War in the Pacific: Admiral's Edition announced!!!

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griffon
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par griffon »

v1.00.84 Official Update

tout frais sorti hier ! :D
SOL INVICTVS

Au printemps, je vais quelquefois m'asseoir à la lisière d'un champ fleuri.
Lorsqu'une belle jeune fille m'apporte une coupe de vin , je ne pense guère à mon salut.
Si j'avais cette préoccupation, je vaudrais moins qu'un chien

Pumba1968
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Pumba1968 »

De toute façon, tu disposes encore d'un mois et demi pour bénéficier du discount...Et puis WitP: AE est encore loin d'être au point.
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
Pumba1968
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Pumba1968 »

Un nouveau patch beta...qui peut flinguer un certain nombre de choses pour des parties en cours.
Hi Everyone,

Major kudos to the WITP-AE development team. This public beta includes the long-awaited Wide Screen resolution support many have wished to see. It also has a ton of other great improvements and fixes. We need your help to test this as thoroughly as possible before declaring it official. We believe it's ready, but we can't be as thorough as all of you can in making sure of that. Please take a look in the Members Club, give it a try and let us know if it meets with your approval.

Here's the full change list:

Wide Screen Support

New for Patch 03, build 1101 and above:
-px –py
To have any effect x must be greater than 1024 and y must be greater than 768. If values less than or equal to px=1024 and py=768 are used the original values of 1024 and 768 will be substituted.
For small map scenarios use of the original sizes is recommended. Set up a separate icon, with an appropriate name, for these cases, for example for Coral Sea.

Spanning mode is not supported and user should ensure that both the video adapter and monitor support the px and py values.
We were unable to test on all possible monitor combinations, if you experience issues you should immediately remove the –px –py from your command line switches to revert to standard display behavior.
Examples:
-px1920 –py1200 for a 1920x1200 monitor in full screen mode
–px1680 –py1050 for windowed mode, so that the window is within desktop

Change History:

V1.01.01b – February 14, 2010

• Patch Three – Beta – This release is comprehensive, thus updating all previous versions to v1.01.01b.

