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unmerged(90310)

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Jan 3, 2008
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  • Hearts of Iron III
Thank you all for participating.

Due to the great feedback in the first thread im opening up a new one in regards to the newest RC : Beta4.
Please post any new bugs you notice as detailed as possible in this thread.

You can grab Beta4 right here:

http://www.bl-logic.dk/Games/AOD/Patches/105B4.rar




Greetings and Thanks,

wyK1NG // Philipp Karl Friedrich


Complete Changelog of 1.05B4
Removed Debug Output
Rescaled Nuclear Production
Fixed Support #945 : Peace with all
Fixed Bug #617 : Convoy <> Transprt Conversion display bug
Fixed Bug #678 : Poor AI Assignment of Leaders
Fixed CTD related to to small text buffer for high resolutions.
Fixed Random leader name CTD
Fixed Day / Night cycle
Some Small Text Changes
Minor DB fix for fNATCHI falkenhausen event
Minor Tibet Minister Fix
Improved debug output for invalid unit models (for modding)
Further Speed Optimizations.
Assigned specific default sprites to air units.
Balancing changes + Latest Balancing proposal by Andy
Fix For Infra Repair speed
Fixed possible CTD with air superiority mission
AI default preference for repair is now 20%
Slider Not responding issue resolved
Implemented Support #946 : Message popup when production line can be upgraded
Implemented Support #801 : Change Retooling Time via Event
Implemented Support #943 : Give XP to Unit via Event
Implemented Support #944 : Give XP to Leader via Event
Implemented Support #941 : Change Partisan Activity via Event
Implemented Support #945 : White Peace with All
Implemented Support # 813 - Check for battle in province
Implemented Support #859 : Change a nations National Idea/Social Policy/National Culture via Event
Implemented Support #858 : Add trigger that checks a nation's national idea
Implemented Support 818 : Trigger an event with delay
Implemented Support # 953 : Moddable max number of attachment for each naval unit type
Implemented feature # 923 : Make it possible to mod the number of escorts/transports generated by converting transports/destroyerstransports/destroyers
New AI transport
When MP is low reinforcements now prioritizes Air and Ships
Combat now uses relative organization as attack modifier instead of absolute
Fix for the missing move event (which could cause unit to stall indefinitely)
Fixed bug # 879 : Lent expeditionary forces are also deleted by delete_unit command. Those are now returned to the owner.
Implemented Support # 817 : Member of "Big Alliance" Yes/No/Specific
Militia now free from retooling
AI now build Infra
AI files can now specify preferred infra provinces.
AI now is more stable in building IC in preferred provinces
Newly released country now doesnt get "FREE" transports - the releasing nation gives it to them.
AIR AI now correctly understands the amount of damage it can do to non national IC.
Small code cleanup in provinces
Scorched earth now doesnt destroy province until the last defending army has started to flee.
Updated event commands.txt with new "capital_province" trigger syntax info
Implemented Support # 816 - New Event Trigger : Capital Location Province Check
Scorched Earth doesnt destroy province with active combat.
Arid Attriction reduced
Bug #874 Minimap is still active when tab is opened
Fixed bug 903 - French leaders defecting to Vichy doesn't fire
Coup chance now more tied to dissent. Exported coup chance increase per dissent point to misc.txt
Fixed Support #939 - Increased maximum player name length
Fixed Support #940 - Increased maximum chat winodw length
Fixed Support # 948 : Newly-created countries get 10 free convoys.
Bug 651, retooling should be possible even if no manpower is available
Bug 667 : Synthehtic Oil/Rare can be kept at the deployment queue until needed for no TC cost. - Also added TC cost to other prov improvs
Fixed Bug 678 : AI seems happy to assign its worst Admiral to its best and most important fleets.
Fixed bug # 722 - when you deploy naval units with multiple brigades the unit shows in the deployment-pool only with one attachment.
Fixed bug #728 - AI can ignore redeployment delay when auto-assigning attachments.
Fixed Bug 730 - AI ignores garrisons when making army detection estimates
Fixed bug # 810 - Military control causes foreign units to appear as the controller model.
Improved Timer Tick accuracy
Fixed Small memory leak when division dies
Small Optimizations (Air AI + Province update)
AI now uses min 10% on repair of provinces
AI now uses scorched earth
You cannot repair province engaged in combat
Air AI now prefers national IC
Asian Area Colors Fixed (more colors for regions + areas)
Fixed Transport issue where transport fleets where moved around while unloading divisions.
Fixed Issue where invasion AI would become inactive to to targetting country that can be invaded, but province that cannot be acessed.
Shore Bombardment now per default 16 days.
Fixed Region / area Color issue
Improved naval retreat rules
Slider Control Improved - now they all work with buttons as intended
Province MP affects revoltrisk
CombatList now shows military controlled combats
New Front AI - making smaller attacks if it can
Fixed Garrison retreat bug
Changed Unit resupply method - and exportet values to misc
partisan now have bigger effect on ESE
Unit can now go out of supply even if in capital area
Fixed type errors in minister files
Default minor nation sprites for naval,cas,transport and tactical bombers.
Fixed a bug in Canada minister - non-existing ID 45068 changed to 45071
 
