Archives by Day

April 2024
SuMTuWThFSa
123456
78910111213
14151617181920
21222324252627
282930

Hearts Of Iron 2

Platform(s): PC
Genre: Strategy
Publisher: Paradox
Developer: Paradox

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

Advertising

As an Amazon Associate, we earn commission from qualifying purchases.





'Hearts of Iron 2' - v1.3 Update Patch Available NOW

by Rainier on Nov. 11, 2005 @ 11:25 a.m. PST

Get the Hearts of Iron 2 v1.3 update patch off WP (25mb)

**********************************
******* Gameplay Balancing *******
**********************************

** Diplomatic
- Coups now have a much bigger chance to actually succeed.
- Now a puppet can't invite his master to an alliance.
- Now you will get a dissent hit when liberating a puppet.
- You now recieve a boost of 2 steps on interventonism instead of 1 whenever someone atacks someone you guarantee.

** Common Military
- Larger nations in the same alliance will now take control over provinces as they invade allies occupied overseas territories, to maintain coherent supplied fronts.
- Fixed so that when you liberate a province occupied by your enemy, while you not have access with the original owner, then you take control over it directly.
- Fixed a loophole that allowed someone to immediately deploy divisions that are in delayed strat-redeploy.
- Rebalanced settings for partisans and transport capacity.
- Whenever a new model is researched, the older models are automatically scrapped, this is of course not valid for fleets.
- Minister research modifiers for technology is now applied.
- Its no longer possible to scout radar/rocket/nuke sites by just clicking on an enemy province.

** Land
- Due to fun exploits units in strat redeployment are now deployed back to where they came from if possible, or the closest controlled province from that position. These units also drop out to the closest possible place as soon as the target is overrun.
- Brigades can now be assigned to units in provinces that have the same owner as the owner of the unit.
- The chance for a Encirclement or Breakthrough will now be happen 10% more often for every 1 km/h over 3 km/h. There is a cap on 40%.
- Units retreating to enemy-controlled territory with enemy units in both target and source province will now be eliminated.
- Reduced the toughness of more advanced infantry models somewhat.
- Raised the toughness values of the earlier MOT divisions to generally be 2 points above their equivalent regular INF counterparts.
- Softness of MOT & MEC divisions now decreases when models get more advanced.
- Doubled the movement & attack penalties in frozen & mud conditions.
- Supply & fuel usage of brigades is now 40% of the old values.
- Heavy Armor and Super Heavy Armor brigades are now allowed to be attached to INF (if you're stupid enough )
- Manpower requirement for Mountaineers and Marines changed from 10 to 15, like Paras already had (--> elite troops)
- Buildtime for Mountaineers, Marines and Paratroopers increased by 30 days
- Tech difficulty of Mountaineer, Marines and Paratrooper techs increased by 1 (5 to 6)
- Edited the Engineer brigade as follows: MP need from 2.0 to 2.5, lowered their speed bonus from 1 to 0.5 and added a small fuelconsumption of 0.2 to them. This keeps them a very strong brigade but less of a no-brainer.
- Edited the tech tree of mtn, par & mar a bit and fixed a bug there
- Lowered the MP requirement for garrisons

** Naval
- Made a full overhaul of CV & CAG balance.
- Tweaked the CL subattack values to 1-1-2-2-3-4 in that order of appearance
- Tweaked the DD ranges to be the same as the various CL ranges
- Fixed a bug in the range for Nuclear Battlecruisers
- Lowered air defence of submarines somewhat
- Lowered speed for 36 & 39 infantry by one point (5-->4).
- Research difficulty of legged division types raised by 1 across the board.
- Research difficulty for most brigades dropped by 2 across the board.

** Air
- Only airunits on air-superiority mission will now attempt to engage other airunits in the same province.
- Increased effect from interdiction by 66%.
- Starting efficiency of AA is now 10%.
- Reduced the effcts of Static AA improvements
- Rewrote targeting algoritms for ground attack and interdiction, to focus on combats as much as possible.
- Air battle XP gain lowered from 2.25 to 2
- Reduced the cost of transport_planes a tiny bit.
- Lowered the naval attack ratings of naval bombers by 3 for each model.
- Gave CAS the same naval attack value as their equivalent naval bomber models, with a correction of -2. So if a NAV has a NA of 9, the equivalent CAS has 7.
- Gave TAC a +2 boost to their strategic attack rating.
- Raised the cost for flying bombs and flying rockets (2 IC for bomb, 3 for the first two rockets, 4 for the ICBM)
- Tweaked the starting efficiency of AA batteries downward, their efficiency now increases exponentially when more advanced AA batteries become available.
- Raised Soft and Hard Attack values on CAS by 2,2,3,3 over the various levels. CAS gets an additional 1 point in Hard Attack at Improved and Advanced models.
- Naval stacking penalty is now applied properly versus air-units bombing them as well.

** Economical
- A puppet now has a max-pool of 1000 instead of 100 in resources.
- Now it is possible to build coastal fort, land fort, anti air, infrastructure, airbase, naval base, radar station, nuclear reactor, rocket test site, and factory in occupied territories.
- Tweaked a lot of techteams, leaders & ministers.
- Lowered cost of Radar Stations from 3 to 2

*****************************************
******* Interface Enhancements **********
*****************************************
- Interface: Armies are now sorted by division type.
- Current capital is now shown on the capital button in a province instead of 'set capital'.
- Added amounts to tooltips for metal energy etc in province list.


*******************************
******* AI Improvements *******
*******************************

** Misc
- Rewrote trade AI to look at last 30 days of income instead of current situation only.
- The AI will no longer attempt to retreat if under military control.
- Added preferred doctrines to lots of different countries.
- All countries had infantry techs added to prefered research list

** Construction AI
- Added some inertia to the AI's slider management.
- Improved the ai building logics, fixing several bugs which caused it to ignore preferences set in scripts.
- Rewrote some aspects of the "relative=no buildscheme" to make it spread even between land/naval/air depending on script.
- Improved AI to make it better at always building the latest stuff it has technology for.

