Mr.Frag
Posts: 13410
Joined: 12/18/2002 From: Purgatory Status: offline
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War in the Pacific v1.40 Update 12/08/2004 v1.40 Readme Bugs Fixed: 1) When unit was loaded causing partial unit to be formed, the partial unit was ignoring the accept replacements toggle and always setting the partial unit to “Accept Replacements”. Fixed. The partial unit now has the same toggle value as the parent. 2) When using the “Next/Previous” buttons in the group order screen for groups onboard a ship, crated groups were appearing. Fixed. Also, bullet proofed against crated groups appearing when using the buttons for land based groups. 3) When a ground unit was divided, the sub-units had “Accept Replacements” turned on. Fixed. The sub-units now retain the toggle state of the parent. 4) Adjusted air group targeting routines against task forces. Fixed. They are now much more likely to attack smaller task forces and task forces docked at bases, if no better targets present themselves. 5) Air group replacements for the opponent in human vs. computer games and PBEM games were sometimes being reported to both players. Fixed. 6) When issuing movement orders to ground units, some hexes were forbidden, that should have been allowed. Fixed. 7) When a task force had the “Auto-Disband” option turned on and auto-disbanded, the task force leader vanished and no longer appeared on the list of available task force commanders. Fixed. 8) Ships in harbor were sometimes receiving new captains for no apparent reason. Fixed. 9) Sometimes, when an air group was divided and recombined, the leader was lost. Fixed. 10) Zones of control were not properly being saved between game sessions. Fixed. New Player Requested Features: 1) Level bomber repair time has been reduced some what. 2) When a base completes airfield or port construction in a PBEM game, notification is now displayed and recorded in the operations report. Until now, this only happened when one of the players was the computer opponent. Fortification increases are still not shown in PBEM games, as this information is not available in the mouse over display. 3) On the ship screen evoked from the task force orders screen, the endurance value, as measured in nautical miles, is now followed by the maximum number of hexes the ship may move under power in parentheses. 4) Changed text “land based units” to “ground units” in some locations. 5) The base orders screen now has a button which evokes a screen with all bases belonging to the same headquarters as the selected base. 6) The ground unit orders screen now has a button which evokes a screen with all ground units belonging to the same headquarters as the selected ground unit. 7) The air group orders screen now has a button which evokes a screen with all air groups belonging to the same headquarters as the selected group. 8) The bonus the Zero receives for the first 5 months of the war no longer apply to planes of the American Volunteer Group (AVG). 9) On the task force orders screen, the option to “Return to San Francisco” has been replaced in full map scenarios to return to the home base command location, if under Allied control. These are San Francisco for West Coast Command, Anchorage for North Pacific Command, Pearl Harbor for Central Pacific Command, Noumea for South Pacific Command, Brisbane for Southwest Pacific Command and Australian Command, Karachi for Southeast Asia Command, Hong Kong for China Command, Soerabaja for ABDA Command, Manila for USAFFE, Vladivostok for Far East Command, Auckland for New Zealand Command and Vancouver for Canadian Command. If the command location is under Japanese control, the default San Francisco option is retained. 10) The option to make night aerial attacks against ground units has been removed from the interface and computer opponent’s repertoire. 11) The accuracy of aerial attacks against cities, ports and airfields has been dramatically reduced. 12) The “Refueling OK” option now allows task forces that auto-disband to refuel before hand. Until now, the option only referred to arrival at the destination hex and not the home port. So, returning home, they did not refuel, before disbanding. Note that this auto-refueling before auto-disbanding will cause them to begin the next turn with some operations points expended. 13) Aircraft slots 8, 14 and 24 and 76 have been changed to carrier capable for the Japanese and slots 243 to 249, for Allies. 14) Some ground units, ships or task forces had a leader displayed with a rank of warrant Officer “WO”. Except for very small Japanese units, such as a barge, this indicated no leader was present. Tried to bullet proof this, as much as possible, from the saves received. Should this occur again, the leadership abilities of the theater command will be used, with a penalty applied and “Staff Officer” should be indicated as the leader. 