Scritto da: CCM Von Hausser 30/06/2004 12.09 li conoscevo li conoscevo... non li menzionavo per scaramanzia... sai, conoscendo anche la Paradox e i suoi tempi di gestazione ho paura per la data di rilascio! Mi piace molto la fanteria e in genere l'impostazione della grafica... sai mica se ci sono news sulla realizzazione del gioco? ti va se si proponiamo come beta testers ????? eh, e dai???? Facciamo gli "Sboroni"?????????????????
Scritto da: CCM Von Hausser 01/07/2004 8.03 benissimo! allora vedo di rimediare qualche email a cui scrivere... io lo farei pure gratis!!!!!!!!!!!!!!
[Modificato da CCM Von Hausser 04/10/2004 17.30]
[Modificato da CCM Von Hausser 07/01/2005 11.51]
[Modificato da CCM Von Hausser 07/01/2005 12.47]
[Modificato da CCM Von Hausser 07/01/2005 11.52]
Scritto da: CCM Von Hausser 17/12/2004 19.02 e allora? tutto qui??? le tue impressioni???? dicci dicci!!!
***************************************** ******* Interface Enhancements ********** ***************************************** - The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers. - Added an indicator to show the current speed of a corps in the interface. - Improved several tooltips with even further information and/or clarifications. - Added information in colorcoding to the convoy interface. - Added a small indicator to the combatlist interface to show which have a combat event. - Added the option to switch between sprites/counters when rightclicking on the pause-button. - Added an option to set a synchronized arrival time for landunit stacks when moving/attacking. - Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters. - Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks. - Colorcoded unitsizes on screens to be red if over command-limit. - Added support for national names for armies, fleets and airfleets. - "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province. - Added the "mission finished" message after a sea transport mission is done. - Added a message for "Leader has died". - There is now information in the cancelled trade agreement message, about which was cancelled. ******************************** ******* Gameplay Changes ******* ******************************** - Changed logics of when its possible to attach brigades, to reduce some exploits. - Rewrote combat algoritms to not always give guaranteed hits when dogpiling. - Weather and Night affects in landcombat now only affects attacking efficiency for both sides. - Envelopment in landcombat now requires 3 provinces rather than 2. - Fortressbuster trait now only reduces fort penalty by 25%. - Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 ) - Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions. - Convoy paths now get reevaluated everytime they get attacked. - Airplanes should now attempt to move immediately after a combat. - Added some terrain penalties to bomb-missions for planes. - Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one. - Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached. - The "repair/construct" speed from infrastructure is now never lower than 10%. - A carrier now always have at least 1 in subattack to avoid endless battles. - Halved the belligerence impact from annexing countries. - Improved the efficiency at night for submarines. - Its now possible to rebase ships with troops on them, if within sea-transport range. - There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it. - Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules. - Increased penalties for attacking in bad weather and through mud. - Puppets can no longer invite someone to an alliance. - Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes. - Severly decreased the techeffects on airbase building speed. - Based and other undeployed provincial developments now cause a severe drain on TC. - Halved the speed of landcombat & air v land bombs. - Average speed of fleets now modify closing speed in naval combats. - Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map. - Winters are now longer. - Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent. - Creating a puppet nolonger gives it a large part of your manpower. - Isolationists that can not ally with anyone can neither guarantee another nations independence. - Dissent now affects IC. - Tweaked effects from strategic bombing missions. - Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly. - Decreased cost of rockets and bombs siginifcantly. - Decreased visibility of submarines. - Tweaked up effect of submarines versus convoys. - Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs - Autoconvoy creation now takes blocked seazones into account if possible. - Experience is now applied in bombruns as well. - Infra is now damaged when a province is taken over. - Increase the range of transports to 3000. - A unit out of supply can no longer strat-redeploy. - Units loaded on ships will now clear their orders properly whenever the ship moves. - Airunits now fight with lesser effectivity if they lack supplies. - No missions are valid except for rebase for an airunit without oil. - You can only trade provinces between allies now. - 