单机游戏

标题: 【搬】HOI III TFH MOD -- Black ICE Mk VII<27/02/13 一键安装包2.0 HOTFIX> [打印本页]

作者: doublepaopao    时间: 2013-1-19 20:10
标题: 【搬】HOI III TFH MOD -- Black ICE Mk VII<27/02/13 一键安装包2.0 HOTFIX>
本帖最后由 doublepaopao 于 2013-3-4 14:16 编辑

写在最前,客观的说,兰州搬运的这个BI并不是一个完美的MOD,不完美的有硬有软,所以会有没法玩的,抑或是玩得不尽性的。但无论如何,兰州作为海外党在这里必须感谢所有那些帮忙上传国内网盘的同学们,也感谢那些在贴里贴外互相帮助的同学们,当然还得感谢已经在发战报和可能即将发战报的同学。

相关战报链接:

HOI3 BI VH校長惡夢戰報

http://bbs.52pcgame.net/oldbbs/thread-474551-1-1.html



Black ICE Mk VII 应该是DD衍生出来的一个MOD,昨天贴了几张图,MS也有人感兴趣,这里就做下搬运工,提供些下载和简易上手贴,其他的就没啥能帮的了,毕竟偶自己现在都没时间玩。

最新2.0一键安装包(包含最新1.6.4)下载链接:

http://www.mediafire.com/download.php?uqml5ovpae7mcqo

http://www.gamefront.com/files/22987982/BlackICE_MkVII020_exe

http://pan.baidu.com/share/link?shareid=326481&uk=1848334738

安装说明:

将安装文件放入HOI III(英文纯净版)文件夹,双击即可。p.s. xp党可能无法正常进行游戏,暂时BI没怎么支持XP

使用说明:

能看到这的都应该会使用了吧,用LAUNCHER选上BI再点开始游戏即可。

简介:

DD知道吧,差不多就是了,看了看科技,MS还有些SF八月的影子,反正就是个大杂烩了,各自慢慢上手吧。

如果不知道DD的话,应该知道复兴之澜吧,可以把这个理解成注重主战场的MOD,事件、科技、兵种的大量新增,大部分的界面也被重建了,总之比原版是复杂多了。

顺便给个论坛链接,能翻墙就去看看吧:

http://forum.paradoxplaza.com/forum/showthread.php?633541-Black-ICE-Unit-Explanation-Guide
(兵种简介已经搬运到27-31L)

推荐相关下载:

建议使用最新版本的TFH EXE文件,下载链接:

[attach]633771[/attach]

2.0版本的地图缓存,下载链接:

http://pan.baidu.com/share/link?shareid=277129&uk=2669164142

把cache文件夹放到 my documents/Paradox Interactive/HOI3/blackice/map 下

Black ICE Mk VII Ver.1.6.4 界面漢化補丁

http://bbs.52pcgame.net/oldbbs/thread-474600-1-1.html



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22/01/13 兰州更新部分

1.5.0升级:
鉴于不少说163升级跳出的,就找出这个老一点版本的升级,不过是EXE,和原版一样的安装方法,希望这个不会有太大的问题

http://www.mediafire.com/?wjrshin4j3vi6t0

37L 更新1.6.2的DEFINE,红字标注与原版不同之处


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23/01/13 兰州更新部分

记得要用干净的原版402塞BI进去

界面和低分辨率的问题,可以把这个塞到tfh\mod\blackice\interface里去:

http://www.mediafire.com/download.php?rgm1crbubq52o7n

1.5.0的地图缓存,如果地图读取有问题的话,可以解压缩后放到tfh\mod\blackice\map folder里去:

http://www.mediafire.com/download.php?bgu8l0pc14cquui


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24/01/13 兰州更新部分

65-70L 游戏截图简介



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06/02/13 兰州更新部分

1.6.4升级档

http://kuai.xunlei.com/d/qfLxAP3aShAOUQQA932




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25/02/13 兰州更新部分

2.0一键安装包

http://pan.baidu.com/share/link?shareid=326481&uk=1848334738

最新TFH EXE文件

http://bbs.52pcgame.net/oldbbs/forum.ph ... jI3fDQ3MjI1MQ%3D%3D

地图缓存文件

http://pan.baidu.com/share/link?shareid=277129&uk=2669164142


作者: zr198501    时间: 2013-1-19 20:12
沙发,我顶有没有截图
作者: doublepaopao    时间: 2013-1-19 20:15
补充下,刚刚测试了下2个下载链接,均可下载,不过偶是海外党,只能保证链接有效,不能保证不被封之类啥的
作者: zr198501    时间: 2013-1-19 20:19
doublepaopao 发表于 2013-1-19 20:15
补充下,刚刚测试了下2个下载链接,均可下载,不过偶是海外党,只能保证链接有效,不能保证不被封之类啥的

1.6.3的网址无法打开
作者: usmwln    时间: 2013-1-19 21:37
E文的呀。。。大概什么水平的E文能比较顺利的看明白HOI3的界面和事件?

会不会有很多军事专业的词汇在里边?


作者: Brother_Louie    时间: 2013-1-19 22:53
收藏了,E文无碍,回头开几盘。
作者: benbenyang79    时间: 2013-1-19 23:11
多谢楼主,楼主好人
作者: oksklok    时间: 2013-1-19 23:25
简介能否详细一些?
作者: jhrcljhr    时间: 2013-1-19 23:38
能有截图之类的么
作者: doublepaopao    时间: 2013-1-20 02:54
吃早饭的时候看看DEFINE,发现好多改得不合胃口啊,LAND_COMBAT_ORG_DAMAGE_MODIFIER = 0.7应该是明显的改错了,除非作战公式都已经被改了。。。
作者: wxb747    时间: 2013-1-20 10:25
1.6.3页面打不开
作者: 78691584    时间: 2013-1-20 10:36
这个就是ICE4么?还是另外的版本?
作者: 78691584    时间: 2013-1-20 10:39
这MOD有官方地址么?
作者: 78691584    时间: 2013-1-20 10:44
wxb747 发表于 2013-1-20 10:25
1.6.3页面打不开

MF可以用中转站下载,http://205.196.123.136/yjtuop6z67ng/gmhll21jbtp894l/BI+Mk+VII+%231.6.3beta.zip,刚中转出来的地址,你可以试试行不行
作者: 78691584    时间: 2013-1-20 10:44
wxb747 发表于 2013-1-20 10:25
1.6.3页面打不开

MF可以用中转站下载,http://205.196.123.136/yjtuop6z67ng/gmhll21jbtp894l/BI+Mk+VII+%231.6.3beta.zip,刚中转出来的地址,你可以试试行不行
作者: 78691584    时间: 2013-1-20 10:45
官网没权限上啊,求其他地址,或者求直接帖介绍出来看看?
作者: wxb747    时间: 2013-1-20 11:03
78691584 发表于 2013-1-20 10:44
MF可以用中转站下载,http://205.196.123.136/yjtuop6z67ng/gmhll21jbtp894l/BI+Mk+VII+%231.6.3beta.zip ...

不知为何 下不动 0%进度 换了两个下载器
作者: 78691584    时间: 2013-1-20 11:14
本帖最后由 78691584 于 2013-1-20 11:37 编辑

第一个文件快传下载地址 http://kuai.xunlei.com/d/qfLxAAJWWgDzYPtQc17
第二个文快传下载地址 http://kuai.xunlei.com/d/qfLxAAgql2H7UAQA630
作者: 78691584    时间: 2013-1-20 11:38
本帖最后由 78691584 于 2013-1-20 11:46 编辑

。。。足足运行了快16分钟,然后到creating texture for quad 5462就出错了,心碎了。。。。。。。。。。。。。
第二次在 4771就出错了。。算了,还是等换新电脑再玩吧
作者: mhemh    时间: 2013-1-20 12:34
BI怎么说呢,我喜欢他改的科技树,很有意思但是比原版复杂了N多。但是也增加了不少方便的东西,比如AA的AT增强科技什么的。但是整个科技树很繁琐,尤其是坦克方面啊。单位方面很多用不着啊用不着
作者: poiu88    时间: 2013-1-20 14:55
到creating texture for quad 41xx就出错了
球安慰 球解释
作者: equeen    时间: 2013-1-20 16:42
可耻。最后一个链接居然要User Name + Password
作者: wxb747    时间: 2013-1-20 21:18
78691584 发表于 2013-1-20 11:14
第一个文件快传下载地址 http://kuai.xunlei.com/d/qfLxAAJWWgDzYPtQc17
第二个文快传下载地址 http://kua ...

活雷锋~!
作者: wxb747    时间: 2013-1-20 21:22
78691584 发表于 2013-1-20 11:38
。。。足足运行了快16分钟,然后到creating texture for quad 5462就出错了,心碎了。。。。。。。。。。。 ...

