Hearts of Iron 3

Jelentkezz be a hozzászóláshoz.

#2396
"Végre tényleg páncélos ék,a páncélos ék"
ez miert nem volt az eddig?

May the force serve you well!

#2395
Szerintem nagyon jó lett az 1.2. Legalábbis eddig nem találtam komoly hibát, és a gép is szépen lépked. Végre tényleg páncélos ék,a páncélos ék!<#wink>

#2394
Indítottam egy btizkrieget 39 szept 1 tõl.
Theater Hqnak megadtam hogy hova menjenek. És szépen el is foglalnak mindent. 40Frebruárra a franciák is kapituláltak.

May the force serve you well!

#2393
Ez a delay a strat áthelyezés után kicsit durva. 100 nap! Ráadásul úgy 100 nap, hogy 72 órásra fejlesztettem a delay csökkentést a támadások között. Most vagy 172 óra a default, vagy nem veszi figyelembe a fejlesztést. Lehet hogy gond van a korábbi verzió mentéseivel? <#confused>

#2392
Ha nem eredeti, akkor is.
#2391
Ha eredeti jatekod van,akkor van egy menu.
Ha nem akkor googli:-de itt megtalalod:
http://thepiratebay.org/torrent/5078664/Hearts_of_Iron_3_Hoi3_Patch_1.2_(04_SEP_09)
#2390
Hát ezzel a day/night mappal mellélõttek a paradoxos srácok. Ötletnek jó, csak elfelejtették számításba venni, hogy a föld egy év alatt 1x megkerüli a napot.Ugyanis elfelejtették naponta léptetni az árnyékot a fél hullámhossz 1/365-öd részével.

Ennek folyományaként télen a világos rész lett az éjszaka, és a sötét a nappal.

Csillagászatból egyes! 😊

#2389
BF109:
Ha a HQ-t kiválasztod, a diviziók ikonja felett van egy szám meg egy lefelé mutató kis nyíl, arra kattints, és akkor ki lesz választva a hq és a diviziók is.

#2388
nem tünt el csak átalakult
ugyanabban a csikban van csak nincs kiirva.
BF109
#2387
feltettem az 1.2 patchet és eltünt a hq-ról a "select all" -amivel az alá tartozó összes egységet ki lehet választani- kapcsoló eltünt.

asus p8b75-m le+intel i5 3570+8gb kingston hyperx +asus r9 290+ocz agility 3 60 gb ssd+1 tb wd 64 mb sata3+chieftec 500w+dell uh23

SZEG007
#2386
Hát ez még mindig nincs rendben:/
Jelenleg hadban állok minden báb államommal, a teljes szövetségemel, és random arab országokkal lol

BF109
#2385
heló.
mikor az ikonra kattintasz 2x feldob egy kis ablakot. ott nyom rá h check for "updates urtána" meg hogy "download from here". aztán telepíted.

asus p8b75-m le+intel i5 3570+8gb kingston hyperx +asus r9 290+ocz agility 3 60 gb ssd+1 tb wd 64 mb sata3+chieftec 500w+dell uh23

#2384
Hol lehet letölteni a 1.2-es patch-et?
#2383
Nekem is sokkal gyorsabb lett
Muki100
#2382
Kipróbáltam.

\"Várunk helyén k?halom, árnyékban h?vös hajnalon, Egy elhagyott tartományról álmodom\"

#2381
hoi3 - a kulisszák mögött <#idiota>

#2380
Csak rámész az indításnál az updatéra és ind. a let.

#2379
Na végre a CAS már Stuka, a Multy fighter meg nem Foke, hanem Me 109 f. Halálra idegesített az 1.1.

#2378
asszem visszarakom a gépre, aztán most már elkezdek játszani.
#2377
nemrövid! 😄DD
#2376
valaki nem tudná berakni ugy a pach et,hogy csak rá keljen kattintani és már tölti is le elõre is köszi
#2375
ezt honnan vetted?

