[Darkest Hour] Patch 1.03

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Re: [Darkest Hour] Patch 1.03 RC1/RC2

Beitragvon soldat » 3. Dezember 2012 20:06

So blöd bin ich dann doch nicht, @IC :strategie_zone_16: . Habe ich doch versucht. So wie ich das verstanden habe, muß man sein Spiel registrieren. Aber irgendwie funktioniert das nicht :strategie_zone_75: . Bekomme ich den RC2 nur bei Paradox?
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Re: [Darkest Hour] Patch 1.03 RC1/RC2

Beitragvon Inner Circle » 3. Dezember 2012 20:38

ja den bekommst du nur bei Paradox.

Geh auf http://forum.paradoxplaza.com/forum/mygames.php und wähle in der Dropdown-Liste DH aus und gebe anschließend deinen Key ein. Anschließend auf Register klicken.

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Re: [Darkest Hour] Patch 1.03

Beitragvon Inner Circle » 15. April 2013 10:48

Seit heute ist die finale Version vom 1.03 Patch draussen. Der vollständige Changelog befindet sich im Eingangspost.

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Re: [Darkest Hour] Patch 1.03

Beitragvon Ardrianer » 15. April 2013 15:32

Inner Circle hat geschrieben:Seit heute ist die finale Version vom 1.03 Patch draussen. Der vollständige Changelog befindet sich im Eingangspost.


nice! glauch mal saugen
was genau wurde jetzt im Vergleich zu 1.03 RC2 geändert?
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Re: [Darkest Hour] Patch 1.03

Beitragvon Inner Circle » 15. April 2013 20:35

Das sind die größeren Änderungen gegenüber RC2:

