'http://www.heartsofiron.eu/forum/viewforum.php?f=1066'" target="_blank">Thema</a> mitzuteilen.<br />
Sobald Hearts of Iron 3 seitens Paradox Interactive flüssig spielbar wird, wird DMP die Weltkarte anpassen, und zudem in verschiedenen Versionen anbieten.<br />
<br />
Screenshots der Karte:<br />
<br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Gelände:</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Gelaende1.jpg" border="0" alt="[Bild: Gelaende1.jpg&#93;" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Gelaende3.jpg" border="0" alt="[Bild: Gelaende3.jpg&#93;" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Gelaende2.jpg" border="0" alt="[Bild: Gelaende2.jpg&#93;" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Politik</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Politik1.jpg" border="0" alt="[Bild: Politik1.jpg&#93;" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Politik2.jpg" border="0" alt="[Bild: Politik2.jpg&#93;" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Wasser</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wasser1.jpg" border="0" alt="[Bild: Wasser1.jpg&#93;" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wasser2.jpg" border="0" alt="[Bild: Wasser2.jpg&#93;" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Wetter</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wetter1.jpg" border="0" alt="[Bild: Wetter1.jpg&#93;" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wetter2.jpg" border="0" alt="[Bild: Wetter2.jpg&#93;" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Counter</span></span></span><br />
[spoiler&#93;<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Counter1.jpg" border="0" alt="[Bild: Counter1.jpg&#93;" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Counter2.jpg" border="0" alt="[Bild: Counter2.jpg&#93;" /><br />
<br />
<br />
Eigentlich sollten die Bilder im Spoiler verschwinden.... <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></description>
			<content:encoded><![CDATA[<img src="http://www.heartsofiron.eu/gfx/bgs/bg_banner.jpg" border="0" alt="[Bild: bg_banner.jpg]" /><br />
<br />
<span style="font-weight: bold;">Hallo Community,<br />
<br />
nunmehr sind ja die Arbeiten an HoI II, dem Vorgänger, finalisiert worden. Vorgestellt habe ich es hier im Forum ja schon als Einzelmods und DVD.<br />
<br />
Da jetzt der Nachfolger erschienen ist, wird natürlich auch hier vom DMP daran gearbeitet.<br />
<br />
Es wird ebenfalls zu Hearts of Iron III eine DMP-Modreihe erscheinen. Zusätzlich auch eine Spezialmodreihe, die sich mit umfassenden Änderungen des Interface etc. beschäftigen wird.<br />
<br />
MfG<br />
Wüstenkrieger<br />
DMP - heartsofiron.eu<br />
</span><br />
<br />
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
<span style="font-weight: bold;">Und das erste DMP ist schon zum Download vorhanden.</span><br />
<br />
<span style="color: #006600;"><span style="font-size: 26pt;"><span style="font-weight: bold;">DMP HoI3 SP Mod 1.0</span></span></span><br />
<br />
Inhalt: DMP Landschaft für Hearts of Iron III, neue Wettergrafiken und neue Länderfarben<br />
Die DMP Landschaft besteht aus neuen Layern und neuen Texturen für euer Spiel.<br />
<br />
Bonus: Neue Cursors<br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/attack_move.gif" border="0" alt="[Bild: attack_move.gif]" /> <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/deploy_not_valid.gif" border="0" alt="[Bild: deploy_not_valid.gif]" />  <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/deploy_valid.gif" border="0" alt="[Bild: deploy_valid.gif]" />  <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/dragselect.gif" border="0" alt="[Bild: dragselect.gif]" />  <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/friendly_move.gif" border="0" alt="[Bild: friendly_move.gif]" />   <img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/no_move.gif" border="0" alt="[Bild: no_move.gif]" /><br />
<br />
Bonus2: Neue Counter im Betonstil<br />
<br />
Die Landschaft unterlegt alle Auswahlmodi wie das Original. Diese Landschaft ist ein Kompromiss zu<br />
den Performanceschwächen von Hearts of Iron III 1.2. Weitere Landschaften verschiedener Strukturen folgen in der Zukunft unter "DMP Projekte".<br />
<br />
Wetter:<br />
Die Wettergrafiken für den Spritemodus wurden komplett geändert.<br />
Ziel war, das Spiel mit Wettermodus spielbar zu gestalten.<br />
Hierzu wurden die Wolken tranzparent gestaltet.<br />
Um zusammenhängende Wetterzonen zu erzeugen sind Form und Größe geändert.<br />
Provinzzugehörigkeit sind wie im Original nicht immer eindeutig.<br />
Hierzu dient euch der Provinzname als Maßstab, welcher sich unterhalb der Wolke,<br />
bzw oberhalb des Regens odere Schnees befindet.<br />
Siehe Wetterscreen.<br />
Diese Version ist die offiziell fertiggestellte Glorious World Basis map ( GWB Map )<br />
In Anbetracht der noch vorhandenen Performanceschwächen des Spiels bitten wir, eure Erfahrungen<br />
uns im folgenden <a href="http://'http://www.heartsofiron.eu/forum/viewforum.php?f=1066'" target="_blank">Thema</a> mitzuteilen.<br />
Sobald Hearts of Iron 3 seitens Paradox Interactive flüssig spielbar wird, wird DMP die Weltkarte anpassen, und zudem in verschiedenen Versionen anbieten.<br />
<br />
Screenshots der Karte:<br />
<br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Gelände:</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Gelaende1.jpg" border="0" alt="[Bild: Gelaende1.jpg]" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Gelaende3.jpg" border="0" alt="[Bild: Gelaende3.jpg]" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Gelaende2.jpg" border="0" alt="[Bild: Gelaende2.jpg]" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Politik</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Politik1.jpg" border="0" alt="[Bild: Politik1.jpg]" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Politik2.jpg" border="0" alt="[Bild: Politik2.jpg]" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Wasser</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wasser1.jpg" border="0" alt="[Bild: Wasser1.jpg]" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wasser2.jpg" border="0" alt="[Bild: Wasser2.jpg]" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Wetter</span></span></span><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wetter1.jpg" border="0" alt="[Bild: Wetter1.jpg]" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Wetter2.jpg" border="0" alt="[Bild: Wetter2.jpg]" /><br />
<span style="color: #006600;"><span style="font-size: 24pt;"><span style="font-weight: bold;">Counter</span></span></span><br />
[spoiler]<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Counter1.jpg" border="0" alt="[Bild: Counter1.jpg]" /><br />
<img src="http://www.heartsofiron.eu/gfx/dmp3/spezialmods/gwb-map/Counter2.jpg" border="0" alt="[Bild: Counter2.jpg]" /><br />
<br />
<br />
Eigentlich sollten die Bilder im Spoiler verschwinden.... <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Probleme mit einem 91'er 486]]></title>
			<link>http://forum.4allplayers.org/thread-894.html</link>
			<pubDate>Wed, 09 Sep 2009 17:28:18 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-894.html</guid>
			<description><![CDATA[Iwr haben also heute ein "neues" Meßgerät bekommen. Neu heißt hier, wir hatten so ein gerät noch nicht und ich hab vor drei Jahren meine Dippelarbeit dran gemacht. Nun alles aufgebaut und beim Start des Rechner war erstaunlicherweise die CMOS-Batterie leer. Der gutaussehende, schlaue und äußerst sportliche Doktorand rennt also hoch zum Admin und will ne neue Batterie haben, mit dem Hinweis daß man zum Baujahr des Rechners noch in die Grundschule ging ... Der nette Admin gibt nmir ne batterie und sagt, die waren eigentlich immer gleich.  Der gutaussehende, schlaue und äußerst sportliche Doktorand rennt also runter um das teil einzubauen. Nach dem der gutaussehende, schlaue und äußerst sportliche Doktorand keinen Batterieähnlichen Gegenstand auf dem Mainboard zum Austauschen entdeckt holt er den Admin ran. Der guckt rein und meint, daß dieser Rechner einer der seltenen Fälle ist, wo eine RTC in einem Chip mit der CMOS- Batterie verbaut ist und normalerweise gleich daneben ein jumper ist, an den man ne ERsatzbatterie klemmen könnte, welcher hier aber fehlt. Der gutaussehende, schlaue und äußerst sportliche Doktorand nickt immer sehr bestätigend, da er ja alles versteht <img src="http://forum.4allplayers.org/images/smilies/mrgreen.gif" style="vertical-align: middle;" border="0" alt="Mrgreen" title="Mrgreen" /><br />
