Hearts of Iron 2 - Screenshots, Sito & Demo Giocabile

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Virusboy
00mercoledì 30 giugno 2004 11:36
Ecco qui tutti gli screenshot su questo atteso sequel...

HoI2

Pare abbiano modificato l'interfaccia, ma sotto l'aspetto grafico mi sembra si stia facendo pochino[SM=g27820] ...
CCM Von Hausser
00mercoledì 30 giugno 2004 12:09
li conoscevo li conoscevo... non li menzionavo per scaramanzia... sai, conoscendo anche la Paradox e i suoi tempi di gestazione ho paura per la data di rilascio!

Mi piace molto la fanteria e in genere l'impostazione della grafica... sai mica se ci sono news sulla realizzazione del gioco? ti va se si proponiamo come beta testers [SM=x329165] ????? eh, e dai???? Facciamo gli "Sboroni"????????????????? [SM=x329169]
Virusboy
00giovedì 1 luglio 2004 00:21
Re:

Scritto da: CCM Von Hausser 30/06/2004 12.09
li conoscevo li conoscevo... non li menzionavo per scaramanzia... sai, conoscendo anche la Paradox e i suoi tempi di gestazione ho paura per la data di rilascio!

Mi piace molto la fanteria e in genere l'impostazione della grafica... sai mica se ci sono news sulla realizzazione del gioco? ti va se si proponiamo come beta testers [SM=x329165] ????? eh, e dai???? Facciamo gli "Sboroni"????????????????? [SM=x329169]



WOW![SM=g27811] Non sarebbe una brutta idea! [SM=g27828]

Io sono disponibile... chissà che si riesca ad evitare qualche errore prima che esca![SM=g27827]
CCM Von Hausser
00giovedì 1 luglio 2004 08:03
[SM=g27811] benissimo! allora vedo di rimediare qualche email a cui scrivere... io lo farei pure gratis!!!!!!!!!!!!!!
Virusboy
00venerdì 2 luglio 2004 09:25
Re:

Scritto da: CCM Von Hausser 01/07/2004 8.03
[SM=g27811] benissimo! allora vedo di rimediare qualche email a cui scrivere... io lo farei pure gratis!!!!!!!!!!!!!!


Ma perchè?... [SM=g27833] solitamente ti pagano per farlo? [SM=x329186]
CCM Von Hausser
00venerdì 2 luglio 2004 14:28
non sempre pagano... il più delle volte ti "ri"pagano menzionando il tuo nome nel manuale e/o con la copia definitiva del programma qualunque esso sia...

si parla di fine liglio, ma "radio scarpa" mi dice che le chance sono poche: priorità ai più "anziani" tra gli "iscritti svedesi" del Forum ufficiale [SM=x329175] ...proverò anche a nome tuo...[SM=x329182]
CCM Von Hausser
00venerdì 19 novembre 2004 12:30
SITO

Questo il link al sito di HoI2 [SM=x329190]

[Modificato da CCM Von Hausser 07/01/2005 11.51]

CCM Von Hausser
00giovedì 25 novembre 2004 18:35
Rolling Demo

Rolling Demo di HoI 2 da scaricare e gustare [SM=x329164]

[Modificato da CCM Von Hausser 07/01/2005 12.47]

Drrogo
00venerdì 26 novembre 2004 00:15
Impossibile scricare il file
Segnalo messaggio di errore in cui il sito risulta o non disponibile o non trovato, non funzio io o il link ????
Xelaehtgre
00venerdì 26 novembre 2004 00:20
Ho provato adesso e mi sembra che si possa scaricare regolarmente (a parte che sono 28 mega [SM=g27837]) [SM=x329166]
CCM Von Hausser
00venerdì 26 novembre 2004 11:55
anche a me è OK... DrRogo per il momento sei il solo... strano... [SM=x329186]
CCM Von Hausser
00venerdì 17 dicembre 2004 15:54
Demo Giocabile

