Heart of Iron 3 - Black Ice 10.4

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SlaySoft
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Heart of Iron 3 - Black Ice 10.4

Mensaje por SlaySoft »

Buenas compañeros

Abro el hilo para haceros llegar que este fabuloso mod ha sido por fin actualizado a la versión 10.4 tras casi 1 año en desarrollo. La verdad es que he estado testeandolo y es una maravilla todo lo que trae teniendo en cuenta las limitaciones del motor. Se ha mejorado mucho la estabilidad del juego, de manera que se han solventado muchos de los problemas de CTD que había con pasadas versiones.

Han rehecho todo el tema naval desde 0 (me queda testearlo), los recursos estratégicos ahora ya no es como en las versiones antiguas; que sólo por disponerlos obtienes bonus sino que ahora se implementa en la industria para conseguir esos bonus. El mapa lo han rediseñado metiendo muchas más provincias, así como islas y atolones (aunque a modo de pega diré que el dibujado de algunas de estas islitas me parece un poco 'tosco'). Dejo por aquí el listado completo que publican de cambios. La descarga, como siempre desde el foro oficial de Paradox en el subhilo HoI3/UserModifications/BICE.

Saludos compañeros

Major Changes

New Science minister role providing tech boost in specific fields
New Training law system with permanent effect on units trained with selected law(until retrained via manual upgrade). Experience now properly represents Combat Experience
Reworked Annual National Focuses and ministers related to them
Reworked factories (+added some new ones) and their bonuses
Laws reworked considerably, don’t trust the green icon on the top
Improved Stability, Performance and reduced late game save size
Reworked Pacific Theater with reworked terrain, reworked infra, new islands and resource provinces
New roster of unit default models and many new country specific models
Improved AI building construction, production ratios and technology priorities
Control Puppet building focus (which type of resource to build up)
Airbase expansion Techs - Designate air bases for expansion using covert missions
Event spawned units will spawn on the map again, calculated IC penalties will be given based on Base IC
Air bases give 4 capacity per level now, lvl 10 is the max giving 40 capacity
Disabled the AI invasion choice at game start to where it is on by default.
Improved many of the existing USA and JAP invasion OOBs. Streamlined DDay, and made Dragoon happen at the same time Overlord does.
Max division size limited to 7 brigades
Surprise chance for NAV and submarines now works so combat for those was rebalanced (once again)

General

Naval Treaties are more logical now, allowing to bring ships up to date (technology) but not further develop (class). 1st Treaty now also limits subs(except for GER). 2nd Treaty adds aircraft carriers to limits.
New JAP starting OOB (more garrisons, less divisions, historical accuracy)
Hundreds of new JAP leaders divided into 2 branches (Army - IJA; Navy - IJN)
New JAP leaders trait (Kempeitai - military police)
New historical OOB events for JAP involving most of historical divisions
Some more events for JAP (Battle of Shanghai, Yellow River Flooding, Yamamoto’s Assassination…)
Italians keep border region gains during fall of france
Reworked Italian surrender, whoever controls a province will keep it, no more RSI
Added HQs to barbarossa expeditionary units
Persia War reduce ENG-SOV threat
Swedish Iron reduce SWE-GER threat
Australian event to deploy obsolete field guns for coastal defense
Viet Minh revolts in Indochina (event and effect)
United Kingdom event to damage oil facilities in East Indies within 14 days of war with JAP
Add HOL East Indies Airforce to ENG inherited
Yellow River Flood (destroy infrastructure in region and temporary weather fort)
Strategic Resource purchases made into decisions
Genrikh Lyushkov defection event
Swedish Iron Ore use Narvik or Baltic Sea depending on situation (Baltic route freezes between November and April)
Events for Japan investment in Manchukuo
Reworked London Naval Treaties into events
Japan Interservice Rivalry (yearly event trade between IJA, IJN or both air forces)
Japan handle Zaibatsus event
Japan's sphere only works if puppet owns relevant province (avoids exploits)
Remove Japan’s massive fuel gain from events (kept rationing after end of 1911 US commercial treaty but just 1000 anyway)
Spawn SOV help to CHI in Chengdu (more geographically logical and less likely to spawn in occupied territory)
Tojo's proclamation and Greater East Asia Conference events trigger based on Sphere size (4 and 5)
Added Korea/Indochina/Burma to potential Greater East Asia Co-Prosperity Sphere
Flavour text for EVTDESC9300208 and explain valid puppets
Event for USA to join allies if JAP attacks Allies
Poland War Goal (should guarantee Poland becomes government in exile)
GER can convert liners without war with NOR (better preparation)
GER/SOV volunteer units to CHI/CHC use correct builder tag
SOV/USA limit trade with GER (sell resources worth up to 250IC)
NJG creation OOB (Some formed militias)
JAP capture CHI ships (some auxiliaries)
JAP keep HK/Hanjiang/Macau, dont give to NJG
Strait Strategic Effects take into consideration puppets
Add unused trait chc_tag
Revised Panzergruppe events to add them more historically
Revised Finnish continuation war
Reworked the ‘Bitter Peace’ options and wargoals
Reduced amount of buildings spawned by Military Bases decisions
Nerfed Hospitals
Nerfed Sourcing Rares building
Buffed Manufacturing Plant
Training Center now gives officers bonus instead xp bonus
Reduced practical gain
Maximum practicals reduced to 20 (from 24)
Puppets starts with master industrial techs
Resource rationing events proportional to manpower (4 levels)
Capital ship (BB, CBB, etc) conversions to Carrier