不是吧 我还没有装1.63 没有出错 这 下不敢装升级挡了啊
作者: wxb747    时间: 2013-1-20 23:22
好复杂的科技啊 看了三个半小时 终于略懂~
作者: wxb747    时间: 2013-1-21 00:12
楼主 能不能把 mod说明啥的搬运来点 我们看不了啊 勋章系统 貌似 是将领潜力 不过勋章看不懂啊
作者: doublepaopao    时间: 2013-1-21 03:30
标题: Black ICE Units Guide
本帖最后由 doublepaopao 于 2013-1-21 05:32 编辑

Land Units

Infantry

"Line" Brigade

Light Infantry Brigade - Light Infantry brigades are a light supply consuming high mobile infantry brigades. (Historic Background)
Elite Light Infantry Brigade - Elite light infantry brigades are an elite high-mobility light infantry unit. They are a low cost supply unit and perform good in bad terrain too.
French Foreign Legion - Elite light infantry for France
Bersaglieri Brigade - Elite light infantry brigades for Italy (Historic Background)
Elite Marine Brigade - Elite marines are a member of an infantry force that specializes in naval operations such as amphibious assault. Elite Marines are way more professional than regular Marines and do way better than any other unit in invasions. (Historic Background)
Ski Brigade - Special artic terrain light infantry. These guys ski through ICE! (Historic Background)
Air Landing Infantry Brigade - Heavy Glider infantry. This unit carriers heavy equipment right to the front. A Strong infantry unit only transportable by Assault Gliders.
Semi Motorized Brigade - Infantry units with motorised heavy equipment and limited truck transports. Unlike motorised infantry, semi-motorised are not truly mobile troops.
Fascist Militia Brigade - A strong politically motivated policing unit for behind the lines available for all who join the axis faction. Germany can upgrade them to SS-Cavalry.
Air Cavalry Brigade - Is a late war light infantry unit which operates with helicopters. Its a fast moving and hard hitting unit in difficult terrain, but it very expensive to form.
Kampfgruppe - This unit has fairly powerful stats but relatively low strength as a mobile main brigade. It will be formed with another small support brigade via Event only. (The US has the same units but under the name of Combined Arms Brigade). (Kampfgruppe Background - Combined Arms Brigade Background)

Support Brigade

NKVD Brigade - The infamous NKVD brigades are a strong soviet policing unit. Perfect to be used to suppress local revolts or to defend the motherland. They have very high morale thus make their division last longer in battles. (Historic Background)
Conscripts Brigade - A very weak unit with few tech upgrades. Represents a large mass of civilians hastily thrown into a battle. The unit is event OOB only and has zero frontage. Needs a frontage brigade to give it any staying power (such as the NKVD brigade). It is designed to stand and fight taking huge losses without reteating, but being too weak to inflict many losses on the attacker. It basically buys time with blood.
Armoured Trains - These are a HQ/leader protection unit with good AA defense/attack and anti partisan abilities. They have the same movement penalties as the leader units so they make a good combination. They are event OOB only and will be available for German and Soviet players.
Gurkha Brigade - Gurkhas are known for their reputation of being fierce fighters and brave soldiers. They are only buildable by Britain. This special unit is trained to fight in jungle and in desert environments. (Historic Background)
Commando Brigade - A small, but very strong assault unit that excels in bad terrain and bad situations. Expensive to train. (Historic Background)
Desant Infantry Battalion - Infantry typed tank support unit. Also known as Tank Riding Infantry. This unit is equal to a weak motorized brigade.
Armoured Infantry Battalion - Armoured Infantry unit type support brigade . This unit can be described as a weak Mechanized Brigade.

Tank

"Line" Brigade

Foreign Equipment Brigade (Captured Armour) - They are between medium and light armour however they can be converted to Tank destroyers.

Support Brigade

Light Armour Battalion - Armor Unit type support brigade. This unit is can be categorized as a weak Light Armour brigade.
Armour Battalion - Armor Unit type support brigade. A smaller support version of the Armour Brigade.
Infantry Tank Brigade - Infantry tanks were tanks designed to support the infantry in the attack. They are the best early game tanks used by the Allies and lose their throne in 1940. (Historic Background)
Amphibious Armour Brigade - Amphibious Armour is perfect for naval invasions. They provide the Hard Attack infantry can't. They work amazingly well when combined with Elite Marines or Marines.
Medium Tank Destroyer Brigade - Stronger than the Tank Destroyer Unit this unit is perfect for mass production and to counter enemy armour in the mid war era.A Useful upgrade for the early war TD brigades
Heavy Tank Destroyer Brigade - A Stronger and more effective version of the Medium Tank Destroyer unit.These units are the ultimate tank busters! Very strong hard attack but very expensive to maintain.
Assault Gun Brigade - An assault gun is designed for use in the direct fire role in support of infantry when attacking other infantry or fortified positions. (Historic Background)
Heavy Assault Gun Brigade - A Heavier and stronger version of the Assault Gun. The Heavy Assault Gun Brigade is much more expensive but way stronger than the Assault Gun Brigade. This unit is the ultimate bunker buster!

Support

Airborne Artillery Brigade - Perfect to merge with your Paratrooper divisions. They can be paradropped in to enemy territory and provide firepower to paratrooper brigades.
Pack Artillery Brigade - Pack Artillery was designed to fight in Mountain or hill regions they work very well with Mountaineers.
Super Heavy Artillery Brigade - This Unit represents Coastal Artillery and Super Heavy Howitzers. It is perfect for bombarding cities and protecting ports which may receive naval invasions. (Historic Background)
Armoured Engineers Brigade - Armoured Enginners are specialised engineer units to support tank and mechanized division formations.
Self Propelled Anti Air Brigade - Self Propelled Anti Air brigades are the best mobile Anti Air units in Black ICE. Although being fuel expensive they are very useful in the late game.
Self Propelled Artillery Brigade - Self Propelled Artillery brigades are the best mobile Artillery units in Black ICE. Although being fuel expensive they are very useful in the late war game.
Recon Cavalry Brigade - A Light Cavalry unit that is has low supply costs and performs good in non ideal terrain.
Motorcycle Recon Brigade - A low cost fuel effiecent subsitute for armoured cars. These are fast, flavour units.
Leader Unit - These units are currently just for flavour. Players can roleplay with these and move them around the map. They represent important figures or headquarters of WW2. (Later these will be added to events and triggers and will even have effects on the game when they get destroyed)
HQ Defense Unit - Just as it is named. The HQ Defense Unit provides excellent defence to important HQs. After building this unit attach them to HQs to protect them. These are a combination of part Garrison/ part AA and part MP to protect your HQ brigades.

SS Units

Were created as the armed wing of the Nazi Party's Schutzstaffel ("Protective Squadron"), and gradually developed into a multi-ethnic and multi-national military force of Nazi Germany. (Historic Background)
SS Tank Destroyer Brigade
SS Panzer Brigade
SS Motorized Brigade
SS Militia Brigade
SS Mechanized Brigade
SS Infantry Brigade
SS Heavy Armour Brigade
SS Cavalry Brigade
SS Bergsjaeger Brigade


Guard Units

Were and still are elite military units of Imperial Russia, the Soviet Union and the Russian Federation. The tradition goes back to the a chieftain's druzhina of medieval Kievan Rus' and the Marksman Troops (Стрелецкое Войско), the Muscovite harquebusiers formed by Ivan the Terrible by 1550. The exact meaning of the term "Guards" varied over time. (Historic Background)
Guard Mechanized Brigade
Guard Motorized Brigade
Guard Infantry Brigade
Guard Heavy Armour Brigade
Guard Heavy Cavalry Brigade
Guard Armor Brigade
Guard Self Propelled Rocket Artillery Brigade



作者: doublepaopao    时间: 2013-1-21 03:34
Air Units

Air Commando Brigade - Functions as a powerful to pin point strike unit over short ranges to destroy infrastucture , buildings , port and such quickly.
Jet Fighters - Cutting edge jet technologies have been implemented in to these units. They have higher speed to their propelled counter parts. (Historic Background)
Jet Bombers - Bombers equipped with jet engines provide faster speed and with advanced jet engines even greater range.
Twin Engined Fighters - Are designed to carry heavier weapons or operate at longer ranges. These air units work perfectly with Strategic or Tactical Bombers. (Historic Background)
Flying Boat - They are utilized in various tasks from anti-submarine patrol to spotting for battleships. (Historic Background)
Kamikaze - Very good at sea attack, but it is not a great unit to use in normal conditions. They are quick to build but have a high officer demand. (Historic Background)
Assault Glider - Are used by the military of various countries for carrying Glider infantry to a combat zone (Historic Background)

作者: doublepaopao    时间: 2013-1-21 03:35
Sea Units

Pocket Battleship - A Heavily Armoured Cruiser used by Germany. They have high maneuver abilities but should not go head on with better armored ships such as a battleship. (Historic Background)
Coastal Battleship - Are warships built for the purpose of coastal defence. They are rather cheap and do well in small waters. (Historic Background)
Midget Submarine - This unit is perfect for harbour penetration , convoy raiding and recon. Very High sea attack/low range/low speed/low visibility sub. (Historic Background)
Torpedo Boat - Torpedo boats were designed for high speed, operating at night, low speed torpedo ambush and manoeuvrability on the water. (Historic Background)
Anti Air Cruiser - Anti Air Cruisers have very good and advanced Anti Air systems to provide Anti Air cover to your fleet. (Historic Background)
Frigate - Frigates are very good in Anti Submarine Warfare operations especially when grouped with Escort Carriers. (Historic Background)
Escort Carrier - Escort carriers are perfect for Anti Submarine Warfare operations. Escort carriers are more effective when grouped with Frigates (Historic Background)
Light Carrier - Light carriers are intended for higher speeds to be deployed alongside fleet carriers. They are cheaper than Carriers and can carry only 1 CAG. (Historic Background)
Super Carrier - Is the logistically biggest possible build of an aircraft carrier with a larger capacity of Carrier Air Groups than Carriers. (Historic Background)
Auxiliary Ships - Represent small barges. They can transport but have limited capacity. (Historic Background)
Convoy Raiders - Is an upgrade unit of Transport Ships. Convoy Raiders excel in raiding convoys.