May the force serve you well!

#2374
letöltöttem patchet, de nem merem kipróbálni, majd csak holnap, tudom úgyis rámegy egész hétvégém a játékra. na persze, ha fut rendesen, mivel az én gépemben a processor magjaival csupán a többesszám a probléma 😞
#2373
Most jött le és gyorsan ránéztem és végig kattintgattam a Production Researc stb nagyon jó, hogy egy csomó új kép van a Tech-nél de aegyszerüen nem igaz, hogy a német Sp Artilleryhez nem tudnak egy normális képet berakni (Wasp, Hummel) még jó, hogy a folyók a "helyükre" kerültek de Volga még mindig nem határos Sztálingráddal, de legalább már a nyugati partom van. Viszont én azt hiányolom az egész HO3-ban, hogy a nagyvárosokra miért ne rakjákbe az Urban jelzõket (Bécs, Budapest, Szevazstopol, Kiev, Harkov, Breszt-Litovsz, Stutgárd...stb
Muki100
#2372
Nálam villámgyors lett és használja kihasználja a többmagos cput.

\"Várunk helyén k?halom, árnyékban h?vös hajnalon, Egy elhagyott tartományról álmodom\"

#2371
Maradjunk abban, hogy neked nem tetszik. Mások szerint (pl szerintem) sokkal jobb a mostani research.
Ízlések és pofonok.
#2370
hát nekem 1.2-vel még szarabbul fut mint eddig, gg paradox 😊

\"Hány fokon üzemel egy x2 4400+ proci átlag normál üzemmódban? De jó, oké, megnézem akkor az amd.com ot. Azt hittem van vki aki megnézi helyettem, te láma válaszoló.\" bye ent

#2369
Na igen, ezért kérdeztem, hogy hogyan javították ki, mert nekem ez szúrta legjobban a szemem az egész játékban...

"A tolerancia és apátia a haldokló társadalom erényei" - Arisztotelész ASUS Z170 Pro Gaming, Intel Core i5 6600K, Gigabyte GTX 1070 G1, Kingston HyperX Fury DDR4 2x8GB

#2368
tamas7878 írta (ollózta): Corrected some of the French, Polish, Hungarian and Italian unit names
#2367
Még nem tudtam kipróbálni, de szeretném megkérdezni, hogy a magyar hadsereg csapatainak megnevezésén változtattak már? Mert elég pontatlan volt. Gondolok itt az "Állandó Hadsereg" megnevezésre a Hadtest helyett, meg ilyenek...

"A tolerancia és apátia a haldokló társadalom erényei" - Arisztotelész ASUS Z170 Pro Gaming, Intel Core i5 6600K, Gigabyte GTX 1070 G1, Kingston HyperX Fury DDR4 2x8GB

#2366
magyar vonatkozású változtatásként a magyar területek vagy azok neveinek pontosabb elhelyezésének örültem volna, de azért így is örülök, hogy gondoltak ránk...
#2365
Ezek a Paradoxos fiúk mindig kitalálnak valamit! Legalábbis patcheket!

Egyépként még mindig nem érték el a HoI 2 gyorsasági szintet. De ez valószínûleg annak köszönhetõ, hogy fejlõdött a játék, így a gépigény is.
Rolika16
#2364
hoi3 launcher - check for update - download 1.2

...

#2363
valaki felrakhatná,hogy más is letölthesse.
#2362
egesz jó gyors 1920x1080ban, bar azóta vettem új gépet valószínû az dobta meg 😊

May the force serve you well!

#2361
Így viszont sikerült azt elérni, hogy sehol sincs von Braun, Messerschmidt, Mannstein, I.G. Farben meg a többi. (helyettük lett a halálizgalmas leadership point) Nem hiszem, hogy ettõl bármi is jobb lett.
Muki100
#2360
Hogy megjósoltam a paradox patchek menetét :>
bár, sajnos nem volt nehéz.
Mindegy, innen kezdõdik végre az igazi játék.

