Magazine High tech

Patchs : Making History 2 1.0.12, Field of Glory 1.31, Gratuitous Space Battles 1.42, CEaW Grand Strategy 1.06, War in the Pacific 1.01.06g

Publié le 23 juillet 2010 par Cyberstratege

War in the Pacific Admiral Edition

Résumé des nouvelles mises à jour.

Making History 2 1.0.12

Bug fixes:

Fixed crash on exit bug
Fixed AI bug that could stall end of turn processing
Fixed crash bug in game update process
Fixed bug that could occasionally provide a large windfall profit to a nation in deficit
Fixed duplicate Japanese unit names in Building for War
Added an airbase to Liaotung in Building for War
Fixed bug in War Plans for Italy
Fixed bug in AI liberation code
Fix resource requirements for Coal Mine upgrade

Téléchargement automatique dans le jeu.

Field of Glory 1.31

Change list

* Change: Improved AI selection of terrain density in Storm of Arrows and Immortal Fire.
* Change: Arid terrain can now appear in Immortal Fire battles.
* Add: Validation routine to custom fix impossible weapon combinations e.g. through the scenario editor.
* Add: Improved debug information for charge crash messages.
* Fix: All reported army weapon and points cost errors.
* Fix: Auto fix built into the game engine to avoid invalid battle group weapons and points costs.
* Fix: Mac MP bug preventing users from sending turn updates.
* Fix: Bug in the claim system for dead games, that caused a crash.
* Fix: Bug in DAG that allowed you to manipulate the Min/Max battlegroups purchased.
* Change: It now checks if the game is over before allowing rally checks

Le fichier se télécharge automatiquement par le biais du jeu.

Gratuitous Space Battles Patch 1.42

Changes:

- Fixed problem where in rare cases a ship’s power may be displayed as invalid, but the design can still be saved and loaded.

- Game will now silently ignore invalid designs like it used to do, rather than crashing when opening the design loader.

Commander: Europe at War – Grand Strategy Patch 1.06

This update requires you have CEAW v1.12 already installed.

Full list of changes:

• Fixed a bug where allied convoys would hang at their spawning points if “bottleneck” hexes were occupied by friendly (allied) naval units.
• Added <date>ai.scn scenarios, where Switzerland is pro-axis to prevent the axis AI from declaring war on Switzerland. This is the only difference from the <date>.scn scenarios.
• Fixed a feature where only <date>.scn (<date> = 1939, 1940, 1941, 1942, 1943, 1944) scenario files would work with GS. That is, the inclusion of a scenario file by any other name would cause GS to crash on startup. This feature has been fixed such that GS will start up and compile any scenario that follows the format <date>*.scn for <date> = 1939, 1940, 1941, 1942, 1943 or 1944 only.
• Updated the GS language file messages so that if the player does try the tutorial there are references to the Players manual v1.06. There is still a bug in the code where the resource info will come up if user hits the ‘ – ‘ (dash) or clicks on the DoW button. However if the user presses the DoW button again the DoW info is presented.
• Changed the tutorial so that references to the player’s manual are by section number and not page number in case the manual is updated in the future.
• Refined the tutorial messages so that they’ll fit properly in their respective text boxes.
• Specially created 228-page highly polished and detailed player’s manual
• Victory conditions based on the historical German surrender on May 8th 1945
• Historical Italian surrender model, where Italy can surrender without Rome falling
• Significantly enhanced map, which includes more cities, ports & forts (e.g., Gustav, Ostwell & Siegfried), revised political boarders, updated/new terrain features (e.g., Persian Gulf), naval transport loops (e.g., Kiel) and airbases
• Historical OOBs (order of battles) and unit placements for major & minor countries
• Airbase resource hexes (i.e.., Greenland, Iceland, Azores, Malta, Rhodes, Gibraltar, Lerwick, Stornoway, Benbecula, Isle of Man and Kirkwall)
• Country specific unit graphics and NATO counters for all major and minor nations
• Sea transport and seaborne invasion models
• Submarine and ASW models realistically modeling the Battle of the Atlantic
• Map wide weather that includes fair, mud/rain, winter and severe winter effects on units on land and clam and rough sea effects for units at sea
• Robust partisan model forcing historical commitment to anti-partisan operations
• Blitzkrieg effect applied to invaded minor countries, Russia and units in France
• Russian Siberian reserves released on USA entry or when axis close on Moscow
• Rail model including the ability to degrade capacity through bombing and conquest
• North African supply model limiting number of Axis units in North Africa
• Traded oil (Germany & Russia), iron ore (Germany & Sweden) and leased air bases (Azores, Portugal & USA)
• Lend Lease to Russia through Persia
• Ability to ground carrier air wings and fighters in order to save oil and reduced losses
• Imposed limits on air attacks now making the use and impact of air far more realistic
• Monroe Doctrine where the USA activates if axis units land in Canada or the USA
• Western Allies (i.e. Britain, France and USA) and Russia non-cooperation tension where Western Allies fight at reduced supply levels in Russian controlled hexes and cannot use the Russian railway network and vise a versa for Russian units in Western Allied controlled hexes
• Finnish, Romania and Hungarian fighter units that spawn at 5-steps on activation
• Finland activation for the axis at or before Russian entry into the war
• Less random, random research model, which is now the default
• Updated convoy routing model that better handles loss of critical convoy cities
• Added more information, which is easier to grasp, to the unit description, tooltip and resource menus and mini map
• Added more flexibility for players customizing their games by moving more game parameters to the “general.txt” data file
• Added more security to PBEM to ensure an opponent cannot retrieve a player’s password or inadvertently, or intentionally, play with different game parameters
• Optimized for PBEM and hotseat play and will not support TCP/IP play

