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Maximilian I
19.07.03, 08:44
http://www.europa-universalis.com/forum/showthread.php?threadid=95936



###########################
###GENERAL TWEAKS
###############################

### GAME BALANCE

- The correct aircraft capacity depending on technology is now used for carriers.
- Transport planes now get 0 organisation AFTER dropping the paratroopers, not before.
- Strategical redeployment now takes 7 days.
- Strategically redeploying a unit will now half its current organisation, instead of setting it to 0.



### PROVINCE CHANGES

- The Seychelles islands now have 34 infra
- Indonesian provinces now have some manpower
- Chinese provinces have now a little more resources
- Some of the Chinese IC has been moved east
- There is now a little oil in Burma. It was, historically, one of the reasons for the Japanese to invade Burma
- There now is more IC in Tallinn and Rezekne
- All beach placement errors are now gone.
- Movement errors to Muscat and San Antonio are now gone as well.
- Karachi now has a beach and a port
- Province Bures (#6) now is correctly labelled Burns and is clear
- Province Spokane (#5) now is clear
- There is now more coal in Korean and Japanese soil
- There is now some more coal and steel in Slovakia

### MINISTER AND LEADER CHANGES

- More and updated leaders and ministers.
- Better Bulgarian Randomleader names.
- USSR Foreign Minister Litvinov is now a Biased Intellectual
- United Kingdom's Antony Eden is now an Ideological Crusader

### GRAPHICAL CHANGES

- Liberia now uses the correct flag and no longer the Libya flag

### TECHNOLOGY CHANGES

- Added some extra commands to three infantry techs (the Field Hospital series)
- Infantry tech - Modern Flamethrowers - now has fort_attack bonusses
- Infantry, Marines, Paratroopers and Mountaineers now all benefit from the techs that raise river_attack
- Basic and Improved Assault Rifle techs now have a more consequent result
- Special Operations Warfare Doctrine now no longer gives two times an ORG boos to bergsjaeger, but instead gives one boost to marines

### UNIT CHANGES

- Marines should now benefit from some more techs that were forgotten accidentally
- Paratroopers now have a higher default ORG
- Transport planes now have a lower default ORG
- Marines are now a bit more expensive (6--8) and take a little longer (120--140) to build
- Dive Bombers now have a naval attack rating
- Small shore bombardment values added to destroyers and cruisers
- Fuel consumption and speed edited for mechanized, motorized and tanks. The speed of a tank division was determined by its slowest part, not by the actual tank speed.
Since HOI simulates warfare on divisional level, it makes sense to move back the speeds alot. HOI simumlates strategic movement, not tactical.



###############################
###SCENARIOS AND EVENTS
###############################

### EVENT CHANGES

- Sweden can now no longer choose to continue the Winter War if Finland has accepted peace with the USSR
- AI event that makes the USSR move its capital when Moscow is threatened
- AI event that makes France switch is capital is removed
- The 'Japan demands Vichy Indochine' events now have commands that set up Japanese convoys to and from Indochine
- The 'End of the Winter War' event now has some more triggers
- Re-included two AI_Events for a coup in Yugoslavia and Yugoslavia joining the Allies
- Spanish Civil War will now almost always occur
- German claims on Western Poland (except Danzig) have been removed and are now added in the Molotov-Ribbentrop Pact
- Hopefully the lockup on Dec 13 1941 is gone
- Vienna Diktat Event now checks if Romania controls the ceded provinces
- Quite some sleepevent commands were added to the USA elections so that certain elections don't trigger anymore when another has happened
- Japan leans on Siam events now check if Japan and Siam are not at war
- Event 2627 (End of the Finnish Winter War) now has some more logical triggers
- Anarchist Movement Crushed event for Republican Spain can now only trigger after the Spanish Civil War to prevent agressive behaviour by USSR and Italy
- Danish DOW event for Germany is now gone
- Germany receives it claims even in the limited M-R pact now
- SOV´s moving of industries to Siberia events now move a little more ics and relocate victory points as well
- fixed some major crashbugs in the bitterpeace


### SCENARIO SETUP CHANGES

####### CLAIMS

- Afghanistan now has claims on Karachi
- Albania now has claims on province #755 - Skopje
- Panama now has claims on province #288 - Panama Canal

####### DIPLOMACY CHANGES

- Liberia now also grants Military Control in all scenarios to the USA
- Liberia is now part of the Allies in 1941
- Yemen and Oman are now part of the Allies in all scenarios

####### MINISTER SETUPS

- Germany now has correct minister setups in 1939 and 1941
- Fixed a typo which caused UK in 1941 to have 1057 (Winston Churchill) as Head of Military Intelligence instead of 1075 (Robert Menzies)

