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# Changes for Their Finest Hour 4.02 below.


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----------------------------------------------------------------------- Gameplay Changes
----------------------------------------------------------------------- Underground will no longer spawn partisans on foreign territory if underground
was on a border province.
- Now when merging units, the best unit is picked not the first in the selection
. Best unit depends on how many subunits it has, how much STR, and how good is t
he leader.
- Now motorized units does get the speed bonus from rubber - yeah!
- org hits no longer happen in CGM mode.
- Queued Techs that become invalid (f.ex lost province with building required) h
ave no longer leadership points spent on them. Those points jumps over to the ne
xt entry on the technology list. The tech unpauses when it's available again.
- Combat delay now scales with time of combat. UNIT_ATTACK_DELAY_PERIOD controls
period of scaling
- fixed issue with long attack delay from support attack
- fixed an issue where CAGs would still launch and fight despite org level
- Units that can't fight (like empty HQs or none org) no longer counts in stacki
ng penalty.
- LL Convoy sinking affects the overall efficiency with every hit, and slowly re
generates.
- Fixed supplies exploit by (re)creating HQs in encircled areas to magically bri
ng the supplies to the location.
- Upped limit for embargoing to 65 neutrality.
- fixed issue where call to arms incorrectly replaced war leader with the wrong
country
- embargo diplo option now cost only 1 points
- officers ratio in CGM is set to the same as in historical start for specific d
ate (+ custom amount defined per country in cgm files. Also scalable by "officer
s_ratio=1.0" in cgm_settings.txt)
- Fixed problem with calculating total points available in CGM technology stage
- Fixed bug where it was impossible to invade shore if the coastal province has
missing port position defined in DB
- Fixed exploit in CGM where it was possible to build HQ but had no points left
- removed min revolt risk from nationalism
- fixed issue where rebels were unable to move because of supply blockage despit
e them not drawing supply
- day of infamy now boost manpower modifier more
----------------------------------------------------------------------- Interface Improvements
----------------------------------------------------------------------- Added indicator for terrain effects on a unit in division designer
- Fixed message spam after CGM is done (for unit placements, deleting, rearrange
ments, etc).
- Fixed bad slider min/max icon offsets that was confusing the available range i
n CGM diplomacy.
- Fixed missing tooltip in LL offer/request action icon.
- Strategic warfare overview: Including losses from defeated units that are dest
royed when nowhere to retreat.
- Strategic warfare overview: Including damage to land units mounted on air/nava
l.
- No longer possible to click on "Play" button if currently selected bookmark do
es not match the currently selected tab
- Now displaying IC value in CGM deployment stage.
- fixed issue with command history in console having trailing invisible characte

rs
- Fixed bug in day/night local status in province override by GUI calls.
- Estimated Day/night at location for land orders view.
- Fixed incorrect intel levels on own provinces at startup
- Now it's possible to add convoys/escorts by CTRL+LMB +10/-10 in convoy edit sc
reen.
- Reopening LL distribution screen now remembers which sliders was locked.
- Unit Speeds are now dislayed with higher precision
- winter effect (fur strat.resource) is positive - green colored
- Added detailed info about what affects the current unit speed
- counter espionage number now properly shows rough amount of spies allocated to
counter espionage in a foreign nation
- fixed issue with foreign minister touching tech sliders
- Added unit type name to description in buy production licence request
- Fixed an issue where the call to arms button was hidden from interface and sho
uldnt be
----------------------------------------------------------------------- Database Changes
----------------------------------------------------------------------- Nuke events added!
- moved over some placeholder files to overwrite broken stuff in Hoi3 collection
so we get same checksum between versions.
- Moved some 1944 us/jap units out of low infra areas
- Fixed errors in technology levels in country databases.
- AC techs are on a 2 year cycle
- AC gain +0.75 AP/Armour per tech
- AC gains less SA from techs
- Mengkukuo can be created when not at war with China
- WSS have MOT terrain penalties, besides Urban.
- moved some CHI VPs out of interior
- Rebalanced threat from decisions, war and combat
- lowered infra on burma/siam border
- hu_hanin events have a real picture
- TUR has little more MP/LS
- Port and airbase tweaks to TUR
- POL starting neutrality lowered
- GER pre-war decisions add some threat against POL
- JAP will now get strait of taiwan modifier from coast wargoal
- great_patriotic_war decision gives SOV more MP
- should be impossible to give eastern poland to soviets after bitter peace
- reduced neutrality to mexico as well from undeclared war
- removed chinese industry transfer decision
- added case anton decision to take over vichy coast.
----------------------------------------------------------------------- Performace and Stability
----------------------------------------------------------------------- Invalid modifier name in scripts no longer crash the game - error are now prin
ted in logs.
- Invalid location id specified in OOB no longer crashes the game, but prints an
error in log.
- Strategic warfare overview: Fixed rare CTD happened on refreshing countries th
at no longer exists (also fixed error in save/reload Strat-War data)
- resolution now goes down to 720
- no longer forced to have > 50hz refresh rate. Might fix some external TV crash
es
- optimized savegame loading
- Optimized game startup time
- Fixed game freeze in inf loop when AI was trying to merge fleets with itself b

