List of bug fixes and changes in 1.5
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- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
List of bug fixes and changes in 1.5
Can someone official give us some information on this? As Mike has stated that he would probably be at the "end of the tunnel" by Friday is there perhaps some info for us?
RE: List of bug fixes and changes in 1.5
Hello...
Bugs Fixed:
1) Submarines on human control were not returning to port, when Winchester or Bingo. Fixed. Submarines now return to port when they have exhausted torpedoes or have fuel reserves less than the distance to home base x 1.5, when on a patrol mission. Submarines on other missions automatically return to port, when mission is complete, but no test is made to see if they have enough fuel to accomplish mission. This should be ascertained by player, when setting mission. Also, submarines in task forces of more than one submarine only have the submarine with the lowest number in the database checked.
2) When a group was transferred to a new base, leaving damaged planes behind, and the order to upgrade aircraft was given, damaged aircraft from old base joined group even when upgrade was not allowed for some reason. Fixed.
3) Land units loaded on ships were receiving equipment upgrades. Fixed.
4) It was reported that some times, leader errors were occurring when a task force was formed and the automatic leader selection option was selected. Did not have a save and could not reproduce the error. Bullet proofed against several possible causes. May help in games started with version 1.50.
5) It was reported that some times, leader errors were occurring when a flagship was forced to disengage from the task force. Did not have a save and could not reproduce the error. Bullet proofed against several possible causes. May help in games started with version 1.50.
6) It was reported that some times, leader errors were occurring on turn one of games. The leader database conversion routines have been bullet proofed against bad data in scenario files. This includes possible problems with sunken ship leaders, leaders with inappropriate ranks assigned, leaders with no names, incorrect leader ranks for nationality and empty leader slots with partial data.
7) The option to change the build status for bases shown in the base list screen was not functioning properly. Fixed.
8) The option to accept or deny replacements for all armies shown in the army list screen was not functioning properly. Fixed.
9) Leader errors sometimes occurred when a ship was sunk. Fixed.
10) When transferring air groups, a partial group transferred to a location with another partial group from the same primary group caused the primary group to become the selected group, instead of the combined partial group. Fixed.
11) The upgrade/do not upgrade all ships button on the list all ships screens was not functioning properly. Fixed.
12) The air search routine had an overflow problem that affected groups with a low experience factor. Fixed.
13) A plethora of bugs plagued the Kamikaze code. Fixed.
14) Ohka bombs were not working properly. Fixed.
15) Aircraft armed with Ohka bombs did not have the bombs listed as a weapon. Fixed.
16) Ohka bombs were not being accounted for properly, when used. Fixed.
17) When a task force was created by splitting off ships from an existing task force and the flagship was transferred, a flag ship for the old task force was not being selected. Fixed.
18) Partial air groups and sub-units of air groups were not retaining the firing arcs of their guns. Fixed.
19) The option to turn on or off upgrades for Japanese ships in the list all ships at this base screen was not functional. Fixed.
20) Sometimes, when a pilot leader was killed, a ship leader was replaced with a pilot leader. Fixed.
21) The mouse rollovers for Engineer and Air Support were including disabled element values. Fixed.
22) When the player selected the unload command for a task force, the order was ignored, if the “Do not unload” option was in effect. Fixed. Now, when the player selects the unload command, the “Do not unload” option is toggled off.
23) Under some conditions, group fragments with no plane type were accessed by the next group button on the lower bar. Fixed.
24) When a task force was created, all data was not properly cleared, causing the new task force to have the destination, loading status or speed settings of the previous task force with the same number. Fixed.
25) Full air groups had the same aircraft repair rate as squadrons. Fixed. Now, a group repair will repair about the same number of planes as it would, if you split the group up into squadrons.
26) On the ship data screen, the text that was supposed to read “Cargo Capacity” read “AC Capacity”. Fixed.
27) Fighter aircraft converted to Kamikaze missions were doing no damage. Fixed.
28) Cargo task forces set to pick up or deliver oil or resources were sometimes freezing one hex from destination. Fixed.
