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----------------------------------------------------------------------- - Added a simplified terrain map mode where each province - The interface now has buttons for zooming in/out without using the scroll wheel, with keyboard shortcuts (pageup/pagedown). - Added graphics control for distance of visible counters - Added cancel mechanics for Air Orders. - Implemeted an option for production slider automation, with selectable priority order. - Trade is now a separate automation toggle from diplomacy. -----------------------------------------------------------------------
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- Fixed some issues with units getting stuck in neutral territory - Prevented massive over reaction against partisans - Fixed a problem with puppet areas - Fixed an issue with transport ship needs and player set objectives - Several improvements to new threat handling (beach heads, partisans) - Fixed an issue with front formation for provinces bordering multiple countries - Fixed a problem with units getting stuck in neutral territory - Fixed a bug with poor/non-existent build-up of forces on non-front borders - Fixed a problem with damaged "reserve" units being moved out out of front forts too much - Fixed a problem with reserves and HQs - Fixed a bug where it might consider an ally an enemy - Force needs, adjusted special force needs - Force needs: Fixed a bug with strat bomber needs being ten times too big. - Force needs: Improved transport ship need controls - Force needs: Adjusted to reduce the armor bias, especially for Japan - Fixed a bug where HQs could be used as garrison forces - Tweaked to ensure the defense of the supplier province and capital - Fixed a garrison distribution bug - Fixed a bug with the objective assignment of child agents - Lower level HQs should now be able to handle troop distribution in several different areas correctly - Fixed a bug in the child unit front segment assignment - Sub-theatre level units with only defensive objectives should now respond to nearby partisans/beachheads
- Fixed an issue where it would jump the gun and launch invasions with too few divisions (due to a lack of transports) - Will not even attempt invasions of too well-defended ports - Additional checks to make sure it does not invade port-less provinces - Fixed a problem where it would withdraw too many units from fronts to stage invasions - Minor faction members should only invade to take back lost provinces - Some work on the sending of exp forces to overseas allies - Transports are now available for use even if their strength and org are lowish - Snappier intercepts of invasion fleets - Naval intercepts no longer worried about absolute naval power vs the enemy
- Improved tactical bombing target choices - Should be better at basing tactical bombers and interceptors, even when there is no front in the theatre - Will rebase even damaged or low org units if the theatre currently has no fronts - Fixed a bug preventing air unit merges
- Tweaked inter-theatre force allocation - Fixed an issue with premature retrieval of exp forces from allies - Will not send exp forces to a rival main faction, even if currently allied (UK to SOV etc) - Fixed some issues with unit allocation on theatre re-definition - Should now prefer sending exp forces to allied war zones rather than opening up new beachheads under many conditions
- Fixed a bug where it would start lots of redundant agents for lower level HQs - Landless theatre HQs are now properly deleted for players as well - No more German European mega-theatre - The USA now have an eastern and a western home theatre - Immediate HQ validation on theatre redefinition. Players should never see landless HQs in existence. - Fixed a nasty problem where the controlling AI agent would believe it was for another theatre
- Removed the date limits on when germany decides to attack western europe. it will now do it when it can and makes sense. - Countries are now less likely to join factions with bad progress. - AI should now agree to trade under debt with the needing - AI should be more likely to do counter influencing when necessary - Tweaked ai alignment - Allies now much more likely to give transit rights - AI much more restrictive with embargos - Embargos no longer running forever no matter diplomatic changes - Britain more likely to influence the USA - Threshold for calling in support to a limited war increased. - AI will not call in allies during the early parts of a limited war. - Governments in exile no longer create/join alliances - Tweaked trade frequency
- Spies should no longer perform counter espionage on puppets, countries with military access and someone helping you in a war
- Auto-sliders try harder to keep a positive money balance - More shift to keeping some money in auto-sliders for spare IC - Fixed a bug with building less than requested convoys - Fixed a bug with countries getting stuck in a death spiral of ever increasing escort production - Tweaked ai valuing of stockpiles of supplies so it wont run them too low - AI should now be doing some upgrading - Production AI now cleverer in where to put spare IC - Production AI now tries to always allocate 5% to upgrades if possible - Auto slider controls will start using up stockpile if approaching supply cap - Tech AI should now research doctrines - Improved auto-deployment choices.
