patch list for 1.3

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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tigercub
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patch list for 1.3

Post by tigercub »

if someone could cut and paste patch list in here so can see it PLEASE! sick of looking for it...sorry in advance.
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Skyros
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RE: patch list for 1.3

Post by Skyros »

Below is the list from Pry concerning the OOB.

Ok as promised here it is the long awaited list of data base changes for Patch 1.3

These changes will not update your current games, so in order to utilize the changes you will need to start a new game. You do not have to restart your games but to get the full benefit of these changes I suggest you do so.

A new thread will be started for 1.4 to address remaining issues, we could spend 10 more years tweaking/fixing/changing the OOB data bases and still not be 100% correct so this process will continue over time.

I fully expect comments this thread to be interesting as some of you will like the changes and others will not, so without further ado lose the hounds of war...


WitP OOB and Data Base Modifications: Patch 1.3
1. Increased maneuver of Firefly (90) from 15 to 28, durability to 30, added armor.
2. Added C-46 Commando to aircraft database (156), and modified C-47 to upgrade path to C-46 starting in July 43.
3. Increased Unicorn class sortie points from 0 to 120.
4. Increased the Soryu class and ship sortie points from 288 to 450.
5. Adjusted ships Valiant (3175) and Queen Elizabeth (3176) to Queen Elizabeth class (1407).
6. The Ki-21 & Ki-48 are reversed in value. The Ki-21 should have '12' mvr while the Ki-48 should have '19'. Decreased the MC-21 Sally mvr from 19 to 12.
7. Modified Ki-43-1b (aircraft and groups) to carry one 7.7 and one 12.7 mm machine gun.
8. Decreased maneuverability of Ki-49 Helen (66) from 19 to 16.
9. Added 2 Mitsubishi engines (237) to the L2D2 Tabby aircraft.
10. Added 1 armor to the Barracuda (96) aircraft.
11. Decreased max bomb load of B-18A Bolo to 4400.
12. Adjusted Noumea Airfield build size to 3. Altered May 42 and later scenario Airfield actual size to 6.
13. No.222 Group should start the game in Colombo. No.225 Group should arrive in January 1942, not January 1943.
14. Decreased starting amount of tanks in Indian Tank brigades.
15. Corrected leadership of 25th Army (Yamashita), 5th Division (Matsui), and 18th Division (Mutaguchi).
16. Corrected arrival date of Kusaka, R. to 6 Dec 41.
17. Freed up leaders currently attached to unit templates.
18. Corrected the following ships are incorrectly listed as British. They are in fact Australian vessels: 5291 Barwon S. AK (Allied) AK British 06-Dec-41, 5292 Adelong S. AK (Allied) AK British 06-Dec-41, 5294 Mildura S. AK (Allied) AK British 06-Dec-41, 5295 Mungana S. AK (Allied) AK British 06-Dec-41, 5296 Murada S. AK (Allied) AK British 06-Dec-41, 9368 Koolama M. AP (Allied) AP British 06-Dec-41, 9381 Zealandia L. AP (Allied) AP British 06-Dec-41.
19. Dutch Cruisers (Van Heemskerk) and Destroyers (Issac Sweers, Van Galen, Tjerk Hiddes) now arrive at Colombo.
20. Altered name of device 484 to Stuart I Light Tank.
21. Added numerous floatplane squadrons to Royal Navy ships (airgroup database 2350 – 2368).
22. Added the following ships currently missing from Marianas scenario: 3154- BB New Mexico, 3607- Ralph Talbot, 3522-Wadliegh, 3463-McDermutt, 3561-Bailey, 3483-Halsey Powell, 151-Naganami.
23. Altered Indomitable (3035) arrival date to 27 Jan 42 for Dec. 41 scenarios, and 1 Jul 44 for later scenarios.
24. Altered Ki-67 Peggy and P1Y Frances to carry one torpedo instead of internal bomb load. Aircraft can now perform torpedo attacks or normal bombing attacks.
25. Altered weaponry of Pearl Harbor coastal defense unit (2682).
26. Relocated South Pacific and North Pacific HQ’s to Pearl Harbor for Dec 41 scenarios.
27. Added Allied daily supply to bases and added oil and resource stockpiles to Japanese bases in scenarios 13 and 9
28. Changed arrival date of US 8th and 49th FG (1503 - 1504) to 1 Jan 42