Auf die Frage nach der Lösung des Problems verschwand der Admin und kam nach 5 Minuten mit dem Chef des gutaussehenden, schlauen und äußerst sportlichen Doktoranden zurück. In der Hand hält er einen Ausdruck des folgenden Dokumentes <br />
<br />
<a href="http://www.mcamafia.de/mcapage0/dsrework.htm" target="_blank">http://www.mcamafia.de/mcapage0/dsrework.htm</a><br />
<br />
Der Admin zeigt das Dokument dem gutaussehenden, schlauen und äußerst sportlichen Doktoranden und dessen Chef das Dokument,grinst und sagt, das ist eigentlich gar nicht so schwer. Der Chef des gutaussehenden, schlauen und äußerst sportlichen Doktoranden sagt, na dann mal los. Mit dem Verweis auf das Bild mit der Unterschrift "Curiosity killed that cat. After the dust cleared ..." sagt der gutaussehende, schlaue und äußerst sportliche Doktorand, daß er lieber jedesmal beim Einschalten das Bios neu einstellt, bevor er Speicherchips aufsägt um die Batterie da drinnen auszubauen und ne andere draufzubauen!<br />
Der Chef sagt, daß sei ihm auch recht und ich geh jez mit gutem gewissen nach Hause!<br />
<br />
Oder was meint ihr? Sollte der gutaussehende, schlaue und äußerst sportliche Doktorand solchen Mist machen?]]></description>
			<content:encoded><![CDATA[Iwr haben also heute ein "neues" Meßgerät bekommen. Neu heißt hier, wir hatten so ein gerät noch nicht und ich hab vor drei Jahren meine Dippelarbeit dran gemacht. Nun alles aufgebaut und beim Start des Rechner war erstaunlicherweise die CMOS-Batterie leer. Der gutaussehende, schlaue und äußerst sportliche Doktorand rennt also hoch zum Admin und will ne neue Batterie haben, mit dem Hinweis daß man zum Baujahr des Rechners noch in die Grundschule ging ... Der nette Admin gibt nmir ne batterie und sagt, die waren eigentlich immer gleich.  Der gutaussehende, schlaue und äußerst sportliche Doktorand rennt also runter um das teil einzubauen. Nach dem der gutaussehende, schlaue und äußerst sportliche Doktorand keinen Batterieähnlichen Gegenstand auf dem Mainboard zum Austauschen entdeckt holt er den Admin ran. Der guckt rein und meint, daß dieser Rechner einer der seltenen Fälle ist, wo eine RTC in einem Chip mit der CMOS- Batterie verbaut ist und normalerweise gleich daneben ein jumper ist, an den man ne ERsatzbatterie klemmen könnte, welcher hier aber fehlt. Der gutaussehende, schlaue und äußerst sportliche Doktorand nickt immer sehr bestätigend, da er ja alles versteht <img src="http://forum.4allplayers.org/images/smilies/mrgreen.gif" style="vertical-align: middle;" border="0" alt="Mrgreen" title="Mrgreen" /><br />
Auf die Frage nach der Lösung des Problems verschwand der Admin und kam nach 5 Minuten mit dem Chef des gutaussehenden, schlauen und äußerst sportlichen Doktoranden zurück. In der Hand hält er einen Ausdruck des folgenden Dokumentes <br />
<br />
<a href="http://www.mcamafia.de/mcapage0/dsrework.htm" target="_blank">http://www.mcamafia.de/mcapage0/dsrework.htm</a><br />
<br />
Der Admin zeigt das Dokument dem gutaussehenden, schlauen und äußerst sportlichen Doktoranden und dessen Chef das Dokument,grinst und sagt, das ist eigentlich gar nicht so schwer. Der Chef des gutaussehenden, schlauen und äußerst sportlichen Doktoranden sagt, na dann mal los. Mit dem Verweis auf das Bild mit der Unterschrift "Curiosity killed that cat. After the dust cleared ..." sagt der gutaussehende, schlaue und äußerst sportliche Doktorand, daß er lieber jedesmal beim Einschalten das Bios neu einstellt, bevor er Speicherchips aufsägt um die Batterie da drinnen auszubauen und ne andere draufzubauen!<br />
Der Chef sagt, daß sei ihm auch recht und ich geh jez mit gutem gewissen nach Hause!<br />
<br />
Oder was meint ihr? Sollte der gutaussehende, schlaue und äußerst sportliche Doktorand solchen Mist machen?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Patch 1.2 [EDJQ&#93;]]></title>
			<link>http://forum.4allplayers.org/thread-893.html</link>
			<pubDate>Fri, 04 Sep 2009 17:06:29 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-893.html</guid>
			<description><![CDATA[<blockquote><cite>Johan schrieb:</cite>Download-Link:<br />
<a href="http://www.gamersgate.com/eu3/hoi3/hoi3_1.2.exe" target="_blank">http://www.gamersgate.com/eu3/hoi3/hoi3_1.2.exe</a><br />
<br />
<br />
############################################################<br />
# Changes for 1.2 below.<br />
############################################################<br />
<br />
-----------------------------------------------------------------------<br />
- New Features<br />
-----------------------------------------------------------------------<br />
- Added a simplified terrain mapmode where each province <br />
- The interface now has buttons for zooming in/out without using the scroll wheel, with keyboard shortcuts (pageup/pagedown).<br />
- Added graphics control for distance of visible counters<br />
- Added cancel mechanics for Air Orders.<br />
- Implemeted an option for production slider automation, with selectable priority order.<br />
- Trade is now a separate automation toggle from diplomacy.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- AI Improvements<br />
-----------------------------------------------------------------------<br />
# Army AI<br />
- Fixed some issues with units getting stuck in neutral territory<br />
- Prevented massive overreaction against partisans<br />
- Fixed a problem with puppet areas<br />
- Fixed an issue with transport ship needs and player set objectives<br />
- Several improvements to new threat handling (beachheads, partisans)<br />
- Fixed an issue with front formation for provinces bordering multiple countries<br />
- Fixed a problem with units getting stuck in neutral territory<br />
- Fixed a bug with poor/non-existent build-up of forces on non-front borders<br />
- Fixed a problem with damaged "reserve" units being moved out out of front forts too much<br />
- Fixed a problem with reserves and HQs<br />
- Fixed a bug where it might consider an ally an enemy<br />
- Force needs, adjusted special force needs<br />
- Force needs: Fixed a bug with strat bomber needs being ten times too big.<br />
- Force needs: Improved transport ship need controls<br />
- Force needs: Adjusted to reduce the armor bias, especially for Japan<br />
- Fixed a bug where HQs could be used as garrison forces<br />
- Tweaked to ensure the defense of the supplier province and capital<br />
- Fixed a garrison distribution bug<br />
- Fixed a bug with the objective assignment of child agents<br />
- Lower level HQs should now be able to handle troop distribution in several different areas correctly<br />
- Fixed a bug in the child unit front segment assignment<br />
- Sub-theatre level units with only defensive objectives should now respond to nearby partisans/beachheads<br />
<br />
# Naval AI<br />
- Fixed an issue where it would jump the gun and launch invasions with too few divisions (due to a lack of transports)<br />
- Will not even attempt invasions of too well-defended ports<br />
- Additional checks to make sure it does not invade port-less provinces<br />
- Fixed a problem where it would withdraw too many units from fronts to stage invasions<br />
- Minor faction members should only invade to take back lost provinces<br />
- Some work on the sending of exp forces to overseas allies<br />
- Transports are now available for use even if their strength and org are lowish<br />
- Snappier intercepts of invasion fleets<br />
- Naval intercepts no longer worried about absolute naval power vs the enemy<br />
<br />
# Air AI<br />
- Improved tactical bombing target choices<br />
- Should be better at basing tactical bombers and interceptors, even when there is no front in the theatre<br />
- Will rebase even damaged or low org units if the theatre currently has no fronts<br />
- Fixed a bug preventing air unit merges<br />
<br />
# Country AI<br />
- Tweaked inter-theatre force allocation<br />
- Fixed an issue with premature retrieval of exp forces from allies<br />
- Will not send exp forces to a rival main faction, even if currently allied (UK to SOV etc)<br />
- Fixed some issues with unit allocation on theatre redefinition<br />
- Should now prefer sending exp forces to allied war zones rather than opening up new beachheads under many conditions<br />
<br />
# Theatre AI<br />
- Fixed a bug where it would start lots of redundant agents for lower level HQs<br />
- Landless theatre HQs are now properly deleted for players as well<br />
- No more German European mega-theatre<br />
- The USA now have an eastern and a western home theatre<br />
- Immediate HQ validation on theatre redefinition. Players should never see landless HQs in existence.<br />
- Fixed a nasty problem where the controlling AI agent would believe it was for another theatre<br />
