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-=Cartoon=-
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Posted: Sun, 27th Dec 2009 22:25 Post subject: |
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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Posted: Sun, 30th May 2010 14:46 Post subject: |
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Semper Fi out in a week
Hoi3 was far from a horrible game.. the engine itself has great potential.. paradox just got over their heads imho .. hopefully the first xpack will help..
(Yes all their xpacks should really just be big patches.. but im guessing they have no money.. so this is how they continue with the games)
Kinda like EU3.. pretty shit at release.. couple of xpacks/patches later its almost perfect
Anyways xpack info
Quote: |
Features:
* Players can now define their own Theatres with a simple dragbox system.
* The new Order of Battle Browser allows quick and easy reorganization of the entire Command Hierarchy.
* The Command Hierarchy is now directly represented on the map.
* A new Air Superiority map mode makes strategic air warfare easy.
* At game start, each country now gets to choose its own hidden Victory Conditions. Can your enemies guess your secret agenda?
* HQs under AI control now have separate aggressiveness stances for Land, Air and Naval operations.
* Countries can request specific actions from their allies for unprecedented cooperation.
* Technological progress can now be shared with your allies.
* Brigades can now be upgraded to more advanced types (e.g. Infantry to Motorized, or Artillery to Self Propelled Artillery.)
* New 1940 scenario fills a gap in the game's timeline.
* Hundreds of new events added to immerse players in their own versions of World War II, comparing the unfolding alternate timeline to real history.
* Mighty warships can be designated the Pride of the Fleet, which is both an opportunity and a risk.
* The AI has been improved in all areas, at all levels. It will defend in depth, marshal big naval taskforces and launch multi-stage invasions. It will perform more historical diplomacy and pursue a strategic production strategy.
* Multiplayer for up to 32 players
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Surray
Posts: 5409
Location: Europe
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Posted: Sun, 30th May 2010 15:05 Post subject: |
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some really cool stuff coming there. can't wait for this to come out so I have a reason to dig up hoi3 again.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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adastar
Posts: 288
Location: Occupied CSA, North America
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Posted: Mon, 31st May 2010 06:59 Post subject: |
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AOD?
and i agree i liked 2 much better
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Posted: Mon, 31st May 2010 07:54 Post subject: |
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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Posted: Mon, 31st May 2010 10:30 Post subject: |
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Posted: Mon, 31st May 2010 18:05 Post subject: |
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Aod is excellent, had so much more fun in that game than hoi3. One of the biggest disappointments in years, lets all hope for a miracle in semper fi.
Eu3 was 10 times the game at release than hoi3 - still it had problems.
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Posted: Sun, 6th Jun 2010 11:16 Post subject: |
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Any fresh news about this new expansion?
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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Posted: Sun, 6th Jun 2010 12:46 Post subject: |
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Edit: Its out on gamersgate
116.97 MB
And has ZERO drm
Think ill
- Leech it
- Then buy it on steam (since i own hoi3 on steam already)
Last edited by -=Cartoon=- on Sun, 6th Jun 2010 12:53; edited 1 time in total
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Posted: Sun, 6th Jun 2010 12:48 Post subject: |
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Wait it's not out yet? I was told it was already out. God damnit.
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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Posted: Sun, 6th Jun 2010 13:44 Post subject: |
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Nice. Might just get this if it's playable..
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Surray
Posts: 5409
Location: Europe
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Posted: Sun, 6th Jun 2010 14:14 Post subject: |
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Still waiting on the steam release...
Really annoying that it's been out on gamersgate since yesterday and the steam version is still not here.
First feedback seems to be very positive. People are very happy with the new features and are especially happy with the AI.
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Posted: Sun, 6th Jun 2010 15:00 Post subject: |
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i dont get it some new addition to HOI3? and have they fixed up the other issues with HOI3 before this ?
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Posted: Sun, 6th Jun 2010 15:57 Post subject: |
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moosenoodles wrote: | i dont get it some new addition to HOI3? and have they fixed up the other issues with HOI3 before this ? |
Depends. Hoi 3 is playable but it's not very historical which seems to be the main "problem" among some of the players dissing the game. What I've understood semper fi is the same but improved..
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Posted: Sun, 6th Jun 2010 23:55 Post subject: |
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Hearts of Iron III Semper Fi-TiNYiSO
NO LINKS TO ILLEGAL STUFF IN SIGS - DLC IS ILLEGAL TOO
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dethy
Posts: 3077
Location: Conclave of Shadows
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Posted: Mon, 7th Jun 2010 03:36 Post subject: |
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So anyone tried it yet? does it improve the game greatly? I like some of those features listed. I'm a Paradox nut fan so I'll probably buy this down the line. I like their games =]
My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.
