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Darkest Hour: A Hearts of Iron Game

Platform(s): PC
Genre: Strategy
Publisher: Paradox Interactive
Developer: Paradox Interactive
Release Date: March 29, 2011

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'Darkest Hour: A Hearts of Iron Game' v1.02 Patch Available NOW

by Rainier on Nov. 18, 2011 @ 12:00 a.m. PST

Darkest Hour: A Hearts of Iron Game is a stand-alone Hearts of Iron II game featuring a mixture of short and in-depth campaigns set across the darkest chapters of the 20th century, from the outbreak of the Great War up to the onset of the Cold War.

Get the Darkest Hour: A Hearts of Iron Game v1.02 Patch off WP (114mb)

Darkest Hour 1.02:

Patch Installer changes:

1. Made the patch installer compatible with all Darkest Hour distributions (Steam, Impulse, Boxed German version etc.)

2. Set correct registry keys for all Darkest Hour distributions (fixes a problem with reported version in Launcher)

3. Converts the boxed German only version into a fully functional Darkest Hour (restores all languages, deleted pictures and changed names)

Engine changes:

1. Moved in-game multi-player messages few pixels down for better view.

2. Fixed a bug with land units' arrival time calculation on save/reload at the same game hour when the move order was given.

3. Fixed a bug in best port in area selection used for convoys.

4. Fixed a bug with country description text set in scenario files (replaced by default one on deselect/select of a country). Changed default scenario text format to 4 digit year instead of 2 (TAG_YYYY_DESC).

5. Added convoyed out resources/oil/supplies to daily resources flow statistics page.

6. Fixed tool-tip for atwar = TAG trigger.

7. Fixed a bug with naval units left in ex-allied ports when alliance is broken peacefully. Such fleets will be moved out of the port at 1 o'clock.

8. Fleets that has no valid naval base set will automatically rebase to the closest allied port now (checked once on 15 days). Fleets on Rebase, Move, Redeploy, Transport, Amphib. Assault or Sneak move missions are skipped.

9. Fixed issues with secederegion and secedearea commands. Now these commands behave as secedeprovince command does.

10. Added new options to secedeprovince, secedearea and secederegion commands (check event commands.txt for details).

11. Fixed a bug with ‘intelligence’ scenario parameter not applied to AI countries.

12. Implemented a new command for delayed triggering of events: event (check event commands.txt for details).

13. Allowed Pause button shortcut to be re-defined in buttons.txt. Added 2 new button definitions that can be used as shortcuts in buttons.txt : pause (ASCII 0x13) and space (ASCII 0x20). NOTE: There are problems if spacebar is used as shortcut for button (impossible to use empty space in rename units/divisions for example).

14. Added new optional division/brigades models parameter: on_upgrade = yes/no(default). When set to “yes” current model’s upgrade_time_factor and upgrade_cost_factor modifiers will be used on upgrade to the next model instead those of the next model.

15. Fixed a bug with supply check for units (reported as supplied by own/allied capital even if the country has no supplies at all).

16. Fixed a bug with naval units supply check (reported as supplied as long as they have a valid naval base even if there are no supplies there).

17 Fixed a bug with oil and supply check for units supplied from allied capitals (reported as supplied/fueled even if there are no supplies/oil there).

18. Fixed a bug with supply check for units in combat supplied from own/allied capital (reported as supplied even if there are no supplies available).

19. Fixed a bug with oil usage of ships in ports (no oil consumed, always reported as having enough oil).

20. Fixed a bug with supply and oil usage and status update on units in combat.

21. Fixed a bug with convoyed out oil calculation (more oil then currently available at home can be convoyed out).

22. Tweaked convoy logic to not convoy out from home supplies or oil if these are required for troops at home.

23. Tweaked required supply convoy transports calculation logic to take into account available at home supplies/oil for transportation too (not just required at the destination).

24. Fixed a bug with supply convoys exporting more supplies then need at the destination in some rare cases (huge need of oil for example).