29. Added upgrade class for Japanese CV Taiho class to all campaign scenarios, class 32 upgrades to class 613 in 12/44 and receives 24 additional 25MM (069) L/R and 84 5 inch Rockets (083) L/R
30. Removed US Commander 12559 Montomery, A. from Japanese APD-46 (347) replaced with random Japanese commander.
31. Scenario 14 reloaded 1st USMC Division back on transports .
32. Renamed Japanese Armored Divisions to Tank Divisions (1672, 1742 and 1743)
33. Changed PG Isabell (4079) from Austrailian to USN
34. Changed VP-21 (2307) arriving 8/1/44 as Mariners, to on Map Midway 12/7/41 (as Catalina set upgrade to Mariner)
35. VP-22 (1445 on map 12/7/41 set upgrade to Mariner (Removed 2308 duplicate of 1445 set to arrive 9/1/44 as Mariners)
36. VP-23 (1446) already on map 12/7/41 (removed 2309 arrives 1/20/42 with Catalina and duplicates 1446)
37. Removed the following air groups from all non 12/41 scenarios, these groups were all disbanded/destroyed during the Malaya and Java campaigns. 1170 : 453 Squadron RAAF, 1171 : 488 Squadron, 1176 : 4 AACU, 1193 : W Flight RAF, 1201 : 2/2 Flight RAAF, 1204 : 2/13 Flight RAAF,
1233 : 2/24 Flight RAAF, 1301 : 232 Squadron and 1303 : 605 Squadron
38. There are two seperate units that are named "51st Heavy AA Bn" in the Japanese OOB One of them is in Pescadores and the other is in Saigon. Pescadores (1082) Saigon (1457) Renamed (1082) 50th heavy AA Bn.
39. Japanese DD Natsushio (172) starting as upgraded Kagero 6/1944 in most scenarios, changed to correct class (065)
40. Changed all 12/41 scenarios for No. 5 RNZAF Squadron aircraft type changed to Singapore's (103) that upgrade to PBY Catalina (103). All other scenarios changed type to (103) PBY Catalina
41. No. 84 Sqd. and 211 Sqd. should start arriving in January 42 with Blenhiem IV Bombers. The currently arrive 433 days and 612 days respectively. They were historically part of the 225 Group.
42. No. 215 Sqd. should arrive in April 42 not the 251 days currently in the game.
43. The 225 Group HQ and 225 Aviation unit should arrive in January 42 not the current 402 days.
44. Altered NZ forces as follows: leave the 8th brigade (2620) as is on map 12/7/41, rename the 5th brigade (2864) the Fiji Brigade and set arrival data as 11/15/42, and rename the 3rd NZ Div (2855) to 14th NZ Brigade (and reduced to brigade size) and delay the arrival until 1/15/42.
45. Increased disability factor of 2nd Marine Division (2693) to 35.
46. Increased experience of British 7th Armoured Brigade to 80.
47. Corrected the Il-2 12.7 mm MG from have a firing arc of BT to TR (5).
48. Deleted 54 RAAF Sqd, 54 RAF Sqd is already in the RAF OOB.
49. 34 Sqd Blenheim IV upgrades to Wellington -- should upgrade to Hurricane II ; 60 Sqd Blenhiem I upgrades to Blenhiem IV -- should upgrade to Hurricane II ; 258 Sqd Hurricane II arriving Colombo 1/42 -- should arrive Colombo 3/42 ; 11 Sqd Blenheim IV upgrades to Wellington -- should upgrade to Hurricane II ; 113 Sqd Blenheim IV upgrades to Wellington -- should upgrade to Hurricane II ; 30 Sqd Hurricane II arrives Calcutta 3/42 -- should arrive Colombo 3/42 ; 45 Sqd Blenheim IV upgrades to Mosquito FB.-- should upgrade to Vengeance I ; 152 Sqd Mohawk IV -- should be 155 Sqd ; 217 Sqd Hudson upgrades to Beaufighter VIC -- should upgrade to Beaufort V-IX ; 54 Sqd Spitfire Vb arrives Trimcomalee 9/42-- should arrive Melbourne 8/42 ; 321 Sqd Catalina I arrives Dacca 9/42 -- should arrive Colombo 8/42 ; 42 Sqd Blenheim IV upgrades to Wellington -- should upgrade to Hurricane II.
50. 240 Sqd Catalina I arrives Dacca 10/42 -- should arrive Madras 7/42 ; 194 Sqd Hudson upgrades to Beaufighter VIC-- should upgrade to Dakota I ; 84 Sqd Vengeance I arrives Karachi 2/43-- Should arrive Paembang 1/42 as Blenheim IV, upgrades to Vengeance I.
51. 20 Sqd Lysander arrives Calcutta 1/43 -- should start on map at Delhi; 22 Sqd Beafort I arrives Delhi 1/43 -- should arrive Colombo 4/42; 82 Sqd Vengeance I arrives Hyderabad 1/43-- should arrive Karachi 5/43; 176 Sqd Beaufighter VIF arrives Trimcomalee 1/43 -- should arrive Calcutta 1/43.