Téléchargement : lien direct.

War in the Pacific – Admiral’s Edition Patch 1.01.06g

• Code Changes

1. Fixed LCU type issue to address fragments explosion problem.

2. Fixed Underflow issue with supply on ships.

3. Adjusted position of 2 fields on plane upgrade path screen.

4. Global change affecting « All … on ship in hex » also changing random groups.

5. Fixed issue with CS convoys.

6. Fixed repair message in menu.

7. Fixed TF meet and merge issue.

8. Corrected issue with unload of return cargo for CS Convoys.

9. Corrected issue with unloading Barge TFs at non-base hexes.

10. Interface Improvement: Prevented display of Repair Ship repair option on ship screen when no Repair ship is available.

11. Changed the « flying » message for transport supply/troops to show the adjusted plane number.

12. Fixed the special ordnance slots to stop incorrect reports.

13. Fixed base screen showing when picking from group or TF list; mouse moved and changed underlying hex location.

14. Fixed some carrier groups can’t withdraw plus typo stopping CV groups from withdrawing.

15. Interface Improvement: Allowed direct specification of CS Convoy outbound and return cargos.

16. Correct standoff error for TFs moving to disputed bases and already past last waypoint.

17. Fixed issue with refueling from barges that can lead to loop.

18. Fixed some sort positions were incorrect for wide screen resulting in sort menu failures.

19. Changed Pilot ‘captured’ to ‘MIA’ to allow chance to be recovered.

20. Fixed ‘Leading Pilots’ to show last plane type pilot flew when attained a kill.

21. Fix to prevent AI TFs from refueling that would take them past heavy CD bases.

22. Adjustment to text on air group screen.

23. Adjustment to button on TF create screen.

24. Allow parent on ship and fragment on land to swap if in same hex.

25. Fixed wrong pilot experience being used to avoid balloon attacks.

26. Interface Improvement: Added a new minimum range to the naval bombardment mission. This is normally the minimum range of all Naval or DP guns on the ships in the TF and indicates the closest distance that a TF needs to close with the shore to fire all it’s normal guns. Also tweaked Naval Bombardment

27. Gameplay Change: Changed supply loss due to AF/Port hits to be relative to the effectiveness of the device hitting the base.

28. Fixed base of a scuttled ship in the Sunk Ship report

29. Added a check on number of planes in an AI TF to determine if it should return to base for replenishment.

30. Added additional refueling check for intermediate refueling under Auto Sub ops when rebasing to a new home port.

31. Gameplay Change: Changed Fast transport reaction to air threat.

32. Fixed possible air group reinforcement deadlock; if there are no planes are in the pool for the group, none being produced and aircraft is no longer available, then let group arrive with no planes.

