Navigation

Share This Page:

FunnyPart.com:

Game Patch Downloads @ MoFunZone.com

Hearts of Iron 3 v1.4 Patch:

Patch File Size: 68 MB

Game Publisher: Paradox Interactive

Operating System: WinXp

Date Posted: Apr/6/2010

 

Patch Release Information:

---------------------------------------------------------------------------
Improvements
---------------------------------------------------------------------------
AI - Improved attack cooperation between countries and different agents - Fixed
an issue with low _current_ infrastructure causing the AI to disregard many
front provinces - Fixed some prio issues that stupidly emptied a threatened
front province of troops - Fixed some problems with reserve usage along fronts
that could cause all units to be pulled back (especially for unmobilized
countries on DoW.) - Fixed some superstack issues - Fixed a serious
superstacking issue with unlimited troops allowed to match and surpass enemy
forces - Better checks before allies send their whole army to help against some
weak enemy - Fixed a problem with invaders and overseas units incorrectly being
marked as garrisons and locking up - Fixed an issue where it would not return
exp forces correctly - Improved garrison code to better handle multiple areas
within a theatre - Fixed some problems with reserve usage along fronts that
could cause all units to be pulled back (especially for unmobilized countries on
DoW.) - Fixed a bad bug that could cause all divisions to go to the same
province - Will reinforce coastal provinces under attack by invaders - Fixed an
attack recklessness bug - Fixed an issue with reckless attacks - Fixed a
break-off attack bug - Fixed a bug with fronts ignoring certain coastal
provinces - Fixed a bug with AI units going passive due to stale support attack
orders - Fixed an issue with allied fronts not updating correctly * HQ AI -
Allies should now be able to operate properly within each other's territory -
Rebalanced inter-theatre unit reassignments - Improved retrieval of armies from
foreign areas - Tweaked inter-theatre allocation of units to realize when either
theatre is defensive and holds a fortified line - Tweaked some inter-theatre
thresholds - Fixed a serious bug with theatre ping-pong of units * Invasion AI -
Avoids target provinces with only a strait as a border (like the Channel
Islands) - Prioritizes provinces that border many others - Will not reinforce
beachheads if it will severely overstack. Instead, will attempt more landings
nearby. - Better at transporting HQs to the areas with their divisions - Fixed a
nasty problem with the transport AI completely locking up - Transport AI: Fixed
a bug with stale transport orders locking up fleets forever * Air AI - Fixed a
bug with interceptors constantly being sent to enemy air bases - Will divert TAC
and CAG to bomb invasion fleets * Production AI - AI should no longer burn
manpower when at war if it needs for reinforcement. - Production AI: Slight
tweak/bugfix for excessive building of land units. - Production AI: Fixed a bug
that could prevent proper building of ships and air units - The AI is now a bit
more conservative with its manpower. - The AI now builds proper divisions. -
Major Powers will only build buildings once all build requests are met. - USA
will build more ships in the early years (even if it fails MP checks) as long as
it has more than 100 MP - Changed order prio on what units to build first over
others. - Fixed an issue where transport ships where not being built in serial
runs - AI will build buildings now if IC is available but it was not able to
meet manpower checks (Except for USA) - If there is IC left over after doing AI
build requests the AI will build a few extra units based on what was not asked
for! - AI will build buildings now if IC is available but it was not able to
meet manpower checks (gives it somethign to do with it). - Building
functionality was moved into a seperate method to make it easier to call. - More
performance IC checks added into the begining of the method. - AI is now limited
to building 2 of each building type at the same time. - AI will now build a max
of 5 AA in a province. - AI will now build no more than 2 coastal forts in a
single province (same with Radar Stations) - China, France and Russia will no
longer build coastal forts - Fixed a bug where the cost of the minor attachments
was not being calculated corectly when the AI was trying to figure out how much
it was using. - Added a manpower check for major powers building buildings. If
the AI is low on manpower the limits placed on how many buildings he builds will
be removed. - Any country that has over 50 IC will create full divisions, if
they are less than 50 then single brigades will be built * Research AI - Fixed
issue with too many starting techs in research queue for the AI - AI now focus a
little bit more on a decent officer ratio. - AI now avoids researching ahead of
time more - Slider AI had the values Diplomacy and NCO fliped which was causing
them to set them incorectly. - Redid the Slider distribution code to be a little
more simpler. AI will concentrate way more on research now. - Tech AI has a new
weight system for research techs (Major powers get a specific one for each) (too
many rules to put in notes here.) - Improved Algorythm for research slots -
Resolved an issue where minors would have 0 in the diplomacy slider - Some
floats would get converted incorrection during research planning causing the LUA
for tech research to terminate. * Diplomatic AI - Fixed several issues with DoW
and preparations for DoW - Diplomatic AI now replies a bit quicker. - Soviet
Union will no longer attempt repeatedly attack the germans after the bitter
peace. - Non-Neutral countries are less likely to spam out offers of military
access now. * Misc - Optimized mission selection for spies in countries without
spies - Fixed an issue with theatres not always updating their borders when
neighboring provinces changed controller - Theatres: Corrected a problem with
bad theatre merges (e.g. East Prussia being given to OB West.) - Theatres: Fixed
a bug with Pure AI theatres switching HQ units and losing their plans