- Fixed an issue with CAGs being auto-assigned to Theatre HQs - Ground Attack Order: Overstacking penalty checks added - Invasion orders will abort if the invading units are no longer in a condition to fight - Fixed a bug with the end date for sent exp forces in the unit command - Cut out trades involving small amounts of money (energy/money for example) that rounded to 0 money
- Balanced out relation changes between canceling/creating trades to stop slowly lowering relations to trade partners with dodgy economy - Should be harder to exploit AI by stationing expeditionary forces to get out of supply use -----------------------------------------------------------------------
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- It is now slower for national unity to move the further it is away from the middle. - Comintern units now use less supplies. - Pure theory techs are no longer assigned to countries at start. - Impact on strategic warfare is now depending on country size on target. - Election and the likes will now acutally change ministers
- Non-core territories are now as bad as full occupation territories. - Increased impact of partisans on supply tax by x5. - Made revolts less likely, but a fair bit stronger units.
- Fixed a bug with proximity capping distance too early with alignment progress. - Repulsion, threat and revanchism factors at alignment is now only effective if close in the triangle. - 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. - Trade should now allways fail if not enough DI is available - Dissolve alliance now checks for the correct amount of diplomatic influence - Declaration of war no longer valid against faction members - It is no longer possible to invite someone to a faction if they are at war with a member. - Should no longer be able to join faction if at war with faction member - Countries to peace in events will now get all their puppets set to peace as well. - No longer possible to send theaters as expeditionary forces - Threat is now wiped when a country is annexed. - Influences now automatically stop after joining another faction. - Embargoed countries can no longer cancel the embargo - Embargo's now reduce threat when cancelled.
- Revised calculations to determine which province has which terrain. - Desert are now a bit less likely to see rain storms. - Made some tweaks to weather system to have weather patterns more mobile.
- Paradropping now gives an attack delay. - A unit in battle can no longer have an effective combat width of less than 1. - Dissent impact on combat is no longer astronomical. - Amphibious penalty can never go below 99% for any unit. - AA is now twice as effective. - Cags now give 25% of stacking penalty when attacking at sea. - Cags now do triple damage bombing ships in combat with another fleet. - Trickleback now works properly and gives you back manpower lost in combat. - Air combat is now a fair bit more dangerous. - Org damage is no longer scaled by strength of brigade compared to other brigades. - Scaled leadership experience internally so that it transfers to leaders higher up in the chain better.
- Improved calculation of actual supply/fuel usage. - Paradrop missions will no longer progress if the paratroopers are in a delay after an attack. - Units in Strategic redeployment can never gain org now. - Strategic redeployment will now give the attack delay to a unit. - There is now a minimum supply demand for small units so that long distances wont take all the supply tax. - Airunits operating from a base that is no longer in range (ie carrier) will now abort - Logisitcs wizard trait now work properly on units below it as well. - Units will no longer be removed if strength drops to zero from manpower rotation or attrition. - Air units bombing will no longer continue moving during the bombing & aborting their bombing. - Air and Naval units will now reset where they are based if they lose access to their current base. - Unit stats like speed now updates properly when a brigade is upgraded.
