Omat -> RE: War in the Pacific: Admiral's Edition Gets a Massive Update! (2/8/2012 11:58:34 AM)
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The List of changes [:)] Change History: V1.01. 08r9 – January 21, 2012 1. Sixth Official Update – This release is a comprehensive release updating all previous versions to v1.01.08r9 2. Code Changes Fixed 1. Possible LCU or Task Force being lost if not set-up properly at scenario start. 2. Travel delay for East Coast and off-map movement for group leaders. 3. Fragment disbanding when loaded on ship. 4. Refuelling of barges from carried fuel cargo. 5. Changing TF mission not checking TF size 6. Changing of group arrival base at scenario start due to initial base ownership, rather than who owns base when the group is due to arrive. 7. Ships in lists were refuelled when viewing the list on screen. 8. Empty group showing after group transfer from ship. 9. Event on a non-base hex appeared as a base. 10. Over-flow issue with ‘fuel required’ at a base. 11. Background screen of a larger underlying screen was left behind when a smaller screen was shown and map was moved.(base screen on industry management screen) 12. Showing enemy unit count in a non-detected hex. 13. Soviet activation being on at start of scenario was not allowing Japanese air attacks against Soviet locations. 14. Error in TF list screen for guns' ammo. 15. Aerial mine-laying mission being left out of the bomber interception check. 16. Error in unescorted bomber withdraw alert. 17. Ship-based groups in port or on docked TF being able to be transferred from damaged ships. 18. Attack bomber not being set to strafe correctly sometimes. 19. Extended the save game load checks to include checking the fuel/oil/resource/supply load does not exceed ship capacity. 20. Recon/search flights were being shown with escort/sweeps in same hex. 21. Supply/fuel/oil/resource totals didn't always agree across various screens. 22. Secondary Chinese home base incorrect - was CHENGTING should have been CHENGTU 23. Zone to zone movement when a direct connection is not available (off-map boxes to Aden/Abadan prior to Med opening) 24. Added protection to stop connecting invalid destination zones that leads to above. 25. ARD repair not working correctly 26. Auto dock being allowed at port 0-2; should not be. 27. Error that could stop Heavy bombers from picking a base to attack 28. ASW experience sometimes incorrectly modified in sub combat. 29. Defensive subs not working properly 30. Subs might not upgrade due to patrols. 31. Fixed a follow TF error. 32. Ship repair estimate error. 33. Radar detection for land units being overridden by 'visual' spotting. 34. Weather setting for non-base LCUs not being correctly set for all units in the same hex. 35. Suppress restoration of the Combat Event report in PBEM games due to Japanese info being available to Allied player 36. Airborne radar impact on Air Search lost. 37. Search arcs being generated in reverse sequence. 38. Wrong pilot losing skill points (for flying wrong type of plane) when transferred to Pilot Reserve on the 'Request Veteran' screen. 39. Change to protect AI from generating errors from bad data in scenario file. 40. Top Pilot list treated TRACOM as if a Japanese group. 41. Underflow issue with large naval support numbers. 42. Amphibious HQ not always loading on AGC. If no Amphibious HQ, then a land or naval HQ will try to load on the AGC. 43. Loading groups not showing up in the load lists on 'Load Troops' screen. 44. Swapping of fragment and parent was not transferring some items. 45. Transport of devices by non-float planes to dot base (no AF) not being allowed. 46. Plane fatigue not being restored by standing down CV groups. 47. CTD when withdrawing ship at a non-base off-map location. 48. Sub mine numbers not always being cleared when tube/mines are removed when not in a port 49. Units in wrong mode for Amphibious TF. Ensure only correct mode units loaded 50. Group fragments on ships not combining. 51. Escorts changing to bombing mission if its’ secondary was a bombing one. 52. CTD caused by search plane being killed. 53. Fix to not allow component LCU to be rebuilt if parent already reformed. 54. Fix to flak from ships in port being used as if in a TF. 55. Fix to suppress groups that have been lost due to a ship class change. 56. Fix to not auto-disband TF with routing parameters. 57. TFs getting stuck in off-map mode. 58. Industry Management screen showing incorrect N/MSY build points. 59. Withdraw ship button missing on ship screen. 60. Rebuilt LCUs changing PP on subsequent displays. 61. 'Buy with supply' ships remaining at 1 day delay. 62. Error in Kamikaze determination in Flak Attack. 63. Kamikaze training not affecting low naval bombing. 64. Transfer of pilot to group of different type lost too many skill points. 65. Fix to remove ships under repair/conversion from AV support total. 66. No ground attack against enemy land units in friendly base hex. 67. Fix to allow float planes to transport troops to coastal bases. 68. Arriving LCU units were building more than needed devices if not enough in device pool. 69. Wrong Allied device being returned to pool on device upgrade. 