3DMGAME-Europa Universalis IV v1 5 1 0 Update Incl 17 DLCs and Crack-3DM_3 7zseeders: 33
leechers: 0
3DMGAME-Europa Universalis IV v1 5 1 0 Update Incl 17 DLCs and Crack-3DM_3 7z (Size: 127.16 MB)
Description
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~~~~~~~~~~~~~~~~Installation ~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- 1. As always off youy antivirus ( since crack software are always detected as virus by any anti-virus ) 2. make copy of your game somewhere desktop or other computer ( since not all crack versions of this game are compatible with 3DM release, so better have another copy before it mess-up your game.) 2. Unzip the file. 3. copy the contents of "Update" folder and place it in your installation directory. "replace all" if ask to replace. 4. copy the contents of "Crack" folder and place it in your installation directory. "replace all" if ask to replace. 5. lastly please make feedback on KAT and seed. Thank You . ----------------------------------------------------------------------------- ~~~~~~~~~~~~~~~ Patch Notes ~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- Patch 1.5 was released on 2014-02-19 Highlights Annexing or integrating another country now makes you take over all their dependencies as well. Navies retreating now pick closest port with naval distance, not the shortest how birds fly. East India Traderoute triggered modifier is now available for americans and africans, and is no longer limited by <30% mercantilism.. effect is now +5% trade income. You can now collect trade in any node. Not that its a good idea to do it where you don't have fleet bases. Greatly improved AI for returning home when in exile Greatly improved naval invasion AI Replacing War Subsidies with Subsidies that can be used at any time, for longer durations of time Fixed the infamous 26-player lobby crash If a player in MP is at war, a war-icon will be shown at that players name in the outliner. Added DLC-icons to the frontend like the ones in CK2. Vasselize missions now give a cb for 25 instead of 10 years and abort on the cb expiring Exported DAYS_PER_PHASE, DAYS_PER_SIEGE_PHASE and COMBAT_DICE_SIDE to defines Enabled modding in unit_type on ships Added a checkbox to decisions to set whether or not you want to be notified about the decision being available to take Can no longer get the same mission twice Gameplay Breaking a Royal Marriage will now also cancel Claim Throne if the nation breaking it off is the claimant. You can now force countries to cancel protectorates in a peacetreaty, just like breaking vassalage. The emperor can no longer exploit converting his own religion for IA farming. Steppe Nomads can no longer become Protectorates. Ships can no longer blockade ports while patrolling. Trade winds are no longer used in Random New World, and correctly restored after resign. Nations that are supporting independence will now automatically join their supported nation in an independence war unless they have a truce or is fighting in a war together with its overlord Junior partners in a union is no longer allowed to change government. You can now always core a province adjacent to your colonial subjects. Reformation (and Calvinism) now only happens in Europe. Giving a colony independence now gives them +100 opinion of you. Support Independence is now cancelled if the overlord is giving a colony away. Revolutionary Republic now becomes a revolutionary empire instead of despotic monarchy if tradition is too low. Cardinals will no longer spawn from territories not on the same continent as the Holy See. Colonial Governments now have a severe malus on Papal Influence. Ships will no longer spread their damage as much in naval combat, and will keep firing at ships with 0 morale to sink them if possible. Reworked prices to take colonial system better. Annexing or integrating another country now makes you take over all their dependencies as well. Tweaked some morale bonuses Can no longer ask a state to become a protectorate while either country is at war Wargoals are now only valid for warleaders, original attacker & defender, and overlords of original attacker & defender When migrating, the country now brings the province culture into the new province. When migrating, all constructions besides merchants gets moved as well. Raised diplovassalize base tax cap from 30 to 40 Halved Better Relations Over Time effect from Prestige Halved AE reduction from distance Can no longer sell a province to a country that cannot make said province into a core due to distance Fleet Basing Rights now always costs at least 0.5 ducats and caps out at a maximum of 2 ducats at 20 ports Fleet Basing Rights no longer gives colonial & coring range Increased duration of CB on Form Personal Union missions from 10 to 100 years Detaching a siegestack now always sets "can-attach-unit" to false. Fixed a few issues which causes natives &pirates units to just stand still. Reforming natives now also update all units to new unittypes. Subsidies and Guarantees will now be canceled if either country involved becomes a subject. War Subsidies are now simply Subsidies, and can be given even if target country is not at war. Absolute maximum subsidies that can be given is now 50% of monthly income. Absolute minimum subsidies that can be given is now 0.1 ducats/month. Duration of Subsidies are now 5-100 years instead of 6-60 months. They can still be revoked at any time. Opinion boost