WITP version 1.40 Out Soon
Posted: Wed Dec 08, 2004 11:25 pm
Hello...
Just finished coding version 1.40. Should be out in a week or so? Another patch may come in a month or so?
Bye...
Michael Wood
Bugs Fixed:
1) When unit was loaded causing partial unit to be formed, the partial unit was ignoring the accept replacements toggle and always setting the partial unit to “Accept Replacements”. Fixed. The partial unit now has the same toggle value as the parent.
2) When using the “Next/Previous” buttons in the group order screen for groups onboard a ship, crated groups were appearing. Fixed. Also, bullet proofed against crated groups appearing when using the buttons for land based groups.
3) When a ground unit was divided, the sub-units had “Accept Replacements” turned on. Fixed. The sub-units now retain the toggle state of the parent.
4) Adjusted air group targeting routines against task forces. Fixed. They are now much more likely to attack smaller task forces and task forces docked at bases, if no better targets present themselves.
5) Air group replacements for the opponent in human vs. computer games and PBEM games were sometimes being reported to both players. Fixed.
6) When issuing movement orders to ground units, some hexes were forbidden, that should have been allowed. Fixed.
7) When a task force had the “Auto-Disband” option turned on and auto-disbanded, the task force leader vanished and no longer appeared on the list of available task force commanders. Fixed.
8) Ships in harbor were sometimes receiving new captains for no apparent reason. Fixed.
9) Sometimes, when an air group was divided and recombined, the leader was lost. Fixed.
10) Zones of control were not properly being saved between game sessions. Fixed.
New Player Requested Features:
1) Level bomber repair time has been reduced some what.
2) When a base completes airfield or port construction in a PBEM game, notification is now displayed and recorded in the operations report. Until now, this only happened when one of the players was the computer opponent. Fortification increases are still not shown in PBEM games, as this information is not available in the mouse over display.
3) On the ship screen evoked from the task force orders screen, the endurance value, as measured in nautical miles, is now followed by the maximum number of hexes the ship may move under power in parentheses.
4) Changed text “land based units” to “ground units” in some locations.
5) The base orders screen now has a button which evokes a screen with all bases belonging to the same headquarters as the selected base.
6) The ground unit orders screen now has a button which evokes a screen with all ground units belonging to the same headquarters as the selected ground unit.
7) The air group orders screen now has a button which evokes a screen with all air groups belonging to the same headquarters as the selected group.
8) The bonus the Zero receives for the first 5 months of the war no longer apply to planes of the American Volunteer Group (AVG).
9) On the task force orders screen, the option to “Return to San Francisco” has been replaced in full map scenarios to return to the home base command location, if under Allied control. These are San Francisco for West Coast Command, Anchorage for North Pacific Command, Pearl Harbor for Central Pacific Command, Noumea for South Pacific Command, Brisbane for Southwest Pacific Command and Australian Command, Karachi for Southeast Asia Command, Hong Kong for China Command, Soerabaja for ABDA Command, Manila for USAFFE, Vladivostok for Far East Command, Auckland for New Zealand Command and Vancouver for Canadian Command. If the command location is under Japanese control, the default San Francisco option is retained.
10) The option to make night aerial attacks against ground units has been removed from the interface and computer opponent’s repertoire.
11) The accuracy of NIGHT aerial attacks against cities, ports and airfields has been dramatically reduced.
12) The “Refueling OK” option now allows task forces that auto-disband to refuel before hand. Until now, the option only referred to arrival at the destination hex and not the home port. So, returning home, they did not refuel, before disbanding. Note that this auto-refueling before auto-disbanding will cause them to begin the next turn with some operations points expended.
13) Aircraft slots 8, 14 and 24 and 75 have been changed to carrier capable for the Japanese.
14) Some ground units, ships or task forces had a leader displayed with a rank of warrant Officer “WO”. Except for very small Japanese units, such as a barge, this indicated no leader was present. Tried to bullet proof this, as much as possible, from the saves received. Should this occur again, the leadership abilities of the theater command will be used, with a penalty applied and “Staff Officer” should be indicated as the leader.
15) Added a new phase, “LEADER REASSIGNMENT PHASE”. This phase tries to locate lost leaders and make them available for assignment. This bullet proofing might restore some lost leaders in existing games.