70. Altitude not correct on some dive bomber attacks in AAA. 71. Auto convoy returning resource/oil to home base when not required to. 72. CTD when checking groups on withdrawing ships. 73. Packing time and operational mode moved to editor components of parent LCU. 74. Leader of delayed group being continually re-assigned. 75. First HQ of either side not being selected. 76. Fix to stop return cargo for CS or AC when home base and current base are the same. 77. Set TF to use off-map if destination is off-map and TF not moving off-map. 78. Fix to force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base. 79. Fix for non-mine device being in special mine slot [#9] for sub mine-laying. 80. Fix to group leader-pilot losing connection to a being a pilot. 81. Fix to Occupying empty bases gets incorrect HQ. New HQ will be the theatre HQ of base doing capture, or first LCU in hex. 82. Japanese production was over-producing upgraded devices for LCUs. 83. Sub-unit LCUs not having the withdrawal delay decremented. 84. Updated off-map checks for home base. 85. Fixed data corruption due to code overflow. 86. Not all TRACOM pilots showed in lists. 87. Retreat from TF surface combat only if actual combat occurred. 88. AI code changing human-controlled LCU weapon devices. 89. Empty fragments stop editor sub-units from recombining. 90. Some leaders that moved between units retained their move lock-out so didn't show in free leader list. 91. Group's upgrade path lost on splitting group. 92. Fix to recombining devices of editor component subunit to handle mismatched devices. 93. Add production resources to pool if scenario player's production on, else add to normal device pools. 94. Preserve highest leader when recombining subunits. 95. In loading scenario, pilots not added to General Reserve (group 0). (Pilots can't be put directly into TRACOM by editor, as group 30000 can't be assigned there. It can set by using 'wtiploadae' tool.) 96. Using off-map movement, it was possible to route TFs with large ships to river ports. 97. On-map TF hex list behaves like other TF hex lists 98. TOE upgrades happening too soon due to the upgrade delay being set to 9999 which ended up as no delay.(Existing games not affected but new games will not have these TOE upgrades) 99. Detached groups wouldn't re-attach to parent group. 100. Loop in upgrade of LCU devices. 101. Error in limiting CD fire. 102. Occasional drop out of base selection, disappearance of mouse over. 103. Building VM units corrupted TOE of GHQ and Kwantung HQ. 104. Old convoy units could show up in Destroyed LCU list. 105. Fix to LCU withdraw date not being cleared when unit killed; fixed so that destroyed LCUs can't be reformed if originally due to withdraw. 106. Build rate of supply-generated ships was '0'; should have been ‘1’. 107. Disbanded LCUs don't count for rebuild check. 108. Auto-upgrade of squad/engineer devices when LCU takes upgrades; incorrectly changed earlier in beta. 109. Error in initial settings of manpower at start of scenario 110. Seaplane support from minor damaged disbanded ship. 111. Administration stacking info on group screen not correct. 112. Return CS cargo of fuel or supply didn't always get returned. Expected only oil or resources being returned. TF could stay loading/waiting. 113. Naval retreat after combat which could force TF to retreat "off-map" 114. TFs not moving in hex subject to minefields; seemed to have been broken by an earlier fix. 115. Wrong screen show when returning BACK from Group screen to groups-in-base list screen. 116. Error in MP and ARM points for some squad-type devices. 117. Not all devices being shown in the device/industry/resource pool. 118. Air group detachments not on map dropped from parent group. 119. Trainee replacement pool not being reduced. 120. Missing devices from Japan pool when device is upgraded and more are needed to be built. 121. Moonlight and Turn were mixed together on top line of some screens. 122. Mines were not being removed from sub properly if TF wasn't docked. 123. Wrong altitude being used sometimes, impacting raid, co-ordination and low level intercepts. 124. Lock-up during air/land combat due to overflow. 125. Carry over replacement delay on LCU recombining. 126. Error in movement of fuel and determination of excess resources. 127. Auto-upgrade of squad devices when LCU taking replacements causes an upgrade. 128. Fragments were taking settings from the parent group, rather than group being created from. 129. AA rockets not showing up in some of the class/ship weapon lists. 130. Unable to get plane replacement on smaller groups. 131. Some reported altitudes are 100' off the correct value. 132. Large LCU killed off due to overflow issue. 133. Display issue with ship reinforce screen 134. Escorts not being marked as used in some cases causing multiple sweeps. 135. Strategic move set while packing caused move of only one hex. 136. Dedicated training group lost ability to add trainee pilots. 137. A LCU movement flag was not always being cleared which could cause a move to suddenly be cancelled. 138. Additional place list sort when loading a save to correct map errors. 