25. Greatly improved game speed in games with many units and ongoing wars. Faster map scrolling.

26. Many tweaks to and bugs fixed in production AI (sliders, priorities, production):
- construction of Land Forts to province in higher level then set in AI files
- construction of Coastal Forts to province in higher level then set in AI files
- bug when IC has been assigned to upgrades when MP is less then 5 even if AI is set to not upgrade
- Improved distribution of exceeding IC logic (IC that remains after all immediate needs are covered)
- bug with production sliders for AI countries (too much IC assigned to CG in some cases)
- bug with Production AI not building anything if MP is less then 5
- tweaked logic used for max serial production line calculation
- removed hard-coded logic for brigades that can be attached to Garrison units (MP, AT, AA)
- removed hard-coded logic for brigades that can be attached to Carriers (Granted CAG only), TAC (granted ESC only), STR (granted ESC only) and HQ (granted AA only) to avoid exploits (producing with brigade not researched yet) and to allow producing with more then one brigade (CV’s only).
- tweaked Production AI MaxBatchHomeFront parameter usage (removed the requirement of current MP pool to be less then daily produced * 180 for this parameter to be used).
- bug with production AI producing Infantry units even if these are set to 0 priority by an AI file.
- tweaked production AI to allow more rapid IC construction when force_ic_until = YEAR AI parameter is valid.
- fixed a bug with production AI stopping producing any units once it reaches the desired ratio between land/air/naval.

27. Fixed a bug with resource convoys' creation on enabled depots relocation from misc.txt.

28. Fixed a bug with missing flag/counters on change TAG when old country uses changed via event/scenario file default flag.

29. Fixed a bug with Convoy raiding AI trying to re-base fleets to invalid province.

30. Many new misc.txt modifiers:
- Allow change by players of HoS or HoG
- Used change TAG on coup logic
- Use speed to set garrison status (no move allowed) to land units.
- Max daily dissent that can be added to player controlled countries when not enough supplies are produced
- Do not start producing any new units when more then THIS percentage of the currently available MP is required for reinforcements of existing units and the country is at war.
- Do not start producing any new units when less then THIS MP is available in the pool
- Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province
- Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province) if the said province is used as supply base
- Min. required relations between allied countries required for AI to secede claimed by the player provinces to him.
- Max. serial line depth for production of Garrison and Militia units
- Min. total IC threshold required to enable serial production of naval and air units.
- Filter used on available for release countries list based on regular_id and intrinsic_gov_type set in revolt.txt (applied to both players and AI).
- Chance to target divisions with no ORG left in land combats.
- Max. redeployment days for AI controlled units cheat.
- Reinforce to upgrade modifier.
- Screen or Capital ships targeting in naval combats.
- Land units speed modifier for units out of supply.
- Land units speed modifier for units containing at least one division with ORG less then 1%.
- Movement time modifier for fuel consuming land and air units when out of fuel.
- Default speed for fuel consuming land units when out of fuel.
- Combat Modifier: Default Supply Problems Mod – Air
- Combat Modifier: Default Supply Problems Mod - Naval
- Combat Modifier: Default Fuel Problems Mod - Land
- Combat Modifier: Default Fuel Problems Mod - Air
- Combat Modifier: Default Fuel Problems Mod – Naval
- Strategic redeployment mission: Added value, independent from real distance.
- Strategic redeployment mission: Multiplier on the real distance.
- Use old (pre DH 1.02) save-game format for divisions.

31. Old TAG's Claimed Provinces list is cleared on TAG change now.

32. Fixed a bug with no update of regular_id and intrinsic_gov_type on change TAG.

33. Fixed bugs with needed in local depots oil/supply calculation on game reload that can cause convoy problems.

34. Added new optional parameter in revolt.txt: coup = { TAG1 TAG2 … TAGx }. (Check revolt.txt for details).

35. Fixed a bug with canceled free resource trades from Master to Puppet when the Master has resource shortage of any resource.

36. Fixed bugs with country specific values exported to misc.txt (“country” section) not saved in some cases and reset to default upon reload.

37. Expanded build_division command with 3 new optional parameters: cost, name and where (check event commands.txt for details).

38. New parameters for items in the build queue that can be used in scenario files:
- unitcost = yes(default)/no # Used for players only. When set to “no” preset unit cost will not be recalculated.
- new_model = yes(default)/no #Used for AI countries only. When set to “yes” the build unit will be always with the latest available model.

39. Fixed bugs in some triggers evaluation when used with no country set in generic events – lost_VP, lost_national, lost_IC, alliance, war, access, non_aggression, guarantee, trade, puppet, participant, military_control, nuked.

