Point Of Attack-2: Update Versions List of Changes Playtesting: Arthur Florman, Brian Rock, Charles Belva, Don Maddox, Gary Bezant, Jim Johnson, John Kincaid, Kevin Peltz, Michael Andress, Peter Jackson, Peter von Kleinsmid, Tim Schultz, Tyler Philpott, Dustin Pearson, Mark Ørnebjerg Jensen -------------------------------------------------------------------------------- ---------------- Version 2.3.83 Relase (30 NOV 10) ----------------------------- Added/Adjusted: - Augmented Full-game turn replay to save RAM - LOS now always at least 5 intervals, even if only a very short distance (inside a single loc). - Close combat reporting improved. - Added smoke and dust to LOS x-section - Adjusted LOS x-section y-axis labeling ("flat” terrain wasn't displaying well). - Updated symbol display routines to give better drawing order. - Game replay arrays no longer kept in RAM. - Added the ability to set unit colors for civilians, as well as players. - Added additional differentiation between “Turn Replay” (shows units) and “Turn Summary” (shows only combat report text) utilities. - Added link on entry form to USNO web site for sunrise/set moonrise/set data. - Max of 6 unit symbols displayed per loc. - Batch run auto-change options added. - Updated sandbox for for “real-game” situations. - Fixed unnecessary conditions where a player had to log in twice in some scenarios. - Revamped map display and mouse-over routines to be faster, more accurate with FOW. Things that didn't work right: - Fixed error in last build creating detachments. - Corrected floating point error in latest build (from LOS cumulative blocking pts) - Corrected an issue where air units that had completed their mission were being “replaced” by new units. - Corrected Umpire View mode combat map display. - Fixed crash when an LOS goes underground with smoke in a loc. - Corrected a issue deleting units at start of game – caused crashes due to bad flag settings. - Fixed error in loading for older games and updated old scenarios to new format. -------------------------------------------------------------------------------- ---------------- Version 2.3.82 Relase (21 SEP 10) ----------------------------- Added/Adjusted: - Ammo table “Fired By” column now shows parent cluster munitions as well as firing guns. - Added “reset map colors to default” on Preferences form. - Added map and symbol file names to Help | About box. - Added “Clear IP” Engineer Operation. - Updated Engineering Project form to contain more information, hints and notes. - Added toggle to set the known level of a unit to the enemy force in Detailed Unit Info Form (only applicable for friendly units). - Added ability to load known enemy/civilian units. Only enabled in Military, single-player or “non FOW-locked” games. - Added a 10 second timer to auto-close the Scenario Control Adjustment Form for AI vs AI games. - Added the ability to edit orders for units after they unload. Previously, users had to cancel the carrier’s orders at least back to the unload command and start all over. - Standardized unit movement path display routines (had different ones for different aspects that sometimes looked different). - Adjusted targeting AI to not target IP’s that are known to be empty, have no firing ports, contain friendly units, or that are occupied only by non-firing weapon system types. - Updated search boxes to store what was previously entered (Ammo, WpnsData, Guns, Country & Type List) - Added a button to Reaction Orders Form to copy current settings to all conditions. - Added “Do Not Fire” option for units. Set in Detailed Unit Information Form, or as part of the Unit Movement Commands. When set, the unit will not fire under any circumstances. - Added “wait Time” for carriers as part of a Load Command (use -1 for stay until loaded, however long it takes). - Added “End Game Early Conditions”. When met, the game will end even if before the set last turn. - Overhauled artillery AI – now about 70% faster, with no loss of fidelity. - Unit movement paths are now “persistent”, they appear no matter what changes are made to the display settings (they used to disappear sometimes after zooming, scrolling or changing a display setting). Display time was also improved somewhat. - Multiple units can now be selected for load/unload orders; all selected units will be given the exact same commands. -Added option to reset FOW for individual forces (instead of always both) when saving a game as a scenario. - Added AI to re-route around prohibited locations without losing current orders (was just moving to the final objective). Also added combat phase reporting for the change. - Engr staff officer keep record of completed missions. - Updated AI not to unload units when they are given an engineering order – they now stay loaded until the work location is reached unless forced to dismount. - Adjusted a number of form windows to display correctly in Win7. - Updated MOE column headers to be more descriptive - MOE form size/position checked when initially displayed. - Added “Auto-size Form” to MOE Report Form. It automatically adjusts the total form size to show as much of the data table as possible without overflowing the screen. - Revamped MOE data tables, displays and mergers. Now easy to add new fields, and delimited file compatible with all spreadsheets and databases. - Made additional improvements to start game processing to reduce time required. - Added unit reliability factor for movement breakdowns. - Added mines and obstacles to S-2 screen. - Added a msg to S-2 officer to clarify situation when units are seen firing during the turn but not shown on the form because they have not been reported to the TFHQ yet. - Adjusted placement forms to show player color for more clarity. - Updated Sandbox for m to encompass additional relevant values. - Adjusted base sighting prob adjustments for air and recon units – removed random factors. - Added ability to enter map elevations in meters or feet. - Force exchange ratio (%enemy lost over % friendly lost) now set to “9999” when side did not lose any units. - Added warning if TF HQ does not have a radio/data capability, but some units in the force do (so reports have to go via another method – making info dissemination slower than players may expect). - Added verbose movement descriptions in move path editor. - Adjusted AI Targeting routines to better account for expected target unit movement relative to firer (e.g., may hold fire if expected to move closer, or accelerate fire if moving away). - Added full unit vs. unit firing check utility. Will give reasons why