作者: doublepaopao    时间: 2013-1-21 03:38
标题: Units for Minors and Mids
Land Units

"Line" Brigade

Fascist Militia Brigade - A strong politically motivated policing unit for behind the lines available for all who join the axis faction. Germany can upgrade them to SS-Cavalry.
Light Infantry Brigade - Light Infantry brigades are a light supply consuming high mobile infantry brigades. (Historic Background)
Ski Brigade - Special artic terrain light infantry. These guys ski through ICE! (Historic Background)
Semi Motorized Brigade - Infantry units with motorised heavy equipment and limited truck transports. Unlike motorised infantry, semi-motorised are not truly mobile troops.

Support Brigade

Recon Cavalry Brigade - A Light Cavalry unit that is has low supply costs and performs good in non ideal terrain.
Motorcycle Recon Brigade - A low cost fuel effiecent subsitute for armoured cars. These are fast, flavour units.
Desant Infantry Battalion - Infantry typed tank support unit. Also known as Tank Riding Infantry. This unit is equal to a weak motorized brigade.
Armoured Infantry Battalion - Armoured Infantry unit type support brigade . This unit can be described as a weak Mechanized Brigade.
Light Armour Battalion - Armor Unit type support brigade. This unit is can be categorized as a weak Light Armour brigade.
Armour Battalion - Armor Unit type support brigade. A smaller support version of the Armour Brigade.

Sea Units

Coastal Battleship - Are warships built for the purpose of coastal defence. They are rather cheap and do well in small waters. (Historic Background)
Midget Submarine - This unit is perfect for harbour penetration , convoy raiding and recon. Very High sea attack/low range/low speed/low visibility sub. (Historic Background)
Torpedo Boat - Torpedo boats were designed for high speed, operating at night, low speed torpedo ambush and manoeuvrability on the water. (Historic Background)
Frigate - Frigates are very good in Anti Submarine Warfare operations especially when grouped with Escort Carriers. (Historic Background)
Light Carrier - Light carriers are intended for higher speeds to be deployed alongside fleet carriers. They are cheaper than Carriers and can carry only 1 CAG. (Historic Background)
Auxiliary Ships - Represent small barges. They can transport but have limited capacity. (Historic Background)
作者: doublepaopao    时间: 2013-1-21 03:42
Suggested Division Compositions

Motorized
Motorized
Light Armour Battalion
Motorized Artillery

Motorized
Motorized
Armour Battalion
Motorized Artillery

Motorized
Armour Battalion
Engineer
Motorized AA

Motorized
Motorcycle Recon
Light Armour Battalion
Motorized Artillery

(Early Cheap Armoured)

Infantry Tank
Desant Infantry Battallion
Desant Infantry Battallion
Engineers

(Late Cheap Armoured)

Armor Battalion
Armoured Infantry Battalion
Armoured Engineers
Motorized Anti Air.

Light Armour Battalion
Recon Cavalary
Motorcycle Recon
Light Infantry

Stable Defensive Division Composition for Coastal Areas:

Super Heavy Artillery
Garrison
Garrison
Anti air

Suppressive Fascist Division Composition for Revolting Territory:

Fascist Militia
Recon Cavalry
Motorcycle Recon
Cavalry

Fascist Militia
Fascist Militia
Military Police
Armoured Car

Suppressive Communist Division Composition for Revolting Territor:

NKVD Brigade
NKVD Brigade
Cavalry
Motorcycle Recon

NKVD Brigade
Fascist Militia
Armoured Car
Motorcycle Recon

Suppressive Division Composition for Allies:

Garrison
Garrison
Military Police
Military Police

Mobile Suppressive Division Composition for Allies:


Semi Motorized
Semi Motorized
Armoured Car
Cavalry

Stable Garrison Composition to defend Territory:

Garrison
Garrison
Anti Tank
Artillery

Stable Communist Composition to defend Territory:

NKVD Brigade
Militia
Anti Tank
Artillery

NKVD Brigade
Militia
Militia
Anti Tank
作者: doublepaopao    时间: 2013-1-21 03:46
标题: 各国特色将领技能
本帖最后由 doublepaopao 于 2013-1-21 05:50 编辑

有特色将领技能的国家为:大小胡子、面条、霓虹、牛、鸡、大叔以及西共、民西(不要问偶为啥会有最后那两个)

# #################################
# German Traits
# #################################


Waffen-SS = {
        allowed_leader = { land }
        dissent_impact = -0.80
}
German_Cross = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Grand_Cross = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Hindenburg_Cross = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Iron_Cross = {
        allowed_leader = { land }
        xp_gain = 0.030
       
}
Knights_Cross = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Long_Service = {
        allowed_leader = { land air }
        xp_gain = -0.050
}
Military_Merit_Order = {
        allowed_leader = { land }
        xp_gain = 0.01
}
Pour_le_Merite = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
War_Merit_Cross = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Kriegsmarine_Command = {
        allowed_leader = { land }
        supply_consumption = -0.25
        xp_gain = 0.15
}
Luftwaffe_Command = {
        allowed_leader = { land }
        supply_consumption = -0.25
        xp_gain = 0.15
}
Reichsfuhrer_SS = {
        allowed_leader = { land }
        xp_gain = -0.75
}

# #################################
# United Kingdom Traits
# #################################


Victory_Medal = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Victoria_Cross = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
General_Service_Medal = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Conspicuous_Galantry_Cross = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Most_Excellent_Order = {
        allowed_leader = { land }
        xp_gain = 0.050
}
1914-1915_Star = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Military_Cross = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Distinguished_Service_Order = {
        allowed_leader = { land air }
        defence_modifier = 0.1
}
Silver_War_Badge = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Royal_Navy = {
        allowed_leader = { sea }
        spotting_chance = 0.2
}
Royal_Air_Force = {
        allowed_leader = { air }
        strategic_attack = 0.15
}

# #################################
# United States Traits
# #################################


Navy_Cross = {
        allowed_leader = { land sea}
        offence_modifier = 0.05
}
Medal_of_Honor = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Purple_Heart = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Distinguished_Flying_Cross = {
        allowed_leader = { air }
        xp_gain = 0.030
}
Legion_of_Merit = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Soldiers_Medal = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Distinguished_Service_Medal = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Silver_Star = {
        allowed_leader = { land air }
        defence_modifier = 0.050
}
Distinguished_Service_Cross = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# Soviet Union Traits
# #################################


Golden_Star = {
        allowed_leader = { land air }
        offence_modifier = 0.05
}
Order_of_Victory = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Red_Star_Order = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Order_of_Red_Banner = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Order_of_the_Patriotic_War = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Badge_of_Honor = {
        allowed_leader = { land }
        xp_gain = -0.050
}
For_Combat_Merits = {
        allowed_leader = { land }
        xp_gain = 0.010
}
For_Valor = {
        allowed_leader = { land air }
        defence_modifier = 0.050
}
Order_of_Lenin = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
NKVD = {
        allowed_leader = { land }
        dissent_impact = -0.80
}

# #################################
# Japanese Traits
# #################################


Inter-Allied_Victory_Medal = {
        allowed_leader = { land air }
        offence_modifier = 0.05
}
Order_of_the_Rising_Sun = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Boxer_Rebellion = {
        allowed_leader = { land }
        dissent_impact = -0.80
}
Manchuria_Incident = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Order_of_the_Golden_Kite = {
        allowed_leader = { land }
        xp_gain = 0.050
}
1914-1915_War_Medal = {
        allowed_leader = { land air }
        defence_modifier = 0.050
}
China_Incident_1931 = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Russo-Japanese_War_Medal = {
        allowed_leader = { land }
        defence_modifier = 0.1
}
Order_of_the_Sacred_Treasure = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# French Traits
# #################################


French_Inter-allied_Victory_Medal = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Legion_of_Honor = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Upper_Silesia_Medal = {
        allowed_leader = { land }
        xp_gain = -0.025
}
French_War_Cross = {
        allowed_leader = { land }
        xp_gain = 0.030
}
French_Military_Medal = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Medal_for_Escapees = {
        allowed_leader = { land }
        xp_gain = -0.050
}
TOE_War_Cross = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Combatants_Cross = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Colonial_Medal = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# Italian Traits
# #################################


Order_of_Military_Medal = {
        allowed_leader = { land }
        offence_modifier = 0.05
}
Order_of_the_Holy_Annuntiation = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
For_Valor_Silver_Medal = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Order_of_the_Crown_of_Italy = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Order_of_Saint_Lazarus = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Italy_Now_and_Forever = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Italian_War_Cross = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Italian_Colonial_Order = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
East_Africa_Campaign_Medal = {
        allowed_leader = { land }
        supply_consumption = -0.050
}

# #################################
# Romanian Traits
# #################################


Order_of_Michael_the_Brave = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Order_of_the_Star_of_Romania = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Order_of_the_Crown_of_Romania = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Military_Vertue = {
        allowed_leader = { land }
        xp_gain = -0.025
}
Bene_Merenti = {
        allowed_leader = { land }
        xp_gain = 0.010
}
Loyal_Service = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Ferdinand_I_Order = {
        allowed_leader = { land }
        offence_modifier = 0.050
}
For_Merit = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
1916-1917_Cross = {
        allowed_leader = { land }
        xp_gain = -0.050
}

# #################################
# Republican Spain Traits
# #################################


Placa_Laureada_de_Madrid = {
        allowed_leader = { land }
        dissent_impact = 0.5
}
Ejercito_Popular_Regular = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Brigadas_Internacionales = {
        allowed_leader = { land }
        offence_modifier = 0.050
}
Milicias_Confederadas = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Comunista = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Anarquista = {
        allowed_leader = { land }
        out_of_supply_modifier = -0.16
}
Defensor_de_Madrid = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Quinto_Regimiento = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
F.A.R.E. = {
        allowed_leader = { air }
        tactical_attack = 0.1
}
A.R.E. = {
        allowed_leader = { sea }
        spotting_chance = 0.2
}