Code: Alles auswählen

1382. Improved game speed (Wolfpack AI when no accessible base to rebase)
1383. Cosmetic – fixed land unit speed shown under leader picture (it was 25% higher then real unit speed)
1384. Disabled “Join Alliance” diplomatic action if the target country is not alliance leader.
1385. Improved desired naval combat range (firing distance) calculation by excluding disorganized or non-combat ships in the fleet.
1386. Fixed out of ORG carriers and bombers to not be able to cause damage to buildings.
1387. Fixed a rare CTD on DoW by Axis member to Allies when both alliances are already at war. 1.03 RC1 bug
1388. Fixed bug in the “join a major alliance on DoW by another major alliance” logic preventing countries to enter the Axis when DoWed by Allies. 1.03 RC1 bug
1389. Improved DoW logic when a member in alliance declares war to a country that is already at war with another allied country or vice versa. Countries join the existing war, instead of making a new one.
1390. UI – fixed missing highlight on Weather Map button when selected.
1391. Improved Merge Air unit tool-tip (UIW_MERGE_AIR_DIS_IRO) text to show the correct max air unit size as set in misc.txt.
1392. Fixed a bug with the new land combat system where better combat modifiers resulted in heavier losses. 1.03 RC1 bug
1393. Fixed a bug in production AI building brigade types with no (0) build priority set in AI files.
1394. Fixed a bug with production AI overriding “max_factor” construction setting when “Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Enabling this will encourage AI to build more IC when this ratio is exceeded.” misc.txt setting is enabled even when “ic_end_year” is exceeded (making all IC available for other constructions and convoys).
1395. Set GDE to apply to “Base chance of Land units to avoid hit if no defences left” too.
1396. Fixed a bug with invalid country ID in relations after change tag or country annex/release in the same game session (fix in 0.61 #1249. Clear/set proper relations on country annexation and TAG change.). 1.03 RC1 bug
1397. Improved alliance event command by adding another parameter (when = 0/1/2):
    type =   alliance which = [tag/-1] [where = 1/2/3] [when = 0/1/2] # This country enters in an alliance with country = [tag], [-1] for random country,
        where = 1 – Axis/ 2 – Allies / 3 – Comintern,
        when = 0 (default, pre DH 1.03 behavior) - Leave old alliance before joining the new one. Notes: Only puppets will follow into the new alliance. This setting can create unwanted in-game situations and using it should be avoided!
        when = 1 - Bring old allies into the new alliance and merge wars.
        when = 2 - Leave old alliance before joining the new one. Notes: Only puppets will follow into the new alliance. Leaves old alliance wars (white separate peace) together with leaving the old alliance!
1398. Improved leave_alliance event command by adding another parameter (when = 0/1):
    type = leave_alliance [when = 0/1]   # This country leaves alliance
        when = 0 (default, pre DH 1.03 behavior) - Do not leave old wars when leaving the alliance. Note: This setting can create unwanted in-game situations and using it should be avoided!
        when = 1 – Leaves old alliance wars (white separate peace) together with leaving the old alliance.
1399. Log to events history events with no country that have tag = { } list defined.
1400. Fixed puppets to end all old alliance wars when leaving an alliance after the master.
1401. Fixed issues with alliance command not working in some cases (1354. Changed “alliance” event command effects to match AI and player initiated alliances.). 1.03 RC2 bug
1402. Added missing battle reports after naval and land bombings. Active only when casualties’ reports are enabled.
1403. Changed rebel units to use attack (as any other AI or player controlled countries do) instead of move order when moving to another province. Retreating rebel units no longer are allowed to change mission.
1404. Added tooltip about policy slider effects on the next step even when this move is not allowed currently.
1405. Fixed a rare bug where an unit that is attacking in 2 provinces at the same time (after a rebellion in the current province while attacking another one) wrongly retreats to an enemy province when losing both battles and vanish on arrival.
1406. Fixed a rare bug with vanishing land units when participating in 2 land combats at the same time (one attacking and one defending) and losing any of those.
1407. Fixed issues (missing airbase tooltip and selecting by a click on the base sprite) with air unit based in countries granting only military access.
1408. Cancel ongoing unit moves to neutral provinces after peace deals.
1409. Proper clear and AI notification of canceled unit moves to neutral provinces after peace deals.
1410. Fixed a bug where land units can be loaded to non-allied ships in ports in provinces with just Military Access to province controller.
1411. Fixed a bug in multiplayer games where units given as expeditionary forces from host to clients change ownership permanently upon redeployment.
1412. Added an option to reset unit’s original owner to CEUCOUNTRY_NONE. Engine tweak
1413. Set proper division stats on divisions transferred from deployment pool from one country to another on civil war start.
1414. Return deployed expeditionary forces to ex-allied countries on peace, war declarations and alliance changes (previously only units to current enemies were returned).
1415. Return expeditionary forces into the redeployment pool too to ex-allied countries on peace, war declarations and alliance changes (previously only deployed units to current enemies were returned).
1416. Improved maintenance of original unit owner on change of controlling country. Hopefully that will solve the issue with units that change nationality permanently under unknown circumstances.
1417. Enabled (only in debug mode as it is redundant in most cases) the missing message about sent expeditionary forces between non-enemy countries.
1418. Clear original country for divisions in redeployment pool returned to the original owner on tag change.
