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Darkest hour 1.03 vs 1.04
Darkest hour 1.03 vs 1.04











darkest hour 1.03 vs 1.04
  1. Darkest hour 1.03 vs 1.04 mod#
  2. Darkest hour 1.03 vs 1.04 serial#
darkest hour 1.03 vs 1.04

  • Fixed issue with incorrect MP value returned to MP pool for sold units in some cases.
  • Improved non-working 1.03 fix for the same problem
  • Fixed issue with multiple win combat messages when own and military controlled units participated in the combat.
  • From unit with 2 brigades detach the second and then the first in that order).
  • Fixed a bug with dummy “(null)-1” brigade appearing at redeployment pool in some cases after detaching of brigades from units (ex.
  • Darkest hour 1.03 vs 1.04 serial#

    Fixed invalid model name on message for completed brigade from upgraded serial line.Fixed arrow color from blue (move) to red (attack) for units that go to friendly province through enemy controlled provinces.Fixed displaying issue with overlapping counters for retreating and defending units in the same province.Fixed issue with attack arrow (\gfx\map\direction_counter_battle.bmp) used improperly on counters when the unit is attacked in its current province while moving to another province with no enemy units there.

    darkest hour 1.03 vs 1.04

    It is used when the unit is involved in combat in its current province. Fixed issues with \gfx\map\defense.bmp usage (on counters) in the engine preventing it from displaying properly.Fixed CTD on Intelligence page when custom unit types are into the redeployment pool of a country.Fixed issue with AI trying always to retreat when attacked while not bordering at least one friendly province (like after successful amphibious invasion).Fixed strategic redeployment of rockets to be issued immediately after the command instead on the next hour.Fixed “Goto” button on “New leader” message to center map over player’s capital province.Fixed bug with empty missions menu (on click on unit plate’s mission area) for scenarios with disabled provinces.Fixed game hang on annexation by event of alliance leader by an ally or puppet master by a puppet.Fixed issue with human controlled land units no longer retreating to transport ships at sea when defeated in land combat.

    Darkest hour 1.03 vs 1.04 mod#

  • Fixed memory corruption/crash issue when long mod name is used.
  • Air supply when there are no air units with transport capacity.
  • Airborne assault when there are no air units loaded with paratrooper.
  • Naval transport when there is no transport ships left in the fleet.
  • Amphibious assault when there is no transport ships left in the fleet.
  • Naval airbase strike when the fleet has no CV/CVL or any other ships with CAGs left in the fleet.
  • Naval port strike when the fleet has no CV/CVL or any other ships with CAGs left in the fleet.
  • Only these missions will be canceled now:
  • Fixed issue with canceling of missions of player controlled units in some situations.
  • This will now properly center map over the capital province of the other country.
  • Fixed CTD on pressing “Goto” button on the message when someone joins player’s alliance.
  • Aprimoraram a coisa na Guerra Civil Espanhola… Agora, a depender de variáveis, ou a Espanha Nacionalista ganha ou a Republicana ganha. Se ele escolher um país da Europa, os eventos seguem o curso normal da História. Quem escolhe os nacionalistas, pode massacrar os comunistas mais rapidamente.Ĭriaram toda uma sequência de eventos que só se desenrola conforme as escolhas do player, no cenário de 1933. Quem escolher a China Comunista, pode optar por um evento decisivo ainda em 1934, que pode tornar a China inteira de fato comunista. Tipo, o Japão pode escolher entre o caminho tradicional de expansão pela China e Sudeste Asiático ou escolher por uma expansão através da URSS, aliando-se com os chineses até. Ele pode reverter a História com mais eficiência. Bom, aprimoraram os eventos na Frente Oriental… O que muda muito é quando um player humano escolhe um daqueles países.













    Darkest hour 1.03 vs 1.04