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies. - Carriers doing port-strike are now slightly less lethal. - Tactical bombers are now slightly more lethal. - Reduced IC from non-national even further. - It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now. - Rebasing now works with multiple airunits selected. - Newly built units can now only be deployed in owned provinces (on the same continent as the capital). - Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering. - Puppetstatus now override ai-prefs for ignores in tech/resource trades. - Provinceimprovements in progress are now cancelled when a province becomes occupied. - Units now only go to pool when owners change if they are enemies with the new owners. - Techteams are now properly removed at the end of a project if they are no longer active. - Rockets can no longer rebase, but instead they can be strategically redeployed. - Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org. - Neutrals can no longer spot other neutral ships automatically at sea. - Its no longer possible to attack, then break off the attack after 1 hour and attack again. - There is now a 5% dissent hit for cancelling a non-agression pact. - Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.) - Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them. ******************************* ******* AI Improvements ******* ******************************* - Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its - Improved the AI's evaluation of when to break off attacks. - Improved the AI's understanding of establishing reserves. - AI now tries to group motorized infantry with mechs and armor if possible. - The AI now synchronizes attacks smarter. - Now the front AI reacts quicker to the players and other nations actions. - Air AI taskforce composition has been improved. - Air AI is now better att evaluating when to evacuate bases. - Wolfpack AI now spreads out attacks more. - Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently. - Improved the cooperation between AIR and Naval AI. - The AI is now a lot smarter about using its serial runs. - Improved the AI for researching technologies. - Pathfing AI is now much smarter and tries to avoid danger if possible. - The AI for accpeting nations asking to join their alliance was rewritten. - Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given. - Loads and loads more of AI code and scripts written for various cases of when circumstances change. ******************************* ******* Modding Support ******* ******************************* - A lot more factors have been exported to the db\misc.txt file, so that modders can tweak. - Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details. - Fixed a few problems with eventcommands that manipulate the weather. ************************************ ******* Multiplayer Specific ******* ************************************ - Added a little indicator to show who has not yet pressed "startgame" in the chat listing. - Added support for up to 20 different countries in the lobby now. - Fixed a problem with people timing out in the lobby. ************************ ******* Bugfixes ******* ************************ - Ships are now properly flagged as retreating when they are given the order even while moving. - Oil status is now properly reset for ships in port. - Ships will no longer target subs if they lack subattack. - Bases constructed from events now always arrive, even if target country lacks the tech. - Ships will no longer have the target indicator in the interface if too disorganised to shoot. - Fixed a problem with asking to join alliance led by a player. - Fixed a miscalculation to determine valid distance in a navalcombat. - Fixed so terrain names are properly localised as well. - Fixed the inversed gearing bonus. Its now capped at 35% bonus. - Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map. - Weather is now cleared properly when a scenario is restarted. - Fixed a problem which caused airplanes to hover indefinitely retreating. - Fixed a major problem with allied area for supply checking not working if there are oilpools around. - Time should now be cleared entirely between scenarios. - Fixed a bug where oil was not shipped home from areas if auto convoy options where not on. - Fixed a problem with the Warsaw Uprising and the Soviet support option not working. - Fixed the "dissappearing plane" bug. - Fixed a problem with being out supply when a supplydepot lacked oil. - Fixed the case where developments from aborted serial runs did not get a name shown. - Fixed a problem with convoys not being displayed properly if blocked. ********************** ******* Events ******* ********************** - New Eventseries: * "Soviet-Romanian War" (over Bessarabia with a limited peace offer) * "Lin Sen" (death event) * "Alternative US Elections" (if US is Paternal Authocratic) * "Democracy Defended" (Republican boost if Franco get no foreign help) * "Great War Demonstration" (might happen if GER doesn't occupy Rhineland) * "Independent Croatia" (Croatia become German puppet) * "Germany Surrender" (if the Soviets