# #################################
# Nationalist Spain Traits
# #################################


Cruz_Laureada_de_San_Fernando = {
        allowed_leader = { land }
        dissent_impact = 0.5
}
Ejercito_de_Africa = {
        allowed_leader = { land }
        combat_move_speed = 0.05
}
Veterano_de_Marruecos = {
        allowed_leader = { land }
        xp_gain = -0.050
}
Academia_Militar = {
        allowed_leader = { land }
        supply_consumption = -0.050
}
Legion_Espanola = {
        allowed_leader = { land }
        offence_modifier = 0.050
}
Medalla_Militar_Individual = {
        allowed_leader = { land }
        xp_gain = 0.050
}
Comunion_Tradicionalista = {
        allowed_leader = { land }
        out_of_supply_modifier = -0.16
}
Falange_Espanola = {
        allowed_leader = { land }
        defence_modifier = 0.050
}
Legion_Condor = {
        allowed_leader = { air }
        tactical_attack = 0.1
}
Corpo_Truppe_Volontarie = {
        allowed_leader = { land }
        xp_gain = 0.030
}
Armada_Nacional = {
        allowed_leader = { sea }
        spotting_chance = 0.2
}
作者: 78691584    时间: 2013-1-21 07:58
这么多,竟然还有建议怎么组合,现在问题是游戏出错!!
作者: wxb747    时间: 2013-1-21 09:09
昨天晚上研究了 4个小时 也就是说从开游戏到睡觉 一直在研究科技树 兵种组合 海军配置
私以为 德国袖珍战列配重巡是个不错的选择 巡洋舰应用 科技少 ic少 关键是 基础应用比战列高
步兵想了好多中配置 兵种实在多 今天晚上再琢磨琢磨 不过我玩着玩着 又会出现 文字贴图缺失 慢慢整个界面文字图片显示都不正常了的问题 不知道这到底是咋回事 玩八月风暴时候也出这问题 可是女皇那个末日mod缺不会出问题 郁闷的很啊
作者: wxb747    时间: 2013-1-21 13:04
[attach]629117[/attach][attach]629118[/attach]
就这样 玩一段 就成这了 玩八月风暴时候也会这样 郁闷死啊~!
作者: doublepaopao    时间: 2013-1-21 13:43
wxb747 发表于 2013-1-21 15:04
就这样 玩一段 就成这了 玩八月风暴时候也会这样 郁闷死啊~!

这个情况也有遇到,偶的战报到42年全球混战后,有时候开在那不玩去陪LP2、3小时再继续玩就会这样了,基本上这就是配置的瓶颈所在了,换句话说,越往后这种情况会出现得更多
作者: doublepaopao    时间: 2013-1-21 13:44
标题: 1.6.2的DEFINE
本帖最后由 doublepaopao 于 2013-1-21 15:57 编辑

defines = {

start_date = '1936.1.1',
end_date = '1968.1.1',

land_combat = 'land_doctrine_practical',
naval_combat = 'naval_doctrine_practical',
air_combat = 'air_doctrine_practical',
bombing = 'air_doctrine_practical',

base_militia = 'militia_brigade',

country = {
        CORE_LOSE                                 = 50,
        CORE_GAIN                                 = 50,
        YEARS_OF_NATIONALISM         = 20,   -- Years of Nationalism
        YEARS_UNTIL_BROKEN                 = 1,    -- Years until rebel held capital results in broken country.
        REBEL_ACCEPTANCE_MONTHS = 40,
        ELECTION_RANDOMNESS         = 0.15,
        ELECTION_MINISTER_DISSENT_PENALTY = -0.1,
        MAX_NUMBER_OF_SPIES         = 10,
        SPY_DETECTION_CHANCE         = 0.1,
        SPY_MISSION_CHANGE_DAYS = 7,
        SPY_CONNECTION_DETECTION_CHANCE          = 0.5,
        SPY_BASE_CONNECTION_DETECTION_CHANCE = 0.5,
        SPY_UNIT_DETECTION_CHANCE                 = 0.5,
        SPY_INTEL_MISSION_BONUS                 = 0.5,   -- % better when focusing on a field
        SPY_PARTY_ORGANIZATION_BOOST         = 0.01,
        BASE_TECH_DECAY                                 = -0.02,  -- how many percent lost each month in tech categories.
        MAX_TECH_ABILITY                                = 24,
        TECH_ABILITY_GAIN_DIVISOR                = 10,
        NUKE_UNITY_IMPACT        = 5.0,                -- impact from being nukes.
        MOBILIZE_THREAT_IMPACT = 1.0,        -- threat from when mobilizing.
        SPY_THREAT_INCREASE_ACTION = 0.04,        -- daily threat increase from spy action
        POPULARITIY_RANDOMNESS = 10,
        PARTY_POP_CHANGE_RATE = 10, -- Inversly affects how fast party popularity gets closer to organisation
        MOBILIZATION_BONUS_DAYS = 45, -- Number of days reinforcements benefit from mobilization
        NO_MISSION_SPY_DETECTION_MULTIPLIER = 0.1, -- The risk of being detected is multiplied with this number when not performing any missions
        DEMOBILIZATION_FACTOR = 1.0, -- The amount of manpower you get back from units when demobilizing.
        NUMBER_OF_VICTORY_CONDITIONS = 15, -- The number of victory conditions each faction needs to pick.
        VICTORY_CONDITIONS_TO_WIN = 12, -- The number of victory conditions each faction needs to win.
        PARTY_POPULARITY_CUTOFF = 0.1, -- limit when calculating cabinet positions
        COUP_CHANCE_PER_POSITION = 0.1,
        PEACETIME_MANPOWER_ROTATION_LOW_SUPPLY_FACTOR = 1.25, -- affects peacetime_manpower_rotation modifier due to low supplies.
        SPY_BASE_PRODUCTION_DETECTION_CHANCE = 0.5,
        SPY_COVERT_OPS_GAIN = 0.5, -- monthly gain per spy
        SPY_COVERT_OPS_MAX = 50,
        COUP_COVERT_OPS_COST = 20,
        ROUGH_COUNTRY_RUIN_EST_MODIFIER = 0.15, -- balance rough estimation of country in ruins (bombing damage to % estimation used in strat warfare window)
        TECHNOLOGY_YEAR_IMPACT = 2.5,
        TECH_ESPIONAGE_BASE_CHANCE = 2,
        TECH_ESPIONAGE_TECH_PICK_FACTOR = 0.3,
        SPY_MILITARY_INTEL_TIME_BASE = 32,
        MILITARY_ESPIONAGE_DETECTION_CHANCE = 0.6,
        MILITARY_ESPIONAGE_AT_BASE_CHANCE = 2,
        SPY_MILITARY_INTEL_LOCAL_TIME_BASE = 15
},

economy = {
        MAX_PROVINCE_SELL_PRICE         = 2000,
        LEADERSHIP_TO_DIPLOMACY         = 0.8,         -- Leadership to Diplomatic Influence factor.
        IC_TO_MONEY                         = 0.04,
        IC_TO_CONSUMER_GOODS                 = 5.0,
        IC_TO_SUPPLIES                         = 8.0,
        CONVOY_BUILD_COST                 = 1.5,
        CONVOY_BUILD_TIME                 = 40,
        ESCORT_BUILD_COST                 = 3,
        ESCORT_BUILD_TIME                 = 100,

        LEADERSHIP_TO_SPIES                 = 0.05, -- was 0.05
        BUILDING_REPAIR_SPEED                 = 0.05,
        LEADERSHIP_TO_OFFICERS                 = 3.0,
        THREAT_FROM_CONVOYS_MODIFIER        = 0.1,
        CONVOY_CONSTRUCTION_SIZE         = 15,
        MAX_DAILY_TRADE                        = 100,
        CONVOY_PATH_LENGTH_MULT                = 0.33,  -- Convoy path length effect on needed transports
        CONVOY_TRADE_WEIGHT_MULT        = 0.4,         -- Trade route convoy effect on needed transports
        RESOURCE_TO_IC_COST                        = 0.25,         -- For calc IC from damage done to resources (for strat warfare overview)
        CARGO_TONS_SUNK_SCALE                = 1000.0,
        LL_CONVOY_EFF_IMPACT                = 0.4,  -- How much decreases efficiency when convoy is sunk. (f.ex. if impact is 25% and sunk only a half of total transports, then efficiency reduces by 12.5%)
        LL_CONVOY_EFF_REGAIN                = 0.01          -- How much efficiency % regenerates every day.
},

military = {
        MAX_MANPOWER = 10,
        HISTORICAL_MODEL_MAX = 30,         -- historical models max
        BASE_CHANCE_TO_AVOID_HIT = 85.0,        -- Base chance to avoid hit if defences left.
        CHANCE_TO_AVOID_HIT_AT_NO_DEF = 65.0,        -- chance to avoid hit if no defences left.

        RIVER_CROSSING_PENALTY = -0.60,        -- base river crossing penalty.
        AMPHIBIOUS_LANDING_PENALTY = -0.7,        -- amphibious landing penalty
        PARADROP_PENALTY = -0.7,        -- paradrop penalty
        MULTIPLE_COMBATS_PENALTY = 0.55,        -- multiple combat modifier
        ENVELOPMENT_PENALTY = 0.35,        -- envelopment penalty, for each direction.
        ENCIRCLED_PENALTY = 0.8,        -- for completely encircled units.
        DIG_IN_FACTOR = 0.01,        -- dig-in factor.
        COMBAT_SUPPLY_LACK_IMPACT = 0.3,        --combat penalty factor on lack of supplies.

