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new THIS beta:
Fixed a CTD when attempting to delete land/naval/air units when no land/naval/air units exist any longer
Phillipines now more moderate stats
Fixed an issue where the AI would advance recklessly from beach-heads
Fixed an issue that would sometimes cause the AI to move units between two fronts on the same landmass as if they were crossing friendly territory
AI: Offensive Supply now only used when needed.
AI: Slider mechanics reworked
Reduced Guangxi Clique aggressiveness towards Nationalist China
Toned down espionage AI of majors
Added "revolt_risk_mult" variable to the ai_file_doc.txt documentation
Further tweaks for Japan AI
Commented out obsolete events
USSR's handicap moved from GDE to Morale
Modified some AI choice chances more towards historical
Redone AI assignment of production sliders
AI should now build synthetic oil plants when feasible and needed
If insufficient production IC, AI will now delete some builds
AI will now move any provincial builds to the bottom
Garrison AI should now seek to relinquish mobile units more
Added additional information displayed for "debugAI" console command
Cavalry considered mobile unit by the AI
Added New Event Functionality
TRIGGERS:
ispuppet = [Country Tag/-1] # True if tag 1 (or country calling event if -1) is a puppet of another nation
puppet = { country = [tag 1/-1] country = [tag 2/-1] } # True if tag 1 (or country calling event if -1) is puppet of tag 2 (or country calling event if -1)
alliance = { country = a/-1 country = b/-1 } # checks if a (or country calling event if -1) and b (or country calling event if -1) is in the same military alliance
access = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is granting military access to tag2 (or country calling event if -1)
non_aggression = { country = [tag1/-1] country = [tag2/-1] } # checks if tag & tag have a non_agg_pact active (-1 can be specified for either tag to reference the country calling the event)
trade = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) and tag2 (or country calling event if -1) have an active trade agreement
guarantee = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is guaranteeing the independence of tag2 (or country calling event if -1)
war = { country = a/-1 country = b/-1 }# checks if a (or country calling event if -1) and b (or country calling event if -1) is at war
lost_VP = { country = [tag/-1] value = X }# X% or more of _owned_ VPs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_national = { country = [tag/-1] value = X }# X% or more of national provs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_IC = { country = [tag/-1] value = X }# X% or more of national IC in enemy hands (if tag is set to -1, reference the country calling the event)
military_control = { country = [TAG1/-1] country = [TAG2/-1] } # true if TAG2 (or country calling event if -1) has military control over TAG1 (or country calling event if -1)
losses = { country = [TAG/-1] value = x } # true if country TAG (or country calling event if -1) has suffered at least X times 1000 number of losses in MP (ex. if X is set to 1, this event will fire when the countries total MP losses reach 1000)
province_building = { province = [ID] building = [building type] size = x } # true if province ID has a building of [building type] that is at least of size X, use following values for building: 1 = IC, 2 = coastal fort, 3 = land fort, 4 = AA, 5 = infra, 6 = air base, 7 = naval base, 8 = radar station, 9 = nuclear reactor, 10 = rocket test, 11 = synthetic oil, 12 = synthetic rares
COMMANDS:
type = peace_with_all which = [country tag/-1] # specified country (or country calling event if -1) signs peace a white peace with all countries it is at war with
type = end_non_aggression which = [country/-1] where = [country/-1] # end a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = non_aggression which = [country/-1] where = [country/-1] # create a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = end_trades which = [country/-1] where = [country/-1] # end all trade agreements between these countries (-1 can be used for either tag to reference the country calling event)
type = end_guarantee which = [country/-1] where = [country/-1] # country 1 no longer guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = guarantee which = [country/-1] where = [country/-1] # country 1 now guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = grant_military_control which = [TAG] # grant military control to nation TAG
type = end_military_control which = [TAG] # end military control to nation TAG
Removed AI Guangxi-KMT war ( fictional ,historically known as Guangdong-Guangxi Incident, not an armed conflict )
Lowered IC for Chinese factions
Adjusted Chinese "Move industry to interior" events to match new IC values
Updated "manpowerpool" command with new functionality : "which = 1" makes "value = x" be used as %x of daily manpower gain
Province recovery now 270 days again
AI transport fleets should always have screening vessels accompanying them
Reduced daily manpower gain by 1/3
Reduce the supply distance improvement from logistics techs
Moddir tech team images in the intel screen no longer require dummy files in the main installation folder
Fixed Line Gearing decrease to use the correct variable.