\"Várunk helyén k?halom, árnyékban h?vös hajnalon, Egy elhagyott tartományról álmodom\"

Rolika16
#2359
Azta kurva...hát nem semmi.

#2358
megérkezett az 1.2 patch 43.5mb
#2357
NA EZEK VÁLTOZTAK:

################################################## ##########
# Changes for 1.2 below.
################################################## ##########

-----------------------------------------------------------------------
- New Features
-----------------------------------------------------------------------
- Added a simplified terrain mapmode where each province
- The interface now has buttons for zooming in/out without using the scroll wheel, with keyboard shortcuts (pageup/pagedown).
- Added graphics control for distance of visible counters
- Added cancel mechanics for Air Orders.
- Implemeted an option for production slider automation, with selectable priority order.
- Trade is now a separate automation toggle from diplomacy.


-----------------------------------------------------------------------
- AI Improvements
-----------------------------------------------------------------------
# Army AI
- Fixed some issues with units getting stuck in neutral territory
- Prevented massive overreaction against partisans
- Fixed a problem with puppet areas
- Fixed an issue with transport ship needs and player set objectives
- Several improvements to new threat handling (beachheads, partisans)
- Fixed an issue with front formation for provinces bordering multiple countries
- Fixed a problem with units getting stuck in neutral territory
- Fixed a bug with poor/non-existent build-up of forces on non-front borders
- Fixed a problem with damaged "reserve" units being moved out out of front forts too much
- Fixed a problem with reserves and HQs
- Fixed a bug where it might consider an ally an enemy
- Force needs, adjusted special force needs
- Force needs: Fixed a bug with strat bomber needs being ten times too big.
- Force needs: Improved transport ship need controls
- Force needs: Adjusted to reduce the armor bias, especially for Japan
- Fixed a bug where HQs could be used as garrison forces
- Tweaked to ensure the defense of the supplier province and capital
- Fixed a garrison distribution bug
- Fixed a bug with the objective assignment of child agents
- Lower level HQs should now be able to handle troop distribution in several different areas correctly
- Fixed a bug in the child unit front segment assignment
- Sub-theatre level units with only defensive objectives should now respond to nearby partisans/beachheads

# Naval AI
- Fixed an issue where it would jump the gun and launch invasions with too few divisions (due to a lack of transports)
- Will not even attempt invasions of too well-defended ports
- Additional checks to make sure it does not invade port-less provinces
- Fixed a problem where it would withdraw too many units from fronts to stage invasions
- Minor faction members should only invade to take back lost provinces
- Some work on the sending of exp forces to overseas allies
- Transports are now available for use even if their strength and org are lowish
- Snappier intercepts of invasion fleets
- Naval intercepts no longer worried about absolute naval power vs the enemy

# Air AI
- Improved tactical bombing target choices
- Should be better at basing tactical bombers and interceptors, even when there is no front in the theatre
- Will rebase even damaged or low org units if the theatre currently has no fronts
- Fixed a bug preventing air unit merges

# Country AI
- Tweaked inter-theatre force allocation
- Fixed an issue with premature retrieval of exp forces from allies
- Will not send exp forces to a rival main faction, even if currently allied (UK to SOV etc)
- Fixed some issues with unit allocation on theatre redefinition
- Should now prefer sending exp forces to allied war zones rather than opening up new beachheads under many conditions

# Theatre AI
- Fixed a bug where it would start lots of redundant agents for lower level HQs
- Landless theatre HQs are now properly deleted for players as well
- No more German European mega-theatre
- The USA now have an eastern and a western home theatre
- Immediate HQ validation on theatre redefinition. Players should never see landless HQs in existence.
- Fixed a nasty problem where the controlling AI agent would believe it was for another theatre