any in-play unit can’t fire at any/all given enemy unit(s) – can check for all unit (XO Staff officer button) or individual units (Detailed Unit Info Form) and also include FOW. - Updated suppression for near-misses. Now suppression added for overshoots based on how far the round passes from the target (in cm). - Added new FOW level (4) – player can NEVER get a perspective other than his own as the TF HQ. (at lower levels it can be done to to some extent through DF targeting). - Adjusted close combat routines to be more realistic based on unit and force orders, and augmented reporting. - Added new file folders for MOE files, plus added new values for Space Command project. - Updated move passenger units movement procedure so it is “composite unit aware”, and make it easier for players - Close combat – units that unloaded to participate now automatically reload if they can. - Adjusted Batch, MOE, and saved game/kill report files and folders to make analysis easier. - Added turn and unit name data to the kill report. - Adjusted damage calculation adjustments to better account for mass and velocity loss during penetration. - Adjusted targeting AI to “guess” where enemy units may be moving and how fast to better take them under effective fire. - Optimized AI targeting routines. Time reduced by over 90%. - Adjusted routines to set victory objectives. Now done more conveniently, and can be adjusted for in-progress games being saved as scenarios. Put in more checks for auto-selection to make sure locations are accessible to the player and appropriate to the mission. - Added routines to automatically connect hexsides and hexlines (both for map-making and AI placement of obstacles, roads, etc). - Adjusted “last known” data structures and FOW routines to reduce memory requirements for large scenarios. Now, instead of keeping full info (time detected, detection unit, etc.) on non-force units (objects), only the last known level is stored. This allows for many more buildings and real units to be placed on the map for urban scenarios. - Missile guidance routines now return more informative messages for low/no accuracy. - AI was adjusted for targeting situations with low missile accuracy. - Adjusted the “re-manning” and “automatic unload” routines for unit kills to be more realistic. - Unit movement paths now show lines for “objective” commands, on map and off. - Offmap display now redraws unit move paths when zoomed in/out. - AI now sets objectives for players without start lines to location other than at essentially the very center of the map. - All preferences now stored with the scenario file – not just a few of them. - Updated CAS AI routines to be more “open' an not limited by current situation/range to target. - Put in routines to limit the number of detachments created in large games and to merge into existing detachments whenever possible. - Combat turn action report no longer saved in memory (to conserve space for larger games). - Adjusted AI weapon selection for air unit routines to better account for “huge” hexes (5000+ meters). - Added a routine to check for “cross-command” HQ assignments (A has B as its HQ, but B has A as its HQ), and reassign units as necessary to prevent them. - Detachments can't be the HQ for other detachments. - Users can now set airstrikes ignoring the “weapon too big for target” limit (that prevented the AI from using large caliber weapons against personnel targets... i.e. a 105mm round against a single soldier). - Users can now set multiple missions for aircraft. - Added newly detected units explicitly to combat report. - Adjusted final victory screen for games with an enemy unit as the objective. - Redid turn replay message and display routines to show more info, and now includes morale state changes. Things that didn't work right: - When creating a “Custom Unit”, it wasn’t being indented on the selection form. - Blocked a unit from being assigned to itself. - Player can no longer run a replay on their first turn (before there is any combat to report). - Fixed release reinforcement reaction so that unit reinforcement turn values can be greater than the last game turn without disqualifying them. - Corrected a problem editing scenarios saved back to the start turn when units have different “Acting” HQ’s than their nominal HQ. - Fixed “???” appearing in Force size fields on Scenario Checklist for friendly forces. - Corrected an issue with AI routines that set up UAV search patterns – was “getting lost” in games with no front lines and no ground units. - Corrected an issue with AI targeting where it was treating SOP ranges as “hard” when they were not set to be. - Corrected a problem where composite units were not being adjusted properly when units deleted when adjusting an existing scenario at set-up phase. - Corrected a c++ error when selecting a unit in targeting mode that can not fire (such as an unarmed truck). Added a pop-up for that information. - Fixed c++ exception in code that saved data to MOE report. - Corrected issue with “end scenario early” force percent condition. - Corrected two c++ errors in Movement Orders Form. - Corrected an error in the LOS cross-section display where it was sometimes shown backwards. - Saving game as scenario – if reset to start, now asks to reset any triggered events as well. - Corrected c++ exception error when loaded/carrier in-flight units were automatically deleted. - Corrected division-by-zero error when firing at lightly protected IP's (e.g., plywood) - Corrected c++ in cluster munition damage routine if non-lethal. - Corrected FOW issue where unknown units were appearing in upper left corner of map. - Fixed FOW problem where units “remembered” where they were in games created from existing scenarios. - Last selected zoom and map view saved for AI vs AI games. - Staff Officers now no longer available unless player is viewing the map from the TFHQ. - Corrected AI to remove “kinks” from turn segments in UAV/aircraft paths. - Fixed problem not being able to click on map to set victory objectives for saved games. - Corrected “Victory Achieved” notification on main form always being “Yes” on turn 1. - Units no longer considered reinforcements if not placed at the start, but not explicitly given a reinforcement turn. - Start of game detection patrols now limited to about 250 patrols per sector. If more would normally be sent out, the detection probability of each patrol is increased proportionally. - Corrected several div-by-zero range errors for things in same loc by having new routine to calc distance using a “constant