** Land AI
- AI learned to analyse fortress effects on odds properly. Old scripted evals are no longer supported.
- Improved the ai troop deployment algoritms to make them use troops at more theaters if they have more.
- Improved AI reaction for garrison and reserves.
- Passivity is now ignored versus any nation controlled by a human.
- The AI learned to consider allied player-units in the combat together with it when determening if to retreat or not.
- Changed alot of global odds calculations.
- All AI Files updated to have several more front AI parms use the settings right from the exe
- Garrison AI now ignores bombers bombing the ground when considering combats it must garrison against.

** Naval AI
- AI's ASW units will no longer move into areas where they are scripted to ignore.
- Rewrote AI fleet composition logics to use carriers almost exclusively in battle fleets instead of in small ASW fleets.
- The AI learned to not let its transport fleets sit around on the ocean waiting.
- The Naval AI will no longer let his ASW fleets sit on the ocean waiting, when going to peace.
- Wolfpack AI are now more likely to actually go out and sink enemy shipping.
- Rewrote logics for invasion, and the AI will now actually do lots of them.
- The transportation/invasion AI now reacts a fair bit quicker.
- Fixed a problem with the transport AI that made it refuse to transport troops to some types of territories.
- All minors have naval specifc areas where their fleets will stay in.
- The AI now knows how to reinforce overseas territories it conquers from an enemy.
- Changed naval ai to concentrate it's attack fleets more.

** Air AI
- The AI now runs its air-missions at a minimum of 50% org and strength.
- Made some improvements to logics that would cause the air-AI to sleep sometimes after a rebase.


** Commonwealth AI (ENG+SAF+CAN+AST+NZL)
- ENG should do a better garrison of the UK
- ENG had his prefered ports changed slightly so its harder for GER to get to them
- ENG had a change in his Battle for Britain AI so he does not shift his troops in the UK around so much
- ENG added Glasgow to coastal fort list in 36
- ENG added SAF to his preferd trading list
- ENG builds adjusted in 1936, he will build less garrison and more destroyers
- ENG had a bug fixed in his construction AI
- ENG had a few beaches in Africa and the Middle East put on ignore for garrison purposes
- ENG had his builds adjusted slightly
- ENG had his Naval AI enhanced to ignore the pacific if Japan is at war with them and the USA
- ENG had his research prios adjusted a little
- ENG had some fixes in his Naval AI when ignoring the Med if Italy is atwar with them
- ENG has a minsiter AI
- ENG has a new Air AI that adjust to enemy fleets moving near its home country and when he invades Europe
- ENG has a new construction AI that will fluctuate with his main enemies builds
- ENG has a new Italian invasion AI
- ENG has a new naval AI (should make it harder for GER to trick him to port strike and counter with nav bombers)
- ENG Naval AI learned how to monitor his naval combat ability to fight in the med.
- ENG no longer has a target list for the admiral section
- ENG should do a better job protecting his beaches
- ENG should no longer offer white peace to Axis
- ENG will build coastal forts on most of their mainland beaches
- ENG will fortify Alexandria
- ENG will no longer build coastal forts in Gibraltar (he will build regular forts)
- ENG will put more troops in ENG than overseas while at peace in the 36GC
- ENG will rotate his naval AI if he detects USA launching D-Day and send EXP forces
- ENG will try and keep his transport fleet up
- ENG will turn his Norway invasion on and off as needed
- ENG will no longer send their fleets near the coast of Norway or Germany
- AST had his builds adjusted
- AST had his EXP force ration lowered from 0.25 to 0.15
- AST has a minister AI
- AST raised neutrality from 50 to 80
- SAF has a minister AI
- SAF raised neutrality from 50 to 80
- CAN has a minister AI
- CAN no longer has a target list for the admiral section
- CAN raised neutrality from 50 to 80


** French AI (FRA+VIC)
- FRA bug fixed were French kepted sending his fleet off Norway coast
- FRA had some beaches around the world put on ignore list
- FRA has a homeland defense AI (He will try and pull forces back to France
- FRA has a minister AI
- FRA has a new building AI that switches depending on what his main enemies are doing
- FRA no longer has a target list for the admiral section
- FRA should no longer try an invasion of Denmark while waitting for Germany to attack
- FRA will defend SPA/SPR border if ITA DOW either SPR/SPA them
- FRA will guard the Spanish border if SPR or SPA allies with GER or SOV
- FRA will ignore borders with CYN and CGX plus his overseas garrison has been adjusted
- FRA will no longer send their fleets near the coast of Norway or Germany
- VIC had adjustments made to garrison AI so he keeps most of his army in Vichy Main-
- VIC will now garrison his home country as well as overseas

