Updated "Readme" files?

Eagle Day to Bombing of the Reich is a improved and enhanced edition of Talonsoft's older Battle of Britain and Bombing the Reich. This updated version represents the best simulation of the air war over Britain and the strategic bombing campaign over Europe that has ever been made.

Moderators: Joel Billings, harley, warshipbuilder, simovitch

Post Reply
User avatar
simovitch
Posts: 5946
Joined: Tue Feb 14, 2006 7:01 pm

Updated "Readme" files?

Post by simovitch »

It would really help in the needless suffering department if someone with knowledge of the rules changes would provide a comprehensive "readme-update" file showing important rules highlights that are not in the manual, (using the Talonsoft ones as a base) and make it a sticky thread.

A good example of this needless suffering is the ability to drag and drop the mission path waypoints - I had to accidentally stumble on this from a now-buried post. This is a great feature that is not mentioned anywhere in the Matrix manual. ...

One poster provided the cryptic meanings of all the EW stuff for night operations, taken from the old TOH readme. Without that (now buried) post I would never have known any of that very important stuff (luckily I cut and paste this stuff to my own "help file".)

Another poster was kind enough to provide the readme from Talonsoft's BoB, but this post too will be buried in time. Here is some stuff from that file that I think new players should know about. (Please consider my comments as rhetorical; I don't want a "yes" or "no" answer, but I am requesting an updated readme similar to the Talonsoft ones[;)]):
Aircraft Damage Repair Rates
The rate in which an aircraft is repaired is directly proportionate to how much damage it took.
Service areas are the parts of airfields that fix aircraft, and if service areas are heavily
damaged, it takes longer for that airfield to fix its aircraft. Is this still true?

Anti-Aircraft Ranges - Heavy AA
Heavy AA guns cannot engage a unit 7,500 feet or below. This is only when firing straight up. If Heavy AA is firing at a raid at a lower trajectory, the minimum height may be less. Is this still true?

Attacking British Airfields and its Impact on RAF Morale
Whenever an RAF airfield is attacked (by bombing or strafing), the game goes through a routine of determining if on-ground aircraft are damaged. For each aircraft damaged, the game determines whether or not the unit's morale is affected. It makes the determination as soon as the aircraft is damaged. And also, if those aircraft are in a very high alert state, the pilot of the aircraft may be wounded or killed, and that too may drive down unit morale. In addition, any damage to the service area of an airfield adversely affects unit morale.Is this still true?

British Fuel Consumption
One of the most important resources to Britain is its oil reserves. Oil arrives in Britain at its ports, and then is distributed to oil storage facilities and oil refineries. From there, it is distributed to its industrial complex and to its population. A portion of that oil goes to airfields where it is used to fuel the aircraft of the RAF. There is a "fuel" number assigned to each British airfield. The fuel number represents the fuel on hand at the airfield. One point of fuel is used for each sortie flown by a single engine aircraft from that airfield, and 2 points for each twin-engine sortie. If the airfield runs out of fuel, its aircraft can't fly, and fuel can be destroyed by bombing the airfield. Primary airfields can have up to 400 points; secondary airfields 200.Is this still true? Fuel quantities can also be affected by bombing fuel facilities, such as oil refineries, oil storage, ports, or the rail yards where the oil is carried across the country and distributed. It's important to keep in mind, then, that severe damage to these oil facilities can directly affect the RAF's ability to conduct its defense.

(8) British Interceptor Delay Time and the Game Clock
At around 17:30 in the afternoon, day fighters begin standing down and their alert level begins to decrease to 63 minutes, and nightfighters begin gearing up and their alert levels begin increasing. This does not occur automatically; alert levels ramp up or down gradually as day and night changes. Is this still true?

British Morale
British units suffer additional morale losses during the overnight phase if the airfield's service area has taken damage. The higher the damage, the higher the morale loss. Is this still true?

Cloud Cover Changes/Additions
Cloud cover on the map works in the following way. Clouds are scattered across the map, and during the Reaction Phase, they generally move in a south easterly manner. Only the areas covered by clouds are affected. The cloud cover percentage (as shown on page 35 of the Player's Guide) is now represented by a density percentage number and a cloud base footage. For example, if the cloud cover is "15% at 400 ft.", that means that the clouds on the map are sitting at an altitude of 400 feet, and their density is 1,500 feet (15 x 100), which means that the cloud cover is between 400 and 1,900 feetThe 15% would be average density of cloud cover per the manual, BUT... just what is the thickness of the cloud layer in EDBOTR? Aircraft between a cloud's base and ceiling have their visibility reduced by four.Is this still true? Aircraft flying below the cloud base are not affected. And, it's important for the German player to know that the cloud cover represented during his Raid Planning Phase is basically the cloud cover that he will face at the beginning of the next Reaction Phase. You may toggle on/off clouds appearing on the map, but their affects remain. Raids flying above the clouds have their bombing and siting accuracy decreased dramatically. The level of accuracy is based on how dense the cloud cover is.