29) Under some circumstances, zones of control were not inhibiting computer controlled land unit movement. Fixed.
30) Air groups belonging to restricted commands could be transferred onto escort carriers (CVE) and float plane groups belonging to restricted commands could be transferred onto cruisers (CL/CA). Fixed. Now, air groups belonging to restricted commands may only be transferred onto ships, if they start the game on that ship.
31) When an air group fragment was disbanded or withdrawn, the player was queried as to whether he wished the group fragment to return in 90 days. Fixed. This query now only applies, for the parent group. Note that when a group is divided, using the “Divide” option, the three sub-groups created are not group fragments, but are sub-groups.
32) Sometimes, when a base was captured, air group fragments were left on the base. Fixed.
33) When the player selected “Next TF”, “Previous TF”, “Go to Home Base” or “Go to Main Home Base” in the task force orders screen, and in some cases when clicking on the task force icon on the bottom of the screen, the sea path (hexes with yellow outline) was not being properly updated. Fixed.
34) In the air group orders screen, toggling the “Show Float Plane”, “Show Carrier Aircraft” button was not automatically showing the first group or the appropriate type (the player had to click on “Next/Previous” group, before the first group of the appropriate type appeared). Fixed.
35) Groups were not properly returning with carriers that were sunk. Fixed.
36) Phantom groups were sometimes operating from captured bases. Fixed.
37) A refueling calculations error sometimes caused fuel to be subtracted from ships, if none was a base, when the refuel from port button was selected. Fixed.
38) Air group fragments were sometimes formed with improper data, due to old data not being properly cleared when a previous group with the same number was removed from play. Fixed. Bullet proofed a number of routines to avoid this occurrence.
39) When an air group was divided into sub-groups, eligible pilots in the sub-groups were promoted, so that one could take command of the sub-group. When the group was recombined, the pilots who had been promoted were showing up on the list of available commanders for air groups other than the one in which they were pilots. This allowed a pilot to command one group, while being a pilot in another. Fixed. They no longer show up on the commander replacement list for any groups, other than the one in which they are a pilot.
40) With combat-animations turned on, night air-to-air combat was locking up the game. Fixed.
41) When the flagship of a task force was separated from the task force, due to damage, the captain of the flagship became task force leader and sometimes listed on the available leaders, as well. Fixed.
42) When the flagship of a task force was separated from the task force, due to damage, if the task force leader was an admiral, he was returned to the available leader pool, Instead of transferring his flag to another ship in the main task force. Fixed.
43) Under some circumstances, pilots getting shot down were killing leaders of other air groups. Fixed.
44) Bases with group fragments were sometimes occupied by enemy forces. Fixed. A base may no longer be occupied if any group fragments are present.
45) The artificial intelligence was sometimes creating task forces at bases that were under human control. Fixed.
46) The Zeke aircraft were not entering the replacment schedule properly. Will be fixed.
New Player Requested Features:
1) A new Realism setting has been added, “Player Defined Upgrades”, which if toggled on, allows a human player to change the upgrade for a group to aircraft of similar class, using the “Upgrade/Do Not Upgrade” option button. This setting is locked in PBEM games.
2) The “Upgrade/Do Not Upgrade” toggle function has been changed, when the “Player Defined Upgrades” setting is set to “YES”. It now evokes a modal screen, where the player may toggle the “Upgrade/Do Not Upgrade” option. He may also choose the aircraft type to which the group will upgrade. There are a number of limitations as to what aircraft appear on the list, but in most cases, several appear.
3) Using the command line parameter –altFont now switches the game font from 14 point Times New Roman to 15 point Ucida Sans Unicode. This font is a bit larger and may work better on some monitors. Although this feature is unsupported, a goodly number of minor changes to text-boxes, list-boxes and text placement were made to account for the larger font size.
4) Using the command line parameter –colorblind now causes all general text to be printed in white. This includes items that used to be printed in various shades of red, orange, grey and blue.
