Mike Wood -> RE: Coastwatcher mayhem RE: 2.4 Patch Released! (3/18/2005 1:19:09 AM)
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Hello... Mostly. Bugs Fixed: 1) There was a complaint that groups targeting airfields, when friendly and enemy units at the location were being diverted from airfield attack. This behavior was known to the programmers. It was intentional. Gary had a special routine that checked the port, ships in the port, airfield, and aircraft present, coastal guns present and large enemy formations present and tried to figure out which was the greatest danger to your troops. It especially weighted coastal guns and large enemy formations. As the strike group spread out to attack, they could be assigned to various targets. As it was assumed that since you have troops in the hex, they could spot fire and targets were made easier to hit. In other words, orders were being over ridden by local commanders. No bug. Design. As there have been complaints about the routine, it has been disabled. 2) There was a bug that caused all naval task forces to be spotted by coast watchers. Fixed. 3) Japanese coastal defense guns were more effective than they should have been. Typo. Fixed. 4) Air groups on sweep or escort missions were not properly testing morale, when casualties were taken. Fixed. 5) When a partial unit was combined with a prime unit, the supply from the partial unit was not being properly handled. Fixed. 6) Losses to ground units, when targeting an airfield or port, were too high. Fixed. 7) Air groups were sending too many planes, when attacking task forces. Fixed. 8) Air groups attacking barge or motor torpedo boat (PT) task forces were all attacking a single barge or boat. Fixed. 9) Bombers flying at altitudes greater than 32,000 feet were bombing with a greater accuracy than they should. Fixed. 10) Some groups were gaining too many pilots. Fixed. They are now limited to maximum planes plus three. 11) The combat replay was not functioning properly. Fixed. Please note that in order to function correctly, both players must have the options, including combat animations and combat summaries set the same. This is because the combat replay file is just a copy of the saved game and random values are generated differently with different settings. Also, on some computers, the game must be exited and restarted for the combat replay to replay correctly. It may take a turn or two for the combat replays to resynchronize after applying this patch. New Player Requested Features: 1) Patrol aircraft searching for submarines now use upgraded WIP routines. 2) The chances of submarines being spotted are now increased, if more than one is located in a hex. 3) Submarines will no longer follow a task force into a known minefield hex. 4) Minefield attacks are now handled more like WIP and the chances of submarines and minesweepers hitting mines has been increased. Good Luck... Michael Wood quote:
ORIGINAL: CatLord quote:
ORIGINAL: Mike Wood Hello... Very soon. Sending patch out to production folk, now. When patch bubbles up to the top of que, it will be posted. I worked on last issue, replay problem. Fixed it, within the limitations under which it was written. The replay engine expects the two players to have the same settings, including combat animations and combat summaries. If they do not, the results of replay will differ, as random numbers are generated for the animations and these will change the combat results. Also, on some computers, the player may need to exit the game and restart, before he plays the replay. Good as it is going to get, in this patch. Which is good enough for me. Thank you Mike. Last question: Will this patch be compatible with ongoing PBEM ? [:)] Cat
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