from getting subsidies now depends on how much money has been given in total, relative to the recipient's income. Tweaked price algoritm for slaves. Cores are assigned before ownersip change when forming colonies, so buildings should no longer be destroyed. You no longer get Exploration CB on subjects states. Colonial Government & Native Council are no longer valid targets for revolutionry cb. You can now collect trade in any node. Not that its a good idea to do it where you don't have fleet bases. Gaining a core while having the overextension-view open no longer kills the whole list. Returning cores and releasing nations will no longer remove cores from releaser if the province is of their primary culture Influence actions now contains all actions relating to subjects and influence, instead of just some of them. Relative base tax now matters when trying to make countries into protectorates diplomatically. You'll now get a prestige hit if your infiltrate administration-action is discovered. Stability and bugfixes Random New World not so random any more (when loading savegames) Navies retreating now pick closest port with naval distance, not the shortest how birds fly. On map interface for macro interface will no longer get stuck if a province gets sold while it's shown. Fixed crash when AI country changes tag and repays loans at the same time Fixed a bug where you couldn't send a colonist to a colony that you had recalled a colonist from. Fixed CTD in the console command "own". Fixed a bug which caused monarchs to get different stats than what was shown in tooltips from events, when a dynasty was defined for them in the event. Fixed another issue with supply range cache and undiscovered provinces Fixed a bug where you could annex a nation with an isolated capital by demanding all their provinces individually Fixed a CTD in call to arms Money out of thin air exploit plugged. You can no longer send subsidys to subject nations. You will no longer get empty units when annexing a vassal or integrating a union partner. Fixed CTD in CRebelFaction::WriteMembers. Fixed a bug where more than eight lucky nations could coexist if lucky settings were changed mid-play Fixed another case where two countries could end up migrating to the same province simultaneously, wiping out the first migrant Fixed a bug where a rebel hunting unit would have its movement canceled each day due to another, closer rebel hunting unit that couldn't reach the target Fixed a bug where separate peace in an independence war would end the entire war Fixed a bug that was causing Royal Marriages to never be broken on ruler death. Fixed CTD in peace code. Support Independence will now properly be removed when an independence war turns it into an alliance Fixed a CTD related to malloc-problems when loading a RNW-save after resigning. Two countries with the same overlord (even through overlord-chains) can no longer start a war against each other. The host will no longer get stuck in lobby if a client unready at the same time as the host starts the game. Fixed CTD in CCountry::CalculateColonials() Fixed CTD due to invalid war in CCountry::CalcScoreForDiplomacy. Host browsing through save game-folders will no longer crash the client. Pressing ESC in observe mode: If you're observing a country it will deselect it, otherwise the in-game menu will popup. Fixed a bug where Daimyos could no longer declare war. Fixed a bug where vassalizing a country and taking over their wars would result in all your allies dishonoring your alliance Fixed a bug in the peace code where returning cores could result in bizarre annexations. Fixed a few ways where tradepower downstream-propagation got interrupted by present power. Fixed a bug in the peace code where returning cores could result in bizarre annexations. Fixed bug where the ResourceDepleted-modifier didn't get removed when migrating into a province. It's no longer possible to increase tariffs to above 100%. Fixed possible CTD when calculating ranks. It's no longer possible to start the game in ironman + observe mode. Setting a player to control a nation that the player allready controlled will no longer risk start the AI (caused some ingame loading bugs where colonies where lost) Adding subjects will now update borderdistances Fixed CTD when forming JAP after annexing JAP. Loans for annexed countries are now correctly deleted. Multiplayer Fixed the infamous 26-player lobby crash Fixed an oos related to monarch that died on different times. Chosing to play as a released vassal in MP will no longer force all the players to play that vassal. Selecting "Spectator" in the end of game screen now brings you into the real observe mode. If a player in MP is at war, a war-icon will be shown at that players name in the outliner. Added MP-option: Locked ledger. (yes/no) Added MP-option: Only host can save. (yes/no) Added MP-option: Editable savegame. (yes/no). If this option is disabled, the save will be saved in binary and it will also not be possible to start the savegame in singleplayer. Fixed an OOS that occured if a player selected a country that is a "lucky nation" somethere between the time when the host loads the savegame and the time when the client loads it. Fixed an OOS that occurred whenever an observer observed a country that released a vassal and started playing as it. AI Fixed a bug that was causing countries to sometimes never leave coalitions Fixed an issue in admiral