Derpsole: Nintendo Switch, Derpstation 5 Pro
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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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Posted: Mon, 7th Jun 2010 07:39 Post subject: |
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Game is ALOT better now.. the new theater system is awesome... + being able to see how your command structure is ..
ill quote what i said in the notes before
Quote: | * Players can now define their own Theatres with a simple dragbox system.
* The new Order of Battle Browser allows quick and easy reorganization of the entire Command Hierarchy.
* The Command Hierarchy is now directly represented on the map.
* A new Air Superiority map mode makes strategic air warfare easy.
* At game start, each country now gets to choose its own hidden Victory Conditions. Can your enemies guess your secret agenda?
* HQs under AI control now have separate aggressiveness stances for Land, Air and Naval operations.
* Countries can request specific actions from their allies for unprecedented cooperation.
* Technological progress can now be shared with your allies.
* Brigades can now be upgraded to more advanced types (e.g. Infantry to Motorized, or Artillery to Self Propelled Artillery.)
* New 1940 scenario fills a gap in the game's timeline.
* Hundreds of new events added to immerse players in their own versions of World War II, comparing the unfolding alternate timeline to real history.
* Mighty warships can be designated the Pride of the Fleet, which is both an opportunity and a risk.
* The AI has been improved in all areas, at all levels. It will defend in depth, marshal big naval taskforces and launch multi-stage invasions. It will perform more historical diplomacy and pursue a strategic production strategy.
* Multiplayer for up to 32 players |
.. all those things so far seem 100% true
Playing as Italy atm.. have made diff theaters.. i have
-- East Africa (Ethiopia)
--North Africa
--East (France border)
--West (Just steamrolled Yougoslavia.. and are massing on the greek border)
--Central (Italy itself)
Being able to define and *See* your theaters/ Hierarchy is priceless
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Posted: Mon, 7th Jun 2010 11:08 Post subject: |
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* Countries can request specific actions from their allies for unprecedented cooperation.
How does that work? Do they really cooperate adequately?
Gonna try it soon when I have the time.
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Posted: Mon, 7th Jun 2010 18:43 Post subject: |
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Sounds awesome, stopped playing cause of the HQ system.
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Posted: Thu, 17th Jun 2010 06:57 Post subject: |
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Read Semper Fi is sort-of crippled by a crash that happens when Call to Arms windows appear, preventing you from assisting allies.
Is this true?
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Posted: Thu, 17th Jun 2010 08:12 Post subject: |
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2.01 beta changelog:
Spoiler: |
- Slightly decreased the impact of convoy raiding on national unity
- Removed the naval base position in Strasbourg, so the province is no longer erroneously coastal
- Fixed a bug with the call to arms dialog not being shown when clicking on the icon
- The American ministers Wendell Willkie and Charles McNary are now properly Republicans
- Fixed a bug with AI counts of serial production constructions
- Major increase in fuel and supply consumption of armored and mechanized brigades
- The repulsion factor of diplomatic influence is now scaled by relative IC, if the government ideology is alien to the faction ideology. (_ADEF_REPULSION_IC_FACTOR_ in defines.lua)
- Added some Soviet garrison divisions in the OOBs
- Unit AI: More emphasis on garrison of very high VP provinces and supplier province, even if they are in a front
- Fixed the bug with changing a Law resetting brigade upgrade cost & time
- Fixed some localization issues with the German text
- Fixed the bug with a unit finishing construction resetting brigade upgrade cost & time
- Drastically improved the effects of the naval tech 'smallwarship_asw'
- The Game will now start with German Language (some bad lines in SemperFi.csv)
- Increased the alignment drift of government ideology from 1.25 to 2 (IDEOLOGY_WEIGHT in defines.lua)
- Tweaked the OOBs to ensure better sorting of submarine models
- Invasion AI: Fixed an issue with locking up due to an invalid naval path between the fetch point of an army and the staging province
- Invasion AI: Improved army fetch port checks
- Added back a lost fix to units getting stuck in neutral territory
- "Exiled" unit speed is no longer modified by lack of fuel
- Fixed a trigger issue with the Strategic Effect 'blockade_suez_channel'.
- Fixed a trigger issue with the Strategic Effect 'control_over_gibraltar'.
- Fixed the Arcade Mode freeze during "Adapting History".
- Partisans can no longer spawn in impassable provinces
- Sent expeditionary forces of an annexed country will now be deleted
- Can no longer call an ally who is in the same faction as the target
- Fixed a crash (and general weirdness) with the return of expeditionary HQs
- HQs under AI control that do not allow reorganization no longer split off damaged ships anyway
- Changed the radio range rules so a HQ gets all benefits as long as each HQ in the chain is in range of its own HQ
- Unit AI: Reduced network traffic by not sending explicit commands to detach units (they are detached by the attach command)
- Unit AI: Improved hierarchy maintenance
- Fixed a bug in Operation Zeppelin
- The correct Italian 1936 OOB should now be used
- Fixed a bug with automated Theatre HQs not responding to objectives set in non-hostile areas if they had a hostile front
- Fixed some issues with HQ reassignment indecision
- Tweaked some Northern Scandinavian provinces
- When a country leaves a faction, all allied objectives related to it will be removed.