        COMBAT_DISSENT_IMPACT = 0.02,        -- dissent modifier in combat.
        PRIDE_SUNK_DISSENT_IMPACT = 5,        -- Pride of the Fleet Sunk impact
       
        SUPPLY_TAX = 0.1,        -- supplies cost for moving through a province.
        PARTISAN_EFFECT_ON_SUPPLY_TAX = 0.02,
        SUPPLYPOOL_DAYS = 35,        -- days of supply.

        SUPPLY_SAME_AREA_DIST_CUTOFF = 5, -- No convoys to within this many provinces from the main supplier province
        PARASUPPLYPOOL_DAYS = 7, -- when paradropped
        RADAR_RANGE = 0.09,
        BASE_RADIO_STRENGTH = 10,
        EXP_GAIN_LAND = 0.15,
        EXP_GAIN_NAVAL = 3.0,
        EXP_GAIN_AIR = 0.2,
        EXP_GAIN_DIV = 1.0,
        EXP_GAIN_LEADER = 65.0,
        EXP_GAIN_CONVOY_MODIFIER = 0.25, -- general modifier for gained exp by convoy raiding.
        PRIDE_BONUS_EXP = 2,
        PRIDE_BASE_REDESIGNATION_DISSENT = 1,
        LAND_SPEED_MODIFIER = 0.05,
        NAVAL_SPEED_MODIFIER = 0.25,
        AIR_SPEED_MODIFIER = 0.1,       
        MINIMUM_STRENGTH = 50,                --minimum strength of a land division at production.  50 = 5000 men.
        BRIGADES_IN_DIVISION = 4,        --number of allowed brigades in a division.
        COMBAT_LEADER_IMPACT = 0.05,
       
        COMBAT_MOVEMENT_SPEED = 0.01,       
        COMBAT_PUSHBACK_DAMAGE = 0.20,       
        COMBAT_PUSHBACK_CHANCE_FOR_DAMAGE = 60,        -- 10 = 10%
        UNIT_ATTACK_DELAY = 120,        UNIT_ATTACK_DELAY_PERIOD = 12, --  if combat time below this attack delay scales downwards
        UNIT_ATTACK_DELAY_MODIFY = 10,
        PARATROOP_MISSION_DELAY = 120,         -- Paratroops cannot make another attack drop before this many hours
        PARATROOP_DROP_ORG_MULT = 0.50, -- Paratroop org is multiplied with this after they have landed (and combat is over)
        PARATROOP_DROP_ORG_MULT_PLANE = 0.01, -- transport planes get their org multiplied with this after performing a mission
        PARATROOP_MISSION_ORG_REQ = 0.75, -- Paratroop brigades need at least this percent of max org to perform drops
        UNIT_DIGIN_CAP = 60,
        BOMB_STRATEGIC_RESOURCES_INFRA_FRACTION = 0.08, -- As Less infra as more damage causes bombing to supplies (this factor makes the difference more or less noticable)
        BOMB_STRATEGIC_RESOURCES = 0.12,
        BOMB_STRATEGIC_PRODUCTION = 0.009,
        BOMB_STRATEGIC_BUILDINGS = 0.009,
        BOMB_REGIMENT_DAMAGE_MODIFIER = 0.8, -- bombing ground units (damage modifier > 1 makes the bomb attack stronger)
        BOMB_SHIP_DAMAGE_MODIFIER = 0.80, -- bombing ships
        BOMB_WING_DAMAGE_MODIFIER = 10.15, -- bombing airplanes (on ground)
        OFFICER_COMBAT_LOSS = 0.030,
        AGGRESSIVE_ORGANISATION_LIMIT = 0.30,
        DEFENSIVE_ORGANISATION_LIMIT = 0.50,
        PASSIVE_ORGANISATION_LIMIT = 0.60,
        AGGRESSIVE_STRENGTH_LIMIT = 0.3,
        DEFENSIVE_STRENGTH_LIMIT = 0.60,       
        PASSIVE_STRENGTH_LIMIT = 0.8,
        CAG_DUTY_MINIMUM_ORG_LIMIT = 0.20,
        LAND_COMBAT_THREAT_IMPACT = 0.06,
        NAVAL_COMBAT_THREAT_IMPACT = 0.20,
        AIR_COMBAT_THREAT_IMPACT = 0.01,
        BOMBING_THREAT_IMPACT = 0.15,
        LAND_DOCTRINE_INCREASE = 0.001,
        NAVAL_DOCTRINE_INCREASE = 0.01,
        AIR_DOCTRINE_INCREASE = 0.01,
        BOMBING_DOCTRINE_INCREASE = 0.01,
        COMBAT_DIFFICULTY_IMPACT = 0.10,
        BASE_COMBAT_WIDTH = 12,
        ADDITIONAL_COMBAT_WIDTH = 6,
        RETREAT_PROGRESS = 1.2,
        BASE_NIGHT_PENALTY = -0.7,
        BASE_FORT_PENALTY = -0.15,
        BASE_STACKING_PENALTY = -0.025,
        RADAR_COMBAT_IMPACT = 0.095,
        COMBAT_EVENT_DURATION = 10,
        STRAT_RAIDER_FOUGHT_IMPACT = 0.2,
        STRAT_BOMBER_FOUGHT_IMPACT = 0.1,
        STRAT_BOMBER_NONCRIT_IMPACT_FRACTION = 0.25, --non cores affect unity less
        STRAT_AIR_RAIDER_FOUGHT_IMPACT = 0.02,
        STRAT_NO_ALLIES_HELP_PENALTY = -0.001,
        STRAT_ALLIES_HELP = 0.1,
        STRAT_BOMBING_PENALTY = -0.03,
        STRAT_CONVOY_DAMAGE = -0.4,
        LAND_COMBAT_ORG_DICE_SIZE = 10,
        LAND_COMBAT_STR_DICE_SIZE = 4,
        LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE = 5,
        LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE = 11,
        LAND_COMBAT_STR_DAMAGE_MODIFIER = 0.2,
        LAND_COMBAT_ORG_DAMAGE_MODIFIER = 0.7,
        AIR_COMBAT_ORG_DICE_SIZE = 8,
        AIR_COMBAT_STR_DICE_SIZE = 4,
        AIR_COMBAT_CRITICAL_HIT_DAMAGE_MUL = 5,
        AIR_COMBAT_CRITICAL_HIT_DAMAGE_CHANCE = 1,
        AIR_COMBAT_ORG_DAMAGE_MODIFIER = 4.8,
        AIR_COMBAT_STR_DAMAGE_MODIFIER = 9.5,
        AIR_COMBAT_NAV_SURPRISE_CHANCE = 30, -- Chance of attacking naval bombers getting a surprise bonus (%)
        AIR_COMBAT_NAV_SURPRISE_BONUS = 0.50, -- Naval bomber surprise attack bonus
        AIR_COMBAT_NAV_SURPRISE_ROUNDS = 1, -- Combat rounds that the naval bomber surprise chance lasts
        AIR_COMBAT_CAG_ORG_DAMAGE_MOD = 0.45, -- ORG damage to CAGs is multiplied by this
        AIR_COMBAT_CAG_STR_DAMAGE_MOD = 0.45, -- STR damage to CAGs is multiplied by this
        NAVAL_COMBAT_ORG_DICE_SIZE = 3,
        NAVAL_COMBAT_STR_DICE_SIZE = 6,
        NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_MUL = 6,
        NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_CHANCE = 1,
        NAVAL_COMBAT_ORG_DAMAGE_MODIFIER = 1.0, -- Average damage is the same, but it will be more consistent with less randomness.
        NAVAL_COMBAT_STR_DAMAGE_MODIFIER = 0.3, -- Average Strength damage is a bit higher and there will be much more randomness in it!
        NAVAL_COMBAT_SUB_SURPRISE_CHANCE = 50, -- Chance of attacking subs getting a surprise bonus (%)
        NAVAL_COMBAT_SUB_SURPRISE_BONUS = 1.0, -- Sub surprise attack bonus
        NAVAL_COMBAT_SUB_SURPRISE_ROUNDS = 2, -- Combat rounds that the sub surprise chance lasts

        AIR_COMBAT_ON_BOMBING = -0.25,
        BASE_PROXIMITY_BONUS = 0.2,
        INTERCEPT_ATTACK_BONUS = 0.20,
        AIR_SUP_DEFEND_BONUS = 0.35,
        SHORE_BOMBARDMENT_MOD = -0.02,
        SHORE_BOMBARDMENT_CAP = -0.75,
        AIR_STACKING_PENALTY = -0.007,
        NAVAL_STACKING_PENALTY = -0.02,                        -- OBSOLETE
        NAVAL_STACK_POS_HULL_LIMIT = 16,                -- Total Hull size up to this is fine before taking stacking penalty
        NAVAL_STACK_POS_PENALTY_HULL_MULT = 0.10,         -- Every hull point above the limit gives this positioning penalty
        NAVAL_STACK_POS_PENALTY_MAX = 1, -- maximum possible penalty due to size/positioning
        AIR_STACKING_PENALTY_MAX = -0.8,
       
