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Hearts of iron 5 naval invasion
Hearts of iron 5 naval invasion










hearts of iron 5 naval invasion
  1. Hearts of iron 5 naval invasion update#
  2. Hearts of iron 5 naval invasion Patch#

– Soviet and Germany should no longer bail from the Unholy alliance as soon as they can – AI is now properly checking if having common enemy when looking at asking for and granting military access, and is also more eager to do – Neutral countries now consider guarantees when deciding on which faction it would rather join. – Having a common enemy will now make AI very accepting to granting and accepting military access as long as both are democracies. – The AI now launches naval invasions against the same enemy area at the same time rather than separately. – Improved unitcontrollers capability to recognize when units should join as support in a combat (effects both player and AI). – Tied countries naval base IC fraction to their naval AI focus, primarily meaning Germany will not be building as many of them, at least initially. – Tweaked area defense and pocket handling AI to be better at handling coastal defense. Germany should no longer replace their divisions with templates from Austria. – Made AI capable of determining if a template was created by them or not. – Added a define for min steps for unit controller to strategically redeploy to front location and boosted it from 4 to 8 to reduce lots of small redeployments along fronts. Should keep Allies from going guarantee crazy while in wars. – Tweaked guarantee desire to go down the more enemies a country has. – Tweaked up AI production balance for infantry equipment. – Added scriptable AI strategy to tweak factory assignment to equipment types and SIGNIFICANTLY boosted fighter production. – Tweaked down AI desire for motorized a bit. – Air mission AI is better at prioritizing the most important regions in stead of getting stuck in local optima of groups of regions. – Tweaked deployment AI to not get crippled when their armies are taking damage. – Now possible to start from scratch with an empty division template by selecting New in the designer drop down – Added achievements indicator in game setup telling you if you can get achievements or not – It is now possible to set a command group to execute orders in different manners: carefully, balanced, and rush.

Hearts of iron 5 naval invasion Patch#

Here’s that mega changelog for patch 1.1. Instead of twice, as sometimes happened pre-patch. Plus, as noted in the headline, Hearts of Iron IV will only kill off King George V once now. And, much to the delight of many, it’s now possible to design a division from scratch by choosing ‘new’ in the drop-down template menu.ĪI-controlled opponents will be more likely to grant military access for those fighting a common enemy too. Feature-wise, players can now tell their command groups to execute plans “carefully”, “balanced” or in a “rush”. The former can be read about in detail thanks to the extensive changelog replicated below. Dubbed ‘Red Ball Express’ (named after an allied truck convoy system), it includes numerous tweaks and changes to the AI, bug fixes, and some additional features.

Hearts of iron 5 naval invasion update#

All three receive bonuses to Amphibious Invasion Speed and Amphibious Craft Defence from Invasion Tactics and Landing Craft Support respectively.A substantial update for Hearts of Iron IV has been released today, taking the game to version 1.1. Assault Ships have a 75% bonus to Amphibious Invasion Speed, 25% Amphibious Craft Defence bonus, and 25% Amphibious Defence bonus to Light through Heavy Armour, Mechanized, and Armoured Car. Landing Craft have a 50% bonus to Amphibious Invasion Speed and 10% Amphibious Craft Defence bonus. Transports have normal naval invasion statistics.Escort Carriers have Radio Strength 1.1, Carrier and SH Battleship 1.25.Default Radio Strength is 1, Strength 100, Officers 0, Repair Cost Modifier 0.05.A Carrier can carry two Carrier Air Groups.Transports have 40 Transport Capacity.These neither benefit nor contribute to practicals. A set of 10 escorts costs 4 IC for 240 days to build, or a total of 0.96 kICd for the set.A set of 10 convoys costs 2 IC for 100 days to build, or a total of 0.2 kICd for the set.Useful for tailoring your manpower and industry use to your available resources. Manpower/kICD: The amount of Manpower used building the unit versus the number of kICd used building the unit.Useful if you want to know the most effective way of increasing your Practical. Practical/kICD: The amount of Practical Knowledge gain per kICd spent building the unit.kICd: Thousands of IC days needed to produce this unit.This article may need to be rewritten in part or entirely.












Hearts of iron 5 naval invasion