# Diplomatic AI
- Removed the date limits on when germany decides to attack western europe. it will now do it when it can and makes sense.
- Countries are now less likely to join factions with bad progress.
- AI should now agree to trade under debt with the needing
- AI should be more likely to do counter influencing when necessary
- Tweaked ai alignment
- Allies now much more likely to give transit rights
- AI much more restrictive with embargos
- Embargos no longer running forever no matter diplomatic changes
- Britain more likely to influence the USA
- Threshold for calling in support to a limited war increased.
- AI will not call in allies during the early parts of a limited war.
- Governments in exile no longer create/join alliances
- Tweaked trade frequency

# Spy AI
- Spies should no longer perform counter espionage on puppets, countries with military access and someone helping you in a war

# Misc AI
- Autosliders try harder to keep a positive money balance
- More shift to keeping some money in autosliders for spare IC
- Fixed a bug with building less than requested convoys
- Fixed a bug with countries getting stuck in a death spiral of ever increasing escort production
- Tweaked ai valuing of stockpiles of supplies so it wont run them too low
- AI should now be doing some upgrading
- Production AI now cleverer in where to put spare IC
- Production AI now tries to always allocate 5% to upgrades if possible
- Auto slider controls will start using up stockpile if approaching supply cap
- Tech AI should now research doctrines
- Improved auto-deployment choices.

# Misc AI Bugs
- Fixed an issue with CAGs being auto-assigned to Theatre HQs
- Ground Attack Order: Overstacking penalty checks added
- Invasion orders will abort if the invading units are no longer in a condition to fight
- Fixed a bug with the end date for sent exp forces in the unit command
- Cut out trades involving small amounts of money (energy/money for example) that rounded to 0 money

# Generic AI Balancing
- Balanced out relation changes between canceling/creating trades to stop slowly lowering relations to trade partners with dodgy economy
- Should be harder to exploit AI by stationing expeditionary forces to get out of supply use


-----------------------------------------------------------------------
- Gamebalance Changes
-----------------------------------------------------------------------
# Country
- It is now slower for national unity to move the further it is away from the middle.
- Comintern units now use less supplies.
- Pure theory techs are no longer assigned to countries at start.
- Impact on strategic warfare is now depending on countrysize on target.
- Election and the likes will now acutally change ministers

# Occupation
- Non-core territories are now as bad as full occupation territories.
- Increased impact of partisans on supply tax by x5.
- Made revolts less likely, but a fair bit stronger units.

# Diplomacy
- Fixed a bug with proximity capping distance too early with alignment progress.
- Repulsion, threat and revanchism factors at alignment is now only effective if close in the triangle.
- Drift due to threat is now scaled with country IC so a big country (like US) is more concerned with world politics, whereas smaller countries are more concerned with keeping their heads down and wont be as affected.
- Trade should now allways fail if not enough DI is available
- Dissolve alliance now checks for the correct amount of diplomatic influence
- Declaration of war no longer valid against faction members
- It is no longer possible to invite someone to a faction if they are at war with a member.
- Should no longer be able to join faction if at war with faction member
- Countries to peace in events will now get all their puppets set to peace as well.
- No longer possible to send theaters as expeditionary forces
- Threat is now wiped when a country is annexed.
- Influences now automatically stop after joining another faction.
- Embargoed countries can no longer cancel the embargo
- Embargo's now reduce threat when cancelled.

# Map
- Revised calculations to determine which province has which terrain.
- Desert are now a bit less likely to see rain storms.
- Made some tweaks to weather system to have weather patterns more mobile.

# Combat
- Paradropping now gives an attack delay.
- A unit in battle can no longer have an effective combat width of less than 1.
- Dissent impact on combat is no longer astronomical.
- Amphibious penalty can never go below 99% for any unit.
- AA is now twice as effective.
- Cags now give 25% of stacking penalty when attacking at sea.
- Cags now do triple damage bombing ships in combat with another fleet.
- Trickleback now works properly and gives you back manpower lost in combat.
- Aircombat is now a fair bit more dangerous.
- Org damage is no longer scaled by strength of brigade compared to other brigades.
- Scaled leadership experience internally so that it transfers to leaders higher up in the chain better.

