Hard Sarge
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Joined: 10/1/2000 From: garfield hts ohio usa Status: offline
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just in case, here is the readme's for 106x5 ********************************************************************************************** Gary Grigsby's 12 O'Clock High-Bombing the Reich: Version 1.06x5 README FILE ********************************************************************************************** ---------------------------------------------------------------------------------------------------------- Version Indicator - After installing Version 1.06x5, check the bottom left hand corner of the Start-Up Screen. If installed properly, version number "1.06x5" should be displayed. ---------------------------------------------------------------------------------------------------------- SPECIAL THANKS - to Jean-Claude Lorusso. Best read at FULL SCREEN to display formating properly. For additional information or assistance, check out the Talonsoft Forum Boards, or the BTR Home Page at http://pub103.ezboard.com/bbtrbombingthereich For additional info or concerns, email can be sent to afljllmkl@aol.com ***CAUTION*** Note- Files will be overwritten during extraction. These zip enclosure's will overwrite your current, existing files; thus if you don't want your revised OB/OA files to be overwritten, either: back up your existing files; rename them; or do not extract the enclosed "Stock" data files. Just extracting the Exec. and the Readme will suffice for most people. The BTR.exe should be extracted to your Talonsoft TOH_BTR directory. The data files, if needed, to your BTR data directory. These data files will not affect any current or saved games. ********************************************************************************************** NEW FEATURES / ENHANCEMENTS (Version 1.06x5) (1) Increased the number of transfer operations to 500. (2) Recon button for 205 Group added. (3) Added "Night Intruder" button to MTO. ********************************************************************************************** BUG FIXES (Version 1.06x5) (1) Numerous Campaign '43 and '44 "Stock" OB data-base errors fixed: Spandau area targetting glitch; eliminated possibility of phantom units being generated or consuming aircraft and other resources, etc. For more comprehensive and detailed OB/OA's and data base fixes and streamlining, it is recommended to use the revised OB/OA's available at the 'BTR Home Page'. (2) Dive bombers will lose more accuracy due to disruption and damage. (3) Fixed a bug in the strafe-attack routine- concerns which cannons were fired during a strafe attack. (4) Some adjustments made to the attractiveness of Allied Recce, i.e. acting as magnets to nearby Axis a/c. (5) Removed "Change Aircraft" button from OB detail screen. (6) Some adjustments made to date of return of over-run Axis air units in the Foggia Main region. (7) Some adjustments made to ensure Romanian units surrender when country is over-run. (8) Additional adjustments made to reduce the AI's propensity for wholesale engine changeovers. (9) Fixed a bug in "Plot all Intruders". (10) Excessive Allied Mission Hang: To prevent hang-up, the AI will no longer auto-build raids higher than 180. Mission maximum is 200. ********************************************************************************************** TalonSoft's 12 O'Clock High: Version 1.05 README FILE ********************************************************************************************** NEW FEATURES / ENHANCEMENTS (Version 1.05) (1) AXIS PRODUCTION CONTROL - There is now a button in the "Show Production Requirements" display that allows the player to toggle production control between HUMAN and COMPUTER. (2) NIGHT COMBAT - Night-fighter attacks are more frequent. (3) NIGHT BOMBING - Precision night bombing has been adjusted. (4) TARGETING - Mandatory Overlord and V-weapon targeting has been increased. ********************************************************************************************** BUG FIXES (Version 1.05) (1) PILOT NAMES - Fixes pilot name contamination bug. (2) NIGHTFIGHTERS - Fixes bug where night interceptors fly off in meaningless direction. (3) ALLIED REPLACEMENTS - The blank B-17 group has been removed from the data files. (4) NIGHT COMBAT - Fixes the Nightfighter interception bug. (5) OFFICER RANK - Fixes the OBERSTLEUTNANT to UNTERFELDWEBEL bug. (6) PLANES IN TRANSIT - Additional tweaks to the AIRCRAFT in TRANSIT routines. (7) FLAK TRANSFER - Fixes the 'flak production goes to 204' bug. (8) REPAIR RATES - Repair rates have been increased (to the levels listed in the manual). Recommendation (All Versions): Due to quirks in the way that Windows manages memory, it is adviseable to completely back out of BTR when re-loading/loading games, not just to the 'SELECTION' screen, to prevent the occasional incomplete clearing out of