        STRAT_REDEP_BASE_SPEED = 20,
        STRAT_REDEP_SUPPLY_MOD = 1.6,
        STRAT_REDEP_ORG_LOSS = 0.05,
        AIR_RANK_1 = 6,
        AIR_RANK_2 = 9,
        AIR_RANK_3 = 12,
        AIR_RANK_4 = 18,
        NAVAL_RANK_1 = 6,
        NAVAL_RANK_2 = 12,
        NAVAL_RANK_3 = 18,
        NAVAL_RANK_4 = 30,
        RADIO_CORPS_LEADER_DISTANCE = 250,
        RADIO_ARMY_LEADER_DISTANCE = 450,
        RADIO_ARMYGROUP_LEADER_DISTANCE = 700,
        RADIO_THEATHRE_LEADER_DISTANCE = 2500,

       
        OWNED_AND_CONTROLLED_THROUGHPUT_CAP_BONUS = 4,
        INFRA_THROUGHPUT_IMPACT = 3,

        SURPRISE_BONUS = 0.33,
        STATIC_AA_SCALE = 5.0,
        AIR_SUPPLY_FACTOR = 0.5,
        UNIT_UPGRADE_COST = 0.8, -- was 0.5
        UNIT_UPGRADE_TIME = 0.4,

        UNIT_UPGRADE_PRACTICAL_MOD = 0.9, -- smaller value gives less practical on upgrade
        MAX_OFFICERS = 1.1, -- officer ratio max for bonus
        LOW_ORG_REGAIN_BONUS = 0.50,
        SPAWN_PARTISAN_LIMIT = 0.5,
        SPAWN_UNDERGROUND_LIMIT = 1,
        MAX_UNDERGROUND_DISTANCE = 1000,
        **UND_INITIAL_STRENGTH = 0.8,
        UNDERGROUND_STRENGTH_GAIN = 0.05,
        UNDERGROUND_DETECT_CHANCE = 2,
        UNDERGROUND_PARTISAN_STRENGTH = 1,
        UNDERGROUND_SPAWN_STRENGTH = 0.8,
        PARADROP_MIN_TIME = 0,
        NAVAL_INTERCEPTION_AFTER_ATTACK_FACTOR = 1.3,
        NAVAL_BASE_EFFICIENCY = 8, -- base throughput cap on ports
        AMPHIBIOUS_INVADE_SPEED_BASE = 0.7, -- every hour movement progress on amphibious invasion
        AMPHIBIOUS_INVADE_MOVEMENT_COST = 24.0, -- total progress cost of movement while amphibious invading
        AMPHIBIOUS_INVADE_ATTACK_LOW = 0.8, -- low and high cap of attack modifier scale. Scale interpolated by invasion progress.
        AMPHIBIOUS_INVADE_ATTACK_HIGH = 1.2,
        AMPHIBIOUS_INVADE_DEFEND_LOW = 1.0, -- low and high cap of defend modifier scale. Scale interpolated by invasion progress.
        AMPHIBIOUS_INVADE_DEFEND_HIGH = 1.2,
        AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE = 2.0, -- scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech.
        LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR = 0.2, -- damage reduction if armor outclassing enemy
        LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR = 0.2, -- damage reduction if armor outclassing enemy

        TACTIC_SWAP_FREQUENCEY = 24, -- hours of combat before tactis are automatically changed
        INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR = 0.35, -- higher chance factor of picking a counter tactic if has initiative
        AGGRESSIVNESS_SELECTION_IMPACT = 0.5, -- effect of aggressivness slider on tactic selection
        SHIP_UPGRADE_SPEED_MOD = 2.0,
        AIR_UPGRADE_SPEED_MOD = 1.0,
        LAND_UPGRADE_SPEED_MOD = 1.0,
        CAG_STACKING_PENALTY = 0.2,
        CAG_SHIP_ATTACK_STR_BONUS = 2.0, -- attack bonus if CAG attacks ships who are busy in combat
        CAG_SHIP_ATTACK_ORG_BONUS = 2.5,
        NEW_LEADER_ORG_HIT = 0.3
},

diplomacy = {
        WARDEC_BELIGERENCY = 25.0,
        WARDEC_WAR_DIPLOMACY_HIT = 100.0,
        WARDEC_INFLUENCE_COST = 0.0,
        JOIN_ALLIANCE_INFLUENCE_COST = 2.0,
        LEAVE_ALLIANCE_INFLUENCE_COST = 1.0,
        GUARANTEE_INFLUENCE_COST = 3.0,
        REVOKE_GUARANTEE_INFLUENCE_COST = 1.0,
        CALLALLY_INFLUENCE_COST = 1.0,
        NAP_INFLUENCE_COST = 5.0,
        PURCHASE_INFLUENCE_COST = 0.0,
        EMBARGO_INFLUENCE_COST = 3.0,
        MILACCESS_INFLUENCE_COST = 1.0,
        INFLUENCE_INFLUENCE_COST = 0.1,
        RELATION_INFLUENCE_COST = 1.0,
        JOINBLOCK_INFLUENCE_COST = 5.0,       
        ALLIANCE_NEUTRALITY_LIMIT = 25.0,
        ALLIANCE_RELATION_CHANGE = 15.0,
        ALLIANCE_REJECT_RELATION_CHANGE = -50.0,
        GUARANTEE_NEUTRALITY_LIMIT = 60.0,
        NAP_RELATION_CHANGE = 50.0,
        LEAVE_NAP_RELATION_CHANGE = -30.0,
        NAP_JOIN_INFLUENCE_COST = 5.0,
        NAP_REJECT_RELATION_CHANGE = -20.0,
        LEAVE_NAP_INFLUENCE_COST = 1.0,
        LEAVE_NAP_THREAT_COST = 5.0,
        MILACC_ACCEPT_RELATION_CHANGE = 10,
        MILACC_DECLINE_RELATION_CHANGE = -10,
        MILACC_CANCEL_RELATION_CHANGE = -20,
        REVOKE_GUARANTEE_RELATION_CHANGE = -20,
        DAYS_OF_INFLUENCE_RELATION_CHANGE = -1,
        DAYS_OF_ALIGN_RELATION_CHANGE = -1,
        ALIGN_INFLUENCE_COST = 1.0,
        EMBARGO_RELATION_CHANGE = -30.0,
        EMBARGO_NETRALITY = 50.0,
        EMBARGO_THREAT_COST = 1.0,
        JOIN_FACTION_INFLUENCE_COST = 2,
        INVITE_FACTION_INFLUENCE_COST = 1,
        JOIN_FACTION_NEUTRALITY = 15.0,
        INVITE_FACTION_NEUTRALITY = 15.0,
        TRADE_RELATION_CHANGES = 15.0,
        TRADE_INFLUENCE_COST = 1.0,
        TRADE_CANCEL_INFLUENCE_COST = 0.0,
        TRADE_CANCEL_RELATION_COST = 5.0,
        EXPEDITION_INFLUENCE_COST = 0.0,
        EXPEDITION_RETURN_TIME = 1.0,
        EXPEDITION_RECLAIM_TIME = 1.0,
        LICENCE_INFLUENCE_COST = 1.0,
        ALLOW_DEBT_INFLUENCE_COST = 1.0,
        REVOKE_DEBT_INFLUENCE_COST = 1.0,
        YEARS_TO_REPAY_DEBT = 50.0,
        INFLUENCE_UPKEEP = 1.0,
        REGULAR_CONSTRUCTION_THREAT_IMPACT = 0.1,
        NEUT_INCREASE_DIFF_CONTINENT = 15,
        NEUT_REDUCTION_AT_CLAIMS = 20,
        SHARE_TECH_INFLUENCE_COST = 1.0,
        SHARE_TECH_LEADERSHIP_COST = 1.0,
        NAP_EXPIRY_MONTHS = 21,                                -- NAPs expire after this many months
        NAP_UNBREAKABLE_MONTHS = 10,                        -- NAPS cannot be broken for this many months
        NAP_FORCE_BALANCE_RULE_MONTHS = 3,                -- The NAP border force balance rule changes with this interval
        NAP_BREAK_FORCE_BALANCE_1 = 2.0,                -- 2-1 brigades along the border required to break NAP
        NAP_BREAK_FORCE_BALANCE_2 = 1.0,                -- 1-1 brigades along the border required to break NAP
        NAP_BREAK_FORCE_BALANCE_3 = 0.5,                -- 1-2 brigades along the border required to break NAP
        NAP_EXPIRY_ALERT_MONTHS_AHEAD = 3,  -- That many months ahead the alert will appear.
        WARGOAL_ADD_COOLDOWN = 1, -- 1  month
        LEND_LEASE_NEUTRALITY_LIMIT = 60.0,
        LEND_LEASE_MAX_IC_LOW = 0.05,        -- bounds of % of our IC that we can share with LL. Interpolated by current neutrality vs LEND_LEASE_NEUTRALITY_LIMIT aspect.
        LEND_LEASE_MAX_IC_HIGH = 0.90
},

alignment = {
        ALIGNMENT_INTERVAL = 24,
        RELATION_WEIGHT = 0.07,
        IDEOLOGY_WEIGHT = 4.00,
        PROXIMITY_WEIGHT = 0.06,
        REVANCHISM_WEIGHT = 1.0,
        THREAT_WEIGHT = 0.3,
        REPULSION_WEIGHT = 0.03,
        FACTION_JOIN_DIST = 25.0,
        FACTION_STRAT_BONUS_DIST = 100.0,
        FACTION_THREAT_DIST = 400.0,
        WAR_THREAT = 3.0,
        LARGE_COUNTRY_IC = 300.0, -- used to scale threat impact with country IC
        REPULSION_IC_FACTOR = 9        -- If a country is of another ideology, the repulsion factor is modified by this value times its max IC, divided by the faction IC
},