15) Added a new phase, “LEADER REASSIGNMENT PHASE”. This phase tries to locate lost leaders and make them available for assignment. This bullet proofing might restore some lost leaders in existing games. Database Changes and Modifications Since v1.30 1) Corrected Japanese subs 1177 - 1200 Nationality from none to IJ Navy 2) Corrected upgrade path for Singapore 105 to correctly upgrade to PBY Catalina 103 3) Corrected upgrade path for 103 PBY Catalina to correctly upgrade some groups to PBM Mariner 112 and corrected remaining PBY Catalina groups to remain as PBY Catalina for duration of game. 4) Corrected Nevada class 3/50 from all RS to 2 RS and 2 LS (Nevada 12/41 class) 5) Corrected Calcutta 466 to primary Airfield in all scenarios (was still listed as a base in some scenarios) 6) Corrected CV Soryu Sortie points in possible upgrade classes in scenarios that start before 6/42 7) Scenario 4, corrected CV Akagi, Kaga, Hiryu and Soryu to arrive 06/15/42 at Truk also CA Mikuma. (This is a hypothetical scenario and Midway does not occur however data base sunk dates for these ships were keeping them from arriving) 8) Moved aircraft A6M3a from slot 8 to slot 19 to make it aircraft carrier capable (all scenarios). 9) PT-129 to PT-600 (#6600 - 6922) The class had been updated to #1506 (Elco 80ft PT) but the devices still showed as those for the older class #321 (Elco 80ft PT). Corrected. 10) PT-62 to PT-64 (#6555 - 6558) The class had been updated to #1504 (Elco 77ft PT) but the devices still showed as those for the older class #319 (Elco 77ft PT). Corrected. 11) Changed ship Mizuho (035) from Nisshin Class (054) to Mizuho Class (053). 12) Corrected class (0117) spelling from Tomodzuru to Tomozuru 13) Corrected class (0113) spelling from Ootori to Otori 14) Corrected Lexington CV (Class 237) listed as having 2 TRIPLE 5"/25 Mk 10 mounts on each side. Instead of 6 guns in triple turrets, they need to be in single mounts. 15) In scenario 42B, relocated Chiang Kai-Chek and China Command (106) from Delhi to Chungking. 16) Updated task forces without a leader to use the leader from a ship in the group. 17) Corrected S4/9 RAAF Sqdn and S5/9 RAAF Sqdn to Walrus type aircraft. 18) Corrected numerous Air Group Class errors in all scenarios. 19) Corrected Allied BB Class Names: 172 Arkansas should be Wyoming, 180 California should be Tennessee, 181 Maryland should be Colorado. 20) Corrected Slot # 1729 duplicate named VF-17 (same as slot 1675) embarked on the Bunker Hill renamed to VF-18. 21) (0536)Gi-2 Daitai should be GI-2 Daitai - corrrected spelling 22) (0411)D1/523st Daitai should be D1/523rd Daitai - corrected spelling 23) (0412)D2/523st Daitai should be D2/523rd Daitai - corrected spelling 24) (0413)D3/523st Daitai should be D3/523rd Daitai - corrected spelling 25) (0445)F2/210th Hikoitai should be F2/210th Hikotai - corrected spelling 26) (0474)FF6/Yokohama chutai should be FF6/Yokohama Chutai - corrected spelling 27) (0475)FF7/Yokohama chutai should be FF7/Yokohama Chutai - corrected spelling 28) (0476)FF1/452nd chutai should be FF1/452nd Chutai - corrected spelling 29) (0477)FF2/452nd chutai should be FF2/452nd Chutai - corrected spelling 30) (0478)FF1/802nd chutai should be FF1/802nd Chutai - corrected spelling 31) Moved (0983)Maizuru Fort from Kyoto(0231) to Maizuru(0354). 32) Corrected spelling of (0998) Amami Oshima Fort. 33) Moved (1011)64th Const Bn from Sasebo(0345) to Nagasaki(0339). 34) Changed location of (1045)Kure Base Force to Hiroshima/Kure(1045). 35) Moved (1048)Maizuru Base Force from Kyoto(0231) to Maizuru(0354). 36) Moved (1051)Sasebo Base Force from Nagasaki(0339) to Sasebo(0345). 37) Moved (1052)Hensui Const Bn from Nagasaki(0339) to Sasebo(0345). 38) Changed delay of (1672)2nd Tank Div to 440715. 39) Changed HQ of (1764)114th IJN Base Force to the Northern Area Force. 40) Corrected all leaders to arrive with ship, air group or LCU (many were set to arrive at a later date) (12/41 scenarios, others will be in next patch) 41) Added 2 Russian divisions to Irkutsk, to stop players game exploit of parachuting into Irkutsk hex and cutting off all Russian supply (Scenarios 16, 15 14 others will follow in next patch) Also added additional starting supply to some Russian bases. 42) Made whole Chinese army 100% ready for objectives on day 1, they should now start gaining experience on day 1 and put up a better defense in the early days of the war. (Scenarios 16, 15 14 others will follow in next patch) 07/21/2004 v1.30 Bugs Fixed: 1) Under some circumstances, the list all units in the hex screen was not showing the units for the side which did not control the base. Fixed. 