German Raid Planning Phase - Plotting New Missions [CLARIFICATION]
When you select "New Mission" to plot another mission, the game keeps you in the same mission type. For example, if you are plotting fighter sweeps, the game remains in the planning sub-tab for fighter sweeps. To begin plotting a different kind of raid, you must exit back to the Raid Planning tab. took me a while to figure this feature out...

General Production Rates for British Ground Defenses
Any British industrial locations which show production of ground defenses (i.e., Woolwich Arsenal), produces AA guns and Barrage Balloons each day. The rate in which they produce these defenses depends upon how damaged they are. Severe damage to factories building AA guns and Barrage Balloons reduce defense production.Is this still true?

German Bomber Units - Assigning them to Raids
Bomber units assigned as "additional bombers" to accompany a lead unit must come from the same FleigerKorps as the lead unit. They must also be of the same type (i.e., level bomber, dive bomber, fighter bomber, etc.). Thus, after selecting a lead unit, the game determines what bomber units are available to assign to the raid and then gives you a list accordingly. If no bomber units meet the criteria above, no units are shown. This caused me a lot of grief trying to figure out what was going on...

German Fighter Units - Assigning them to Raids
Each German fighter unit can be assigned 2 missions per day, but you must allow them the time to return home after the first missions. In order to give you an idea of which units have been assigned to early raids, a "#" appears on the fighter's line when assigning units. This indicates that this unit has already been assigned to an earlier raid and can be assigned for the current raid. Whatever Luftflotte the lead bomber is attached to is where fighter escort comes from. If the conditions mentioned above are not met, then the game does not allow you to assign escort units. This is now color-coded, but it would have been nice to know that I can run multiple raids per day, with the same unit.

New Pilot Replacement Rates
Each nationality has a certain number of pilots it can receive each day. If your losses outstrip your supply of pilots, then you won't be able to fill your units. What you get is based on need. In 1940, Germans can expect to receive 15 new pilots each day; 10 British; 4 Canadian; 2 Polish; 2 Czech; 10 Americans. For 1941 campaigns, the amount is double the amounts for 1940 campaigns. New pilots have a low experience. On average, it will be 40 for Germans, 45 for British/Poles/Canadians/Czech, and 50 for Americans. New Zealand and Australians also get their own replacement pilots. Is this still true?

Radar Ranges
...The red circles indicate the distance (at a minimum altitude of 500 feet) that CHL radar can detect raids; the white circles indicate the distance (at a minimum altitude of 5,000 feet) that CH radar can detect raids. Also, on page 50 of the Player's Guide, the minimum altitude level for CH is listed at 3,000 feet. This is incorrect. The minimum altitude is 5,000 feet, as indicated above. I assume it has been changed back to 3000'? As radar sites take damage and are repaired, these circles appear/disappear to show where radar is currently available.
NOTE: Remember the German player will see radar information based on his latest damage assessments / recon reports. Radar shown as down (i.e., red) may have been repaired, so don't make the mistake of assuming you've successfully knocked out British radar. Run recon to be sure.

Recon Photos
At the beginning of each new campaign, all recon photos for all targets are out of date. You cannot rely on these photos for target information (i.e., number of aircraft, aa guns, balloons, etc.) but they are pretty reliable to the bombers for target location and navigation. In other words, if a target has a photo, even if it's out of date, then your raids should location the target with little problem, but until you update the photo, you won't know what is located there. Is this still true?
simovitch

User avatar
Hard Sarge
Posts: 22145
Joined: Sun Oct 01, 2000 8:00 am
Location: garfield hts ohio usa
Contact:

RE: Updated "Readme" files?

Post by Hard Sarge »

overall, I think it would be best to think of the game as BTR, and then work out how it BTR would work back in 1940, the game is not based on the BoB game, it is based more on the BTR game

BTR was a improvement on the BoB game Engine, we made the game so both games use the same engine, and it uses the BTR engine, so things that were changes for BTR, will be changed for BoB, even though the old read me will say other wise

for the radar at least, I can say, the data is 5000 feet
Image
User avatar
simovitch
Posts: 5946
Joined: Tue Feb 14, 2006 7:01 pm

RE: Updated "Readme" files?

Post by simovitch »

ORIGINAL: Hard Sarge

overall, I think it would be best to think of the game as BTR, and then work out how it BTR would work back in 1940, the game is not based on the BoB game, it is based more on the BTR game.

OK, then if someone could post the complete "readme" from Talonsoft's 12OH, annotated for changes made for BTR, then that would be helpful.
for the radar at least, I can say, the data is 5000 feet
Different from the EDBTR manual, which says 3000 feet.

Cloud height above ceiling still has me vexed...
simovitch

User avatar
simovitch
Posts: 5946
Joined: Tue Feb 14, 2006 7:01 pm

RE: Updated "Readme" files?

Post by simovitch »

Here's the patch update Readme from the original BTR taken from an old post by Hard Sarge that I found. Some useful stuff here, I assume that new & Improved features were brought over for the Matrix version...:
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.
simovitch

Post Reply

Return to “Gary Grigsby's Eagle Day to Bombing the Reich”