- Officers ratio now affects maximum organisation and recovery of units. - Officers now take casualties properly in battle. - Officer ratio now affects attack delay of units. - Increased officer production significantly. - Officer losses in battle is now proportional to unit type. - Expeditionary forces now drain their home country's officer pool when taking losses. -----------------------------------------------------------------------
----------------------------------------------------------------------- - Added day/night overlay to minimap - Made a day/night icon in province interface, and remade the "clear sky" icon cause the sun looked weird next to the moon. - Added terrain effect delayed tooltip to province view and to terrain mapmodes. - Names should now appear instantly if possible. (minor lockups possible at crap cards.) - Added strenght number to child units. - Added weight to unit interface. - Fixed the display for max strength in brigade details. - Softness changes from tech is now colorised green when decreasing and red when increasing. - Remade oil icon to be more clear and visible. - Added super heavy battleship Icons to navalcombat. - Trade icons should now blink later. - Tooltips for org on units will now show daily change as well. - Fixed a couple of tooltips in outliner - Fixed tooltip for dissent in intel view - Tooltips in messages settings should now be correct - Strength and VP mapmodes will now update more regularly. - Added shortcut keys to cancel/accept orders. - Escape now opens the ingame menu if nothing is selected, else it deselects all. - 'w' now moves the map to the location of current unit. - 's' now opens up the stance selection window. - ',' selects all air units loaded on ship. - '.' selects all loaded land units on a ship or plane. - 'l' now loads or unloads a unit to a ship. - 'p' now loads or unloads a unit to a plane. - 'a' now opens up attachment interface. - 'd' detaches a selected unit. - 'c' now creates a new HQ above current unit. - Alerts for wasted IC no longer shown when using auto sliders - Fixed rounding error in officer rate - Added 2 more trait columns in leader ledger page - Corp/army/theatre now visible in brigade ledger page - Fixed some more ledger-pages - Leader experience is now shown as % in the ledger as well. - Unit arrived message now fires only at final destination - Expeditionary force declined should now give a message - Tweaked collision boxes for tanks to try and make it a bit less wacky - Diplomatic screen should now refresh when a country disappears - Combat progress in interfaces are now loaded properly from save games. - Units changing country will now be properly be deselected. - HQ's can no longer be merged. - You can no longer transfer HQ brigades away from a hq unit. - Cag's can no longer be merged with other airunits. - There is no longer free diplomatic influnce from cancelling or creating transit rights. -----------------------------------------------------------------------
----------------------------------------------------------------------- - Removed several reasons for the game to go out of sync while playing multiplayer. - Made multiline chatemessages look prettier - Updating automation in lobby now shows for clients as well - No longer possible to swith away from save selection for clients in mp lobby - Mp save counter should now work. - Moved checksum text and adjusted multiplayerlist in lobby. - Date should no longer reset when new player joins after save is loaded. -----------------------------------------------------------------------
----------------------------------------------------------------------- - Exported current player tag from gamestate to lua for modding fun. - Added a "terrain = x" command for provinces, to override graphical logic -----------------------------------------------------------------------
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- Added setting in settings.txt to not create 'waves' called _waves_ - Setting trees rendering off will now not create any tree gfx upon reload - Restructured province manager a bit to help reducing startup crashes on some machines.
- Optimised interface interactivity. - Game speed and time progress have been optimised to provide a smoother gameplay. - AI optimised, both in lua and the core game, which should improve game speed significantly. - Tracked down and removed several memory leaks, which made the game sluggish the longer you played it.
- Savegames should no longer become corrupted, and previously corrupted savegames might be recoverable. - Fixed several reported crash problems. -----------------------------------------------------------------------
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- Game should no longer un-pause when clicking in outliner - Opening main menu no longer closes the outliner - Country flags should now be localised in triggers. - Ledgerpage for buildings now handles provinces with the same name - Fixed prereq graphic bug in Naval background. - Fixed tooltip bug on Leadership/oil icons in province interface. - Resized all terrain images so the terrain tooltip doesnt popup inbetween the icons below. - Fixed the flag distortion on the minishield and the small minishield. - Flags no longer shown through fog of war after being shown once. - No more invisible units when armies split from events (like at civil war) - Fixed issues with incorrectly shown counters - Fixed lots and lots of typos - Fixed a bunch of localisation issues - Fixed unlocalized text in metaserver - Fixed some non existing tooltip localisations - Is in any faction trigger now displays correctly for "no" as well.
