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HoI3 parche 1.4 RC5 Enviado  Vie 05 Mar, 2010 17:59 Por Kronoss
News
Johan escribió: 
- HQ AI: Tweaked inter-theatre allocation of units to realize when either theatre is defensive and holds a fortified line
- Fixed an issue with allied fronts not updating correctly
- Unit AI: Fixed an attack recklessness bug
- HQ AI: Tweaked some inter-theatre thresholds
- Yet another exit crash fixed.
- Some more fixes to Zheleznodorozhny done.
- No longer possible to place naval bases in Zhaltyr.
- Fixed exploit of using cursor to spot enemy fleet presence with.
- Fixed tooltip for production practicals.
- Orders are now cleared when loading on a navy or air.
- Foreigntroops alert is now checking controller, not owner of the target province.
- Fleets on orders should no longer go through blockaded straits.


I'd love savegames that
a) guarantee to crash at a surrender
b) gives miscalculations for the GC need slider. (red when it shouldnt be etc.)


Descarga: http://forum.paradoxplaza.com/forum...28&d=1267794032


 

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HoI3 parche 1.4 RC4 Enviado  Mar 02 Mar, 2010 17:29 Por Kronoss
News
Johan escribió: 

- SH BB is now affected by doctrines.
- Added new functions for Lua scripts: CProvince::GetCurrentConstructionLevel, CCountry::GetCoreProvinces and CCountry::GetControlledProvinces
- The AI is now a bit more conservative with its manpower.
- Unit AI: Fixed an issue with reckless attacks
- Theatres: Corrected a problem with bad theatre merges (e.g. East Prussia being given to OB West.)
- Production AI: Slight tweak/bugfix for excessive building of land units.
- AI now focus a little bit more on a decent officer ratio.
- Fixed a bug with AI units going passive due to stale support attack orders
- Logistical bombing now also targets fuel stockpiles.
- Officer impact on org regain is now shown properly on the org regain change value tooltip.
- Current base size, and the amount of ships/planes based there now affects org regain for naval and air units.
- Time impacts from practical knowledge is now shown in correct percentages.
- Units will no longer go invisible due to sprite updates while moving or in combat.
- Fixed another common reason for the exit crash.
- It is now scriptable which country is a major, in addition to the >100 IC check.
- USA, UK, France, Soviet, Italy, Japan & Germany are now always major countries.



Descarga desde Paradox


 