- Fixed exploit where a player could assign too many CAGs to a carrier.
- Britain can now oppose the Munich Agreement, which will weaken them, make the commonwealth much moreneutral and buff France and start WW2 early over czechoslovakia. The AI will never do this, but its an option intended for people playing Britain.
- Added Events:
Baldwin Resigns
The Norwegian Debate
The King calls Churchill
The King calls Halifax
- Further tweaks to the Japanese 1936 OOB
- Fixed a bug with the visual unit hierarchy where detached divisions didn't update the hierarchy.
- Newly deployed units are now added to the oob browser.
- Buttons with shortcuts now have their shortcuts showing up in the tooltips.
- If the player doesn't select exactly 15 victory conditions, the game randomly removes/adds conditions to make it 15.
- Added some shortcuts to the oob browser and unit view.
- Added some extra text to BattleWon, NavalBattleWon and AirBattleWon
- All BattleWon, NavalBattleWon and AirBattleWon now have a short "We have won the battle of...!" or similar
- Operation Tannenbaum is no longer a primary Victory Condition
- Some changes to the Surrender events
- Tech sharing is now removed properly when canceled.
- Fixed the missing model picture bug |
So yeah it's true
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Posted: Tue, 10th Aug 2010 13:55 Post subject: |
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Patch 2.03 for Semper Fi released:
http://www.paradoxplaza.com/in-game/eu3/hoi3/SemperFi203.exe
Spoiler: | - Nationalist China no longer allied to Guanxi Clique and Shanxi
- Reduced damage to CAGs (AIR_COMBAT_CAG_ORG_DAMAGE_MOD and AIR_COMBAT_CAG_STR_DAMAGE_MOD in defines.lua)
- Gave Germany some interceptors in the 1941 bookmarks
- Fixed some stray pixels in the provinces.bmp file
- Added morale increases for infantry to Land Doctrine (Mass Assault)
- Added morale increases for Mtn, Par and Mar to Land Doctrine (Integgrated support)
- Added morale increases for Militia, Garrison to Land Doctrine (Large Front)
- Fixed an issue so AA brigades have terrain penalties in line with other land units.
- Added a small increase to AA brigades air attack.
- Re-added the Swedish and Finnish leadership that was present in v1.4
- Fixed an issue with Soviet planes in the 1936 scenario in a province with no airfield
- New Lua AI scripts (i.e. the non-military AI)
- Convoys should no longer ship either fuel or supplies when none are needed in the area
- Fixed an issue with frequent setting up and cancelling of AI convoys (added a delay)
- Fixed a crash in Clausewitz with certain GUI elements (OverlappingElementsBox)
- Adapted to the latest Clausewitz version
- Optimized unit removal from AI agent hierarchy for speed
- Fixed a crash when units loaded on ships were deleted
- Fixed an incorrect tooltip for threat
- Province control is now more dependent on which ally actually borders it, even for faction-less allies
- Fixed a crash with deleted units not always being removed from CAIUnit cached lists, which could cause crashes with the invasion response check
- Fixed a crash that could occur when loading save games with weird province modifiers (from a different mod or something)
- Fixed a crash with unit plan min forces not always being initialized correctly
- Fixed a crash that could occur for AI CAGs with a null base
- Fixed a crash bug with unit deletion if loaded on planes
- Units loaded on planes are now properly deleted if the plane is destroyed
- Removed the point of sea attack from CVLs
- Fixed a bug with Sea Zone 11446 being in the Mediterranean region
- NAP rules now change with 6 month intervals, down from 9
- Unit AI: Fixed an issue with strategic air bombing only picking one target
- Changed the strategic bombing order to stop targetting provinces below 1 IC immediately.
- Naval AI: Rewrote ASW to use patrol orders instead of the useless convoy escort order
- Naval AI: Prio on patrolling provinces around attacked convoys
- Tech view tooltips don't overlap
- Unit visibility more consistent
- 3D missing collision objects can now be selected
- Minor memory leaks removed
- Unit AI: Fixed an issue with the creation of new Corps HQs for garrison divisions
- Fixed a probable cause of crashes with deleted convoys in owner areas
- Added a tooltip for when paratroops cannot load due to low org
- Added some safety checks on reload pertaining to units with no location
- Initial model submarines are now much worse at convoy attacks, but the gain from torpedo tech is higher
- Small Warships ASW tech now provides a bit more detection
- Convoy escorts now dish out a lot more org damage to raiders, and a bit more strength damage
- Resource needs reported differently to the lua.