52. 413 Sqd Catalina I arrives Trimcomalee 2/43-- should arrive Colombo 4/42; 89 Sqd Beaufighter VIF -- should upgrade to Mosquito FB; 81 Sqd Spitfire VIII -- should upgrade to Thunderbolt; 123 Sqd Hurricane II -- should be Spitfire VIII, upgrades to Thunderbolt; 131 Sqd Spitfire VIII-- should upgrade to Thunderbolt.
53. 15 RAAF Sqd arrives Townsville -- should arrive Sydney; 18 RAAF Sqd arrrives Darwin -- should arrive Canberra; 22 RAAF Sqd upgrades to Boomerrang -- should upgrade to A20 Boston; 8 RAAF Sqd is duplicated , the later one arriving with Beauforts should be deleted.; 33 RAAF Sqd arrives Melbourne -- should be Townsville, and upgrade to Dakotas; 38 RAAF Sqd arrives Melbourne w/Dakotas -- should arrive Sydney w/Hudsons, upgrades to Dakotas; 41 RAAF Sqd arrives Melbourne -- should arrive Townsville, upgrades to PBM Mariner; 84 RAAF Sqd arrives w/Kittyhawks -- should arrive w/Boomerrangs, upgrades to Kittyhawks.
54. No.1,2,3,4,9 RNZAF Hudson Sqd's should upgrade to PV-1 Venturas; No. 14,15,16,17,18,19,20,24 RNZAF Kittyhawk Sqd's shoulds upgrade to F4u-1 Corsairs.
55. No. 25 RNZAF Sqd should arrive w/SBD Dauntless (July 43) and upgrade to F4U-1 Corsairs.
56. Added A6M3a (8), longer range version of A6M3, available Nov 42.
57. A6M5 gun package changed to two 20 mm Type 99 mod 2 cannon, and one each of the following 7.7mm type 97 MG and 13.2mm type 3 MG.
58. A6M5c gun package changed to three 13.2 mm type 3 MG's and two 20 mm type 99 mod 2.
59. A6M8 gun package changed to list 20 mm Type 99 mod.2
60. A7M2 20mm Cannon changed to 20mm type 99 mod.2.
61. J1N1-S bombs changed to external (12).
62. B6N torpedo changed to external (12).
63. Fixed California Class (180) 3 inch and .50cal AA from all RS to RS and LS in pre 4/42 scenarios
64. Fixed radar never repairs problem in USN Maryland and Pennsylvania classes
65. Changed main guns on New Mexico class battleships (ships and classes) from 14/45 to 14/50
66. Changed nationality of DD's Napier, Nepal, Nestor, Nizam and Norman (3728 - 3732) from British to Australian.
67. Changed Karachi's base force (3479) to TOE of "0", to match the sister City named British Base forces
68. Changed unit (2141) 101st USAF base force from US navy to US Army
69. Reduced Exp and moral to 60 for (2568) 3rd Australian Division
70. Added USN Flush deck DD to APD conversion to all scenarios that apply (removes duplicate DD/APD Schley, Ward and Waters issue)
71. Fixed Yamato class (501) radar issue
72. Fixed Japanese Shimane Maru class and ships 4.7 guns
73. Fixed Depth charges on Doresy class (312)
74. Fixed class name (1481) from blank slot to Neosho
75. Fixed secondary 25mm guns on Oyodo (528) class
76. Fixed LS Rockets on Zuiho (553) class
77. Fixed LS Rockets on Ryuho (555) class
78. Fixed rear 4.7 gun mount on Tomodzuro (593) class and ship
79. Fixed Soryu upgrade classes 605, 606 and 607 25MM AA guns and 608 25mm AA guns and rockets.
80. Fixed Hiryu upgrade classes 609, 610 and 610 25mm AA guns and 611 25mm AA guns and rockets
81. Fixed Pennsylvania 1213 upgrade class 20mm AA guns
82. Fixed Swan (PG) upgrade class 1317, rear main gun mount and LS 20mm AA guns
83. Fixed 20mm AA guns on Queen Elizabeth upgrade class 1407
84. Fixed MSW Pursuit and Competent and AK Shooting Star from arriving with zero fuel on board
85. Changed PC-142 (511), PC-150 (513) and PC-194 (521) commanders to random Japanese commander (were arriving with Allied commander)
86. Corrected Type KD3A/B (Kaidai 3a/b) - These boats had 6 forward torpedo tubes and 2 aft tubes, in game all 8 tubes are forward.
87. Corrected Type KD6A/B (Kaidai 6a/b) - In game boats of this type have 6 forward tubes with 2 ammo, this should be changed to 4 forward tubes with 2 ammo and 2 aft tubes with 3 ammo. These boats carried 14 torpedoes not 12.
88. Corrected Type KD5 (Kaidai 5)- There should be 4 forward tubes with 2 ammo and 2 aft tubes with 3 ammo.
89. Corrected Type J3 (Junsen 3) - These subs carried 22 torpedoes not 18, torpedo ammo should be increased to 4.
90. Corrected Type L4 (Vickers L3 Mod) - Ammo for 2 aft torpedo tubes tube must be 1 instead of 2, this type has only 10 torpedoes.
91. Added two Type K6 (Kaichu 6) - RO-55 and RO-56.
92. Added class “Type D1/2” submarines I-316 thru I-374.
93. Changes Beaufighter (134, 149, 152) bombs to external (12).
94. Corrected B-18 Bolo to 3 x .30 machine guns for defense.
