Hoi Patch 1.05 Na.exe
New Convoy Assert Limits Fixed overseas convoys not loading properly from scenairo files. Added Missing TT images Implemented 'access_to_alliance' event command Province Navalbase flag now correctly cleared when ending scenario. Click to expand.What kind of detail would you want? Most of it is not really stuff that would appear in any manual, anyway. Exempli gratia: - Several changes were made to misc.txt, partly enabled by engine changes; the way that unit-carried stockpiles are factored has changed and the values for usage when stationary/moving/fighting have been added and tweaked, as has the stock level factor.
This is the version 1.06 patch for Hearts of Iron. Updates include a new scenario, game balance tweaks, improved AI, enhanced graphics, new events, and bug. This is the 1.05 North American patch for Heart of Iron. Hearts of Iron 3 Wiki; Hearts. Spu2 X 2.0. The patch will turn the censored German language only boxed. And we seem to be moving along toward KR 1.05 Beta 1.
- For Japan/China balance a lot had to do with Japan going all-out to annexe China without building a navy. This depended on the AI file build factors and AI event parsing that describes when AI Japan switches AI files - these have been tweaked by changing several numbers in the events files. In short - lots of very small changes that will mean nothing to the average player, but which change the 'texture' of how the AI plays to give a more interesting game (I hope!). If you want to play with this suff yourself I can suggest only one way to do it - (1) read the 'readme' files in the relevant directories (which we have tried to update when we added something) to understand the basic purpose of the factors, (2) tweak the factors in a way you think will help and then (3) test, test, test.
And then tweak some more, then test, test, test. You get the idea. What kind of detail would you want?
Most of it is not really stuff that would appear in any manual, anyway. Exempli gratia: - Several changes were made to misc.txt, partly enabled by engine changes; the way that unit-carried stockpiles are factored has changed and the values for usage when stationary/moving/fighting have been added and tweaked, as has the stock level factor. - For Japan/China balance a lot had to do with Japan going all-out to annexe China without building a navy. This depended on the AI file build factors and AI event parsing that describes when AI Japan switches AI files - these have been tweaked by changing several numbers in the events files. In short - lots of very small changes that will mean nothing to the average player, but which change the 'texture' of how the AI plays to give a more interesting game (I hope!).
If you want to play with this suff yourself I can suggest only one way to do it - (1) read the 'readme' files in the relevant directories (which we have tried to update when we added something) to understand the basic purpose of the factors, (2) tweak the factors in a way you think will help and then (3) test, test, test. And then tweak some more, then test, test, test. You get the idea. Click to expand.What I remember from a couple of beta patches ago: -infrastructure cost increased, building time decreased, total IC days up -speed of some armor units in modified -new brigades added, but no way to look stat ups unless you dive into the files. Combined with your readme files, I think I will have to resort to the latter. Der Engel Der Schwarzen Sonne Pdf. For me personally it's a bit frustrating that I can't do good number crunching with out-of-game resources. I'm not really a min-max player, but I also don't like to use completely worthless units, like heavy armor brigades were in HOI2.
I don't really care that much about how the AI thinks and fights, except that I want to avoid exploiting its weaknesses. Some questions I still have: -is the increased visibility of BC vs CA a big factor compared to the increased fire power when making surface raiders? Similarly of heavy subs, and are spotter planes worth it? Especially on CA were the brigade count is limited.
In other words: can I find the exact formula for detection, initial range, speed of closing, and damage by guns vs armor thickness somewhere? -what are the stats of the newly added brigades? But I'll do without for now. Thanks for your efforts though!!