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WarPlan 1.00.041

Posted: Mon Oct 04, 2021 11:12 am
by AlvaroSousa
September 24th, 2021 - version 1.00.04

Fixed maximum fleet size movement bug
Fixed air superiority unit escorting/intercepting bomber intercepting fleet at end of move will now use 1 operation point
Fixed air units flying missions out of no-fly weather
Fixed air units unable to attack naval units on neutral coasts
Fixed weather map icons for cold weather turns
Fixed anti-air calculation CV vs surface
Fixed surrendering when supposed to be shattering to queue bug
Fixed CV pursuit vs night move
Change engineer port upgrade 50% -> 40%
Fixed naval mode and night move undo bug
Fixed night moves
Fixed pursuit undo bug
Added levels in naval air to fighter bomber advancement
Fixed A.I. selecting garrisoned units to invade
Fixed fighter-bomber advancement in early years
Change Azores can be blockaded by ships like Malta
Change air units may now based in an unsupplied hex
Change air units do not lose operation points for lack of supplies
Fixed minimal strategic bomb damage with a 1 damage result
Fixed strategic bombing (50% goes toward stockpile, 50% toward factory)
Fixed bomber effectiveness loss when striking units
Fixed HQ command showing when units toggle is off
Fixed unit moved flag after invasion
Fixed undo bug after first invasion
Added 1 reserve division for Australia, India, and New Zealand.
Change Dutch East Indies Southern coastline is harder to invade
Change rail to road and name of location at hex 7,54 in India
Change USA now has 40 transports to start with none in the queue (it doesn't impact the Axis A.I.)
Change Dutch East Indies got more units and a stronger Batavia garrison
Change Dutch East Indies is wider to allow an easier attack toward Batavia
Change Palembang 32 -> 30 oil and a port on the Northern side.
Change reworked some rail in South India
Change removed rail in Northeast Australia
Added some ports may be upgraded to a 5 size with a 50% chance per turn to get a +1 port size if a land unit with engineer specialty is in the hex in supply
Added ports to be upgraded Guadal Canal, Manus, Espiritu Santos, Saipan, Enewetak, Yap-Ulithi (name change), Palau, Pago Pago, and Suva
Removed 2 ports in West Malaya
Reduced the port size of Manus to 3 -> 1, Enewetak 3 -> 1, Yap 3 -> 1
Added port supply range for fleets in which fleets far from ports lose effectiveness at the start of their next turn
Fixed the names of 2 Australian cities
Fixed tile that had watermarks causing extra naval moves
Change Suva and Pago Pago are port size 3.
Change Noumea and Brisbane are port size 6
Change fleets consisting of CA and DD groups now have a night move of 12 hexes
Added toggle button for fleets to chose if they want to use night movement or day movement
Reduced the number of garrisons Japan gets for free
Added the strength of the garrisons Japan gets for free
Added special coastal defense unit to certain points on map - non-buildable +2 AT, +1 artillery, cant invade, 1 Opt
Added garrisons for DEI on Borneo
Change map around Dutch East Indies to allow better passage of oil resources
Fixed China 1937 War Panel
Change patrol groups no longer blockade or prevent blockade of ports
Fixed control-right click disembark
Fixed deploy cursor (hopefully)
Fixed out of supply process for landing zone hexes
Fixed port range for sub only fleet moving
Added 10 supply trucks to Japan 1941 scenario
Added "static" modifier for scripting to set a $GiveUnit to come in as a defense unit

RE: WarPlan 1.00.041

Posted: Mon Oct 04, 2021 11:17 am
by AlvaroSousa
The most important new features.

Pages in manual from inside the game under the HELP button.

Naval Port Supply at Sea - page 74
Upgradable Ports - page 47
Night Move - page 44, 72, 73 .... b Fleets consisting only of cruisers and destroyer groups may perform a night move of 12 hexes.
Coastal Defense - page 35



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RE: WarPlan 1.00.041

Posted: Mon Oct 04, 2021 1:11 pm
by ncc1701e
Thanks for the hard work improving the game Alvaro. Link to the patch is here:
https://ftp.matrixgames.com/pub/Warplan ... .00.04.zip

RE: WarPlan 1.00.041

Posted: Thu Oct 07, 2021 4:49 pm
by generalfdog
Haven't tried full games against human opponents with these changes but vs ai and some human I really like these changes! good job and thanks Alvaro

RE: WarPlan 1.00.041

Posted: Thu Oct 07, 2021 6:52 pm
by Remington700
I agree. A big thank you to Alvaro and the testers - well done!

RE: WarPlan 1.00.041

Posted: Thu Oct 07, 2021 9:31 pm
by AlvaroSousa
Welcome. I try to fix everything. It is my 1st two games so the code isn't the easiest to work with. My 2nd engine is much easier.

So far in 7 months I got more done than in the first 3 years of making the 1st engine.

RE: WarPlan 1.00.041

Posted: Fri Oct 08, 2021 4:54 am
by CrackingShow
Thank you Alvaro. I'm very excited for the next game.

RE: WarPlan 1.00.041

Posted: Fri Oct 08, 2021 10:53 am
by AlvaroSousa
I am very motivated for my fantasy strategy game and WP2.

The Fantasy strategy is uses WP2 engine. I am making it to knock out all the kinks. WP2 will be very complex under the hood so I want a solid tested foundation so I can focus on the WW2 portion of WP2. All I can say is that it will not play like the common fantasy strategy games out there.

RE: WarPlan 1.00.041

Posted: Fri Oct 08, 2021 1:41 pm
by Franky007
I hope your fantasy game will have random maps...

RE: WarPlan 1.00.041

Posted: Fri Oct 08, 2021 3:52 pm
by CrackingShow
I'm pleased with how the first two games are going. I expect great things!

RE: WarPlan 1.00.041

Posted: Sat Oct 09, 2021 4:32 am
by Tanaka
ORIGINAL: AlvaroSousa

I am very motivated for my fantasy strategy game and WP2.

The Fantasy strategy is uses WP2 engine. I am making it to knock out all the kinks. WP2 will be very complex under the hood so I want a solid tested foundation so I can focus on the WW2 portion of WP2. All I can say is that it will not play like the common fantasy strategy games out there.

Fantasy Strategy! Hot dang! Very cool news!