- Rejecting a NAP will no longer increase relations between countries. - Faction specific rules are now set immediately after a reload again. - You can no longer ask/offer transit rights with faction members because you already have access. - Broken trade deals message now show correct trade goods order - Returning expeditionary forces should now work - Government in exiles will no longer wipe out the cash of the faction leader. - Partisans will no longer stop an entire country to be annexed. - French surrender will now work properly even if poland starts the war. - A country being annnexed will now cancel all its trade agreements. - Offmap resources are now calculated correctly for resource balance values. - Needed for production is now updated properly from all cases of production. - Build times/costs are now calculated properly for buildings after each is finished in a serial. - Fixed mixup of ic and mp cost in brigade build screen. - Fixed a bug with auto-deployment - Fixed a calculation error with maximum manpower needed for reinforcement. - Upgrading units now actually uses resources. - Cags will now properly detach and attach to correct hierarchy position when rebasing. - Fixed a problem where it was not possible to split cag units. - It is no longer possible to deploy or reorganise new cags into units that would make them over the carriers capacity. - Dissent penalty on ruling party popularity now works properly. - Fixed a bug where units could still be in combat even though they had moved away. - Commando trait now properly reduces the out of supply penalty. - Air units without fuel will no longer get stuck in air forever. - Fixed a bug where units could get stuck after reloads. - Paratroopers can no longer take control of hostile territory while on a plane. -----------------------------------------------------------------------
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- Added Naval, land and air doctrines for all scenarios - Changed the requirements for Small Warship ASW - It should no longer be possible to research Super Heavy Tank Brigade more than once - Added industry techs for: Germany, UK, France, USA, Soviet Union, Japan and Italy - Added construction practicals for USA, UK, Germany, Italy, Japan and Soviet Union - Armoured car techs now use mobile unit practical - Lowered requirements to research helicopters - Increased build time for escort carriers to 350 - Tweaked naval and construction practicals - Reduced practicals for AA and radar stations.
- Renamed two duplicated units in the Italian and Chinese -36 oob - Added a theatre to Argentina's oobs - Revised and increased the number of historical leaders in the German and Japanese oobs - Reorganized the Greek oobs - Updated the -36, -38 and -39 oobs for Finland - Updated the production queues for Japan, UK, Japan and the US - Fixed some typos and added Tiger units to the German -43 and -44 scenario - Moved the 6th Air Force to Saipan - Moved 12. Juntuan and 66. Jun to Shanwel - Nagano no longer commands the 37. Hoheishidan - Replaced most of Shanxi's and Communist China's infantry with militia - Fixed the Russian cavalry div. that had been replaced by infantry div. in the -44 scenario - Repositioned some of the Italian planes - Changed the location of the Enterprise Taskforce and Lexington Taskforce - Removed some of Australia's transport ships and increased the number of reserve units - Moved the Yugoslavian troops that had wandered off towards Sinope - Added historical leaders to some of the expeditionary forces
- Gave Newcastle, Hollandia and Guadalcanal airbases - Added and adjusted some of the air fields, ports and coastal forts in Finland - Moved the airbase and anti-air in Palermo - Added naval bases to Aparri, Legaspi, Lingayen, Shantou, Baoan, Pulau Dolak, San Cristobal and Malaita - Changed the speed of armoured brigades in mountain terrain - Moved the industry in Canberra to Melbourne - Increased Togtoh and Guyang's infrastructure to 3 - Rebalanced support brigade values - Lowered infrastructure on the east and west coast of Australia - Moved the naval base in Corpus Christi - Repositioned the air bases and anti air guns in Cagliari and Tobruk - Added new pictures for S-P Artillery and Cags - Moved Argentina's capital to Buenos Aires
- Fixed the "Second Vienna Diktat" so that Hungary gets the proper cores - Added a second version of the "Bitter peace" event, if Japan isn't at war with the Soviet Union - The "Ultimatum to Greece" can no longer be triggered if Greece is a puppet of Germany or Italy, or already at war with Italy - "Japan demands bases in French Indochine" - requires Japan to be in axis instead of alliance - Added a second version of the "Independent Croatia" decision, in case Croatia is still owned by Yugoslavia - Tweaked the "Claim Bessarabia" and "Bulgarian claims to Constanta" decisions - Tweaked the combat events