5) On the task force orders screen, the option to “Return to Osaka” has been replaced in full map scenarios to return to the home base command location, if under Japanese control. These are Osaka for Home Defense Command, Pusan for the Kwangtung Area Army, Saigon for the Southern Area Army, Sapporo for the Northern Area Army, Canton for the China Expeditionary Army, Bangkok for the Burma Area Army, Saipan for the 4th Fleet and Truk for the Southeast Fleet . If the command location is under Allied control, the default Osaka option is retained.
6) Land units that have the replacements toggle set to, “No replacements”, no longer receive equipment upgrades.
7) Leader numerical skill values of Administration, Aggression, Air Skill, Naval Skill, Land Combat Skill and Administration Skill are now displayed under the evaluation of the leader in the exchange leader screen for all leader types.
8) Now, air groups with the “No Replacement” toggle on receive neither pilots nor planes.
9) When ships carrying resources, oil, supply or fuel suffer deck or belt hits, some of the cargo is now destroyed. The amount depends on the type and severity of hit and type of cargo. In some cases oil or fuel may ignite, causing fire damage.
10) Using the command line parameter –deepColor causes the game to initialize in 32 bit color depth, instead of the normal 16 bit color depth. Please note that for most systems, there will no visible difference and that map scrolling and pop-out box display will still take twice as long.
11) A new button on the air group orders screen, “Get New Pilot”, allows the user to add a pilot to the group. These pilots come from the pilot pool. Pilots assigned to the squadron that become available would eventually join the group, anyway, and or generated pilots would be added, as needed, but if the player wants to fill the group out immediately, he can continue clicking the button, until all the planes have a pilot.
12) Pilot air to air combat kill reports are now more accurate.
13) Air search routines were rebalanced.
14) Night bombing accuracy against all targets has been reduced. Night bombing for non-city targets has been reduced more. If proper skill and experience rolls are missed, they have been reduced greatly.
15) Some land combat routines, including minimum victor casualties have been recoded.
16) Magazine hit chances have been reduced. Hit location and angle of projectile are now of greater importance.
17) Non-penetrating bomb hits may now do slightly more fire and system damage, depending on hit location.
18) Allied dive bombers may now sometimes use 1000 pound AP bombs, after August, 1942. Heavy Allied bombers may use 2000 pound AP bombs beginning in 1943. Skill rolls, experience rolls and, in the case of heavy bombers, adequate supply [needed x 2] apply. These AP bombs can only be used to normal range, against naval targets. This feature will function in games started with version 1.50 or later.
19) Land units which cross a river into a hex with enemy units now have their combat status set at assault, if there is no friendly base in that hex and the total enemy value in the hex into which the unit wishes to move is greater than the value of friendly units already in the hex. Headquarters units may not cross a river into a hex with enemy units if the total enemy value in the hex into which the unit wishes to move is greater than the value of friendly units already in the hex.
20) The “Divide Unit” and “Recombine Unit” buttons for air groups no longer appears, if any partial units (fragments) exist.
21) Air groups may no longer upgrade to new aircraft types, if any partial units (fragments) are crated onboard a ship.
22) Land combat occurring not in a base has had the negative modifier for the attacker decreased.
23) Chances for air attacks against surface task forces in base hexes have been randomized to a greater extent.
24) Optimized land movement orders a bit, for speed.
25) On the task force orders screen, the colors for the range to destination and fuel available have been changed. Until now, if the estimated fuel needed exceeded 75% of that available, the values were printed in red; else they were printed in green. They are now printed in red, if the value exceeds 100% of the available fuel.
Clarification:
To use the new, larger font:
1) Create a shortcut from the EXE (right-click on it then drag & drop it).
2) Right-Click on the new shortcut and choose properties.
3) Add space then -altFont to the far right of the “War in the Pacific.exe" on the Target line, such as “C:\Matrix\War in the Pacific.exe -altFont"
Don't forget the other switches. If you want, add another space then tack one of these 6 on
-ww -wd -dw -dd -colorBlind –deepColor (windowed weekly autosave, windowed daily autosave, full screen weekly, full screen daily, use white text for most common text and initialize game in 32 bit color), such as “C:\Games\War in the Pacific.exe -dd -colorBlind".