AI where boats would not stay in place for blockades due to bad distance caching Fixed a bug that was causing the AI to refuse support independence request based on their own distance to overlord instead of their overlord's distance to supporter Increased AI aggressiveness Rewrite AI logic for returning home when in exile, should hopefully resolve all issues with exiles being stuck in foreign countries Fixed another bug with AI exiles stuck in foreign countries Fixed a bug in naval invasion AI that could cause AI to become stuck in invasion mode without ever boarding ships Should now be much better at transporting troops to allies' territory during war Fixed an issue where AI countries without armies would not build troops because they were waiting for money to build more expensive unit types Will now use larger stacks when carpeting sieging high level forts Will now lift sieges in order to attack enemy armies that are besieging higher priority targets Now considers terrain and leaders a bigger factor when determining combat odds Now much more reluctant to enter scorched provinces More prio on conquering pagan states with gold provinces Will no longer diplo-vassalize HRE vassals if it is trying to enact Renovatio Will now take out more loans if fighting in a war where their independence is threatened Will now consolidate badly damaged regiments if low on manpower or about to enter battle ed overlords of nations you are declaring war on will now correctly show as not willing to join the war on your side Will no longer ignore small nearby enemy stacks if they have nothing better to do Will no longer demand the return of unlawful territory from its allies and dependancies Will no longer send missionaries to non-core provinces Should now always try to cede a siege to warleader if it has no interest in the province Will now ignore attitude towards a nation's allies when checking whether to answer call to arms from a nation whose independence it is supporting Will now use more artillery in its armies Will now prioritize steering to capital in virtually all situations where it is an option Fixed bug where AI countries sometimes started new federations even thou they already were member of another federation. Less interested in vassalizing non-bordering states not of the same culture group (such as hungary & urbino) Will now check to see whether it has transports that can reach the target before launching a naval invasion Less prio on culture conversions unless significantly ahead of time in diplo tech Protectorates will now use the same logic as independent nations for buying provinces Protectorates will now fabricate claims Will now only take the Abolish Slavery act if they have full innovative ideagroup Will now accept buying provinces as long as the total OE after purchase would not be above 95% Subjects will now only accept buying non-core provinces if their OE is 0 Will no longer accept buying a non-accepted culture province or wrong religion group province unless it is a core, claim, or they have owned it at any point during the game Subjects will now only buy provinces if they are a core, claim, or they have owned it at any point during the game Now has a 1% chance of taking option B in Event 9462 "Scheming Bureaucracy" Will now be more intelligent about what ships it disbands when naval spending is too high Fixed a bug where the AI would continuously begin and abort blockades due to other AIs attempting the same thing Fixed a bug where hostile fleets that were moving and in combat would be 'invisible' to the AI Will no longer attach to armies that are not anywhere near hostile territory Should now properly enforce peace to protect their colonies when they have a chance at winning Should now be smarter about where to explore first Will now focus more on establishing a colonial nation before colonizing elsewhere Less random about where it prioritizes colonization Will no longer accept an offensive call to arms if the caller has a previous offensive war they would not want to join More prio on converting cultures for colonial nations. Fixed a bug where AI units would remain in exile due to not detaching from the unit they were attached to. Subjects can now ally against their overlord, if several of them simultaneously want independence. A subject allied to another subject of the same overlord will automatically call them in if they declare an independence war, but cannot call them in for any other wars. If the war does not result in independece, all rebelling subjects will be revassalized. Balanced personality is now less predominant among rulers with all low stats, and a bit more common among rulers with all high stats. Small AI countries of the Emperor's culture group may now attempt to join the Empire. Fixed a bug where AI colonies would not account for tariffs in their expenses when budgetting. AI: Less prio on rivaling countries that already have a large number of enemies. Will now recruit generals during peacetime if it is under serious threat from rebels. More willing to declare an independence war if it has proper backing. Will now start the game with their rivals picked, to make for more consistent diplomacy. Now a bit less predictable about who they choose as ri Related Torrents
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Game is a bit restricting on its gameplay tho, lots of limitations but a good time waster none the less.
Fucking great!
thanks!