2) AS, AD and AGP class ships were not properly reloading torpedoes into any ships. Fixed. 3) Japanese bases sometimes do not allow command transfer to another command, when it should be allowed. If the Japanese player has enough political points, he should be able to transfer a base to any other command if the new command has a land based unit in the hex with the base. Fixed. 4) Fighters on CAP are ignoring Kamikaze aircraft. Fixed. 5) The computer opponent is turning off aircraft replacements, when it shouldn’t. Fixed. 6) Air groups bombing at high altitudes were hitting too often, because of a mathematical underflow. Fixed. 7) Allied buttons on the task force screen for creating PT boat and barge task forces were close together, causing some players to click the wrong button. Moved them apart. Fixed. 8) The “Set All” buttons on the air group orders screen was setting all groups, including Kamikaze units. The Kamikaze status of each air group is now tested, before set all orders apply. Fixed. 9) Supply task forces were being formed for human player by computer, without permission, during execution phase. Fixed. 10) Extraneous text, “JAPANESE HQs” was appearing at the top of the change command list on the base orders screen for some bases. Fixed. 11) Land based units given orders directly or by set all options that had accumulated miles retained those miles, when orders to go to another location, defend or attack were given. Miles traveled are now set to zero in these cases. Fixed. 12) Sometimes, when land based units were ordered to go to a location and then a set all move/follow option was selected for that unit, the text description was not proper. Fixed. 13) Air combat and submarine task forces were sometimes avoiding shallow water, when not needed. Fixed. 14) Task forces were not behaving as expected and changes to the artificial intelligence were made to address the difficulties. Fixed. 15) The artificial intelligence was basing ships at forward bases that had poor air cover when it did not need to so do. Fixed. 16) The artificial intelligence was needlessly sending TF around Singapore when the Allied player still had strong air units there. Fixed. 17) The artificial intelligence was not reacting to early Allied aggressive move. Fixed. 18) Japanese AE and MLE conversion delay dates were not decrementing properly. If there are enough merchant build points, these will now decrement properly. Fixed. 19) Ships on accelerated build were not always appearing on map, when they were supposed to. Fixed. 20) On the bottom bar, when a paratrooper icon was clicked on, the paratrooper icon changed to an infantry icon. Fixed. 21) Some continuous supply task forces located at San Francisco were disbanding when the player did not order so. Fixed. 22) In some games, the computer opponent had no replacements set to true. Fixed. 23) Level bombers were loath to attack ground troops. Rewrote the targeting routines. Level bomber groups are now more willing to attack land units. The group must now have less than half the planes present damaged in order to attack. They will still resist flying against land units, if the range is greater than 10 for the Japanese or 8 for the Allies, but will do so with good rolls. They will choose a target in the assigned hex with the most useful elements. They will only fly missions against targets that have some elements undamaged or have unit supply. Fixed. 24) Submarines on mine laying missions were not rearming properly. Note that submarines on mine laying missions or transport missions may not rearm torpedoes. Fixed. 25) The victory conditions for games extending into 1946 were not those listed in manual. Fixed. 26) Under some circumstances, forces could not attack units with all elements damaged. Fixed. 27) When ships loading land based unit were transferred into another task force, the unit they were loading sometimes vanished when unloaded. Note that transferring a ship in the process of loading a land based unit will cancel the loading process. Fixed. 28) When loading a task force and all elements of the units being loaded were on board on the turn of loading, sometimes the main unit was not replacing the partial unit created at when loading started, which caused the unit to vanish when unloaded. Fixed. 29) Under some circumstances, Allied ships were having the skipper changed to a Japanese officer. Fixed. 30) The routine that initiated coastal gun fire at all ships entering the Bataan hex was being called for all hexes with bases. Fixed. Just entering a hex with a task force should no longer draw fire, except for the Bataan hex. Fixed. 