####### OOB CHANGES

- Only French mechanized division is now rightfully motorized
- Afghani Faizabad division is now militia, added Royal Household
- Bulgaria now has a corrected and more historical OOB in 1936, 1939 and 1941
- Fixed some discrepancies in the German naval OOB's
- Latvian Army now has the correct divisions
- USA carrier stationed planes (1941) are now put in the province of the port, not on the ships themselves. Makes for easier naval management (vis-a-vis merging)
- Spanish Naval OOB is now more correct (double ship w/ other name deleted)
- Corrected German Air OOB in 1936
- Added Schlesien and Schleswig-Holstein in German 1936 Naval OOB to correspond with the 1939 and 1941 OOB
- Corrected Australian OOB in all scenarios
- Romania received a missing tech in 39

####### OTHER CHANGES

- Indonesia now has some convoys in 1941
- Bulgaria now owns and controls Dobrich (ID#868) in 1941
- There now is AA in Leningrad, Moscow (quite alot) and Stalingrad (less) in all scenarios
- There now is some AA in Berlin in 1941 scenario to represent the famous Flaktürme
- There now are historical coastal forts in some Australian provinces



###############################
###AI CHANGES
###############################

- Rewrote AI for determening Unit strength for Front AI and exported several variables.
- Exported a huge amount of variables for odds calculations for the Front AI.
- Exported another variable for the Front AI, to tweak across-river-attack penalty.
- Added another functionality to make sure the invasion AI does not lose its fleets.

- The Russo-Japanese front should now be more passive
- Germany should now garrison the Danish border a little more and is a little more aggressive
+++ AI PROJECT INCLUDED:
- New Australia_Peace.ai and Australia_War.ai files. First one used in 36, other in 39 and 41
- Almost all naval nations now have admiral sections in their AI files
- Lots of nations now have bomber sections added to their AI files
- Reworked Invasion and Garrison parameters for quite some nations
- Australia, New Zealand, South Africa, Brazil and Canada now switch from a Peace AI to a War AI when at war with the Axis
- USA has the same invasion commands as Japan, hoping to make them invade a bit more
- USA now has severely raised specific invasion spots
- Italy now has a higher recklessness and more specific invasion commands to stimulate invasions of Greece and some Mediterranean islands
- United Kingdom should now garrison keypoints better.
- United Kingdom has changed invasion commands that hopefully encourage invasions more
- United Kingdom's invasion priorities for some points have been raised significantly

Der Zarewitsch
19.07.03, 09:44
Ausgezeichnet,Herr!!

Besonders das AI-Project weckt mein besonderes Interesse. ;)

Vielen Dank!!!

AG_Wittmann
19.07.03, 10:42
Kann man wieder die Fallschirmjäger benutzen? Bei mir wollen die nicht mehr aus den Transportern abspringen.

Maximilian I
19.07.03, 13:21
Originally posted by AG_Wittmann
Kann man wieder die Fallschirmjäger benutzen? Bei mir wollen die nicht mehr aus den Transportern abspringen.

jo :)

Unforgiven
19.07.03, 15:40
Hallo!

Die Änderungen gefallen mir!

Aber was ist mit dem Allianz-Bug (man kann nicht joinen)? Ist der nicht weg?

Lord Peter
19.07.03, 19:20
Einen kleinen Bug habe ich in diesem Patch entdeckt:
im Scenario 1936 haben 2 Schlachtschiffe, die bei den Deutschen gebaut werden, exakt den gleichen Namen (Scharnhorst). Ein Schiff müßte Gneisenau heissen....

Maximilian I
19.07.03, 22:12
Originally posted by Lord Peter
Einen kleinen Bug habe ich in diesem Patch entdeckt:
im Scenario 1936 haben 2 Schlachtschiffe, die bei den Deutschen gebaut werden, exakt den gleichen Namen (Scharnhorst). Ein Schiff müßte Gneisenau heissen....

richtig... korrigiert.

Drantos
20.07.03, 01:57
Für welche Version ist der Patch ?

Habe die Us - Version.


cu drantos

SEPPI
20.07.03, 11:32
hm wie schaut es in einem laufenden spiel aus?
wird es eventuell probs geben oder?

Mr Ottiman
21.07.03, 00:40
hallöle, da ja schon Korrekturen hier angesprochen werden.......
Bei den britischen Fliegern gibt es einen 'Hughes' - der ist :
Winterspezi, Schlitzohr, Pio, Pzkommandant, Alte Garde, Seewolf & Blockadebrecher ?? - ist aber 1.05 - was macht denn so einer bei den Fliegern ?
Wollte das nur kurz als Info weitergeben.

Steiner
21.07.03, 09:27
Moin,

mir ist schon bei 1.05 aufgefallen, das die Provinz "Kiel" (586) keine Personalkräfte für Deutschland bringt ...

Gruß

esteiner

Der Zarewitsch
21.07.03, 09:39
Originally posted by Drantos
Für welche Version ist der Patch ?

Habe die Us - Version.


cu drantos

Ihr könnt den patch natürlich auf Eure US-Version laden.



Originally posted by SEPPI
hm wie schaut es in einem laufenden spiel aus?
wird es eventuell probs geben oder?

Habe ein laufendes Spiel einige Monate laufen lassen - bei mir traten keine Probleme auf.

SEPPI
21.07.03, 14:44
>>>Habe ein laufendes Spiel einige Monate laufen lassen - bei mir traten keine Probleme auf.