Just finished coding version 1.40. Should be out in a week or so? Another patch may come in a month or so?
Bye...
Michael Wood
Bugs Fixed:
1) When unit was loaded causing partial unit to be formed, the partial unit was ignoring the accept replacements toggle and always setting the partial unit to “Accept Replacements”. Fixed. The partial unit now has the same toggle value as the parent.
2) When using the “Next/Previous” buttons in the group order screen for groups onboard a ship, crated groups were appearing. Fixed. Also, bullet proofed against crated groups appearing when using the buttons for land based groups.
3) When a ground unit was divided, the sub-units had “Accept Replacements” turned on. Fixed. The sub-units now retain the toggle state of the parent.
4) Adjusted air group targeting routines against task forces. Fixed. They are now much more likely to attack smaller task forces and task forces docked at bases, if no better targets present themselves.
5) Air group replacements for the opponent in human vs. computer games and PBEM games were sometimes being reported to both players. Fixed.
6) When issuing movement orders to ground units, some hexes were forbidden, that should have been allowed. Fixed.
7) When a task force had the “Auto-Disband” option turned on and auto-disbanded, the task force leader vanished and no longer appeared on the list of available task force commanders. Fixed.
8) Ships in harbor were sometimes receiving new captains for no apparent reason. Fixed.
9) Sometimes, when an air group was divided and recombined, the leader was lost. Fixed.
10) Zones of control were not properly being saved between game sessions. Fixed.
New Player Requested Features:
1) Level bomber repair time has been reduced some what.
2) When a base completes airfield or port construction in a PBEM game, notification is now displayed and recorded in the operations report. Until now, this only happened when one of the players was the computer opponent. Fortification increases are still not shown in PBEM games, as this information is not available in the mouse over display.
3) On the ship screen evoked from the task force orders screen, the endurance value, as measured in nautical miles, is now followed by the maximum number of hexes the ship may move under power in parentheses.
4) Changed text “land based units” to “ground units” in some locations.
5) The base orders screen now has a button which evokes a screen with all bases belonging to the same headquarters as the selected base.
6) The ground unit orders screen now has a button which evokes a screen with all ground units belonging to the same headquarters as the selected ground unit.
7) The air group orders screen now has a button which evokes a screen with all air groups belonging to the same headquarters as the selected group.
8) The bonus the Zero receives for the first 5 months of the war no longer apply to planes of the American Volunteer Group (AVG).
9) On the task force orders screen, the option to “Return to San Francisco” has been replaced in full map scenarios to return to the home base command location, if under Allied control. These are San Francisco for West Coast Command, Anchorage for North Pacific Command, Pearl Harbor for Central Pacific Command, Noumea for South Pacific Command, Brisbane for Southwest Pacific Command and Australian Command, Karachi for Southeast Asia Command, Hong Kong for China Command, Soerabaja for ABDA Command, Manila for USAFFE, Vladivostok for Far East Command, Auckland for New Zealand Command and Vancouver for Canadian Command. If the command location is under Japanese control, the default San Francisco option is retained.
10) The option to make night aerial attacks against ground units has been removed from the interface and computer opponent’s repertoire.
11) The accuracy of NIGHT aerial attacks against cities, ports and airfields has been dramatically reduced.
12) The “Refueling OK” option now allows task forces that auto-disband to refuel before hand. Until now, the option only referred to arrival at the destination hex and not the home port. So, returning home, they did not refuel, before disbanding. Note that this auto-refueling before auto-disbanding will cause them to begin the next turn with some operations points expended.
13) Aircraft slots 8, 14 and 24 and 75 have been changed to carrier capable for the Japanese.
14) Some ground units, ships or task forces had a leader displayed with a rank of warrant Officer “WO”. Except for very small Japanese units, such as a barge, this indicated no leader was present. Tried to bullet proof this, as much as possible, from the saves received. Should this occur again, the leadership abilities of the theater command will be used, with a penalty applied and “Staff Officer” should be indicated as the leader.
15) Added a new phase, “LEADER REASSIGNMENT PHASE”. This phase tries to locate lost leaders and make them available for assignment. This bullet proofing might restore some lost leaders in existing games.