There You go...
Michael Wood
Bugs Fixed:
1) Submarines on human control were not returning to port, when Winchester or Bingo. Fixed. Submarines now return to port when they have exhausted torpedoes or have fuel reserves less than the distance to home base x 1.5, when on a patrol mission. Submarines on other missions automatically return to port, when mission is complete, but no test is made to see if they have enough fuel to accomplish mission. This should be ascertained by player, when setting mission. Also, submarines in task forces of more than one submarine only have the submarine with the lowest number in the database checked.
2) When a group was transferred to a new base, leaving damaged planes behind, and the order to upgrade aircraft was given, damaged aircraft from old base joined group even when upgrade was not allowed for some reason. Fixed.
3) Land units loaded on ships were receiving equipment upgrades. Fixed.
4) It was reported that some times, leader errors were occurring when a task force was formed and the automatic leader selection option was selected. Did not have a save and could not reproduce the error. Bullet proofed against several possible causes. May help in games started with version 1.50.
5) It was reported that some times, leader errors were occurring when a flagship was forced to disengage from the task force. Did not have a save and could not reproduce the error. Bullet proofed against several possible causes. May help in games started with version 1.50.
6) It was reported that some times, leader errors were occurring on turn one of games. The leader database conversion routines have been bullet proofed against bad data in scenario files. This includes possible problems with sunken ship leaders, leaders with inappropriate ranks assigned, leaders with no names, incorrect leader ranks for nationality and empty leader slots with partial data.
7) The option to change the build status for bases shown in the base list screen was not functioning properly. Fixed.
8) The option to accept or deny replacements for all armies shown in the army list screen was not functioning properly. Fixed.
9) Leader errors sometimes occurred when a ship was sunk. Fixed.
10) When transferring air groups, a partial group transferred to a location with another partial group from the same primary group caused the primary group to become the selected group, instead of the combined partial group. Fixed.
11) The upgrade/do not upgrade all ships button on the list all ships screens was not functioning properly. Fixed.
12) The air search routine had an overflow problem that affected groups with a low experience factor. Fixed.
13) A plethora of bugs plagued the Kamikaze code. Fixed.
14) Ohka bombs were not working properly. Fixed.
15) Aircraft armed with Ohka bombs did not have the bombs listed as a weapon. Fixed.
16) Ohka bombs were not being accounted for properly, when used. Fixed.
17) When a task force was created by splitting off ships from an existing task force and the flagship was transferred, a flag ship for the old task force was not being selected. Fixed.
18) Partial air groups and sub-units of air groups were not retaining the firing arcs of their guns. Fixed.
19) The option to turn on or off upgrades for Japanese ships in the list all ships at this base screen was not functional. Fixed.
20) Sometimes, when a pilot leader was killed, a ship leader was replaced with a pilot leader. Fixed.
21) The mouse rollovers for Engineer and Air Support were including disabled element values. Fixed.
22) When the player selected the unload command for a task force, the order was ignored, if the “Do not unload” option was in effect. Fixed. Now, when the player selects the unload command, the “Do not unload” option is toggled off.
23) Under some conditions, group fragments with no plane type were accessed by the next group button on the lower bar. Fixed.
24) When a task force was created, all data was not properly cleared, causing the new task force to have the destination, loading status or speed settings of the previous task force with the same number. Fixed.
25) Full air groups had the same aircraft repair rate as squadrons. Fixed. Now, a group repair will repair about the same number of planes as it would, if you split the group up into squadrons.
26) On the ship data screen, the text that was supposed to read “Cargo Capacity” read “AC Capacity”. Fixed.
27) Fighter aircraft converted to Kamikaze missions were doing no damage. Fixed.
28) Cargo task forces set to pick up or deliver oil or resources were sometimes freezing one hex from destination. Fixed.