map = {
        SUEZ = 11381,
        SUEZ_BLOCKER = 5612,
        PANAMA = 11383,
        PANAMA_BLOCKER = 7717,
        BALTIC = 10517,
        BALTIC_BLOCKER = 1740,
        BLACKSEA = 11382,
        BLACKSEA_BLOCKER = 4503,
        GIBRALTAR = 10559,
        GIBRALTAR_BLOCKER = 5191
},


weather = {
        PRESSUREMIN                         = 870,
        PRESSUREMAX                         = 1090,
        PRESSUREDEFAULT                 = 1013,
        PRESSURESTEP                        = 5,
        PRESSUREREDUCTION                = 2,
        PRESSUREPROPAGATION         = 10,
        PRESSURETHRESHOLD                 = 300,
        MAXHUMIDITY                         = 100,
        MINHUMIDITY                         = 0,
        MAXFROMEACHPRESSURE         = 8,
        HIGHTEMPERATUREATTRITIONTHRESHOLD         = 30,
        LOWTEMPERATUREATTRITIONTHRESHOLD         = -5,    -- was -10
        WINDATTRITIONTHRESHOLD                                 = 30,
        CLOUDCOVERAGETEMPERATUREDROP                 = 8,
        LANDRAINIMPACTMODIFIER                                = 0.005,
        LANDRAINIMPACTCAP                                         = 0.90,
        LANDLOWTEMPERATURETHRESHOLD                 = -5,   -- was -1
        LANDLOWTEMPERATUREIMPACT                        = 0.60,
        LANDHIGHTEMPERATURETHRESHOLD                 = 30,
        LANDHIGHTEMPERATUREIMPACT                         = 0.05,
        AIRLOWTEMPERATURETHRESHOLD                         = -5,
        AIRLOWTEMPERATUREIMPACT                         = 0.2,
        AIRHIGHTEMPERATURETHRESHOLD                 = 30,
        AIRHIGHTEMPERATUREIMPACT                         = 0.2,
        AIRWINDSPEEDMODIFIER                                 = 0.025,
        AIRCLOUDMODIFIER                                         = 0.35,
        AIRRAINMODIFIER                                         = 0.05,
        BOMBLOWTEMPERATURETHRESHOLD                 = -5,
        BOMBLOWTEMPERATUREIMPACT                         = 0.25,
        BOMBHIGHTEMPERATURETHRESHOLD                 = 30,
        BOMBHIGHTEMPERATUREIMPACT                         = 0.2,
        BOMBWINDSPEEDMODIFIER                                 = 0.025,
        BOMBCLOUDMODIFIER                                         = 0.55,
        BOMBRAINMODIFIER                                         = 0.08,
        NAVALWINDSPEEDMODIFIER                                 = 0.001,
        NAVALRAINMODIFIER                                         = 0.55,
        MUDDYNESSMOVEMENTMODIFIER                         = -0.80,
        COLDMOVEMENTMODIFIER                                = -0.75,
        HOURLYFROZENINCREASE                                 = 0.075,
        HOURLYTHAW                                                         = 0.025,
        TEMPERATURECHANGESPEED                                 = 0.075,
        WEATHERMOVEMENTDELAY                                 = 2,
        LOWPRESSUREBASE                                         = 100,
        LOWPRESSUREOFFSET                                         = 100,
        ALLOWEDTOFLYTHRESHOLD                                 = 0.7,
        SPOTTINGCLOUDMODIFIER                                 = 0.2,
        SPOTTINGRAINMODIFIER                                 = 0.2,
        MUDDYNESSSUPPLYTAXMODIFIER                        = 0.85,
        FIRINGRANGEMODIFIER                                        = -0.5,
        GFX_RAINIMPACT_LIMIT                                = 0.1,
        GFX_RAIN_LIMIT                                                = 0.1,
        GFX_SNOW_LIMIT                                                = 0.1,
        GFX_STORM_LIMIT                                                = 15.0,
        GFX_SNOW_STORM_LIMIT                                = 15.0,
        GFX_PARTIAL_CLOUD_LIMIT                                = 0.3,
        GFX_CLOUD_LIMIT                                                = 0.8,
        INITIAL_SIMULATION_HOURS_AHEAD                = 96  -- (24*4) 4 days ahead - reducing it may improve loading time a bit, but worse weather precision at startup
},

goods_cost = {
        SUPPLIES                 = 0.35,
        FUEL                         = 0.75,
        MONEY                         = 0.0,
        CRUDE_OIL                 = 0.55,
        METAL                         = 0.25,
        ENERGY                         = 0.20,
        RARE_MATERIALS         = 0.65

}

}

作者: doublepaopao    时间: 2013-1-21 13:58
把DEFINE列了出来,里面一些改变和重大改变都给红了,不过除了打仗以外的部分没仔细看
作者: wxb747    时间: 2013-1-21 13:59
doublepaopao 发表于 2013-1-21 13:43
这个情况也有遇到,偶的战报到42年全球混战后,有时候开在那不玩去陪LP2、3小时再继续玩就会这样了,基本 ...

不会吧 玩末日那种大狂派mod 后面全球至少七八千个旅(毛子3k5个旅 我1k5) 也没有任何问题
而玩这两个mod我基本上就是 36年 不定时 有时候开了3个月就会出这个问题
我怀疑是我这由4.01打补丁上来到4.02的英文客户端 可能有问题 正在下个新的 试试看
作者: doublepaopao    时间: 2013-1-21 14:01
wxb747 发表于 2013-1-21 15:59
不会吧 玩末日那种大狂派mod 后面全球至少七八千个旅(毛子3k5个旅 我1k5) 也没有任何问题
而玩这两个m ...

那你打开这个MOD大概会多少时间
作者: doublepaopao    时间: 2013-1-21 14:21
这个应该是最有挑战的一个参数了

[attach]629136[/attach]
作者: wxb747    时间: 2013-1-21 14:58
doublepaopao 发表于 2013-1-21 14:01
那你打开这个MOD大概会多少时间

刚才记了下 一分二十秒到三十秒的样子 能不能把你下的英文版地址发下 刚才贴吧里下的 4.02英文版 是个更坏的。。。 不能正确读取地图 在我其他客户端里读取正常的地图 在他那个里读取出来完全是错的 各种裂痕
用它自己创建地图 自己读还是各种裂痕 别的 客户端读却能正常读出 蛋都碎了
求个能用的4.02英文版

作者: doublepaopao    时间: 2013-1-21 15:16
wxb747 发表于 2013-1-21 16:58
刚才记了下 一分二十秒到三十秒的样子 能不能把你下的英文版地址发下 刚才贴吧里下的 4.02英文版 是个更坏 ...

那你电脑应该比偶的本本好不少了啊,你没看到偶是被人BS的正版用户吗,这里不是有个下载嘛,应该是没问题的
作者: wxb747    时间: 2013-1-21 15:43
doublepaopao 发表于 2013-1-21 15:16
那你电脑应该比偶的本本好不少了啊,你没看到偶是被人BS的正版用户吗,这里不是有个下载嘛,应该是没问题 ...

o 我正在下咱这的 纯净安装版
盗版确实被人权 这也是正常的
啥时候发奖金了 噢也入个正版 也算表示下对p社游戏的支持
作者: ati600    时间: 2013-1-21 19:07

作者: wxb747    时间: 2013-1-21 20:05
doublepaopao 发表于 2013-1-21 14:21
这个应该是最有挑战的一个参数了

-100%这要了亲命了
作者: wxb747    时间: 2013-1-21 21:16
我无语了 下了个纯净安装版的 还是出这个问题。。。
作者: yrh6699    时间: 2013-1-21 21:24
不要装升级档,又跳出啊!!!
作者: doublepaopao    时间: 2013-1-22 05:37
新增加了1.5.0的升级档,希望这个会可靠点,大家就自求多福吧
作者: doublepaopao    时间: 2013-1-22 06:13
wxb747 发表于 2013-1-21 17:43
o 我正在下咱这的 纯净安装版
盗版确实被人权 这也是正常的
啥时候发奖金了 噢也入个正版 也算表示下对 ...

P社MS在送EU3了,注册过都有可以去STEAM激活了
作者: yoshidano    时间: 2013-1-22 07:31
早点出中文版。
作者: yrh6699    时间: 2013-1-22 22:55
1.50那网址进不去啊!!!
作者: xu5673366    时间: 2013-1-22 23:15
好多新科技和兵种没中文实在伤不起
作者: qiuyang1980    时间: 2013-1-22 23:59
不行呀,选择了36年剧情(其实就那一个),选完国家后选择开始,读到载入事件时就跳出呀,用的是1.6.3,哪位大大了解如何解决呀?!谢谢!!!
作者: 2001059    时间: 2013-1-22 23:59
裝了1.63但是進不了的遊戲的朋友留意一下下面的鏈接

    For those with map cache loading issues, try this HERE (http://www.mediafire.com/?21ul6n2ri3pbpdy)

    Place in the documents/hoi3/blackice/map folder


作者: doublepaopao    时间: 2013-1-23 03:21
2001059 发表于 2013-1-23 01:59
裝了1.63但是進不了的遊戲的朋友留意一下下面的鏈接

    For those with map cache loading issues, try ...

多谢提醒,忘记把这个塞到顶楼了,已经补充进去了
作者: qiuyang1980    时间: 2013-1-23 09:12
2001059 发表于 2013-1-22 23:59
裝了1.63但是進不了的遊戲的朋友留意一下下面的鏈接

    For those with map cache loading issues, try ...