resident BTR data. ********************************************************************************************** TalonSoft's 12 O'Clock High: Version 1.04 README FILE ********************************************************************************************** NEW FEATURES / ENHANCEMENTS (Version 1.04) (1) NIGHT BOMBING - Night bombing accuracy has been improved when attacking factory targets that are in range of the OBOE navigation beams. For this to work the target must be within 300 miles of the nearest Allied airfield and the pathfinder aircraft must be equipped with OBOE. (2) CLOUD COMBAT - Clouds will now do more to prevent air-to-air combat. (3) CLOUD COVER - The amount of cloud cover has been reduced. (4) LAND COMBAT - Land combat operations have been adjusted. Infantry lines were holding much longer than they did historically, even if the Allied player destroyed their supply lines. Players can now achieve that final push through German lines. (5) FLAK COMBAT - Flak combat has been adjusted to be less random. (6) FIGHTER ATTACK CLOSE ESCORT - Changed the way in which fighter attack missions work. Now, units providing CLOSE escort will also bomb ground targets if the Lead Group is a FIGHTER unit carrying bombs. In addition, CLOSE escort will jettison their bomb load if attacked by enemy fighters. (7) FIGHTER SWEEP CLOSE ESCORT - Changed the way in which fighter sweeps work. Now, units providing CLOSE escort for the Lead group will also strafe ground targets. (8) FIGHTER-BOMBERS - Toned down the damage caused by fighter-bombers. (9) AIR SUPERIORITY - Changed Allied AI's priorities for the 1943 campaign. Specifically, the 8th Air Force will focus on aircraft production targets, while the 9th Air Force and the 2nd Tactical Air Force will focus on airfields and RADAR sites. The AI will discontinue this strategy sometime in early 1944. (10) AIR-TO-AIR AND AI INTERCEPTIONS - Air-to-air combat and AI Interceptions have been adjusted to balance gameplay. (11) INTERCEPTORS - Interceptors will now switch to maximum speed when they are 50 miles from their targets. Interceptors will consume fuel at DOUBLE the normal rate when flying at maximum speed. (12) ADD/REMOVE CANNONS - Added a new feature to the Air Group Detail menu. You can now ADD cannons to the ME109G-6 and FW190A. You can also REMOVE cannons from the ME109G-6/R6 and FW190A-8/R2. No production retooling delay when changing Me 109G-6 Assembly Lines to Me 109G-6/R6 Assembly Lines and vice versa. No production retooling delay when changing FW 190A Assembly Lines to FW 190A-8/R2 Assembly Lines and vice versa. The arming feature is available immediately for the ME109G-6; and is available for the FW-190 series in early 1944. (13) FIGHTER COMBAT ALTITUDE LOSS - During fighter versus fighter dogfights the engaged air units will lose up to half of their altitude. (14) FACTORIES - Additional Aluminum and Power factory sites added. (15) ME 410- Upgraded to the ME 401A-2/R2 version. ********************************************************************************************** BUG FIXES (Version 1.04) (1) TAKEOFF - The delayed takeoff bug has been fixed. Now if the Lead group is delayed, the accompanying bombers will delay as well. Additionally, if the Lead group aborts, the accompanying bombers will also abort. No more planes flying around in circles. (2) INTERCEPTOR ALTITUDE - Fixed bug where altitude for interceptors reads 1000 feet. Interceptors now climb to the appropriate altitude when intercepting raids. (3) ITALIAN AIRFIELDS - Airfields in Italy now receive fuel. (4) TIME MULTIPLE COMBAT - Fixed bug that caused air-to-air combat at time multiple 1 to be bloodier than time multiple 8. Aircraft losses are now more even throughout all time multiples. (5) RAIL FLAK - Fixed the bug that allowed rail flak to fire and be targeted during its move-delay period. Rail flak will not fire, nor can it be targeted, during its move-delay period. Also, made changes to ensure that rail-flak actually fires. (6) ME 110G-2 - The max altitude for the Me 110G-2 is now 32,800. (7) 88mm FLAK - The max firing altitude for 88mm Flak is now 29,000. (8) FACTORY LOCATION - Fixed bug in the factory location routine, when factories take a certain amount of damage then relocate. (9) MOSQUITO B.XVI - Drop tanks added to allow attacks on Berlin with 4000lb bomb. (10) PLOT RECON - Fixed bug in "plot all recon for Fighter Command". (11) II/JG5 - Fixed data for II/JG 5 so it will now show up in the Luftflotte Reich order of battle. ********************************************************************************************** TalonSoft's 12 O'Clock High: Version 1.03 README FILE ********************************************************************************************** NEW FEATURES / ENHANCEMENTS (Version 1.03) (1) ICING DAMAGE - Aircraft may now abort their missions more readily from icing effects at 27,000 feet or higher. (2) U-BOAT PENS