Technology

Mixed Support choices tech folder(to check effect of each choice)
Lower starting JAP ship AA tech (historically behind)
HOL start with some sub techs and theory (historical)
Coal -> Oil disabled at the start (Autarky event or Goering 4year plan activates it)
SWE some starting tank tech (historical)
Fix AST/HOL starting over tech CL and CA
Tech description indication for values filtered by UI
Remove Seaplane Tender Shore Bombardment from Scout Focus
Removed build time penalties from techs
Buffed Fighter to Interceptor Conversion tech
Reworked ship armour techs (Vickers, STS, Cemented)
Starting technology packs to nations based on history (ie. ww1 participation)

Units and combat Balance

Mixed Supports rebalanced (especially Mot. and Arm.)
Boost SPT and CVE stats to better match similarities with transport ship
Tweaked transport costs (much cheaper transport and more time for LC)
Allow coastal/long submarine upgrade
Rebalanced GER railway art supply costs
Colonial brigades are now buildable for colonial powers (ENG, FRA, ITA, SPA, POR, HOL)
Some traits are now mutually exclusive
Traits now have reversed bonuses - lvl 3 gives the highest, lvl1 the lowest
Tweaked Softness for all units
Nerfed HAA
Reduced INF TK armour value

Models/Graphics/Sounds

JAP destroyer model paintings
Fix destroyer models not using _actual
JAP models for BC/BB/CL
Generic unit names for all countries (language based)
Improved some flags
Few new SFX
Bunch of unique BUL aircraft models
Generic models sp_anti_air sp_artillery
Generic Models for all prop aircraft
Generic models for mot/mech/semi-mot
Generic sp_rct_artillery models
Bunch of paintings for JAP models (carriers)
Few unique transport ship models
Add missing specific railway artillery models
Generic Submarine models
Generic Carrier models
Generic models BC/BB/DD/CA/CL
Generic rocket related models
Generic Assault Ship models
Generic transport model variant (lvl 4)
Generic Engineer Models (along with air_cav and airlanding)
Model distinction infantry light/regular (also gas mask for tier 0 due to WW1)
Generic light_infantry_brigade models
Removed generic soldier from infantry_bat/brigade, added supplies
New JAP light_armor model (So-Ki), rearranged infantry_tank
Few generic motorcycle_recon models
Correct builders of many nations aircraft, some new aircraft models
More generic armor_bat/brigade models
Generic Infantry Tank Models
More generic light_armor_bat/brigade models
More generic armored_car models
More generic medium_artillery_brigade models
More generic artillery_brigade models
More generic heavy_anti_air_brigade models
More generic anti_air_brigade models
More generic anti_tank_brigade models
Basic TUR models for inf/linf/mil/rcon/berg/police/gar/gardet/cav
Basic CHC models for inf/linf/mil/cmil/rcon/berg/police
Default Garrison/Garrison Detach/Military Police models
Japan names for missing aircraft (flying_bomb, gliders, rocket_interceptor, jet_bomber)
Japan SS/CSS/LSS Names
New counter for heavy_anti_tank_brigade(to distinguish from TD)
Canada Destroyer names
ENG seaplane_tender names
JAP names for artillery_brigade, pack_artillery_brigade, anti_tank_brigade and armored_car_brigade
ENG Long Range Subs names
JAP SPT names
Correct POR oob names
Copy light/armor brigade models to bat localisation