Signori Ufficiali, QUI è possibile scaricare la DEMO GIOCABILE (89MB!!!) di HoI2 - lo scenario è giocabile come Asse e come Alleati

buon divertimento

[Modificato da CCM Von Hausser 07/01/2005 11.52]

El Vise
00venerdì 17 dicembre 2004 18:26
Scaricato e dato un'occhiata
[SM=x329197] [SM=x329197] [SM=x329197]
CCM Von Hausser
00venerdì 17 dicembre 2004 19:02
e allora? tutto qui??? le tue impressioni???? dicci dicci!!!
El Vise
00lunedì 20 dicembre 2004 10:13
Re:

Scritto da: CCM Von Hausser 17/12/2004 19.02
e allora? tutto qui??? le tue impressioni???? dicci dicci!!!


Eh va bhè, gli ho dato un'occhiata in ufficio, non mi posso mica mettere a giocare qui[SM=g27819] ....appena me lo passo nel PC di casa proprio a capirci meglio (anche perchè naturalmente è tutto in inglese[SM=g27812] )
borghese84
00venerdì 24 dicembre 2004 12:38
MMM cosi a pelle, non mi ha convinto moltissimo! Ovviamente non ho studiato i vari menu, però parlo della parte grafica.

Non mi piacciono come si svolgono i combattimenti...mi piaceva piu alla vecchia maniera! Ma poi che brutta la bandiera alleata!
Inoltre credo che mettendo 3 soldati invece di uno per rappresentare la divisione, alla lunga appesantisca troppo la grafica....mah vedremo nella versione definitiva.

Cmq una domanda : ho provato a scaricare il mod Modern Day, ma sinceramente non ho capito come farlo funzionare!

Qualcuno di voi ci e' riuscito?

Grazie mille!

p.s. presto posterò il mio AAR con l'Italia!
CCM Von Hausser
00lunedì 27 dicembre 2004 08:09
per HoI2: abbi fede.... è un Grande Lavoro!

per Modern Day ti rispondo nel suo Topic

per l'AAR... non vedo l'ora... io ne sto preparando un comparativo: chissà se vedrà mai la luce!
CCM Von Hausser
00lunedì 10 gennaio 2005 17:04
E' uscita la prima patch per HoI2
Ecco cosa fa:


*****************************************
******* Interface Enhancements **********
*****************************************

- The maximum organisation can now always be seen. In the detail screen, in tooltips, and as small graphical markers.
- Added an indicator to show the current speed of a corps in the interface.
- Improved several tooltips with even further information and/or clarifications.
- Added information in colorcoding to the convoy interface.
- Added a small indicator to the combatlist interface to show which have a combat event.
- Added the option to switch between sprites/counters when rightclicking on the pause-button.
- Added an option to set a synchronized arrival time for landunit stacks when moving/attacking.
- Due to popular demand, detect numbers are now shown instead of "fieldmarshal" names on counters.
- Improved the shown "detected sizes" for stacks. Seperate values for air/surface stacks.
- Colorcoded unitsizes on screens to be red if over command-limit.
- Added support for national names for armies, fleets and airfleets.
- "goto" on a combat-started popupbox now actually selects that combat, instead of just centering on that province.
- Added the "mission finished" message after a sea transport mission is done.
- Added a message for "Leader has died".
- There is now information in the cancelled trade agreement message, about which was cancelled.