139. Reordered the map place display list to restore possible missing LCUs. 140. Converted too many old devices from pool. 141. TOE upgrades could lose devices as counts were sometimes replaced, rather than added. 142. On turn 1, a mid-turn Allied save can be read by Japan by skipping the password. Only applicable on that one save. 143. Carrier trained status not transferred when recombining split groups. 144. Ship due upgrade count could have a number but nothing in due lists. (Upgrade ship was under repair. Combination of Ships under repair and Ships due upgrade shows those which are being repaired that might jump into an upgrade at same time) 145. Wrong pilot reserve being accessed when no pilots in replacement pool. 146. For TOE upgrade include some non-device items such as Torpedo Ordnance, HQ type/radius change, etc. 147. Missing weapons on in-game ship database. 148. CTD caused by TF endurance going below 0. 149. Low skill pilots could start with high individual skill 150. CTD caused by overflow of refuelling arrays if large number of ships in TFs in same hex. 151. Possible TF unloading issue when no squads are present. 152. Mine-laying mission didn't 'return by same path' if way-points set. 153. Refuelling ship from port didn't check for available ops points 154. Incorrect calculation for number of planes at base; earlier patch bug . 155. Error in calculation of engines for airfield stacking; revealed by previous tweak. 156. Manage repair error for minimum conversions incorrect from 1108p2; not allowing change from Pier-side. 157. Overflow of pilot array corrupting map locations. 158. Radar range on air detection was overstated by a factor of 2 or 3. Wrong mixture of ft, yards, NM, miles. 159. Bug in repair estimates could add random cargo capacity to ships. 160. Don't allow moving LCUs to be loaded on ships 161. Groups at off-map locations (base or TF) not performing Training missions 162. City attack industry not set when flights were split off from main attack. 163. Access to random variable causing combat replay issues 164. Manage ship repairs not showing weapon damage repair capability properly. 165. 'Active' filter not showing green initially for group and reserve pilot lists. 166. Planes with torpedo as primary weapon unable to be selected for port mining. 167. Force a delay on LCU & groups due as reinforcements but arrive early at enemy base 168. Adjust search arcs range for drop tanks if applicable 169. Bug in off-map TF calculation 170. Set 'All opMode' to MOVE changed static units 171. CTD due to too many groups in base 172. Non-transport TF are trying to un/load 173. Added special case of base/shipyard size to weapon repair estimate as in line with actual shipyard repairs 174. Fragment that lost its parent could vanish, rather than stay on map 175. Industry totals on Industry menu 176. Missing search patrol level on night mission 177. Bug not letting land based groups see all plane upgrades 178. Industry Management not expanding (1)x0 size industry 179. Carry over withdraw type to editor subunits 180. Fast Transport not updating cargo/troop capacity in creation of TF screen 181. Auto Convoy TF should retain their Home Base as a supply hub base 182. Auto Convoy TF home base is not supply hub base 183. Error with groups not showing on ships in TF transfer screen 184. Group re-size to consider total planes in group rather than maximum group size when considering operational capacity on ship 185. Force map centre on false sightings to help with map sequencing 186. Restored fully repaired factory needed before R&D starts 187. Removed incorrect DL addition for TF launched air patrols 188. Not all dead group fragments being removed is stopping upgrade, rebuilding, etc. 189. Correct 'from zone' for TF starting at off-map base for way-points 190. ‘Aux’ overstated on enemy TF mouse over 191. LCU mouse over being cut short for large number of enemy units 192. No planes, no torpedo ordnance available 193. Player's ACS TFs could be re-directed by AI 194. Suppress AR from being operational if AR has any repair delays 195. Mouse over on Pilot List sometimes gave wrong info 196. Retained original delay on LCU if enemy still holds base at scenario start; random delay time could cause unit to return to national base 197. Restored LCU image on small land unit screen (like reinforcements) 198. Allow more ships to show in TF transfer screen 199. Soviet release did not always free Japanese to attack 200. TOE device upgrade not always occurring 201. AI could reassign human TK task force for pickup oil/fuel purposes 202. Base movement of off-map groups overriding restricted HQ check 203. Fixed Industry Management screen not checking if base is active before adding RES and OIL pools; affect small map scenarios 204. Suppress option for Withdraw on Intel Screen if not enabled 205. Some level bomber switches in user upgrades not costing PPs 206. Revamped the ability to keep pilot from being release on the group screen. Corrects rank sort error 207. Army list screen had some overlapping text 208. Expanding of AF showed strange % 209. Player upgrade aircraft showing wrong PPs 210. Repair of Air HQ devices with Replacements denied 211. LCU replacements could cause 'free' upgrade sometimes 