----------------------------------------------------------------------- -
Gamebalance Changes
-----------------------------------------------------------------------
* Supply
- Being completely out of supply now reduces organisation daily. - Air
Transports can now ship less supplies. - Rewrote supply logisitics definitions
to properly handle connected areas between puppets and non-puppets. - Supply
networks is now country+puppet specific, and no longer common for entire
alliance. - Landlocked areas without supply sources will now attach to other
supply networks if possible. * Partisans & Revolts - Partisans are now slightly
more common. - Partisans is now increasing supply tax far more. - Revolt risk
now reduces resource, manpower and IC from that province. - Improved police
brigade is now a bit better at improving suppression. - Police Brigades now
costs a little less manpower to build. - Suppression is now checked for up to 2
provinces away. - Occupation policies now impact resource gain as well. - Weaker
occupation policies are no longer as good for getting manpower & leadership. -
Revoltrisk is now applied after nationalism is calculated, so impact on RR
works. - Nationalism is a bit more powerful now, but there is no longer a
minimum revolt risk. * Technology - Updated starting techs for: Australia,
Belgium, Bulgaria, Canada, Czechoslovakia, Denmark, Finland, Greece,
Netherlands, Hungary, Norway, Poland, Portugal, Romania, Nationalist Spain,
Republican Spain, Sweden, Turkey & Yugoslavia. - Fuel and Supply consumption
increases from technology gains are now percentage instead of absolute. -
Increased fuel-usage by about 15% for all units. - Fixed research progress,
could start do diverge, making it impossible to finish. - Research efficiency
techs now work properly. * Diplomacy - Increased the proximity impact on
alignment. - Revanschism is now scaled by victory percentage of a faction, where
higher is making the countries less likely to care about it, and lower makes
them far more likely to pushed away. - Reduced threat caused by combat and
construction significantly. - There's no longer possible to revoke an embargo
against a country you're at war with. - It is now possible to declare war on a
country you're guaranteeing. - Only majors can now influence countries. - It is
now possible to cancel trade agreements with govs in exile. - Guarantees will
now put you automatically in a war. - No longer possible to send theatre HQs as
expeditionary forces through diplomacy. * Land - Engineers are now much better
at defending in all rough terrain. - Engineers now gives nice bonuses to
defending. - Tweaked stats of several support brigades, strenghening some and
weakening others. - Decreased strength damage from combat by 20%. - Paratroopers
now requires more officers, and have a slightly worse base hard attack. - Its no
longer possible to extend the radio range of a HQ by stacking some tank brigades
with a big radio strength together with it. - Suppression can no longer
propagate over water. - AA Carriage Sights now increases soft attack slightly as
well for AA brigades. - Bergsjaegers now gets more benefits from mountain
warfare equipment. - Damage to org on divisions are no longer scaled by strength
of the brigade, but evenly. - Orders are now cleared when loading on a navy or
air. - Movement modifiers for river crossing now works. - Engineer Assault
Equipment is now giving more bonuses to engineers. - Garrisons now get a little
bit better attack values from each tech. - Organisation is no longer reset at
load. - Expeditionary forces now use and affect officer ratio of their country
of origin. - Retreating units are now moving slightly quicker. - Tweaked the
offensive penalties on AT to be slightly higher. * Air - Air units that are
based in hostile territory will now try to rebase in their daily update and be
destroyed if they fail. - Stationary AA is now slightly more powerful. - Severly
reduced the effect of strategic bombing. - Close Air Support and Tactical
bombing is now twice as good. - AA on landunits is now a fair bit better. - All
types of AA can now fire occasionally even if modified value is <1%, (using same
algoritm as normal combat now.) - Air combat is now slightly bloodier. - Added a
few more restrictions to how nuke missions can be assigned. - Fixed quite a few
issues with air units being counted as land units for some evaluation purposes
(as retreats etc.) - Logistical bombing now also targets fuel stockpiles. -
Current base size, and the amount of ships/planes based there now affects org
regain for naval and air units. * Navy - A fleet containing carriers will no
longer attempt to close with an enemy fleet, but a faster enemy may force a
closing. - Units on naval patrol now avoids stronger fleets if on defensive or
passive stance. - Severly decreased the cost of building cags, but lengthened
the time to be similar to carrier builds. - Fixed problem with navies not being
able to escape hostile ports into certain provinces (gibraltar, panama...). -
Effective visibility can never be below 1 when detect checks are made now. -
Fixed an exploit with navy and air ranges. - SH BB is now affected by doctrines.
- Fleets on orders should no longer go through blockaded straits. - Convoys are
now checking if baltic is properly locked for trading purposes. * Submarines -
Worse positioning for submarines - "Fleet_auxiliary_submarine_doctrine�
and �trade_interdiction_submarine_doctrine� change boni and get
them raised. - Higher org and morale by submarine_crew_training. - Increase in
positioning by Acoustic torpedo tech. - Better Sea attack on Submarines. -
Upgradable AA on Submarines. - IC cost slightly reduced on Submarines. -
Visibility dependent on Hull tech. - Hull tech don�t increase Sea
defence. - Hull tech got higher difficulty. - Included a
�Sea_defence� boni in �Sonar� tech. -
�Sonar� tech got increased difficulty. - Smallwarship_asw
increased difficulty. - Light Cruisers got slightly worse Sub_attack by
Smallwarship_asw. - Increase of difficulty of submarine_technology. - Slight
decrease in Convoy Raiding on submarines. - Effect of Seawolf trait increased
100%. * Strategic Warfare - Damage done to convoys now impact National Unity
hits. - Tweaked up the NU impact from attacking convoys severly. - Strength
damage to convoy raiders is now far less, and its mostly org losses inflicted
from escorts. - Decreased impact from ASW on sub warfare. - Supporting parties
through spies is now more potent. - Spies from a friendly country trying to do
hostile actions will now be dealt with like all other counter espionage targets.
* Production - Rocket Tests and Nuclear Reactors now give far more practical
when built. - Escorts and convoys are now a fair bit more expensive to build. -
Reserves cost modifier is now applied correctly as a percentage of cost. -
Building ships now properly draws manpower at construciton for entire series. -
Constructions now keep track of actual manpower used and restores that amount
instead of calculating current cost when cancelling. - Practical increases is
now depending on the laws set when a construction is started (and in a serial,
at every start.) - The strength of a reserve unit when constructed is depending
on the laws that were when the production was started. * Weather - Winters can
now be much colder. - Cold winters now slow down movement much more, with same
threshold as landcombat impact. - Severly increased the penalty for offensive
combat in extreme cold. * Manpower & Leadership - Service by Requirement now
gives far more manpower. - Soviet Union now gets more manpower from their
decisions. - Increased manpower in Soviet Union by about 25%. - Manpower is now
added daily instead of monthly. - Lowered manpower returns when demobilizing. -
Demobilising should now cap the strength of units properly when the manpower is
returned. - Added leadership to Holland, Belgium, Canada, Australia, Norway,
Sweden, Denmark, Finland, Czechoslovakia & Hungary. * Leaders & Ministers -
Doubled xp gain from leaders. - Leader auto-assignment now handles river
crossing trait correctly. - Pigheaded isolationist now impact suspeptibility
instead of neutrality. - Communists can now enact draft laws if good national
unity.