# Units
- Improved calculation of actual supply/fuel usage.
- Paradrop missions will no longer progress if the paratroopers are in a delay after an attack.
- Units in Strategic redeployment can never gain org now.
- Strategic redeployment will now give the attack delay to a unit.
- There is now a minimum supply demand for small units so that long distances wont take all the supply tax.
- Airunits operating from a base that is no longer in range (ie carrier) will now abort
- Logisitcs wizard trait now work properly on units below it as well.
- Units will no longer be removed if strength drops to zero from manpower rotation or attrition.
- Airunits bombing will no longer continue moving during the bombing & aborting their bombing.
- Air and Naval units will now reset where they are based if they lose access to their current base.
- Unit stats like speed now updates properly when a brigade is upgraded.

# Officers
- Officers ratio now affects maximum organsiation and recovery of units.
- Officers now take casualties properly in battle.
- Officer ratio now affects attack delay of units.
- Increased officer production significantly.
- Officerlosses in battle is now proportional to unit type.
- Expeditionary forces now drain their homecountry's officerpool when taking losses.




-----------------------------------------------------------------------
- Interface Improvements
-----------------------------------------------------------------------
- Added day/night overlay to minimap
- Made a day/night icon in province interface, and remade the "clear sky" icon cause the sun looked weird next to the moon.
- Added terrain effect delayed tooltip to province view and to terrain mapmodes.
- Names should now appear instantly if possible. (minor lockups possible at crap cards.)
- Added strenght number to child units.
- Added weight to unitinterface.
- Fixed the display for max strength in brigade details.
- Softness changes from tech is now colorised green when decreasing and red when increasing.
- Remade oil icon to be more clear and visible.
- Added superheavy battleship Icons to navalcombat.
- Trade icons should now blink later.
- Tooltips for org on units will now show daily change as well.
- Fixed a couple of tooltips in outliner
- Fixed tooltip for dissent in intel view
- Tooltips in messages settings should now be correct
- Strength and VP mapmodes will now update more regularly.
- Added shortcut keys to cancel/accept orders.
- Escape now opens the ingame menu if nothing is selected, else it deselects all.
- 'w' now moves the map to the location of current unit.
- 's' now opens up the stance selection window.
- ',' selects all air units loaded on ship.
- '.' selects all loaded land units on a ship or plane.
- 'l' now loads or unloads a unit to a ship.
- 'p' now loads or unloads a unit to a plane.
- 'a' now opens up attachment interface.
- 'd' detaches a selected unit.
- 'c' now creates a new HQ above current unit.
- Alerts for wasted IC no longer shown when using auto sliders
- Fixed rounding error in officer rate
- Added 2 more trait columns in leader ledger page
- Corp/army/theatre now visible in brigade ledger page
- Fixed some more ledgerpages
- Leader experience is now shown as % in the ledger as well.
- Unit arrived message now fires only at final destination
- Expeditionary force declined should now give a message
- Tweaked collision boxes for tanks to try and make it a bit less wacky
- Diplomatic screen should now refresh when a country disappears
- Combat progress in interfaces are now loaded properly from savegames.
- Units changing country will now be properly be deselected.
- HQ's can no longer be merged.
- You can no longer transfer HQ brigades away from a hq unit.
- Cag's can no longer be merged with other airunits.
- There is no longer free diplomatic influnce from cancelling or creating transit rights.


-----------------------------------------------------------------------
- Multiplayer
-----------------------------------------------------------------------
- Removed several reasons for the game to go out of sync while playing multiplayer.
- Made multiline chatemessages look prettier
- Updating automation in lobby now shows for clients as well
- No longer possible to swith away from save selection for clients in mp lobby
- Mp save counter should now work.
- Moved checksum text and adjusted multiplayerlist in lobby.
- Date should no longer reset when new player joins after save is loaded.