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Nuevo parche HttT 27 de Febrero Enviado  Mar 02 Mar, 2010 07:15 Por Kronoss
News
Citar:
- Succession Wars scripted in history files should now work
- Scripts: Updated succession war histories to use correct syntax
- Changing FoG should now have a more logical effect on when the policy sliders can be changed again
- Peace cost for union formation lowered again, to 60
- A country in your SoI will now call you to war if attacked, rather than give you a CB
- Denmark can no longer instantly diplo-annex Holstein
- Added Static modifier 'national_defense'; lowers revolt risk in core provinces of your culture group when you are the original target of an offensive war
- Fixed a bug with trade leagues not getting disbanded properly on annexations
- Scripts: AI was much too liberal with Settlement Policy
- Scripts: Reduced the cultural conversion rates for some special cases
- Scripts: Chance of cultural assimilation in owned CoTs with 5+ of owner's merchants
- Scripts: Halved missionary conversion rates, except for the national focus bonus
- Scripts: Removed the income malus of tropical provinces (gamey capital movement mechanics)
- Scripts: The Muslim tech group now starts at a still higher level
- Scripts: Added some new Byzantine missions
- Scripts: The event (610) that fires on diplomatic annexation no longer decentralizes a country, but causes a stability hit
- Scripts: Added province decision 'promote_cultural_unity'
- Added event effect scope 'any_core'
- Fixed a bug with multiple copies of the same CB after reloading a save
- Scripts: Fixed a bug with event 9485; "A modest proposal"
- Fixed a bug with rebels always defecting to their sponsor
- Scripts: Event 1054, "Become an Elector" can no longer happen for republics
- Scripts: AI script for the decision 'revoke_restraint_of_appeals'
- Will now lose DotF correctly when forced to change religion
- Text: Added missing text in decline trade rights popup
- Scripts: Peace Cost for Annulment of treaties upped to 10
- Fixed a bug with message WHITEPEACEOTHER
- Scripts: Tweaked the Excommunication CB (you can only demand your cores or culture group provinces at reduced costs)
- Scripts: Doubled the base peace cost required for demanding the formation of personal unions (now 80)
- Peace AI: Fixed an issue with it demanding the release of a vassal at the same time as demanding its annexation
- The Papal diplomacy options should no longer even be visible if the Papacy is disabled
- AI should now upgrade preferred artillery as well
- Scripts: Event 9463 "The Family" should only happen to monarchies
- Theocracies can now be force converted
- The Casus Belli 'cb_spy_discovered' should now be active for AIs and in single player games as well
- Scripts: Achaea is now properly in the Western Balkans region
- Scripts: The Russian Nation decision now adds cores to Bolgar and Kasimov
- The options file "gameplaysettings.txt" is now correctly created and saved
- Text: Fixed some issues with incorrect pronouns
- Text: Added missing localization for EVTOPTB9473
- Text: Fixed typo in EVTOPTA6102
- Text: EVTOPTA9476 now works
- Revoltrisk effects are now applied after all other modifiers, so that effects of revoltrisk from temporary modifiers and from nationalism now actual appears.
- AI will no longer send missionaries to a province that has less than 1% chance of conversion.
- The truce alert will now always be shown when you have a truce, so you can determine the duration of it.
- Added clarifying and detailed tooltips to the imperical election, so that its possible to understand voting mechanics more.
- Inflation is now only halfed when going bankrupt instead of wiped.
- Bankruptcy now lasts 10 years instead of five years.
- Being declined on enforcing religious unity in the empire is an hit on imperial authority.
- You now need at least 1 imperial authority to enforce religious unity.
- The pope will now actual question your sphere if you got low prestige.
- Added a religious decision that lets you convert a missionary for some papal influence.
- Converting a province to the catholic faith increases your papal influence now.
- Having placed merchants no longer gives cultural tradition.s
- Now there is a severe penalty to missionary chance during the spread of reformation and calvinism for the provinces that convert.
- An Admiral or explorers Manuever value now affects how quickly the fleet moves.
- Added a spyaction to spawn rebels of your own religion inside a country of the same group in a province with that religion.
- Papal influence triggers and effects now work.
- It is now possible to inherit another country even when at war, as long as both parts are in the same war together.



Descarga desde Paradox


Disponible en descarga directa desde el portal


 

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HoI3 parche 1.4 RC3 Enviado  Jue 25 Feb, 2010 18:29 Por Kronoss
News
Otra beta mas:

Citar:
Originally Posted by Johan View Post
- Fixed the crash bug with collapsing areas.
- Units should no longer be invisible on the map.
- Fixed the display of expeditionary forces acceptance in the log.
- Diplomatic AI now replies a bit quicker.
- Guarantees will now put you automatically in a war.
- Production AI: Fixed a bug that could prevent proper building of ships and air units



Descarga: http://www.europa-universalis.com/f...21&d=1267115466


 

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HoI3 parche 1.4 RC2 Enviado  Mar 23 Feb, 2010 20:00 Por Kronoss
News
Citar:
Thanks alot for all the feedback, please test this one now.


- Theatres should no longer look weird.
- Fixed alot of calculation errors depending on ranges.
- Tooltip for entries in tech tree now shows the correct research time.
- The game may support higher resolutions.
- Research modifiers is now applied.
- Fixed empty triangles neat lakes in the map.
- Lowered manpower returns when demobilizing.
- Fixed the names of the new effects from random events.
- Economic Boost now gives +5% IC.
- Decreased the effect from boosting ruling party through spy actions.
- Mengkukuo will not join axis if japan is not in it.
- Fixed a few occasions where the player units could be "?".
- Soviet Union will no longer attempt repeatedly attack the germans after the bitter peace.
- Only majors can now influence countries.
- Fixed a few places where numbers were multiplied by 100 before being displayed.
- Non-Neutral countries are less likely to spam out offers of military access now.
- Garrisons now get a little bit better attack values from each tech.
- Fixed the display of occupation policies.
- Organisation is no longer reset at load.
- Fixed a problem which caused some organisation bars to not show relative to the actual maximum.
- Supply networks is now country+puppet specific, and no longer common for entire alliance.
- Fixed one reason for exit crashes.