31) When upgrading a group, if the maximum range setting was greater than the maximum range of the new aircraft, then the maximum range text setting in the group orders screen was not updating properly. Fixed. 32) Allied ships without radar were locating Japanese ships, using radar. Fixed. 33) Ships and ship classes with a radar device in slots 1 to 10 were not able to use that device. Fixed. 34) Some coastal locations were showing up on the automatic supply base list and the option to become part of the automatic supply system was on the base orders screen. Fixed. 35) If friendly troops were in an enemy base and a group was ordered to air transport them out, enemy units could be selected for pick up. Fixed. 36) Air groups were able to transfer off ships with more than 49% combined fires, flood and system damage when the task force in of which they were a part was at sea. Fixed. Now such a ship must be in a task force docked at a friendly base or in the base itself. The transfer must be also made from the selection screen and not by clicking the location on the map. 37) An extraneous “–r” symbol was being displayed on the air group transfer base selection screen for groups on ships. Fixed. 38) Some pilots were not showing up on the top pilot list, even though they should. Fixed. 39) When a mine sweeper or allied cruiser or carrier was sunk, any damaged systems were not repaired before the carrier was put back into the list of returning ships. Fixed. 40) Task forces containing destroyers with no ASW weapons could have mission changed to ASW mission. Fixed. No longer possible. 41) The computer opponent would sometimes try to transport land based units by sea which belonged to the human player. Fixed. 42) Under some circumstances, air groups based on aircraft carriers were becoming too large, which prevented air operations on the ship. Fixed. 43) Under some circumstances, units being transported by air were vanishing. Fixed. New Player Requested Features: 1) PT boat torpedo reloading required a base size of 3+ and a base supply of 20,000+. The base supply requirement has been reduced to 3000+. 2) AS, AD and AGP class ships could only reload torpedoes into ships of the same nationality. This limitation has been removed. 3) Limited bitmaps for land based units, similar to task bitmaps, now appear on the land based unit orders screens. 4) Land based units now maintain and leave a zone of control in the hex they occupy or have transited. Enemy units may not trace supply or retreat though one of these zones or move from of these one zones to another. If both sides occupy a hex, zones for both sides are present. To see where the zones are, the player should press “w”. This will cause a white “A” (for Allies) or "J" (for Japanese) to appear on the map in each hex with a zone. If both sides occupy the hex, a letter for each side will appear. 5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, “Continue Playing”. If selected the game will then continue to the number of turns in the scenario have been played. 6) Until Soviet activation, Allied task forces may no longer give loading, unloading, home basing, disbanding, refueling, replenishing, continuous supply, or docking orders at Soviet bases. Neither player may order task forces into a hex with an inactive soviet base. 7) Bombardment task forces now have the option “No Escorts Bombard”. If selected, only BB, BC, CA, CL and CLAA will bombard. Smaller ships will not approach the shore line and will neither bombard nor be subject to fire from coastal defense guns. If no ships of afore types are in the task force, “Escorts Bombard” is mandatory. 8) In naval battles, combat task forces will now try to maintain contact with enemy cargo, transport or replenish task forces for a longer period. 9) When only allied motor torpedo boats (PT Boats) are in a task force, they will no longer “cross the T”, gaining a tactical advantage, instead. 10) The player is now notified, when a task force receives coastal gun fire as he enters the Bataan hex. 11) The targeting routines have been rewritten. Fires onboard no longer increase the chances of a ship being selected as a target in the day time, as much. 12) Motor Torpedo Boats (PT Boats) are now more likely to attack and be attacked by screening ships, than the ships being screened. 13) Anti-submarine warfare (ASW) routines have been rewritten. Allied ASW vessels should not be quite as effective before the middle of 1943 and American submarines should be a bit more resistant to Japanese ASW attacks after the middle of 1943. 