-----------------------------------------------------------------------
- User Modding
-----------------------------------------------------------------------
- Exported current player tag from gamestate to lua for modding fun.
- Added a "terrain = x" command for provinces, to override graphical logic


-----------------------------------------------------------------------
- Performace and Stability
-----------------------------------------------------------------------
# Compability
- Added setting in settings.txt to not create 'waves' called _waves_
- Setting trees rendering off will now not create any tree gfx upon reload
- Restructured provincemanager a bit to help reducing startup crashes on some machines.

# Performance
- Optimised interface interactivity.
- Gamespeed and timeprogress have been optimised to provide a smoother gameplay.
- AI optimised, both in lua and the core game, which should improve gamespeed significantly.
- Tracked down and removed several memoryleaks, which made the game sluggish the longer you played it.

# Stability
- Savegames should no longer become corrupted, and previously corrupted savegames might be recoverable.
- Fixed several reported crash problems.


-----------------------------------------------------------------------
- Bugfixes
-----------------------------------------------------------------------
# Interface bugs
- Game should no longer unpause when clicking in outliner
- Opening main menu no longer closes the outliner
- Country flags should now be localised in triggers.
- Ledgerpage for buildings now handles provinces with the same name
- Fixed prereq graphic bug in Naval background.
- Fixed tooltip bug on Leadership/oil icons in province interface.
- Resized all terrain images so the terrain tooltip doesnt popup inbetween the icons below.
- Fixed the flag distortion on the minishield and the small minishield.
- Flags no longer shown through fog of war after being shown once.
- No more invisible units when armies split from events (like at civil war)
- Fixed issues with incorrectly shown counters
- Fixed lots and lots of typos
- Fixed a bunch of localisation issues
- Fixed unlocalized text in metaserver
- Fixed some non existing tooltip localisations
- Is in any faction trigger now displays correctly for "no" as well.

# Gamemechanic bugs
- Rejecting a NAP will no longer increase relations between countries.
- Faction specific rules are now set immediately after a reload again.
- You can no longer ask/offer transit rights with faction members because you already have access.
- Broken trade deals message now show correct trade goods order
- Returning expeditionary forces should now work
- Government in exiles will no longer wipe out the cash of the faction leader.
- Partisans will no longer stop an entire country to be annexed.
- French surrender will now work properly even if poland starts the war.
- A country being annnexed will now cancel all its trade agreements.
- Offmap resources are now calculated correctly for resource balance values.
- Needed for production is now updated properly from all cases of production.
- Build times/costs are now calculated properly for buildings after each is finished in a serial.
- Fixed mixup of ic and mp cost in brigade build screen.
- Fixed a bug with auto-deployment
- Fixed a calculation error with maximum manpower needed for reinforcement.
- Upgrading units now actually uses resources.
- Cags will now properly detach and attach to correct hierarchy position when rebasing.
- Fixed a problem where it was not possible to split cag units.
- It is no longer possible to deploy or reorganise new cags into units that would make them over the carriers capacity.
- Dissent penalty on ruling party popularity now works properly.
- Fixed a bug where units could still be in combat even though they had moved away.
- Commando trait now properly reduces the out of supply penalty.
- Airunits without fuel will no longer get stuck in air forever.
- Fixed a bug where units could get stuck after reloads.
- Paratroopers can no longer take control of hostile territory while on a plane.



-----------------------------------------------------------------------
- Database Changes
-----------------------------------------------------------------------
# Technology
- Added Naval, land and air doctrines for all scenarios
- Changed the requirements for Small Warship ASW
- It should no longer be possible to research Super Heavy Tank Brigade more than once
- Added industry techs for: Germany, UK, France, USA, Soviet Union, Japan and Italy
- Added construction practicals for USA, UK, Germany, Italy, Japan and Soviet Union
- Armoured car techs now use mobile unit practical
- Lowered requirements to research helicopters
- Increased build time for escort carriers to 350
- Tweaked naval and construction practicals
- Reduced practicals for AA and radar stations.