DESCARGA: http://forum.paradoxplaza.com/forum...58&d=1266937643


 

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HoI 3 Beta Publica 1.4 Enviado  Jue 18 Feb, 2010 18:23 Por jordiyes
News
Beta 1.4

Según Johan:

################################################## ##########
# Changes for 1.4 below.
################################################## ##########


-----------------------------------------------------------------------
- AI Improvements
-----------------------------------------------------------------------
* Unit AI
- Improved attack cooperation between countries and different agents
- Fixed an issue with low _current_ infrastructure causing the AI to disregard many front provinces
- Fixed some prio issues that stupidly emptied a threatened front province of troops
- Fixed some problems with reserve usage along fronts that could cause all units to be pulled back (especially for unmobilized countries on DoW.)
- Fixed some superstack issues
- Fixed a serious superstacking issue with unlimited troops allowed to match and surpass enemy forces
- Better checks before allies send their whole army to help against some weak enemy
- Fixed a problem with invaders and overseas units incorrectly being marked as garrisons and locking up
- Fixed an issue where it would not return exp forces correctly
- Improved garrison code to better handle multiple areas within a theatre
- Fixed some problems with reserve usage along fronts that could cause all units to be pulled back (especially for unmobilized countries on DoW.)
- Fixed a bad bug that could cause all divisions to go to the same province
- Will reinforce coastal provinces under attack by invaders

* HQ AI
- Allies should now be able to operate properly within each other's territory
- Rebalanced inter-theatre unit reassignments
- Improved retrieval of armies from foreign areas

* Invasion AI
- Avoids target provinces with only a strait as a border (like the Channel Islands)
- Prioritizes provinces that border many others
- Will not reinforce beachheads if it will severely overstack. Instead, will attempt more landings nearby.
- Better at transporting HQs to the areas with their divisions
- Fixed a nasty problem with the transport AI completely locking up

* Air AI
- Fixed a bug with interceptors constantly being sent to enemy air bases
- Will divert TAC and CAG to bomb invasion fleets

* Misc
- Fixed several issues with DoW and preparations for DoW
- Fixed issue with too many starting techs in research queue for the AI
- Optimized mission selection for spies in countries without spies
- AI now avoids researching ahead of time more
- AI should no longer burn manpower when at war if it needs for reinforcement.
- Fixed an issue with theatres not always updating their borders when neighboring provinces changed controller






-----------------------------------------------------------------------
- Gamebalance Changes
-----------------------------------------------------------------------
* Supply
- Landlocked areas without supply production will be attached to allied supply networks where possible.
- Being completely out of supply now reduces organisation daily.
- Air Transports can now ship less supplies.
- Rewrote supply logisitics definitions to properly handle connected areas between puppets and non-puppets.


* Partisans & Revolts
- Partisans are now slightly more common.
- Partisans is now increasing supply tax far more.
- Revolt risk now reduces resource, manpower and IC from that province.
- Improved police brigade is now a bit better at improving suppression.
- Police Brigades now costs a little less manpower to build.
- Suppression is now checked for up to 2 provinces away.
- Occupation policies now impact resource gain as well.
- Weaker occupation policies are no longer as good for getting manpower & leadership.
- Revoltrisk is now applied after nationalism is calculated, so impact on RR works.
- Nationalism is a bit more powerful now, but there is no longer a minimum revolt risk.

* Technology
- Updated starting techs for: Australia, Belgium, Bulgaria, Canada, Czechoslovakia, Denmark, Finland, Greece, Netherlands, Hungary, Norway, Poland, Portugal, Romania, Nationalist Spain, Republican Spain, Sweden, Turkey & Yugoslavia.
- Fuel and Supply consumption increases from technology gains are now percentage instead of absolute.
- Increased fuel-usage by about 15% for all units.
- Fixed research progress, could start do diverge, making it impossible to finish.
- Research efficiency techs now work properly.