AI/LUA

Allies embargo Japan due to SJW (historically the relevant aspect was Australian steel)
USA actually embargo Japan instead of modifier
AI won't form Croatia or Serbia anymore, it only created problems for AI, instead Yugoslavia will be split between the Axis nations
Italy is guaranteed to defeat Ethiopia (AI only)
AI JAP Pacific invasions spawn on ships now, unless they are Paras
AI vs AI Sino-Japanese war rebalanced, slows down with time/takes longer
AI dont request Lend-Lease from Player
AI SOV build most IC safely (Urals/Far East)
Majors AI prioritize steel casting and welding
Fix European Axis minors not always helping against SOV
VIC AI can't liberate countries
Bump up AI garrison production to move more useful units to frontlines
IC based AI supply production
JAP AI doesnt start with ship queue(helps with producing land units for China)
PER AI handle oil trade from ENG perspective (Anglo-Persian Oil Company) (ie. ENG wont allow PER to sell oil to GER)
AI JAP Early war with ENG in 1940 if done with CHI and have Indochina (low chance)
Generalize AI GER embargo to all Americas
AI Countries in Americas follow US embargo on Japan (due to US influence)
ITA AI only build Coastal Fort after 1940
AI IC requirements for buildings
AI tech focus Medicine and related
AI limit to 7 regiment divisions
OMG AI ignore all diplomacy
Puppet AI that have no more resources to improve can build normally
NJG specific AI (like JAP puppet AI, develop for master)
AI major nations don't buy license production
AI pick license based on class tech level (aircraft and ships)
Puppets only build resource buildings, ignore rest of buildings unless specified
CAN AI Lend Lease AST/NZL (CAN AI simply too far away to use their units)
POL AI more land and less development if against GER player
AI Fuel Refinery Construction Criteria (1 Refinery per 75IC and per 40 oil production)
AI no serial building construction (better choices)
Reviewed Commonwealth(AST, CAN, NZL, SAF) production weights and ratios
AI use Colonial Mountain Infantry if available
IC based Air Ratio for Default AIs
IC based Naval Ratio for Default AIs
Tweaks to ITA AI build up and ratios
Serbia basic units to protect from revolt (and stop axis from bordering it and not delaing with it)
AI prefer Piercing Attack techs
AI ignore strength_increase after level 2
AI ignore capital layout reverse techs
AI prefer radio/radar techs
IC tiers for AI LandRatio
Turkey AI more mountain divisions;
AI shift resource improvement to industry construction if have good resource balance
AI dont build oil refinery if not oil producer and low ic
Review Major AI Tech weights
Increase ENG/USA screen ratio
Increase ENG naval production
AI may use mixed support with Militia and Garrison
Reworked Default AI tech priority and ignore
AI use colonial variants if available
Fix Japan Death Decision ai checks
AI CAG counting fixed (not tech based yet)
AI now building transports/assault ships
Add missing tech folders to research AI
AI use communist/fascist militia if available
SWE/NOR/FIN use special forces ski division
AI build fuel refineries (in provinces with oil rig)
AI improves resource buildings
Support number variation for Militia and Garrison
MP possible support of Garrison and Militia
Artillery possible support of Garrison
AI dont produce air units if it already has more than it has airfields
Tweaked AI research sliders
HOL only join allies if at war
AI elite_light_infantry_brigade divisions
Percentage reduce IC AI uses for each unit type (better distribute needs)
AI Special Forces in regular LandRatio
Dynamic LUA OverrideProvinces
Remove old Call_ForeignMinister_Tick
Fix some AI countries using old DiploScore_InviteToFaction
Fix AI using old OfferTrade functions
Valid Puppet Count GEACPS (using LUA variables)
Remove undefined laSupportUnit, can cause problems
Attempt based Production (should now better match desired ratios)
Ai province loop remade with new options and better logic
Fixed autoexec AI loading crashing on unknown require (caused some countries to lose unique AI)
Early return on 0 escort ratio minor performance tweak