- Unit AI: Snappier re-checks of temporarily blocked straits
- Invasion AI: Fixed an issue where it would go brain dead if the country no longer has access to the current staging province
- Fixed the bad naval base position for province Pärnu
- Corrected VPs in Tibet
- Fixed the trigger for the General Winter Strategic Effect
- Fixed a bug with intra home area supply convoys
- Fixed a bug with automated HQs below Theatre level suddenly deciding to defend the whole theatre front
- Tweaked infrastructure in America
- More Urban Terrain provinces added
- Location fixes
- Russia has more leadership
- Vorenezh river corrected
- New Lua AI scripts
- Slightly decreased the impact of convoy raiding on national unity
- Removed the naval base position in Strasbourg, so the province is no longer erroneously coastal
- Fixed a bug with the call to arms dialog not being shown when clicking on the icon
- The American ministers Wendell Willkie and Charles McNary are now properly Republicans
- Fixed a bug with AI counts of serial production constructions
- Major increase in fuel and supply consumption of armored and mechanized brigades
- The repulsion factor of diplomatic influence is now scaled by relative IC, if the government ideology is alien to the faction ideology. (_ADEF_REPULSION_IC_FACTOR_ in defines.lua)
- Added some Soviet garrison divisions in the OOBs
- Unit AI: More emphasis on garrison of very high VP provinces and supplier province, even if they are in a front
- Fixed the bug with changing a Law resetting brigade upgrade cost & time
- Fixed some localization issues with the German text
- Fixed the bug with a unit finishing construction resetting brigade upgrade cost & time
- Drastically improved the effects of the naval tech 'smallwarship_asw'
- The Game will now start with German Language (some bad lines in SemperFi.csv)
- Increased the alignment drift of government ideology from 1.25 to 2 (IDEOLOGY_WEIGHT in defines.lua)
- Tweaked the OOBs to ensure better sorting of submarine models
- Invasion AI: Fixed an issue with locking up due to an invalid naval path between the fetch point of an army and the staging province
- Invasion AI: Improved army fetch port checks
- Added back a lost fix to units getting stuck in neutral territory
- "Exiled" unit speed is no longer modified by lack of fuel
- Fixed a trigger issue with the Strategic Effect 'blockade_suez_channel'.
- Fixed a trigger issue with the Strategic Effect 'control_over_gibraltar'.
- Fixed the Arcade Mode freeze during "Adapting History".
- Partisans can no longer spawn in impassable provinces
- Sent expeditionary forces of an annexed country will now be deleted
- Can no longer call an ally who is in the same faction as the target
- Fixed a crash (and general weirdness) with the return of expeditionary HQs
- HQs under AI control that do not allow reorganization no longer split off damaged ships anyway
- Changed the radio range rules so a HQ gets all benefits as long as each HQ in the chain is in range of its own HQ
- Unit AI: Reduced network traffic by not sending explicit commands to detach units (they are detached by the attach command)
- Unit AI: Improved hierarchy maintenance
- Fixed a bug in Operation Zeppelin
- The correct Italian 1936 OOB should now be used
- Fixed a bug with automated Theatre HQs not responding to objectives set in non-hostile areas if they had a hostile front
- Fixed some issues with HQ reassignment indecision
- Tweaked some Northern Scandinavian provinces
- When a country leaves a faction, all allied objectives related to it will be removed.
- Fixed exploit where a player could assign too many CAGs to a carrier.
- Britain can now oppose the Munich Agreement, which will weaken them, make the commonwealth much moreneutral and buff France and start WW2 early over czechoslovakia. The AI will never do this, but its an option intended for people playing Britain.
- Added Events:
Baldwin Resigns
The Norwegian Debate
The King calls Churchill
The King calls Halifax
- Further tweaks to the Japanese 1936 OOB
- Fixed a bug with the visual unit hierarchy where detached divisions didn't update the hierarchy.
- Newly deployed units are now added to the oob browser.
- Buttons with shortcuts now have their shortcuts showing up in the tooltips.
- If the player doesn't select exactly 15 victory conditions, the game randomly removes/adds conditions to make it 15.
- Added some shortcuts to the oob browser and unit view.
- Added some extra text to BattleWon, NavalBattleWon and AirBattleWon
- All BattleWon, NavalBattleWon and AirBattleWon now have a short "We have won the battle of...!" or similar
- Operation Tannenbaum is no longer a primary Victory Condition
- Some changes to the Surrender events
- Tech sharing is now removed properly when canceled.
- Fixed the missing model picture bug |
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Thu, 7th Apr 2011 23:10 Post subject: |
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