berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
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The internal Dev Team v1.10 change log (not quite the same as the v1.10 Manual Update Log), EXE changes only (data changes not listed here): Implemented Options > Center on Action, for automatically recentering the map at the current action hot spot. The game engine newly centers the map on airstrike hexes (whether or not Center on Action is selected). In the game engine Organization Dialog, selecting a unit (if present) will jump the map to that unit's hex, also select the unit (in the Unit List). Implemented Display > Hex Jump. (In the game engine, also in the scen and map editors.) Implemented Display > TrackID Jump. (In the game engine, also in the scen editor.) With the Organization Highlight toggled ON, Prev/Next will cycle through the selected unit's company. (Not available for HQs and Leaders, and organizations higher than company.) Implemented separate Side A and Side B Objective Points displays in the Victory Dialog. For recon by assault with 0 Assault units, implemented a new "Ambush!" feature to deter its use. Added aircraft ordnance indicators in the top-level CAS dialog. With low visibility (for example, at night), helos fly at NOE not so far or as fast. Implemented Help > Unit Handbook (Passenger) (hotkey Alt+F2). In the scen editor, implemented Higher Organization Highlight (with the Ctrl key pressed). In PBEM replay: if Enhanced Reporting is toggled OFF, Damage Reports will show but with full details, without FOW; while if Enhanced Reporting is toggled ON, no Damage Reports at all will show; while in both cases, you can still see the full on-screen action. In between turns (for instance, at the conclusion of a PBEM turn), units will not show in the HexInfo Box. Under any circumstances, the AI should never friendly fire same-side units. When direct firing a hex with hidden units, the Damage Results dialog will no longer display the tell-tale "Unknown effects vs. unknown units" (thereby hinting at the presence of those enemy units). In case of indirect fire or aircraft direct fire, underground units were maybe impacted. This has been circumvented. In the Unit List, enlarged the font showing unit values (Strength, Action, etc.). In the Unit List, depicted selected units in clearer fashion (by tweaking colors and brightness). For some of the larger dialogs (e.g., the Organization Dialog, Opportunity Fire Dialog, etc.), implemented dialog window minimize, maximize, and restore. The game engine EXE newly defaults to Screen Edge Scrolling (was Scroll Bar Scrolling). In the game engine, Options > Elevation Delta newly defaults to 1 (was 3). Fixed several other airstrike issues: where airstrikes might never happen; where "authorization denied" might mistakenly remove an aircraft from the availability pool; where bogus airstrikes might be assigned; where MultiStrike aircraft might effectively be confined to a single airstrike. Fixed a bug where starting a PBEM game with Side B as the first side was effectively blocked. Fixed a bug where, in PBEM replay, in some circumstances you might be able to see all units for both sides (i.e., no FOW). Fixed another FOW unit reveal bug. Fixed a bug allowing unrestricted helo transport Load, if at LZ. Fixed a bug triggering indiscriminate opfire directed at Civilians (e.g., if a combat unit shares the same hex with enemy Civilians). Fixed several unit movement display artifacts. Fixed the issue where sometimes the Toggle Display of Units (hotkey K) functionality would break. Fixed the bug where commando units were unable to scale cliffs. Fixed a bug involving loaded transports loading onto other (empty) transports. Henceforth, such an action is prohibited. Fixed a movement cost bug. For very lengthy scenarios with many turns and varying visibilities, fixed some possible text overruns in the Scenario Information dialog. Fixed other minor bugs, and made other minor code improvements.
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