29) Under some circumstances, zones of control were not inhibiting computer controlled land unit movement. Fixed.
30) Air groups belonging to restricted commands could be transferred onto escort carriers (CVE) and float plane groups belonging to restricted commands could be transferred onto cruisers (CL/CA). Fixed. Now, air groups belonging to restricted commands may only be transferred onto ships, if they start the game on that ship.
31) When an air group fragment was disbanded or withdrawn, the player was queried as to whether he wished the group fragment to return in 90 days. Fixed. This query now only applies, for the parent group. Note that when a group is divided, using the “Divide” option, the three sub-groups created are not group fragments, but are sub-groups.
32) Sometimes, when a base was captured, air group fragments were left on the base. Fixed.
33) When the player selected “Next TF”, “Previous TF”, “Go to Home Base” or “Go to Main Home Base” in the task force orders screen, and in some cases when clicking on the task force icon on the bottom of the screen, the sea path (hexes with yellow outline) was not being properly updated. Fixed.
34) In the air group orders screen, toggling the “Show Float Plane”, “Show Carrier Aircraft” button was not automatically showing the first group or the appropriate type (the player had to click on “Next/Previous” group, before the first group of the appropriate type appeared). Fixed.
35) Groups were not properly returning with carriers that were sunk. Fixed.
36) Phantom groups were sometimes operating from captured bases. Fixed.
37) A refueling calculations error sometimes caused fuel to be subtracted from ships, if none was a base, when the refuel from port button was selected. Fixed.
38) Air group fragments were sometimes formed with improper data, due to old data not being properly cleared when a previous group with the same number was removed from play. Fixed. Bullet proofed a number of routines to avoid this occurrence.
39) When an air group was divided into sub-groups, eligible pilots in the sub-groups were promoted, so that one could take command of the sub-group. When the group was recombined, the pilots who had been promoted were showing up on the list of available commanders for air groups other than the one in which they were pilots. This allowed a pilot to command one group, while being a pilot in another. Fixed. They no longer show up on the commander replacement list for any groups, other than the one in which they are a pilot.
40) With combat-animations turned on, night air-to-air combat was locking up the game. Fixed.
41) When the flagship of a task force was separated from the task force, due to damage, the captain of the flagship became task force leader and sometimes listed on the available leaders, as well. Fixed.
42) When the flagship of a task force was separated from the task force, due to damage, if the task force leader was an admiral, he was returned to the available leader pool, Instead of transferring his flag to another ship in the main task force. Fixed.
43) Under some circumstances, pilots getting shot down were killing leaders of other air groups. Fixed.
44) Bases with group fragments were sometimes occupied by enemy forces. Fixed. A base may no longer be occupied if any group fragments are present.
45) The artificial intelligence was sometimes creating task forces at bases that were under human control. Fixed.
46) The Zeke aircraft were not entering the replacment schedule properly. Will be fixed.
New Player Requested Features:
1) A new Realism setting has been added, “Player Defined Upgrades”, which if toggled on, allows a human player to change the upgrade for a group to aircraft of similar class, using the “Upgrade/Do Not Upgrade” option button. This setting is locked in PBEM games.
2) The “Upgrade/Do Not Upgrade” toggle function has been changed, when the “Player Defined Upgrades” setting is set to “YES”. It now evokes a modal screen, where the player may toggle the “Upgrade/Do Not Upgrade” option. He may also choose the aircraft type to which the group will upgrade. There are a number of limitations as to what aircraft appear on the list, but in most cases, several appear.
3) Using the command line parameter –altFont now switches the game font from 14 point Times New Roman to 15 point Ucida Sans Unicode. This font is a bit larger and may work better on some monitors. Although this feature is unsupported, a goodly number of minor changes to text-boxes, list-boxes and text placement were made to account for the larger font size.
4) Using the command line parameter –colorblind now causes all general text to be printed in white. This includes items that used to be printed in various shades of red, orange, grey and blue.