212. Low level altitude penalty using wrong altitude 213. Defender pilot not always getting fatigue from high altitude penalty 214. Fatigue on groups at range 0 - error exposed in 1108q9 215. Railway move of groups at heavily damaged AFs not always working 216. LCU not showing on map 217. Expanding '0' factories 218. Possible negative max limit for pilots 219. Sync bug due to AUTO_UPGRADE option test for subs 220. Possible 'anchored ships' screen pops up on group list 221. Off-loading parent LCU sometimes disappeared leaving orphaned fragment 222. Removed limit of non-zero port for repairs - left over from WITP and stops use of repair ships in port 0 223. Arrival ship list sort not working if ship due to arrive in a TF 224. Error in industry menu for yard points - reporting HI need instead 225. Air-borne radar not checked in night raid detection; include moon and radar in check 226. Air-borne radar not being passed to split-off flights, affects night combat 227. Search direction not passed to 'Set all' groups 228. Lock scroll box on sunk ship list when showing a ship 229. Wrong nationality test on group arrival if no base set resulting in delayed arrival 230. NFs don't always have AIR SEARCH radar; assume NF with air radar is SEARCH. Problem lies with incorrect data for radar device. If NF can have both air and ground radar, then air should be listed after ground radar. 231. HQ not swapping with fragment sometimes 232. Error in class of re-spawned midget sub 233. Auto upgrade of TOE device when LCU upgrade off. 234. Misplaced TF icon not matching map location 235. Group arriving at a ship still had delay of 1 stopping getting of pilots 236. Large number of groups could cause CTD in air attack 237. Missing troop level in non-base hex 238. Patrol air missions from ships took incorrect endurance from TF - relief CAP increased endurance used 239. Retain Escort mission if too many ships in new TF mission - causes issues to some code if wrong number of ships present 240. Incorrect TF# used after surface combat (caused sync but wrong ships used endurance) 241. Cargo capacity for resources not fully used 242. Naval groups on delayed ships shown on lists 243. No pilot replacement selection from trainee 244. Releasing one veteran pilot causes needed pilot count to go to zero rather than be reduced by one 245. CS would not necessarily return to the correct destination when way-points used 246. CS not being docked at home base causes confusion for return trip 247. LCU leader being lost on landing fragment swap 248. Multiple LCU sub-units being in same TF being merged on landing 249. Ships building at captured enemy base could be cancelled incorrectly 250. Invasion LCU auto-bombardment exhausting supply. Auto-bombarding based on available supply so LCUs lacking supply wont. New feature 1. Added plane type filter to Pilot List screens. 2. Added a destroyed LCU screen and ability to reform LCU (at 1% TOE for non-Chinese or 5% for Chinese) using Political Points. 3. Added a Nationality filter to ground reinforcement/withdrawal screens. 4. Added display of the path of a group's upgrades on the user selected upgrade screen; (+) against upgrade indicates the old original group path upgrade. 5. Added an option to retain the user over-ridden group upgrade when manually upgrading only. 6. Added future group size changes to the mouse-over box on group screen. 7. Added option to refuel all ships in port from Anchored Ships list. 8. Added '*' to base name if supplied from the western Allied supply base (on Auto Convoy screen). 9. Added column for fuel required to Auto Convoy screen; '+' next to value indicates ships in port 10. Added ship class filter to ship list (on Auto Convoy screen). 11. Added Endurance and AA to ship (on Auto Convoy screen). 12. Added switch to show Supply/Fuel required or Days Left (on Auto Convoy screen). 13. Added quick ability to change repair/production state from the actual base-in-hex Industry screen. 14. Added quick ability to change repair/production state from the Industry Management screen. 15. Added direction switches on the search arcs. 16. Added to TF mouse-over to show off-map destination details. 17. Added to base mouse-over garrison info if applicable. 18. Added the target prepared for to the Load/Adjust Troops screen to ease LCU selection for amphibious forces. 19. Added new button on base screen to show TFs home-based at the base. 20. Added the current victory level if not a draw to the Intelligence screen. 21. Added filter to show enemy bases on the List Base screen. 22. Added on Army screen: show a '+' next to under-strength devices that are in pool, a '=' next to device if upgrade possible from pool. 23. Added filter for active/inactive ship upgrades on lists. 24. Added mission being trained for on group screen if primary is not TRAINING. 25. Added the group admin & stack data on the hex list screen if applicable, rather than just when overloaded. Overloaded shows in RED. 26. Added number of building 'supply-generated ships' shown on ship reinforcement screen in brackets. 27. Added option to stockpile some devices in the Device Pool. LCUs won’t be able to use them for upgrades or replacements. 