random” function. - Adjusted nuke routines to avoid overflows on armor blocking protection calcs. - Corrected situation where jammers wee able to be used as transmitters. - Secondary detonation explosion probs weren't being correctly initialized for aircraft/UAV's or inflight weapons. - Added 5m height (instead of only 2m) to all surface units when using radar - to model masts/positioning/etc. - Added new routines to determine distance between units in the same or adjacent hexes. The effect is to allow them to try to position themselves somewhat better to engage the enemy (i.e. the distance is less than the standard calculation). - Corrected a potential c++ issue when a unit was killed in the process of sending a message. - Fixed issue leading to “Bad unit found” message when having AI set targets – especially for aircraft/UAV's. - When units destroyed, messages being sent by that unit are removed from queue. - Corrected some AI deficiencies when selecting targets – thought firing had one when it didn't. - AI never set area targets, even if player wanted it. - MOE totals only consider units that started in play as “killed” at end (not reinforcements or ones never placed). - Fixed a problem in CAS AI targeting module concerning flight time calcs to potential wpn drop locs (AI was thinking it was too long and aborting the mission). - Changed interface so that seconds per pulse and pulses per turn are not limited to small values (now 30000). - Corrected a problem where overshoots always hit a location other then where their intended target was located (unrealistic for scenarios with large map scales). - Fixed an issue with direct hits by weapons where damage wasn't being applied outside of the target unit (unrealistic for weapons with large effects, e.g., nukes). -------------------------------------------------------------------------------- ---------------- Version 2.3.70 Relase (06 Nov 09) ----------------------------- Added/Adjusted: - Added new "Sandbox" Form in both DataView and Game modules. It shows all relevant properties and values for targeting, sighting, and effects. Use Main Menu | Sandbox. WHen borught up in the Game module, the Sandbox is subject to normal Fog of War limitations (and some units may not be selectable for that reason). - Optimized AI routines to cut processing time by half or more. Also, added a new AI Fidelity setting that can speed up the routines even further (at a cost in effective unit movement/objective determinations). - Added checks when renaming or deleting terrain/line entries in the TEC for effects on default bridge placement (for new games). - Added new checks in the Bridge Types Table to show what hexside/hexline combinations have default bridges, and also if any line types are not valid (Main Menu | Check “Crossings”, and on exit form the form). - Added size values to sensors to better model how hard they are to sight/target (when deployed on their own). - Added new check to database editors: ammo and wpns system to check for common IF-capable flag errors. - Wpns Sys pictures can be .jpg files, not just .bmp - Redid the calculations to determine the impact location of non-powered ammo to be accurate and to take into account the possibility of hitting units in the overshoot/ undershoot locations. - Added additional file info to the Help | About box to better tell what files are actually loaded in and in use by the program. This will help ID file version problems and insure that users have the correct data tables for their scenario. - Updated reporting for radar detection. - Updated information box during placement to be more specific about why a unit can’t be placed in a location. - Added new fields to ammo data table: kill and damage prob adjustment (straight percentage of calculated). - Added checks to identify common ammo self-referencing linkages, such as when an ammo links to a cluster that links back to the same ammo. - Made ammo range values straight meters (as opposed to Dm) for simplicty and flexibility. - Adjusted LOS blocking from “points” to percent (per 100m if full-loc terrain, otherwise per instance for hexsides, etc). - Adjusted force selection to delete units quicker. Deleting a Bn used to take 45 minutes or more, now takes about 30 seconds. - Added an “optimization” option after creating a game to “defragment the unit array – making games run noticeably faster. - Added IR sensitivity value to sighting system profiles – affects passive and active IR. - Adjusted DF and IF targeting interface to show all composite units in a group, instead of just the HQ (which may not have been able to target the selection). Also, targeting no longer automatically set for all units in the firing group when a target is selected for any of the units. - Adjusted the geomorphic map editor to create “thumbnails” automatically when selecting a new folder. Things that didn't work right: - Fixed intermittent C++ exception error when giving formtion orders - Corrected Domain Overflow Error in radiological routines that determined final particle counts after adjustment for protective/armor materials. - Fixed an issue when selecting new forces that contained default unit types (computer didn’t always ask what it should be & filled it in with inappropriate types). - Corrected a problem with in-flight units created from firing where the firing angle wasn’t always set properly because the ammo table muzzle velocity didn’t match the in-flight unit velocity. - Corrected program glitch that was not properly adjusting sighting probabilities for night and low-light conditions. - Fixed a glitch where multiple units in the same loc had a higher than reasonable probability of being hit by the same incoming round. - Adjusted artificial illuminaiton calc routines to take into account elevation of a target (if over 150m) as well as range. -------------------------------------------------------------------------------- ---------------- Version 2.3.65 Relase (12 Sep 08) ----------------------------- Added/Adjusted: - Added new checks to DataView that check that arty weapon system mountings have their IF flag set to true, and also that the gun is IF capable. - When placing units on the map and bringing up the “Detailed Unit Data” form for each, clicking “Cancel” on the Unit Info form now un-checks the option on the placement options form and exits the loop (if multiple units are being placed in the operation). - In the initial setup phase formations can now be placed as reinforcements. All of the units get the same entry turn, and are placed on the map edge near the HQ. - When saving a game as a