<br />
# Diplomatic AI<br />
- Removed the date limits on when germany decides to attack western europe. it will now do it when it can and makes sense.<br />
- Countries are now less likely to join factions with bad progress.<br />
- AI should now agree to trade under debt with the needing<br />
- AI should be more likely to do counter influencing when necessary<br />
- Tweaked ai alignment<br />
- Allies now much more likely to give transit rights<br />
- AI much more restrictive with embargos<br />
- Embargos no longer running forever no matter diplomatic changes<br />
- Britain more likely to influence the USA<br />
- Threshold for calling in support to a limited war increased.<br />
- AI will not call in allies during the early parts of a limited war.<br />
- Governments in exile no longer create/join alliances<br />
- Tweaked trade frequency<br />
<br />
# Spy AI<br />
- Spies should no longer perform counter espionage on puppets, countries with military access and someone helping you in a war<br />
<br />
# Misc AI<br />
- Autosliders try harder to keep a positive money balance<br />
- More shift to keeping some money in autosliders for spare IC<br />
- Fixed a bug with building less than requested convoys<br />
- Fixed a bug with countries getting stuck in a death spiral of ever increasing escort production<br />
- Tweaked ai valuing of stockpiles of supplies so it wont run them too low<br />
- AI should now be doing some upgrading<br />
- Production AI now cleverer in where to put spare IC<br />
- Production AI now tries to always allocate 5% to upgrades if possible<br />
- Auto slider controls will start using up stockpile if approaching supply cap<br />
- Tech AI should now research doctrines<br />
- Improved auto-deployment choices.<br />
<br />
# Misc AI Bugs<br />
- Fixed an issue with CAGs being auto-assigned to Theatre HQs<br />
- Ground Attack Order: Overstacking penalty checks added<br />
- Invasion orders will abort if the invading units are no longer in a condition to fight<br />
- Fixed a bug with the end date for sent exp forces in the unit command<br />
- Cut out trades involving small amounts of money (energy/money for example) that rounded to 0 money<br />
<br />
# Generic AI Balancing<br />
- Balanced out relation changes between canceling/creating trades to stop slowly lowering relations to trade partners with dodgy economy<br />
- Should be harder to exploit AI by stationing expeditionary forces to get out of supply use<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Gamebalance Changes<br />
-----------------------------------------------------------------------<br />
# Country<br />
- It is now slower for national unity to move the further it is away from the middle.<br />
- Comintern units now use less supplies.<br />
- Pure theory techs are no longer assigned to countries at start.<br />
- Impact on strategic warfare is now depending on countrysize on target.<br />
- Election and the likes will now acutally change ministers<br />
<br />
# Occupation<br />
- Non-core territories are now as bad as full occupation territories.<br />
- Increased impact of partisans on supply tax by x5.<br />
- Made revolts less likely, but a fair bit stronger units.<br />
<br />
# Diplomacy<br />
- Fixed a bug with proximity capping distance too early with alignment progress.<br />
- Repulsion, threat and revanchism factors at alignment is now only effective if close in the triangle.<br />
- Drift due to threat is now scaled with country IC so a big country (like US) is more concerned with world politics, whereas smaller countries are more concerned with keeping their heads down and wont be as affected. <br />
- Trade should now allways fail if not enough DI is available<br />
- Dissolve alliance now checks for the correct amount of diplomatic influence<br />
- Declaration of war no longer valid against faction members<br />
- It is no longer possible to invite someone to a faction if they are at war with a member.<br />
- Should no longer be able to join faction if at war with faction member<br />
- Countries to peace in events will now get all their puppets set to peace as well.<br />
- No longer possible to send theaters as expeditionary forces<br />
- Threat is now wiped when a country is annexed.<br />
- Influences now automatically stop after joining another faction.<br />
- Embargoed countries can no longer cancel the embargo<br />
- Embargo's now reduce threat when cancelled.<br />
<br />
# Map<br />
- Revised calculations to determine which province has which terrain.<br />
- Desert are now a bit less likely to see rain storms.<br />
- Made some tweaks to weather system to have weather patterns more mobile.<br />
<br />
# Combat<br />
- Paradropping now gives an attack delay.<br />
- A unit in battle can no longer have an effective combat width of less than 1.<br />
- Dissent impact on combat is no longer astronomical.<br />
- Amphibious penalty can never go below 99% for any unit.<br />
- AA is now twice as effective.<br />
- Cags now give 25% of stacking penalty when attacking at sea.<br />
- Cags now do triple damage bombing ships in combat with another fleet.<br />
- Trickleback now works properly and gives you back manpower lost in combat.<br />
- Aircombat is now a fair bit more dangerous.<br />
- Org damage is no longer scaled by strength of brigade compared to other brigades.<br />
- Scaled leadership experience internally so that it transfers to leaders higher up in the chain better.<br />
<br />
# Units<br />
- Improved calculation of actual supply/fuel usage.<br />
- Paradrop missions will no longer progress if the paratroopers are in a delay after an attack.<br />
- Units in Strategic redeployment can never gain org now.<br />
- Strategic redeployment will now give the attack delay to a unit.<br />
- There is now a minimum supply demand for small units so that long distances wont take all the supply tax.<br />
- Airunits operating from a base that is no longer in range (ie carrier) will now abort<br />
- Logisitcs wizard trait now work properly on units below it as well.<br />
- Units will no longer be removed if strength drops to zero from manpower rotation or attrition.<br />
- Airunits bombing will no longer continue moving during the bombing &amp; aborting their bombing.<br />
- Air and Naval units will now reset where they are based if they lose access to their current base.<br />
- Unit stats like speed now updates properly when a brigade is upgraded.<br />
<br />
# Officers<br />
- Officers ratio now affects maximum organsiation and recovery of units.<br />
- Officers now take casualties properly in battle.<br />
- Officer ratio now affects attack delay of units.<br />
- Increased officer production significantly.<br />
- Officerlosses in battle is now proportional to unit type.<br />
- Expeditionary forces now drain their homecountry's officerpool when taking losses.<br />
<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Interface Improvements<br />
-----------------------------------------------------------------------<br />
- Added day/night overlay to minimap<br />
- Made a day/night icon in province interface, and remade the "clear sky" icon cause the sun looked weird next to the moon.<br />
- Added terrain effect delayed tooltip to province view and to terrain mapmodes.<br />
- Names should now appear instantly if possible.  (minor lockups possible at crap cards.)<br />
- Added strenght number to child units.<br />
- Added weight to unitinterface.<br />
- Fixed the display for max strength in brigade details.<br />
- Softness changes from tech is now colorised green when decreasing and red when increasing.<br />
- Remade oil icon to be more clear and visible.<br />
- Added superheavy battleship Icons to navalcombat.<br />
- Trade icons should now blink later.<br />
- Tooltips for org on units will now show daily change as well.<br />
- Fixed a couple of tooltips in outliner<br />
- Fixed tooltip for dissent in intel view<br />
- Tooltips in messages settings should now be correct<br />
- Strength and VP mapmodes will now update more regularly.<br />
- Added shortcut keys to cancel/accept orders.<br />
- Escape now opens the ingame menu if nothing is selected, else it deselects all.<br />
- 'w' now moves the map to the location of current unit.<br />
- 's' now opens up the stance selection window.<br />
- ',' selects all air units loaded on ship.<br />
- '.' selects all loaded land units on a ship or plane.<br />
- 'l' now loads or unloads a unit to a ship.<br />
- 'p' now loads or unloads a unit to a plane.<br />
- 'a' now opens up attachment interface.<br />
