• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

unmerged(90310)

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  • Hearts of Iron III
Patch 1.05 has been officially released by the AoD Development Team.

It will be distributed via the portals in the coming days and the loader will be updated as well.

You can grab your copy of 1.05 right now here.

This is a manual method to install the patch - if you are unsure how too unpack or copy files - please wait for the official installers from your game store.
Instructions:
Just unpack and overwrite the old files from the AOD folder.

Complete 1.05 Changelog.

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.
Fixed Buffer size to take into account leaders long battle history
Increased Default buffer Size
Fixed 1 STR Brazillian unit
Fixed CTD with statistics table if string = null
Fixed Multi Deployment
Added more Convoy debug lines
Fixed Convoy need value in trade screen
Units boarded on ships only draw from its stock if the ship has >50% supplies
Merge Trades Reworked
Trade Info window now shows own / other trades by color
Fixed brigade icon in deployment pool
Fixed tool tip for trade deals ("nothing")
Tweaked attrition rules
Fixed Text Files
Fixed enormous convoy losses Convoy Bug
Fixed Possible Memory leaks
Fixed a bug that could cause CTD or timer corruption
Small AI tweaks
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
 
Last edited by a moderator:
Nov 23, 2005
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Jolly good show, chaps. Let the balancing begin. I believe you had something in store after the weekend?
 

Pier

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Balancing changes + Latest Balancing proposal by Andy
Still looking for a complete list of this. With the absence of a good Wiki, AoD documentation is actually quite lacking, and a lot of stuff is more community knowledge without anything written down...
 

Balesir

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Still looking for a complete list of this. With the absence of a good Wiki, AoD documentation is actually quite lacking, and a lot of stuff is more community knowledge without anything written down...
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 ;)
 

Pier

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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 ;)
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.

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!! Keep it up.
 

JonnyA

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Pardon my ignorance, what do I do with the contents of the .rar file once I have extracted them? Do I use them to over-write the equivalent files in my 1.04 install?
 

Prince of Lies

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thanks for the patch

by the way wyK1NG-, have you considered sending Schuster the changed revolt conditions and effects of partisan activity ? ... one never knows :rofl:
 

unmerged(43252)

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So I surf here by pure coincidence only to find out that you finally released the patch I have been waiting for so long right on the day where Civ5 was released... I don't know if I should laugh or cry...
Oh well, maybe there will be 1.06 when I get back to AoD :)
Or more likely the ridiculous bugs and balance issues in Civ5 will catch up with me and make me play AoD while waiting for Civ5 patches...
 

KcindX

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I cant save. it says couldn't open folder scenerios:save games:autosave.eug? anyone have a solution?
 

Lennartos

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I cant save. it says couldn't open folder scenerios:save games:autosave.eug? anyone have a solution?
Windows UAC issue..

2 Solutions:
1) run game as administrator
2) install game in folder different than C:/Programfiles