5) On the task force orders screen, the option to “Return to Osaka” has been replaced in full map scenarios to return to the home base command location, if under Japanese control. These are Osaka for Home Defense Command, Pusan for the Kwangtung Area Army, Saigon for the Southern Area Army, Sapporo for the Northern Area Army, Canton for the China Expeditionary Army, Bangkok for the Burma Area Army, Saipan for the 4th Fleet and Truk for the Southeast Fleet . If the command location is under Allied control, the default Osaka option is retained.
6) Land units that have the replacements toggle set to, “No replacements”, no longer receive equipment upgrades.
7) Leader numerical skill values of Administration, Aggression, Air Skill, Naval Skill, Land Combat Skill and Administration Skill are now displayed under the evaluation of the leader in the exchange leader screen for all leader types.
8) Now, air groups with the “No Replacement” toggle on receive neither pilots nor planes.
9) When ships carrying resources, oil, supply or fuel suffer deck or belt hits, some of the cargo is now destroyed. The amount depends on the type and severity of hit and type of cargo. In some cases oil or fuel may ignite, causing fire damage.
10) Using the command line parameter –deepColor causes the game to initialize in 32 bit color depth, instead of the normal 16 bit color depth. Please note that for most systems, there will no visible difference and that map scrolling and pop-out box display will still take twice as long.
11) A new button on the air group orders screen, “Get New Pilot”, allows the user to add a pilot to the group. These pilots come from the pilot pool. Pilots assigned to the squadron that become available would eventually join the group, anyway, and or generated pilots would be added, as needed, but if the player wants to fill the group out immediately, he can continue clicking the button, until all the planes have a pilot.
12) Pilot air to air combat kill reports are now more accurate.
13) Air search routines were rebalanced.
14) Night bombing accuracy against all targets has been reduced. Night bombing for non-city targets has been reduced more. If proper skill and experience rolls are missed, they have been reduced greatly.
15) Some land combat routines, including minimum victor casualties have been recoded.
16) Magazine hit chances have been reduced. Hit location and angle of projectile are now of greater importance.
17) Non-penetrating bomb hits may now do slightly more fire and system damage, depending on hit location.
18) Allied dive bombers may now sometimes use 1000 pound AP bombs, after August, 1942. Heavy Allied bombers may use 2000 pound AP bombs beginning in 1943. Skill rolls, experience rolls and, in the case of heavy bombers, adequate supply [needed x 2] apply. These AP bombs can only be used to normal range, against naval targets. This feature will function in games started with version 1.50 or later.
19) Land units which cross a river into a hex with enemy units now have their combat status set at assault, if there is no friendly base in that hex and the total enemy value in the hex into which the unit wishes to move is greater than the value of friendly units already in the hex. Headquarters units may not cross a river into a hex with enemy units if the total enemy value in the hex into which the unit wishes to move is greater than the value of friendly units already in the hex.
20) The “Divide Unit” and “Recombine Unit” buttons for air groups no longer appears, if any partial units (fragments) exist.
21) Air groups may no longer upgrade to new aircraft types, if any partial units (fragments) are crated onboard a ship.
22) Land combat occurring not in a base has had the negative modifier for the attacker decreased.
23) Chances for air attacks against surface task forces in base hexes have been randomized to a greater extent.
24) Optimized land movement orders a bit, for speed.
25) On the task force orders screen, the colors for the range to destination and fuel available have been changed. Until now, if the estimated fuel needed exceeded 75% of that available, the values were printed in red; else they were printed in green. They are now printed in red, if the value exceeds 100% of the available fuel.
Clarification:
To use the new, larger font:
1) Create a shortcut from the EXE (right-click on it then drag & drop it).
2) Right-Click on the new shortcut and choose properties.
3) Add space then -altFont to the far right of the “War in the Pacific.exe" on the Target line, such as “C:\Matrix\War in the Pacific.exe -altFont"
Don't forget the other switches. If you want, add another space then tack one of these 6 on
-ww -wd -dw -dd -colorBlind –deepColor (windowed weekly autosave, windowed daily autosave, full screen weekly, full screen daily, use white text for most common text and initialize game in 32 bit color), such as “C:\Games\War in the Pacific.exe -dd -colorBlind".