- 'd' detaches a selected unit.<br />
- 'c' now creates a new HQ above current unit.<br />
- Alerts for wasted IC no longer shown when using auto sliders<br />
- Fixed rounding error in officer rate<br />
- Added 2 more trait columns in leader ledger page<br />
- Corp/army/theatre now visible in brigade ledger page<br />
- Fixed some more ledgerpages<br />
- Leader experience is now shown as % in the ledger as well.<br />
- Unit arrived message now fires only at final destination<br />
- Expeditionary force declined should now give a message<br />
- Tweaked collision boxes for tanks to try and make it a bit less wacky<br />
- Diplomatic screen should now refresh when a country disappears<br />
- Combat progress in interfaces are now loaded properly from savegames.<br />
- Units changing country will now be properly be deselected.<br />
- HQ's can no longer be merged.<br />
- You can no longer transfer HQ brigades away from a hq unit.<br />
- Cag's can no longer be merged with other airunits.<br />
- There is no longer free diplomatic influnce from cancelling or creating transit rights.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Multiplayer<br />
-----------------------------------------------------------------------<br />
- Removed several reasons for the game to go out of sync while playing multiplayer.<br />
- Made multiline chatemessages look prettier<br />
- Updating automation in lobby now shows for clients as well<br />
- No longer possible to swith away from save selection for clients in mp lobby<br />
- Mp save counter should now work.<br />
- Moved checksum text and adjusted multiplayerlist in lobby.<br />
- Date should no longer reset when new player joins after save is loaded.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- User Modding<br />
-----------------------------------------------------------------------<br />
- Exported current player tag from gamestate to lua for modding fun.<br />
- Added a "terrain = x" command for provinces, to override graphical logic<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Performace and Stability<br />
-----------------------------------------------------------------------<br />
# Compability<br />
- Added setting in settings.txt to not create 'waves' called _waves_<br />
- Setting trees rendering off will now not create any tree gfx upon reload<br />
- Restructured provincemanager a bit to help reducing startup crashes on some machines.<br />
<br />
# Performance<br />
- Optimised interface interactivity.<br />
- Gamespeed and timeprogress have been optimised to provide a smoother gameplay.<br />
- AI optimised, both in lua and the core game, which should improve gamespeed significantly.<br />
- Tracked down and removed several memoryleaks, which made the game sluggish the longer you played it.<br />
<br />
# Stability<br />
- Savegames should no longer become corrupted, and previously corrupted savegames might be recoverable.<br />
- Fixed several reported crash problems.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Bugfixes<br />
-----------------------------------------------------------------------<br />
# Interface bugs<br />
- Game should no longer unpause when clicking in outliner<br />
- Opening main menu no longer closes the outliner<br />
- Country flags should now be localised in triggers.<br />
- Ledgerpage for buildings now handles provinces with the same name<br />
- Fixed prereq graphic bug in Naval background.<br />
- Fixed tooltip bug on Leadership/oil icons in province interface.<br />
- Resized all terrain images so the terrain tooltip doesnt popup inbetween the icons below.<br />
- Fixed the flag distortion on the minishield and the small minishield.<br />
- Flags no longer shown through fog of war after being shown once.<br />
- No more invisible units when armies split from events (like at civil war)<br />
- Fixed issues with incorrectly shown counters<br />
- Fixed lots and lots of typos<br />
- Fixed a bunch of localisation issues<br />
- Fixed unlocalized text in metaserver<br />
- Fixed some non existing tooltip localisations<br />
- Is in any faction trigger now displays correctly for "no" as well.<br />
<br />
# Gamemechanic bugs<br />
- Rejecting a NAP will no longer increase relations between countries.<br />
- Faction specific rules are now set immediately after a reload again.<br />
- You can no longer ask/offer transit rights with faction members because you already have access.<br />
- Broken trade deals message now show correct trade goods order<br />
- Returning expeditionary forces should now work<br />
- Government in exiles will no longer wipe out the cash of the faction leader.<br />
- Partisans will no longer stop an entire country to be annexed.<br />
- French surrender will now work properly even if poland starts the war.<br />
- A country being annnexed will now cancel all its trade agreements.<br />
- Offmap resources are now calculated correctly for resource balance values.<br />
- Needed for production is now updated properly from all cases of production.<br />
- Build times/costs are now calculated properly for buildings after each is finished in a serial.<br />
- Fixed mixup of ic and mp cost in brigade build screen.<br />
- Fixed a bug with auto-deployment<br />
- Fixed a calculation error with maximum manpower needed for reinforcement.<br />
- Upgrading units now actually uses resources.<br />
- Cags will now properly detach and attach to correct hierarchy position when rebasing.<br />
- Fixed a problem where it was not possible to split cag units.<br />
- It is no longer possible to deploy or reorganise new cags into units that would make them over the carriers capacity.<br />
- Dissent penalty on ruling party popularity now works properly.<br />
- Fixed a bug where units could still be in combat even though they had moved away.<br />
- Commando trait now properly reduces the out of supply penalty.<br />
- Airunits without fuel will no longer get stuck in air forever.<br />
- Fixed a bug where units could get stuck after reloads.<br />
- Paratroopers can no longer take control of hostile territory while on a plane.<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Database Changes<br />
-----------------------------------------------------------------------<br />
# Technology<br />
- Added Naval, land and air doctrines for all scenarios<br />
- Changed the requirements for Small Warship ASW<br />
- It should no longer be possible to research Super Heavy Tank Brigade more than once<br />
- Added industry techs for: Germany, UK, France, USA, Soviet Union, Japan and Italy<br />
- Added construction practicals for USA, UK, Germany, Italy, Japan and Soviet Union<br />
- Armoured car techs now use mobile unit practical<br />
- Lowered requirements to research helicopters<br />
- Increased build time for escort carriers to 350<br />
- Tweaked naval and construction practicals<br />
- Reduced practicals for AA and radar stations.<br />
<br />
# Orders of Battle<br />
- Renamed two duplicated units in the Italian and Chinese -36 oob<br />
- Added a theatre to Argentina's oobs<br />
- Revised and increased the number of historical leaders in the German and Japanese oobs <br />
- Reorganized the Greek oobs<br />
- Updated the -36, -38 and -39 oobs for Finland<br />
- Updated the production queues for Japan, UK, Japan and the US<br />
- Fixed some typos and added Tiger units to the German -43 and -44 scenario<br />
- Moved the 6th Air Force to Saipan<br />
- Moved 12. Juntuan and 66. Jun to Shanwel<br />
- Nagano no longer commands the 37. Hoheishidan<br />
- Replaced most of Shanxi's and Communist China's infantry with militia<br />
- Fixed the Russian cavalry div. that had been replaced by infantry div. in the -44 scenario<br />
- Repositioned some of the Italian planes<br />
- Changed the location of the Enterprise Taskforce and Lexington Taskforce<br />
- Removed some of Australia's transport ships and increased the number of reserve units<br />
- Moved the Yugoslavian troops that had wandered off towards Sinope<br />
- Added historical leaders to some of the expeditionary forces<br />
<br />
# Buildings and Units<br />
- Gave Newcastle, Hollandia and Guadalcanal airbases<br />
- Added and adjusted some of the air fields, ports and coastal forts in Finland<br />
- Moved the airbase and anti-air in Palermo <br />
- Added naval bases to Aparri, Legaspi, Lingayen, Shantou, Baoan, Pulau Dolak, San Cristobal and Malaita<br />
- Changed the speed of armoured brigades in mountain terrain<br />
- Moved the industry in Canberra to Melbourne<br />
- Increased Togtoh and Guyang's infrastructure to 3<br />