Tech pictures and province images now properly work with moddir
Brand New Japan AI
Fixed Land Pathfinding, so that it finds better paths
Fixed loophole that could cause Marco Polo Bridge Incident ( start of 2nd Sino-Japanese war ) to not fire
AI will now be more careful before moving into low infrastructure provinces
Siam revokes military access to Japan when it makes peace with allies.
France and UK now gain hawk lobby and interventionism moves if either Germany or Italy invades Republican Spain during the Spanish Civil War
Toned down minor countries' espionage activity ( was un-historically high and effective )
Toned down minor countries' naval builds and revised air and land builds
Invasion AI will now favor Infantry divisions for naval landings more
Production Acceleration - Fixed a bug that caused the acceleration IC penalty (x2,x3) to be reapplied on every reload
Puppets and Expeditionary Forces - Expeditionary forces can only be exchanged between the puppet and its master,nobody else
"money" trigger added in the event commands.txt
Fixed a bug with auto-leader promotion always promoting to Field Marshall
Reduced Operation Torch USA army requirement from 120 divisions to 50 divisions
Fixed a bug with "under_attack" trigger that caused it to fail if the event's country and the trigger country were at war.
AI now promotes leaders to proper rank to activate HQs
Updated tooltip text for inactive HQs
2-frame HQ symbol with 1 frame for inactive HQs
IC increment at which tech slots are gained now moddable, found in misc.txt "research" section
----- Previus 106 tweaks:
Tweaked build AIs
Changed fallback type of "infantry" to "militia" instead of "garrison"
Updated the AI documentation with "extra_convoys_war" and "extra_convoys_peace"
Merging all trades from all countries should now work properly
Trading naval units between countries now correctly carries over the stats of the naval attachments as well
switch_allegiance and delete_unit commands now correctly affect the desired percent of units specified by the "when" clause
supply_dist_mod now correctly results in better ESE the higher value it has
"largefront" variable ("front" section of AI script) now active. Details in ai_file_doc.txt
New console command : debugAI. Lists AI info when clicking on a province controlled by an AI country.
AI will now also delete builds if the current build queue overproduces a unit type when compared to the desired AI build scheme in effect.
Modifications to build queue management to take into account fallback types ( if MOT isn't buildable, but present in the build preferences, build INF instead)
New variable in "misc.txt" for moddable maximum number of tech slots
Preferences for units that cannot be built will be ignored rather than be transfered to a unit type
The dig-in bonus of land units will no longer lower the defence efficiency of bombers
Fixed a bug that prevented the secret tech info pop-up from showing when hovering the cursor over secret techs
The "save games" folder is created automatically if missing upon starting a new game
Denniss's model name corrections
Added new economic variable _EV_CAN_CHANGE_IDEAS_ to misc.txt that enables or disables manual idea change by the player
It is now possible to specify the national ideas with which a revolter starts in "revolt.txt"
Added starting ideas to Nationalist Spain revolter
Only fleets with ASW capability are considered potential ASW fleets ( no more hunting subs with BBs )
Implemented "money = " trigger that works like the rest " = " triggers.
Dissent increasing coup chance now fixed
Fixed bug in switch_allegiance
Uploaded Andy's December 12 files pack
Transport planes now max length = 3
Fixed some CTD issues
Fixed AI leader assignment to garrisons
Further GER AI tweaks
Organisation and Default Organisation specified in "*.inc" files is now correctly taken into account and no longer replaced by the standard values.
AI will now build infra in limited amounts in key resource/IC provinces
AI will now refrain from assigning higher skill commanders to GAR
AI will now avoid assigning ARM/MEC/MOT to garrison duty
The "delete_unit" and "switch_allegiance" commands now work properly. Added "when = [percent]" clause
for automated deletion or switching of set percent of nations' land/naval/air corps.
Added extra texts for "delete_unit" and "switch_allegiance" commands with extra "when" clause
Updated "delete_unit" and "switch_allegiance" commands in "event commands".txt
Hungary now becomes a puppet of USSR when it surrenders to it
A Lend Lease event now correctly gives rather than takes metal from USSR
Fixed an error in loading moddir savegames
Fixed an error when attempting to host a multiplayer game from a savefile
Corrected received sum of money by UK in Lend Lease event
Countries annexed will no longer count towards espionage priorities
Treaties with start date set after the scenario date will be ignored
Fixed misaligned "send to escorts" button for destroyers if they have a modded attachment limit higher than 1
Further AI leader assignment improvements
Leader promotion is now FREE!