1419. Preserved current intelligence level on TAG change.
1420. Added missing sunk ships list after air attacks. Addition to #1402 (Added missing battle reports after naval and land bombings. Active only when casualties’ reports are enabled.)
1421. Improved the build-in DB error checker:
     - Report provinces with Naval Base, but without port allowed.
1422. Improved incabinet trigger tool-tip text by adding government position for minister next to his name. TC_IN_CABINET and TCNOT_IN_CABINET strings should be updated in mods!
1423. Show correct land brigade speeds when produced individually (was always 0 before). 1.03 RC1 bug
1424. Fixed a bug with Support Defense mission not cleared when combat ends.
1425. Fixed a bug with fleets remaining trapped in ports on province capture if escape sea zone is controlled by the same province (Suez, Panama etc.)
1426. Fixed possible CTD when an unit is deleted while in the list of selected by the player units.
1427. Fixed CTD on port takeover when there are empty fleets there and the player has these selected. 1.03 RC1 bug
1428. Fixed a bug with missing messages when non-empty army, fleet or air unit is killed (captured) by the enemy.
1429. Support defense and Planned defense missions no longer can be set to impassable provinces.
1430. Fixed a bug with Shore bombardment mission not available to own controlled provinces if the country is not allied to someone.
1431. Fixed a bug with lagging or missing production queue refresh after an item priority change for clients in MP games.
1432. Fixed land and coastal fort bonuses to be applied only to province controller when defending. Previously those were applied to the defender even when not controlling the province (after rebel pop-up for example).
1433. Fixed incorrect strength bar for side in combat when 2 or more units participate on the same side.
1434. Fixed a bug with random unit merge after redeployment. Addresses many issues including permanent change of divisions ownership.
1435. Introduced 2 new AI front settings used to determine the front leader for fronts in areas controlled by multiple AI countries:
    - front_leader_home – used when calculated for areas direct land connection through allied or own controlled provinces to the capital. Default is 5
    - front_leader_overseas – used when calculated for areas with no direct land connection through allied or own controlled provinces to the capital. Default is 0
1436. Allowed AI puppets to become front area leaders.
1437. Added new parameter to custom unit types definition: ui_prio = Number # Sort priority for divisions in unit UI (highest first). Addition to #1194 (Implemented custom unit types)
1438. Sort divisions not only by type, but also by model on unit view panel.
1439. Fixed (possible) issue with missing brigade/unit stats upgrade on change by event command if these are into the redeployment pool of the own country and have own original country TAG set (previously only the default TAG was accepted). 1.03 bug
1440. Clear OriginalOwner setting for divisions in units permanently given to another country.
1441. Fixed a bug with incorrect country specific division stats (added by techs, events etc.) on upgrade if the division is in control of another country (stats form the controlling country are applied instead from the own one).
1442. Fixed a bug with not properly used chance to target divisions with no ORG left in land combats misc.txt modifier (#1057. New modifier in misc.txt ("combat" section): Chance to target divisions with no ORG left in land combats. Valid values are from 0 (0%) to 100 (100%)). 0.56 (1.02.b1) bug
1443. Fixed a bug with own units not upgrading when in the redeployment pool.
1444. Added attachments to existing division validation on scenario start when “Extra debug logs” (settings.cfg) is set to 1 or higher.
1445. Fixed issue with random events firing for all countries when TAG = { ... } list is used, instead of firing only for countries in that list.
1446. Fixed a rare random CTD on getting tool-tip of units on the map.
1447. Fixed stacking penalty calculation in naval combats to count all friendly ships in the combat instead of counting only own ships.
1448. Improved CalcOurExpForces function with an option to check all countries instead of only friendly ones. Engine Tweak
1449. Fixed not working #1341(Reclaim and return all expeditionary forces on alliance leave or alliance dissolve. Fixes various issues with troops left under command of another country indefinitely.). 1.03 RC1 bug
1450. Improved strength, demobilize, strength_cap commands to ensure that these will be applied to all own units even it those are currently controlled by non-friendly nation.
1451. Reinitialize allied areas on alliance destroying.
1452. Tweaked secede, secedearea and secederegion commands when used with which = -1 switch to ignore provinces currently controlled by rebels.
1453. Fixed a bug with AI being able to redeploy units when Strategic Redeployment mission type is not available for the country.
1454. Fixed a bug with incorrectly triggered events on game start (atwar trigger not evaluated properly).
1455. Fixed an issue with oversea provinces and fleets stationed in foreign ports that can be given at random to ex-alliance leader when a country is made puppet of another country.
1456. Added accessibility check for AI files used in “ai” event command when extra debug logs are enabled (settings.cfg).
1457. Fixed an issue with “Load AI files from Moddir only” misc.txt setting usage.
1458. Fixed an issue with AI not accounting for blocked strait when attacking, resulting in constant attack to wrong province and then cancel the attack after an hour cycle in some cases.
1459. Added check for missing owner and controller of land provinces on scenario start when extra debug logs are enabled (settings.cfg).
1460. Fixed an issue with naval combats range calculation. Found by Matt and Frank
1461. Fixed a bug with custom alliance names resulting in crash on scenario end when used.
1462. Fixed a bug with countries not declaring war to emerging rebel countries. 1.03 RC2 bug
1463. Fixed a bug with improperly applied and used max base province revolt risk modifier (misc.txt).

