David Heath
Posts: 3274
Joined: 3/29/2000 From: Staten Island NY Status: offline
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Yes we are hard at work on the first patch. This is not a set list but will give you a good idea. Items for Uncommon Valor version 1.01 1) Major rewrite of the Naval to Naval combat code. Results should now seem more realistic, when used with new data base. 2) Minesweepers will now clear friendly, offensive minefields. Task forces will avoid friendly offensive minefields, when determining shipping routes. 3) The mine warfare text message has been changed from “will MINE” to “will conduct mine warfare ops”. 4) Non-penetrating hit locations are now displayed in naval combat. 5) A bug that allowed the Allied player to see Japanese fleet dispositions during the replay in PBEM and hot seat games has been corrected. 6) Task Forces of greater than 10 or more ships now suffer an anti-aircraft penalty. 7) Graphics clipping for the bottom bar has been fixed and during the execution phase, the top line of the thumbnail map should no longer be visible. 8) The average pilot fatigue is now displayed on the air group screen, immediately below group morale. 9) A bug which prevented Japanese submarines from refueling to full tanks at bases has been corrected. 10) The code for laying, entering, searching minefields has been rewritten. Minefields placed anywhere other than a friendly base are now defined as offensive mines. These are not as well mapped or maintained as well and are much more likely to damage friendly ships. 11) Please note that the program will now run inside of a window, instead of full screen, if the command line parameter –w is used. 12) Air groups bombing ports now target significantly fewer ships in port. Port facilities, supply, fuel and base troops are now targeted more often. The greater the number of ships in port, the greater the chance that one or more will be bombed. Also, note that ships in port take a reduced amount of damage from being bombed. 13) The computer opponent strategic abilities and options have been extended. 14) Sub chasers (SC) may now train to a higher level, the level of destroyers, in shake down cruises. 15) Patrol craft attacking submarines will now always report the attack. 16) The program should no longer require 100% of CPU capacity. 17) A bug which allowed air groups to transfer to carriers, such as the long Island, not on the map has been corrected. 19) Text error, “Sub attackat X,Y” fixed. 20) A new number now appears immediately after the unit name on the ground combat screen. This number is the assault value of the unit or the number of artillery pieces being used in the battle for artillery units. That value can be reduced via bombardment, casualties, fatigue or disruption, during the combat phase. This should provide clues as to how the units are faring during combat. Note that units with no assault value or bombardment capacity, such as headquarters units, do not appear on the list. The units listed are considered to be in or directly supporting the front line. The player will first see text which tell which attacking units are bombarding and if the bombardment does any damage, the numbers for the defending player will be reduced. Counter battery fire may occasionally reduce attacking unit numbers. He will then see text telling which units are attacking. At this point the attacking unit numbers may be reduced substantially. This represents fire from the defensive fire phase. He will then see text telling which units are assaulting or providing support fire. These will come one at a time and the numbers for the defender will be reduced. This is the offensive fire phase. After all this, the player may see reductions in defender player artillery and other units not on the front line, that have been overrun. Finally, the player may see text saying that units, including non-combat units have been destroyed. These units have also been over run and captured. 21) Naval combat description has been enhanced. The player should now see more text items at the bottom of the combat screen, including the results of the maneuver attempts by the task force commanders, such as “Fletcher has crossed the ‘T’ “ or “Russell has dispersed task force and is evading”. 22) Pilot rotation for training, search and anti-submarine missions has been reworked to allow pilots with less experience to fly more missions. This should help relieve the problem of the best pilots flying all the missions and becoming very fatigued. 23) The Japanese auto-victory conditions have been changed. To achieve an auto-victory, the Japanese player must now hold one of the following: Townsville, Rockhampton, Brisbane, Noumea, or Luganville after January 1, 1943 with twice the supply needed to operate the base. 24) Movement on a major road should now be less fatiguing than before. And, no matter how tired troops are, they should now be able to move at least 1 mile per day, across any terrain. 25) An extraneous space was removed from the ship sighting message. 26) The land based combat screen now shows the Japanese forces on the top of the pop-out box and the Allied forces on the bottom. Icons for armor, infantry and any other forces assigned an attack mission will appear, to a maximum of 26 units for each side. Extra text messages describing the battle have been added. 27) New graphics were added for land combat and some improved aircraft graphics were also updated. More in the works.....................
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