- Rebalanced support brigade values<br />
- Lowered infrastructure on the east and west coast of Australia<br />
- Moved the naval base in Corpus Christi<br />
- Repositioned the air bases and anti air guns in Cagliari and Tobruk<br />
- Added new pictures for S-P Artillery and Cags<br />
- Moved Argentina's capital to Buenos Aires<br />
<br />
# Events and Decisions<br />
- Fixed the "Second Vienna Diktat" so that Hungary gets the proper cores<br />
- Added a second version of the "Bitter peace" event, if Japan isn't at war with the Soviet Union<br />
- The "Ultimatum to Greece" can no longer be triggered if Greece is a puppet of Germany or Italy, or already at war with Italy<br />
- "Japan demands bases in French Indochine" - requires Japan to be in axis instead of alliance<br />
- Added a second version of the "Independent Croatia" decision, in case Croatia is still owned by Yugoslavia<br />
- Tweaked the "Claim Bessarabia" and "Bulgarian claims to Constanta" decisions<br />
- Tweaked the combat events<br />
<br />
# Diplomacy<br />
- Tweaked the occupation polices<br />
- The US guarantees Bolivia from -36<br />
- Removed Vichy France as a puppet state to keep them out of the war<br />
- Adjusted the distribution of VPs for Estonia, Latvia, Lithuania, Ireland, France and the Netherlands<br />
- Added a victory point to Kalgan<br />
- Japan still controls the Carolines in -44<br />
<br />
# Map<br />
- Revised a lot of rivers in Asia and Australia.<br />
- Removed a duplicated sea zone id<br />
- Added a strait between Jiangmen and Bao'an<br />
- Added "arctic" terrrain to the northern provinces of the Soviet Union, Canada, Norway and Iceland<br />
- Added the Ligurian Sea, Bay of Naples and the Gulf of Iskenderun to the Mediterranean region<br />
<br />
# Leaders<br />
- Changed the start dates for Albert Speer, Joseph Goebbels, Karl Dönitz, Franz von Papen and Arthur Seyss-Inquart<br />
- Added new ministers for Xibei San Ma<br />
- Gave Ismet Inönu a new minister type<br />
- Added an image for Hayashu Senjuro<br />
<br />
# Text<br />
- Corrected some of the French, Polish, Hungarian and Italian unit names<br />
- Renamed the US "Democrat Party" to "Democratic Party"<br />
- Corrected some duplicated and misspelled province names<br />
- Fixed the erroneous label in the statistics page<br />
- Fixed the tooltip for the "Airborne Assault" order<br />
- Added Canadian party names</blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Johan schrieb:</cite>Download-Link:<br />
<a href="http://www.gamersgate.com/eu3/hoi3/hoi3_1.2.exe" target="_blank">http://www.gamersgate.com/eu3/hoi3/hoi3_1.2.exe</a><br />
<br />
<br />
############################################################<br />
# Changes for 1.2 below.<br />
############################################################<br />
<br />
-----------------------------------------------------------------------<br />
- New Features<br />
-----------------------------------------------------------------------<br />
- Added a simplified terrain mapmode where each province <br />
- The interface now has buttons for zooming in/out without using the scroll wheel, with keyboard shortcuts (pageup/pagedown).<br />
- Added graphics control for distance of visible counters<br />
- Added cancel mechanics for Air Orders.<br />
- Implemeted an option for production slider automation, with selectable priority order.<br />
- Trade is now a separate automation toggle from diplomacy.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- AI Improvements<br />
-----------------------------------------------------------------------<br />
# Army AI<br />
- Fixed some issues with units getting stuck in neutral territory<br />
- Prevented massive overreaction against partisans<br />
- Fixed a problem with puppet areas<br />
- Fixed an issue with transport ship needs and player set objectives<br />
- Several improvements to new threat handling (beachheads, partisans)<br />
- Fixed an issue with front formation for provinces bordering multiple countries<br />
- Fixed a problem with units getting stuck in neutral territory<br />
- Fixed a bug with poor/non-existent build-up of forces on non-front borders<br />
- Fixed a problem with damaged "reserve" units being moved out out of front forts too much<br />
- Fixed a problem with reserves and HQs<br />
- Fixed a bug where it might consider an ally an enemy<br />
- Force needs, adjusted special force needs<br />
- Force needs: Fixed a bug with strat bomber needs being ten times too big.<br />
- Force needs: Improved transport ship need controls<br />
- Force needs: Adjusted to reduce the armor bias, especially for Japan<br />
- Fixed a bug where HQs could be used as garrison forces<br />
- Tweaked to ensure the defense of the supplier province and capital<br />
- Fixed a garrison distribution bug<br />
- Fixed a bug with the objective assignment of child agents<br />
- Lower level HQs should now be able to handle troop distribution in several different areas correctly<br />
- Fixed a bug in the child unit front segment assignment<br />
- Sub-theatre level units with only defensive objectives should now respond to nearby partisans/beachheads<br />
<br />
# Naval AI<br />
- Fixed an issue where it would jump the gun and launch invasions with too few divisions (due to a lack of transports)<br />
- Will not even attempt invasions of too well-defended ports<br />
- Additional checks to make sure it does not invade port-less provinces<br />
- Fixed a problem where it would withdraw too many units from fronts to stage invasions<br />
- Minor faction members should only invade to take back lost provinces<br />
- Some work on the sending of exp forces to overseas allies<br />
- Transports are now available for use even if their strength and org are lowish<br />
- Snappier intercepts of invasion fleets<br />
- Naval intercepts no longer worried about absolute naval power vs the enemy<br />
<br />
# Air AI<br />
- Improved tactical bombing target choices<br />
- Should be better at basing tactical bombers and interceptors, even when there is no front in the theatre<br />
- Will rebase even damaged or low org units if the theatre currently has no fronts<br />
- Fixed a bug preventing air unit merges<br />
<br />
# Country AI<br />
- Tweaked inter-theatre force allocation<br />
- Fixed an issue with premature retrieval of exp forces from allies<br />
- Will not send exp forces to a rival main faction, even if currently allied (UK to SOV etc)<br />
- Fixed some issues with unit allocation on theatre redefinition<br />
- Should now prefer sending exp forces to allied war zones rather than opening up new beachheads under many conditions<br />
<br />
# Theatre AI<br />
- Fixed a bug where it would start lots of redundant agents for lower level HQs<br />
- Landless theatre HQs are now properly deleted for players as well<br />
- No more German European mega-theatre<br />
- The USA now have an eastern and a western home theatre<br />
- Immediate HQ validation on theatre redefinition. Players should never see landless HQs in existence.<br />
- Fixed a nasty problem where the controlling AI agent would believe it was for another theatre<br />
<br />
# Diplomatic AI<br />
- Removed the date limits on when germany decides to attack western europe. it will now do it when it can and makes sense.<br />
- Countries are now less likely to join factions with bad progress.<br />
- AI should now agree to trade under debt with the needing<br />
- AI should be more likely to do counter influencing when necessary<br />
- Tweaked ai alignment<br />
- Allies now much more likely to give transit rights<br />
- AI much more restrictive with embargos<br />
- Embargos no longer running forever no matter diplomatic changes<br />
- Britain more likely to influence the USA<br />
- Threshold for calling in support to a limited war increased.<br />
- AI will not call in allies during the early parts of a limited war.<br />
- Governments in exile no longer create/join alliances<br />
- Tweaked trade frequency<br />
<br />
# Spy AI<br />
- Spies should no longer perform counter espionage on puppets, countries with military access and someone helping you in a war<br />
<br />
# Misc AI<br />
- Autosliders try harder to keep a positive money balance<br />
- More shift to keeping some money in autosliders for spare IC<br />
- Fixed a bug with building less than requested convoys<br />
- Fixed a bug with countries getting stuck in a death spiral of ever increasing escort production<br />
- Tweaked ai valuing of stockpiles of supplies so it wont run them too low<br />
- AI should now be doing some upgrading<br />
