AI way of declaring war. It will now check for the total amount of production of the countries it is currently at war with, if more than one, and never declare war on another one if the sum of all enemy countries are equal or above its own. This will solve Germany declaring war on a bunch of people when it cannot handle them all at once. They will finish the first war, then start a new one.
Rangers and Marines price.
AI will less often have its units almost out of fuel / ammo. Meaning it will be harder to force them into surrender.
[h3]Fixes[/h3]
No AA deploy sound.
When the mouse was over the hero’s stats it could flicker.
5.6.19
[h3]Additions[/h3]
Railroads for the desert. Around 30 or so tiles.
USA 1945 quick game scenario. Invasion of the US by the Axis (Japan and Germany). Map made by Fred, a French player, I decided to add it to the base game because it totally fits the game.
[h3]Changes[/h3]
AI will now cover its factories and other important tiles with fighters if it estimates the site is about to get bombed.
AI will not stay in human VPs anymore. (If you emptied one of your VP hex and the allied AI got in, it would stay there and garrison indefinitely meaning you could never get in).
AIs engineers will not stay indefinitely anymore on the rivers if they act as a bridge there. If there are no friendlies nearby waiting to cross on them, they will just move out.
[h3]Fixes[/h3]
Artillery / AT / AA units that had the horse / truck / half track option and were in a landing craft could not resupply at harbour if they moved more than 1 tile. Basically same rule as when being on ground.
When starting a new scenario, if you had units in the water (in landing crafts) and if some of those units happened to have either one of the 3 extra movement options (horse, trucks, half tracks) they would have wrong movement values in their landing craft AND once they landed.
5.6.18
[h3]Added[/h3]
NKVD infantry and NKVD infantry 43 for the USSR. Having a NKVD unit on an adjacent hex of your units will make your unit never surrender OR retreat.
US light infantry 43.
Japanese light infantry 43.
Type 94 TK to Japan.
Light infantry 43 to Italy.
Mitsubishi Ki-15 and Mitsubishi Ki-30
Battle of Khalkhin Gol for the Soviet and Japanese campaigns.
[h3]Changes[/h3]
More contrast selected unit is now MORE visible than ever !!! :D You will NOT be able to miss it ! Even if you’re blind ! :p
AI will bring its planes and ships back for repair if their HP is now under 50% instead of 30%.
Italy’s engineers graphics.
[h3]Fixes[/h3]
AI would leave its VP to protect another one (so basically leave its own to move into another one) that was worse than its current one. Example : Getting out of a factory to protect a village. Meaning the factory would be empty, which is bad !
5.6.17
[h3]Additions[/h3]
40mm Bofors, Vickers 6 t mk E, Type 95 Ha Go, 75 mm mountain gun, 105 mm kanon m34, Bofors 75 mm Model 1929, Bofors 37 mm for Thailand.
[h3]Changes[/h3]
Saves are now organized by date when they were created. So latest save is now on top.
Canada’s counter’s colour to light red.
You can resupply your engineers if they are on a river tile.
[h3]Fix[/h3]
AIs planes often staying around a single ground target that only one of them could hit at a time.
AI damage system had issues.
AI not spawning as many units as it should have.
1 instance of AI freeze (very rare, when playing a neutral country as a human).
Italy had no train graphics.
When loading a save and if you had a unit in a train that had the horse, truck or Half track option, its fuel would get messed up.
AI sending money to people that didn’t need it.
On mobile neutrals would share their units FOW.
5.6.16
[h3]Additions[/h3]
Notification that will let you know if you ambushed someone during your turn.
Previous turn summary of lost, killed, bought units and spent and earned money per player at the beginning of every turn for humans player.
[h3]Changes[/h3]
Art on the store page.
Orientation of the unit is now saved. When you will load your save the orientation of the unit will be restored.
Cannot tow artillery or AT guns that are too heavy with horses anymore.
Added some colours to the end of scenario stats.
[h3]Fixes[/h3]
Ammo being set to max for planes with equipment when loading a save.
Weird stuff happening when a planed crashed on another unit due to no fuel with the option Realistic planes ON. The unit underneath it would be hidden.
AIs generals moving and getting closer to the fight when they could stay when they were.
You couldn't swap units once one of then had attacked, even though it didn't move.