• Code Changes


1. Fixed - Only show army units of the current player; in base hex it was possible to get the units from the owner of the base to show.
2. Fixed - Cross-assignment of land units grabbing air/sea leaders.
3. Fixed - Jumbled line on Industry Management Screen when sorting.
4. Fixed - City attack not working when using 'Commander Discretion'.
5. Correction - Allow reforming groups to use the HQ nationality if normal group national bases are not available.
6. Correction - Wrong location variable used in checking for Soviet airgroups, causing random carrier groups to appear Soviet for missions
7. Corrected inconsistency in low-level altitude determination.
8. Fixed - Don't show 'manage repairs' if no ships can be repaired. Otherwise the repair screen can be shown with a phantom ship.
9. Gameplay Change: Allow Seaplane tenders with organic air groups to fly day patrols even if disbanded in a port 1-3. The port restriction is not in affect for the AI.
10. Changed - Suppress 'Done' on change of command screen until change is chosen – caused Political Points leak.
11. Changed - When PGM is used, it will be reported as "missile". The actual name of the device will appear on the combat report under the plane's weapons.
12. Fixed - When planes aborted missions, the mines and missiles did not get returned to the pool as 'unexpended'.
13. Adjusted repair and conversion time when a ship is concurrently undergoing both Temp AP conversion and regular Upgrade/Conversion.
14. Corrected TF selection display on TF screen when in "in this hex" mode.
15. Suppress Upgrade Yes/No option when repair controls are expanded on Ship Screen to prevent overwrite.
16. Corrected distance calculation for TFs that arrive at off map bases and then return to onmap bases.
17. Correcteded mis-spelling "Withdrawalls".
18. Prevented improper destination/follow setting for off map TF from teleporting the TF onto the map.
19. Prevented overflow in capacity calculations during TF Load Allocation, add cross load capacity shortfall and load safety factor messages.
20. Gameplay Change: Torpedo accuracy reduced a bit in general and a bit more against escorts.
21. Gameplay Change: ASW bombing experience effects altered to increase effects of ASW aircraft over time.
22. Major Interface Improvement: Added wide-screen, high resolution support.
23. Fix for AI not repairing captured industry.
24. Fixed TOE not upgrading devices which was causing units not to get replacements due to mismatch.
25. Fixed units in strat mode not waiting for packing up when following.
26. Fixed reducing TOE delay when delay is invalid (9999).
27. Fixed convoy units with invalid delay.
28. Fixed units not able to get replacements when device does not match TOE.
29. Made add supply button literal based, the unit will try to get only the amount listed.
30. Fixed partisan check, some units not being counted at base due to faulty 'on ship' check.
31. Gameplay Change: Fast transports were using a different 'coast hex' check to every other instance. This stopped places surrounded by water hexsides from showing.
32. Fixed issues affecting fast transport pickups.
33. Tweaked Ship bombardment affecting port base.
34. Fixed - Don't allow transport ships to be removed from TF in the "Verify Load" if only one ship or not in a friendly base. Detaching ship in this case causes it to disappear from game.
35. Suppressed some of the 'leader reassigned' messages.
36. Fixed - Variable reinforcement was incorrectly setting leader delay if the delay changed to before game started.
37. Fixed - Changed blanks in Air Unit Organization to use 'unknown' so sorting doesn't mangle lines in list.
38. Fixed - Choose TF leader screen was displaying some details on map rather than in text box.
39. Changed - Clear 'followed by' data from TF being dropped - TF following a removed TF attaches itself to the new TF# if used in same turn.
40. Fixed - Change of ship (prev/next) in the ship lists is not setting global original repair values for that ship.
41. Gameplay Change: Added PB to list of ships eligible for Auto Convoy.
42. Fixed issue to ensure Jeep carriers don't count towards a/c operational in TF.
43. Improved AI use of CVE.
44. Fixed Loop in viewing TF list.
45. Fixed issue causing wrong nationality of TF leader.
46. Fixed issues where CV sunk in same phase as planes land, they might not divert.
47. Tweaked AI replenishment TFs to stop them from switching back and forth between different TFs.
48. Interface Improvement: Added a mouse over on aircraft upgrades giving clues as to why upgrade in not possible.
49. Interface Improvement: Added a P next to the withdraw data (Withdraw by dd/mm/yy *P) on the Group screen. This indicates a most likely permament lost of the group when withdrawn.
50. Gameplay Change: Change to river assault – reversion to original rule - when crossing a river into a hex all units entering should shock attack in the turn they cross, unless 1/3 of the unmodified AV of the defenders has already crossed from that hex side in a previous turn.
51. Rationalized supply draw rules.
52. Reset movement direction and miles if enemy in the way.
53. Put in tracking for all bases, a bit is set to indicate which industry slot failed to produce due to lack of some industry required material.
54. Replaced Supply Required column with Failed in Industry Management screen as there are no supply requirements for industry.
55. Put in Stop and Start industry repairs and reset add supply to zero in base list screen.
56. Fixed land unit recombine from editor - not using upgraded devices.
57. Fixed Issue with ship weapon repairs.

The following items were also included in the three hot fixes for patch 02
58. Resolve supply/fuel/resource/oil overflow issues causing loss of same.

59. Fixed issue that was preventing some bases from being resupplied.

60. Gameplay Change: Added terrain and fort effects against artillery attacks.

61. Gameplay Change: Artillery when used offensively use 2x amount of supplies.

62. Fixed save not reading properly issue.

63. Fixed overflow issue with air skills going backwards .

64. Fixed some display issues caused by Transfer Ships.

65. Fixed CTD issue with Clouds.

66. Fixed issue displaying LCUs at enemy base.

67. Fixed issue with groups that are on withdrawn ships.

68. Adjust ASW/Escort/Submarine attack issue.

69. Fixed group totals were not correct always during Air Phase.

70. Fixed overflow that was stopping new ships in TF from a Base screen.

71. Fixed ASW combat to stop multiple popouts from opening which could cause CTD when drawing map.

72. Changed cloud drawing to eliminate cases where it could be trying to draw invalid locations.

73. Fixed Surface TF wants to fight.

74. Fixed Task Force Loading/Unload Check.

75. Fixed "Sunk by".

76. Allow para-troops to drop on damaged enemy bases.

77. Fixed Group withdraw check where group does not return but still had a withdraw date; could allow 'gaining' of PPs.

78. Fixed Returning groups on delayed ships not correctly account for.

79. Fixed No bonus PPs if withdrawing on the actual withdraw date.

80. Fixed patrol levels when complement less than 10.

81. Fix aerial mining missions not working.

82. Fixed issue causing ships to carry wrong land unit.

83. Fixed AVD AVP Problem.

84. Fixed Industry Management Screen - was allowing free expansion of industry.

85. Gameplay Change: Submarine reaction range toned down for human players and historical difficulty AI players.

86. Gameplay Change: LCU given fort and concealment protection based on terrain from air to ground bombs. Protection will reduce casualties a lot and disruption a bit.