28. Added '**' to LCU view for weapon not allowing split units to combine. 29. Added option on Save for PBEM to change the player's password. It is only shown when ending the player's turn. 30. Added on load of an email save if it is from in-turn or the end-of-turn. 31. Added to army lists, experience, morale, fatigue, disruption, TOE upgrade delay. 32. Added to ship with mine device, an '*' printed in Ammo column if there are devices in the pool; acts as a quick check if mines could be loaded. 33. Added Total line of LCU details in mouse-over for multi-unit hex. 34. Added ability to stockpile supply, fuel, resource and oil at base. By stockpiling, no other bases can draw off them. 35. Added ability to cancel loading of a CS task-force. 36. Added filter to Industry Menu to show all base industry not meeting minimum requirements - potential failure to produce. 37. Added to LCU Withdraw List: * at end of name means withdrawn unit loses devices; on LCU screen "out of theater" means loses devices. 38. Added Hot-key '5' will show the supply path from the selected base where the number shows the lessening effect of supply. Changed to show the supply path as yellow dots in a PBEM rather than actual supply numbers. 39. Added Auto-conversion option to the in-game preferences. (PBEM assumes on for both players - Japanese player can turn it off/on so it applies for synchronization.) 40. After 6 months, an expired pooled device (squad or engineer type) will slowly convert to the upgraded version; if Japan, obsolete devices will revert to the raw materials. 41. Added message on base screen if Burma Road is open (on Rangoon and Tsuyung) 42. Added: Right-click adds/subtracts 5000 supply from base additional needs. 43. Added: Allied groups can see air upgrades from related nationalities if PDU is on: CW group sees Australian, NZ, Can, Brit; IND group sees Brit; USMC & USN can trade planes. 44. Added Mine count on TF list. 45. Added: 'Get xx pilots' will appear to allow over-fill once group has pilot operational level. 46. Added group or pilot statistics to the group list screen. 47. Added option to release or retire low/high experienced named pilots (1, 5, 10 at a time) 48. New option to load tenders in port from the ship list screen 49. Show speed mode in TF list. 50. Added a "load tender" button to ship screen to complement use of seaplane supply. 51. On Army list screen, 'soft' value of %TOE strength and unit fortification level with 'p' to show unit is building them (LCUs in hex only). 52. Added to Base List screen a stockpiling switch. 53. Added to Base list additional info for enemy base - AF, port, estimated ships and a/c. 54. Added mouse-over on device pool upgrade date with * shows upgrade detail. 55. Added mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides) 56. Added Upgrade delay to TOE on 'View TOE' mouse over on LCU screen 57. Added Coding of static/restricted group headquarters (like for LCU) 58. Added TF screen shows endurance to target, and back to base 59. Added Additional info to groups in hex mouse-over 60. Added Indicator to LCU type on ground lists for air drop capable units 'p' 61. Added Ship due upgrade time filters to the Ship List screens 62. Added Restriction filter to army lists - filter by [S], [R], (R) or None 63. Added Industry filter to Intel's Resource/Industry screen 64. Added Stacking limit check to army lists - RED location for over-stacked 65. Added Show current stacking level if maximum stack value applies to player on mouse- over 66. Added Political Cost to withdraw group screen 67. Added Option to stop upgrades in LCU 68. Added Stacking limit on top line of game screen if present 69. Added Day/night filter to air group list 70. Added Mouse-over on keep/upgrade factory will show the next air/device and when it it is due 71. Added nationality and air type to Destroyed Group screen; revised rebuild costs 72. Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) 73. Added ability to set combat mode on the Army list screens 74. Added type of HQ, op and combat modes to LCU mouse-over in base panel 75. Added device type filter to the Resource/Industry/Device Pool screen 76. Highlighted the HI Required numbers for Engine and Aircraft Factories as these are shown for a month rather than a turn as with other figures (shows in green) Changed 1. Removed supply requirement from returning reserve planes to the pool. 2. Removed devices from LCU that don't belong to same side as the LCU during the land replacement phase. 3. Changed base fuel requirement to cover fuel needed to totally refuel disbanded ships. 4. Changed to allow HQ units (below the base slots) to upgrade their devices; only LCUs above the base slots were upgraded. 5. Changed to show any static device in LCU on the army screen, even if none currently present. 6. Changed to the army reinforcement screen to show the LCU arrival base in RED if enemy- held at the time. 7. Changed Auto Convoy to determine supply path based on supplying base location (on Auto Convoy screen). 8. Changed Auto Convoy to skip enemy-held main supply base (on Auto Convoy screen). 9. Changed base screen to use appropriate main supply base (on Auto Convoy screen). 