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Checksum: OEQO?

@Alan_le_cowboy: All patches are normally all inclusive. (1,0 -> newest)
 
Checksum: OEQO?

@Alan_le_cowboy: All patches are normally all inclusive. (1,0 -> newest)

Yes if you get any other checksum by applying to another verion please report - this one should be 100% culmilative
 
Disappearing leaders

Playing GC 36 USSR. When I disband a stack of units (or a single unit) its assigned leader disappears never to be seen again. This is true even for leaders that haven´t arrived yet. They are no longer available or shown under the leader columns.
 
Just tried it out, 1941 scenario as Canada. Late november 1941 shortly after Japan joined the war USA had joined the allies (maybe a day of game time after) I got a CTD.

Nod mods, nothing ahistorical happened and I did not do anything out of the ordinary, no console use.

WinXP x64, 1900x1200
 
switzerland

i don't suppose it's the fault of 105B4 but with a GC36 switzerland (almost) handsoff i learned some interesting facts of switzerland: '36 they had imperial worldview??? sounds weird for a country with "that much" overseas colonies... :confused:
I was also annoyed when I found out, they have the typical bad-to-worse tech teams of other minors. I would have supposed they have some really good tech teams (oerlicon or sandoz for instance) - and i would really had guessed, they were a bit more advanced in tech...no basic M.tools? no census tabulation? no early field guns? come on! :mad:

but enough of switzerland:
+ NAT China defends well against JAP
+ JAP has enought rares & oil till 1939
+ JAP made a good amphib attack in southern china
+ good start of SC
- in 1937 just one province changed controller
- 1939 SC is still undecided even when NATSpain should have won 6 month ago when you compare forces...so franco seems a bit of a coward in regard of forward action :rolleyes:

all in all - seems fine
 
i don't suppose it's the fault of 105B4 but with a GC36 switzerland (almost) handsoff i learned some interesting facts of switzerland: '36 they had imperial worldview??? sounds weird for a country with "that much" overseas colonies... :confused:

Yes, I had same thought about Canada which has imperial world view.
I dont know well canadian policy in 36' but...
 
Gc36 usa

USA OOB

It was already signaled in B3, light cruisers are missing their fire control attachment I guess.

EDIT: by the way, naval brigades still also have display problem in the deployment pool.
 
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USA OOB

It was already signaled in B3, light cruisers are missing their fire control attachment I guess.

EDIT: by the way, naval brigades still also have display problem in the deployment pool.

Somebody needs to remember to go into scenarios/1936/USA

and do a search and replace "naval_fire_control_" with "naval_fire_controll_".

There are ten of them. OEQO will remain unchanged.

But the right way to do it is to change all "controll" for "control" for every nation file plus including the brigade file or this ain't never gonna go away. It will just keep happening every time somebody makes a new mod or changes the scenario files unless it is done right.
 
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Upgrade available for production message

When an upgrade is available for a production and that production had for the moment produced zero, this message will re-appear each time a new tech is found.

I guess it's not WAD.
 
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