scenario, “manually selected” objectives are not counted as victory points for the defending player. - Improved AI selection of default SOP target types. In many cases, the AI wasn’t selecting anything at all based on player mission or expected enemy force. - Added new checks to DataView to show what wpn sys do not have any commo assigned. - Can now set/limit the civilian types included in the scenario. - Set Game Forces form tree view window color changes to off-white when selecting flank forces. - Weapon System full-list report now has the option to include “Used-by” countries. - A minimum weapon systems/ammo nominal accuracy is now required for indirect fire to be spotted. This means that inaccurate systems (such as unguided rockets) will only fire FFE, and their mission accuracy can not be improved through adjustment. Note that this also means they may not specifically target enemy unit since that requires that the fire be spotted; however they can target the location of the those units and still cause losses/casualties. - Updated AI targeting for small arms fire – more likely to fire. - Added user selectable “sub-groups to Maneuver groups – replaces “carriers” from previous version for more flexibility. - Added new mode to Maneuver Groups – “Move & Hold”. When selected, sub-groups will execute any unload orders and then depart the objective and move to specified location (to get helicopters out of harm’s way or to provide supporting fire, for example). - Updated Intermediate Objectives form to show all objectives and to update as values are changed. - Added VP’s for moving unit off the “opposite” map edge for attacking players (that have a defined map start edge) and when neither player has discrete victory objectives. Points are awarded at 5 times the normal VP value. The award applies only to an attacking player (which can be both players in a meeting engagement). - Redid artillery code to better model adjusted fire/bracketing. Now the spotting round impact points are stored explicitly to the nearest meter, and adjustments are made accordingly to the current target aiming point (which may not be the center of a loc for moving units). - Added arty time-out to nation values. The time-out applies only to spotted/adjusted fire – if the spotting unit can not communicate back to the firing unit within the specified time, the mission is cancelled. - Added additional checks for spotted fire to insure spotting unit can see target, or that an immediate subordinate can take over if it can instead. - Updated form used to set-up an artillery mission to be more “aware” of the situation when enabling/disabling options, and also runs faster and more user-friendly. - Added new “Cross Check” reports to Weapons System Data Editor: 1) Guns/Launchers, 2) Move Type & Speed, 3) Stacking and other basic vals 4) Commo systems. These reports are intended to more easily identify common database errors and make corrections but also easy references as well. - Added generic checks for common errors to the Weapons System and Ammunition Data Editors. To enable them, click the checkbox at the bottom of the form before clicking [Close]. - Put in a check for locations without any terrain assigned when creating new scenarios and the TEC loaded in. IN these cases, the locations are assumed to have the first entry named “Open” or “Clear”. - Updated combat reports and staff office info for arty missions to be more explicit. - Added a “No FOW” option for non-FOW Locked games that gives reports as if there were no FOW in force (reports only – FOW remains active for all modeling, communications, and orders purposes). - Second force tree (AI vs. AI games: referee mode) now shows icons for unit status. Also, the second-force tree form now stays on top of all other forms. - Aircraft actual speed set to nominal speed when placed on the map, or when weapon system changed at set-up. - Added additional checks when changing a unit weapon type or qty – now it checks passenger limits, ammo on-hand, targets, and movement path/altitude considerations either adjusting if possible, or deleting it not. - Adjusted AA fire accuracy for unpowered/unguided rounds based on “lead” distance as a proportion of the range to the target. Radar-controlled guns do not suffer as much than others. - Improved AI for arty missions – better takes into account friendly positions, and likely enemy positions when forces are not well known. - Added new cross-check reports to weapons data: Ground/Air targeting options, and ROF. - Now max of 5 rounds per “burst” in reporting, even for very rapid fire systems. - Adjusted combat reports to include more relevant information for AA fire. - Completed AI for Recon and radiation detection mission assignments. AI will handle it for AI-controlled forces, and also for human ones, if desired. Recon/detection units will search for enemy units in specified areas, normally in front of their unit or HQ, although units assigned to the TFHQ will range across the entire front of the force without transgressing flank boundaries). - Units assigned to recon/radiation-detection missions are never included in any maneuver group (even if they otherwise would). - Updated Batch run process to clear memory between each run. - Updated CAS AI & player CAS form to better pick ammo to use against object targets (IP’s, obstacles, bridges, etc.). * The ammo selection form now shows how many rounds need to be fired to achieve the kill probability level displayed. - Recon Missions form for player selection of units and missions completed. Added to the Main Menu | Maneuver Groups/Recon option. - Added ID labels to Map Areas. - Aircraft on a CAS mission will maintain altitude on the run-in based on the absolute elevation of the target, flying higher only to avoid obstacles (but never lower). - Rounds that “miss” their intended target and impact off-map now have no effect. - AI takes into account rounds that might miss their intended target when selecting targets. - Update AI routines for airstrikes – will not strafe and will also more readily attack ground targets when the AI force is all-air and most of the enemy force is known at a high confidence level (otherwise the AI may “wait” for better targets to appear). - Added ability to have objectives for each player (meeting engagement - both are attacking). - Added setting to remove CAS air units from the game after they make their strike pass (will fly to on-call station first). Can greatly speed up program execution. - TFHQ Altitude was never set when the first unit selected for a force was a “custom