** German AI (GER)
- GER AI has 3 sub patrol patern AIs which he will select one every 2 months
- GER Air AI completely re-written with new event codding. Germany will now adjust his air missions depending on circumstances in game. He will also refresh his Air AI every single month to fix the sleeping air ai bug
- GER allied with SPA/SPR he will not wait till the spring to attack FRA
- GER and ITA will replace their lost paratroopers if they have transport planes
- GER attack on YUG AI tweaked to be more aggressive
- GER DOWing of Russia enhanced: starting in July he does a daily check on how many forces he has on the front before DOW
- GER Fixed and issue where German subs where going through areas and virtually commiting suicide
- GER fixed the Stuggart empty province when attacking POL bug
- GER Garrisoning of the Baltic beaches updated with the new flag event design it will now fire as many time as need be no matter how back and forth the allies do to get access to the baltic
- GER had a bug fix in his Russian invasion buildup AI
- GER had a fix in his YUG buildup AI that would cause French beaches not to be covered
- GER had another bug fix in his buildup on the Russian front AI
- GER had another change to his minister AI
- GER had his monitoring of the Baltic for enemy ships tweeked
- GER had Lomza (486) added to his buildup for Russian invasion
- GER had some tweeks to his minister AI
- GER had the entire Baltic added to CORE list in admiral section
- GER has a new build AI
- GER has an improved Sea Lion AI
- GER Hoepner will become Chief of Staff if not atwar
- GER invading norway will concentrate his fleets better for this
- GER invasion of France AI improved a little
- GER invasion of NOR, SWE or FIN AI has been changed to now execute under certain conditions and no longer dependent on the Atmark event.
- GER invasion of Norway AI tweaked
- GER invasion of Yugoslavia will happen if Germany plans to invade Russia
- GER Jodl will become Chief of Staff if atwar with SOV
- GER Learned how to attack Poland due to an early war with France if he is planning on attacking Russia
- GER learned how to build up and invade Yugoslavia
- GER Learned how to buildup prior to his invasion of Spain
- GER learned how to change some of his ministers around for better performance
- GER Learned how to mass at the low countries before he invades (if early war starts)
- GER Minister AI changed a little due to changes in minister traits
- GER minor tweek to minister AI
- GER should no longer build Strategic Bombers
- GER should not really DOW anyone if it has been puppeted
- GER switches to a standard front AI on occasion to save supply usage (more like camp up for the winter and wait)
- GER updated for Armament minister changes
- GER Von Bock will become Chief of Army if atwar with SOV
- GER will attack YUG in February instead of March
- GER will build a few more garrison units
- GER Will build a few more transports in the 36GC early on (Help with Norway)
- GER will build less transport planes (changed to reactive AI file)
- GER will build max 2 air transports and try and always keep it at 2
- GER will build some strategic bombers
- GER will cancel Sea Lion and go after Russia if he has no transports to invade with
- GER will garrison some of the ports on the French and German coast
- GER will keep a solid presence of submarines
- GER will keep his cap at about 10 subs during peace and when atwar he will go up to 20
- GER will keep his fleets in the Atlantic, Med and Northesea area
- GER will no longer give FIN exp forces if atwar with SOV
- GER will no longer send EXP forces to anyone (this solved the ships in the channel problem and trying to go to Ethiopia)
- GER will no longer send EXP forces to FIN (was causing to many probs in Norway)
- GER will no longer send his fleet out into the Atlantic if a historical game is going on till he starts his low countries invasion
- GER will send ITA allot of troops to defend Italy under certain conditions
- GER wont DOW SOV unless he has about 4/5th the size army of the soviets or better
- GER Yugoslavia invasion AI tweaked
- GER Paratrooper Reactive events are turned back on
- Fixed GER winter war (attacking SOV) trigger events

*** Italian AI (ITA)
- ITA Bug keeping 10 divisions in Ethiopia has been fixed
- ITA builds changed slightly
- ITA fixed a bug in his invasion of Greece where if he lost territory to France he would not invade Greece
- ITA had his early years garrison AI adjusted
- ITA has a build AI
- ITA has a minister AI
- ITA has a new Air AI that decides prios between Naval and Ground support
- ITA Home garrison multiplier lowered to 0.5 unless threatened
- ITA Invasion AI to switches around with Naval AI beach prios
- ITA invasion of Greece AI improved
- ITA neutrality lowered when certain conditions are met (was 95 now goes down to 50)
- ITA switching between his Russian, Greece and Homeland AIs have been improved and updated to new style so they can switch around as much as needed
- ITA will build a paratrooper(AI_Reactive.txt)
- ITA will no longer send EXP forces to GER, ROM, HUN, BUL, FIN this is to keep his nav bombers in the Med
- ITA will release more troops for combat once Greece Falls
- ITA Will research Multi Role Fighters
- ITA will tighten his homeland defenses under certain conditions
- ITA Paratrooper Reactive events are turned back on
- ITA has a new Naval AI that will shift it's forces around the Med (including subs in the Altantic)

*** Japanese AI (JAP)
- JAP 36GC Build AI adjusted to build destroyers and not just ground troops
- JAP fixed a problem with backoff AI that was causing JAP to sleep a little on the front
- JAP had a bug in build prios missing 4 points in 1936 AI
- JAP had a major bug fix in his Pacific War AI that was causing him to stop after conquering PHI
- JAP had Carrier techs added to his prefer research list
- JAP had his attack on China AI improved a bit more
- JAP had his backoff AI not fire if CHI is human controlled
- JAP had minor change to his minister AI
- JAP had some changes to his build AI weights and front distribution
- JAP has a build transport AI and will always try and keep at least a level of 10 transports
- JAP has a homeland defense AI now
- JAP has a new Air AI that prios and shifts when need be
- JAP has a new construction AI that fluctuates depending on what his enemies do
- JAP has a new passive AI if he gets control of Indo-China and Siam allies with him he will be passive against CGX and CYN
- JAP has an entire new Pacific War AI that shifts prios around in the Pacific as need be
- JAP invasion of PHI AI had his Naval AI tightened up to be more focused
- JAP learned how to switch his ministers around depending on in-game circumstances
- JAP minor changes to production prios
- JAP no longer has any passitivity for most of the warlords
- JAP should loose less ground to CHI if he taks Hainan
- JAP should no longer accept white peace from Warlords
- JAP should no longer DOW the allies in 1940
- JAP should not DOW the USA if it has been puppeted
- JAP some changes to his backoff garrison AI to help with Pacific War
- JAP updated with new beaches
- JAP will adjust himself in attacking China and increase the amount of territory he wants on an anual basis if he looses territory he will go back on the attack if he is below his quota (AI vs AI only)
- JAP will always keep his fleets in the Pacific area
- JAP will have more diplomatic resistance to USA, ENG, FRA and SOV
- JAP will invade central or south China if the Chinese are not garrisoning those areas well
- JAP will monitor Chinas politics and get involved if it feels threatened
- JAP will no longer launch invasions in Chinese central area if it is AI vs AI
- JAP will use his Prince of Terror minister under certain circumstances

