Changelog della versione 1.3

Discussione in 'Victoria 2' iniziata da Vestinus, 15 Aprile 2011.

  1. Vestinus

    Vestinus

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    di carne sul fuoco ce n'è molta sembra...dobbiamo provarle sul campo ora...


    -----------------------------------------------------------------------
    - AI Improvements
    -----------------------------------------------------------------------
    - Tweaked the AI logic for techs and Gas.
    - AI will now recruit as many generals as possible.
    - AI is now better at assigning leaders.
    - AI should now research naval techs correctly.
    - National focus AI will now remove focus from colonization attempts that are far behind an opponents colonization attempt of the same region.
    - All AI countries will no longer pick the same option on events that all countries get simulatiously.
    - Added more AI chance factors to techs, mainly to encourage late game factory unlockers.
    - Further fixes to capitalist AI
    - AI will now turn off subsidies more intelligently
    - AI chance added to lots of Army/Navy techs.
    - Upped AI chance on researching new ship types some more.
    - AI is more likely to increase military spending if low amount of soldiers.
    - AI will nolonger attempt to colonize regions where someone elses colonization is way ahead.
    - AI can now delete factories.
    - Fixed some Naval AI issues
    - Improved Naval AI strait blocking and guarding
    - Optimized an AI pathfinding check (ShouldGoByLand)
    - fixed: Does the AI know how to remove factories?
    - fixed problem with the ai trying to upgrade buildings that aren't there
    - fixed Capitalist AI build logic: Single Closed Factory in State under L-F Government
    - Fixed a bug which caused the AI to always disband at least one regiment at each reload.
    - The AI learned to not build engineers instead of infantry.
    - Army AI: Fixed an odds bug where the AI would grossly underestimate enemy strength
    - Army AI: Improved odds calculation to look at more factors

    -----------------------------------------------------------------------
    - Gamebalance Changes
    -----------------------------------------------------------------------
    * Pops
    - Clergy promotion now check clergy levels, not officer levels.
    - A few immigration-attracting effects now also increase assimilation rate.
    - Reduced default assimilation rate by 25%.
    - Citizenship policies now increase assimilation rates.
    - Continents can now affect provinces, which currently just sets assimilation rate depending on continent.
    - Having political and social reforms enacted increase the angryness of political party being appointed.
    - Low literacy POPs are now far less likely to promote
    - Soldiers are now less likely to become craftsmen if you spend money on them.
    - Farmers and Labourers at <20% literacy is now less likely to become craftsmen.
    - Increased Mil reduction after rising to 3 (from 1).
    - Mil from reform desire doubled
    - Literacy is now capped to 100%
    - Fixed a bug in promotion factors that nerfed promotion to bureaucrats when admin spending was above 0.
    - Literate pops are more likely to promote to bureaucrats in states with under 1% bureaucrats.
    - Removed lux goods modifier for generic promotion chance as lux needs are higher now.
    - Fixed clerk to bureaucrat promotion.
    - Soldiers may now also promote to craftsmen.
    - Craftsmen now want the wage reforms more.
    - Told soldiers not to promote to craftsmen in colonies.
    - Clergy less likely to promote to officers when education spending is 100% and Military is under 80
    - Pop's desire for voting rights to their strata doubled.
    - less bureaucrat promotions when spending = 0
    - pops thinking of becoming aristocrats check state scope to see if there's too many rather than the nation
    - Pops will not assimilate in overseas colonies.
    - Lowly populated areas will not completely depopulate from migration.
    - Pops should no longer emigrate to occupied provinces
    - Pops in occupied provinces should not promote or demote.
    - Hit healthcare with the nerfbat.
    - Made craftsmen a little more likely to promote to clerks.
    - Pops learned to move around more.

    * Military
    - Arty brigades have defence now, techs increasing their attack will also raise def.
    - Mobilisation calculation is now using merged smaller pops to not punish smaller countries so much. ie, Prussia vs France.
    - Supply costs now affect military score.
    - Upkeep cost for brigades increased
    - Army techs increase upkeep cost more.
    - Troops no longer affect colonial progress.
    - Tweaked colonial progress to not go backwards.
    - MoW arty need upped to be in line with others
    - Units will nolonger leave combat if they cancel movement.