95. Corrected the No120 RAAF squadron to Dutch pilots.
96. Corrected Ki-36 adding a 7.7mm Type 89 fixed firing forward in this plane in addition to the 7.7mm gun it has presently firing to the rear. Bomb load should set to facing 12-XT, presently it is 00-F.
97. Corrected Ki-67 Top Turret to Ho-5 20mm Cannon instead of Ho-3.
98. Corrected Ki-84a, the Gun Package Ho-3 is not the correct gun and should be switched to the Ho-5.
99. Corrected Ki-84c, the Gun Package Ho-3 is not the correct gun and should be switched to the Ho-5. Increased maneuver rating from 31 to 34. Increased bomb load to two 250 kg bombs.
100. Corrected Ki-61 KAIc weapon to Ho-5 20mm Cannon instead of Ho-3. Increased endurance to give a maximum range of 1120 miles.
101. Corrected late (after May 1943) arriving Liberty class ships to be class type 1486.
102. Scenario 16 Fixed 816 various ships (later war arrivals) arriving with the wrong upgrade class or wrong captain for the vessel nationality
103. Removed leaders from bases 342, 345, 347, 362, 544 and 706
104. Scenario 15 Fixed 816 various ships (later war arrivals) arriving with the wrong upgrade class or wrong captain for the vessel nationality.
105. Corrected late war arriving PT boats to correct upgrade class.
106. Corrected misc. errors in air group database (all scenarios).
107. Corrected misc. errors in leader and pilot database files (all scenarios).
108. Fixed ships with sunk dates before they arrive (were not arriving due to incorrect sunk data from previous named ship) Ship ID: 565 (Wa 6) - Sunk (411226)before arrival (421115) Ship ID: 568 (Wa 9) - Sunk (420202)before arrival (430315) Ship ID: 569 (Wa 10) - Sunk (411210)before arrival (430515) Ship ID: 573 (Wa 14) - Sunk (420112)before arrival (430515) Ship ID: 578 (Wa 19) - Sunk (411210)before arrival (430615) Ship ID: 579 (Wa 20) - Sunk (420112)before arrival (430715) Ship ID: 897 (Kazahaya) - Sunk (431006)before arrival (440315) Ship ID: 3030 (Langley) - Sunk (420227)before arrival (430815) Ship ID: 3062 (Corregidor) - Sunk (411217)before arrival (430915) Ship ID: 3109 (Block Island) - Sunk (440529)before arrival (450315) Ship ID: 3307 (Argonaut) - Sunk (430110)before arrival (440815) Ship ID: 3327 (Borie) - Sunk (431101)before arrival (450115) Ship ID: 3328 (Bristol) - Sunk (431013)before arrival (450615) Ship ID: 3345 (Ingraham) - Sunk (420822)before arrival (441015) Ship ID: 3349 (Maddox) - Sunk (430710)before arrival (441015) Ship ID: 3420 (Gregory) - Sunk (420905)before arrival (441015) Ship ID: 3958 (Edsall) - Sunk (420301)before arrival (450715) Ship ID: 3963 (Finch) - Sunk (420410)before arrival (450715) Ship ID: 4209 (Truxtun) - Sunk (420318)before arrival (450415) Ship ID: 4227 (Hector) - Sunk (420403)before arrival (430115) Ship ID: 4858 (Runner) - Sunk (431027)before arrival (450215)Ship ID: 4919 (Tantalus) - Sunk (411226)before arrival (440215) Ship ID: 4920 (Taurus) - Sunk (411227)before arrival (440215) Ship ID: 5432 (Pollux) - Sunk (420218)before arrival (440115) Ship ID: 6582 (PT-111) - Sunk (430201)before arrival (430515) Ship ID: 6583 (PT-112) - Sunk (430111)before arrival (430515)
109. Scenario 14 fixed various ships (later war arrivals) arriving with the wrong upgrade class or wrong captain for the vessel nationality.
110. Scenario 10 fixed various ships (later war arrivals) arriving with the wrong upgrade class or wrong captain for the vessel nationality.
111. Scenario 11 fixed various ships (later war arrivals) arriving with the wrong upgrade class or wrong captain for the vessel nationality.
112. Scenario 12 fixed various ships (later war arrivals) arriving with the wrong upgrade class or wrong captain for the vessel nationality
113. Scenario 13 fixed various ships (later war arrivals) arriving with the wrong upgrade class or wrong captain for the vessel nationality, also fixed arrival of many ships arriving on turn 1 and supply and resource issues
114. Miscellaneous correction to Allied aircraft build rates.
115. Changed DO-24 default bomb load from 10x 250lb bombs to 1 MK12 torpedo
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tigercub
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RE: patch list for 1.3