----------------------------------------------------------------------- -
Interface Improvements
----------------------------------------------------------------------- - The
game may support higher resolutions. - Added a tooltip for port throughput in
supply mapmode. - Colorized and tweaked the tooltips for supply mapmode. -
Improved coloration in revoltrisk mapmode. - Fixed exploit of using cursor to
spot enemy fleet presence with. - Minimap day/night is now displayed properly at
reload. - Foreigntroops alert is now checking controller, not owner of the
target province. - Research alert now checks the year for the next tech, not the
current tech. - Range checks are now applied properly in the order interface. -
Fixed chat output after selecting units. - Time impacts from practical knowledge
is now shown in correct percentages. - Added a tooltip to the mobilisation
button, detailing approximately how much manpower is needed to mobilise. - Added
tooltips to the deployment interface, so that is easier to see details of
military units there. - Improved the tooltip for national unit value, to show
the monthly change in detail. - The year trigger is now displayed correctly as
"at least". - Improved tooltip for money gain. - If you have trade automation
or full diplomatic automation on, you will no longer see messages about trade. -
Improved tooltips for resources in the production screen. - Fixed a few
precision errors with the production and leadership slider values. - Fixed
resetting sliders in production view. - Fixed production sliders going below
zero. - National Unity changes is now colored correctly when taking spy actions
into account as well. - Officer impact on org regain is now shown properly on
the org regain change value tooltip. - Corps no longer get "HQ" in their name.
- Each message about techlevel now shows exactly what that level will give you.
- Upgrading doctrines on a unit will no longer change the model name. - Fixed a
problem which caused some organisation bars to not show relative to the actual
maximum. - Fixed the display of expeditionary forces acceptance in the log.

