Erik Rutins -> v1.794 Beta On the Way... (11/19/2005 7:23:50 PM)
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The new v1.794 Beta should be posted later today in the Members' Club. This will hopefully also be the next official update. Changes since v1.60 listed below: 11/19/2005 v1.794 Beta Bugs Fixed: 1) Some modified saved games were not able to load with new pilot routines. Fixed. 2) Added message, “PILOT COULD NOT BE ASSIGNED TO GROUP!”, in case pilot could not be created or assigned, when “Get Pilot” is clicked. Done. 3) Sometimes, when land units were transported by air, the vanished. Fixed. 4) Added message, “NO PILOTS AVAILABLE”, in case game maximum pilots has been reached, in case pilot could not be created or assigned, when “Get Pilot” is clicked. Should no longer crash. Done. 5) Bullet proofed against crash to desk top, when maximum pilots has been reached and artificial intelligence requests a pilot. Done. 6) Modified routine that returns pilots to active duty, to allow slightly wounded pilots to fly, when game approaches maximum pilots. These pilots are assigned a hefty fatigue penalty. Done. 7) Reworked air search routines. Altitude is now more important than before. For best results, stay at or below 6,000 feet. 8) Submarines now have a chance to reduce the effects of air searches. If the skipper of the submarine makes a successful naval skill check, the air searcher gains less information about submarine location and type. In addition, the skipper may avoid an air attack. In this case, no anti-aircraft check is made and no bombing/depth charge attack is made. Instead, a message is posted, concerning the suspected submarine location. 9) Heavy bombers may now fire more of there guns than before. Done. 10) Air search at low altitudes is now a little better. Done. 11) When the game runs low on leaders, it will now clear out more dead leaders (this fixes the save sent by Michael M.). Done. 12) No pilot slots left, no pilots in this group, but pilots in other groups of same nationality that you can steal not working properly. Fixed. 13) Fixed broken linked list causing get pilot routine to fail. 14) Raised leader clearing triggers. 15) Land unit fragments can no longer be set by move all or follow all commands, to avoid disappearing unit issues, particularly when fragments still unloading from transports are included in a “follow” order. 10/28/2005 v1.77 Beta Bugs Fixed: 1) Increased number of missions Allied pilots must fly, before they are rotated. Also, added test to rotation routine, which prevents rotation, if almost out of pilot slots. 2) Pilots are no longer withdrawn from air group fragments. 3) Pilots are no longer withdrawn from air group sub-units. 4) Mission count is rest to zero, when pilot returns. 5) Withdrawn Allied pilots no longer return (1 to 3 years later), after rotation out of theatre. They are now removed from data-base, freeing up pilot space. Note they will no longer show up on top pilot [active] list. 10/20/2005 v1.73 Beta Bugs Fixed: 1) Routine that gathers air group fragments located at enemy bases now sends them to the first of the four main bases listed in the scenario that has a value greater than zero (defined in the campaign editor) and is in friendly hands. If none of these apply, it sends them to Osaka or San Francisco if in friendly hands and delays entry if none of the above applies. 10/17/2005 v1.72 Beta Bugs Fixed: 1) Allied air group fragments were being transferred to Japanese command and sent to Osaka, when ever the game was loaded. Fixed. 2) Sometimes Allied or Japanese air group fragments would appear at enemy bases. Fixed. 10/14/2005 v1.70 Beta Bugs Fixed: 1) Sometimes a group would not fly, if there were more planes than pilots. Fixed. 2) Sometimes, in a human vs. computer game, when a base is captured, the base unit TOE increases for no apparent reason. Fixed. 3) Sometimes air group fragments were being formed under enemy control. Should no longer happen for groups which divide after patch 1.0655 applied. Bullet proofing for earlier errors has been written. If fragments are found under control of wrong player, the player side is now changed and fragment is sent to home base. 4) Using the “Get Pilot” button should now select historical pilots with historical experience, if any are due, within 60 days. The Get Pilot button was not always working. Fixed. 5) Sometimes, pilot replacements were not appearing because of pilot array filling up with dead pilots. Fixed. 6) One of the tests for long lance torpedo attacks was some times returning the wrong value, negating surprise. Fixed. 7) When Allied task force had no radar, Japanese were sometimes said to be spotted by radar, when they were really being visually spotted. Fixed. 8) Enemy units were showing up on bottom bar, when Japanese player selected unit at enemy base from list all units pop-out box. Fixed. 9) Game was running out of pilots. Fixed. 10) Rebuilt LCU was reverting to original device number despite being upgraded when split. Fixed. 11) Negative values were showing on Intel screen because of data overflow. Fixed. 12) When air group leaders were killed, ship, task force or land unit leaders sometimes died with them. Fixed. 13) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later. 14) A bug was causing ship captains to vanish. Fixed. 15) The 10” CD gun (device #516) was not being produced. Fixed. 16) Land units ordered to follow were not arriving in proper hex at proper time. Fixed. 17) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead of device #205, 2000 lb GP bombs. Fixed. New Player Requested Features: 1) The ability of a submarine to evade an ASW pattern now depends more on the skill of the submarine skipper. 2) Air groups and air sub-groups may no longer divide or recombine, when fragments of the group exist. 3) Malaria zones have been slightly modified. 4) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase (although many may search). Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. 5) When an air group is divided, it may not reform unless all three sub-units are assigned to the same headquarters. 6) When an air group is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters. 7) When a land unit is divided, it may not reform unless all sub-units are assigned to the same headquarters. 8) When a land unit is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters. 9) Mine laying tenders (MLE) may now service ships of any nationality. 10) Destroyer tenders (AD) may now service ships of any nationality. 11) Submarine tenders (AS) may now ships of any nationality. 12) Repair ships (AR) may now help repair ships of any nationality.
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