    * Diplomacy
    - Same continent-cores and the capitals are now weighed more in warscore calculations.
    - Peacecosts for taking province will not grow because of enemy is losingn territory to rebels at the same time.
    - A country being forced to be released will get a truce with the country releasing it.
    - Rewrote mechanics so that bankrupcies, 'gunboating' and defaults are 'on the same page':
    * A country that cant pay their intresst goes bankrupt, this will put them in default to all creditors for two years
    * All creditors gets a cb/wargoal to force them to repay their debts, if they win the country will no longer be in default to them
    * After two years, all loans held by the bankrupt country, that it still is defaulting on, will be cleared
    - Good peace offers that are declined now incur a penalty to the decliner, also added text to the peace offer message that reflects this.
    - Admit Hegemony now gets all relevant countries into your sphere!.
    - You can now properly influence countries added to your sphere even if you have a truce.
    - No longer possible to humilitate a country which has recently lost a war (within last 5 years.)
    - Being forced to disarm now reduces your badboy quicker.
    - You can always influence someone in your sphere, even if at truce with them.
    - Countries should now allways get a cb on debt default
    - Only the selected wargoals are now executed
    - Only countries that exists will be added to spheres when a hegemony war is won.

    * Economy
    - Increased output of underproduced RGO goods
    - RGO workers will now be fired if they are oversupplying.
    - Prices can now rise if there is a demand for them, but nothing actually produced yet.
    - Rebalanced factory outputs to make late game factories actually profitable.
    - Complete revision of Pop needs.
    - Reduced POP demand for certain manufactured goods
    - Lowered electric gear factory's cement cost to be in line with others
    - National focus for factory production will now be much strongerly considered by capitalists and they may ignore non-profitability.
    - Intrest is now payed before anything else
    - If you have no money and get no loans, expenses no longer gets payed
    - Loans are now payed of in fleet orders (the private inverstors have a really big one ;))
    - Reduced demand of certain goods to bring supply and demand into better balance.
    - Fabric, the manufactured good that powered the Industrial revolution, is now more economic to make.
    - Prices can now fluctuate between 20% and 500% of base price.
    - Cement factories no longer need cement to work properly
    - Tweaked supply and demand for certain goods
    - Further tweaked luxury demands

    * Rebels
    - Middle-class pops now provide some infantry when they rise.
    - Rebels are now a bit more dangerous, as they have leaders, and will reinforce and are resilient.
    - Socialists now back political reforms at half the want of liberals.
    - Liberals now back social reforms at half the want of socialists.
    - Military issues are no longer so extremely important for people.
    - Chanced Anarcho Liberal trigger to be political reform want rather than social. No social reform want before Socialists are active.
    - Anarcho liberal rebels will no longer form in bourgeois dictatorships.
    - Reduced chance for primary culture pops to join nationalist rebels.
    - Expanded trigger to activate commies to make it more likely.
    - Farmers and labourers are a bit more likely to go socialist in equality nations with socialist ruling parties.
    - Farmers and labourers are keener on pensions when not getting their lux needs filled.
    - Small increase of probability of national rebels rising compared to others in the later game.
    - Pops less likely to join Anarcho-liberal rebels if not of culture group or accepted
    - More modifiers to make Pops go Socialist when they desire social reform
    - Rebel rising popups now has a max size
    - Terrorist cells are now only activated when the terrorism tech is discovered.
    - Spoil system is now properly active from the start.

    * Technology
    - Advantgarde Intelligentsia were found to be actually quite useful, we have returned the Intelligentsia back to it is more traditional role of being seen to be a burden to honest hard working people.
    - Increased researchpoints from plurality and literacy.
    - Newly created countries will now have their technologies properly initialised.
    - Released countries no longer go immediately bankrupt.




    -----------------------------------------------------------------------
    - Interface Improvements
    -----------------------------------------------------------------------
    - Newly created leaders are now added to the top of the list.
    - Supply consumption on unitview now takes current level from country into account.
    - Map will no longer scroll if you are moving cursor while editing the name of a unit. (Or any other editbox)
    - Fixed needs dissapearing from the pop details screen for very small pops.
    - Political screen will now show the same reform allow percent in all toolstips regarding the same thing.
    - Bank loans tabs nolonger toggle, but rather switch to the tab that was clicked.
    - Fixed bug where poptype tooltips would show the wrong luxury fullfillment.
    - Fixed a technology tooltip.
    - Declare war tooltips will now state that you are in the same SoI as your target rather than that they are in your SoI if this is infact the case.
    - fixed Stockpile slider: percentage tooltip should be visible over buttons
    - added shortcut tooltips
    - National focus sprites will now always be placed in a province owned by the focus owner. ( Unless colonization focus )
    - Chance of allies joining in a war when call allies checkbox is ticked added.
    - War effects can now be setup to call in allies or not.
    - Unitview will now color the pop icon red if the pop is unable to reinforce or yellow if it can reinforce only at a slower rate.
    - Pop icons on subunits being reorganized will now be colored the same way as the pop icons in the unit view.
    - Units that are under construction will no longer flicker in the millitary screen
    - Build screens will now remember what tab it was on.
    - Military screen is now less laggy with large armies.
    - New policical parties and removal of old parties will now trigger messages.
    - War intervene screen now shows the correct reason.
    - Days of insolvency for factories is now visible on the production screen.
    - Unitflags will now change when government is changed.
    - Parties now have a more informative tool tip.
    - Fixed Message log incorrectly reports province defection
    - Auto-create/assign leaders creates admirals for 1-ship fleet
    - You can now disable auto assign for leaders you don't like
    - Now Better scrolling in popview