-----------------------------------------------------------------------
User Modding
-----------------------------------------------------------------------
- Added a modifier called 'local_resources'. - It is now scriptable which
country is a major, in addition to the >100 IC check. - Added new date trigger,
to make year and month triggers more readable. - Added a "load_oob = filename"
effect. Use filename as a localisation tag for information. File to load must be
in the units catalog, and will be ADDED to the current OOB. - Exported alot
functions for handling flags and variables in the .lua script. - Added alot of
calculation functions for units and other things to the .lua script. - Full
details of all new .lua function at (
http://forum.paradoxplaza.com/forum/...7&postcount=27 )

----------------------------------------------------------------------- -
Performace and Stability
----------------------------------------------------------------------- *
Optimisations - Moved some optimizations from HTTT to HOI3. - Alot of
optimisations done, with focus on supply calculation, event engine and the AI. -
Optimized ai calculate odds. Large battles should not "freeze" the game
anymore. - Optimized space usage of flag file, and made it a power of 2, fixing
compability issues with some ATI cards. - Severe optimisation of framerate to
make the game feel more responsive. * Map - Map shader precision fix. ATI
miscolored provinces bug solved. - Solved border ati graphics problem. -
Underlying map-code have been rewritten, reducing the memory footprint
significantly. - Making a new map by modders will no longer take hours to
compress, but merely minutes. - The maprendering is now much quicker and should
work better with lesser cards. - Zhele(sp?) is no longer at two places on the
map. - Fixed a few duplicated seazones. * Stability - Fixed "Creating Rivers"
crashbug. - Fixed crash related to broken owner areas and the theatre ai. -
fixed crash in german diplomacy ai - Fixed crash when France surrenders. - Fixed
crash when Denmark surrenders. - Fixed Crash when Manchuku surrenders. - Fixed
crashbug related to unit shattering. - Fixed infinite loop in textbuffer. -
Fixed a problem which could cause crashes on some machines when starting the
game. - Fixed a crash bug with exp force theatre HQs * Savegames - Fixed another
corruption of savegames. - Radarstation status is now properly loaded when a
game is reloaded multiple times. - Bonus organisation is now properly loaded
from savegames and no longer lost. - Automatic deployment check box now set
correctly when loading a save game.

----------------------------------------------------------------------- -
Database Changes
----------------------------------------------------------------------- * Events
& Decisions - Fixed Danzig or War when Poland is part of the Axis - Added a few
random events with some positive effects. - Added an event for Vichy to
dissapear. - There is now a decision to create Mengkukuo * Scenario Setup -
Improved the fortress at Sevastopol. - Revised a few italian generals ranks to
fit the starting OOB's better. - Removed an erroneous army in the 1936 OOB for
France. - Fixed location of french airforce in 38 and 39 OOB's. - Revised a few
french generals ranks to fit the starting OOB's better. - Fixed a few broken
units in the Japanese 1941 OOB. - Added the missing picture of the Hungarian
leader Nemerey. - Added the missing picture for Italian general Appiotti. -
Plenty more head of states are now pigheaded isolationists. - Kwantung theatre
is now working properly in all scenarios. - USA, UK, France, Soviet, Italy,
Japan & Germany are now always major countries.

Download Patch:

Download Mirror 1: Download Patch

Loading..

MARIO COMES ALIVE!
Welcome to MoFunZone, we are THE source for free online games including but not limited to defense games (also tower defense games), arcade, action games, shockwave games, flash games, kid(s) games, game board games, web games, online games, dress up games, internet games and etc. We have the newest and greatest free games and we update every day with new games. Our flash games are played millions of times. MoFunZone is da source for free online games .

Many people are still into arcade games and we make it easy to find and play these arcade games. Enjoy our classic arcade games.

Are you a sport jockey? Then we have sports games! And we bring you the newest best sports games on the net, all of them are free games. Check out our sports games category. Whether you want to be play soccer games or racing games, you got it here, even if it is extreme sports like bmx tricks or biking up the sporty hills. Just one category in the free online games we offer at MFZ.

As for our free games, you will find a lot to choose from right here. You can find action games here for your choosing. MoFunZone.com posts the best in action games and dress up games, all for you to play them for free.

Family and Kids can play here too, we do our best to keep the site clean and also offer kids games or family-friendly games here at MoFunZone.com. We usually post warnings for non kids games. For kids we have tons of online games for kids, it's one online game to another. Like Spongebob Games

Yep, we also have board games, the newest and free. Board games, online... that should make it easier!

For our girl games, we have a lot for you... like hannah montana games, quality gaming fun for all ages! Into super heroes and all that jazz? Why not try our spiderman games for example, you will find lots of action for all ages there!
Gaming! That's what we're all about! Can you go through all of our games? MoFunZone.com is indeed your first stop for free online games.