40. Fixed a bug with supply convoys to depots which require more oil/supply that can be stored in a local depot and in result huge amount of oil or supplies can be lost every day.

41. New invasion AI parameter: province_priorities = yes/no(default) (check Invasion AI - How To.txt for details).

42. Include claimed provinces to the tool-tip about provinces that are going to be seceded to a released country.

43. Expanded ground_def_eff event command (check event commands.txt for details).

44. Fixed a bug where one air wing in air unit on bombing mission takes most of the damage.

45. Fixed a bug where min. mission ORG setting is replaced by STR setting upon saved game reload.

46. Fixed a bug preventing events set for REB tag to fire.

47. Added another value to MANUAL_OR_ BY_INFLUENCE _MOVES in policy_effects.csv

48. Exported dissent hit on country release to policy_effects.csv (MODIFIER_DISSENT_ON_RELEASE).

49. Fixed a bug in VP calculation used to halve dissent on new country release (used national provinces instead of controlled).

50. Fixed tool-tip of participant trigger when used with value = 0 (check for any alliance).

51. Added 2 new unit model modifiers: reinforce_cost and reinforce_time.

52. Added extra typo checks on many triggers.

53. Fixed bug where naval bases can be produced in provinces without port allowed (just coastal).

54. Fixed a bug in country creation code setting automatically civil war when VIC country is released.

55. Generic events set to not fire for REB tag

56. Land units in production now have correct speed shown based on attached brigade(s)

57. Added new optional unit model modifier - out_of_fuel_speed. Set speed to THIS value when the fuel consuming unit is out of fuel. Default value is set in misc.txt

58.Added new optional unit model modifier - no_supplies_combat_mod. Combat penalty when out of supplies. Default value is set in misc.txt.

59. Added new optional unit model modifier - no_fuel_combat_mod. Combat penalty when out of fuel. Default value is set in misc.txt.

60. Fixed a bug with not working “Tech-Team Take Over” option on annexation set by ‘inherit’ event command or by Demand Territory diplomatic action.

61. Fixed CTD on scenario exit in some cases when “Tech-Team Take Over” option is enabled.

62. Light Armor brigade set to use new short name string (NAME_LIGHT_ARMOR_BRI) instead of sharing name with light armor unit (NAME_LIGHT_ARMOR).

63. Fixed tool-tip text for air and naval leaders rank in change leader lists.

64. Fixed a bug with units loaded on transport planes reported as out of supply and losing ORG in result.

65. Fixed a bug where a Parachute unit can be loaded by the AI on more then one transport plane at the same time that corrupts saved games.

66. Fixed a bug in secedeprovince, secedearea and secederegion commands validation checks when “which” argument is set to -1 or -2.

67. Fixed bugs with invalid combat traits gained in combat. 'Blitzer' trait could be gained too.

68. Changed save game format for divisions. Optimized numbers saving. Removed redundant entries. Reduced saved game file size by 5-10%.

69. Fixed a bug with missing upgrade modifier on air units range.

70. Implemented upgrade from one unit type to another.

71. Added support for up to 5 attachments for air and land units too.

72. Fixed issues with doubled stats of brigades in pool on game reload.

73. Brigades added to units created by event commands now will use the latest available brigade model instead of being model 1.

74. Greatly improved DB files auto-check for errors and error reports:
- Added TAG validation for airnames.csv, armynames.csv, navynames.csv and unitnames.csv files.
- Report for wrong command syntax (Missing = in statement.)
- Report for invalid event picture – only when extra debug logs are enabled in settings.cfg
- Seazones.txt - only when extra debug logs are set to 2 in settings.cfg
- Report on missing tech year or tech picture - only when extra debug logs are enabled in settings.cfg
- Report on incorrect format of text strings (missing or extra %) - only when extra debug logs are enabled in settings.cfg
- Added more AI debug logs when extra debug logs are set to 2 in settings.cfg
- Check for missing translation or misplaced % in texts when extra debug logs are set to 2 in settings.cfg
- Check for duplicated minister IDs in minister files
- Log ID conflicts to savedebug.txt