*** Soviet Union AI (SOV)
- SOV bug where he DOWed GER for no reason fixed
- SOV does a better buildup for the Winter War
- SOV DOWing of Baltic states event broken into 3 events (one for each baltic state)
- SOV fix to garrison buildup in response to GER border buildup when trying to invade FIN
- SOV fixed a bug that caused SOV to get a quick jump on FIN
- SOV fixed a Murmansk garrison bug
- SOV had a bug fix in his new Finland AI
- SOV had a minor bug fix in his build AI
- SOV had some tweeks to his minister AI
- SOV has a new build prio AI
- SOV is more intelligent with his builds if GER is human controled
- SOV learned how to counter attack the Fins if they advance while at war with Germany
- SOV learned how to monitor their border with German (if historical) and to try and match buildup
- SOV learned how to use his ministers
- SOV should no longer charge into ROM when GER DOWs them
- SOV should not cave into demands very easily
- SOV Upgrade cap to 0.15 whilte at war
- SOV Upgrade cap to 0.25 while at peace
- SOV will concentrate more on upgrading of units while at peace
- SOV will load a handicap AI against GER to give them a chance on invasion
- SOV will now monitor GER aggression against the Baltics and Turkey
- SOV will now react to an aggressive Germany better he may push into the baltics and poland early to get to Germany
- SOV will take advantage of the 36GC and mass build IC
- Fixed SOV winter war (being attacked by GER) trigger events

*** United Staes AI (USA)
- USA DDay AI Greatly inproved
- USA DDay AI will reload if he gets pushed out of France
- USA had a bug fix to his invade UK AI
- USA had a bug fixed in his construction AI
- USA had Carrier techs added to his prefer research list
- USA had more changes done to his DDay
- USA has a homeland defense AI were he will mass build ground forces to defend the USA. This is a new AI flag event design that will fire no matter how many times you invade the USA.
- USA has a minister AI
- USA has a much more complicated Embargo AI against ITA, GER and JAP
- USA has a new construction AI that will fluctuate with his main enemies builds
- USA has a new Italian invasion AI
- USA may invade the UK if it is taken over by an enemy
- USA may invade the UK if they are atwar
- USA should no longer offer white peace to Axis
- USA will take advantage of the 36GC and mass build IC
- USA will try and keep his transport fleet up

*** European Minors AI
- AUS raised neutrality from 30 to 90
- BEL has a DDay AI
- BUL has a minister AI
- BUL will send EXP forces to Germany
- FIN had some bug fixes to various AI events
- FIN has a minister AI
- FIN has a new Winter War AI (not so aggressive) he tries to protect his home country mainly
- FIN raised neutrality from 30 to 70
- FIN will no longer auto join a German AI if he has hardly any army left from the winter war
- GRE raised neutrality from 80 to 90
- HOL has a DDay AI
- HOL has a much more complicated Embargo AI against ITA, GER and JAP
- HUN has a minister AI
- HUN should cover the SOV border if he goes aggressive
- HUN will go on the offensive and invade other countries if CZE caves in to his territorial demands
- HUN will go up to 95% of his forces as EXP to GER when atwar with SOV
- IRE has a minister AI
- IRE raised neutrality from 80 to 90
- NOR raised neutrality from 30 to 90
- POL will defend his entire border until he views GER as a large threat then he will switch everything against GER
- POR raised neutrality from 95 to 110
- ROM has a minister AI
- ROM will go up to 90% of his forces as EXP to GER when atwar with SOV
- ROM, BUL, HUN events for handing YUG territory to GER (AI Controlled) had a bug fix
- SLO should not cave into HUN demands so easily anymore
- SLO will no longer send EXP forces to Finland
- SPA (44 scenario) raised neutrality from 80 to 120
- SPA has a minister AI
- SPA/SPR should no longer DOW Slovakia
- SPR has a minister AI
- SPR/SPA had neutrality increased once the civil war starts
- SWE has a minister AI
- SCH has a minister AI
- TUR has a minister AI
- YUG has a minister AI

*** American Minors AI
- ARG has a minister AI
- ARG raised neutrality from 80 to 95
- BOL raised neutrality from 80 to 95
- BRA has a minister AI
- CHL has a minister AI
- CHL raised neutrality from 80 to 95
- COL has a minister AI
- COL raised neutrality from 80 to 95
- COS has a minister AI
- CUB has a minister AI
- DOM has a minister AI
- ECU has a minister AI
- ECU raised neutrality from 80 to 90
- GUA has a minister AI
- HAI has a minister AI
- HON has a minister AI
- MEX has a DDay AI
- MEX has a minister AI
- MEX raised neutrality from 80 to 95
- NIC has a minister AI
- PAN has a minister AI
- VEN has a minister AI
- VEN raised neutrality from 80 to 95
- URU has a minister AI

*** Asian Theatre AI
- CHC had a change to his inherit CHI event to make it harder for them to be inherited
- SIA will send 50% of his troops as EXP forces to JAP if they are allied and not atwar with ENG
- CGX had bug fixes done to his ChinaFeeder event chain
- CGX will attack JAP if he looses some home territory
- CGX will put all his forces under Chinese control for certain circumstances
- CHC fixed a bug that made CHC to aggressive
- CHC had a 120 day handicapp added against CXB and CHI
- CHC had his passitivity removed agains CHI
- CHC has a more defensive AI against JAP but will go on the attack if they loose territory or SOV DOW Japan
- CHC will leave the United front if CHI is AI controled and give military access to CHI and should not accept peace with anyone
- CHI EXP Force feeder from Warlords will adjust up and down to keep a 0.8 ratio with AI JAP or 1.2 ratio with Human JAP
- CHI fixed a problem wich caused them to be more aggressive than they should be.
- CHI had bug fixes done to his ChinaFeeder event chain
- CHI had his passitivity and handicap removed when atwar with JAP
- CHI had his passitivity removed against CHC
- CHI had some changes done to his garrison settings for war with JAP
- CHI learned how to use his ministers
- CHI will adjust himself along side with JAP in regards to territory lost quotas if he looses more than he should he will go back on the attack ferociously (AI vs AI only)
- CHI will concentrate more on upgrading units than building new ones
- CHI will launch less counter attacks against JAP (AI Controled)... CHI was wearing himself out slowly
- CXB had a bug fix to his border Garrison force shifting AI
- CXB had bug fixes done to his ChinaFeeder event chain
- CXB will now give a 0.4 exp ration in the 36GC
- CXB Will put his entire army under Chinese control under certain circumstances
- CYN had bug fixes done to his ChinaFeeder event chain
- CYN will attack JAP if he looses some home territory
- CZE resistant to claims has been raised a little
- MEN has an AI file
- MON will only release EXP forces to SOV under certain conditions
- NEP has a minister AI
- NZL has a minister AI
- SIK had bug fixes done to his ChinaFeeder event chain
- TAN will only release EXP forces to SOV under certain conditions
- Warlord events all moved out of AI_CHI.txt file into their appropriate files
- Warlords have a new EXP force feeder AI that will try and keep JAP and CHI at a 0.8 military ratio instead of sending everything in one shot
- Warlords should not longer accept white peace with JA