87. Minor adjustment to upgrade land devices.

88. Gameplay Change: Changed disbands to must be in national home base and can not be permanently restricted then disband is free (no vp cost), in all other situations it is not allowed.

89. Fixed bug wherein resources and oil were still being deleted/not produced above 999,999. There is no production cap for resources however there is still a production cap for oil.

90. Interface Improvement: Added supply and fuel spoilage limit to base screen if there is a limit (af + port < 9).

91. Fixed bug in checking AI cbt TFs (CV,NGFS,SAG) for damage and or lack of a/c and if severe enough TF will RTB.
Il sera alors temps que je m'y remette une fois qu'il sera finalisé. :mrgreen:
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
Pumba1968
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Pumba1968 »

Sortie du patch officiel 1.01.02a

http://www.matrixgames.com/news/644/War ... jor.Update!
Readme file:

V1.01.02a – February 28, 2010
• Third Official Update – This release is comprehensive, thus updating all previous
versions to v1.01.02a.
• Code Changes
1. Fixed - Only show army units of the current player; in base hex it was possible to
get the units from the owner of the base to show.
2. Fixed - Cross-assignment of land units grabbing air/sea leaders.
3. Fixed - Jumbled line on Industry Management Screen when sorting.
4. Fixed - City attack not working when using 'Commander Discretion'.
5. Correction - Allow reforming groups to use the HQ nationality if normal group
national bases are not available.
6. Correction - Wrong location variable used in checking for Soviet airgroups,
causing random carrier groups to appear Soviet for missions
7. Corrected inconsistency in low-level altitude determination.
8. Fixed - Don't show 'manage repairs' if no ships can be repaired. Otherwise the
repair screen can be shown with a phantom ship.
9. Gameplay Change: Changed Allow Seaplane tenders with organic air groups to
fly day patrols even if disbanded in a port 1-3. The port restriction is not in affect
for the AI.
10. Changed - Suppress 'Done' on change of command screen until change is choosen
– caused Political Points leak.
11. Changed - When PGM is used, it will be reported as "missile". The actual name
of the device will appear on the combat report under the plane's weapons.
12. Fixed - When planes aborted missions, the mines and missiles did not get returned
to the pool as 'unexpended'.
13. Adjust repair and conversion time when a ship is concurrently undergoing both
Temp AP conversion and regular Upgrade/Conversion.
14. Corrected TF selection display on TF screen when in "in this hex" mode.
15. Suppress Upgrade Yes/No option when repair controls are expanded on Ship
Screen to prevent overwrite.
16. Corrected distance calculation for TFs that arrive at off map bases and then return
to onmap bases.
17. Corrected mis-spelling "Withdrawalls".
18. Prevented improper destination/follow setting for off map TF from teleporting the
TF onto the map.
19. Prevent overflow in capacity calculations during TF Load Allocation, add cross
load capacity shortfall and load safety factor messages.
20. Gameplay Change: Torpedo accuracy reduced a bit in general and a bit more
against escorts.
21. Gameplay Change: ASW bombing experience effects altered to increase effects
of ASW aircraft over time.
22. Major Interface Improvement: Added wide-screen, high resolution support.
23. Fix for AI not repairing captured industry.
24. Fixed TOE not upgrading devices which was causing units not to get
replacements due to mismatch.
25. Fixed units in strat mode not waiting for packing up when following.
26. Fixed reducing TOE delay when delay is invalid (9999).
27. Fixed convoy units with invalid delay.
28. Fixed units not able to get replacements when device does not match TOE.
29. Made add supply button literal based, the unit will try to get only the amount
listed.
30. Fixed partisan check, some units not being counted at base due to faulty 'on ship'
check.
31. Gameplay Change: Changed Fast transports were using a different 'coast hex'
check to every other instance. This stopped places surrounded by water hexsides
from showing.
32. Fixed issues affecting fast transport pickups.
33. Tweaked Ship bombardment affecting port base.
34. Fixed - Don't allow transport ships to be removed from TF in the "Verify Load" if
only one ship or not in a friendly base. Detaching ship in this case causes it to
disappear from game.
35. Changed - Suppress some of the 'leader reassigned' messages.
36. Fixed - Variable reinforcement was incorrectly setting leader delay if the delay
changed to before game started.
37. Fixed - Changed blanks in Air Unit Organization to use 'unknown' so sorting
doesn't mangle lines in list.
38. Fixed - Choose TF leader screen was displaying some details on map rather than
in text box.
39. Changed - Clear 'followed by' data from TF being dropped - TF following a
removed TF attaches itself to the new TF# if used in same turn.
40. Fixed - Change of ship (prev/next) in the ship lists is not setting global original
repair values for that ship.
41. Gameplay Change: Add PB to list of ships eligible for Auto Convoy.
42. Fixed issue to ensure Jeep carriers don't count towards a/c operational in TF.
43. Improved AI use of CVE.
44. Fixed Loop in viewing TF list.
45. Fixed issue causing wrong nationality of TF leader.
46. Fixed issues where CV sunk in same phase as planes land, they might not divert.
47. Tweaked AI replenishment TFs to stop them from switching back and forth
between different TFs.
48. Interface Improvement: Added a mouse over on aircraft upgrades giving clues
as to why upgrade in not possible.
49. Interface Improvement; Added a P next to the withdraw data (Withdraw by
dd/mm/yy *P) on the Group screen. This indicates a most likely permament lost
of the group when withdrawn.
50. Gameplay Change: Change to river assault – reversion to original rule - when
crossing a river into a hex all units entering should shock attack in the turn they
cross, unless
1/3 of the unmodified AV of the defenders has already crossed from that hex sidein a previous turn.
51. Rationalized supply draw rules.
52. Reset movement direction and miles if enemy in the way.
53. Put in tracking for all bases, a bit is set to indicate which industry slot failed to
produce due to lack of some industry required material.
54. Replaced Supply Required column with Failed in Industry Management screen as
there are no supply requirements for industry.
55. Put in Stop and Start industry repairs and reset add supply to zero in base list
screen.
56. Fixed land unit recombine from editor - not using upgraded devices.
57. Fixed Issue with ship weapon repairs.
58. Placed cap on pilot training cycles so strange experience levels are suppressed
On peut enfin choisir la résolution la mieux adaptée à son écran! 8-)