********************************
******* Gameplay Changes *******
********************************

- Changed logics of when its possible to attach brigades, to reduce some exploits.
- Rewrote combat algoritms to not always give guaranteed hits when dogpiling.
- Weather and Night affects in landcombat now only affects attacking efficiency for both sides.
- Envelopment in landcombat now requires 3 provinces rather than 2.
- Fortressbuster trait now only reduces fort penalty by 25%.
- Org regain is now significantly higher when low. (<25% of max x3, < 50% x2, > 75% /2 )
- Convoy paths will now attempt to avoid seazones with subs on convoy raiding missions.
- Convoy paths now get reevaluated everytime they get attacked.
- Airplanes should now attempt to move immediately after a combat.
- Added some terrain penalties to bomb-missions for planes.
- Province buildings now only increases max-capacity when they are deployed, and slowly grow to the new one.
- Modified HQ unit speeds and fuelconsumptions, and removed cap on engineers attached.
- The "repair/construct" speed from infrastructure is now never lower than 10%.
- A carrier now always have at least 1 in subattack to avoid endless battles.
- Halved the belligerence impact from annexing countries.
- Improved the efficiency at night for submarines.
- Its now possible to rebase ships with troops on them, if within sea-transport range.
- There is now a hard-cap on how big an airforce taskforce can be. Maximum 4 airwings in it.
- Tweaked air command limits to be 2, 4, 8, 16 to fit the new stack rules.
- Increased penalties for attacking in bad weather and through mud.
- Puppets can no longer invite someone to an alliance.
- Tweaked transport planes to be cheaper and better at later techs to simulate the need of lesser amount of planes.
- Severly decreased the techeffects on airbase building speed.
- Based and other undeployed provincial developments now cause a severe drain on TC.
- Halved the speed of landcombat & air v land bombs.
- Average speed of fleets now modify closing speed in naval combats.
- Tweaked weathercode for battlescenarios to make sure weather patterns are started in the active map.
- Winters are now longer.
- Anyone with a guarantee will get +1 on interventionism whenever anyone else declares war on it, if on the same continent.
- Creating a puppet nolonger gives it a large part of your manpower.
- Isolationists that can not ally with anyone can neither guarantee another nations independence.
- Dissent now affects IC.
- Tweaked effects from strategic bombing missions.
- Increased strategic attack of SBs, TACs, Flying bombs and rockets significantly.
- Decreased cost of rockets and bombs siginifcantly.
- Decreased visibility of submarines.
- Tweaked up effect of submarines versus convoys.
- Moved 5 org from Elastic Defence & Spearhead and added them to Fire Brigade & Spearhead HQs
- Autoconvoy creation now takes blocked seazones into account if possible.
- Experience is now applied in bombruns as well.
- Infra is now damaged when a province is taken over.
- Increase the range of transports to 3000.
- A unit out of supply can no longer strat-redeploy.
- Units loaded on ships will now clear their orders properly whenever the ship moves.
- Airunits now fight with lesser effectivity if they lack supplies.
- No missions are valid except for rebase for an airunit without oil.
- You can only trade provinces between allies now.
- 0 infra provinces surrounded by only enemy territory with any infra now automatically change control to the enemies.
- Carriers doing port-strike are now slightly less lethal.
- Tactical bombers are now slightly more lethal.
- Reduced IC from non-national even further.
- It is no longer a linear return on bombing infrastructure. The less there is left the less can be damaged now.
- Rebasing now works with multiple airunits selected.
- Newly built units can now only be deployed in owned provinces (on the same continent as the capital).
- Conquering territory out from a puppets territory will now give the occupation to the puppetmaster if the puppetmaster is conquering.
- Puppetstatus now override ai-prefs for ignores in tech/resource trades.
- Provinceimprovements in progress are now cancelled when a province becomes occupied.
- Units now only go to pool when owners change if they are enemies with the new owners.
- Techteams are now properly removed at the end of a project if they are no longer active.
- Rockets can no longer rebase, but instead they can be strategically redeployed.
- Units retreating to something that is cut-off should no longer automatically be deleted if they got at least 50% of their maximum org.
- Neutrals can no longer spot other neutral ships automatically at sea.
- Its no longer possible to attack, then break off the attack after 1 hour and attack again.
- There is now a 5% dissent hit for cancelling a non-agression pact.
- Units in enemy territory when peace is signed is now strat-redeployed back to the capital (using civilian ships if needed.)
- Relations no longer drop if an alliance partner or puppet/master cancels an agreement between them.