- Tweaked the occupation polices - The US guarantees Bolivia from -36 - Removed Vichy France as a puppet state to keep them out of the war - Adjusted the distribution of VPs for Estonia, Latvia, Lithuania, Ireland, France and the Netherlands - Added a victory point to Kalgan - Japan still controls the Carolines in -44
- Revised a lot of rivers in Asia and Australia. - Removed a duplicated sea zone id - Added a strait between Jiangmen and Bao'an - Added "arctic" terrrain to the northern provinces of the Soviet Union, Canada, Norway and Iceland - Added the Ligurian Sea, Bay of Naples and the Gulf of Iskenderun to the Mediterranean region
- Changed the start dates for Albert Speer, Joseph Goebbels, Karl D�itz, Franz von Papen and Arthur Seyss-Inquart - Added new ministers for Xibei San Ma - Gave Ismet In�u a new minister type - Added an image for Hayashu Senjuro
- Corrected some of the French, Polish, Hungarian and Italian unit names - Renamed the US "Democrat Party" to "Democratic Party" - Corrected some duplicated and misspelled province names - Fixed the erroneous label in the statistics page - Fixed the tooltip for the "Airborne Assault" order - Added Canadian party names ############################################################
############################################################ - Fixed a problem which made troopsneed become much too large. - Made a few minor speed improvements. - Game now defaults to lower multisampling to make performance better. - Tweaked temperatures to feel a bit more natural. ############################################################ # Changes for 1.1 below. ############################################################ ----------------------------------------------------------------------- - AI Improvements ----------------------------------------------------------------------- * Misc AI - The production AI will now fill up the queue with infantry or militia divisions if no other needs and have available IC + manpower. - AI won't care about spam penalty when it comes to influencing. - AI may now invite countries currently at war to its faction. - Japan will no longer declare war on the USA if the usa is in the axis. - All AI countries in factions will now influence if they can. - AI should now be a bit smarter about how to spend DI for influencing. - Bigger countries will no longer spam smaller for debts. - AI countries will now only mobilise when they have less than 20% between neutrality and effective threat. - AI will no longer join factions if a stronger neighbour is in a hostile faction. * Unit AI - Fixed some movement correction glitches - Rewrote how reserves are handles by the AI, and it will use garrison type units more for that. - Improved handling of very damaged units - HQs no longer counted as "infantry" archetype in force needs - More focused on seizing VP provinces - Use of expeditionary forces between AI nations outside the regular diplomatic framework - Substantial rewrite of inter-area allocation of troops, taking into account more factors. - Very safe pathfinding (used by the AI) will now avoid provinces under attack - Fixed some problems with troop allocation in puppet/master areas - Fixed a problem that prevented some fleets at sea from ever moving again - Fixed a problem causing unit ping pong effects. * Garrison AI - Improved initial unit selection, with more efforts at a stable garrison force, and more logical troops will be used. - Adjusted France vs Low Countries border prios - Fixed a problem where zero prio provinces were still being added to the garrison province list (causing odd garrisoning of borders with friends) - Rewrote a function to choose more logical troops - Adjustments to emphasize coastal provinces - Fixed a bug with return of garrison divisions to fronts - Fixed a bug that might have affected front distribution a bit - Will no longer pull divisions from lower prio provinces to garrison higher prio ones (caused a lot of shuffling when some units had to stomp partisans etc) * Front AI - France should be more prepared on the Belgian border - Fixed a slight distance bug - Adjusted stance org thresholds - Fixed a "Parkinson" bug - Fixed a bug with attack orders sometimes being cancelled at once - Fixed an issue with overestimation of current strength and org for both friendly and enemy units - Will now consider army experience - Many improvements to breaking out of pockets - More aware of dig in factor - Better handling of multiple fronts in the same theatre with