*** Misc National AI.
- LIB has a minister AI
- PHI had his builds adjusted to build more ships
- SAL has a minister AI
- SAU has a minister AI


*******************************
******* Modding Support *******
*******************************
- Added an 'army = X' trigger which returns true if that country has at least that many land-divisions.
- Added a 'day = x' trigger.
- Added a 'land_percentage = { country = XXX value = 1.2 }' trigger that returns true if the target has at least 120% of the number of land-divisions the desired opponent has.
- Added "manpower = X" to the free-resources field.
- Global flags now work the same way as local flags.
- Added a "free_manpower" event command.


************************
******* Bugfixes *******
************************
- Tracked down and fixed a bug which gave fleets perfect positioning after 1 hour.
- Fixed a crashbug with aircombat.
- Divisiontype-triggers now work properly.
- Fixed a bug with actual manpower used for reinforcement being bigger than it should be.
- Fixed the problem where a convoy from puppet's would never ship the resources.
- Fixed several event commands which caused crashes if they referred to countries not existing anymore.
- Fixed a crashbug which happened when a large navalcombat occurred with hundreds of ships got sunk.
- Divisions in strategic redeployment and under construction are now considered for the division-types trigger.
- Fixed the minister trigger so that it will not return true if the ministers startdate has not arrived OR the minister is dormant.
- Fixed the Vichy crashbug.
- Liberating a puppet now doesn't unlock all secret techs for the puppet.
- Removed crash on MAKE_PUPPET command when the new puppet was allied with the new puppeteer.
- Units Loaded onto transports now leaves combat.
- Leaders no longer lost upon annexation.
- Friendly troops aboard alliance transports no longer become citizens of the nation's ships upon reload.
- Tracked down and fixed reason for mismatch on serial production of province developments in MP.
- Fixed pathfinding for aircrafts and other units, used an inadmissible heuristic for a* before.
- Fixed puppets leaving masters alliance.

**********************
******* Events *******
**********************
** Misc
- Fixed a bunch of scripting errors in various event files
- The 'Major Worker Strike' random event won't happen anymore in a national socialist or fascist country.
- Edited the Lend-Lease events a bit more to make them trigger every 9 months (no random trigger) but with higher chance of rejection by the USA to counter this.
- Edited the USA Lend-Lease to Nationalist China event, it should now actually trigger more often.
- Reworked the amount of offmap goodies the various revolters get.
- The 'Cold War gets hot' events can now hit as early as 1936.
- Cold War Gets Hot event now checks for more stuff :-)