*******************************
******* AI Improvements *******
*******************************

- Worked alot on the front AI to teach it to evaluate attack and defend odds better, also improved its
- Improved the AI's evaluation of when to break off attacks.
- Improved the AI's understanding of establishing reserves.
- AI now tries to group motorized infantry with mechs and armor if possible.
- The AI now synchronizes attacks smarter.
- Now the front AI reacts quicker to the players and other nations actions.
- Air AI taskforce composition has been improved.
- Air AI is now better att evaluating when to evacuate bases.
- Wolfpack AI now spreads out attacks more.
- Convoy AI now adapts better to hostilities, and also attempts to bring home stockpiles more efficiently.
- Improved the cooperation between AIR and Naval AI.
- The AI is now a lot smarter about using its serial runs.
- Improved the AI for researching technologies.
- Pathfing AI is now much smarter and tries to avoid danger if possible.
- The AI for accpeting nations asking to join their alliance was rewritten.
- Diplomatic AI now cancels non-agression pacts in attempts to honor guarantees, and is also more likely to honor guarantees they have given.
- Loads and loads more of AI code and scripts written for various cases of when circumstances change.



*******************************
******* Modding Support *******
*******************************
- A lot more factors have been exported to the db\misc.txt file, so that modders can tweak.
- Enchanced the scripting capabilites for the AI, see the docs/ai_file_doc.txt for details.
- Fixed a few problems with eventcommands that manipulate the weather.



************************************
******* Multiplayer Specific *******
************************************
- Added a little indicator to show who has not yet pressed "startgame" in the chat listing.
- Added support for up to 20 different countries in the lobby now.
- Fixed a problem with people timing out in the lobby.


************************
******* Bugfixes *******
************************
- Ships are now properly flagged as retreating when they are given the order even while moving.
- Oil status is now properly reset for ships in port.
- Ships will no longer target subs if they lack subattack.
- Bases constructed from events now always arrive, even if target country lacks the tech.
- Ships will no longer have the target indicator in the interface if too disorganised to shoot.
- Fixed a problem with asking to join alliance led by a player.
- Fixed a miscalculation to determine valid distance in a navalcombat.
- Fixed so terrain names are properly localised as well.
- Fixed the inversed gearing bonus. Its now capped at 35% bonus.
- Fixed a major problem with the weather system which left loads of "static weather blocks" all over the map.
- Weather is now cleared properly when a scenario is restarted.
- Fixed a problem which caused airplanes to hover indefinitely retreating.
- Fixed a major problem with allied area for supply checking not working if there are oilpools around.
- Time should now be cleared entirely between scenarios.
- Fixed a bug where oil was not shipped home from areas if auto convoy options where not on.
- Fixed a problem with the Warsaw Uprising and the Soviet support option not working.
- Fixed the "dissappearing plane" bug.
- Fixed a problem with being out supply when a supplydepot lacked oil.
- Fixed the case where developments from aborted serial runs did not get a name shown.
- Fixed a problem with convoys not being displayed properly if blocked.



**********************
******* Events *******
**********************
- New Eventseries:
* "Soviet-Romanian War" (over Bessarabia with a limited peace offer)
* "Lin Sen" (death event)
* "Alternative US Elections" (if US is Paternal Authocratic)
* "Democracy Defended" (Republican boost if Franco get no foreign help)
* "Great War Demonstration" (might happen if GER doesn't occupy Rhineland)
* "Independent Croatia" (Croatia become German puppet)
* "Germany Surrender" (if the Soviets can take a bath in the Eng Channel)

- Modified triggers for the following events:
* "The Undeclared War"
* "US Lend-Lease Events"
* "Oil Embargo against Japan"
* "Vichy France"
* "Marco Polo Bridge"
* "Molotov-Ribbentrop Pact"
* "Bitter Peace"
* "Destroyers for bases"
* "Denmark folds"
* "US Elections"
* "Jose Antonio"
* "Victory events for Coral Sea"
* "Victory events for Desert Fox"
* "Vichy leader defection"
* "Hess' flight to Scotland"
* "US Gearing Up events"

- Modified effects in the following events:
* "Destroyers for bases" (USA get access to UK)
* "Lean on Siam"/"Pressure on Siam" (many effects in all events in the serie)
* "ROM/HUN switches side" (will ally the USSR)
* "Bitter Peace-2nd Version" (seccedes Romanian provinces)
* "Spanish Civil War" (supply costs decreased)
* "Wilkie"
* "US Lendlease to USSR"
* "Creation of Vichy"
* "Treaty of Munich/End of Czech"
* "Warsaw Uprising"

- New event commands:
* new trigger "attack" which lets the event check if the country is attacked by another given country.
* command reformulated to allow partisan-controlled provinces to secede.