Post by tigercub »

Skyros thanks for your help!
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Skyros
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RE: patch list for 1.3

Post by Skyros »

And this was from Kid

We are hoping to get the patch out this month. Your current games should still work. Here is a list of items that have been fixed and are being verified by the testers. We are still adding to the list.

1) Under some circumstances, the list all units in the hex screen was not showing the units for the side which did not control the base.

2) AS, AD and AGP class ships were not properly reloading torpedoes into any ships.

3) Japanese bases sometimes do not allow command transfer to another command, when it should be allowed. FIXED. If the Japanese player has enough political points, he should be able to transfer a base to any other command if the new command has a land based unit in the hex with the base.

4) Fighters on CAP were ignoring Kamikaze aircraft.

5) The computer opponent is turning off aircraft replacements, when it shouldn’t. FIXED.

6) Air groups bombing at high altitudes were hitting too often, because of a mathematical underflow. FIXED.

7) Allied buttons on the task force screen for creating PT boat and barge task forces were close together, causing some players to click the wrong button. FIXED.

8) The “Set All” buttons on the air group orders screen was setting all groups, including Kamikaze units. FIXED. The Kamikaze status of each air group is now tested, before set all orders apply.

9) Supply task forces were being formed for human player by computer, without permission, during execution phase. FIXED.

10) Extraneous text, “JAPANESE HQs” was appearing at the top of the change command list on the base orders screen for some bases. FIXED.

11) Land based units given orders directly or by set all options that had accumulated miles retained those miles, when orders to go to another location, defend or attack were given. FIXED. Miles traveled are now set to zero in these cases.

12) Sometimes, when land based units were ordered to go to a location and then a set all move/follow option was selected for that unit, the text description was not proper. FIXED.

13) Air combat and submarine task forces were sometimes avoiding shallow water, when not needed. FIXED.

14) Task forces were not behaving as expected and changes to the artificial intelligence were made to address the difficulties. FIXED.

15) The artificial intelligence was basing ships at forward bases that had poor air cover when it did not need to so do. FIXED.

16) The artificial intelligence was needlessly sending TF around Singapore when the Allied player still had strong air units there. FIXED.

17) The artificial intelligence was not reacting to early Allied aggressive move. Improved

18) Japanese AE and MLE conversion delay dates were not decrementing properly. Fixed. If there are enough merchant build points, these will now decrement properly.

19) Ships on accelerated build were not always appearing on map, when they were supposed to. FIXED.

20) On the bottom bar, when a paratrooper icon was clicked on, the paratrooper icon changed to an infantry icon. FIXED.

21) Some continuous supply task forces located at San Francisco were disbanding when the player did not order so. FIXED.

22) In some games, the computer opponent had no replacements set to true. FIXED.

23) Level bombers were loath to attack ground troops. FIXED. Rewrote the targeting routines. Level bomber groups are now more willing to attack land units. The group must now have less than half the planes present damaged in order to attack. They will still resist flying against land units, if the range is greater than 10 for the Japanese or 8 for the Allies, but will do so with good rolls. They will choose a target in the assigned hex with the most useful elements. They will only fly missions against targets that have some elements undamaged or have unit supply.

24) Submarines on mine laying missions were not rearming properly. FIXED. Note that submarines on mine laying missions or transport missions may not rearm torpedoes.

25) The victory conditions for games extending into 1946 were not those listed in manual. FIXED.

26) Under some circumstances, forces could not attack units with all elements damaged. FIXED.

27) When ships loading land based unit were transferred into another task force, the unit they were loading sometimes vanished when unloaded. FIXED. Note that transferring a ship in the process of loading a land based unit will cancel the loading process.

28) When loading a task force and all elements of the units being loaded were on board on the turn of loading, sometimes the main unit was not replacing the partial unit created at when loading started, which caused the unit to vanish when unloaded. FIXED.


New Player Requested Features:

1) PT boat torpedo reloading required a base size of 3+ and a base supply of 20,000+. The base supply requirement has been reduced to 3000+.

2) AS, AD and AGP class ships could only reload torpedoes into ships of the same nationality. This limitation has been removed.