unit”, and an aircraft selected for the TFHQ. - Added a “Add Qty” up-down adjustment when selecting formations to add to a force from the TO&E. This makes it easy to add a large quantity with a single click. - When multiple reinforcement units enter in the same loc, non-hq units will enter first in case of overstack - Can now use Del, Ctrl-C and Ctrl-V keys when selecting a force. - Adjusted AI routines that call in CAS to be more aware of airpower available as a function of the estimated enemy force size. - Added ability to “reincarnate” air units after they complete a CAS mission. This allows a small number of units to execute a large number of strikes by having each unit repeatedly “reborn” at full strength and its initial ammo loads. Because air units are very “costly” in terms of processing time, this scheme results in scenarios that execute much faster than if they contained a large number of air units (even if those units are off map most of the time). - Force tree now updates at the start of each pulse instead of once per turn. - Added option to show wpn system name in the Force Selection form. - Smoke no longer drawn offmap - Added 60 second auto-save when selecting forces. - Added new “Active IP’s” – one IP can change to another in a specified time (used to open and close heavy blast doors on IP’s, for example). - Ammo accy values (at range) can now be greater than 100% (to better model ability to hit targets smaller than the standard 5 sq m). Additionally, they can also be decimal values for probabilities less than 1%. - Accy adjustments for wpn system mountings and gun/launchers are now straight percentage adjustments, and can be greater than 100. - The Help | About box now shows the data files names and dates used by a loaded game. - Added new force values: fatigue, default speed % of max, engage HQ’s first, pause to engage, move/urban combat SOP’s (some were already assignable to units, but this allows he player to easily set it for the entire force at the start). - Added new SOP value: “Do not let AI issue movement orders” – applicable to both units and the force. When set, the AI will not issue specific movement orders to the unit (ignore if part ofg a maneuver group). This setting allows players to move a unit to a certain location for an AI player without worrying that the AI will change those orders or subsequently move the unit to a different location. - Players can no longer issue discrete movement orders to units that are part of a maneuver group. - When assigning a unit to a maneuver group, existing move orders are cleared if necessary, after confirming with player. - Added supplemental MOE data – saved to file XMOE_Data.TXT in /Action Reports folder. Files saves time of kills, unloads, and entry on map in turn/pulse format). - Added “sighting profiles” to weapons systems, which are explicit and replace old general methods of visual/IR sighting. - Stopped reporting of in-flight units being killed by collateral damage in MOE (was showing the firing unit). - Added additional combat phase reports for missile/in-flight events and failures. - Updated guidance system controller routines to use radio as the default instead of wire (if no link is specified). - Updated movement path editor so that patrol paths are not removed when a unit’s path is edited (as long as it hasn’t started the patrol loop). - Can now reorder formation HQ’s during initial force selection (so B Co could be placed higher in the list than A Co, for example). Used for command and control in absence of higher HQ. - Active IP operations can be flagged to stop if IP is occupied by enemy player (checkbox on IP info form). - Added new “Unit Occupies Loc/Area/IP” Event Trigger. - The Place Units On Map unit grid and, and Main Form force tree are redrawn if a unit HQ is changed in the Detailed Unit Info form. - New sighting profiles now affect gun system accuracy when firing DF. The effect is determined by getting the sighting prob for perfect conditions (100% illum & 20 deg C) and comparing it to the sighting prob under actual conditions. The adjustment is ½ of the difference (i.e. if it is 50% likely to be sighted under current conditions, the accuracy will be improved by 25%). - Added new “move unit after unload” panel to unload form – makes giving orders a lot easier and more explicit. Things that didn't work right: - Corrected a cosmetic issue where the mission for the RedForce (Player #2) wasn’t always being correctly reported on the final Victory Screen. - Corrected an issue where the “Call for Arty/IF” menu choice wasn’t being enabled in the main menu when it should have been. - Corrected an issue where the Place unit on map grid sometimes scrolled after placing a unit. - When using the right-click menu re-assign function (during force selection) the acting HQ wasn’t being set to the new actual HQ. - Corrected an issue where initially detected civilians were being returned to “unknown” status on turn 1. - Fixed a problem with un-powered in-flight units (such as large arty rounds) when fired in IF mode: their in-flight time was being set based on the DF range instead (usually resulting in them coming up short of their target). - In-flight units created form arty fire sometimes had too of a low muzzle velocity to reach the target (using database values), so now the muzzle velocity is changed (at the instant of firing) to match the entered maximum range. - Un-powered in-flight units’ targets were being reset if no friendly unit could spot the target. - Corrected a problem on CAS from where typing in the number of rounds could result in a “not an integer” error. - Corrected an issue with batch runs when the data files were “non-standard” – no longer asked to select them again between runs. - Corrected AA fire “overshoot” for small arms. - Corrected an issue in the combat replay where ranges and locations were being shown incorrectly. - Fixed issue with Maneuver Groups form that randomly switched objective set being edited. - Corrected a problem with composite units when “Units Cleared” when selecting a new force. -------------------------------------------------------------------------------- ---------------- Version 2.3.52 Relase (23 Feb 08) ----------------------------- Added/Adjusted: - Adjusted auto-generation routines to be more realistic and balanced in force selection. - Added check/uncheck all button to form when selecting auto-generated forces. Also added new progress bars at the top, and the total units counts in each formation to the checkbox display. - Auto-selection routines will limit force sizes to