AND LARGE FACTORIES - It is now harder to damage very large factories (those factories with a capacity above 20) and U-boat pens. (3) The P-38G - The P-38G now has reduced agility above 19,000 feet. (4) AA ROCKETS AND GERMAN FIGHTERS - As the Axis player, you now have the ability to add AA rockets to certain aircraft types. You can do this under the List Air Units function, by selecting a specific fighter unit and then viewing its "details." If that unit can carry rockets, the "Add Rockets" button appears. To add rockets, click the button. The rockets appear either as an additional weapon, or replaces the aircraft's drop tanks (which of course reduces the aircraft's flight range). An aircraft carrying rockets has its maneuverability reduced by 20% and its speed reduced by 10%. (5) AXIS AI ADJUSTMENTS - Adjusted AI to reduce the tendancy of Axis units from launching against raids that are withdrawing out of interceptor range. Also, major improvements in redirecting patrols to intercept other raids. (6) AIR COMBAT - Air combat has been tweaked to make it less bloody. (7) PRODUCTION REQUIREMENTS FEATURE - A new feature has been added on the Production List Menu. The "Production Requirements" display shows the number of parts and engines "required" to satisfy current assembly demand. It also shows the "planned" production (the amount of parts Axis industry plans to produce in one day) and "actual" production (how many parts are currently being produced per day). The plannedand actual numbers are often the same, but as you change production, these numbers will fluctuate to reflect the ebb and flow of current Axis production. A good way to read and understand this information is to look at the starting production numbers for Me109 Parts. At the start of a new 1943 Campaign, the "required" 109 parts is 28; the "planned" and "actual" is 32. Thus, your current Me109 parts production is running 4 higher than needed. So if you were to change the Atzgerdorf factory's Me109 parts to FW-190 parts, your actual and planned Me109 numbers would reduce to 27, because Atzgerdorf was producing x5 Me109 parts, and your FW-190 parts numbers would adjust accordingly (taking into account retooling time). Notice that your "required" parts of 28 stayed the same, because all you changed was parts production, not assembly production. Your Me109 assembly factories still need 28 parts per day, and yet you have reduced the current amount to 27 (one lower than needed). This will, eventually, cause a shortage of Me109 parts, and eventually a reduction in Me109 assembly (i.e., replacement aircraft). So, in order to bring your "required" parts number down to help ease current assembly demand, you would have to change an Me109 assembly factory to, say, a Fw-190 assembly. And all of these changes can affect engine production as well. As you can see, changing production can get tricky, because a lot of production and assembly is interconnected. To get a good "feel" for how all of these changes interrelate, we'd recommend that you start a new 1943 campaign, and spend time changing parts production, assembly production and engine production. Play around with the system, and don't start officially playing a campaign until you feel confident with how your production adjustments affect your Axis industrial complex. There's nothing more frustrating than to make a lot of changes and then realize 3-4 turns later that you've made big mistakes (mistakes, unfortunately, that can't be rectified quickly). (8) DAIMLER BENZ ENGINES - The starting production level of Daimler Benz engines has been increased. [Note: This would not be reflected in any previously saved games.] ********************************************************************************************** BUG FIXES (Version 1.03) (1) CLOSE ESCORT FIGHTERS AND FUEL AMOUNTS - Close escort fighters should now correctly return to base when low on fuel. (2) NIGHT RAIDS AND SHUTTLE MISSIONS - The ability to "shuttle" night missions to other bases has been removed, because your ability to do so had the potential of causing severe internal problems in the game. (3) ODD SYMBOLS APPEARING IN HOT TEXT IN REPLAY FEATURE - Hot text on the replay menu should no longer display % and @ symbols. (4) ME210 PRODUCTION - ME210s should now begin producing correctly at the start of new games. ********************************************************************************************** RULES CLARIFICATIONS (Version 1.03) (1) ATTACK DIRECTIONS AND COMBAT COMPUTATION In BTR the attacking aircraft can approach the defending aircraft from seven different directions: (a) above-front (b) below-front (c) above-side (d) below-side (e) above-rear (f) below-rear (g) directly-below This direction is used to determine the convergence speed of the aircraft and which guns on the defending aircraft may be used for defensive fire. Only Axis nightfighters equiped with upward firing cannon