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Lennartos

BL-Logic
11 Badges
May 9, 2005
1.368
6
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron III Collection
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • 500k Club
  • Europa Universalis III: Collection
  • Hearts of Iron II: Beta
BETA 11:
Updated Launcher that allows the new SDL features
FullScreen/Windowed mode now fully supported

Fixed PING command and savegame transfer for multi player.
Improved memory cleanup on savegame transfer
Fixed a few counters
Fixed death dates of leaders
Fixed combat scenario's setup
Fixed a bug in initialization of fonts
Added network log for release.

BETA 10:
New shortcuts:
r = radar
p = improve port
o = improve airport

ESE value changed for capital a bit.
Find province shortcut key added (?)
Zoom Fixed shortcut (+/-)
Ghost Fleet's removed on savegame load
Fixed Causes of ghost fleet creation.
Wrote a manual 8 bit renderer, thus reducing memory footprint by 500MB
Fixed paratrooper over command limit.
Fixed network / router section in manual to reflect the new networking system.
Changed ESE calculation to reduce effect of capital bombing.

BETA9:
Fixed typo in the Italy AI
Fixed typo for the japanese event chain in 1944 scenario
Fixed IC calculation & resource income in low resource situations.
Fixed Memory leak in SDL
Small speed in rendering compared to 1.08 by adding a fast path for creating half intensity textures.

BETA8:
AI now handles synthetic plants better
AI research now handles tech blueprints better
Resource Tooltip fixed
Fixed a bug relating to giving techteams and leaders to/from nonexisting
countries
Fixed transparent scaled images like unit health bars.
Added more keyboard special key support like "!%/ etc
Tweaked Encirclement and VOV losses.
Fixed reinforcement during combat on day change.
Tweaked ESE rules to prevent capital bombing exploit.
+ LOTs of softcoding changes (added below).

BETA7:
A cause for the AI placing more than 4 Air units in a stack has been resolved.
F1(HELP) button fixed
Tutorials fixed
Battle events images now synced to the actual event.
AI research tweaked further.
Changed AI build preferences, so it follows its script more accurately.
Fixed several CTD bugs
Improved low manpower situation handling of the AI.

BETA5:
This time it includes the rewrite of the underlying directplay network code.
DirectPlay and IPX network is hereby depreciated and the game thus should finally work on modern systems without any special compability mode or require specific installed windows features.

Some minor scenario changes, and also smaller bugfixes like:
numpad and delete key now working as intended.
Minister buttons now highlight again when mouse is over them and there are options to change.
Multiplayer Chat window fixed.
Window order interface fixed so topmost is getting input instead of the one in back.

Performance wise there is a small speedup depending on number of units in the game.

BETA4:
This time it includes the rewrite of the underlying directdraw based engine.
DirectDraw is hereby depreciated and the game thus should work on modern systems.

Also bugfixes, and a lot of scenario and gameplay changes.
New events, New nations, New ministers - lots of new stuff to discover :)

As always with the experimental branch, please do report any crash you had, with a savegame and way to reproduce in the discussion thread.

Features:
All new rendering and input engine.
Extended Reserach Softcoding API
Added a check for air units and gave air/sea units a seperate trickle back.

Bugfixes:
Fixed minor memory leak
Transport & invasion AI bugfixes.
Bugfix: windowed mode mouse support
Bugfix: Brigade stats initialization wrong on savegame load

