David Heath -> Flashpoint Germany v1.02 Now Available (4/6/2005 7:32:14 AM)
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Hi Guys The latest v1.02 of Flashpoint patch. As always please let us know what you think. New and Improved Features: • AI. There is now a concept of a ‘desperation point’ which is triggered for the AI player when it is running out of time or resources and needs to mount a final big push to win. When desperate the AI will become much more likely to use nuclear weapons, aggressively launch air strikes, use arty at 3x and launch a spoiling attack on the ground if it had previously been on the defensive. • AI. Helicopter and other support units that arrive as reinforcements during a game are now normally moved immediately to the vicinity of friendly supreme HQ. They are more likely to go on the hunt for likely enemy targets as well during an AI planning cycle. • AI. As a personal favour to the esteemed Belphegor the game will no longer pass command to a recce unit in the event of HQ destruction unless there are no more suitable (line or better) units left. • AI. Multiple small changes have been made to the AI to sharpen up the play value in situations where it was reported to be somewhat lacking. More feedback please! • Mechanics. Off-map artillery never suffered any losses no matter how much they were used. Now each individual artillery step takes a chance of loss proportionate to the general electronic warfare intensity (a proxy for how much interest and support is being shown by your superiors in your battle) each time it fires and the quantity of enemy assets put on counterbattery. The base loss rate of 1% (low EW intensity) to 3% (high EW intensity) per tube per firing impulse is increased by an additional 1% for every 20 enemy off-map steps currently having counterbattery orders. These rates may sound low but they will inflict substantial losses over the length of any intensive scenario. • UI. The hint that appears over an enemy unit when the mouse hovers there no longer reports the formal unit name but rather a spotting report with an estimate of the distribution of vehicle types in the unit. For example, a tank company with 10 T-80s might be reported as having anywhere from 7 to 13 MBTs. This will be useful for those playing with maximum fog of war who want some sort of actionable spotting report. • UI. A brief ‘sliding’ Unit movement effect has been introduced to make it easier to see which unit just moved from where during turn resolution. • UI. The separate announcements that used to be made regarding unit arrivals as reinforcements and withdrawals have now been consolidated into just one list per side per turn. • UI. Counter Silhouettes. There are now two sets of unit counter silhouettes. You will be able to switch back and forth between the existing set (default) and a new image file with 178 individual profiles. Look for the menu item “Game/Use Generic Silhouettes”. When checked the original set will be used, when unchecked it will use the new set contained in the file “FPG Unit Counters2.bml”. The setting will be remembered from game to game. • UI. Added unit counter silhouette and badge graphics to the Unit Inspector so that users can further change them if they like. The unit counter silhouette must be 45 by 25 pixels and the bottom left corner pixel is the “transparent” color. The unit badge graphic is 150 x 38 pixels and does not have a transparent color. These can be changed for the duration of the scenario or permanently. Note: Keep a copy of the original FPG Unit Counters2.bml and FPG Unit Badges.bml files respectively in case you want to restore the original graphics. • UI. As the game played and losses mounted the surviving units are resubordinated as needed to maintain some continuity to the chain of command. Drastic losses can lead to a significantly changed Chain of Command tree that is hard to read in the Staff Diary after the game is over. New in version 1.02 the original chain of command will be preserved so that the staff Diary will show it again as originally laid out to make inspection at this stage easier. • UI. Tac Ops Center Diary. The many “Activity resolution for the period…” statements are now filtered out of the unit diaries for clarity. All the other entries are time stamped anyway so they were redundant. • UI. When one or more attacking jets are shot down there will be a ‘combat hint’ announcement if combat hints are enabled. • UI. When bombing completely destroyed a unit it was reported to have been bombed “off map” rather than in the actual target location. • UI. The Butchers Bill that appears at the end of the Staff Diary for the game post-mortem contains a list of platforms together with the number of starting and surviving steps. The platform portion of this list is now sorted alphabetically which makes it much more readable. • UI. The caption at the bottom of the unit silhouette counter is drawn in an 8 point Arial font. It will be scaled back to 7 or even 6 points to better accommodate the increasing width of the caption in the future. • UI. Keypad number keys now scroll main map around in ‘auto repeat mode” if keys are held down long enough. The central “5” key centers map on cursor if possible. • Scenario Editor. The “Export to CSV” function was exporting unit tags in the format “1/1” in a way that Excel would interpret it as “Jan 1” by default. To help fix this a leading space is appended to each Unit Tag so that “ 1/1” is sent. Excel will interpret this correctly. When the file is reimported back into Flashpoint any leading or trailing spaces in the Unit Tag are stripped off. (When manually editing the Unit Tags in Excel, a leading space is not required to be added or preserved – this change is just made for the FPG -> Excel leg of the job.) • Scenario Editor. The space allowed for editing the Unit Icon Tags was too small. The caption has been changed from “Icon Tags (4):” just to “Tags (4):” and the editor widened to 57 pixels. • Database. Added Towing Capacity (in tons) field to Platforms data table. • Database. Added new unit: “SH2-BMD” which is the HQ element of a Soviet Airborne Infantry Battalion. Fixes: • AI. The AI would sometimes go into an endless loop when dealing with a group composed entirely of recon units. Fixed. • Mechanics. On rare occasions during turn resolution the game queue event processor would miss the end of turn event and continue merrily on all the way to end of the game. The turn progress bar would stop updating and the player could not recover control. The situation that gave rise to this has been found and repaired. • Mechanics. Sometimes the turn resolution would be cut short for no apparent reason and then have to be run again to progress to the proper game time. This was because the master game event queue was processing a second ‘Get Player Orders’ event in certain cases. This was unwanted and has been removed. . • UI. Scenario Editor. The ‘Ad Hoc Editor’ button in version 1.01 was directing the user to the full extended editor in error. Fixed. • Scenario Editor. The default ‘% Starting Supply’ for NATO on map forces was only 25% while the others were all 100%. The initial default value has been changed to 100% across the board. • Scenario Editor. When extracting units from the database, selecting a supporting off-map force would then wipe out the default starting locations for the on-map force! Fixed. • UI. The background of the various animations was being lifted from the wrong part of the screen when the unit info panel was on the left hand side. • UI. Sometimes in a PBEM or reloaded saved game a Mission Briefing from a previous scenario would be displayed instead of the current one. Fixed. • UI. When a bridge is blown the bridge graphic will be removed appropriately in all cases. • UI. Unit Inspector. Scroll through some units in the Unit Inspector then hit Proceed button and be told that a valid Platform type is not recognized. E.g. “Sir, subunit type “M1A1” is not recognized!”. The database filter condition causing this has been amended and fixed. • UI. When giving unit orders “P” was the hotkey for both Proceed and Show Path. “C” was the hotkey for both Cancel and Show % Coverage. Confusion! The Cancel and Proceed button shortcuts have been removed. • UI. Some of the interrelationships between the various map overlays were not painting correctly in all cases. This has been sorted out and fixed.
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