** Europe
- Completely reworked the way Vichy is handled. Vichy now has a ton of events to handle various colonies seceding, Operation Torch, the Vichy surrender and more...
- Germany, Italy, USSR, UK & France now get some blueprints should they intervene in the Spanish Civil War and their side wins.
- Reworked the triggers to the Hitler Assassination events extensively. The event will now have a chance of occuring when the war goes bad, and not necessarily when you have alot of dissent.
- The following ministers/leaders will no longer be slept when Hitler is assassinated: Heinz Guderian, Walther von Brauchitsch, Eberhard Milch
- German government should now be properly made PA when Hitler has been assassinated (Beck-Goerdeler government)
- Edited the trigger of the German 'Easter Poland to the USSR' event to make it trigger properly
- Removed the intervenionist slider moves for Germany in the Spanish Civil War, Rheinland and Anschluss events. Extra moves added to Sudetenland Events
- Edited the 'German annexation of Czechoslovakia' event trigger a bit
- Tweaked the trigger of the Anschluss event somewhat
- Added some forgotten province ID's to Bitter Peace events
- Reworked the Molotov-Ribbentrop sequence severely.
- Smaller German allies now have an event to return provinces when Molotov-Ribbentrop triggers
- Amended an event in the Molotov-Ribbentrop chain a bit as to not always cause a DOW from SOV upon GER
- If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic).
- Amended the USSR 'Moving Industry to Siberia' events so the USSR does not *gain* IC anymore.
- The various USSR ground_def_eff tweaking events (2651 to 2659) now properly sleep the 'cheated' event 2660 to prevent exploits
- There now is an AI_Event to make sure the USSR AI doesn't get *too* high ground_def_eff
- Added in three AI_Events for the USSR to release and puppetize BUL, CZE and POL after the war.
- If Molotov-Ribbentrop choice b or c is taken, the Winter War event won't happen anymore (anachronistic)
- The End of the Winter War got its trigger reworked
- Action_b of the End of the Winter War now drops relations alot more and end possible SOV non_aggression pacts with Allies & Germany
- Fixed a problem with the Soviet Claims on Bessarabia event
- Tweaked splitting of czech army after the Munich event-series.
- The 'End of Czechoslovakia' was tweaked a bit so that most of the territory doesn't go to HUN anymore
- Added new event The End of Czechoslovakia (2041) an ahistorical case that HUN does not exist
- The The End of Czechoslovakia (2040) will not happen if CZE is a puppet
- Enchanced the triggers for Great Patriotic War so that it does not trigger multiple times.
- Yugoslavia should now also sign peace with the Allies and (possibly) the USSR when they withdraw from the Axis
- Deleted the puppet commands for POL, BUL & CZE from event 35.
- Denmark, Norway and Luxembourg should now be set free by the Allies when Germany surrenders
- Allies should now also correctly cede Greek, Czech, Italian and Hungarian provinces when Germany surrenders
- Croatia now gets a tiny bit of free_ic and stuff to be at least viable when they are released by GER
- There now is a French variant of the Liberation of Europe event
- Amended the Surrender of Italy trigger a bit
- The events concerning the Creation of Slovakia have been reworked
- Moved the alliance command in the Croatian Independance events from the CRO event to the GER event so that Croatia now actually *joins* the Axis upon creation
- Edited the 'UK Guarantee of Polish Independance' trigger a bit
- Churchill can now also come to power if ENG ends up at war with SOV (anti-commie role)
- The Spanish Civil War Intervention events for FRA, ENG and SOV now checks for those countries *not* being in an alliance with Republican Spain
- Extensively reworked the way Slovakia is established
- Added a death event for Finnish PM Kyösti Kallio
- The End of Germany event series now make Niels Bohr return to Denmark (slept in USA)
- There's now an event that removes the Maginot line when its flanked.
- There's now an event series that makes Bulgaria claim the Constanta region from Romania. If the claims are refused, this might lead to a Third Balkan War.
- Tweaked some AI_chances in Anschluss and Leadership of Free France events
- Reduced '36 GC FRA MP by 100 and added +15MP to the FRA Gearing up for War event (52)
- Germany now gets allied to Hungary if they chose to partition Czechoslovakia with them instead of installing Tiso.
- Fixed a few problems with the Annexation of Czechoslovakia events
- There's now an event that removes the Maginot line when its flanked
- Thoroughly reworked the Italian surrender chain's triggers and effects.
- Reworked the various events that tweaked the GDE of the USSR. At long last, all scenarios should now be corresponding correctly.
- When the Netherlands and Belgium are overrun, their European provinces become owned by Germany now. NOTE: Their troops will keep on fighting since they 'continue the fight from the colonies'.
- If Poland declines an alliance with the United Kingdom or the United Kingdom does not offer an alliance at all, Poland has a higher chance of caving in to Germany demanding Danzig.
- Croatia now properly gets less free_ic when liberated (3 <--> 7).

**USA
- Fixed the three 'US Gearing up for War' triggers so that they don't return true in the first few days of the game anymore
- Tweaked and reworked the 'USA Gearing up for War' event chain.
- Tweaked the triggers for the Undeclared War and the Arsenal for Democracy events.
- Added some logical Monroe Doctrine triggers to events 56, 57 & 58
- The USA gearing up for war will now also happen as a reaction to premature Soviet aggression
- Event action_b in event 57 no longer sleeps event 58
- If Japan puppets PHI, the American Phillipine leaders & tech teams (i.e. MacArthur etc.) are slept
- USA now moves a bit more towards interventionism if 'Pearl Harbour' hits
- USA now gets claims on Iceland & Greenland when they get it offered (to counter nationalism there).
- US Oil Embargo now needs 40 JAP belligerence instead of 35.
- Chinese Tech Team Claire Chennault will only be there if USA offers assistance to CHI (as it is with leader Chennault).
- Should USA lose California/Texas, it is weakened by losing some CAL/TEX based tech teams
- Destroyer Transfer (30 & 31) tweaked with changes to USA'S '36, '38, '39 GC scenario files

**Asia-Pacific and Africa
- The surprise effect events around Pearl Harbour can now occur till 1947 instead of 1943
- Japan now annexes the Phillipines if the USA yields for peace
- Japan now allies with Manchukwo and Mengkukwo should it chose action_b in the Khalkin Gol incident (small chance)
- The 'Panay Incident' no longer gives Japan belligerence. Also corrected a province ID there.
- Added in two events for the case where MAD becomes a JAP puppet in the Vichy chain.
- Cut the manpower values in japanmanpower.txt by a factor 30 since they should represent daily MP gain.
- The 'Japan surrenders to China' event now cedes previously warlord owned territory as well.
- The Japanese side of the 'US Oil Embargo' event now kills alot of trades instead of reducing their oil stockpile
- Nomonhan Incident (event 22) now has a small chance the Japanese AI will delcare war on the USSR
- Reworked the Surrender of Japan events a tiny bit. They should now properly cede Indochina to France again.
- Edited the badly used add_corps and add_division commands in the Operation Zet event(s).
- There now is a nice event series concerning peace between China and Japan. Various options are available to both sides like installing a puppet regime, balkanizing the opponent,...
- When the Chinese Industry Move to the interior happens, industry will now also be moved away from Nanjing and Hangzhou to the interior. 50% of the resources there will now also appear inland.
- The Chinese Industry Move to the Interior now also triggers a Burma Road event that hands a small portion of free resources and stuff to China. The Burma Road can be closed (and China weakened) by capturing Burma. It can be re-opened if ENG takes it back.
- Reworked the 'Burma Road' triggers to account for a bit more possible outcomes. If the Southern China warlords are at war with China for example, the Burma Road can't open anymore.
- Persian Coup (936) tweaked
- Included a new event file (colonial_release.txt) that gives dissent to nations setting their colonial revolters free. We want to discourage ahistorical mass-liberating
- There's now some new events surrounding the Iraqi coup and counter-coup
- There's now an event that establishes the Japanese puppet in Mengkukuo
- Added in three 'death events' for SAF politicians
- There's now events that might establish the People's Republic of Korea and South Korea.
- There's now an event that potentially transfers Soviet conquered parts of China to the Chinese Communists.
- Included a small chance for Persia going to war with USSR & UK in the Persian Coup event
- Removed 1272 from the 'Mengkukuo established' event trigger
- Persian Coup (236) deleted, it was replaced by Persian Coup (936) in hoi2.txt file
- There now is an event to simulate the establishment of the Persian Corridor if Persia leans towards Germany
- Added Death of King Ghazi of Iraq (393)
- Edited the Iraqi Coup events in HOI2.txt a bit to trigger properly
- Expanded the trigger for the 'Siam Gives Up' event.
- There now is a 'South Africa at the Crossroads' event where SAF can choose to stay with the Allies, or side more with the Axis.

