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Báo cáo lỗi dịch thuật
-poked the AI more to make it launch certain invasions, it was refusing to invade Italy
* Added some early game factory and research strategies for Germany in order to avoid random issues later with Poland
* Tweaked invasion of Poland strategies a bit
* Minors should build up their army more as threat level increases. Poland should be closer to a historical army size. Except against AI Germany, until I'm sure it doesn't randomly get stuck there.
* USA will prioritize Pacific war over Allied invasion operations if it is losing there
* Other stuff optimized for Germany and in general
MIO
* The AI in the game seems to have random trouble assigning MIOs to designs and updating the MIOs in designs. Whether it's intended or not, it's a bit too slow for this mod, so I added a scripted workaround which is only active for the majors. The mod defines MIO teams for the AI to use in each equipment category, target equipment and priorities for them. EAI then adds design teams to equipment or updates them periodically, depending on how many traits have been added to the MIO since last update as well as depending on how much XP it has to spend. Most non-designer equipment are updated by EAI, as well as fighters. Covering every equipment type would be a stupid amount of work and would require changes to the designs, but the missing stats from the AI's fighters were brutal.
Naval
* Experimenting with something to help the AI deal with submarines: AI avoids convoy escort missions because they don't seem to do much and now those ships are freed for other missions that may actually deal with the subs.
* Patrol fleets are also increased in general.
* Added some Atlantic raiding/convoy routing strategies for Germany, Allies
Armor
* There is now a basic armor version without advanced supports, one with the supports (armored engineer, flame tank), a mech upgrade and modern upgrade
* Richer countries start researching the techs for the upgraded version, but before they actually start building those divisions or upgrading to them, they first start production of those equipment and wait until the production lines have powered up and it has a small stockpile of equipment before actually switching to those advanced templates
* Countries check if they have shortages of resources needed for mech or modern types before upgrading to them, and should switch back to less resource intensive types if it runs into trouble
* Added/improved special project/research/production prioritization strategies for flame tank, armored engineer, mech and modern armor
* Hopefully fixed an issue that prevented the AI from producing/upgrading armor divisions in some cases
Soviet Union
* Reduced the size of the army it wants before starting armor production, now that it can deploy a lot of cheap infantry if needed
* As mentioned already, hopefully fixed an issue that prevented USSR from recruiting armor when it was intended to deploy armor
Misc
* Fixed Germany sending volunteers to China and possibly other cases
* Made USA properly prio nuke techs, projects. Not sure how likely it is to use them.
* Rebalanced various production strategies for army and armor equipment
* Fixed an issue with AI stopping fighter production in some cases
* Disabled mothership special project for the AI as it actually started producing them for some reason, which is a little too crazy even for this mod.
* Allied invasions may start a bit sooner if USSR is losing badly
* Added early infantry template variants that don't even include engineers or anti-air, that smaller countries use when their enemies don't have a lot of air, or in case of Japan fighting early in China
* Added a mass infantry role that is simply 9xINF with a special strategy where it starts mass producing this template when the AI is losing ground and having its armies destroyed too quickly and it doesn't have equipment to deploy more expensive infantry.
* AI prioritizes excavation techs more based on need, not just shortages
* Fixed visible EAI reserved building
* Adjusted probabilities of Allied invasions happening, and made it more likely to launch an invasion if it goes a long period without launching any
Some minor tweaks and then I promise I'm going to let the mod be for a while.
* Another fix for nuke research
* Tweak to SOV convoy routes
* Tweak to allow the AI to invade a bit more freely
* Prio fighter stats in MIOs
* Refreshed Italy/UK strategies in Africa a bit. UK invests more into fighting in Ethiopia.
* Improved China's strategies, vs player or on non-stalemate setting. Should invest a lot in coastal defense unless its frontlines are breaking. Tries to deal with landings even more aggressively. Otherwise focuses on building up its army rather than attacking a lot.
* Fixed some volunteer related issues, like Portugal not sending volunteers to Spain
* Limited AOI army buildup if against AI UK, until a time when I can really figure out what to do about Ethiopia which is very strong now for some reason. Strong AOI is nice for UK players who want a fun campaign in Ethiopia but bad against the AI that has trouble dealing with supply issues and can't be made to send low supply divisions to Africa for example. Getting rid of AOI will just put us back to the situation where ITA does not place troops properly into Ethiopia, causing unit shuffling over seas and a boring fight in Ethiopia. So there you have it.
* Made control over north africa a prerequisite for launching operation Avalanche/Dragoon... it was pretty ugly
* More tweaks to invasion operations
More stuff to address naval issues
* A number of tweaks made by Aigle to AI's choices of naval related spirits, traits, advisors
* USA focuses on building a massive amount of convoys, and ASW ships earlier in the game.
* The AI makes its patrol fleets smaller so that it can cover more areas.
* Unblocks blocked naval zones due to lost convoys sooner so that it is less likely to completely block all convoy paths
* Adjust air priorities so that it is more likely to send fighters to deal with enemy air threats on sea zones
* Allies avoid the seas around Malta unless invading or having overwhelming naval superiority. It was wiping out the Allied navy. There are downsides to doing this but there's no good solution either way it seems.