reasonable limits (about 500 units max per force including flanks and support units). - Added up/down row adjustment for the order of the defined nations. IMPORTANT NOTE: moving nation definitions within the list could affect games in progress and cause corruptions. - Adjusted delete nation routine – wasn’t updating leaders. - Added “sub forces”: intended to make force selection easier and more accurate (i.e., now USMC forces don’t need to show up in the TO&E display or be considered by the computer for auto-generated US forces unless the player specifically decides to do so. Sub forces are denoted by having a colon after the “primary” nation name. For example: “United States: Army”, “United States: Marine Corps”, “United States: Navy”, “United States: Air Force”, etc. All forces in a group MUST share the exact same primary nation name (the text string up to the colon). - The symbol for Custom Units is now automatically set to that of the selected weapons system. - When selecting individual data table files, the selection box default folder is set to that of the last file selected. - Completed the radiation detection/alarm routines including map display. - Added new form when placing units on the map that allows for easy setting of basic unit values (facing, in IP, MOPP level, etc). It also allows the Unit Info form to be displayed automatically. - Added discrete “Load Check” to “Place Units On Map” form and also the “Loading” form. This check allows players to check if a specific unit can load on another specific unit, and if not will give the reason why. - Force selection Tree View now “remembers” what was expanded and what was selected between operations (was closing all nodes and resetting selected to the top each time). - Added “Do not show again” checkbox to the notice that FOW is reset when saving games as scenarios. - Adjusted “ECX Loading Warning Messages” to be more relevant and get rid of “false alarms”. - Added Main Manu | Reports | Terrain Links to main form. Allows players to insure that all symbols and lines in the map are properly linked to a TEC entry. - Menu from right-clicking a location now has an option to show effects for terrain in the location (only terrain types linked to/with TEC effects are shown – other terrain is “cosmetic”). - Added a checkbox to the information form that informs players the AI is about to place the force that prevents the AI from rearranging the force structure. The setting applies to both the main force and flanks. Things that didn't work right: - Corrected random c++ crash when selecting generated forces (typo from last update). - Corrected display of emplacement time in Weapons System detail info box – was off by a factor of 10 (cosmetic only). - Corrected a problem with the Load Scenario form that locked-up the computer (introduced in the last build). -------------------------------------------------------------------------------- ---------------- Version 2.3.47 Relase (08 Jan 08) ----------------------------- Added/Adjusted: - Added “unit count” on bottom of TO&E form and also warning messages so users can insure that TO&E formations do not exceed “playable” limits. Things that didn't work right: - Fixed a c++ error from deleting an maneuver group intermediate objective loc when it was also selected in the selection form (appeared solid red on the map). - Corrected a problem when adding new units to a force, typo in code from last release. - Removed debugging code inadvertently left in form last build that was greatly slowing down manual targeting. -------------------------------------------------------------------------------- ---------------- Version 2.3.45 Relase (03 Dec 07) ----------------------------- Added/Adjusted: - Expanded number of basic weapon types to 100 from 25 (essentially cosmetic). - Updated Unit SOP settings to for the use of new weapons types (more flexible). Existing SOP target settings default to all of the new types that are included in the old category (e.g., all arty types, all personnel types, etc.). - Added additional weapon systems for US and Australia (now have 1093 total). - Updated weapons data “used by” country fields to be more accurate. Things that didn't work right: - Corrected a floating point error in new icon display code from the last release. - Games were ending on the last turn before orders or action phase. Now they end after the combat phase on the last turn. - Corrected replay not displaying units on the map - introduced in a previous update. - Corrected a main form size issue when minimized and the game closed. -------------------------------------------------------------------------------- ---------------- Version 2.3.39 Relase (06 Nov 07) ----------------------------- Added/Adjusted: - Added the ability to designate a “dynamic” victory objective (enemy unit). Can also have an optional “temporary” physical location to use until the enemy unit is detected. The procedure for selecting scenario objectives is the same whether the user is selecting a location or enemy units (to reduce confusion). Click [Set As Objective] button to select th ehighlighted entry on the form. - Added radioactive detectors, sources, materials, and spectra to database. - Radiation detector and source values to Weapons Systems and Ammunition Data Tables. - Flank units no longer go under the TFHQ unit when their HQ is destroyed. - Updated Load Saved Game form – shows current folder and also instructions when changing folders (double-click required before clicking OK). - Added new force tree icons: clock for reinforcement, white flag for surrendered, yellow question mark for not placed (and not a reinforcement) or not in play. - Added stacking limit checks for unit qtys – when units are initially added to the force, when the force is being placed on the map, and when individual unit information is changed. These checks ignore terrain and use only the base stacking limits based on the map scale, so it is still possible that the unit may not be able to be placed on the map if it is covered with heavy terrain. - Adjusted icon display routines to look in all POA folders for files instead of just the default directories. - Updated picture/icon loading routines to look for JPG’s as well as BMP files, and also do search all folder under the main program directory if necessary – so it should find pictures now when before it wouldn’t have. - The procedure for selecting scenario objectives is now the same whether the user is selecting a location or enemy units (to reduce confusion). Click [Set As Objective] to select. Things that didn't work