******************************
******* Scenario Setup *******
******************************
- Modifications to the 1936 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Decreased Manchurian supply at start from 10000 to 100.
* Added Southern Sakhalin as nationalprovinces for Japan.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Modifications to Communist and Nationalist unit setups.
* Added Home defense units to the UK and removed all the extra IC.
* Lowered Italian belligerence to 0.

- Modifications to the 1939 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Removed Italian navalbase from inland Turin.
* Added missing static anti-air guns in Southern Part of Maginot line for France.
* Communist China is now allied with Nationalist China.
* US force at Philippines is now locked in position.
* Added some Australian bases.
* Added an airbase for Nationalist China.
* Switched a province from Siam to France.

- Modifications to the 1941 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Communist China is now allied with Nationalist China.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Added Southern Sakhalin as nationalprovinces for Japan.
* Added some Australian bases.
* Modifications to German unit names.
* Moved a Turkish unit from Tblisi to Turkish territory.

- Modifications to the 1944 campaign
* Switched Manchurian for Korean provinces as nationals for Japan.
* Switched ownership of a few provinces between Japan and Nationalist China.
* Modifications to German unit names.
* Moved some German V-rockets from Ghent to Lille, and gave Lille an airbase for them.
* Three provinces added as nationalprovinces for Siam.

- Modifications to Ardennes:
* Modifications to event triggers, dates and effects.
* Tweaked down the offmap supplies/oil to make the supply events more useful.
* Removed static weather, snowstorms will now come and go in the scenario.
* Modifications to German unit names.
* Added a supplypool in Dunkirk and added a German technology.
* Added offensives to many German units.
* Reduced allied oil/supply pool significantly and doubled effect of oil/supply events.
* Changed many artillery brigades to self-propelled artillery.

- Modifications to D-Day:
* Two GER divs will be activated properly in D-Day.
* Panzer Reserve is unlocked if Allies launches Operation Dragoon.

- Terrain Modifications:
* Rearranged some areas in Far East Russia.
* Added two Chinese beaches.
* Modifications to climate for seazones, lakes and provinces.
* Modifications to terrain for provinces.
* Åmål no longer has a port nor a beach.

- Added river connections
* Lille - Mons
* Amsterdam - Leeuwarden

- Modifications to setup technologies
* Added Adv Machine Tools to British setup in GC41.
* Added Air Superiority Doctrine to Nationalist Chinese setup in GC36, GC39 and GC41.
* Added Mobility Focus doctrine to Nationalist Chinese setup in GC39.
* Communist China can now dig-in in GC36.
* Removed the two oil refinery techs from, and added Basic Naval Bomber to the USA in GC36.
* Added air superiority doctrine to Yugoslavia in GC36 and GC39, and to Bulgaria in GC39.
* Modified Finnish land techs in GC39,GC41 and GC44.

- Modifications to Ministers and Leaders.
* RSI now defaults to Fascist state ideology.
* Sweden starts with a Socialdemocratic government in GC36.
* Added Dutch, New Zeelander and Australian leaders to Southern Conquest scenario.
* Modified traits for a number of leaders.
* California,Texas, and Scotland will be fascist if the are released.
* Added US Ministers.
* British land leader "Bourne of Atherstone" should now be Commando + Logistics Wizard.
* Changed death date for a German leader/tech team used by Germany and Nationalist China.