    -----------------------------------------------------------------------
    - User Modding
    -----------------------------------------------------------------------
    - Terrain trigger now works properly in migration checks.
    - Civilized trigger now works for pop & province scope.
    - The 'corruption' trigger now works properly and is a range from 0-1 telling how large percentage of your country that is covered by crime buildings.
    - Fixed the "is_secondary_power" trigger.
    - Added a new modifier called 'global_assimilation_rate' which is for an entire country.
    - Added a trigger for 'has_recently_lost_war = yes/no'.
    - Infrastructure command now changes railroad level, not sets it.
    - Added a trigger called 'strata = poor/middle/rich' for pop scope.
    - The 'money = x' trigger now works.

    -----------------------------------------------------------------------
    - Database Changes
    -----------------------------------------------------------------------
    - Added a decision where secondary powers with poor relations with their master can leave a SoI.
    - Leave SoI decision now uses secondary power trigger. Also moved it to Allow section so it is visible to any nation in a SoI.
    - Lowered MTTH on socialist and communist enabling events and made triggers a bit easier
    - Tweaked a few triggers for events to not happen when they shouldn't.
    - von molke's reforms also availible to NGF/GER
    - fixed ORs in Jacobin rebels
    - fixed tech check in expressionism inventions
    - DAN/HAB changed to DEN/AUS in country colors
    - name changes in cultures file from community fixpack
    - prussian_constitutionalism uses monarch flag
    - Israel can no longer form Germany
    - The Peking Convention can no longer be enacted while Russia is at war with China
    - Gifted Administrator trait now improves ORG rather than reducing it
    - corrected flag name in ACW events
    - corrected relation effects to use WHO rather than WITH in some ACW events/decisions
    - fixed abolish_prohibition trigger
    - fixed event 31507 trigger, should be for AUS rather than LOM + flag check
    - event 31508 polish Committee of Independence also fires for GER/RUS
    - Ship Explodes event adds correct CB
    - fixed WITH/WHO in civ and gunboats too
    - Disloyal Regiment event checks correct pop type
    - removed needless owner scope in the Bitter rain event
    - added civ check to Heia Safari! event/effect and changed WITH to WHO
    - Colony Improves event only happens in colonies now
    - correct poptype checked in event 36202
    - correct poptype checked in event 36203
    - removed check for global flag GermanizeSchlewsigDENes in event 36206 as it is not set by anything
    - correct poptype checked in event 36923
    - events 36940 and 36941 check correct tag (NZL)
    - event 33003 checks BAV, not BAY
    - event 33004 affects relations with DEN, not DAN
    - Abu Dhabi checked only once in oil event
    - IdeologyEnabling events now only have one picture defined.
    - The Great Escape event only checks civ status once
    - Friend's Almshouse event checks pop, not state
    - Signing the Geneva convention requires under 25 BB, not 250.
    - Dental Care Bill event modifier corrected
    - The Familiar Institution and Withdrawing Privileges of the Unemployed events empty modifiers removed
    - Unraveling Reform event changes correct reform
    - Union Busting event only checks civ status once
    - $COUNTRY$ Has Abolished Slavery event only checks civ status once
    - An Age of Liberalism event flag corrected
    - Springtime of Nations modifier corrected
    - End of The Liberal Revolution Part 2, trigger needed an OR and now it has one.
    - Potato Famine Debated, needless owner scope removed
    - Insurrection event, OR added
    - Revolt event checks correct flag
    - Cholera Epedemic event, needless owners checks removed.
    - Local Poet event modifier fixed
    - Local Clergy preaches disobedience event modifier fixed
    - National Martyr event, extra AND removed
    - Pan-Nationalist event, empty modifier removed
    - Onaction events, unneeded country and owner scopes removed
    - Red John event makes pops 30% more in favour, not 300%
    - Workhouse Strike events makes pops more 15% demanding rather than 150%
    - fixed Upper House Dissatisfaction event effect
    - fixed Free Trade & Repeal Society, Free Trade & Morals, Freemarketeering Criticized, and Newspaper Publishes Blasphemy events effects
    - The Alaska Purchase now sells ALL Russian land in NA to USA and removes Russian cores there
    - The Alaska Purchase event1 now has text on option B
    - The Alaska Purchase decision now requires you have enough money