may attack from directly below. Fighters with DIRECT tactics will attack from a random direction (front, side or rear). If they start with an altitude advantage then they will attack from above otherwise they will attack from below. Fighters with BOUNCE tactics will attempt to engage LEVEL-BOMBERS from the front and all other aircraft types from the rear. During a firing pass the attacking aircraft will converge with the defending aircraft. As the aircraft draw closer both the attacker's and defensive fire will be more accurate. Head-on attacks will have fewer chances to inflict and receive damage than attacks from the rear. (2) AA ROCKETS - The AA rockets available to the German player were very inaccurate, and so you're not likely to see too many damaged or destroyed Allied aircraft due to rocket attack. These rockets are more valuable for disruption purposes. Rockets launched against bomber formations can cause the formation to lose its cohesion as it prepares to drop its bombs on target, thus reducing target damage. They also help to reduce Allied defensive fire. So, when deciding which units to equip with rockets, take caution and make your choices wisely. ********************************************************************************************** TalonSoft's 12 O'Clock High: Version 1.02 README FILE ********************************************************************************************** ----------------------- Version Indicator - After installing Version 1.02, check the bottom left hand corner of the Start-Up Screen. If installed properly, version number "1.02" should be displayed. ----------------------- ********************************************************************************************** NEW FEATURES / ENHANCEMENTS (Version 1.02) (1) FIGHTER SWEEPS - Fighter Sweeps now fly at their normal cruising speed. And, fighter sweeps will dive down and strafe airfields, railyards, and troops regardless of their altitude. (2) REINFORCEMENT UNITS NOW APPEAR IN ORDER OF BATTLE - All reinforcement unitswhich arrive later in the game are now displayed on the Order or Battle listings found under the SUMMARY tab. All units arriving later in the game are marked accordingly. You may select one of these units to view its details, but the unit is not active until it arrives in play. You may "change" the aircraft type of the unit, and the change takes place. Units marked with an "e" represent units with ELINT. These units are not jammer aircraft. ************************************************************************************************ BUG FIXES (Version 1.02) (1) FLAK BUG ASSOCIATED WITH VERSION 1.01 - Flak is now highlighting and working properly in Version 1.02. This will start working properly even with previously saved games. (2) PRODUCTION BUGS - The following production bugs have been fixed: (a) Non-production of most Italian aircraft types. Italian aircraft should now produce normally. (b) Data discrepancy in Junkers engine factory (factory capacity =3D 2 engine production =3D 4). (c) Data duplication of G.55 Assembly. (3) MULTIPLAYER CHEAT FOR ALLIED PLAYER - The Allies ability to change Axis production has been eliminated. (4) WANDERING BOMBERS AND MULTIPLE BOMBER CRASHES - An attempted fix in 1.01 for multiple "phantom" bomber crashes was only partially successful. Another attempt has been made in Version 1.02 to help prevent this from happening. (5) RAIL FLAK MOVEMENT BUG - A rail flak movement bug has been fixed. ********************************************************************************************** TalonSoft's 12 O'Clock High: Version 1.01 README FILE ********************************************************************************************** Version Indicator - After installing Version 1.01, check the bottom left hand corner of the Start-Up Screen. If installed properly, version number "1.01" should be displayed. ********************************************************************************************** NEW FEATURES / ENHANCEMENTS (Version 1.01) (1) The "Computer Control (ON/OFF)" button under Set Doctrine - Axis Side: This features was included in Version 1.00, but was not covered in the manual or the README. This is how it works. You can toggle this feature on (by command) on the Set Doctrine tab. Doing so gives control of that command over to the AI, and thus during the Reaction Phase, the AI will launch patrols, interceptors, etc. for that command only. You may regain control of the command by toggling the feature off. (2) FLIGHT LINES AND NIGHT MISSIONS - Flight lines have been removed from inbound raids for night missions only! This is due to the fact that as the Axis player, it's a little too easy to tell the size of the raid by the number of the flight lines reaching back to the formup airfield, since night bombers fly in long streams. However, flight line boxes will still appear. (3) AXIS PRODUCTION - On the