Il links lo trovate nei... links [SM=x329167]
borghese84
00lunedì 10 gennaio 2005 20:15
Ma come...e' uscita gia una patch prima dell'uscita del gioco?
CCM Von Hausser
00martedì 11 gennaio 2005 10:37
Re:

Scritto da: borghese84 10/01/2005 20.15
Ma come...e' uscita gia una patch prima dell'uscita del gioco?



in realtà il gioco è disponibile già dal 2 gennaio negli USA e man mano che passano i giorni in sempre più paesi. Da noi è previsto per i primi di febbraio. Se hai una Carta di Credito lo puoi comprare on line e averlo nel giro di pochissimi gg.
Von Stephen
00martedì 11 gennaio 2005 13:43
Esce tutto in italiano da noi?[SM=g27833]
CCM Von Hausser
00martedì 11 gennaio 2005 18:22
la distrubizione Leader lo da in italiano... poi però le Patch spettano alla Paradox, mentre per i Mods tocca agli sviluppatori tradurlo in ITA
Von Stephen
00giovedì 13 gennaio 2005 13:49
Re:

Scritto da: CCM Von Hausser 11/01/2005 18.22
la distrubizione Leader lo da in italiano... poi però le Patch spettano alla Paradox, mentre per i Mods tocca agli sviluppatori tradurlo in ITA



Bene, bene...mi sa che lo comprerò, già avevo sentito parlare benissimo del primo e da appassionato di strategia ritengo una lacuna non averlo acquistato...verrà colmata[SM=g27828]
Von Stephen
00sabato 15 gennaio 2005 14:05
L'attesa si fa smasmodica[SM=g27829] ...molte recensione ne parlano bene...[SM=g27836]
CCM Von Hausser
00sabato 15 gennaio 2005 14:44
tra oggi e lunedi mi arriva... from Sweden [SM=g27830]
Von Stephen
00sabato 15 gennaio 2005 17:07
Appena puoi scrivi commenti e prime impressioni![SM=g27824]
Virusboy
00lunedì 17 gennaio 2005 18:55
Non è uscito vero?... Neppure in inglese?... [SM=g27820]
Cmq ormai ci siamo questione di un mesette e vedremo la nuova opera Paradox!
Mi illuderei anche che il gioco venisse commercializzato pronto ma vedendo i precedenti uscirà il classico gioco pieno di potenzialità e buggato! [SM=x329175] [SM=x329176]

Uscita marzo... Quindi prima Patch un paio di giorni prima che esca, una seconda dopo una ventina di giorni dall'uscita che renderà il gioco giocabile senza devastanti crash! [SM=g27812] Poi dopo un mese i forum cominciano a mettere download dei primi mod dopo un paio di mesi esce la terza patch che migliora ulteriormente il gioco... Dopo 6/7 mesi fra mod e patch il gioco comincerà ad essere divertente dopo 1 anno non ci si stancherà mai di giocare perchè finalmente è completo![SM=g27811]

Attenderò... prima di comprarlo...
Von Stephen
00lunedì 17 gennaio 2005 19:04
Re:

Scritto da: Virusboy 17/01/2005 18.55
Non è uscito vero?... Neppure in inglese?... [SM=g27820]
Cmq ormai ci siamo questione di un mesette e vedremo la nuova opera Paradox!
Mi illuderei anche che il gioco venisse commercializzato pronto ma vedendo i precedenti uscirà il classico gioco pieno di potenzialità e buggato! [SM=x329175] [SM=x329176]

Uscita marzo... Quindi prima Patch un paio di giorni prima che esca, una seconda dopo una ventina di giorni dall'uscita che renderà il gioco giocabile senza devastanti crash! [SM=g27812] Poi dopo un mese i forum cominciano a mettere download dei primi mod dopo un paio di mesi esce la terza patch che migliora ulteriormente il gioco... Dopo 6/7 mesi fra mod e patch il gioco comincerà ad essere divertente dopo 1 anno non ci si stancherà mai di giocare perchè finalmente è completo![SM=g27811]

Attenderò... prima di comprarlo...



Non esagerare...certo, ho sentito che il primo inizialmente non era un gioco, ma un unico enorme bug....però si spera abbiano fatto esperienza...si spera...[SM=x329178]
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