14) The partial air group unit aircraft upgrade option has been removed from the interface and when an air group does upgrade, all partial units belonging to that group are immediately moved to the base where the group is located and combined. Any excess aircraft above maximum allowed for the unit are removed and placed into the pool. 15) Bases under non-restricted commands may now change commands for 10% of the normal cost. 16) A notation is now made in the operations report, when an undefended location is occupied by the enemy. Clarification: 1) To change base to another command, a land based unit from the new command must be present at the base. If all units at the base are under the current base command or no units are at the base, no command change may be made. 2) When a base is captured, the command under which the base is placed is determined by geography and not the command of the capturing units. 07/14/2004 v1.20 Bugs Fixed: 1) Soviet activation due to date sometimes required a game restart to occur. Fixed. 2) When changing night fighters from night to day operations, no default mission was being assigned. Fixed. 3) Changed replacement and upgrade mouse help hints, so as to be less confusing. Fixed. 4) Under some circumstances, an air group transfer could corrupt the current air group, current land based unit, current base or current player. Fixed. 5) Under some circumstances, the show all land based units at this base to show no units, until the base icon was clicked again. Fixed. 6) The repair option “Yes” or “No” on the Allied industry screen following the selected aircraft type was colored green, instead of yellow. Fixed. 7) When a CS type ship was carrying aircraft and cargo, the line showing number or sorties was being written over the cargo. Fixed. 8) Under certain circumstances, the player was being allowed to give movement orders to a unit in the hex with an enemy unit, into an adjacent hex with an enemy unit in it. If the unit is in a hex with an enemy unit, that unit can only plot to move to a friendly base. Note that the movement may not be executed, if an enemy unit is adjacent, blocking or later blocks the path. Fixed. 9) A unit was allowed to march through multiple enemy units, as long as the destination towards which it was headed was a friendly base. This negated zones of control. Now, a unit may not march from a hex in which there is an enemy unit into another such hex. Fixed. 10) The routine that checks for adjacent units was not finding units that moved two hexes in a turn, into the searching unit’s hex, thereby never moving adjacent. It now searches the hex the searching unit is in, as well. Fixed. 11) When the Intel screen was opened, some existing animations persisted. Now, all pop-outs are closed, when the Intel screen is evoked. Fixed. 12) Players should not see the message that Japanese torpedoes “fail to detonate” as often. Fixed. 13) In anti-submarine attacks, changed message from “did not hit sub” to not near sub”, as these ships did not get to attack. Fixed. 14) The routine that is called to automatically create a task force was using the same routine the AI uses. I wrote a new routine that has less stringent standards, so the complaint that there are not enough of the proper type ships will appear less. Fixed. 15) Transport aircraft sent to pick up troops at another base did not always have a variable set properly when they finished and were sometimes transporting them back to the old base, when they were done collecting them. Fixed. 16) The PBEM game required the player to exit the game, before the execution phase would function properly. Fixed. 17) The PBEM game was corrupting the preferences. Fixed. 18) Partial air groups were sometimes flying to fields with no air support when they tried to rejoin the parent group. 19) Combat sounds were not always playing proper file. Fixed. 20) Land based units were sometimes disappearing from map, when unloading from a ship. Fixed. 21) Transport aircraft transporting troops to another base did not always have a variable set properly when they finished and were sometimes collecting them, when they were done transporting them. Fixed. 22) When making save file call to Windows, if the player clicked exit before the call was finished and the “file saved” message appeared, the program would crash to desktop. Fixed. Changed the mouse cursor to an hour glass, so the player would know program was still saving and cleared the button, after Windows call was made. 23) If the Allied player did not return British ships, when they were recalled and the political points (PP) when negative, the player could still change commands for units and exchange leaders, driving the value further negative. Fixed. Now, the player cannot change commands or replace leaders, if the PP is negative. 24) Under some circumstances, disbanding an air group could corrupt other air group commands at that base. Fixed. 