10. Changed to suppress Soviet bases until activated (on Auto Convoy screen). 11. Changed Group patrol levels increase/decrease more consistent across all types with left- click by 10% and right-click by 30%. 12. Changes to group screen: updated group mouse-over, retain target (if appropriate) when swapping between Port/AF/Ground missions, check if within range before changing all in base. 13. Changed night missions on the group lists will show in BLACK to make them easier to find 14. Changed display of search arcs - sectors sharing AM/PM search show as Black (Naval) or White (ASW). 15. Changed switching groups between night/day to try to retain mission if possible for ease of play. 16. Change to remove Cold Zone from off-map bases. 17. Change to add 'destroyed by flak' count to the combat report. 18. Change to offset the original nation hex (from hot-key 4) so it can be read when a base is present. 19. Change to allowed Allies to control their industry as it can be stop/start via Industry Management screen but doesn't show up on base industry screen. 20. Change to indicate 'failed to produce' on base industry screen. 21. Removed ability to send pilot 'home for 180 days' as not desired or useful. 22. Change to minimize size of some text on Industry Management fields. 23. Change to keep at least one R&D point available between updates; protect against R&D being wiped out by data updates. 24. Change to verify ship and class devices match before determining damaged weapons. Force unmatched ship/class devices to conform when ship in friendly base. 25. Show 'combat load' method on LCU when viewing ship screen. 26. Change to not allow off-map TF to return to home base if that is already destination; mucks up the transit times. 27. Change to use the millions format (x.xxM) for large totals on Industry Management screen. 28. Change to restore of report files from save. 29. Change to preserve the withdrawal date on split sub-groups. 30. Change to pilot experience hit based on category rather specific air type. 31. Change to off-map checks to better handle the TF's 'Return to ...' buttons. 32. Changed Re-enabled limited on-map routing for off-map TFs. 33. Removed TF disbanding limit on loaded resource/oil. 34. Changed Night missions on lists using BLUE rather than BLACK. 35. Change to adjusted off-map entry point for way-points. 36. Restored image files for centre windows. 37. Change to vary DL for base created TFs; use same DL for TF split. 38. Changed TOE update to fix land replacements. 39. Change to allow 'independent' commands to change without cost to another 40. Changed Ship display of ARD shows lift capacity. 41. Changed Deferred device upgrade of LCUs with fragments existing; causes errors in devices when swapping to parent or merging with other fragments/parent 42. Changed No TF unloads if 'do not unload' set regardless of status of ship cargo handling. 43. Change to the maximum air rank for group leader. 44. Change to increase ship list from 1000 to 1300 per port/tf . 45. Removed endurance limit on PTs that limited attacks. 46. Change to off-map TF refuelling to use only TFs in same hex with same time to base. 47. Change to the land device upgrade and replacement phases to better control devices. 48. Change to suppress LCU devices that have no TOE number and are not present (ready or disabled, and won’t take any replacements) in LCU 49. Changed TF mission change for Amphibious and Transport limited based on transport capacity used, not on troops only. 50. Standardize ship-based group upgrade/replacement when in a base. 51. Change to LCU replacement/upgrade to handle duplicate/out of order devices in LCU. 52. Change to LCU rebuilds requiring same Op Mode and March parameters for all subunits. 53. Removed same march direction restriction from rebuilding LCUs. 54. Change to alignment of some fields on the Aircraft & Engine pool screen. 55. Change to the Save game screen to reflect the correct background as to WHO is saving it. 56. Changed Ships that are still outfitting for more than one day can't be put into TF; one day delay could be put into Escort TF. 57. Group stacking on base with AF 6+ gains a 1/3 lowering of the "Aircraft Stack Level" for 4E planes. 58. Stopping industry lowers base's resource requirement. Several screens showing supply/fuel/oil/resource will be color-coded if being stockpiled. 59. Changed Replaced top 3 skills on group pilot screen with line of skill averages. 60. Change to the location column value on TF list. 61. Tweaked TF list to standardize locations. 62. Allow CW nationality aircraft to be swapped between CW nations (Australia, NZ, Can, and Brit). 63. Changed the 'turret hit' from animation to show what weapon mount it is. 64. Tweak to suppress some 'get pilot' buttons if not applicable. 65. Change to make current TOE upgrade delay show as -1 on LCU list so it can sort. 66. Changed Show upgrade screen defaults to 'allow upgrade ships'. 67. Removed Right-click from group PILOT keyword as PLANES is now on screen. 68. Tweak to message delays - space bar will toggle on/off the general message delay 69. Tweak to mouse over on land units; unit number is in [], and if too many to list, "plus xx more LCUs" will be added to display. Leave room for "Total" line. 70. Change to add more info on mouse over on groups in hex and land/naval list. 71. Change to add ammo levels to the mouse over on the TF-ship transfer screen. 