right: - Corrected some aircraft night and hover speed database values. - Corrected a problem that caused the data base window sizes sometimes not to “stick”. - TF HQ now always placed when setup is handled by AI, including off-map; prior to this change if the unit couldn’t be placed in any on-map loc, it was remaining unplaced. - Before AI auto-generatiion of a force in the setup phase, any exiting units are now cleared (was causing access errors). - When selecting units for the force “Add Custom Unit” button now active from the start (used to have to select something first). -------------------------------------------------------------------------------- ---------------- Version 2.3.37 Relase (16 Oct 07) ----------------------------- Added/Adjusted: - DataView: added file dates to name text as shown on info panel along with “Author/Edited by” for DataView so users can tell who last edited a loaded file. - Redid the TO&E editor to make it smoother and more user friendly and to allow for units to be moved between pages. - Strafing (firing over multiple locations as the unit moves) now more accurately modeled, and “strafe distance” added to CAS mission form. - Data editor default setting now always saved in default data folder (POA2\Data Tables). - Added additional MOE file output for specific weapon system kills. - Added land lines (wire communications) – can be placed at start of scenario. - Added radiological forms and data tables. - Unit symbol selection form allows for alpha-sort (weapons system data table). - Added “speed” to mouse-over text string options (Display | Map Colors). - Added two new Yes/No fields to the S-2 screen: “Has Target” (the unit is currently targeting one or more enemy targets) and “Is Targeted” (the unit is being targeted by one or more enemy units). These fields were also added as sort criteria. - S-2 Screen: enemy units in flank areas are now shown at the end of the list. - XO: Added unit location in “Targeted By” field. Things that didn't work right: - TO&E editor: corrected an intermittent access error when inserting new units. - Fixed a rare access violation error when detachments didn’t have their ROF properly initialized. - Corrected the Area LOS display – in rare cases was showing every loc as same unblocked value. - Corrected a problem loading in popped smoke information. - Corrected a map display issue where unit movement paths were not being shown on the screen properly with friendly FOW on (max FOW). - Fixed a c++ error when the first/top unit was deleted form the force selection box (when selecting units form the TO&E). -------------------------------------------------------------------------------- ---------------- Version 2.3.36 Relase (31 Aug 07) ----------------------------- Added/Adjusted: - Added new Israeli and insurgent weapon systems (1060 total) and new TO&E entries (1992 total). - Added a “?” symbol on top of units where the location is estimated or otherwise not known exactly (both friendly and enemy). - Added new time options to maneuver group/intermediate objectives: [Wait for time] - the units will wait until a specified time before moving on to the next objective; [Wait for time or units] – the unit will wait for the other group units, but only for the specified amount of time, after that they will move on (in case other units become stuck, or can’t move due to overstacking, etc.). - Expanded the TO&E editor capacity to an essentially unlimited number of entries. - Added multiple deletion function to TO&E editor. - Updated setup/player/pbem sequence – wasn’t’ working correctly in all cases. - Added “revert to AI control or not” for Maneuver Groups (if not, the AI will never move them, even after they are done executing any current orders). - Added “Include/Do Not Include Detachments” as a flag in Maneuver Groups. - Added Events form – consolidate triggers and reactions. - Added user-editable Manufacturing countries to WpnSys Data Editor (Main Menu | File). - AI now capable of normal decision making with free-set up (no start line) forces. - AI vs AI games can now be shown in combat mode with now FOW for unit positions. This is for display purposes only: FOW is still maintained for all other functions. - Optimized code to allow for more units per game. - “Stay behind line units/HQ” SOP setting can now be set individually for any HQ or support (arty, mortar, rocket, naval support) unit instead of only for the entire formation. - Updated staff officers so that detachments that rejoin with another unit are no longer shown separately. - Units not in play are no longer shown on “Calling Unit” force tree when calling for arty support. - Adjusted the form used to set up PPD IF fire – added a button to show why or why not force arty units can be given the loc as a PPD target. - Updated defender AI routines to better account for estimated enemy force and be less likely to move near the start of the scenario. - Added “objective radius” and “extended radius percent” values for each player; these determine the extent of each objective for purposes of AI control and Victory Points at the end of the game. Extended areas give approximately 25% the victory points of being on the objective itself. - Reinforcements can now be “placed” off map (where they appear. - All units can now move Offmap. Non-air units have a max speed equal to their x-country speed. Terrain is otherwise ignored. - Added ability to set hot player during setup phase. - Bridge map graphic map weight class display now matches mouse-over text subject to FOW. - Adjusted the AI routine that auto-creates tunnels in locations with surface IP’s that have underground access to make better selections based on the IP type placed. - Added force tree for second player in Umpire mode. - Aircraft can now be given orders once the last pass is completed – players don’t have to wit for aircraft to return to the on-call location. - All existing messages/SITREPs are now cleared when saving a game as a scenario back to start. - Added multiple deletion for nations/forces - Now automatically save related data tables when items in another table are deleted. - General message form now stays a reasonable size and includes a scroll bar for additional text. - When firing at an area target, the AI no longer looks for alternates if the mission can’t be fired. - Flight paths are now calculated on the burst height of the round being fired, not simply the ground elevation of the target. - Adjusted movement routines so that the “stay together” feature for composite units is ignored if the composite unit toggle is turned