25) Clicking on Manchurian bases and/or land based units caused the garrison total displayed in the Intelligence screen to alter its value. Fixed. New Features: 1) The player may now select “Allied Sub Doctrine”, which causes Allied submarines to avoid an aggressive posture until the middle of 1943. The result is the submarines will get off fewer shots at longer range and receive fewer depth charge attacks. 2) Submarine task forces on special operations missions, such as mine-laying and transport will now avoid contact with enemy task forces. 3) Ships of AVD type (fast seaplane tenders) are now allowed into surface, bombardment, fast transport and ASW task forces. 4) The list all bases on map now has options at the bottom to start/stop base construction for all locations on the list, at once. The toggle works for all locations on the list (excluding any that have been filtered out and therefore do not show up on the list). 5) The maximum number of aircraft for an air group, shown in parenthesis after the group type and nationality is no longer shown for partial groups, as they do not receive replacements. 6) 06/31/2004 v1.10 Bugs Fixed: 1) Some users were receiving a 722 error when trying to start the game. Fixed. 2) Sometimes when suing the tutorial the game would crash. Fixed. 3) The engine and fire sounds played in the ships data screen were not looping properly. Fixed. 4) The music in the orders phase was not always advancing properly. Fixed. 5) The in game mouse click was not being played properly. Fixed. New Features: 1) Land based unit and air group replacement and upgrades states may now be changed by the player, when the friendly unit or group are under computer command and control. 2) The list all land based units in this hex and list all land based units on the map screens now have options at the bottom to turn on/off replacements for all land based units on the list, at once. The toggle works for all land based units on the list (excluding any that have been filtered out and therefore do not show up on the list). 3) The list all air groups in this hex and list all air groups on the map screens (both land based groups and ship borne groups screens) now have options at the bottom to turn on/off replacements for all air groups on the list, at once. The toggle works for all air groups on the list (excluding any that have been filtered out and therefore do not show up on the list). 4) The list all air groups in this hex and list all air groups on the map screens (both land based groups and ship borne groups screens) now have options at the bottom to turn on/off upgrades for all air groups on the list, at once. The toggle works for all air groups on the list (excluding any that have been filtered out and therefore do not show up on the list). 5) The list all air groups in this hex screen now displays the total number of aircraft, ready aircraft, damaged aircraft and reserve aircraft at the selected base. 6) The list all air groups on map screen now displays the total number of aircraft, damaged aircraft and reserve aircraft on the map, in addition to total ready aircraft (which it has always shown). 7) The list all air groups in this hex and list all air groups on map (both land based groups and ship borne groups screens) now have options at the bottom to stand down and reactivate all air groups on the list, at once. The toggle works for all air groups on the list (excluding any that have been filtered out and therefore do not show up on the list). The stand down effect is the same as the one on the individual air group orders screen. The reactivate effect allows each group commander to choose a mission, secondary mission and patrol level for his group. 8) The ships data screen now has a toggle which determines if the ship is allowed to upgrade, when it is eligible. The upgrade date is shown and the option is written in yellow. Clicking the option changes the state. If “No” is selected, the ship will not automatically upgrade, when in a port with ship repair yards. 9) The list all ships in this port and list all ships on map now have options at the bottom to deny/accept ship class upgrades to all ships on the list, at once. The toggle works for all ships on the list (excluding any that have been filtered out and therefore do not show up on the list). 10) The ship data screen now has next/previous buttons when evoked from the list all ships in this port screen. The buttons work for all ships on the list (excluding any that have been filtered out and therefore do not show up on the list) 11) Air groups belonging to USAFEE or ABDA that are disbanded, withdrawn or destroyed when a base is captured now return as SWPAC groups. 12) When a base is selected for preparation by a land based unit, the player now sees a message, indicating such.
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