75. Fixed tool-tip for intelligence_network minister effect.

76. Implemented wakeminister command (check event commands.txt for details).

77. Fixed a bug where killed/slept ministers in cabinet can be auto-replaced by a minister ahead of his starting year.

78. Improved Air AI:
- Fixed a bug where air wings are not evacuated from threatened airbases of military controlled AI countries
- Set default air missions duration to be 60 days instead of 10 years
- Enabled Air Scramble mission for the AI
- Tweaked Nuke AI priorities – use current nuclear reactor size in target province instead of max size
- Fixed a bug where air AI of military controlled countries can remain inactive after control release

79. Greatly improved game speed in scenarios with many air wings with long ranges and big alliances, but no wars.

80. Fixed major memory leak, most obvious in very long continuous game sessions (20+ years) where 800+ MB of RAM could be lost. Reduced time needed to exit to main menu from a long game session.

81. Fixed CTD on exit to main menu or exit to Windows.

82. Fixed a bug with missing decisions in available decisions list.

83. Added new map logs (savedebug.txt, on scenario start) when extra logs are set to 2 in settings.cfg:
- List of all coastal provinces: ID, Name, Island or not, Area, Region, Continent, Controller, Owner
- List of all beach provinces: ID, Name, Island or not, Area, Region, Continent, Controller, Owner
- List of all provinces with ports: ID, Name, Naval Base Size, Island or not, Area, Region, Continent, Controller, Owner
- List of all provinces with air bases: ID, Name, Air Base Size, Island or not, Area, Region, Continent, Controller, Owner

84. Fixed CTD on annexation by command of a country twice in the same event.

85. Fixed game freezes when Militia unit type is disabled for production for an AI country.

86. Added new combat modifier - Out of Fuel, definable in misc.txt (default per land/air/navy) and per model in unit files.

87. Allowed Out of Supply combat modifier to be applied to naval units too.

88. Added commands to modify country specific unit modifiers:
- out_of_fuel_speed
- no_fuel_combat_mod
- no_supplies_combat_mod

89. Fixed a bug with not applied to existing units upgrade modifiers from events for brigades on 2-5 slots.

90. Fixed bugs with parsing of construction section in AI files - AA_provs, coastal_fort_provs, radar_provs, air_base_provs, naval_base_provs, fort_provs, ICProvs

91. Fixed a bug preventing AI to attach brigades to deployed units with one or more brigades attached already.

92. Fixed a bug where AI can deploy more then max allowed aircraft in a single air wing.

93. Fixed a bug with auto-disbanded traded units when Max. strength is too low. All traded land/air units set to be with 1% Str.

94. Tweaked auto-production sliders logic:
- Do not assign extra IC to CG to counter dissent if there is not enough IC for production and production is prioritized
- Do not assign extra IC to supplies when below Critical/Desired stockpile levels if there is dissent and CG are prioritized over supplies

95. Display division stats with fractions when needed

96. Fixed a bug where a Parachute unit can be loaded by the AI transport plane and ship at the same time that corrupts saved games.

96. Fixed an issue with production progress going above 100% for a day before the item is completed.

97. Added new "demobilize" command (check event commands.txt for details).

98. Added new optional brigade setting – detachable = yes/no, defined in brigade files. By default all land and air brigades are detachable and all naval brigades are not.

99. Fixed a rare CTD on AI country annexation.

100. Fixed issues in deployment of finished IC to provinces. Improved AI IC production and deployment.

101. Fixed CTD on province owner change when 3 or more own arreas get connected in result.

Launcher changes:

1. Fixed a rare crash when no web browser is defined
2. Fixed an issue with reset of extra logs setting to 0 when set to 2

Translation changes:

1. Fixed a corruption of saved games in result of wrongly formatted string in German, Italian, Polish and Spanish languages
2. Updated French translation
3. Updated Italian translation
4. Updated German translation
5. Added Russian translation
6. Updated Polish translation
7. Updated Spanish translation
8. Fixed invalid characters or formatting issues

Darkest Hour will introduce a new artificial intelligence that is now able to react to hundreds of different situations simultaneously, along with a dynamic diplomatic system that will allow the player to have a real impact on the course of history.

Key Features:

  • Play different campaigns and battlescenarios from the onset of the Great War to the outbreak of the Cold War
  • Brand new game map redesigned for improved detail on both a strategic and tactical level
  • Unprecedented diplomatic system that gives the player a real impact on the course of events
  • New artificial intelligence system that is now able to react to hundreds of different situations simultaneously

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