3) Limited bitmaps for land based units, similar to task bitmaps, now appear on the land based unit orders screens.

4) Land based units now maintain and leave a zone of control in the hex they occupy or have transited. Enemy units may not trace supply or retreat though one of these zones or move from of these one zones to another. If both sides occupy a hex, zones for both sides are present. To see where the zones are, the player should press “w”. This will cause a white “A” (for Allies) or "J" (for Japanese) to appear on the map in each hex with a zone. If both sides occupy the hex, a letter for each side will appear.

5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, “Continue Playing”. If selected the game will then continue to the number of turns in the scenario have been played.

6) Until Soviet activation, Allied task forces may no longer give loading, unloading, home basing, disbanding, refueling, replenishing, continuous supply, or docking orders at Soviet bases. Neither player may order task forces into a hex with an inactive soviet base. DONE.


Clarification:

1) To change base to another command, a land based unit from the new command must be present at the base. If all units at the base are under the current base command or no units are at the base, no command change may be made.
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RE: patch list for 1.3

Post by tigercub »

is there only OOB changes or is there more to it anyone?
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RE: patch list for 1.3

Post by tigercub »

you were faster!cool...
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RE: patch list for 1.3

Post by Mike Wood »

Hello...

Below, is the list of code changes made in Patch 1.30.

Hope You enjoy them...

Michael Wood


War in the Pacific Code Completed List
Please delete wp.prfs file, before applying patch.
10/18/2004 v1.30


Bugs Fixed:

1) Under some circumstances, the list all units in the hex screen was not showing the units for the side which did not control the base. Fixed.
2) AS, AD and AGP class ships were not properly reloading torpedoes into any ships. Fixed.
3) Japanese bases sometimes do not allow command transfer to another command, when it should be allowed. If the Japanese player has enough political points, he should be able to transfer a base to any other command if the new command has a land based unit in the hex with the base. Fixed.
4) Fighters on CAP are ignoring Kamikaze aircraft. Fixed.
5) The computer opponent is turning off aircraft replacements, when it shouldn’t. Fixed.
6) Air groups bombing at high altitudes were hitting too often, because of a mathematical underflow. Fixed.
7) Allied buttons on the task force screen for creating PT boat and barge task forces were close together, causing some players to click the wrong button. Moved them apart. Fixed.
8) The “Set All” buttons on the air group orders screen was setting all groups, including Kamikaze units. The Kamikaze status of each air group is now tested, before set all orders apply. Fixed.
9) Supply task forces were being formed for human player by computer, without permission, during execution phase. Fixed.
10) Extraneous text, “JAPANESE HQs” was appearing at the top of the change command list on the base orders screen for some bases. Fixed.
11) Land based units given orders directly or by set all options that had accumulated miles retained those miles, when orders to go to another location, defend or attack were given. Miles traveled are now set to zero in these cases. Fixed.
12) Sometimes, when land based units were ordered to go to a location and then a set all move/follow option was selected for that unit, the text description was not proper. Fixed.
13) Air combat and submarine task forces were sometimes avoiding shallow water, when not needed. Fixed.
14) Task forces were not behaving as expected and changes to the artificial intelligence were made to address the difficulties. Fixed.
15) The artificial intelligence was basing ships at forward bases that had poor air cover when it did not need to so do. Fixed.
16) The artificial intelligence was needlessly sending TF around Singapore when the Allied player still had strong air units there. Fixed.
17) The artificial intelligence was not reacting to early Allied aggressive move. Fixed.
18) Japanese AE and MLE conversion delay dates were not decrementing properly. If there are enough merchant build points, these will now decrement properly. Fixed.
19) Ships on accelerated build were not always appearing on map, when they were supposed to. Fixed.
20) On the bottom bar, when a paratrooper icon was clicked on, the paratrooper icon changed to an infantry icon. Fixed.
21) Some continuous supply task forces located at San Francisco were disbanding when the player did not order so. Fixed.
22) In some games, the computer opponent had no replacements set to true. Fixed.
23) Level bombers were loath to attack ground troops. Rewrote the targeting routines. Level bomber groups are now more willing to attack land units. The group must now have less than half the planes present damaged in order to attack. They will still resist flying against land units, if the range is greater than 10 for the Japanese or 8 for the Allies, but will do so with good rolls. They will choose a target in the assigned hex with the most useful elements. They will only fly missions against targets that have some elements undamaged or have unit supply. Fixed.
24) Submarines on mine laying missions were not rearming properly. Note that submarines on mine laying missions or transport missions may not rearm torpedoes. Fixed.
25) The victory conditions for games extending into 1946 were not those listed in manual. Fixed.
26) Under some circumstances, forces could not attack units with all elements damaged. Fixed.
27) When ships loading land based unit were transferred into another task force, the unit they were loading sometimes vanished when unloaded. Note that transferring a ship in the process of loading a land based unit will cancel the loading process. Fixed.
28) When loading a task force and all elements of the units being loaded were on board on the turn of loading, sometimes the main unit was not replacing the partial unit created at when loading started, which caused the unit to vanish when unloaded. Fixed.
29) Under some circumstances, Allied ships were having the skipper changed to a Japanese officer. Fixed.
30) The routine that initiated coastal gun fire at all ships entering the Bataan hex was being called for all hexes with bases. Fixed. Just entering a hex with a task force should no longer draw fire, except for the Bataan hex. Fixed.
31) When upgrading a group, if the maximum range setting was greater than the maximum range of the new aircraft, then the maximum range text setting in the group orders screen was not updating properly. Fixed.
32) Allied ships without radar were locating Japanese ships, using radar. Fixed.
33) Ships and ship classes with a radar device in slots 1 to 10 were not able to use that device. Fixed.
34) Some coastal locations were showing up on the automatic supply base list and the option to become part of the automatic supply system was on the base orders screen. Fixed.
35) If friendly troops were in an enemy base and a group was ordered to air transport them out, enemy units could be selected for pick up. Fixed.
36) Air groups were able to transfer off ships with more than 49% combined fires, flood and system damage when the task force in of which they were a part was at sea. Fixed. Now such a ship must be in a task force docked at a friendly base or in the base itself. The transfer must be also made from the selection screen and not by clicking the location on the map.
37) An extraneous “–r” symbol was being displayed on the air group transfer base selection screen for groups on ships. Fixed.
38) Some pilots were not showing up on the top pilot list, even though they should. Fixed.
39) When a mine sweeper or allied cruiser or carrier was sunk, any damaged systems were not repaired before the carrier was put back into the list of returning ships. Fixed.
40) Task forces containing destroyers with no ASW weapons could have mission changed to ASW mission. Fixed. No longer possible.
41) The computer opponent would sometimes try to transport land based units by sea which belonged to the human player. Fixed.
42) Under some circumstances, air groups based on aircraft carriers were becoming too large, which prevented air operations on the ship. Fixed.
43) Under some circumstances, units being transported by air were vanishing. Fixed.