Cela ne peut que m'inciter à m'y remettre. :)
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
Bébert
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Bébert »

Ha tiens, je vais peut-être finir par essayer, compte tenu de la nature "compréhensive" de ce patch (finit le temps où il fallait se pogner a la mano les huit patchs successifs...)
« Je viens en paix, mais si vous me baisez, je vous tuerai tous »
Gal Mattis - (futur) secrétaire à la défense du (futur) Président des Etas Unis d'Amérique Donald Trump
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Pumba1968 »

Tout le monde doit être entrain de le télécharger ce patch...27 Ko/s seulement. Y en a pour une heure alors qu'il ne pèse que 95 Mo. On se demande à quoi peut bien servir le Mega débit...Ou alors Orange est encore en litige avec son partenaire US au sujet de la renégociation des accords; du coup le débit est volontairement limité. Encore un autre complôt... :P
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
Pumba1968
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Pumba1968 »

Je laisse tomber pour le moment car je n'arrête point d'être déconnecté du serveur...Ils ne peuvent pas tous aller jouer à autre chose de temps à autre.
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
Pumba1968
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Pumba1968 »

Quelqu'un arrive à le télécharger ce patch?
Je viens de réessayer et à la vitesse de 7 Ko/s...Il y en a pour 4 heures; tout çà pour un truc de 95 Mo. Y a un truc qui déconne ce n'est pas possible autrement. :pascontent:
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par griffon »

je ferais un essai ce we !
SOL INVICTVS

Au printemps, je vais quelquefois m'asseoir à la lisière d'un champ fleuri.
Lorsqu'une belle jeune fille m'apporte une coupe de vin , je ne pense guère à mon salut.
Si j'avais cette préoccupation, je vaudrais moins qu'un chien