连接打不开呢,请问有别的下载途径吗?
作者: qiuyang1980    时间: 2013-1-23 21:33
还是不行 呀,就是到事件那跳出
作者: poiu88    时间: 2013-1-24 12:32
换了 某大的JS高压汉化已顺利玩上1.63.初玩一局很稳定.
,貌似里面有个火星文的水桶决议?
作者: qiuyang1980    时间: 2013-1-24 14:44
poiu88 发表于 2013-1-24 12:32
换了 某大的JS高压汉化已顺利玩上1.63.初玩一局很稳定.
,貌似里面有个火星文的水桶决议?

我一到事件那里就跳出,把bi的事件都删了就没事了,可那样就没意思了呀,请问你是用的哪个版本?
作者: doublepaopao    时间: 2013-1-24 14:55
qiuyang1980 发表于 2013-1-23 23:33
还是不行 呀,就是到事件那跳出

是干净的402嘛?

p.s.不过就算是,出问题也是有可能的,大家都是P社的小白鼠
作者: qiuyang1980    时间: 2013-1-24 15:09
doublepaopao 发表于 2013-1-24 14:55
是干净的402嘛?

p.s.不过就算是,出问题也是有可能的,大家都是P社的小白鼠

干净的4.02是哪个?能给我来个连接吗?
作者: doublepaopao    时间: 2013-1-24 15:15
qiuyang1980 发表于 2013-1-24 17:09
干净的4.02是哪个?能给我来个连接吗?

论坛不是有个贴嘛,合集包再升级到402,偶就是这样的,不过是入正版的,但是P社这些货入不入正都一样啊,干净的意思应该是那些自己改动过或塞了些其他的整合型MOD类文件就不行了吧
作者: doublepaopao    时间: 2013-1-24 19:03
稍微有些空,搞了一些BI的游戏截图,更直观些。
作者: doublepaopao    时间: 2013-1-24 19:07
BI可以说是DD(停留在SF记忆里的那个)的更进一步改动,根据作者的签名所言,80多个全新单位、80多个新科技项目以及上百个事件,这一切的改动应该都是为了强化HOI III那及其脆弱的代入感。

外交界面,BI重塑了界面,不过实际上还是大致一样的,可以看到阵营特色的参数已经有了变动。

[attach]629714[/attach]
作者: doublepaopao    时间: 2013-1-24 19:11
生产界面,依然重塑,战略资源可见也已有了新货。

[attach]629715[/attach]

这只是36年,大部分新的陆军单位还没有出现的生产界面,但比起原版,已经多了不少单位了。

[attach]629716[/attach]

海军单位也比原版多了些,这就是德国特色的袖珍战列舰。

[attach]629717[/attach]

除了新的单位,更精致的单位图片也是个卖点。

[attach]629718[/attach]
作者: doublepaopao    时间: 2013-1-24 19:12
科技界面,确实是大变样了,变化可以说是比DD更多,这只能靠大家琢磨了,再多的截图也说明不了太多。

[attach]629719[/attach]
作者: doublepaopao    时间: 2013-1-24 19:13
政治界面,变动不大,但仔细看下,所有的内阁特点已经全然不同于原版了,而政策也是如此。

[attach]629720[/attach]
作者: doublepaopao    时间: 2013-1-24 19:15
情报界面,变动不大,不过这个环节也不是HOI III的重点了。

[attach]629721[/attach]
作者: doublepaopao    时间: 2013-1-24 19:24
各色事件,海军最高司令部、汽油还是柴油发动机、党卫军编制,头一天出来这些已经不少了。

[attach]629722[/attach]

游戏内再次选择难度,是不是很熟悉呢,元首难度DEBUFF不小。

[attach]629723[/attach]

每年都有不同的国策选择,Z计划对造舰时间BUFF,反过来对其他单位建造时间DEBUFF,所谓鱼和熊掌了。

[attach]629724[/attach]

当然事件应该更多,这个就得大家到游戏里自己发掘了,简单的截图介绍就到这里了。
作者: poiu88    时间: 2013-1-24 22:36
初步玩的感觉  类似八月那样的大量新决议,大量新兵种,科技树是新作的科技真心多搞的头晕,将领升级好快,
重要的是1.63很稳定,简直比原版402还稳定...
这个MOD有汉化就是大爱了!
作者: poiu88    时间: 2013-1-24 22:37
qiuyang1980 发表于 2013-1-24 14:44
我一到事件那里就跳出,把bi的事件都删了就没事了,可那样就没意思了呀,请问你是用的哪个版本?

就是论坛下的一下JS高压汉化402版本硬盘版啊
作者: h87455487    时间: 2013-1-25 07:39
支持一个!~!
作者: qiuyang1980    时间: 2013-1-25 09:01
poiu88 发表于 2013-1-24 22:37
就是论坛下的一下JS高压汉化402版本硬盘版啊

用了坛子里那个collection版,还是不行,一到载入事件就不行,原版都没事,就是载入mod的事件时就跳出,哎,悲剧呀!!!
作者: nickrio    时间: 2013-1-26 14:35
有汉化就好了
作者: caizhizhu    时间: 2013-1-28 00:19
你们有实验过能够正常进入MOD后覆盖汉化文档是不是会跳出还是会出现乱码等等之类的呢。。。
作者: 19935672    时间: 2013-1-28 01:42
希望出汉化硬盘版
作者: qiuyang1980    时间: 2013-1-28 10:18
我用的是纯净版而且目录全英文,不过貌似安装时提示c++什么的软件没法装,俺系统上的比要求的版本高,要是哪里能有个硬盘版就好了!!
作者: poiu88    时间: 2013-1-30 14:17
貌似 1.6.4 beta update 出了
找不到下载的地方啊?
作者: doublepaopao    时间: 2013-1-30 15:40
poiu88 发表于 2013-1-30 16:17
貌似 1.6.4 beta update 出了
找不到下载的地方啊?

coming soon 90%进度了,作者说
作者: poiu88    时间: 2013-1-30 19:37
doublepaopao 发表于 2013-1-30 15:40
coming soon 90%进度了,作者说

看到了,不过那是1.28时候说的,还说24小时内放出,现在都过了2天了
作者: kwan2008    时间: 2013-2-1 11:36
这个mod的图片好像不是历史照片吧,感觉还是历史照片够有待入感
作者: poiu88    时间: 2013-2-1 21:32
1.64 BETA 放出来了
那位能搞个网盘?
http://www.mediafire.com/?rs0tha0kbxeua3w
作者: a0987acsm    时间: 2013-2-3 14:37
開遊戲的時候報錯跳出 如何解決
作者: a0987acsm    时间: 2013-2-3 15:06
求個傻瓜版......
作者: 78691584    时间: 2013-2-3 16:46
http://kuai.xunlei.com/d/qfLxAP3aShAOUQQA932

1.64 final
作者: a3216748    时间: 2013-2-3 21:06
我的也是选完国家后读取事件时候就弹出内存不能为:READ!不知道什么回事!谁的能运行,发个这个MOD的事件包!
作者: 一天一光年    时间: 2013-2-3 23:11
windows 8,原版使用正常,安装mod后载入,每次于creating texture for quad 79处崩溃。1.63,1.64均如此,调用兼容模式也不行。
作者: roterblitz    时间: 2013-2-3 23:47
下载前留名~感谢楼主 PS. 很喜欢楼主的战报
作者: devilwit    时间: 2013-2-4 14:20
多谢分享,回家下了看看
作者: a3216748    时间: 2013-2-5 13:24
纯净英文硬盘版(提取自steam正版)我下的是这个,但是读取事件还是出错!跟这位大大kwan2008的一样问题!杯具了!
作者: poiu88    时间: 2013-2-5 21:04
官网进不去了,有更新的话,大大们及时转来啊
作者: gdj1942    时间: 2013-2-7 18:05
跳出啊!到日本舰队的时候跳出啊!到event跳出啊!
作者: gdj1942    时间: 2013-2-7 18:06
按了两遍了,都是纯净版,一个是collection合集,一个是自己一步步升级的,但都出错,同样的错,日本舰队跳出,是不是自动抵制日货?
作者: gdj1942    时间: 2013-2-7 20:50
你好,我用collection版+tfh4.0+4.02上安的BI但进入剧本时加载到event就内存报错,怎么解决呢?谢谢你,我又原版+永远忠诚(SF,版本号2.0)+为了祖国(FTM,版本号3.02)+荣光时刻(TFH,版本号4.0)+最新补丁(目前为4.02)再安BI,同样错,。。。

作者: doublepaopao    时间: 2013-2-8 07:49
gdj1942 发表于 2013-2-7 22:50
你好,我用collection版+tfh4.0+4.02上安的BI但进入剧本时加载到event就内存报错,怎么解决呢?谢谢你,我又 ...

你好,不才偶只是搬运工,技术上的事实在爱莫能助啊。
作者: keyishu    时间: 2013-2-8 10:06
win7 64位,汉化版直接安装毫无问题……
作者: poiu88    时间: 2013-2-8 14:13
报错的同学可以清楚地图缓存和下载对应版本的地图缓存
另外貌似 分XP和WIN7 2个版本?
能进官网的去看看?
作者: caizhizhu    时间: 2013-2-8 21:54
这个MOD我E文版都进不去更别谈汉化了。。而且还有字节修正这一类的技术问题。。。同样等稳定版之后在大动工吧。、!~
作者: poiu88    时间: 2013-2-9 07:52
caizhizhu 发表于 2013-2-8 21:54
这个MOD我E文版都进不去更别谈汉化了。。而且还有字节修正这一类的技术问题。。。同样等稳定版之后在大动工 ...

新年好 支持大大 ,希望汉化这个MOD ,非常有内涵的MOD




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