AI now properly promotes leaders on the spot when needed
Germany AI places more emphasis on mobile units
Naval AI now only selects Destroyers and Escort Carriers for ASW missions
Fixed a CTD when attempting to delete land/naval/air units when no land/naval/air units exist any longer
Phillipines now more moderate stats
Fixed an issue where the AI would advance recklessly from beach-heads
Fixed an issue that would sometimes cause the AI to move units between two fronts on the same landmass as if they were crossing friendly territory
AI: Offensive Supply now only used when needed.
AI: Slider mechanics reworked
Reduced Guangxi Clique aggressiveness towards Nationalist China
Toned down espionage AI of majors
Added "revolt_risk_mult" variable to the ai_file_doc.txt documentation
Further tweaks for Japan AI
Commented out obsolete events
USSR's handicap moved from GDE to Morale
Modified some AI choice chances more towards historical
Redone AI assignment of production sliders
AI should now build synthetic oil plants when feasible and needed
If insufficient production IC, AI will now delete some builds
AI will now move any provincial builds to the bottom
Garrison AI should now seek to relinquish mobile units more
Added additional information displayed for "debugAI" console command
Cavalry considered mobile unit by the AI
Added New Event Functionality
TRIGGERS:
ispuppet = [Country Tag/-1] # True if tag 1 (or country calling event if -1) is a puppet of another nation
puppet = { country = [tag 1/-1] country = [tag 2/-1] } # True if tag 1 (or country calling event if -1) is puppet of tag 2 (or country calling event if -1)
alliance = { country = a/-1 country = b/-1 } # checks if a (or country calling event if -1) and b (or country calling event if -1) is in the same military alliance
access = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is granting military access to tag2 (or country calling event if -1)
non_aggression = { country = [tag1/-1] country = [tag2/-1] } # checks if tag & tag have a non_agg_pact active (-1 can be specified for either tag to reference the country calling the event)
trade = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) and tag2 (or country calling event if -1) have an active trade agreement
guarantee = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is guaranteeing the independence of tag2 (or country calling event if -1)
war = { country = a/-1 country = b/-1 }# checks if a (or country calling event if -1) and b (or country calling event if -1) is at war
lost_VP = { country = [tag/-1] value = X }# X% or more of _owned_ VPs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_national = { country = [tag/-1] value = X }# X% or more of national provs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_IC = { country = [tag/-1] value = X }# X% or more of national IC in enemy hands (if tag is set to -1, reference the country calling the event)
military_control = { country = [TAG1/-1] country = [TAG2/-1] } # true if TAG2 (or country calling event if -1) has military control over TAG1 (or country calling event if -1)
losses = { country = [TAG/-1] value = x } # true if country TAG (or country calling event if -1) has suffered at least X times 1000 number of losses in MP (ex. if X is set to 1, this event will fire when the countries total MP losses reach 1000)
province_building = { province = [ID] building = [building type] size = x } # true if province ID has a building of [building type] that is at least of size X, use following values for building: 1 = IC, 2 = coastal fort, 3 = land fort, 4 = AA, 5 = infra, 6 = air base, 7 = naval base, 8 = radar station, 9 = nuclear reactor, 10 = rocket test, 11 = synthetic oil, 12 = synthetic rares
COMMANDS:
type = peace_with_all which = [country tag/-1] # specified country (or country calling event if -1) signs peace a white peace with all countries it is at war with
type = end_non_aggression which = [country/-1] where = [country/-1] # end a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = non_aggression which = [country/-1] where = [country/-1] # create a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = end_trades which = [country/-1] where = [country/-1] # end all trade agreements between these countries (-1 can be used for either tag to reference the country calling event)
type = end_guarantee which = [country/-1] where = [country/-1] # country 1 no longer guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = guarantee which = [country/-1] where = [country/-1] # country 1 now guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = grant_military_control which = [TAG] # grant military control to nation TAG
type = end_military_control which = [TAG] # end military control to nation TAG
Removed AI Guangxi-KMT war ( fictional ,historically known as Guangdong-Guangxi Incident, not an armed conflict )
Lowered IC for Chinese factions
Adjusted Chinese "Move industry to interior" events to match new IC values
Updated "manpowerpool" command with new functionality : "which = 1" makes "value = x" be used as %x of daily manpower gain
Province recovery now 270 days again
AI transport fleets should always have screening vessels accompanying them
Reduced daily manpower gain by 1/3
Reduce the supply distance improvement from logistics techs
Moddir tech team images in the intel screen no longer require dummy files in the main installation folder
Fixed Line Gearing decrease to use the correct variable.