BETA2:
More country tags for modders
Better moddir support
Improved research AI (in progress)
AI puppets will no longer initiate gift-trades to their overlords, as those get the resources anyway once a stockpile of 1000 is reached.
Block ai/admiral/ignore will now complain if encountering duplicate or invalid (NONE or LAKE) or purely land areas.
Game can be continued normally by choosing "Ignore".
Development queue will now push finishing non-closing lines to the top instead of the bottom.
Fleets carrying land units will only unload them upon arrival in port, if they have the "Sea Transport" mission.
Inaccessible on-map provinces will never have Revolt Risk.
Introduced new class of error: Parsing Error
will be written into ParsingErrors.csv
will only display popup messages for first ten errors encountered
new Parsing Error: on specifying a "type" parameter with invalid value to a trigger "garrison"
Number of different areas is now virtually unlimited (65533 max).
Production menu previews of models will now display attribute values with a precision of up to two decimal places.
Decimal places beyond the second are rounded-to-even.
Trailing zeros are truncated and trailing decimal point are truncated.
Provinces with only impassable adjacencies will now be automatically ceded to enemies like those with 0 infrastructure.
Provincial manpower is now a floating point value.
Windowed mode will now use a borderless window.


Fixes:
Fixed several CTD
1.08 regression: buildings reduced to size 0 would not be saved, resulting in restoration of their size from scenario data on reload.
Activation of new division models would message upgrade availability once for each model per unit type and technology project, even if only one activated model actually pertained to the production line in question.
AI would assign only empty fleets to bases (inverted check), completely eliminating AI base fleets. (possible 1.08 regression)
AI would assume that an Air unit contained strategic bombers if it had none and vice versa (inverted check).
AI would check whether Air units have strategic bombing capability by only checking the first unit contained (in order of assignment).
AI would never consider available unused escorts when deciding whether to build more, building more whenever it needs (more than four builds of) convoys
AI would try to send air units into provinces without access, hogging pathfinding and keeping those units from acting
AI would try to send sea units convoy raiding into land provinces, hogging pathfinding and keeping those units from acting
AI would try to build infrastructure in provinces with maximal infrastructure.
Air divisions with exactly 0 ORG could still attack in combat (checked for less-than instead of less-or-equal).
Air and Naval units could in theory exceed the engine-limited maximal movement speed because difficulty modifiers were applied after the check (largely hypothetical crash issue).
Leader trait gain from combat events would be processed even if the assorted trait was already given - blocking acquisition of other traits
Leader traits from combat events always had priority over those from terrain - even if the leader already had the event trait but missed the terrain trait
Map mode button Weather was clickable while Weather map mode was already selected.
Non-submarine naval units would fail to select new targets if they had no target at the very first combat round.
Production lines of militia type divisions could not be upgraded.
Provinces automatically ceded to an enemy due to 0 infrastructure would not be ceded to the original owner in the same manner.
Selecting a mod-only scenario in multiplayer would crash the game.
The first unit in AI build lines longer than 1 would be unnamed.
Triggers areacontrol, areaowned would not actually check all provinces in the given area.
Whether a carrier has CAGs equipped only checked the first attachment (in order of assignment).

Softcode effects:
new event trigger "tech_team_active = <team ID>" - is true if team is working on a project
new event command "type = change_team_picture which = <F := file name without extension> value = <T := team ID>" - replaces <T>'s picture with <F>
event command "type = national idea" can now take parameter "value = -1" to indicate country receiving the event
event trigger "garrison" can now take parameter "country = -1" to indicate country receiving the event or omit it to count all units regardless of owner
event trigger "under_attack" can now take parameter "value = -1" to indicate country receiving the event
Resource columns in db/Provinces.csv are now interpreted as floating point values.
Three new keys were added to Boostertext.csv:
EE_TEAM_PICTURE - text for new command "change_team_picture"
TC_TEAM_ACTIVE - text for new trigger "tech_team_active"
TCNOT_TEAM_ACTIVE - text for negated trigger "tech_team_active"
Three new keys were added to text.csv:
RCDM_BUILD_SYNTHETIC_MATERIAL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Material Plant"
RCDM_BUILD_SYNTHETIC_OIL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Oil Plant"
RCDM_BUILD_DISP2 - text for new right-click-dropdown-menu entry "Build Nuclear Power Plant"
 

Attachments

  • AoD_11_Beta11.zip
    30,7 MB · Views: 45
This is deserving of being pinned surely. Great improvements to the game! :)