* Diplomacy
- Increased the proximity impact on alignment.
- Revanschism is now scaled by victory percentage of a faction, where higher is making the countries less likely to care about it, and lower makes them far more likely to pushed away.
- Reduced threat caused by combat and construction significantly.
- There's no longer possible to revoke an embargo against a country you're at war with.
- It is now possible to declare war on a country you're guaranteeing.

* Land
- Engineers are now much better at defending in all rough terrain.
- Engineers now gives nice bonuses to defending.
- Tweaked stats of several support brigades, strenghening some and weakening others.
- Decreased strength damage from combat by 20%.
- Paratroopers now requires more officers, and have a slightly worse base hard attack.
- Its no longer possible to extend the radio range of a HQ by stacking some tank brigades with a big radio strength together with it.
- Suppression can no longer propagate over water.
- AA Carriage Sights now increases soft attack slightly as well for AA brigades.
- Bergsjaegers now gets more benefits from mountain warfare equipment.
- Damage to org on divisions are no longer scaled by strength of the brigade, but evenly.

* Air
- Air units that are based in hostile territory will now try to rebase in their daily update and be destroyed if they fail.
- Stationary AA is now slightly more powerful.
- Severly reduced the effect of strategic bombing.
- Close Air Support and Tactical bombing is now twice as good.
- AA on landunits is now a fair bit better.
- All types of AA can now fire occasionally even if modified value is <1%, (using same algoritm as normal combat now.)
- Air combat is now slightly bloodier.
- Added a few more restrictions to how nuke missions can be assigned.

* Navy
- A fleet containing carriers will no longer attempt to close with an enemy fleet, but a faster enemy may force a closing.
- Units on naval patrol now avoids stronger fleets if on defensive or passive stance.
- Severly decreased the cost of building cags, but lengthened the time to be similar to carrier builds.
- Fixed problem with navies not being able to escape hostile ports into certain provinces (gibraltar, panama...).
- Effective visibility can never be below 1 when detect checks are made now.
- Fixed an exploit with navy and air ranges.

* Submarines
- Worse positioning for submarines
- "Fleet_auxiliary_submarine_doctrine” and “trade_interdiction_submarine_doctrine” change boni and get them raised.
- Higher org and morale by submarine_crew_training.
- Increase in positioning by Acoustic torpedo tech.
- Better Sea attack on Submarines.
- Upgradable AA on Submarines.
- IC cost slightly reduced on Submarines.
- Visibility dependent on Hull tech.
- Hull tech don’t increase Sea defence.
- Hull tech got higher difficulty.
- Included a “Sea_defence” boni in “Sonar” tech.
- “Sonar” tech got increased difficulty.
- Smallwarship_asw increased difficulty.
- Light Cruisers got slightly worse Sub_attack by Smallwarship_asw.
- Increase of difficulty of submarine_technology.
- Slight decrease in Convoy Raiding on submarines.
- Effect of Seawolf trait increased 100%.


* Strategic Warfare
- Damage done to convoys now impact National Unity hits.
- Tweaked up the NU impact from attacking convoys severly.
- Strength damage to convoy raiders is now far less, and its mostly org losses inflicted from escorts.
- Decreased impact from ASW on sub warfare.
- Supporting parties through spies is now more potent.

* Production
- Rocket Tests and Nuclear Reactors now give far more practical when built.
- Escorts and convoys are now a fair bit more expensive to build.
- Reserves cost modifier is now applied correctly as a percentage of cost.
- Building ships now properly draws manpower at construciton for entire series.

* Weather
- Winters can now be much colder.
- Cold winters now slow down movement much more, with same threshold as landcombat impact.
- Severly increased the penalty for offensive combat in extreme cold.

* Manpower & Leadership
- Service by Requirement now gives far more manpower.
- Soviet Union now gets more manpower from their decisions.
- Increased manpower in Soviet Union by about 25%.
- Added leadership to Holland, Belgium, Canada, Australia, Norway, Sweden, Denmark, Finland, Czechoslovakia & Hungary.

* Leaders & Ministers
- Doubled xp gain from leaders.
- Leader auto-assignment now handles river crossing trait correctly.
- Pigheaded isolationist now impact suspeptibility instead of neutrality.