Nun gut Probleme,. jedoch werden viele Dinge nicht im laufenden spiel übernommen,.

Z.B Minister ändern sich nicht im 1.05 b wurden einige Minister geändert die im Laufenden spiel noch die alten sind, und nicht geändert werden,.
Ist euch auch noch was aufgefallen?

Steiner
22.07.03, 10:48
Ich habe die Datei "panzers.txt" aus dem "units" Ordner vom tweak pack zum Anlass genommen mir mal Gedanken zu den Baukosten / Bauzeit der Einheiten zu machen. Mir war aufgefallen, das die ein wenig äh - seltsam sind. Klar ist es noch kein finaler Patch, trotzdem.

Mein Vorschlag zu den Panzern:

Berechnung der Kosten nach folgender Formel:

#Kosten 10 IS +2 je Gattung (min. 15)
# +1 ab 30 mm
# +1 ab 50 mm
# +1 ab 70 mm
# +1 ab 90 mm
# +1 ab 120mm

#Bauzeit 110 +5 je Gattung
# +5 ab 20 mm
# +5 ab 40 mm
# +5 ab 80 mm
# +5 ab 100mm
# +5 ab 150mm

das sieht dann so aus:

# 0 - Pre-War tank
cost = 15
buildtime = 110

# 1 - Early Tank (MG)
cost = 15
buildtime = 115

# 2 - Basic Light Tank (MG)
cost = 15
buildtime = 120

# 3 - Basic Light Tank (20+mm)
cost = 15
buildtime = 125

# 4 - Basic Light Tank (30+mm)
cost = 15
buildtime = 125

# 5 - Basic Light Tank (40+mm)
cost = 15
buildtime = 130

# 6 - Improved Light Tank (20+mm)
cost = 16
buildtime = 130

# 7 - Improved Light Tank (30+mm)
cost = 17
buildtime = 130

# 8 - Improved Light Tank (40+mm)
cost = 17
buildtime = 135

# 9 - Advanded Light Tank (30+mm)
cost = 19
buildtime = 135

# 10 - Advanded Light Tank (40+mm)
cost = 19
buildtime = 140

# 11 - Advanded Light Tank (50+mm)
cost = 20
buildtime = 140

# 12 - Advanced Light Tank (70+mm)
cost = 21
buildtime = 140

# 13 - Basic Medium Tank (MG)
cost = 20
buildtime = 135

# 14 - Basic Medium Tank (30+mm)
cost = 21
buildtime = 140

# 15 - Basic Medium Tank (40+mm)
cost = 21
buildtime = 145

# 16 - Basic Medium Tank (50+mm)
cost = 22
buildtime = 145
.
.
.
.
.
# 32 - Advanced Heavy Tank (80+mm)
cost = 33
buildtime = 175

# 33 - Advanced Heavy Tank (90+mm)
cost = 34
buildtime = 175

# 34 - Advanced Heavy Tank (100+mm)
cost = 34
buildtime = 180

# 35 - Advanced Heavy Tank (120+mm)
cost = 35
buildtime = 180

# 36 - Super-Heavy Tank (100+mm)
cost = 36
buildtime = 185

# 37 - Super-Heavy Tank (120+mm)
cost = 37
buildtime = 185

# 38 - Super-Heavy Tank (150+mm)
cost = 37
buildtime = 190

Die Ganze Datei zum Download: panzer (http://www.gadma.net/wakka/uploads/EricSteinerbergerLinks/panzer.zip)

(dort sind teilweise auch die Werte für Geschwindigkeit, Nachschub und Spritverbrauch geändert)

Gruß

esteiner

GS_Guderian
22.07.03, 12:43
Habe gerade mal die Leaderskills durchgestet:

Ob ich nun ´nen Panzerkommandeur, Pionier oder einfachen Nichtskönner an die Spitze einer PzDiv stelle, sie bewegt sich genau gleich schnell.
Probiert bei China & Deutschland 1936. Dabei jeweils im eigenen Gebiet, über Flüsse und Hügel.

Gleiches gilt für den Leader mit Kommandoskill. Der Italiener bewegt seine Gebirgsjäger über Flüsse und Berge genau gleich schnell, ob nun Kommandoführer, Pionier oder sonst wer.
Probiert 1936.

Weiterhin bemerke ich im dicken Schnee des Jahres 1936 beim Finnen keinen Unterschied, ob nun ein Winterspezialist der Infanterie vorrausstapft oder ein anderer Kommandeur. Kein Speadgain.

Beim Minister klappt es dafür:
Der Movement Bonus von 10% wird einwandfrei berechnet. Getestet DR 1937 mit Inf und Panzern.

Maximilian I
22.07.03, 13:13
die geschwindigkeit wird nicht nur den skill beeinflusst:

http://www.europa-universalis.com/forum/showthread.php?threadid=83741

GS_Guderian
22.07.03, 13:18
Ja ich sehe es gerade....ein Jammer, dacht immer ich wäre schneller, wenn ich solche Männer einsetze.