72. Restricted HQ indicator changed from (R) to (R) for temp and [R] for perm attached. 73. Change to add "Tonnage" to map task force mouse over. 74. Default cloud setting to OFF during orders. Can be toggled ON/OFF during this. Last setting applies to turn. 75. Tweak to mouse over with lists; shows withdraw, upgrade dates for ships, LCUs in addition to group. 76. Made 'Attached to' name GREY when unit is STATIC ATTACHED to it; no visible indicator was previously shown. 77. Change to add a nationality filter to device pool screen. 78. Try to preserve target on group transfer between bases 79. Change to group reinforcement/withdraw lists for ship-based groups in queue 80. Change to color-coded R&D devices on the Industry screen 81. Allow R&D factory change before starting production if R&D option ON 82. Production can be turned off but R&D will still happen 83. Show island stacking limit on mouse over 84. On Army screen for HQs show ship/air/ground assigned buttons 85. Suppress Japanese industry icons for Allied player as not relevant 86. Suppressed port icon in lower base panel if not applicable 87. Some screen changes to Manage Repair and Ship List screens 88. On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' 89. Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] 90. TF list pop-up shows more detailed info for 'load' controls when in a base 91. The Restriction filter for (R) will include units attached to Restricted HQ 92. Show next re-size for groups in lists 93. Allow more pilots if group is scheduled to re-size within 6 months 94. Change Group display on ship to show 77 (88) x AIRTYPE (99) where 77 is # ready planes, 88 is # not ready, 99 is group maximum size 95. Tweak Global list button for setting build rates (Japan only) 96. Show naval/merchant yard points on ship availability screen, and allow filter by yard type to set classes using that particular yard points (Japan only) 97. Changed 'Night ops' on group screen to BLUE to match group lists 98. Change to add pool totals on mouse over for a/c and engines on IM 99. Change to add R&D % on mouse over for RD a/c and engines on IM 100. Change to add unit stacking cost on screen 101. Allow restricted groups to be loaded on ships from off-map bases 102. Limit off-map movement of restricted groups by ship to sea-locked base only 103. Skip ACS loading if not at destination base 104. Allow skills for pilot release in addition to Exp 105. Allow option to retain pilot in group list before releasing pilots 106. Allow Army list filters to be passed to Draw Army screen for ‘next/prev’ army 107. Allow rail move between connected off-map bases (CANADA and EC) 108. Allow off-map movement for '0' ready groups 109. Allow upgrade exchange between FB/LLB/DB at a PP cost - CAS type intermix 110. Added reason for inability to recombine units on OOB org screen 111. Changed Location of Show TOE button on LCU screen 112. Enabled LCU on ship to be seen on ‘prev/next’ from army list 113. Allow ‘prev/next’ buttons on LCUs on ships in a TF hex 114. Show group returning info even if withdrawal OFF 115. List base fire damage in player's Ops report 116. Use Manchuko hex ownership to determine garrison instead of ‘computer zone’ Tweak 1. Tweaked Auto Convoy supply. 2. Tweaked TF unloading. 3. Tweaked air attacks on small craft (barge, PT, landing craft) to stop large bombers from attacking at high altitude. 4. Tweaked distribution of supplies to units unloading from ships. 5. Tweaked turn cycle from 3 to 4; art contains 1-4 images 6. Standardized skill selection and mission profile for skill improvement; experience generated updates could revert to primary mission 7. Limit the 'On Map Routing' button on the TF screen to the on-map entry hex to minimize TF routing errors 8. Tweaked several pilot screens to retain current menu position when performing pilot assignments. 9. Changed to forming of new TF to pre-set destination. Current base/hex will be the default destination, unless it is formed from another TF when that TF's will be used. 10. Tweaked to allow port mining for AI. 11. Tweaked small map AI supply base to use closest main base with enough supply rather than just the first one. Stops AI from creating supply TF going from one end of map to the other. 12. Tweak to fuel requirements of bases' with HI to force more fuel to be routed there. 13. Tweak to make the attack bomber strafe/bomb more obvious in animation. 14. Tweak to cap the count of the number of landing phases a TF can perform. 15. Changed to resource requirement/stockpile from 5-day to 2-day. Added earlier in patch to help with resource distribution. 16. Change to align weapon and TOE for units before taking replacements. 17. Change to exclude TBs from high dive bombing accuracy. 18. Change to set the base of reformed LCUs that can't arrive as usual location 19. Changed Play news of naval combat only if major combat ships involved 20. Change to adjusted base air stacks during turn due to missions, movement, etc. 21. Tweaked recombine of editor units into parent unit with mismatched weapons. 