    - Blackshirts event fixed scaled mil effect
    - Suffragette Movements event, fixed UH effect
    - Added owner scope to gov type check on event 36603
    - Temperance League, Beer hall, Religious Temperance, Licensing Act, Temperance & Labour events check for muslim religions
    - unneeded owner scope removed form beer hall opens event
    - Viticultural Association event checks for country flag now, not province
    - many unneeded owner scopes in workplaceevents.txt removed
    - Blood & Iron Mine event won't fires for same place ehile modifier is active
    - Fashion Fails event - removed empty modifiers
    - anti_egalitarianism invention now correctly enables citizen guard crime
    - changed ENG_2014 to 2016
    - removed 3 factories from the UK and turned the craftsmen back to farmers.
    - Added a revised alot of parties.
    - USA proletarian_dictatorship called American People's Republic again
    - Upped money from first choice in the First farmer's bank event to make it slightly tempting.
    - Added starting USA colonise NFs in Washington and Oregon.
    - Alaska purchase now gives ALL Russian NA to USA, not just USA's cores in case RUS takes some Canada.
    - Boy shot event costs more to investigate/
    - Increased attraction to fascist rebels a bit.
    - Can go KUK if government = prussian_constitutionalism too!
    - Added a boost to fertilizer production on the artificial_fertilizers invention and electricity tech.
    - 13200 checks for truce with SoI owner.
    - 13200 gives add to SoI CB/wargoal.
    - Made allow/remove liquor_prohibition less spammy.
    - Corrected triggers in Temperance League events
    - Removed odd modifier from reactionary rebels.
    - It now costs a lot more to join the Internatonal Olympic Committee.
    - Changed Foreign Smugglers and Point of Trade events to give a country modifier
    - Event 31505 now points to correct localisation.
    - Added BUR to UK's SoI.
    - Reduced brigade cost and tech cost increase a little.
    - Added Linebreak to fixe liferating in Leghorn.
    - Activated unused FRA parties.
    - ISR won't ask GER to annex them anymore.
    - Lowered mil score needed for meiji.
    - Lowered Lit requirement and MttH for Enable Fascists events.
    - Fixed MTTH in event 45100
    - precious_metal_mine is now a mine
    - Event 21030 MTTH fixed
    - 1935 nobel prize events checks right flag
    - Fixed the fort in Edirne.
    - Venezuela now has the core on Mahdia, not Venice.
    - Modena now in Austria’s sphere at game start
    - Changed event 19000 to not trigger followup for GPs with over 90 influence to avoid double SoIs.
    - Change a Fabric factory in Boston to Canned food and made the UK's Clipper factory level2 to smooth out early game economy.
    - Gave the USA 2 techs and some more bureaucrats so they can afford their navy.
    - Penal colonies won't fire again if you have the modifier from it.
    - Laagers attacked shouldn't fire multiple times for the same nation.
    - Events where you DoW also have a choice to call your allies as it is not automatic anymore.
    - FRA can't decision-annex a player MAD.
    - Ideologies can only be invented by civilised nations.
    - BOL and PEU start allied
    - Removed the culture penalty on industrial tech school
    - Removed ai_will_do from webster_ashburton_treaty and added a BB trigger
    - Anarcho-liberal, fascist and reactionary rebels like no_trade_unions now
    - Nations can only apply for US statehood once
    - Added a VEN core on Mahdia.
    - Fixed a bunch of modifiers that used literacy incorrectly
    - Renamed the Benin region to Dahomey.
    - BEL starts with XP railroad
    - Breslau's arty factory is now open and some more craftsmen have been added.
    - PRU starts with mechanical production
    - Fixed when poor pops want Gerrymandering
    - Added an event for TEX which grants some supplies
    - Added small BEL railway
    - Fixed a modifer in harassment voting issuse choice for poor pops.
    - Gave pandemic_influenza global effects as it is a country modifier.
    - Turkish reactionary and conservative parties now take a more conservative view on who is actually a Turk
    - Border incident requires you to be civilized.
    - Added a decision for Russia to move its capital to Moscow
    - fixed some inverted modifier in many pop issues.
    - fixed some triggers and reduced MttH in civ and gunboat events
    - Drunken sailor event now fires the correct reaction events
    - tweaked soldier/craftsmen promotion logic
    - the temperance_league modifier now affects global mil
    - Restricted a few gunboat events to only happen for countries they were meant to be for.
    - fixed a broken strait around Gibraltar.