few total divisions - Improved some distribution code - Will now be more intelligent about troop distribution around encircled enemy provinces - Added a bunch of missing modifiers to odds calculations * Air AI - Fixed a bug in Logistical Strike missions - Fixed an issue with constantly splitting and merging MR and Interceptors - Fixed some more issues with carrier bases being used for the wrong air types - CAGs will now properly be used to pound enemy units when invading - Tactical bombers will prioritize invasion targets if they are in range - Support for flying bombs and rockets - Added support for nukes - Added logistical strike missions - CAGs should no longer get mixed up with other air types - Fixed a bug with tactical bombing targets - Day/night and weather checks - Paradrop AI: Fixed a bug with it forgetting its intended target - Fixed a bug which made airunits reorganise unneccesarily too much. * Naval AI - Optimized rebase checks - Proper patrol missions added - Fixed an issue with inter-theatre submarine allocation - May now take patrolling or convoy escorting fleets for Naval intercept missions - Adjusted naval superiority checks to make the AI less scared of naval missions - Will no longer patrol with unescorted capital ships - Fixed an issue with obsolete orders not being cleared correctly - More legal move checks - Fixed some issues with fleets getting "stuck" due to no valid path - Fixed a problem with rebasing of submarines to their correct theatre in the absence of actual enemy targets - Fixed an issue with damaged fleets getting stuck at sea - Improved convoy raiding checks - Fixed an issue with fleets in combat or retreat not correctly being recalled to base on damage * Transport AI - Fixed a bug with one invalid route (no path) locking up all transportation - Fixed a bug with the best embarkation port selection - Will not be as particular about hogging transport ships if they are not needed - Will never use mot/mech/arm to garrison islands - Should reset the transport target of armies on detachment from a hierarchy - Fixed a problem with "shuttle transportation" (transporting some units before the rest have reached the embarkation port) * Invasion AI - Fixed a bug with single divisions not conquering a whole island even if it was undefended - Player directed targets will now receive the needed divisions from the theatre main area if at all possible (not in combat etc) - Fixed a problem with invasions not launching due to waiting for escorting fleets that had already joined - Should now target port provinces only - More prone to respect player set invasion beaches - Adjusted "needed divisions" check for invasion targets - Reduced the division needs in non-warzones to make more units available for invasions ----------------------------------------------------------------------- - Gamebalance Changes ----------------------------------------------------------------------- * Units - Implemented individual officer ratios per unit type. - Units will now get starting experience depending on laws if nothing is scripted in the oob. - Support for officer needs at naval and air units added. - Increased practical gains for non capital ships. - Engineers are now much faster. - Tweaked marines, engineers and bergsjaegers combat abilities in various terrains fitting their capabilities. - Armor, Heavy Armor and Super Heavy Armor are now worse in bad terrain. - Planes will now always repair at midnight GMT, combat and in air won't stop them. - Reserves no longer get an extra bonus on lesser manpower rotation. - Reworked reserve status to be per brigade, to make it easier for the player. - Starting manpower is now properly reduced in scenarios when wars have been ongoing for a while. - Retreating units ignore fuelstatus for movement speed now. - Rebasing fleets take supplies and fuels directly from capital now. - Ships in non-friendly ports that can't move will not be sunk. * Combat - There is now an auto pushback damage event when a province is taken by a new controller. - Increased basic terrain penalties. - Increased penalties from combat on weather. - Dropped xp gain for airunits dramatically. (almost a factor of 10) - Rewrote shatterlogic and how reserve units gets reinforced. Now shatter percentage is compared to highest strength that unit has had, and not maximum possible. - Runway cratering is now a bit more lethal. - Added in proper restrictions for pathfinder to not allow entry where a unit can't attack. - Breakthroughs and Delays now impact attack delay. - Retreat province now less likely to be a front province - Airunits will not automatically intercept airunits at the airbase unless they have the order for