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Pikho

First Lieutenant
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Aug 7, 2009
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No han tardado mucho.

El hilo:
http://forum.paradoxplaza.com/forum/showthread.php?t=484666

Los Cambios:
Alright troopers, here's a new patch which is hopefully stable. However, this IS a beta patch, which means we make no guarantees whatsoever. Those who choose to install beta patches are basically helping us test them.

INSTALLATION:
1) Install the latest DirectX 9c Run Time.
2) Unpack the patch into your game directory

2.01 to 2.03:


- Convoys should no longer ship either fuel or supplies when none are needed in the area
- Fixed an issue with frequent setting up and cancelling of AI convoys (added a delay)
- Fixed a crash in Clausewitz with certain GUI elements (OverlappingElementsBox)
- Adapted to the latest Clausewitz version
- Optimized unit removal from AI agent hierarchy for speed
- Fixed a crash when units loaded on ships were deleted
- Fixed an incorrect tooltip for threat
- Province control is now more dependent on which ally actually borders it, even for faction-less allies
- Fixed a crash with deleted units not always being removed from CAIUnit cached lists, which could cause crashes with the invasion response check
- Fixed a crash that could occur when loading save games with weird province modifiers (from a different mod or something)
- Fixed a crash with unit plan min forces not always being initialized correctly
- Fixed a crash that could occur for AI CAGs with a null base
- Fixed a crash bug with unit deletion if loaded on planes
- Units loaded on planes are now properly deleted if the plane is destroyed
- Removed the point of sea attack from CVLs
- Fixed a bug with Sea Zone 11446 being in the Mediterranean region
- NAP rules now change with 6 month intervals, down from 9
- Unit AI: Fixed an issue with strategic air bombing only picking one target
- Changed the strategic bombing order to stop targetting provinces below 1 IC immediately.
- Naval AI: Rewrote ASW to use patrol orders instead of the useless convoy escort order
- Naval AI: Prio on patrolling provinces around attacked convoys
- Tech view tooltips don't overlap
- Unit visibility more consistent
- 3D missing collision objects can now be selected
- Minor memory leaks removed
- Unit AI: Fixed an issue with the creation of new Corps HQs for garrison divisions
- Fixed a probable cause of crashes with deleted convoys in owner areas
- Added a tooltip for when paratroops cannot load due to low org
- Added some safety checks on reload pertaining to units with no location
- Initial model submarines are now much worse at convoy attacks, but the gain from torpedo tech is higher
- Small Warships ASW tech now provides a bit more detection
- Convoy escorts now dish out a lot more org damage to raiders, and a bit more strength damage
- Resource needs reported differently to the lua.
- Unit AI: Snappier re-checks of temporarily blocked straits
- Invasion AI: Fixed an issue where it would go brain dead if the country no longer has access to the current staging province
- Fixed the bad naval base position for province Pärnu
- Corrected VPs in Tibet
- Fixed the trigger for General Winter
- Fixed a bug with intra home area supply convoys
- Fixed a bug with automated HQs below Theatre level suddenly deciding to defend the whole theatre front
- Tweaked infrastructure in America
- More Urban Terrain provinces added
- Location fixes
- Russia has more leadership
- Vorenezh river corrected
- Fixed incorect tag assignment to marco polo prepare for war in the JAP.lua file
- Added the lsActorTag variable to the trade section in the USA.lua file
- Militia techs added to Russian AI ignore list
- Russia will no longer build garrison units.
- Russia build weights adjusted to build more armor and less infantry.
- Germany build weights adjusted to build more armor and less infantry.
- USA IC build weights adjust to build less ships and more air power.
- Modified SPR/SPA join Axis check to be a penalty instead of a flat no and to take into account London/Gibraltar.
- Russia had a duplicate decision method in the SOV.lua file, deleted the old one.
- AI Nations in Factions will not offer alliances to other nations.
- AI Nations will no longer offer NAPs to countries they are allied with or countries that are aligning to the same faction.
- When an AI nation joins a faction it will break all of its alliances.
- Cleaned up some un-unsed variables in ai_intelligence_minister.lua
- Added a ValidFor check to the execution of laws in ai_politics_minister.lua
- Made Italy and Japan higher influence priority for Germany
- Turkey will be inclined to stay out of the war unless Moscow falls or the provinces on the Soviet/Turkish border fall
- Turkey will be more inclined to trade with Germany
- Portugal had is joining Axis penalty changed to a -50 chance if they have no neighbor in the Axis instead of impossible.
- Added Poland, Denmark and Baltic States to Germanies list of countries not to waste time influencing.
- Added an Ideology Bonus to the Influence score check in ai_diplomacy.lua
- Fixed a small variable assignment in ai_production_minister to not retrieve the GetTechnologyStatus on each call.
- Added a money buffer to the Trade AI of 0.10 so it will not always go down to a 0 (balance economy)
- Italy and Japan will not join any faction that their Ideology group does not support regardless of influence.
- Added a new hook for Influence ignore lists. This will cause the AI to never try and influence the specified countries even if to prevent them from joining an enemy.
- Fixed an issue on how the AI calculates resources for building new IC.
- AI Influence enhanced now and will rotate in and out countries to influence based on score
- AI Influence now will cancel influences if its current diplomacy settings will not support it
- AI had a parameter missing the production section for the Carrier call in the ai_production_minister.lua
- AI production, fixed an issue if all unit counts where reaching 0 within a multiplier causing nothing to be built.
- AI will no longer build planes if it has no airfields
- AI countries that have no airfields should build at least 1 on their capital if they have the tech
- AI will now always build units with 2 infantry brigades and 2 random leg unit support brigades.
- AI if the AI does not have any leg unit support brigades it will be 3 infantry brigade divisions.
- AI fixed a bug where if a minor went to war it could cause them to mass build structures instead of units.
- AI France will no longer research militia nor build garrison units.
- AI France production shifted to build more land units.

BETA PATCH NOTES:
- Continuity from save games from previous patches is never guaranteed.
- Bug reports against this beta will only be accepted from a game that was started afresh under this beta.
- To successfully install this beta you must be familiar with manual handling of archives, directories and files. Do not attempt it if you are not confident of your ability to cope if things go wrong.
- Do not install this over an official release; instead copy that release to a new folder and install the beta over that. Then it is far easier to recover if anything goes wrong.


ftp://hoi3beta:5h12o08i3@ftp.paradoxplaza.com/SemperFi_203.7z
 

Bobby Shaftoe

The stars my destination
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Sep 20, 2002
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down loaded from here, leaders file, holland file, and terrain file missing game crashes, why?

Jimmy, I think you should ask in the English forum, you're doing it in the Spanish one. ;)