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griffon
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par griffon »

dl en cours
SOL INVICTVS

Au printemps, je vais quelquefois m'asseoir à la lisière d'un champ fleuri.
Lorsqu'une belle jeune fille m'apporte une coupe de vin , je ne pense guère à mon salut.
Si j'avais cette préoccupation, je vaudrais moins qu'un chien

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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Blutch »

Excellent jeu, mais caricature du "monster game" injouable hors IA, à moins de disposer de plusieurs vies....
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Re: War in the Pacific: Admiral's Edition announced!!!

Message par Pumba1968 »

Nouveau patch 1.01.06g dispo. Excellent!!!

http://www.matrixgames.com/news/698/War ... jor.Update!
Thanks again for your support while we continue to improve War in the Pacific: Admiral's Edition.

We recommend that if you are experiencing any serious issues with the last official update, that you give this beta update a try. This update will work fine with existing saved games. If your old save file continues to have issues, please start a new game.

Here's how to download this update - because it's a public beta, you need to get it from our Members Club. Click on the Members Link in the top nav bar. If you haven't created an account there yet or registered your copy of War in the Pacific: Admiral's Edition, please do so. Once logged in and registered, click on "My Games" then click on the "Private Downloads" link next to Distant Worlds and you will see a link to download the public beta update.

Please note that once this becomes official, it will be available through our normal download and update process (in the Latest Downloads section and through the "Check for Updates" link on your game menu) but we do not like to release public beta updates widely until we are sure they are good to go.

v1.01.06g – July 13, 2010
• Fourth Official Update – Public Beta – This release is a comprehensive public beta release updating all previous versions to v1.01.06g.
• Code Changes

1. Fixed LCU type issue to address fragments explosion problem.

2. Fixed Underflow issue with supply on ships.

3. Adjusted position of 2 fields on plane upgrade path screen.

4. Global change affecting "All ... on ship in hex" also changing random groups.

5. Fixed issue with CS convoys.

6. Fixed repair message in menu.

7. Fixed TF meet and merge issue.

8. Corrected issue with unload of return cargo for CS Convoys.

9. Corrected issue with unloading Barge TFs at non-base hexes.

10. Interface Improvement: Prevented display of Repair Ship repair option on ship screen when no Repair ship is available.

11. Changed the "flying" message for transport supply/troops to show the adjusted plane number.

12. Fixed the special ordnance slots to stop incorrect reports.

13. Fixed base screen showing when picking from group or TF list; mouse moved and changed underlying hex location.

14. Fixed some carrier groups can't withdraw plus typo stopping CV groups from withdrawing.

15. Interface Improvement: Allowed direct specification of CS Convoy outbound and return cargos.

16. Correct standoff error for TFs moving to disputed bases and already past last waypoint.

17. Fixed issue with refueling from barges that can lead to loop.

18. Fixed some sort positions were incorrect for wide screen resulting in sort menu failures.

19. Changed Pilot 'captured' to 'MIA' to allow chance to be recovered.

20. Fixed 'Leading Pilots' to show last plane type pilot flew when attained a kill.

21. Fix to prevent AI TFs from refueling that would take them past heavy CD bases.

22. Adjustment to text on air group screen.

23. Adjustment to button on TF create screen.

24. Allow parent on ship and fragment on land to swap if in same hex.

25. Fixed wrong pilot experience being used to avoid balloon attacks.

26. Interface Improvement: Added a new minimum range to the naval bombardment mission. This is normally the minimum range of all Naval or DP guns on the ships in the TF and indicates the closest distance that a TF needs to close with the shore to fire all it’s normal guns. Also tweaked Naval Bombardment

27. Gameplay Change: Changed supply loss due to AF/Port hits to be relative to the effectiveness of the device hitting the base.

28. Fixed base of a scuttled ship in the Sunk Ship report

29. Added a check on number of planes in an AI TF to determine if it should return to base for replenishment.

30. Added additional refueling check for intermediate refueling under Auto Sub ops when rebasing to a new home port.

31. Gameplay Change: Changed Fast transport reaction to air threat.

32. Fixed possible air group reinforcement deadlock; if there are no planes are in the pool for the group, none being produced and aircraft is no longer available, then let group arrive with no planes.