- Production AI now cleverer in where to put spare IC<br />
- Production AI now tries to always allocate 5% to upgrades if possible<br />
- Auto slider controls will start using up stockpile if approaching supply cap<br />
- Tech AI should now research doctrines<br />
- Improved auto-deployment choices.<br />
<br />
# Misc AI Bugs<br />
- Fixed an issue with CAGs being auto-assigned to Theatre HQs<br />
- Ground Attack Order: Overstacking penalty checks added<br />
- Invasion orders will abort if the invading units are no longer in a condition to fight<br />
- Fixed a bug with the end date for sent exp forces in the unit command<br />
- Cut out trades involving small amounts of money (energy/money for example) that rounded to 0 money<br />
<br />
# Generic AI Balancing<br />
- Balanced out relation changes between canceling/creating trades to stop slowly lowering relations to trade partners with dodgy economy<br />
- Should be harder to exploit AI by stationing expeditionary forces to get out of supply use<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Gamebalance Changes<br />
-----------------------------------------------------------------------<br />
# Country<br />
- It is now slower for national unity to move the further it is away from the middle.<br />
- Comintern units now use less supplies.<br />
- Pure theory techs are no longer assigned to countries at start.<br />
- Impact on strategic warfare is now depending on countrysize on target.<br />
- Election and the likes will now acutally change ministers<br />
<br />
# Occupation<br />
- Non-core territories are now as bad as full occupation territories.<br />
- Increased impact of partisans on supply tax by x5.<br />
- Made revolts less likely, but a fair bit stronger units.<br />
<br />
# Diplomacy<br />
- Fixed a bug with proximity capping distance too early with alignment progress.<br />
- Repulsion, threat and revanchism factors at alignment is now only effective if close in the triangle.<br />
- Drift due to threat is now scaled with country IC so a big country (like US) is more concerned with world politics, whereas smaller countries are more concerned with keeping their heads down and wont be as affected. <br />
- Trade should now allways fail if not enough DI is available<br />
- Dissolve alliance now checks for the correct amount of diplomatic influence<br />
- Declaration of war no longer valid against faction members<br />
- It is no longer possible to invite someone to a faction if they are at war with a member.<br />
- Should no longer be able to join faction if at war with faction member<br />
- Countries to peace in events will now get all their puppets set to peace as well.<br />
- No longer possible to send theaters as expeditionary forces<br />
- Threat is now wiped when a country is annexed.<br />
- Influences now automatically stop after joining another faction.<br />
- Embargoed countries can no longer cancel the embargo<br />
- Embargo's now reduce threat when cancelled.<br />
<br />
# Map<br />
- Revised calculations to determine which province has which terrain.<br />
- Desert are now a bit less likely to see rain storms.<br />
- Made some tweaks to weather system to have weather patterns more mobile.<br />
<br />
# Combat<br />
- Paradropping now gives an attack delay.<br />
- A unit in battle can no longer have an effective combat width of less than 1.<br />
- Dissent impact on combat is no longer astronomical.<br />
- Amphibious penalty can never go below 99% for any unit.<br />
- AA is now twice as effective.<br />
- Cags now give 25% of stacking penalty when attacking at sea.<br />
- Cags now do triple damage bombing ships in combat with another fleet.<br />
- Trickleback now works properly and gives you back manpower lost in combat.<br />
- Aircombat is now a fair bit more dangerous.<br />
- Org damage is no longer scaled by strength of brigade compared to other brigades.<br />
- Scaled leadership experience internally so that it transfers to leaders higher up in the chain better.<br />
<br />
# Units<br />
- Improved calculation of actual supply/fuel usage.<br />
- Paradrop missions will no longer progress if the paratroopers are in a delay after an attack.<br />
- Units in Strategic redeployment can never gain org now.<br />
- Strategic redeployment will now give the attack delay to a unit.<br />
- There is now a minimum supply demand for small units so that long distances wont take all the supply tax.<br />
- Airunits operating from a base that is no longer in range (ie carrier) will now abort<br />
- Logisitcs wizard trait now work properly on units below it as well.<br />
- Units will no longer be removed if strength drops to zero from manpower rotation or attrition.<br />
- Airunits bombing will no longer continue moving during the bombing &amp; aborting their bombing.<br />
- Air and Naval units will now reset where they are based if they lose access to their current base.<br />
- Unit stats like speed now updates properly when a brigade is upgraded.<br />
<br />
# Officers<br />
- Officers ratio now affects maximum organsiation and recovery of units.<br />
- Officers now take casualties properly in battle.<br />
- Officer ratio now affects attack delay of units.<br />
- Increased officer production significantly.<br />
- Officerlosses in battle is now proportional to unit type.<br />
- Expeditionary forces now drain their homecountry's officerpool when taking losses.<br />
<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Interface Improvements<br />
-----------------------------------------------------------------------<br />
- Added day/night overlay to minimap<br />
- Made a day/night icon in province interface, and remade the "clear sky" icon cause the sun looked weird next to the moon.<br />
- Added terrain effect delayed tooltip to province view and to terrain mapmodes.<br />
- Names should now appear instantly if possible.  (minor lockups possible at crap cards.)<br />
- Added strenght number to child units.<br />
- Added weight to unitinterface.<br />
- Fixed the display for max strength in brigade details.<br />
- Softness changes from tech is now colorised green when decreasing and red when increasing.<br />
- Remade oil icon to be more clear and visible.<br />
- Added superheavy battleship Icons to navalcombat.<br />
- Trade icons should now blink later.<br />
- Tooltips for org on units will now show daily change as well.<br />
- Fixed a couple of tooltips in outliner<br />
- Fixed tooltip for dissent in intel view<br />
- Tooltips in messages settings should now be correct<br />
- Strength and VP mapmodes will now update more regularly.<br />
- Added shortcut keys to cancel/accept orders.<br />
- Escape now opens the ingame menu if nothing is selected, else it deselects all.<br />
- 'w' now moves the map to the location of current unit.<br />
- 's' now opens up the stance selection window.<br />
- ',' selects all air units loaded on ship.<br />
- '.' selects all loaded land units on a ship or plane.<br />
- 'l' now loads or unloads a unit to a ship.<br />
- 'p' now loads or unloads a unit to a plane.<br />
- 'a' now opens up attachment interface.<br />
- 'd' detaches a selected unit.<br />
- 'c' now creates a new HQ above current unit.<br />
- Alerts for wasted IC no longer shown when using auto sliders<br />
- Fixed rounding error in officer rate<br />
- Added 2 more trait columns in leader ledger page<br />
- Corp/army/theatre now visible in brigade ledger page<br />
- Fixed some more ledgerpages<br />
- Leader experience is now shown as % in the ledger as well.<br />
- Unit arrived message now fires only at final destination<br />
- Expeditionary force declined should now give a message<br />
- Tweaked collision boxes for tanks to try and make it a bit less wacky<br />
- Diplomatic screen should now refresh when a country disappears<br />
- Combat progress in interfaces are now loaded properly from savegames.<br />
- Units changing country will now be properly be deselected.<br />
- HQ's can no longer be merged.<br />
- You can no longer transfer HQ brigades away from a hq unit.<br />
- Cag's can no longer be merged with other airunits.<br />
- There is no longer free diplomatic influnce from cancelling or creating transit rights.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Multiplayer<br />
-----------------------------------------------------------------------<br />
- Removed several reasons for the game to go out of sync while playing multiplayer.<br />
- Made multiline chatemessages look prettier<br />
- Updating automation in lobby now shows for clients as well<br />