 

****************************
*******Scenario Setup*******
****************************

*** Common
- Properly included event_picture references in the new 'Experience from Spanish Civil War' events
- Edited some sprite coordinates to make stuff better visible
- Added a big number of propaganda pics for revolter nations
- Added some model pictures for ARG & CHI
- Added model photos for all Canadian air divisions
- Removed some forbidden symbols in four propaganda posters
- Fixed some French translation errors in text.csv
- Fixed an error in revolt.txt where Abadan (in Persia) was required instead of Kuwait City
- The revolt.txt entry should now properly make Bratislava the Slovakian capital
- OTT now has a revolter entry
- Removed an erroneous province for KAZ in revolt.txt
- Lowered MP levels of small minors across the map
- Gave MAN a bit of offmap stuff to keep on running
- When the Netherlands & Belgium surrender, their army is now properly deleted as well
- Denmark now secedes its provinces to Germany when it stands down (no partisans)
- Fixed an error in the adj-defs.csv file that made some Pacific chain connect to *whistle* North Africa.
- Andaman Islands are no longer needed to liberate India
- Reduced philippine manpower.
- CSA got intrinsic_gov_type = fascist removed
- BEL: +4 IC (2 tech teams)
- SWE: +3 IC (1 tech team --> 2 tech teams)
- Moved all 'ruling cabinets' in minister files to 'replacements' since liberated nations would else always get the ruling cabinet, instead of a cabinet suited for their puppetmaster
- Fixed an ID error in German ministers
- Some Finnish minister tweaks
- IDC got some new tech teams (copied from LAO, CMB, VIE)
- Tweaked a Swiss tech team, a Nigerian one, removed Millikan from USA, tweaked Canadian Avro
- Trivial tweaks to some USA tech team dates
- Pocket Defence Doctrine historical year changed to 1941
- Most of all the names in various Chinese ministers & leader files are now in Pinyin
- Added a few forts to the Franco-Italian border
- Added rares to New Caledonia
- DFR & DDR generals now available a bit earlier just in case they're liberated earlier
- German relations with FRA/ENG should now get a much larger hit when the 'End of Czechoslovakia' happens
- Tweaked the belligerence requirement for US Oil Embargo to 40.
- Weather in provinces 1643 & 1645 changed to subtropical
- Made Gibraltar mountain again
- added some better and more historical supply & oil pools
- Mengkukuo now has some offmap IC to keep on running
- Raised INFRA in Gorkij from 50 to 60
- Suez region is now extra for Egypt
- Cyprus is now an extra for OTT
- Province 1049 got its infra upped a bit
- Added a beach in Manilla & removed a fort there in 1936
- The Istanbul port now exits in the Sea of Marmara insead of the Aegean Sea.
- Removed the land connection between China and Hong Kong for AI purposes and made Hong Kong hills.
- Added sea connections between some of the Philippine islands, so they can be crossed by troops but ships can still block them.


** Battlescenarios
- Added and removed some logical and illogical techs:
* Coral Sea: added techs 8310 and 8130 to AST
* D-Day: removed 8130 from GER
* Fall Weiss: removed 5360 from POL
* Platinean War: removed 5380 and added 5310 and 5320 to BRA
* Southern Conquests: removed 8310 and added 5310 and 5320 to JAP
- Husky: enhanced a trigger


** 1936:
- fixed a bug in the SWE slider setup: free_market twice instead of one freedom
- Germany's isolationism slider moved to step 5
- Republican Spain's relations with the United Kingdom, France & the Soviet Union lowered
- Japan moved 3 steps towards professional army for gameplay purposes.
- Set up the 1936 minister cabinets to correspond with the new setup of the minister files
- BEL is now Market Liberal at start (Van Zeeland government)
- Canadian interventionism slider moved to 4- 1936: Added a level 3 air_base to Chengdu in CHI in anticipation of a possible Operation Zet
- Oman now has the correct capital
- USSR now has blueprints for tech 1070
- CGX naval unit now correctly has a naval base
- CHI naval unit now correctly has a naval base
- Deleted two invalid brigades in ENG OOB
- German 'Baltische Flotte' moved to a correct naval base
- Italian '4a Squadra di Marina' now correctly has a naval base
- Italian '19a Squadra di Marine' moved to a correct naval base
- Polish 'III/1 Dyon Brygady Poscigowej' moved to a correct air base
- USA '2nd USN Submarine Fleet' moved to a correct naval base
- USA '7th USAAF Bombardment Wing' moved to a correct air base
- Added 'Improved Light Cruiser' (3100) to ENG (accidentally omitted)
- An American airfield is now correctly in Phoenix instead of Dublin
- Expanded the naval base in Dublin
- Added naval bases to Rotterdam and Dunkirk
- added some better and more historical supply & oil pools
- fixed alot of incoherent and one-side-defined relations settings
- added some missing prerequisite techs
- Upped the amount of Belgian transports
- 1936/1939: Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
- edited SAF sliders a bit to make them slightly less democratic
- added a locked garrison to Panama in all scenarios
- made Cyprus UK national to ensure they don't give it away under any circumstance
- Cyprus also made Turkish national
- Added Algeria as French national
- Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
- Moved the British professional_army slider to position 7.
- Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
- Added an 'ahistorically early' alliance between Japan & Manchukwo
- MP pool of PHI to 0
- Fixed some control over provinces between Xibei San Mai and Sinkiang
- Moved FRA two steps towards drafted_army
- Set a few gameplay-important trades to cancel = no
- Moved GER two steps more towards professional_army
- Reduced the MP pools of most Central & South American states by 60-66%
- German ArmMin Hjalmar Schacht made available in 1936.