# Orders of Battle
- Renamed two duplicated units in the Italian and Chinese -36 oob
- Added a theatre to Argentina's oobs
- Revised and increased the number of historical leaders in the German and Japanese oobs
- Reorganized the Greek oobs
- Updated the -36, -38 and -39 oobs for Finland
- Updated the production queues for Japan, UK, Japan and the US
- Fixed some typos and added Tiger units to the German -43 and -44 scenario
- Moved the 6th Air Force to Saipan
- Moved 12. Juntuan and 66. Jun to Shanwel
- Nagano no longer commands the 37. Hoheishidan
- Replaced most of Shanxi's and Communist China's infantry with militia
- Fixed the Russian cavalry div. that had been replaced by infantry div. in the -44 scenario
- Repositioned some of the Italian planes
- Changed the location of the Enterprise Taskforce and Lexington Taskforce
- Removed some of Australia's transport ships and increased the number of reserve units
- Moved the Yugoslavian troops that had wandered off towards Sinope
- Added historical leaders to some of the expeditionary forces

# Buildings and Units
- Gave Newcastle, Hollandia and Guadalcanal airbases
- Added and adjusted some of the air fields, ports and coastal forts in Finland
- Moved the airbase and anti-air in Palermo
- Added naval bases to Aparri, Legaspi, Lingayen, Shantou, Baoan, Pulau Dolak, San Cristobal and Malaita
- Changed the speed of armoured brigades in mountain terrain
- Moved the industry in Canberra to Melbourne
- Increased Togtoh and Guyang's infrastructure to 3
- Rebalanced support brigade values
- Lowered infrastructure on the east and west coast of Australia
- Moved the naval base in Corpus Christi
- Repositioned the air bases and anti air guns in Cagliari and Tobruk
- Added new pictures for S-P Artillery and Cags
- Moved Argentina's capital to Buenos Aires

# Events and Decisions
- Fixed the "Second Vienna Diktat" so that Hungary gets the proper cores
- Added a second version of the "Bitter peace" event, if Japan isn't at war with the Soviet Union
- The "Ultimatum to Greece" can no longer be triggered if Greece is a puppet of Germany or Italy, or already at war with Italy
- "Japan demands bases in French Indochine" - requires Japan to be in axis instead of alliance
- Added a second version of the "Independent Croatia" decision, in case Croatia is still owned by Yugoslavia
- Tweaked the "Claim Bessarabia" and "Bulgarian claims to Constanta" decisions
- Tweaked the combat events

# Diplomacy
- Tweaked the occupation polices
- The US guarantees Bolivia from -36
- Removed Vichy France as a puppet state to keep them out of the war
- Adjusted the distribution of VPs for Estonia, Latvia, Lithuania, Ireland, France and the Netherlands
- Added a victory point to Kalgan
- Japan still controls the Carolines in -44

# Map
- Revised a lot of rivers in Asia and Australia.
- Removed a duplicated sea zone id
- Added a strait between Jiangmen and Bao'an
- Added "arctic" terrrain to the northern provinces of the Soviet Union, Canada, Norway and Iceland
- Added the Ligurian Sea, Bay of Naples and the Gulf of Iskenderun to the Mediterranean region

# Leaders
- Changed the start dates for Albert Speer, Joseph Goebbels, Karl Dönitz, Franz von Papen and Arthur Seyss-Inquart
- Added new ministers for Xibei San Ma
- Gave Ismet Inönu a new minister type
- Added an image for Hayashu Senjuro

# Text
- Corrected some of the French, Polish, Hungarian and Italian unit names
- Renamed the US "Democrat Party" to "Democratic Party"
- Corrected some duplicated and misspelled province names
- Fixed the erroneous label in the statistics page
- Fixed the tooltip for the "Airborne Assault" order
- Added Canadian party names

EGY KICSIT HOSSZÚ!