it. - Reduced damage to convoy raiders a bit, and increased damage on convoys a bit. - Fixed some penalties for cavalry in some terrains. - Correct default penalties for attack for terrain is now used. - Attack delays are now reduced every hour during a battle to a minimum of one. - Experience is now propagated up to leaders higher in a hierarchy (at a smaller fraction). * Weather - Rewrote temperature impact on combat to be a more sliding scale. - Recoded how lowpressurezones are scripted, so that they can be seasonal. * Production - Reduced prices by 50% on metal, energy & rares, and by 25% on oil. - Fuel is now at crude oil prices. - Units are now deployed into theatres properly if auto-deploy is on. - Added a modifier for global resource production for a country. - Practicals are now applied at finish properly for all building types. - Highest threat now reduces consumer goods from mobilised troops. - Reinforcements and repairs are now slightly faster. * Politics - A few laws now modify the resource production negatively when IC is modified negatively. - Revised some ministers to modifiy resource production instead of IC. - Tweaked occupation policies to be harsher on IC. - National Unity is now always capped between 1 and 100. - Tweaked strategic warfare a bit to be less easy to win by just bombing another country and have a 2 to 1 supremacy. - Strategic warfare impact is only valid at offenses to liberate own territory, not just any adjacent to it. - A government in exile now loses most of its officers, manpower and constructions. - Elections can now happen at any day within a month if scripted that way. * Technology - Theories are now cheaper to research. - Revised all naval technologies for a better balance. - Tweaked starting techs generation to always go for cheapest. * Diplomacy - Surrender logics changed to surrender to the one occupying most of the country instead of the faction leader. - When the all members of a faction is a GiE, it will surrender again to be annexed or puppeted. - Increased intervals between alignment movement. - Increased impact of threat & ideology on aligment. - Decreased repulsion impact on alignment a bit. - Target countries neutrality is now impacting how easy it is to influence them. - Only one country in each faction can influence a target country. - Joining or Inviting to a faction is now free from DI costs. - Neutrality is now capped at 100%. - Reduced impact of relations on trade, and increased chances when fighting wars together, or having friendly agreements. - Puppets can now initiate trade with their masters - Countries in the same faction or allied will never be considered "highest threat" for a country. * Intel - Higher differences in intel now gives more info on the map. - You can no longer get province details on buildings without decent intel. - Infrastrucutre map details are now limited by intel. - Radio is now negative on encryption instead of decryption. * Misc - The start of the spanish civil war will no longer cause you to lose more than the set amount of troops. - There is no longer 15 dissent at start of spanish civil war. - Splitting troops now cap the amount of landtroops that can go over to the set amount of percent. - The split_troops effect now splits the manpower as well. ----------------------------------------------------------------------- - Interface Improvements ----------------------------------------------------------------------- - A diplomatic message is now only shown for a week. - Officer needs is now shown in the build interface. - Added tooltip to continuous checkbox for airmissions and disabled time widgets when checked - Building effects are now relative. - Counter values now update at every start of a day. - Best possible law instead of next possible law is now shown in the alert. - Changed layout in ledgerpiecharts to fit better - Added the tooltip for soft and hard attack in the airbuilder screen. - Improved the election interface. - Added a message whenever a country gets annexed. - Unit recruittime is now properly colored. - Clarified the tooltip for neutrality when declaring war. - Clarified names of intelligence levels. - It is no longer possible to ask for debt allowing when a debt is already allowed. - Invite to faction button no longer visible when target allready in faction - Now possible to stop aligning to faction leader - Fixed the interface for allowing and revoking debt - It is no longer possible to open brigade details window for a unit that already have that screen up. - If game paused by opening menu, closing it should now unpause it - Changing options in frontend now tell you what happened only once - Bad username or password for bonus