** 1938:
- Tweaked German and Czech techs.
- Tweaked UK garrisons.
- Further balancing tweaks done
- Fixed the Czech forts.
- Increased partisan levels in China.
- Reduced the quality of the Chinese army.
- Tweaked base sizes, techs and AA to sensible levels for 1938
- Added Japanese naval build program
- Iraq is now a playable nation
- 1938: adding airfields to the Soviet Union
- 1938: adding the Vallo Alpino fortifcations to Italy
- 1938: the GDE/GPW events
- 1938: Reduced UK manpower
- 1938: increase Soviet isolationism
- 1938: weaken Spanish economic techs
- 1938: correcting the membership of the British Empire and Allies (removing YEM and IRQ)
- 1938: lowering the quality of the Italian army
- 1938: resolving incompatibility with the Soviet gearing/GPW events
- 1938: sundry minor tweaks to diplomacy, tech and other details

** 1939:
- Japan moved 3 steps towards professional army for gameplay purposes.
- Added a level 3 air_base to Chengdu in CHI
- Fixed a minister fluke in TIB
- Oman and CSC now have their correct capitals set
- Argentinian 'Aviación del Ejército' and 'Aviación Naval' now correctly have air bases
- Australian 'HMAS Perth' now correctly has a naval base
- Finnish 'Lentorykmentti 1' and 'Lentorykmentti 4' now correctly have air bases
- French 'Zone d'Opérations Aériennes Est' moved to a correct air base
- French 'Zone d'Opérations Afrique Ouest' moved to a correct air base
- Added an airbase to PROV528 Lyon
- French 'Zone d'Opérations Aériennes des Alpes' now correctly has an air base
- German 'Erkundungsflotte' now correctly has a naval base
- Dutch '1e Luchtvloot' moved to a correct airbase
- Iraqi 'Royal Army Air Force' moved to a correct airbase
- Japanese '2. Hikoutai', '8. Kaigun' and '3. Hikoutai' now correctly have airbases and navalbases
- Japanese '1 Zerosen no Hikodan' and '1. Hikoutai' moved to correct airbases
- Soviet 'Arctic Fleet' moved to a correct navalbase
- Spanish 'Región Estrecho' and 'Región Pirineos' moved to correct airbases
- An American Dublin is now correctly in Phoenix instead of Ireland
- Expanded the naval base in Dublin
- Added naval bases to Rotterdam and Dunkirk
- added some better and more historical supply & oil pools
- fixed alot of incoherent and one-side-defined relations settings
- added some missing prerequisite techs
- Upped the amount of Belgian transports
- Iraq is now a playable nation
- Removed mutual Military Access between Commonwealth countries to remedy the currently broken end_access command. Their access is automatic anyway, since they're Allies.
- edited SAF sliders a bit to make them slightly less democratic
- added a locked garrison to Panama in all scenarios
- made Cyprus UK national to ensure they don't give it away under any circumstance
- Cyprus also made Turkish national
- Added Algeria as French national
- Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
- Moved the British professional_army slider to position 7.
- Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
- Germany now has Mil.Acc to Uruguay
- Mengkukuo now has some offmap IC to keep on running
- Significantly cut down the PHI OOB
- MP pool of PHI to 0
- Moved FRA two steps towards drafted_army
- Set a few gameplay-important trades to cancel = no
- Moved GER two steps more towards professional_army
- Reduced the MP pools of most Central & South American states by 60-66%

** 1941:
- Tweaked US tech setup.
- Japan moved 3 steps towards professional army for gameplay purposes.
- Added a level 3 air_base to Chengdu in CHI
- Oman now has the correct capital
- Fixed some minister flukes in SOV and TAN
- Deleted Advanced Interceptor (Ki-84) & Improved Interceptor (Ki-61) techs from JAP but added Basic Escort Fighter (Ki-38)
- Fixed some bases for Australia
- Specified base province for the Guangxi Clicque naval unit
- Moved a Chinese air unit to a correct airbase
- Moved two British naval units to a correct naval base
- Edited two forbidden German brigades
- Added two Italian airbases (Sardinia & Rome)
- Added bases to a few Japanese air units
- Edited some forbidden Japanese brigades
- Added a base for the Romanian fleet
- Edited some forbidden Soviet brigades
- Moved the Soviet Pacific Fleet to a correct naval base
- Added a naval base to Karlskrona in Sweden
- Moved an American air unit to a correct airbase
- French government changed to SC
- Expanded the naval base in Dublin
- added some better and more historical supply & oil pools
- fixed alot of incoherent and one-side-defined relations settings
- added some missing prerequisite techs
- Upped the amount of Belgian transports
- 1941: SOV GDE set to 0.6
- edited SAF sliders a bit to make them slightly less democratic
- added a locked garrison to Panama in all scenarios
- made Cyprus UK national to ensure they don't give it away under any circumstance
- Cyprus also made Turkish national
- Added Algeria as French national
- Added some more airfields to the Eastern Front area and along the Transsiberian Railway.
- Moved the British professional_army slider to position 7.
- Removed the Land Fort in Hong Kong and changed it to a Coastal Fort (lvl 3 in 36/39, lvl 5 in 41/44).
- Fixed some ID errors.
- Mengkukuo now has some offmap IC to keep on running
- Significantly cut down the PHI OOB
- Moved FRA one step towards drafted_army
- Set a few gameplay-important trades to cancel = no
- Moved GER two steps more towards professional_army
- Reduced the MP pools of most Central & South American states by 60-66%

** 1944:
- Added naval bases to Rotterdam and Dunkirk
- Japan moved 3 steps towards professional army for gamepl


More articles about Hearts Of Iron 2
blog comments powered by Disqus