Joel Billings -> (9/11/2002 6:03:18 AM)
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Here's the current list we are working form. It is quite possible that one or more of these won't get included if the fix doesn't test out. Patch Notes for 1.50 1) Subs should no longer fire torpedoes at barges and PT boats. They should surface to fire guns at barges. 2) The next/previous buttons for IJN carrier air groups should now work correctly in all instances. 3) The TF orders screen now shows the number of ships in the TF. 4) Air units will not upgrade plane types until the number of new aircraft in the replacement pool amounts to 125% of the needed aircraft for the upgrade of an IJN unit and 133% of the needed aircraft for the upgrade of an Allied unit 5) American dive-bomber groups, which begin the game on aircraft carriers no longer, increase their max ready size when transferred to a land base. 6) The aircraft loss screen now allows all aircraft losses to be shown. 7) PT Boats don’t use fuel when set to patrol (if they don’t move out of their hex). This is as intended. 8) After clicking on an option in the TF orders screen that would display a short message, the player could experience problems if they clicked on another option before the message finished. This problem has been fixed 9) A nationality column has been added to the ship sunk display. 10) A message is now displayed when coast guns are attacking transports. The map is now centered and a naval gun icon is placed in the hex. Specific hits are not reported. 11) Air units on Port Attack will attack without a specific target assigned used to attack ground targets. Now they will attack a port. 12) A new integer based random number generator is being used that may increase the accuracy of the replay in PBEM play. 13) The map is now centered and a naval gun icon is placed in the hex when a naval bombardment is in progress. 14) Coastwatcher spotting is now reported in PBEM play. 15) A phantom mouse hotspot reporting a non-existent base in the upper left corner of the map has been eliminated. 16) Fuel and Cargo capacity should no longer appear on the same line in the ship detail screen. 17) A victory screen will now appear to report an IJN auto victory. 18) A stand down button has been added to the Secondary Mission list on the air unit orders screen. This will set a unit to the Training mission with 0%, thus resting the unit. 19) Duplication of P-39 units in the combat animation screen should no longer occur. 20) Sometimes transport task forces attempting to unload, especially at an invasion hex were not allowed to unload and head home, when they should be allowed to unload. Surface action task forces, carrier task forces or shore batteries may still chase off transport task forces, but if nothing untoward occurs, they will now be allowed to unload. 21) The F2 toggle, which has displayed shallow water hexes, now displays an ‘s’ for shallow water hexes and a ‘c’ for coastal hexes. Coastal hexes are considered to be shallow water hexes for all purposes, except that they contain some land. The player may now load and unload at any coastal hex, but not in a shallow water hex (by definition these contain no land). 22) It has been realized that instances of what appeared to be units suddenly appearing in an enemy base were caused by AI controlled TF’s picking up enemy units. This bug should have been fixed in version 1.40. 23) Casualties to ground units caused by air and naval bombardments have been reduced. Casualties to ground units caused by strafing aircraft have been greatly reduced. 24) Routine Convoys should no longer pick up ground troops. 25) Counter strikes by aircraft that originate at a carrier just sunk, should now function normally. They used to go to the combat animation screen but no actual combat would occur. 26) IJN ASW effectiveness has been reduced by 50%. 27) Aircraft skip bombing or strafing TF’s should no longer overconcentrate on one ship. 28) A6M2’s now upgrade to A6M5’s instead of A6M3’s. Japanese aircraft at the start of the August 1, 1942 scenarios should now be A6M2’s instead of A6M3’s. 29) Ships were using a maximum of 900 op points to load troops (saving 100 for supplies). Now they can use up to 1000 op points to load troops if at a large enough port. 30) The scrollmouse function should now work properly. 31) The bomb load out of Val’s and Judy’s have been changed (increased) and the range of Val’s has been shortened. 32) When the Japanese player captures Brisbane or Noumea, the artificial intelligence for the Allied player will no longer continue to send out routine supply missions and use Japanese ships, if they are in port. 33) The in game data base should no longer show American torpedo bombers using 250kg bombs for extended range missions, instead of 500lb bombs. 34) The range circles for aircraft located on ships now function in the same fashion as range circles for land based aircraft. 35) The bombing and general quarters sound should no longer play when a patrol plane spots and identifies a surface ship. 36) Noumea now provides automatic supply to bases that have a clear road path to it. 37) Ground units should no longer be assigned to a base. 38) Damaged planes in an air group that is transferred will always cause a new sub group to be formed (they will not automatically merge with another air unit). This may alleviate some of the problems with too many pilots in an air unit. 39) Still working on fixing three items (hope to fix them for 1.50): LR-CAP over carriers too good, AV air units overload the AV’s and Allied ships continue to arrive in Noumea when owned by the IJN.
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