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Release 1.3.4 (Code revision 429)
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thanks to guibod, this is the first release where i can safely say, that it's running very stable and there should be no crashes at all (played 3 games hands off from 36 till 43 and didn't have any errors in the crash log, guibod was so kind to provide us with).
guibod also reworked the whole intelligence AI part. see this thread for a very detailed explanation of what he changed.
besides lot of fixes the most important change on my behalf is the ability for the AI to finally know about how much manpower it needs to reinforce its army. the AI will no longer produce INF reserves like hell and after mobilizing it'll not run out of manpower anymore, which resulted in an army of half strength before.
for the first time in my hands-off games i saw JAP winning in china (well i saw it only once, but it happended at least), SOV conquering all of europe in 43 (even though GER will attack SOV now with their allies HUN, ROM, BUL and FIN) or the other way round GER winning in russia (well i've to admit GER would have lost that game if ITA wouldn't have intervened, after SOV annexed ROM).
changelog since 1.3.3 (r361):
GER will also call FIN for help in war against SOV, if FIN is in axis.
Fixed: Expeditionary force function caused crash.
Fixed: is_subject instead of is_puppet. See: http://forum.paradoxplaza.com/forum/...d.php?t=457011
Corrected IsNeighbourOnSameContinent to handle transcontinental nation (SOV only).
New log system (Utils.log)
Based on log4lua (log4j port)
Minister Tick function defines default log context (current country, current log category)
Utils.LUA_DEBUGOUT redirects to new log system
Configurable from utils.lua (needs hoi3 reboot)
New error catcher (Utils.wrap), trap and logs a lua fatal error before HOI3 engine handles it
Revised ManageSpiesAbroad:
Introduced an openscale priority system, that is normalized through a simple rule of three.
Faction membership factor prominence decrease if faction counts many members.
Neighbourhood factor prominence decrease if you share border with many other.
Introduce the threat level as priority factor for neighbours.
Introduce some salt (random factor) for neighbours.
Government in Exile are no more taken account of.
If at peace, belligerent against friend (isFriend) are now getting some priority
If at peace, mobilized enemies (isEnemy) are now getting few priority
Axis members get extra priority are they get counterespionnage bonus
Democraties are get lower priority as they can't get counterespionnage bonus.
If max priority on openscale is low, max normalized priority is forced to 2.
less priority for puppets and allies, ONLY for faction members
Revised helper functions :
Introducing gGeography table in ai_configuration.lua (static data for helper_functions.lua)
New helper function in_table
IsNeighbourOnSameContinent:
removed some static data, use gGeography instead
Islands are defined in a lua table
SOV and TUR transcontinental country case properly handled
Haiti/Dominican Republic case now properly handled
IsOceanNeighbour:
removed all static data, use gGeography instead
Revised naval neighbourhood definition (More caribean, baltic, black, red sea, persic gulf...)
Added a rule of thumb for definition in comments
Renamed and move ai_diplomacy.lua#IsOceanNeighbor to helper_functions.lua#IsOceanNeighbour
As long as GER is at peace, SOV doesn't increase threat of Allies.
Added tech dependencies by hand. If AI wants to research tech A which depends on tech B (level b) and tech C (level c) it will score those dependencies the same way as tech A as long as required tech levels b and c are not reached.
Reduced tech score of resource techs from major to medium.
Tech score of supply production is major if more then 20% of IC have to be put into supplies otherwise minor.
Construction engineering will only get a high score if a country produces enough resources.
The score of advanced contruction engineering is high if low on manpower (kickstart it for minor, so they can put their IC at least into prodction) and otherwise based on the average infrastructure of a country.
The tech score of agriculture is depended on manpower like before, but threshold increased.
The tech score of leadership is always at max and the tech score of civil defence is at max if at war.
The above scoring takes place if not otherwise defined country specific.
Added IsResourceRich and HasExtraManpowerLeft functions.
Minors will build infra up to full level (1.0) instead of 0.8 like majors do.
Only build IC if resource rich.
Moved extra manpower left code to function HasExtraManpowerLeft in helper_functions.lua
Start influencing FIN and ROM in order to prepare for Barbarossa.
SOV: Do not attack GER or POL after bitter peace happened.
Fix: IsEnemy has to be called with argument of type CCountryTag not CCountry.
Added country specific war preparations for JAP. Will conquest all of China if doing well against CHI.
Fixed some issues regarding minors not building any province improvements. Should fix the problem of minors spending all their IC into supplies.
Added a warning log statement if a country can't produce anything.
FRA and POL spend 5% of IC into province improvements. In case they run out of manpower they should be able to build something at least.
SOV will spend 30% of IC into province improvements before 1940 once they have the tech for infra. Otherwise they spend 20% to build up IC. Once at war the ratio goes down to 5%.
Added a new wrapper function to cache results of functions taking long to compute.
Added new function to estimate manpower use of a country if it mobilizes.
Countries shouldn't run out of manpower anymore before war even starts.
Fix: SOV only build province improvements in Europe, even if there were province IDs for Asia defined.
GER: Use mission support our party in FIN to get them into axis till 41.
GER: Influence ROM before BUL, or ROM would never join because they have claims on BUL.
SOV: Lower neutrality as long as they don't have three year draft laws.
Made sure spy priority for a country is high if there's a country specific mission set.
Fixed a issue causing script to crash in AverageBalance function.
Added new function IsOnSameContinent.
GER: builds more air.
GER: reverted change from last release regarding naval techs.
GER: Added a few more land doctrines to priority tech list.
Do not spend more than 5% into theory techs.
Removed restriction of countries not building units which cost more than half their IC. Minors should build some air units now. (Better than building only prov. improvements).
Disabled counter influencing by default (it's just a waste of LS).
Fixed a issue where a country couldn't join a faction if one of the faction members had claims on that country.
Fixed a issue where a country wouldn't join a faction if they're not a neighbor of the faction leader.
Stop influencing if close enough in triangle (worked before but not always).
USA: Do not lower neutrality as long as there's no war in europe. Should hold off the early joining of USA a little.
sorry if the changelog is a little messy... but i'm just not in the mood to format it properly, like i've done in previous releases...
Installation
Extract the ZIP into the HoI3 mod folder (you can safely overwrite existing files).
Start hoi3.exe and select the "AIIP 1.3.4" from the mod drop down field and play.
To configure the scripts you can edit the ai_configuration.lua in the mod/AIIP_1.3/script folder. But default settings should be fine for everyone. Note: Counter influencing has been disabled by default in this release. Yields to better gameplay experience in my opinion. |
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