New Player Requested Features:

1) PT boat torpedo reloading required a base size of 3+ and a base supply of 20,000+. The base supply requirement has been reduced to 3000+.
2) AS, AD and AGP class ships could only reload torpedoes into ships of the same nationality. This limitation has been removed.
3) Limited bitmaps for land based units, similar to task bitmaps, now appear on the land based unit orders screens.
4) Land based units now maintain and leave a zone of control in the hex they occupy or have transited. Enemy units may not trace supply or retreat though one of these zones or move from of these one zones to another. If both sides occupy a hex, zones for both sides are present. To see where the zones are, the player should press “w”. This will cause a white “A” (for Allies) or "J" (for Japanese) to appear on the map in each hex with a zone. If both sides occupy the hex, a letter for each side will appear.
5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, “Continue Playing”. If selected the game will then continue to the number of turns in the scenario have been played.
6) Until Soviet activation, Allied task forces may no longer give loading, unloading, home basing, disbanding, refueling, replenishing, continuous supply, or docking orders at Soviet bases. Neither player may order task forces into a hex with an inactive soviet base.
7) Bombardment task forces now have the option “No Escorts Bombard”. If selected, only BB, BC, CA, CL and CLAA will bombard. Smaller ships will not approach the shore line and will neither bombard nor be subject to fire from coastal defense guns. If no ships of afore types are in the task force, “Escorts Bombard” is mandatory.
8) In naval battles, combat task forces will now try to maintain contact with enemy cargo, transport or replenish task forces for a longer period.
9) When only allied motor torpedo boats (PT Boats) are in a task force, they will no longer “cross the T”, gaining a tactical advantage, instead.
10) The player is now notified, when a task force receives coastal gun fire as he enters the Bataan hex.
11) The targeting routines have been rewritten. Fires onboard no longer increase the chances of a ship being selected as a target in the day time, as much.
12) Motor Torpedo Boats (PT Boats) are now more likely to attack and be attacked by screening ships, than the ships being screened.
13) Anti-submarine warfare (ASW) routines have been rewritten. Allied ASW vessels should not be quite as effective before the middle of 1943 and American submarines should be a bit more resistant to Japanese ASW attacks after the middle of 1943.
14) The partial air group unit aircraft upgrade option has been removed from the interface and when an air group does upgrade, all partial units belonging to that group are immediately moved to the base where the group is located and combined. Any excess aircraft above maximum allowed for the unit are removed and placed into the pool.
15) Bases under non-restricted commands may now change commands for 10% of the normal cost.
16) A notation is now made in the operations report, when an undefended location is occupied by the enemy.