There You go...
Michael Wood
- von Murrin
- Posts: 1611
- Joined: Tue Nov 13, 2001 10:00 am
- Location: That from which there is no escape.
RE: List of bug fixes and changes in 1.5
Geez...
Someone's been busy.[:)]
Someone's been busy.[:)]
I give approximately two fifths of a !#$% at any given time!
- Bane_MatrixForum
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RE: List of bug fixes and changes in 1.5
Kick Ass!![&o]
Second to the Last Samurai...
"What do you think Abraham Lincoln would be doing if he were alive today? (1) Writing his memoirs of the Civil War. (2) Advising the President. (3) Desperately clawing at the inside of his coffin."
"What do you think Abraham Lincoln would be doing if he were alive today? (1) Writing his memoirs of the Civil War. (2) Advising the President. (3) Desperately clawing at the inside of his coffin."
- castor troy
- Posts: 14331
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- Location: Austria
RE: List of bug fixes and changes in 1.5
Thanks Mike!!! [:)]
- doktorblood
- Posts: 561
- Joined: Fri Feb 14, 2003 5:40 am
RE: List of bug fixes and changes in 1.5
Thanks for the info Mike .... looks like a lot of work to me.

RE: List of bug fixes and changes in 1.5
46) The Zeke aircraft were not entering the replacment schedule properly. Will be fixed.
I take it this is why the patch has been delayed?
If so thats good, i dont mind waiting for this problem to be ironed out.
I take it this is why the patch has been delayed?
If so thats good, i dont mind waiting for this problem to be ironed out.

- wild_Willie2
- Posts: 2934
- Joined: Fri Oct 08, 2004 10:33 am
- Location: Arnhem (holland) yes a bridge to far...
RE: List of bug fixes and changes in 1.5
Hi, GREAT JOB PEOPLE
Just a quick question, has the "chance" for experienced float search planes units (80 +) to conduct a night naval attack been increased?. I understood this was also fixes from previous announcements but was unable to locate it in this list?
Just a quick question, has the "chance" for experienced float search planes units (80 +) to conduct a night naval attack been increased?. I understood this was also fixes from previous announcements but was unable to locate it in this list?
In vinum illic est sapientia , in matera illic est vires , in aqua illic es bacteria.
In wine there is wisdom, in beer there is strength, in water there are bacteria.
In wine there is wisdom, in beer there is strength, in water there are bacteria.
RE: List of bug fixes and changes in 1.5
ORIGINAL: Mike Wood
Hello...
New Player Requested Features:
1) A new Realism setting has been added, “Player Defined Upgrades”, which if toggled on, allows a human player to change the upgrade for a group to aircraft of similar class, using the “Upgrade/Do Not Upgrade” option button. This setting is locked in PBEM games.
There You go...
Michael Wood
What does it mean setting is locked on PBEM game? that this feature will be automatically set ON in all ongoing PBEM?
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: List of bug fixes and changes in 1.5
I think Mike means that in a PBEM game, the decision to use the option or not needs to be made at the start of the scenario. You can't change your mind part way through the scenario.
Michael
Michael
Michael
RE: List of bug fixes and changes in 1.5
ORIGINAL: michaelm
I think Mike means that in a PBEM game, the decision to use the option or not needs to be made at the start of the scenario. You can't change your mind part way through the scenario.
Michael
ok. but question remains: what happens to ongoing PBEM? this option wasn't there when we started so what the game will assume?
I really hope all onoging PBEMs will take the setting as ON. it's very much needed feature.
- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
RE: List of bug fixes and changes in 1.5
ORIGINAL: kaiser73
ORIGINAL: michaelm
I think Mike means that in a PBEM game, the decision to use the option or not needs to be made at the start of the scenario. You can't change your mind part way through the scenario.
Michael
ok. but question remains: what happens to ongoing PBEM? this option wasn't there when we started so what the game will assume?