    -----------------------------------------------------------------------
    - Performance and Stability
    -----------------------------------------------------------------------
    - Quite alot of optimisation done, mostly focused on late game performance.
    - Reported crashbugs tracked down and fixed.
    - Fixed lockup with big rebellions.
    - Fixed a common reason for OOS.
    - Fixed crash in pop detail tooltip

    -----------------------------------------------------------------------
    - Generic Bugfixes
    -----------------------------------------------------------------------
    - Fixed bug in land combatant where subunits were not removed from retreats when their unit was deleted.
    - Population growth modifier will now function as intended.
    - fixed Losing GP status incorrectly
    - fixed Mass building of the same factory
    - fixed Negative population w/ endgame save
    - Some mod dir problems fixed.
    - fixed Russia and UK on again, off again
    - Its now possible to cross the dateline without it taking over a year.
    - fixed Intervene Tool Tip confusing
    - fixed discrepancy in call alliance chances
    - Fixed previous owner calculations
    - Fixed a bug with the order of wargoal execution on peace. This was causing some wargoals to fail when they should not.
    - Fixed units stuck as builditems in the millitary view.
    - Fixed ship avatars dissapearing when a ship in a unit dies.
    - Closed a hole in the world market code that caused money to be lost
    - Fixed bug where loading would reset the unique name index.
    - Fixed a bug where the fort bonus would be given to both sides in a combat.
    - Fixed a problem that caused money not be saved in save games
    - Casus belli's will nolonger loose their enddate on save/load.
    - Added missing "=" to several prov files
    - Removed pop needs effects from many province modifiers as it's a country level effect
    - Fixed a major bug that truncated savegames at some times.
    - New messages should now appear properly.
    - Fixed being occupied is great for industry
    - Fixed Uniforms not updating fully
    - Improved Gathering the following materials before construction can start info
    - Fixed a few missing ports.
    - Fixed a lockup with scripted occupation.
    - Fixed a few spelling mistakes.
     
  2. allamarein

    allamarein

    Registrato:
    6 Luglio 2007
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    178
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    Qualcuno che ci ha giocato sa dirmi se il sitema delle ribellioni è adesso più credibile, o continuano ad esserci ribellioni ogni tre per due?
     
  3. Enok

    Enok

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    Le ribellioni sono una componente fondamentale del gioco, come anche del periodo storico. Tutti i gravi problemi legati ad esse sono stati già risolti con la patch 1.2, il resto è la normalità in Victoria 2. Utilizza la politica interna e le riforme per accontentare la popolazione, oppure subisci la rivoluzione che non perdi mica la partita (fa parte del gioco). :)
     
  4. Mac Brian

    Mac Brian

    Registrato:
    26 Luglio 2010
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    Succede solo a me, o con la 1.3 in una anno la popolazione totale di soldati passa dal 5 al 10% senza controllo?
     
  5. lordice87

    lordice87

    Registrato:
    29 Dicembre 2009
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    +2
    io ho un problema con la grafica, tutte le scritte sono fuori dai riquadri... qualcuno mi può aiutare?
     
  6. Enok

    Enok

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    Cosa c'entra con questa discussione? Aprine una nuova se hai problemi con la grafica e magari troverai qualcuno con il tuo stesso problema.

    Ti consiglio di leggerti le linee guida del forum. È già la seconda volta che non le rispetti.
     
  7. lordice87

    lordice87

    Registrato:
    29 Dicembre 2009
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    ho dimenticato di dire con la 1.3 per qst avevo postato qui... se ho sbagliato mi scuso ma siccome si parlava della 1,3 ho pensato di evitare duplicazioni di topic.


    EDIT: volevo capire se qualcuno aveva avuto il mio stesso problema installando la 1.3 tutto qui
     
  8. Enok

    Enok

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    Questa non è una discussione sui problemi grafici (qualunque versione tu abbia); devi aprirne un'altra.
    Tutto qui.
     

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