Clarification:

1) To change base to another command, a land based unit from the new command must be present at the base. If all units at the base are under the current base command or no units are at the base, no command change may be made.
2) When a base is captured, the command under which the base is placed is determined by geography and not the command of the capturing units.

ORIGINAL: tigercub

if someone could cut and paste patch list in here so can see it PLEASE! sick of looking for it...sorry in advance.
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Titanwarrior89
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RE: patch list for 1.3

Post by Titanwarrior89 »

If i understand correctly, coded changes take effect "In your old Pre-1.30 patch" but OOB changes do not. Is that correct. The reason i ask, is too continue my current game and have the AI do air replacements as it should-after installing patch 1.3[:D]
"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours".

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RE: patch list for 1.3

Post by steveh11Matrix »

You know, the thing that strikes me looking at both of these (long) lists, is that it's amazing just how playable the game is already...I hate to think of the number of hours I've spent with it already, and I'm a comparative new boy. So, my congrats to all at 2by3 and Matrix, and my thanks, and a plea: Can I have my life back sometime soon, please? [;)][:'(]

Oh, I guess not - it'll soon be the 28th...

Steve
"Nature always obeys Her own laws" - Leonardo da Vinci
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KPAX
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RE: patch list for 1.3

Post by KPAX »

ORIGINAL: Mike Wood

14) The partial air group unit aircraft upgrade option has been removed from the interface and when an air group does upgrade, all partial units belonging to that group are immediately moved to the base where the group is located and combined. Any excess aircraft above maximum allowed for the unit are removed and placed into the pool.

Mike, a couple questions on this:
1. will all units move to the parent regardless of the distance apart ?
2. Will there be an option to not upgrade or upgrade the pieces separately ?
3. The ones going to the pool over max are the old planes ?
"War makes Heros on both sides." Hero (the movie)

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Thanks !!

KPAX
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WhoCares
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RE: patch list for 1.3

Post by WhoCares »

Will the manuals be updated with this or any future patch?
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Mr.Frag
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RE: patch list for 1.3

Post by Mr.Frag »

No, all changes are in a separate PDF file at this stage.

Perhaps when 1.40 comes out and we're more feature then fix there will be an updated manual to cover off all the new features and how they change the existing rules.
JohnK
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RE: patch list for 1.3

Post by JohnK »

NZ changes are all very cool. Seem to reasonably match the (complicated) reality as best as I was able to reasearch it.
pad152
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RE: patch list for 1.3

Post by pad152 »

Mr.Frag

Maybe someone should start a manual/update thread[;)]
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RE: patch list for 1.3

Post by WhoCares »

People could send .fdf files providing "in-.pdf" comments - could speed up the process a little bit...
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RE: patch list for 1.3

Post by Mr.Frag »

Maybe someone should start a manual/update thread

There is one already.
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afspret
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RE: patch list for 1.3

Post by afspret »

Would it be possible to make some of the changes to the OOB in the editors yourself instead of over the patch?
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RE: patch list for 1.3

Post by KPAX »

quote:

ORIGINAL: Mike Wood

14) The partial air group unit aircraft upgrade option has been removed from the interface and when an air group does upgrade, all partial units belonging to that group are immediately moved to the base where the group is located and combined. Any excess aircraft above maximum allowed for the unit are removed and placed into the pool.

Mr Frag, a couple questions on this:
1. will all units move to the parent regardless of the distance apart ?
2. Will there be an option to not upgrade or upgrade the pieces separately ?
3. The ones going to the pool over max are the old planes ?
"War makes Heros on both sides." Hero (the movie)

Image

Thanks !!

KPAX
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RE: patch list for 1.3

Post by Mr.Frag »

The rule is quite specific in what it does.

a) All sub units are immediately moved to the main unit. (doesn't matter where they are as they are being scrapped)

b) These groups are then destroyed. All pilots are shifted to the main unit.

c) All planes are returned to the pool. (both sub groups and main group)

d) The main unit is then given the proper number of aircraft of the new model based on it's group size.

This was done to fix a whole host of different problems.

There is no choice involved. You can not choose to keep some sub units.

These sub units are the /1 /2 etc

Do not confuse this with dividing large groups with the A/name, B/name, C/name. Each of these is a complete unit and handled as such.

ie:

A/blah + A/blah/1 + A/blah/2 upgraded will remove A/blah/1 & A/blah/2 from the game. It will not touch B/blah/1.
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RE: patch list for 1.3

Post by bradfordkay »

Do the OOB changes take place in existing games, or do you need to restart in order to get these?
fair winds,
Brad
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