33. Fixed an overflow of the mouse message which could wipe out display of bases on the map.

34. Positioning of last TF accessed in "All TF" list was not carried forward on the list.

35. Fixed the endless manual replenishment of CV groups from VR groups when out of range of bases. [Check was originally looking just for any replenishment group with the right type of aircraft in range, but it drew the planes from the pool only. So if no pool, no manual pull off CVE].

36. Fixed incorrect units show up outside of the bounds in a small map scenario.

37. Fixed getting land replacements, even for device mismatches.

38. Fixed splitting of air groups to check for any fragments in air reinforcement queue before allowing.

39. Fix to allow group fragments to disband in most cases (like parent not in play anymore).

40. Fix to the situation where Allied aircraft don't appear in amimations due to the Allied aircraft bitmap ‘0’ not defined.

41. Fixed AI offmap repairs for small maps.

42. Gameplay Change: Capped the maximum Detection Level. The maximum is 10, but this can be increased a few points before being brought back to 10.

43. Added protection against groups dropping into some of the old AI controlled zone code. This was done previously for army/base/TFs.

44. Gameplay Change: Change to visual sighting rules for aircraft. This will limit the pre-CAP AAA phase for Allied air attacks to what was originally intended.

45. Gameplay Change: Change to Naval Bombardment mission so it tends to engage Fortress unit in the target hex more often.

46. Gameplay Change: Change to DP guns firing in AAA mode; effect has been slightly lowered when engaged in AAA combat. This complements the decrease of AAA guns when used in Naval Bombardment mode.

47. Added hooks for revolving ship art similar to aircraft.

48. Tweaked Japanese ramming attacks as it was ending up too high (a certainty) for 1945 attacks. Message has been changed slightly.

49. Tweaked center-mounted weapons on LBA/patrol aircraft when in A2A mode

50. Fixed Australian and NZ force activation due to Japanese invasions.

51. Change to cater for non-standard mixed groups on CVs. It was creating groups with '0' max size.

52. Added new command switch to suppress the introduction video "-skipVideo".

53. Fixed Air search radar on aircraft not always being counted if the device # is > 255.

54. Fixed the wrong LCU weapon being used during an invasion. This was producing the error like “Sound detector penetrates ship’s side”.

55. Tweaked Invasion fire/counter-fire to speed it up some.

56. Fixed the last carrier resize was not always working. Resize not always handled correctly if change was past due.

57. Fixed TF Picking up wrong LCU after a parent/fragment swapped;leading to TFs going off to enemy bases.

58. Fixed Groups unloading in port failing sometimes.

59. Fixed Rockets from ships to be classed as bombardment device.

60. Gameplay Change: Tweaked/Added possible unit fatigue if naval bombardment fails to cause hits; dependent on modified (by fort/terrain) 'effect' of the device.

61. Gameplay Change: Discard saved waypoints on follow/meet of TFs .

62. Gameplay Change: Replenish fuel at base for Tankers.

63. Fixed Carrier 're-size to fit' was not changing group's size; introduced by previous fix to 'last re-size'.

64. Gameplay Change: Changed To alleviate re-size issues, players can set the ship's group size as part of the 'resize to ship' option.

65. Added Option NOT to use rotating images -fixedArt

66. Fixed - not all reported ships partake in reply fire during landings.

67. Changed Limit the expenditure of AAA weapons during bombardments.

68. Changed New TFs created with same DL as original.

69. Fixed resize bug shown by earlier fix.

70. Killed LCU unit when ship is scuttled.

71. Added army loss points to un-rescued devices.

72. Fixed 'Dead' fragments could sometimes become 'live'.

73. Allow 'orphaned' LCU fragments to be disbanded.

74. Fixed Refuel bug.

75. Interface Improvement: Added Show all patrol zones for player.

76. Corrected reattaching subgroups to parent group.

77. Added check to catch cases where ships and LCUs are on wrong side.

78. Changed LCU fragment swapping to avert possible errors when LCUs killed.

79. Fix graphics left behind by air groups for HQ.

80. Fix Error in conversion/upgrade time.
De plus les download sur Matrix refonctionnent de nouveau correctement chez moi! :clap:
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
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