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Re: [Darkest Hour] Patch 1.03

Beitragvon Ardrianer » 15. April 2013 21:55

vielen Dank! da scheint eventuell auch unser Problem mit dem Kampfbalancing gelöst zu sein. probieren wir gleich mal aus
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Re: [Darkest Hour] Patch 1.03

Beitragvon Werth » 15. April 2013 22:25

Glückwünsche zur Fertigstellung.
:strategie_zone_47:
Und "Danke" für die Info.

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Re: [Darkest Hour] Patch 1.03

Beitragvon flogi » 16. April 2013 00:11

Danke für den Changelog - und natürlich danke für die tolle Arbeit!

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Re: [Darkest Hour] Patch 1.03

Beitragvon flogi » 10. Mai 2013 22:39

Ich poste einfach mal hier rein:

@IC: Ist dir/dem Team etwas über einen möglichen Bug bezüglich der Brigadeneffizienzenberechnung bekannt?
Ich hab es in meiner Mod so gemoddet, dass schwere Panzer und Jagdpanzer jeweils 10% Bonus in der Ebene geben sollen.
In der Schlacht werden mir aber nur 10% Bonus angezeigt (beim Angreifen).
Beim Verteidiger dagegen, der mit 2 Brigaden verteidigt, die jeweils 5% BOnus auf Ebene geben, werden auch die 10 angezeigt. Anzeigebug oder Fehler?

Grüße
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Re: [Darkest Hour] Patch 1.03

Beitragvon DerStudti » 11. Mai 2013 00:06

Die Brigade verändert meines Wissens den absoluten Prozentwert (Weia...Paradox-Mathematik :D ) der Mutterdivision. D.h. wenn die Division unter bestimmten Bedingungen x% Kampfeffizienzveränderungen erfährt, macht die Brigade daraus (x+y)%. Diese Endeffizienz wird Dir dann bei laufendem Kampf angezeigt. Und vielleicht ist in deinem Fall das Ergebnis zufällig für beide Fälle identisch?

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Re: [Darkest Hour] Patch 1.03

Beitragvon flogi » 11. Mai 2013 11:16

Es geht hier aber um 2 Brigaden, die einen Bonus geben sollten also z.B.
Division + Brigade + Brigade
In der Verteidigung funktioniert das auch so, im Angriff werden bei mir zumindest in der Anzeige nur:
Division + Brigade angezeigt.

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Re: [Darkest Hour] Patch 1.03

Beitragvon DerStudti » 11. Mai 2013 13:28

Die Brigadeneffekte hast du aber schon sowohl für den Angriff, als auch für die Verteidigung definiert? Falls ja dürfte es ein Bug sein.

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Re: [Darkest Hour] Patch 1.03

Beitragvon Ardrianer » 11. Mai 2013 15:22

DerStudti hat geschrieben:Die Brigadeneffekte hast du aber schon sowohl für den Angriff, als auch für die Verteidigung definiert? Falls ja dürfte es ein Bug sein.


ja sind sowohl für Angriff, wie für Verteidigung definiert
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Re: [Darkest Hour] Patch 1.03

Beitragvon Inner Circle » 13. Januar 2014 18:46

Kleines Update: Seit einigen Tagen haben auch Steam-User nun endlich Zugriff auf den 1.03 Patch.

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Re: [Darkest Hour] Patch 1.03

Beitragvon Ardrianer » 13. Januar 2014 18:59

gibts eigentlich schon Neues von künftigen Entwicklungen? also nächster Patch und so. sind noch Dinge geplant?
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