Tech pictures and province images now properly work with moddir
Brand New Japan AI
Fixed Land Pathfinding, so that it finds better paths
Fixed loophole that could cause Marco Polo Bridge Incident ( start of 2nd Sino-Japanese war ) to not fire
AI will now be more careful before moving into low infrastructure provinces
Siam revokes military access to Japan when it makes peace with allies.
France and UK now gain hawk lobby and interventionism moves if either Germany or Italy invades Republican Spain during the Spanish Civil War
Toned down minor countries' espionage activity ( was un-historically high and effective )
Toned down minor countries' naval builds and revised air and land builds
Invasion AI will now favor Infantry divisions for naval landings more
Production Acceleration - Fixed a bug that caused the acceleration IC penalty (x2,x3) to be reapplied on every reload
Puppets and Expeditionary Forces - Expeditionary forces can only be exchanged between the puppet and its master,nobody else
"money" trigger added in the event commands.txt
Fixed a bug with auto-leader promotion always promoting to Field Marshall
Reduced Operation Torch USA army requirement from 120 divisions to 50 divisions
Fixed a bug with "under_attack" trigger that caused it to fail if the event's country and the trigger country were at war.
AI now promotes leaders to proper rank to activate HQs
Updated tooltip text for inactive HQs
2-frame HQ symbol with 1 frame for inactive HQs
IC increment at which tech slots are gained now moddable, found in misc.txt "research" section
----- Previus 106 tweaks:
Tweaked build AIs
Changed fallback type of "infantry" to "militia" instead of "garrison"
Updated the AI documentation with "extra_convoys_war" and "extra_convoys_peace"
Merging all trades from all countries should now work properly
Trading naval units between countries now correctly carries over the stats of the naval attachments as well
switch_allegiance and delete_unit commands now correctly affect the desired percent of units specified by the "when" clause
supply_dist_mod now correctly results in better ESE the higher value it has
"largefront" variable ("front" section of AI script) now active. Details in ai_file_doc.txt
New console command : debugAI. Lists AI info when clicking on a province controlled by an AI country.
AI will now also delete builds if the current build queue overproduces a unit type when compared to the desired AI build scheme in effect.
Modifications to build queue management to take into account fallback types ( if MOT isn't buildable, but present in the build preferences, build INF instead)
New variable in "misc.txt" for moddable maximum number of tech slots
Preferences for units that cannot be built will be ignored rather than be transfered to a unit type
The dig-in bonus of land units will no longer lower the defence efficiency of bombers
Fixed a bug that prevented the secret tech info pop-up from showing when hovering the cursor over secret techs
The "save games" folder is created automatically if missing upon starting a new game
Denniss's model name corrections
Added new economic variable _EV_CAN_CHANGE_IDEAS_ to misc.txt that enables or disables manual idea change by the player
It is now possible to specify the national ideas with which a revolter starts in "revolt.txt"
Added starting ideas to Nationalist Spain revolter
Only fleets with ASW capability are considered potential ASW fleets ( no more hunting subs with BBs )
Implemented "money = " trigger that works like the rest " = " triggers.
Dissent increasing coup chance now fixed
Fixed bug in switch_allegiance
Uploaded Andy's December 12 files pack
Transport planes now max length = 3
Fixed some CTD issues
Fixed AI leader assignment to garrisons
Further GER AI tweaks
Organisation and Default Organisation specified in "*.inc" files is now correctly taken into account and no longer replaced by the standard values.
AI will now build infra in limited amounts in key resource/IC provinces
AI will now refrain from assigning higher skill commanders to GAR
AI will now avoid assigning ARM/MEC/MOT to garrison duty
The "delete_unit" and "switch_allegiance" commands now work properly. Added "when = [percent]" clause
for automated deletion or switching of set percent of nations' land/naval/air corps.
Added extra texts for "delete_unit" and "switch_allegiance" commands with extra "when" clause
Updated "delete_unit" and "switch_allegiance" commands in "event commands".txt
Hungary now becomes a puppet of USSR when it surrenders to it
A Lend Lease event now correctly gives rather than takes metal from USSR
Fixed an error in loading moddir savegames
Fixed an error when attempting to host a multiplayer game from a savefile
Corrected received sum of money by UK in Lend Lease event
Countries annexed will no longer count towards espionage priorities
Treaties with start date set after the scenario date will be ignored
Fixed misaligned "send to escorts" button for destroyers if they have a modded attachment limit higher than 1
Further AI leader assignment improvements
Leader promotion is now FREE!
AI now properly promotes leaders on the spot when needed
Germany AI places more emphasis on mobile units
Naval AI now only selects Destroyers and Escort Carriers for ASW missions
Сообщение отредактировал историк: 12 февраля 2011 - 13:24