can take a bath in the Eng Channel) - Modified triggers for the following events: * "The Undeclared War" * "US Lend-Lease Events" * "Oil Embargo against Japan" * "Vichy France" * "Marco Polo Bridge" * "Molotov-Ribbentrop Pact" * "Bitter Peace" * "Destroyers for bases" * "Denmark folds" * "US Elections" * "Jose Antonio" * "Victory events for Coral Sea" * "Victory events for Desert Fox" * "Vichy leader defection" * "Hess' flight to Scotland" * "US Gearing Up events" - Modified effects in the following events: * "Destroyers for bases" (USA get access to UK) * "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie) * "ROM/HUN switches side" (will ally the USSR) * "Bitter Peace-2nd Version" (seccedes Romanian provinces) * "Spanish Civil War" (supply costs decreased) * "Wilkie" * "US Lendlease to USSR" * "Creation of Vichy" * "Treaty of Munich/End of Czech" * "Warsaw Uprising" - New event commands: * new trigger "attack" which lets the event check if the country is attacked by another given country. * command reformulated to allow partisan-controlled provinces to secede. ****************************** ******* Scenario Setup ******* ****************************** - Modifications to the 1936 campaign * Switched Manchurian for Korean provinces as nationals for Japan. * Added missing static anti-air guns in Southern Part of Maginot line for France. * Decreased Manchurian supply at start from 10000 to 100. * Added Southern Sakhalin as nationalprovinces for Japan. * US force at Philippines is now locked in position. * Added some Australian bases. * Modifications to Communist and Nationalist unit setups. * Added Home defense units to the UK and removed all the extra IC. * Lowered Italian belligerence to 0. - Modifications to the 1939 campaign * Switched Manchurian for Korean provinces as nationals for Japan. * Removed Italian navalbase from inland Turin. * Added missing static anti-air guns in Southern Part of Maginot line for France. * Communist China is now allied with Nationalist China. * US force at Philippines is now locked in position. * Added some Australian bases. * Added an airbase for Nationalist China. * Switched a province from Siam to France. - Modifications to the 1941 campaign * Switched Manchurian for Korean provinces as nationals for Japan. * Communist China is now allied with Nationalist China. * Switched ownership of a few provinces between Japan and Nationalist China. * Added Southern Sakhalin as nationalprovinces for Japan. * Added some Australian bases. * Modifications to German unit names. * Moved a Turkish unit from Tblisi to Turkish territory. - Modifications to the 1944 campaign * Switched Manchurian for Korean provinces as nationals for Japan. * Switched ownership of a few provinces between Japan and Nationalist China. * Modifications to German unit names. * Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them. * Three provinces added as nationalprovinces for Siam. - Modifications to Ardennes: * Modifications to event triggers, dates and effects. * Tweaked down the offmap supplies/oil to make the supply events more useful. * Removed static weather, snowstorms will now come and go in the scenario. * Modifications to German unit names. * Added a supplypool in Dunkirk and added a German technology. * Added offensives to many German units. * Reduced allied oil/supply pool significantly and doubled effect of oil/supply events. * Changed many artillery brigades to self-propelled artillery. - Modifications to D-Day: * Two GER divs will be activated properly in D-Day. * Panzer Reserve is unlocked if Allies launches Operation Dragoon. - Terrain Modifications: * Rearranged some areas in Far East Russia. * Added two Chinese beaches. * Modifications to climate for seazones, lakes and provinces. * Modifications to terrain for provinces. * Åmål no longer has a port nor a beach. - Added river connections * Lille - Mons * Amsterdam - Leeuwarden - Modifications to setup technologies * Added Adv Machine Tools to British setup in GC41. * Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41. * Added Mobility Focus doctrine to Nationalist Chinese setup in GC39. * Communist China can now dig-in in GC36. * Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36. * Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39. * Modified Finnish land techs in GC39,GC41 and GC44. - Modifications to Ministers and Leaders. * RSI now defaults to Fascist state ideology. * Sweden starts with a Socialdemocratic government in GC36. * Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario. * Modified traits for a number of leaders. * California,Texas, and Scotland will be fascist if the are released. * Added US Ministers. * British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard. * Changed death date for a German leader/tech team used by Germany and Nationalist China.
Scritto da: borghese84 10/01/2005 20.15 Ma come...e' uscita gia una patch prima dell'uscita del gioco?
Scritto da: CCM Von Hausser 11/01/2005 18.22 la distrubizione Leader lo da in italiano... poi però le Patch spettano alla Paradox, mentre per i Mods tocca agli sviluppatori tradurlo in ITA