-----------------------------------------------------------------------
- Interface Improvements
-----------------------------------------------------------------------
- Added a tooltip for port throughput in supply mapmode.
- Colorized and tweaked the tooltips for supply mapmode.
- Improved coloration in revoltrisk mapmode.

- Research alert now checks the year for the next tech, not the current tech.
- Range checks are now applied properly in the order interface.
- Fixed chat output after selecting units.

- Added a tooltip to the mobilisation button, detailing approximately how much manpower is needed to mobilise.
- Added tooltips to the deployment interface, so that is easier to see details of military units there.
- Improved the tooltip for national unit value, to show the monthly change in detail.

- Improved tooltip for money gain.
- If you have trade automation or full diplomatic automation on, you will no longer see messages about trade.
- Improved tooltips for resources in the production screen.
- Fixed a few precision errors with the production and leadership slider values.
- Fixed resetting sliders in production view.
- Fixed production sliders going below zero.

- Each message about techlevel now shows exactly what that level will give you.
- Upgrading doctrines on a unit will no longer change the model name.



-----------------------------------------------------------------------
- User Modding
-----------------------------------------------------------------------
- Added a modifier called 'local_resources'.
- Added new date trigger, to make year and month triggers more readable.
- Added a "load_oob = filename" effect. Use filename as a localisation tag for information. File to load must be in the units catalog, and will be ADDED to the current OOB.
- Exported alot functions for handling flags and variables in the .lua script.
- Added alot of calculation functions for units and other things to the .lua script.
- Full details of all new .lua function at ( http://forum.paradoxplaza.com/forum/...7&postcount=27 )


-----------------------------------------------------------------------
- Performace and Stability
-----------------------------------------------------------------------

* Optimisations
- Moved some optimizations from HTTT to HOI3.
- Alot of optimisations done, with focus on supply calculation, event engine and the AI.
- Optimized ai calculate odds. Large battles should not "freeze" the game anymore.
- Optimized space usage of flag file, and made it a power of 2, fixing compability issues with some ATI cards.
- Severe optimisation of framerate to make the game feel more responsive.

* Map
- Map shader precision fix. ATI miscolored provinces bug solved.
- Solved border ati graphics problem.
- Underlying map-code have been rewritten, reducing the memory footprint significantly.
- Making a new map by modders will no longer take hours to compress, but merely minutes.
- The maprendering is now much quicker and should work better with lesser cards.
- Zhele(sp?) is no longer at two places on the map.
- Fixed a few duplicated seazones.


* Stability
- Fixed "Creating Rivers" crashbug.
- Fixed crash related to broken owner areas and the theatre ai.
- fixed crash in german diplomacy ai
- Fixed crash when France surrenders.
- Fixed crash when Denmark surrenders.
- Fixed Crash when Manchuku surrenders.
- Fixed crashbug related to unit shattering.
- Fixed infinite loop in textbuffer.

* Savegames
- Fixed another corruption of savegames.
- Radarstation status is now properly loaded when a game is reloaded multiple times.
- Bonus organisation is now properly loaded from savegames and no longer lost.
- Automatic deployment check box now set correctly when loading a save game.



-----------------------------------------------------------------------
- Database Changes
-----------------------------------------------------------------------

* Events & Decisions
- Fixed Danzig or War when Poland is part of the Axis
- Added a few random events with some positive effects.
- Added an event for Vichy to dissapear.
- There is now a decision to create Mengkukuo

* Scenario Setup
- Improved the fortress at Sevastopol.
- Revised a few italian generals ranks to fit the starting OOB's better.
- Removed an erroneous army in the 1936 OOB for France.
- Fixed location of french airforce in 38 and 39 OOB's.
- Revised a few french generals ranks to fit the starting OOB's better.
- Fixed a few broken units in the Japanese 1941 OOB.
- Added the missing picture of the Hungarian leader Nemerey.
- Added the missing picture for Italian general Appiotti.
- Plenty more head of states are now pigheaded isolationists.
- Kwantung theatre is now working properly in all scenarios.


