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unmerged(86927)

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AoD Beta6 (QXDS)

To be installed over 108 Beta (this package includes Beta 2-5 changes)
A fresh install would be vanilla AoD -> 108 Beta -> 108 Beta 6

Fixes:
AI allocates IC for reinforcements when it is needed
Hostile front attrition only if enemy land units nearby
Trade convoys are automatically merged if more than five with the same country
Flak firing animation no longer displayed in Fog of War
Fixed parameter "size" for "province_building" trigger
"max_AA_level" from AI files is now properly used
When a country is puppeted, remove embargos with the master and new allies
Fixed command "construct" with "where = -4"
IC no longer stuck in reinf/infra/upgr if 0 needed and at war
Reduce the amount of IC invested in CG if there is a money stockpile large enough
Exp forces manpower calculated against the original owner
Exp forces leaders should return to their original countries when units destroyed
Unit names are no longer truncated at production, resulting in duplicate unit names (new fix in Beta6)
Other stability fixes and various bugs resolved

New features:
Added Create Supply Dump function
Added Return Stockpile function
New game option "Enable historical leaders deaths" : every ten days the death date of a leader is checked against the current year and if it coincides there is a probability of death, chance being a linear formula from 0% on first day to 100% in the last day of the year
New game option "Historical events outcome" : when AI is presented an event with multiple options, the option with the highest probability is selected automatically
New filters in trade screen: allow to filter countries by resources
Added river tooltips
Added estimation of end research date in tech screen
Softcoded combat event effects in misc.txt
Added random modifier to research speed in misc.txt

Community fixes by Denniss, Pang Bingxun, Pioniere

Update:
Bugfix for river tooltip
Added possibility to make all messages pause the game by default in game options
Added Pang's #16 update


Update #2:
Softcoded shore bombardment cap in misc.txt
Added Pang's #17 update


Update #3:
Shore bombardment cap fix
Added Pang's #18 update


Update #4:
Strategic redep. leader's fix
Display range on naval and air unit plates
Added Pang's #19 update


Update #5:
Corrected paratrooper animation when bombed
Fixed air units larger than the stacking limit
Attrition reduced in provinces not at front or at peace
Added attrition for air units in severe conditions
Added Pang's #20 update


Update #6:
Added button to remove all leaders in commanding units for active player
Improved the way AI assigns leaders to units
Added Pang's #21 update


Update #7:
AI bombers may perform night missions against human opponent
Liberating countries no longer destroys infra / economy
Added Pang's #23 update


Update #8:
Fixed tooltip causing crash due to buffer overflow
Added Pang's #24 update


Update #9:
Added Pang's #30 update
 

Attachments

  • AoDBeta6.zip
    8,6 MB · Views: 143
Last edited:

Denniss

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Historical events outcome:
What happens if an event is set up with a 50/50 or 40/40/20 chance? Does it always pick option a or does it do the usual check then?
Does your set include the Pang15 files posted yesterday or were they too late for inclusion in beta6?
 

Pang Bingxun

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What is if c is before b?

I found a minor bug in 7014 and corrected it.
There is some text in \db\events\AI_Inherit_Chi.txt. Maybe it should be moved to one of the translation files.
 

kane279

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I love the idea of random effect on research

AND I very very much love "Added estimation of end research date in tech screen" :wub:
I missed that one for a long long time
 

Pang Bingxun

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By default is set to 0, so there is no random factor to keep in line with the previous versions. I recommend setting it to 0.2 from my limited testing.

How about making daily variation = a / (1 + b x skill)? a could be 20% and b could be 1. So depending on skill the daily variation can be 2% at skill 9 and 10% at skill 1.


Right now the Basic Mot year was lowered from 1939 to 1937. How about increasing it to 1938? germany would than probably finish the reserach in 1937 and starts buildung them in mid 1937.


EDIT: The CHI AI just inwaded Taiwan. I did make no changes to that.

attachment.php
 
Last edited:

Pioniere

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unmerged(86927)

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"NOT = { event = 7007 }" need to be changed to "NOT = { event = 7008 }". It is a simply C&P error and does not cause any real trouble.

I've looked in that file and in the event 7014 there is already "NOT = { event = 7008 }" !

However, there are many lines with:

name = "Annexion of the Shanxi Warloards"

Is this how it appears in game? Because if so, the spelling must be corrected (Annexation of the Shanxi Warlords)
 

Pang Bingxun

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I've looked in that file and in the event 7014 there is already "NOT = { event = 7008 }" !

You are right, i mixed it up. The upper 7008 needs to be changed into 7007:

Code:
event = { 
	id = 7014
	random = no
	country = CHI

	trigger = {
		OR = {
			event = 7013
			NOT = { event = 7007 }
		}
		OR = {
			AND = {
				NOT = { dissent = 15 }
				ai = JAP
			}
			AND = {
				NOT = { dissent = 10 }
				ai = no
			}
			NOT = { dissent = 5 }
		}
		event = 7008 # Xibei inherited
	}

	name = "Integration of the Xibei Warloards"
	desc = "There is some dissent against the Integration of the Warloards"

	date = { day = 1 month = january year = 1936 }
	offset = 2
	deathdate = { day = 30 month = december year = 1999 }

	action_a = { 
		command = { type = dissent value = 5 } 
	}
}

name = "Annexion of the Shanxi Warloards"

Is this how it appears in game?

Yes. It is probably the better method to outsource it into a translation file.
 
Last edited:

Pang Bingxun

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Here is a new set of changes.

Code:
\db\events\AI_Inherit_Chi.txt
		7014: correct contradicting trigger
		some corrected spellings

\db\tech\infantry_tech.txt
		1230: Basic Motorized Division has now start year 1938 instead of 1937

\gfx\interface\ill_prov_417.bmp
		file by Pioniere
 

1030xxx

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It is better to add a option for player to play the game with unlimited time (no end date), and this feature is really simple to be added. Please add this kind of feature. Many thanks.
 

Banksy

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Love being able to mod the combat events, just beautiful, this is now my favourite patch! A few suggestions (i know you got your hands full but still..) Allow the shore bombardment cap to be moddable, also all units really should be able to strategically redeploy (it takes so long to do and the AI can do it) and if you can (alhtough this might be too much for 1.8) modding the sliders would be great aswell. Again i know your this patch already does a lot but the first two should be quick enough.