content now tells you so - Only one way to change messagesettings from the settings menu now - Reworked alot of messages to eliminate all tpyos of bad spleling swedes. ----------------------------------------------------------------------- - Bugfixes ----------------------------------------------------------------------- * Restart/Reload Issues - Airintercept orders are no longer broken at a reload. - Fixed a problem which caused some combats to become invalid after a reload. - Fixed a few issues with save games not being setup properly when loaded. - Fixed a calculation error for offier ratios at start of scenarios. - Fixed another reason for out of synch. * Interface - Fixed the aircombat goto button. - Fixed a display issue for technology abilities. - It is no longer possible to get duplicate convoys through the interface. - Peace messages are now shown properly again. - Fixed a glitch with attrition tooltip. - Fixed a mismatch in toggling auto-resource and auto-supply buttons. - Research alert now deactivates properly when under ai control. - Fixed an issue with flickering reserve icons. - Shift-clicks can not be used to get out attack delays. - Reinforcement needs can no longer wrap around to negative numbers. * Units - Range check on move for naval units added. - Airunits can now actually raid convoys. - Fixed a bug with naming of serial brigades. - Can no longer rebase to neutral bases. - It should no longer be possible to merge invalid units (cags from different carriers etc). - Units will no longer leave being a bomb target until they actually LEAVE a province. - Fixed an inversion of efficiency on repairs in naval/air bases. - Fixed a few bugs where combats couldn't be selected properly - Convoy raiders should now be sunk properly if they are damaged for <0strength in a convoy attack. - Illegal convoys are now tagged as inactive even when autocreation/destruction is off. - Fixed a problem where naval sorties and intercepts would find units it had no intel on. - Inactive leaders should no longer be assigned to units through auto-assign. - Range checks now from base, and not current location. - Convoys and escorts are cheaper now - Targetfleet is now saved and loaded in navalintercept orders. - Supply needs are now calculated properly even when a country is out of supplies. - Returning expeditionary force no longer requests confirmation of returning party and returns unit after one month - Nationalist rebels are now separate depending on which country they are aiming to reform. * Misc - Alot of compability issues have been tracked down and dealt with, improving general stability for users. - Influences now end if the target is removed. - Fixed some issues with liberating countries. - Puppets are represented more accurately (no embargoes between puppets and overlords etc) - Calling allies to arms in a limited war should now cost influence as advertised - Improved and fixed some of the events commands - Listening stations and escorts are now properly enabled by their techs only and not randomly. - Rocket Interceptors now get a proper counter. ----------------------------------------------------------------------- - Database Changes ----------------------------------------------------------------------- * Country/Province Setup - The Dutch capital is now setup correctly in later scenarios. - Changed the color of Nationlist Spain so that it can be distinguished from Republican Spain more easily - Positioned some of the naval/air/radar bases more correctly - Increased the number and level of forts in the later scenarios giving a much better historical setup. - Added more suitable traits for some of the ministers * Orders of battle - Made some adjustments to the senario setups for USA, Japan, France, GC, Germany, Italy and the UK for a more historical and balanced setup. - Reworked the historical setup for cags so that they are represented more accurately * Wars and Diplomacy - British puppets (Oman, Bhutan and Yemen) are now properly joining the allies in 1939 - Rearranged the victory points in the Soviet Union to give Germany a bigger advantage - Made some adjustments to the Sino-Japanese War - Mongolia joins the war in 1941 * Technology - Made some changes to the tech setup to provide better balance and historical accuracy - Replaced some of the tech pictures with better alternatives. * Events - Reworked some of the decisions and surrender events so that they are better balanced.
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....................................... 빨간색으로 해주셨지만... 모르겠습니다 ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ 죄송합니다 ㅜㅜㅜ
파란색이였다면 알기 쉬웠을텐데요.....
차라리 하얀색이었다면... 자괴감까진 들진 않앗을텐데
아에 한글로 해주셨다면 ㅎㅎㅎ