Misc
* Added a new difficulty custom bonus: negate resource deficits. The nuclear option to guarantee (...maybe) the AI does not stall its industry just because it can't protect its convoys or such. EAI adds resources to its capital state to more or less cover whatever deficits it has periodically. You won't be able to capture these resources except for a short duration. The problem with the other setting that reduces resource penalties is that the AI sometimes stops assigning factories (including creating new ship productions) if its missing resources.
* Reworked the trade law selection AI. It considers the effect of raising or lowering the trade law on each resource separately, lowering exports if any resource with a significant deficit gains a significant improvement on law change, raising exports if no resource gains a significant deficit on law change.
* Tried to address a situation where the AI has massive infantry equipment deficits but doesn't assign more factories to it.
Difficulty
* Add bonuses: invasion penalty, invasion preparation time, supply units (grant x supply to each division weekly)
* Default difficulty setting bonuses adjusted to include surrender progress, invasion bonuses, slight supply bonus
* If you want the AI to have an easy time invading, you'll want these: invasion prep, invasion bonus, supply units (50-200), attrition reduction
Forts
* AI prioritizes fort construction according to provincial distance to the enemy
* AI dynamically builds fortification lines behind rivers facing the enemy fronts as well as some single province bottlenecks (generally when losing ground or stalemate situations).
* USSR assigns more CIC to fort construction and even more at the start of the war and starts preparing forts further away from enemy.
* USSR focuses on building up its main defensive line first
Misc
* Tweaks by Aigle: ASW ship, light cruiser design, naval production, AI fleet composition and strike force size, UK focus order and decision tweaks
* Certain infantry, artillery, air techs have additional prio if delaying too long
* Some fixes to how the AI upgrades its infantry divisions
* XP prioritization adjustments between MIOs, doctrines, spirits, templates, designs
* Made Allies use a very specific convoy route that the AI seems more likely to defend with patrols and made the AI very unlikely to block off any zone completely
* UK conserves fuel for critical naval missions like patrols if low on fuel
* Improved UK/Japan home island defense in case of invasion or destroyed navy.
* USSR builds slightly fewer CIC
* Updated army officer corps spirit choices: bold attack, theatre training, quick improvization, relief of command, logistical focus, flexible organization
* Updated army ability AI a bit. Generally should avoid last stand/force attack if it doesn't have a lot of equipment and manpower.
* War on USSR should be more likely to start on historical time
* ENG builds more dockyards
* AI uses cheaper garrison templates with a smaller industry. Japan especially should have a lot more divisions to cover the its large fronts, garrison islands and home at the same time.
* Improved how USSR garrisons backlines and other important locations
* Improved AI garrison division choices
* Increased GER air production later
Invasions
* Some naval invasion operation adjustments: may launch invasions from further away, avoid deploying fleets before it has had time to prepare
* Allies may declare war on VIC earlier in order to launch invasions
* Made overlord much more urgent depending on USSR's surrender progress
* Factor faction strength into invasion operation frequency
Rework of motorized templates
* AI is more willing to build these divisions again since there are less XP related issues and the AI may utilize them for AIFCs. Still very low priority for XP use as the AI doesn't have much to spare.
* Template width is determined by armor width in the EAI settings
* Three variants the AI may build as before but with updated templates: MOTART/MOTRART, MSPART, LSPART depending on their other military focuses
* Similar to armor, AI upgrades them to more advanced versions based on industry and resources
* Updated the ancient MSPART LSPART AI equipment designs
* The HOI hotfix seems (?) to have made the AI stop assigning MIOs to plane production lines, which meant the MIO fix to I did earlier was undone as the AI didn't level up its plane MIOs, and the AI was back to using weak fighters. The plane MIO starting bonuses have been slightly modified by this mod to make the AI use them again.
* Fix loc issue with new custom bonuses
* Fix various minor issues
USSR rework in coordination with Aigle
* National focus order reworked, adjustments to decisions (make sure order 227 is used etc.), production
* On challenging mode, USSR has a significantly different army build than on normal mode. It builds high-hp infantry divisions and only later may build armor. If USSR having armor is important to you, switch to normal mode.
Fix Allied convoy situation round 24353 with Aigle's help
* ENG builds a lot more dockyards
* Updated ENG focus order
* Re-enabled convoy escort missions
* Adjusted naval strategies, radar construction, advisor choices
* The convoy situation does not look so bad right now (vs Axis AI), hopefully improves the invasion situation later
* AI fleet size changes
Misc
* Fix AI upgrading starting cav divisions to suppression templates
* Added template width variations to "mass infantry" role
* Tried to address some issues with AI upgrading armor divisions to mech/modern without having the equipment for it (though this again results in less armor divisions overall in some situations)
* Mech infantry tech is prioritized more
* Countries in general may expand naval industry more late game
* Block an ahistorical focus for GER colonies on historical
* Reworked free france focuses decisions for africa and added some workarounds to AI not using related divisions properly in invasions as well as made it try coups as fallback if the invasion fails. They are more optimized instead of historical now to avoid various issues.
* Invasion of Iran is initiated now by UK instead of USSR. Although the historical operation countenance can only be initiated by USSR as far as I know, those USSR focuses are expensive and it risks USSR AI shuffling troops between multiple fronts.
* For major invasion operations the AI will rush naval base construction on existing large ports in invasion areas.
* Relief of command spirit removed when it is not needed anymore