#2356
lejott

May the force serve you well!

#2355
Hamár, akkor maradjunk a példádnál:
A JSF projektet ugyan a Lockheed Martin nyerte meg, de abban biztos lehetsz, hogy a hozzájuk használt rakétákat, meg radar berendezéseket már nem Õk fejlesztették. Sõt, már meglevõ technikákat rendeltek meg külsõ beszállítóktól. Ugyanakkor ugyan az a Sidewinder rakéta más, nem a Lockheed Martin által tervezett gépre is felkerül. Na erre gondoltam a moduláris fejlesztésnél.
De hogy csak maradjunk a 2. világháborúnál. Ugyan azt az ágyút kapta meg a Tigris tank, amit korábban a sivatagban már nagy sikerrel használtak, mint légvédelmi löveget.
De a Messerschmidt is felhasználta a von Braun által fejlesztett rakétahajtómûvet, az elsõ rakéta meghajtású harci repülõben...
#2354
omg 25kval jon

May the force serve you well!

#2353
Bocsi valaki csodálkozott , hogy a Csehek , meg a tank és ....csak mondanám a harmincas évek végén jobb tankjuk volt mint a PZ 1-2. nem véletlen , hogy a Németek nagyon örültek neki (amikor harc nélkül megszerezték õket). 38 típusjegyként szerepelt náluk aszem'.

#2352
Nem lenne muszáj megtartani a techteameket, de sokan szerettük õket.

Amúgy meg ma az USA-ban úgy megy a hadifejlesztés, hogy a kormány azt mondja: kell nekünk egy vadászgép, aminek ez és ez a paramétere, ki csinálja meg a legolcsóbban? (ki fizet zsebbe a legtöbbet a döntéshozóknak) és mondjuk nyer a Lockheet Martin, és kifejleszti a gépet. Szóval nem voltak azok a techteamek annyira irreálisak
#2351
Az 1.2-es patcben benne vannak az 1.1-es javítások is?
#2350
megjött végre az 1.2! 😊
#2349
a techteamek már csak azért sem voltak reális, mert ugyan Mainstein 9-es szintû fejlesztõ volt, de az IG Farben is. Lehet hogy ugyan hasonló jelentõségük volt, de szerintem mégsem reális, hogy ugyanannyiba kerültek...
Ugyanakkor 1 techteam a HOI2-ben csak 1 fejlesztésen dolgozhatott, és viszont, 1 fejlesztést csak 1 techteam csinálhatott. Ez megint irreális, mert a Messerschmidt sem csak 1 projekten dolgozott párhuzamosan, és mondjuk egy olyan bonyolult eszközt, mint egy hajó, sem 1 techteam tervezett meg az ágyútól a dizel motorig.
#2348
Kijött az 1.2-es patch.
Sajnos nekem nem megy a letöltés az indítóképernyõrõl.

Türelem. ;-)))
#2347
A HOI2 alapverziójában pont ez nem tetszett. Mert a való életben sem úgy folyik a fejlesztés, hogy egy ország azt mondja, hogy kifejlesztem az advance vagy a modern infantry-t. Lehet hogy egyszerre csak mondjuk a nehézfegyveren fejlesztenek, vagy lehet, hogy a kézifegyvereket cserélik le.
Ezért tettszett a mod34 mod a HOI2-höz. Mert abban egy teljesen újradefiniált Tech treen kellett a fejlesztéseket végigcsinálni. Abban már voltak nyomok a moduláris fejlesztésre. Pl.: a tankok egyes tulajdonságait is lehetett fejleszteni. Vagy a defence-t erõsebb páncéllal, vagy a mobilitást. És ezek ki is zárták egymást.
Azért is volt jó, az mod, mert irtózatos mennyiségû random, és dátumhoz kötött event volt beletervezve.
A mostani rendszer is alkalmas az ilyen fejlesztésekre.
Már alig várom, hogy a mod34 csapata a kezébe vegye a HOI3-at.