Production List, you will see a number in parenthesis (beside the production column) reflecting the retooling time in the number of days remaining before the retooling is complete and production starts. (4) SCORING CHANGES - The "to win" score has been increased for some of the campaigns (e.g., Big Week). Please review the "to win" number on the bottom tab before starting. (5) Several tweaks have been made to make the AI better. In addition, the attack aggressiveness of jet fighters has been improved. ************************************************************************************************ BUG FIXES (Version 1.01) (1) The Turn Mask ON/OFF button under Production List has been removed. (2) OVERLORD II: Bomber Command has been removed from this scenario. (3) NIGHT MISSIONS AND AXIS INTERCEPTIONS - A bug has been fixed where sometimes Axis night fighters were going "dead" on the map, thus preventing the Axis player from moving the mouse arrow over the flying unit and getting pop-up box information. (4) DATA CORRUPTION AND AA GUN POOLS - In version 1.00, there were instances where Axis AA gun pools would wrap into negative numbers. Fixes have been made to prevent this from happening. NOTE: For this fix to take immediate affect, you will have to start new campaigns with version 1.01. With previously saved games (using 1.00), the negative numbers will be reset to zero after one turn, and then work normally. (5) DATA CORRUPTION AND TARGET DAMAGE - In Version 1.00, There were instances where target damage would become a negative number, particularly with pre-damaged targets. Fixes have been made to prevent this from happening. NOTE: If you are experiencing this problem with a campaign you are playing using Version 1.00, it may take a few turns before the negative numbers disappear. (6) CLOUD COVER - In version 1.00, cloud cover could potentially accumulate unecessarily, and thus cause excessive coverage. This has been refined. (7) New Allied Reinforcement Units - Fixes have been made to ensure that new Allied reinforcement units arrive on time in the Full 1943, 1944, and Jet Age Campaigns. [NOTE: It's recommended that new full campaigns be started using version 1.01 to amend this problem.] (8) NIGHT MISSIONS AND PERPETUAL CRASHING - In version 1.00, allied night aircraft would sometimes repeatedly crash upon returning home. Fixes have been made to ensure that these endless aircraft crashes do not occur. (9) RECON MISSIONS - Improvements have been made to allow your Allied staff to plot more recon missions when ordered to do so, especially during the first turn of a new campaign. (10) RAIL-FLAK MOVEMENT DISPLAY - The number summarizing the number of guns in a rail flak unit is now calculated correctly. (11) CHANGE AIRCRAFT TYPE - When a player changes the type of aircraft in a unit, the computer will not NOT override his decision and change it to something else. (12) AXIS UNIT HQ PROBLEM - When an Axis air unit is transferred to an airfield under a different command, the unit's data will now update correctly to reflect this change. ********************************************************************************************** RULES CLARIFICATIONS (1) FRONTS - When you turn on Urban Locations (AREAS), if you are playing one of the Ground Support Campaigns or Full Campaigns, the specific ground fronts pertaining to that campaign are shown in white circles when they become active. These represent the main fronts, and not necessarily the advance or withdrawal of Axis ground troops. (2) AXIS AIR UNITS AND CAPTURED AIRFIELDS - If the Allies capture an airfield occupied by Axis air units, those units are pulled off the map and will return later as reinforcements. (3) GROUND TROOP SUPPLY INDICATOR - When you click on a ground unit, a supply message flashes momentarily. The supply cost shown represents the difficulty a unit has in removing its distruption. The higher the supply cost, the less disruption the unit can remove during resupply. The lower the supply cost, the greater chance the unit has in receiving replacements (i.e., AFVs, Flak, Infantry, etc.). (4) AIRCRAFT DEVICES AND UPGRADES - During play, aircraft devices (such as radar equipment, drop tanks, etc.) may be slowly upgraded to better models. As this upgrade occurs, units begin receiving these upgrades on an individual plane by plane basis. This accounts for why, at certain moments in the game, units of the same aircraft type will have different radar equipment and drop tanks, etc. (5) TRANSFERRING AIR UNITS FROM BASE TO BASE - If you are transferring units as the Allied player, you must stay within your command or sub-command. For example, a B-24 attached to the Second Bomber Division cannot be transferred to an airfield controlled by the First Bomber Division. After selecting a unit to transfer, the airfields that you can transfer it to, highlight in blue.
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