- No longer possible to swith away from save selection for clients in mp lobby<br />
- Mp save counter should now work.<br />
- Moved checksum text and adjusted multiplayerlist in lobby.<br />
- Date should no longer reset when new player joins after save is loaded.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- User Modding<br />
-----------------------------------------------------------------------<br />
- Exported current player tag from gamestate to lua for modding fun.<br />
- Added a "terrain = x" command for provinces, to override graphical logic<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Performace and Stability<br />
-----------------------------------------------------------------------<br />
# Compability<br />
- Added setting in settings.txt to not create 'waves' called _waves_<br />
- Setting trees rendering off will now not create any tree gfx upon reload<br />
- Restructured provincemanager a bit to help reducing startup crashes on some machines.<br />
<br />
# Performance<br />
- Optimised interface interactivity.<br />
- Gamespeed and timeprogress have been optimised to provide a smoother gameplay.<br />
- AI optimised, both in lua and the core game, which should improve gamespeed significantly.<br />
- Tracked down and removed several memoryleaks, which made the game sluggish the longer you played it.<br />
<br />
# Stability<br />
- Savegames should no longer become corrupted, and previously corrupted savegames might be recoverable.<br />
- Fixed several reported crash problems.<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Bugfixes<br />
-----------------------------------------------------------------------<br />
# Interface bugs<br />
- Game should no longer unpause when clicking in outliner<br />
- Opening main menu no longer closes the outliner<br />
- Country flags should now be localised in triggers.<br />
- Ledgerpage for buildings now handles provinces with the same name<br />
- Fixed prereq graphic bug in Naval background.<br />
- Fixed tooltip bug on Leadership/oil icons in province interface.<br />
- Resized all terrain images so the terrain tooltip doesnt popup inbetween the icons below.<br />
- Fixed the flag distortion on the minishield and the small minishield.<br />
- Flags no longer shown through fog of war after being shown once.<br />
- No more invisible units when armies split from events (like at civil war)<br />
- Fixed issues with incorrectly shown counters<br />
- Fixed lots and lots of typos<br />
- Fixed a bunch of localisation issues<br />
- Fixed unlocalized text in metaserver<br />
- Fixed some non existing tooltip localisations<br />
- Is in any faction trigger now displays correctly for "no" as well.<br />
<br />
# Gamemechanic bugs<br />
- Rejecting a NAP will no longer increase relations between countries.<br />
- Faction specific rules are now set immediately after a reload again.<br />
- You can no longer ask/offer transit rights with faction members because you already have access.<br />
- Broken trade deals message now show correct trade goods order<br />
- Returning expeditionary forces should now work<br />
- Government in exiles will no longer wipe out the cash of the faction leader.<br />
- Partisans will no longer stop an entire country to be annexed.<br />
- French surrender will now work properly even if poland starts the war.<br />
- A country being annnexed will now cancel all its trade agreements.<br />
- Offmap resources are now calculated correctly for resource balance values.<br />
- Needed for production is now updated properly from all cases of production.<br />
- Build times/costs are now calculated properly for buildings after each is finished in a serial.<br />
- Fixed mixup of ic and mp cost in brigade build screen.<br />
- Fixed a bug with auto-deployment<br />
- Fixed a calculation error with maximum manpower needed for reinforcement.<br />
- Upgrading units now actually uses resources.<br />
- Cags will now properly detach and attach to correct hierarchy position when rebasing.<br />
- Fixed a problem where it was not possible to split cag units.<br />
- It is no longer possible to deploy or reorganise new cags into units that would make them over the carriers capacity.<br />
- Dissent penalty on ruling party popularity now works properly.<br />
- Fixed a bug where units could still be in combat even though they had moved away.<br />
- Commando trait now properly reduces the out of supply penalty.<br />
- Airunits without fuel will no longer get stuck in air forever.<br />
- Fixed a bug where units could get stuck after reloads.<br />
- Paratroopers can no longer take control of hostile territory while on a plane.<br />
<br />
<br />
<br />
-----------------------------------------------------------------------<br />
- Database Changes<br />
-----------------------------------------------------------------------<br />
# Technology<br />
- Added Naval, land and air doctrines for all scenarios<br />
- Changed the requirements for Small Warship ASW<br />
- It should no longer be possible to research Super Heavy Tank Brigade more than once<br />
- Added industry techs for: Germany, UK, France, USA, Soviet Union, Japan and Italy<br />
- Added construction practicals for USA, UK, Germany, Italy, Japan and Soviet Union<br />
- Armoured car techs now use mobile unit practical<br />
- Lowered requirements to research helicopters<br />
- Increased build time for escort carriers to 350<br />
- Tweaked naval and construction practicals<br />
- Reduced practicals for AA and radar stations.<br />
<br />
# Orders of Battle<br />
- Renamed two duplicated units in the Italian and Chinese -36 oob<br />
- Added a theatre to Argentina's oobs<br />
- Revised and increased the number of historical leaders in the German and Japanese oobs <br />
- Reorganized the Greek oobs<br />
- Updated the -36, -38 and -39 oobs for Finland<br />
- Updated the production queues for Japan, UK, Japan and the US<br />
- Fixed some typos and added Tiger units to the German -43 and -44 scenario<br />
- Moved the 6th Air Force to Saipan<br />
- Moved 12. Juntuan and 66. Jun to Shanwel<br />
- Nagano no longer commands the 37. Hoheishidan<br />
- Replaced most of Shanxi's and Communist China's infantry with militia<br />
- Fixed the Russian cavalry div. that had been replaced by infantry div. in the -44 scenario<br />
- Repositioned some of the Italian planes<br />
- Changed the location of the Enterprise Taskforce and Lexington Taskforce<br />
- Removed some of Australia's transport ships and increased the number of reserve units<br />
- Moved the Yugoslavian troops that had wandered off towards Sinope<br />
- Added historical leaders to some of the expeditionary forces<br />
<br />
# Buildings and Units<br />
- Gave Newcastle, Hollandia and Guadalcanal airbases<br />
- Added and adjusted some of the air fields, ports and coastal forts in Finland<br />
- Moved the airbase and anti-air in Palermo <br />
- Added naval bases to Aparri, Legaspi, Lingayen, Shantou, Baoan, Pulau Dolak, San Cristobal and Malaita<br />
- Changed the speed of armoured brigades in mountain terrain<br />
- Moved the industry in Canberra to Melbourne<br />
- Increased Togtoh and Guyang's infrastructure to 3<br />
- Rebalanced support brigade values<br />
- Lowered infrastructure on the east and west coast of Australia<br />
- Moved the naval base in Corpus Christi<br />
- Repositioned the air bases and anti air guns in Cagliari and Tobruk<br />
- Added new pictures for S-P Artillery and Cags<br />
- Moved Argentina's capital to Buenos Aires<br />
<br />
# Events and Decisions<br />
- Fixed the "Second Vienna Diktat" so that Hungary gets the proper cores<br />
- Added a second version of the "Bitter peace" event, if Japan isn't at war with the Soviet Union<br />
- The "Ultimatum to Greece" can no longer be triggered if Greece is a puppet of Germany or Italy, or already at war with Italy<br />
- "Japan demands bases in French Indochine" - requires Japan to be in axis instead of alliance<br />
- Added a second version of the "Independent Croatia" decision, in case Croatia is still owned by Yugoslavia<br />
- Tweaked the "Claim Bessarabia" and "Bulgarian claims to Constanta" decisions<br />
- Tweaked the combat events<br />
<br />
# Diplomacy<br />
- Tweaked the occupation polices<br />
- The US guarantees Bolivia from -36<br />
- Removed Vichy France as a puppet state to keep them out of the war<br />
- Adjusted the distribution of VPs for Estonia, Latvia, Lithuania, Ireland, France and the Netherlands<br />
- Added a victory point to Kalgan<br />
- Japan still controls the Carolines in -44<br />
<br />