Map

Removed Istanbul strait crossing
Removed Infra blocker between China and Vietnam
French VPs and terrain
VP Rebalance for ENG
VP Rebalance for USA
VP Rebalance for GER
VP Rebalance for ITA
Removed resource building from provinces with no resources
Fix white texture in some terrain tiles
Add visual pillbox submod
Dagupan Coastal Fort (Fort Mills)
Token industry in Hatay(more meaning to CessionOfHatay)
Fix Port Harcourt naval_base
Added VPs to most coastal provinces in Pacific(Seems to help AI a bit)
Saudi Arabia oil only spawn in 1940
Heavily reduce Iran oil production to ~25 (9336) to match historical relative values
Added Sightseeing submod
Czechoslovak province localisation
Smoother ocean without waves and smoother coast transition
Tweaked Fog of War darkness
Add cryolite mine in Greenland (rare materials)
Add 1 VP to Adana
Add missing Portuguese forest
Major Air Bases removed
Industrial zones removed
Weather Fort icon and localisation

QoL/UI

Added event chain explaining how certain mechanics and features work
Some better country UI themes
Military Police priority under Colonial
Fix Naval/Air Base transparency (now easier to select)
Every leader loss with red name
Fas/Com militia more priority than MP and militia
Inf battalion higher priority than mixed support
Militia higher priority than MP
Type indication for unique ships
New Very Hard AI variant without no Military bonuses
Combat report colored casualties
nuremberg_rally_1937 spawns industry in provinces with 8 ic, no longer fully random
Scalable Overlord Grofaz difficulty
All starting decisions will be available only after picking difficulty setting first
SS units now activate right after taking starting decisions
More battleplan tools (line drawing; more colors; division icons)
Fix Strategic Resource placement overlap and added info on province requirements
Tweak aircraft unit priority (ie. better identification for bombers with escort)

Bug fixes

Fix ITA AI not taking Albania annexation decision
Fix misreferences to Paris
Fix Koumac appearing occupied instead of properly given to USA
Dont show OperazioneC3 decisions for non ITA nations
Fix Addis Ababa massacre revolt no supply
Localisation for strategic_doctrine_pick_final_title
Fix Military_Merit_Order_air localisation
Hungarian leaders use HUN_tag instead of generic general tag
Add missing unique light_transport battalions for ITA and GER
Add missing upgradeable color for "1a Divisione Motorizzata 'Trento'"
Fix Australia Zinc trade
Correct monumentaldecisions allow values to match actual decision costs
Remove duplicate potential for ammo_production_lack_of_resources
Fix event 14653 wrong trigger flag
Fix event 14712 supply cost/need
Remove redundant tag = this inside potential and trigger (not inside limit)
Comment out id = 90127 event, probably TRE related stuff, useless and misleading
Fixed bugs regarding division upgrade events leaving loose brigades
Fixed missing Arm Supp techs
Fix FIN getting Finnish_combat from the start
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Tizon
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Re: Heart of Iron 3 - Black Ice 10.4

Mensaje por Tizon »

Para el 3 o el 4?

Vale, me autorespondo... Esto me pasa por leer mientras hago otras cosas.... :shock: :shock: :shock:
Esto lo entiende hasta un niño... Rápido, que me traigan un niño!!! (genial Grouxo)
La principal causa de divorcio, es el matrimonio (a ver quién discute eso)
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