 

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1er Torneo Winspww2 Eliteño "The First Blitz" Enviado  Mié 03 Feb, 2010 21:24 Por pirro
News
Pues ya veis, seguro que recordais el viejo steel panthers, pues he pensado organizar un torneo a 2000 ptos. posteando aqui vuestra lista para que yo ( y algun voluntario) podamos montar los escenarios.

Primero teneis que descargaros la free version de la pagina de srahnpel o com ose escriba, aqui link: http://www.shrapnelgames.com/Camo_Workshop/WW2/WW2_page.html

Luego actualizarlo hasta la 4.0 instalando por el camino todos los parches SIN excepcion, aqui link: http://www.fprado.com/armorsite/winspww2.htm

La lista es tan simple como abrir una battle, seleccionando la nacion que queramos ( ser coherentes, en 1939 no me cojais EEUUU o los marines) y colgar aqui vuestro ejercito, los puntos gastados y el nombre de vuestra lista.

Todos los escenarios que sean jugados, seran de 21 turnos y meetings engagment. Las fechas validas de las listas van de septiembre 1939 a junio 1940 y como maximo nos gastamos 2000 puntos.Buena


suerte y apuntaros


 

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Descarga Mod: Hispania Universalis V.1 Enviado  Lun 11 Jan, 2010 18:24 Por Malatesta
News
NUEVA VERSIÓN 1d
HISPANIA UNIVERSALIS v. 1D


VERSIÓN 1c
Tecnología:
-Naval. Ajustado a fechas históricas, así como construcciones.

Unidades:
-Añadidas nuevas unidades navales (ej: Navío de Línea, Nao,...) y ajustadas a sus características reales otras (cañones, tamaño, velocidad)

Archivos commons:
-Defines: aumentado el tiempo de construcción de navíos (comprobado, carrera armamentística en MP ) y su coste. El tiempo se reduce con astilleros (subido nivel de tecno requerido) y con ideas.
-Modificado los consejeros teólogo e inquisidor. El primero pasa a dar influencia papal y misioneros, el segundo % de exito en conversión.
-Edificios: Quitado de las murallas el % de conversión. Ahora lo hace el templo (y reducido el %)
-Ajustado las barras de política nacional: estrechez de miras da un mínimo % de conversión.
-Tecnology: cultura nuevo mundo empieza en nivel 2 y se equipara a subsahariana.
-Triggered modifiers: añadidas y ajustadas ciudades santas; añadidas zonas comerciales (báltico, danubio, rhin,...)
-Ideas: ajustadas al mod. Destacar que excellent_shipwrights da % en construcción de navios.
-event_modifiers: varios nuevos para el mod: levas, refuerzo de guarnición, tribunal de Fe,diezmo,..
-spies: ajustado al mod y a los eventos de legitimidad en países católicos.

Decisiones: (coming soon)
Events: (coming soon)

gfx:
-Nuevos botones provinciales.
-Nuevos gráficos de consejeros e ideas
-Nuevos gráficos (no tan nuevos ) de unidades navales.
-Nuevos detalles del interface: ventanas, iconos,...
-Loadscreens nuevas (estas hay que sobrescribir a los originales fuera de la carpeta del mod)

Historia
-Ajustadas algunas provincias con sus nombres de capitales originales.

Localisation: versión HttT 0.2.

VERSIÓN 1d
-Mejoras gráficas
-Ajustados algunas decisiones provinciales
-Ajustadas las decisiones de control del comercio de los estrechos
-Nueva localización
-Ajustada la decisión de formar España vía diplomática.


 

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Traducción HttT Enviado  Sáb 02 Jan, 2010 02:43 Por Malatesta
News
Gracias a Kronoss y Fujimoto (del foro de Paradox), hemos podido terminar la traducción del HttT -cómo me preparo para la escuela de idiomas! -


¡¡¡NUEVA VERSIÓN!!! 10 de enero 2010





Incluye los siguientes archivos: HttT, v41 y v3

Recordar que somos aficionados!!!


 

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Parches HttT Enviado  Lun 28 Dec, 2009 15:42 Por Kronoss
News
4.1a

Descargar


Citar:
Spoiler: [ Mostrar ]



4.1b

Descargar

Citar:
Spoiler: [ Mostrar ]


Disponibles también en descarga directa desde la sección "descargas" del portal


 

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