y "joinFleet" order.
- Fixed potential multi-threaded deadlock in startup
- fixed crash when tag switching to illegal tag length in console
- fixed issue with unallocated textures used in settings window
- optimized area calculations for invasion evaluations
- Fixed CTD when USA annex GER and all it's allies that are GiE.
- tiny optimization to weather calculation
- Fixed CTD when cancelling unit upgrade construction.
- game no longer crashes when missing 3d model, but instead prints error in syst
em_error.log.
- Found and fixed an important CTD while saving game
- Fixed OOS in tech licence query
- Game can now throttle down speed automatically in multiplayer if someone lags
behind a lot
---------------------------------------------------------------------- AI Improvements
---------------------------------------------------------------------- Rebalanced japanese invasion AI
- Fixed AI bug having problems with paratroop dropping. (also was sometimes spam
ming with empty transport planes)
- AI no longer does stupid embargoes
- fixed issue with US attacking neutrals without threat
- Invasion AI now evaluates supply need when invading to figure out troop amount
s it can safely use
- AI objectives are now correctly refreshed whenever the priority changes, not o
nly when the objectives list changes.
- AI now cares about huge overstacking, and spreads units on the front if there
is some serious lack of resources.
- mengkukuo decision only taken by AI once war ends with china to stopunits gett
ing stuck
- fixed AI response issue with trades of a resource being both imported and expo
rted
- fixed an issue where AI got blocked from trying to break out of a supply-less
pocket when invading
- AI will now differentiate between countries who are potentially hostile and on
es that could be, but are too busy when garrisoning borders and calculating thea
tre weights
- fixed issue where AI would use wrong direction threat to assess threat from an
owner area
- many tweaks and rebalances to country specific production AIs
- fixed issue when tag-switching left military AI crippled
- invalid war preparations will now be purged
- AI can now remove smaller wars to focus on big attacks instead
- Fixed AI having problems with retrieving exiled units.
- AI now allowed to invade while preparing for war with neighbors assuming oppon
ents are weak.
- AI should now have a higher minimum for home defense units
- AI under player command should now be allowed sealions earlier
- puppets will now prefer exile until their masters are defeated
- JAP now avoids declaring wars if in a pinch
- fixed error where AI would not balance forces correctly on a border at peace d
epending on who was biggest threat
- Fixed supplies bug where AI doesn't produce necessary amount when receives som
e supplies from allied country holding their troops on our territory.
- fixed a broken check for war against POL as SOV in late war
- Fixed problem with AI ignoring important fronts and overreacting for small fro
nts (like rebels spawned from undergrounds)
- fixed issue stopping axis puppets getting called at start of war

- occupied norway should now be considered german home area since they can walk
over when it comes to invasions
- Vichy is now on the menu again for US attacks!
- fixed an issue where AI would calculate HQs as regular infantry and overstack
invasions
- US now gives more lend lease when it runs out of manpower
- fixed an issue for countries without airports trying to buy planes with produc
tion licenses
- fixed issue where AI evaluated beaches differently at the moment of sending th
e invasion and could switch to a worse one
- UK will now pwn spain in the face if they grab gibraltar and blocks them in
- AI now research prerequisites for motorized troops more diligently
- fixed an issue where it was impossible to invade gibraltar without using manua
l control because it tried to trace the landing path from the blocked sea zone w
ith the port rather than the one without
- sweden now only gives military access once norway has fallen, not while they a
re fighting the germans
- fixed issues with reinforce invasions eating all supply
- made allies prefer german mainland invasions if soviet is losing
- JAP now declares war on UK same time as US roughly
- fixed issue with UK AI not properly embargoing JAP
- ai now do not calculate soviet troops as friends just because they have same g
oal for invasions (we are competing!)
- fixed issue with spy AI incorrectly boosting enemies parties
- only existing countries should now be performing espionage
- AI no longer drops units from the theatre in multiplayer.
- fixed freeze issue when all techs were researched
- AI is now allowed to liberate country even if country is at war
----------------------------------------------------------------------- User Modding
----------------------------------------------------------------------- techs can now be flagged to be stealable or not through espionage (all are ste
alable by default) write stealable=no to turn it off.
- Fixed issue with replace_path in mods
- New any_controlled effect trigger that works like any_owned
- added EMFXActorType setting "block_attachment" to block attachment of rifles e
tc to select models

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