# Map<br />
- Revised a lot of rivers in Asia and Australia.<br />
- Removed a duplicated sea zone id<br />
- Added a strait between Jiangmen and Bao'an<br />
- Added "arctic" terrrain to the northern provinces of the Soviet Union, Canada, Norway and Iceland<br />
- Added the Ligurian Sea, Bay of Naples and the Gulf of Iskenderun to the Mediterranean region<br />
<br />
# Leaders<br />
- Changed the start dates for Albert Speer, Joseph Goebbels, Karl Dönitz, Franz von Papen and Arthur Seyss-Inquart<br />
- Added new ministers for Xibei San Ma<br />
- Gave Ismet Inönu a new minister type<br />
- Added an image for Hayashu Senjuro<br />
<br />
# Text<br />
- Corrected some of the French, Polish, Hungarian and Italian unit names<br />
- Renamed the US "Democrat Party" to "Democratic Party"<br />
- Corrected some duplicated and misspelled province names<br />
- Fixed the erroneous label in the statistics page<br />
- Fixed the tooltip for the "Airborne Assault" order<br />
- Added Canadian party names</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Prüfsummen]]></title>
			<link>http://forum.4allplayers.org/thread-892.html</link>
			<pubDate>Sat, 29 Aug 2009 21:02:05 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-892.html</guid>
			<description><![CDATA[<blockquote><cite>Generaldirektor schrieb:</cite>Prüfsummen:<br />
<br />
Downloadversion:<br />
<br />
HoI3 v1.0  [JYQC&#93; - Vanilla<br />
HoI3 v1.1b [FVMX&#93;<br />
HoI3 v1.1c [BAJC&#93; - aktuellste Version<br />
<br />
Deutsche Verkaufsversion (Laden, Amazon, etc.)<br />
<br />
HoI3 v1.0  [UOWT&#93; - Vanilla<br />
HoI3 v1.1b [ILXO&#93;<br />
HoI3 v1.1c [EQUT&#93; - aktuellste Version</blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote><cite>Generaldirektor schrieb:</cite>Prüfsummen:<br />
<br />
Downloadversion:<br />
<br />
HoI3 v1.0  [JYQC] - Vanilla<br />
HoI3 v1.1b [FVMX]<br />
HoI3 v1.1c [BAJC] - aktuellste Version<br />
<br />
Deutsche Verkaufsversion (Laden, Amazon, etc.)<br />
<br />
HoI3 v1.0  [UOWT] - Vanilla<br />
HoI3 v1.1b [ILXO]<br />
HoI3 v1.1c [EQUT] - aktuellste Version</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Landungen]]></title>
			<link>http://forum.4allplayers.org/thread-890.html</link>
			<pubDate>Wed, 19 Aug 2009 14:30:16 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-890.html</guid>
			<description><![CDATA[Ist es normal, dass nur eine Verteidiger Division kämpft? Ich hatte jetzt zweimal, dass in Wilhelmshafen mehr als zwei Divisionen standen, aber immer nur einem im Gefecht war. Das gleiche dann später bei Dünkirchen. Soll das so sein?]]></description>
			<content:encoded><![CDATA[Ist es normal, dass nur eine Verteidiger Division kämpft? Ich hatte jetzt zweimal, dass in Wilhelmshafen mehr als zwei Divisionen standen, aber immer nur einem im Gefecht war. Das gleiche dann später bei Dünkirchen. Soll das so sein?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Doomsday wer will spielen???]]></title>
			<link>http://forum.4allplayers.org/thread-889.html</link>
			<pubDate>Wed, 19 Aug 2009 09:28:41 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-889.html</guid>
			<description><![CDATA[Hallo zusammen, da ich gerne mal mit mehreren Leuten HOI II Doomsday zocken möchte, wäre ich froh wenn sich jemand meldet.<br />
Ich habe zwar viel Erfahrung in der Spielweise, aber der Mehrspielermodus ist mir neu und ich würde ihn gerne kennenlernen.<br />
<br />
Vielleicht könnte man mal einen Testversuch starten wie alles so funktioniert bevor man richtig anfängt.<br />
<br />
Noch eine Frage: Wieviele Leute spielen bei so einem Game mit?<br />
                       Wie verständigt man sich?<br />
                       Spielzeiten?<br />
<br />
Danke gruß General_Moon<br />
<br />
P.S: Bitte nicht alle aufeinmal Antworten <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></description>
			<content:encoded><![CDATA[Hallo zusammen, da ich gerne mal mit mehreren Leuten HOI II Doomsday zocken möchte, wäre ich froh wenn sich jemand meldet.<br />
Ich habe zwar viel Erfahrung in der Spielweise, aber der Mehrspielermodus ist mir neu und ich würde ihn gerne kennenlernen.<br />
<br />
Vielleicht könnte man mal einen Testversuch starten wie alles so funktioniert bevor man richtig anfängt.<br />
<br />
Noch eine Frage: Wieviele Leute spielen bei so einem Game mit?<br />
                       Wie verständigt man sich?<br />
                       Spielzeiten?<br />
<br />
Danke gruß General_Moon<br />
<br />
P.S: Bitte nicht alle aufeinmal Antworten <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Internet Probleme]]></title>
			<link>http://forum.4allplayers.org/thread-888.html</link>
			<pubDate>Wed, 19 Aug 2009 04:57:27 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-888.html</guid>
			<description><![CDATA[Hallo zusammen, ich hoffe das noch ein wenig Leben in diesem Forum ist, da viele Beiträge schon recht alt sind.<br />
<br />
Ich würde gerne online HOI II Doomsday spielen, aber ich bekomme leider keine Internetverbindung mit dem Haupserver. <br />
<br />
Könnte mir jemand der auch schon diese Problem hatte mir helfen oder ein paar Tipps geben? Thanks. <br />
<br />
General_Moon <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></description>
			<content:encoded><![CDATA[Hallo zusammen, ich hoffe das noch ein wenig Leben in diesem Forum ist, da viele Beiträge schon recht alt sind.<br />
<br />
Ich würde gerne online HOI II Doomsday spielen, aber ich bekomme leider keine Internetverbindung mit dem Haupserver. <br />
<br />
Könnte mir jemand der auch schon diese Problem hatte mir helfen oder ein paar Tipps geben? Thanks. <br />
<br />
General_Moon <img src="http://forum.4allplayers.org/images/smilies/wave_smile.gif" style="vertical-align: middle;" border="0" alt="Wave_Smile" title="Wave_Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Frontbreite]]></title>
			<link>http://forum.4allplayers.org/thread-887.html</link>
			<pubDate>Tue, 18 Aug 2009 11:05:48 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-887.html</guid>
			<description><![CDATA[quasi der "Nachfolger" des Befehlslimits.. erzählt mal, was habt ihr für Erfahrungen gemacht ?<br />
<br />
- wie ist das umgesetzt ?<br />
- wie nutzt man sie effektiv ?<br />
etc.<br />
<br />
Grüße]]></description>
			<content:encoded><![CDATA[quasi der "Nachfolger" des Befehlslimits.. erzählt mal, was habt ihr für Erfahrungen gemacht ?<br />
<br />
- wie ist das umgesetzt ?<br />
- wie nutzt man sie effektiv ?<br />
etc.<br />
<br />
Grüße]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kombinierte Waffenbonus]]></title>
			<link>http://forum.4allplayers.org/thread-886.html</link>
			<pubDate>Sun, 16 Aug 2009 13:57:20 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-886.html</guid>
			<description><![CDATA[Wie bekommt man den Bonus? Welches Intervall muss die Softness erfüllen?<br />
War das 30-65%?]]></description>
			<content:encoded><![CDATA[Wie bekommt man den Bonus? Welches Intervall muss die Softness erfüllen?<br />
War das 30-65%?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bugreport: Patch 1.1]]></title>
			<link>http://forum.4allplayers.org/thread-885.html</link>
			<pubDate>Sat, 15 Aug 2009 21:42:58 +0200</pubDate>
			<guid isPermaLink="false">http://forum.4allplayers.org/thread-885.html</guid>
			<description><![CDATA[Speicherleak beim Leaderauswahlfenster:<br />
<br />
Nach einem Neustart geht alles recht fix, doch nach mehreren Aufrufen samt Leadereinsetzen friert das Spiel regelrecht ein.<br />
<br />
3-5s dauert es, bis das Leaderfenster sich öffnet, weitere 3s bis irgendetwas anklickbar ist. Sind alle Einheiten einer Provinzen mit Leadern befüllt und man klickt das Divisonsfenster weg, friert das Spiel erstmal für 15s ein!!<br />
<br />
Edit: mittlerweile sind es schon 68s beim Divisionsfensterwegklicken... <img src="http://forum.4allplayers.org/images/smilies/wall.gif" style="vertical-align: middle;" border="0" alt="Wall" title="Wall" />]]></description>
			<content:encoded><![CDATA[Speicherleak beim Leaderauswahlfenster:<br />
<br />
Nach einem Neustart geht alles recht fix, doch nach mehreren Aufrufen samt Leadereinsetzen friert das Spiel regelrecht ein.<br />
<br />
3-5s dauert es, bis das Leaderfenster sich öffnet, weitere 3s bis irgendetwas anklickbar ist. Sind alle Einheiten einer Provinzen mit Leadern befüllt und man klickt das Divisonsfenster weg, friert das Spiel erstmal für 15s ein!!<br />
<br />
Edit: mittlerweile sind es schon 68s beim Divisionsfensterwegklicken... <img src="http://forum.4allplayers.org/images/smilies/wall.gif" style="vertical-align: middle;" border="0" alt="Wall" title="Wall" />]]></content:encoded>
		</item>
	</channel>
</rss>