I really hope all onoging PBEMs will take the setting as ON. it's very much needed feature.
I think your running PBEM will stay as it is. No selectable upgrades possible. If you want this option you have to restart.
RE: List of bug fixes and changes in 1.5
ORIGINAL: castor troy
ORIGINAL: kaiser73
ORIGINAL: michaelm
I think Mike means that in a PBEM game, the decision to use the option or not needs to be made at the start of the scenario. You can't change your mind part way through the scenario.
Michael
ok. but question remains: what happens to ongoing PBEM? this option wasn't there when we started so what the game will assume?
I really hope all onoging PBEMs will take the setting as ON. it's very much needed feature.
I think your running PBEM will stay as it is. No selectable upgrades possible. If you want this option you have to restart.
Correct... Also the new Allied AP bombs will require a new game as well
- Gen.Hoepner
- Posts: 3636
- Joined: Tue Sep 04, 2001 8:00 am
- Location: italy
RE: List of bug fixes and changes in 1.5
11) A new button on the air group orders screen, “Get New Pilot”, allows the user to add a pilot to the group. These pilots come from the pilot pool. Pilots assigned to the squadron that become available would eventually join the group, anyway, and or generated pilots would be added, as needed, but if the player wants to fill the group out immediately, he can continue clicking the button, until all the planes have a pilot.
Abso-freaking-lutely beautiful, Mike. Thanks so much for your hard work, and for this one especially!
Fear the kitten!
RE: List of bug fixes and changes in 1.5
Thanks Mike, great work as always. Looking forward to the time when the "will be" is deleted from #46 [:D] and we can get to play with the fruits of your hard work.
Bodhi
RE: List of bug fixes and changes in 1.5
Hi all,
Thanks a lot Mike!!! [&o][&o][&o]
Leo "Apollo11"
Thanks a lot Mike!!! [&o][&o][&o]
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: List of bug fixes and changes in 1.5
Great Stuff!!! Thanks for all your hard work Mike!!! [:D][&o]
Two questions if possible:
30) Air groups belonging to restricted commands could be transferred onto escort carriers (CVE) and float plane groups belonging to restricted commands could be transferred onto cruisers (CL/CA). Fixed. Now, air groups belonging to restricted commands may only be transferred onto ships, if they start the game on that ship.
Does this include aircraft such as the Home Defense Aircraft in Japan that could transfer to carriers but were not supposed to???
6) Land units that have the replacements toggle set to, “No replacements”, no longer receive equipment upgrades.
If we select no upgrades/no replacements at the start options does the AI still not get replacements and/or upgrades???
Two questions if possible:
30) Air groups belonging to restricted commands could be transferred onto escort carriers (CVE) and float plane groups belonging to restricted commands could be transferred onto cruisers (CL/CA). Fixed. Now, air groups belonging to restricted commands may only be transferred onto ships, if they start the game on that ship.
Does this include aircraft such as the Home Defense Aircraft in Japan that could transfer to carriers but were not supposed to???
6) Land units that have the replacements toggle set to, “No replacements”, no longer receive equipment upgrades.
If we select no upgrades/no replacements at the start options does the AI still not get replacements and/or upgrades???

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopic.php?t=413785
- Bradley7735
- Posts: 2073
- Joined: Mon Jul 12, 2004 8:51 pm
RE: List of bug fixes and changes in 1.5
Tanaka,
I think the "no replacements/upgrades" issue with the AI was resolved in a prior patch. I'm pretty sure you can select the option either way without hurting the AI in games vs the AI. It hasn't been an issue for me in my 3rd game vs the AI. (started with version 1.3, I think)
bc
PS, Mike (and others): You ROCK!!
I think the "no replacements/upgrades" issue with the AI was resolved in a prior patch. I'm pretty sure you can select the option either way without hurting the AI in games vs the AI. It hasn't been an issue for me in my 3rd game vs the AI. (started with version 1.3, I think)
bc
PS, Mike (and others): You ROCK!!
The older I get, the better I was.