33. Fixed an overflow of the mouse message which could wipe out display of bases on the map.

34. Positioning of last TF accessed in « All TF » list was not carried forward on the list.

35. Fixed the endless manual replenishment of CV groups from VR groups when out of range of bases. [Check was originally looking just for any replenishment group with the right type of aircraft in range, but it drew the planes from the pool only. So if no pool, no manual pull off CVE].

36. Fixed incorrect units show up outside of the bounds in a small map scenario.

37. Fixed getting land replacements, even for device mismatches.

38. Fixed splitting of air groups to check for any fragments in air reinforcement queue before allowing.

39. Fix to allow group fragments to disband in most cases (like parent not in play anymore).

40. Fix to the situation where Allied aircraft don’t appear in amimations due to the Allied aircraft bitmap ‘0’ not defined.

41. Fixed AI offmap repairs for small maps.

42. Gameplay Change: Capped the maximum Detection Level. The maximum is 10, but this can be increased a few points before being brought back to 10.

43. Added protection against groups dropping into some of the old AI controlled zone code. This was done previously for army/base/TFs.

44. Gameplay Change: Change to visual sighting rules for aircraft. This will limit the pre-CAP AAA phase for Allied air attacks to what was originally intended.

45. Gameplay Change: Change to Naval Bombardment mission so it tends to engage Fortress unit in the target hex more often.

46. Gameplay Change: Change to DP guns firing in AAA mode; effect has been slightly lowered when engaged in AAA combat. This complements the decrease of AAA guns when used in Naval Bombardment mode.

47. Added hooks for revolving ship art similar to aircraft.

48. Tweaked Japanese ramming attacks as it was ending up too high (a certainty) for 1945 attacks. Message has been changed slightly.

49. Tweaked center-mounted weapons on LBA/patrol aircraft when in A2A mode

50. Fixed Australian and NZ force activation due to Japanese invasions.

51. Change to cater for non-standard mixed groups on CVs. It was creating groups with ’0′ max size.

52. Added new command switch to suppress the introduction video « -skipVideo ».

53. Fixed Air search radar on aircraft not always being counted if the device # is > 255.

54. Fixed the wrong LCU weapon being used during an invasion. This was producing the error like “Sound detector penetrates ship’s side”.

55. Tweaked Invasion fire/counter-fire to speed it up some.

56. Fixed the last carrier resize was not always working. Resize not always handled correctly if change was past due.

57. Fixed TF Picking up wrong LCU after a parent/fragment swapped;leading to TFs going off to enemy bases.

58. Fixed Groups unloading in port failing sometimes.

59. Fixed Rockets from ships to be classed as bombardment device.

60. Gameplay Change: Tweaked/Added possible unit fatigue if naval bombardment fails to cause hits; dependent on modified (by fort/terrain) ‘effect’ of the device.

61. Gameplay Change: Discard saved waypoints on follow/meet of TFs .

62. Gameplay Change: Replenish fuel at base for Tankers.

63. Fixed Carrier ‘re-size to fit’ was not changing group’s size; introduced by previous fix to ‘last re-size’.

64. Gameplay Change: Changed To alleviate re-size issues, players can set the ship’s group size as part of the ‘resize to ship’ option.

65. Added Option NOT to use rotating images -fixedArt

66. Fixed – not all reported ships partake in reply fire during landings.

67. Changed Limit the expenditure of AAA weapons during bombardments.

68. Changed New TFs created with same DL as original.

69. Fixed resize bug shown by earlier fix.

70. Killed LCU unit when ship is scuttled.

71. Added army loss points to un-rescued devices.

72. Fixed ‘Dead’ fragments could sometimes become ‘live’.

73. Allow ‘orphaned’ LCU fragments to be disbanded.

74. Fixed Refuel bug.

75. Interface Improvement: Added Show all patrol zones for player.

76. Corrected reattaching subgroups to parent group.

77. Added check to catch cases where ships and LCUs are on wrong side.

78. Changed LCU fragment swapping to avert possible errors when LCUs killed.

79. Fix graphics left behind by air groups for HQ.

80. Fix Error in conversion/upgrade time.

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