22. Tweaked to how much excess resource/supply/etc is moved to/from base each turn 23. Change to Naval bombardment to use the minimum range setting of TF when determining best target. If unit can't hit back at range, then "less" chance of being target. 24. Tweaked to AI Auto TF Build to exclude over-sized ships based on destination. 25. Tweaked Lowered excess resource/oil threshold from 10 days to 5 days. 26. Tweak to delete more killed/captured pilots when at pilot maximum limit. 27. Tweaked Moved the combat and ops reports on the screen to the left to allow for longer lines. 28. Tweaked TOE upgrade in order for it to retain any the same weapons even if they have moved slot. 29. Tweak to increase required oil/resource by a fraction of the load capacity of any TFs in hex wanting a load. 30. Tweak so stockpiling resource/oil creates a small 'need' for such. 31. Change to stop ability to overfill fragments. 32. Tweak to LCU rebuilt in order to retain current TOE weapons. 33. Tweak to clear more pilots when at pilot limits 34. Tweaked Air attacks at 10K were not being adjusted for misses when checking each bomb dropped. [A miss after a hit should end the 'stick' or increase the odds of any further bombs in same 'stick' of missing.] 35. Tweak to rebuilding of LCU from editor sub-components that will attempt to upgrade devices in order to match common device. 36. Tweak to disable ability to turn off Light Industry as it is a permanent industry, like resources (per Andrew Brown). 37. Tweaked Computer player TOE upgrades are slightly randomized. 38. Removed Torpedo Ordnance from land unit's TOE/list so that device is not treated as a device; tallies are stored elsewhere so it is redundant once scenario is loaded.(was causing some strange occurrences) 39. Tweak to exclude spoilage on excess supply/fuel at SPS level for bases in first week of scenario. 40. Tweak to randomize unit detection affecting base DL 41. Change to turn on normal message delay at end of turn cycle (except for continuous play). 42. Tweak to move flak attack on air transports to AFTER any CAP intercepts. 43. Change to TF refuelling when a ship in TF is below 70% fuel; just limit refuel to the ship(s) below 70%. 44. Tweak: Added more detail to 'refitting' messages on ships and limited repair changes after a upgrade. 45. Change to seaplane support/supply for search and strike to behave similarly. 46. When ship with no air ordnance left, CAP is limited and no search/ASW can be performed. 47. Tweaked: Inactive pilots (delay = 1) should be treated as if active for fatigue recovery. 48. Don't allow ships without free ops points at start of cycle from replenishing at sea. 49. Changed Cloud drawing during order phase enabled. 50. Removed DB diving attack on ships only; was introduced at start of these patches 51. Changed Made sure group secondary mission gets reset when primary mission changed from NAV_ATTACK. 52. Tweaked Added depth check on DC in ASW combat 53. Tweak to Land combat: Made support devices less likely targets (basically every 10 counts as 1 for target purposes)[Took forever to get hits on combat devices if unit has large support base, like CHI LCUs] 54. Tweak to Land combat: Infantry/Armour/CD LCUs with no current AV are treated like Art for stacking purposes (not made to bear brunt of attack if other AV units present).[Many CHI units end up with much ranged devices but nothing to defend with. But took no loss against the ranged devices in assault] 55. Changed Enabled combat reporting of non-air attack aircraft losses. 56. Tweaked Port repairs to consider port damage 57. Changed Arrival base of rebuilt restricted groups may change HQ 58. Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ 59. Tweaked Suppress need for a Convoy army leader 60. Tweaked River crossing for total hex control 61. Tweaked Allow ships to refuel small amount from port without excessive Ops expenditure 62. Tweak Limit Ops expenditure for docked TFs to those ships actually doing something 63. Change Account for port damage on adjacent hex supply/resource transfer 64. Changed Updated RD totals to reflect actual R&D available for a/c and engines 65. Tweak Added some burning fires on land bombing screen for affect 66. Tweak Allow CS TF to leave base when not enough fuel if destination has fuel 67. Tweak Disbanding/withdrawing groups with no national home base will release static attachment. Higher PP cost to reform some static/restricted destroyed groups; some can't be reformed 68. Tweak LCU arrival base when no national base. Some restricted LCU will change to temporary restriction when rebuilt from destroyed list. 69. Tweak Lowered upper altitude limit for AI DBs 70. Tweak Made new stacking levels from ‘pwhex’ override the default island stack size if present 71. Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level 72. Tweak Restore original over-fill % when limited pilot condition removed 73. Tweak Bomber co-ordination at night depends on skill, moon and air radar; complements above fix to CAP 74. Tweak Independent group co-ordination failing 75. Tweak Lower DL on base industry FOW
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