Experiemental branch now has the new 1.11 branch
And im enlisting anyone willing to give it a go, the changelog is as always huge and we need some playtesting done by willing players.
Feel free to comment on the percieved difficulty based on the new research AI, and report any crash you had, with a savegame and way to reproduce.
bug reporting threadIf you have any suggestion or ideas to improve balancing, then post it here:
discussion thread Changes:
More country tags for modders
Better moddir support
Improved research AI (in progress)
AI puppets will no longer initiate gift-trades to their overlords, as those get the resources anyway once a stockpile of 1000 is reached.
Block ai/admiral/ignore will now complain if encountering duplicate or invalid (NONE or LAKE) or purely land areas.
Game can be continued normally by choosing "Ignore".
Development queue will now push finishing non-closing lines to the top instead of the bottom.
Fleets carrying land units will only unload them upon arrival in port, if they have the "Sea Transport" mission.
Inaccessible on-map provinces will never have Revolt Risk.
Introduced new class of error: Parsing Error
will be written into ParsingErrors.csv
will only display popup messages for first ten errors encountered
new Parsing Error: on specifying a "type" parameter with invalid value to a trigger "garrison"
Number of different areas is now virtually unlimited (65533 max).
Production menu previews of models will now display attribute values with a precision of up to two decimal places.
Decimal places beyond the second are rounded-to-even.
Trailing zeros are truncated and trailing decimal point are truncated.
Provinces with only impassable adjacencies will now be automatically ceded to enemies like those with 0 infrastructure.
Provincial manpower is now a floating point value.
Windowed mode will now use a borderless window.
Fixes:
Fixed several CTD
1.08 regression: buildings reduced to size 0 would not be saved, resulting in restoration of their size from scenario data on reload.
Activation of new division models would message upgrade availability once for each model per unit type and technology project, even if only one activated model actually pertained to the production line in question.
AI would assign only empty fleets to bases (inverted check), completely eliminating AI base fleets. (possible 1.08 regression)
AI would assume that an Air unit contained strategic bombers if it had none and vice versa (inverted check).
AI would check whether Air units have strategic bombing capability by only checking the first unit contained (in order of assignment).
AI would never consider available unused escorts when deciding whether to build more, building more whenever it needs (more than four builds of) convoys
AI would try to send air units into provinces without access, hogging pathfinding and keeping those units from acting
AI would try to send sea units convoy raiding into land provinces, hogging pathfinding and keeping those units from acting
AI would try to build infrastructure in provinces with maximal infrastructure.
Air divisions with exactly 0 ORG could still attack in combat (checked for less-than instead of less-or-equal).
Air and Naval units could in theory exceed the engine-limited maximal movement speed because difficulty modifiers were applied after the check (largely hypothetical crash issue).
Leader trait gain from combat events would be processed even if the assorted trait was already given - blocking acquisition of other traits
Leader traits from combat events always had priority over those from terrain - even if the leader already had the event trait but missed the terrain trait
Map mode button Weather was clickable while Weather map mode was already selected.
Non-submarine naval units would fail to select new targets if they had no target at the very first combat round.
Production lines of militia type divisions could not be upgraded.
Provinces automatically ceded to an enemy due to 0 infrastructure would not be ceded to the original owner in the same manner.
Selecting a mod-only scenario in multiplayer would crash the game.
The first unit in AI build lines longer than 1 would be unnamed.
Triggers areacontrol, areaowned would not actually check all provinces in the given area.
Whether a carrier has CAGs equipped only checked the first attachment (in order of assignment).
Softcode effects:
new event trigger "tech_team_active = " - is true if team is working on a project
new event command "type = change_team_picture which = value = " - replaces 's picture with
event command "type = national idea" can now take parameter "value = -1" to indicate country receiving the event
event trigger "garrison" can now take parameter "country = -1" to indicate country receiving the event or omit it to count all units regardless of owner
event trigger "under_attack" can now take parameter "value = -1" to indicate country receiving the event
Resource columns in db/Provinces.csv are now interpreted as floating point values.
Three new keys were added to Boostertext.csv:
EE_TEAM_PICTURE - text for new command "change_team_picture"
TC_TEAM_ACTIVE - text for new trigger "tech_team_active"
TCNOT_TEAM_ACTIVE - text for negated trigger "tech_team_active"
Three new keys were added to text.csv:
RCDM_BUILD_SYNTHETIC_MATERIAL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Material Plant"
RCDM_BUILD_SYNTHETIC_OIL_PLANT - text for new right-click-dropdown-menu entry "Build Synthetic Oil Plant"
RCDM_BUILD_DISP2 - text for new right-click-dropdown-menu entry "Build Nuclear Power Plant"