off (note: sub-units will separate if they are set to different speeds, so it is up to the players to manage these settings when disabling the composite unit mode). - Added a new communication check so that units without good commo capability on their own can “use” the commo capabilities of units (in their chain of command) that are either passengers on/carriers of them, or, as long as both units are stationary, located within N meters of each other (N is set on the Nation/Force Data form @ start). - Added a new “self-load” check when selecting unit forces. Click on a HQ in the force tree, and the text at the bottom will show if the unit has enough transport capability to organically (i.e. without outside assistance) load all of its passenger units. If the result is “no”, then you might want to consider adding additional transport units to the formation if it will be moving during the scenario. - Movement paths no longer shown for units when the display is set to “last reported positions”, since it was giving an indication of the unit’s current position. - “Co-located for commo” range now user settable (Nation/Force Form). - Added Ionizing radiation Linear Absorption coefficient values (Mu) for armor types. - Added the option to have an enemy unit as the force’s primary objective. AI routines updated as well to effective handles these situations. The unit objective is set when forces are placed on the map. - Added ability to move sub-elements in the TO&E Editor. Things that didn't work right: - Corrected the small flag display – was always showing US/CIS. - Corrected an error with manually popped smoke – was usually giving an incorrect message that the system was reloading. - Reinforcements were not entering map appropriately due to stacking errors. - Reworked sensors so now they are more accurately detected, engaged, and destroyed. - When sensors are placed as part of a minefield, deleting the minefield also deletes the sensor (in the setup phase). - Satellites weren’t being added as units to the scenario – now they are. - Arty support mission screen was wrongly reporting friendly participating units as “KIA” when they were suppressed or just otherwise unable to fulfill their part in the mission (spotting/painting/etc.). - Air unit paths now shown correctly for FOW effects (sometimes they weren’t showing up at all). - Corrected random CAS bomb drop location error that delayed missions from executing wpn drop on 1st pass. - Corrected problem with civilian placement that was always placing at least one civilian even when it shouldn’t have been placing any (value was always rounded up to at least 1). - Force Tree display /acting HQ value no longer changed to TFHQ for reinforcements while they are “waiting” to arrive. - Corrected random/occasional reported times for the completion of movement/engineering operations that were out of range. - Fixed problem in DataView module where delete a wpns system was causing incorrect TO&E assignments. - Database: M109 155mm (SINCGAR) corrected to be IF-capable, along with the Stryker MC and a few other units that we lacking IF capability. Also, the Level 1 Tunnel had “surface access” capability removed. - Blocked placement of objects (other than units) on the Offmap Display. Was giving a c++ error when left-clicked. - Corrected a c++ access error when giving aircraft waypoints to units that can turn within the radius of a hex/location. - Formation pointers now go off the map edge if one of the units is offmap, instead of to a corner or random location. - Corrected a problem in setup where IP’s and objects sometimes became known to the “wrong” player. - Changed the database loading/unloading/emplacement values to be in seconds, not “tenths of a minute” (6 sec). The old values were not accurate enough and led to unrealistically long times for units/groups of units with even moderate quantities. - Corrected “Urban/Close-in Terrain Options” SOP values not “sticking” on Unit Information form. - Fixed a problem with the reported minimum and maximum IF firing range that showed units to be unable to engage targets that should have been within range (interface issue only – the AI targeting was not affected). - Corrected the S-1 report – it was including destroyed in-flight missiles in the overall damage percent. - “Damage” wasn’t being reported correctly in the combat phase results window. - Corrected a problem with support units not always “staying back” properly when moving. - Fixed problem with the AI vs. AI autosave functions that didn’t save games started after turn 1. - Fixed a problem where Maneuver Groups weren’t moving if a composite unit had to unload a HQ. - Corrected CAS issue where aircraft wouldn’t return to station/become available for further strikes. - “Used By” wasn’t showing up in Weapons Data Editor if only one country selected. - Corrected a rare & random div-by-zero error when AI was attempting to issue orders to a newly disabled unit. - Corrected a random c++ access error when selecting some nations units from TOE in anew game - Corrected some resizing issues on Force Selection /TOE/Leaders form. - Corrected a c++ access error in the intel phase for some civilian units where they were acting as an HQ. - Corrected a bad entry in the Insurgent TO&E table. - Adjusted the Scenario Set-up form so that nations can be changed when editing an existing file. - Corrected issue with some new unit SOP values not “sticking”. - Corrected a display issue when setting intermediate objective radius values. - Corrected a problem deleting Maneuver Group objective sets – weren’t being deleted when the number of locations was zero. - Corrected a division by zero error when a Maneuver Group objective set has zero locations assigned to it. - Corrected an infinite loop problem when a composite group subunit was its own Maneuver Group. - Corrected an issue in two player games where one player couldn’t log in. - Fixed an intermittent problem with new Maneuver Group objectives not being drawn on the map as they are selected. - Corrected a problem where a unit couldn’t be added to a Maneuver Group if its name had been edited. -------------------------------------------------------------------------------- ---------------- Version 2.3.17 Relase (23 May 07) ----------------------------- Added/Adjusted: - Updated manual. - Added new fields to IP’s: Can also hold (stacking types), Underground, Accessible from surface, Connects underground, and Interior height. - Adjusted guided munition routines for accy based on seek radius and seek accy values. also added new “seek height”. Used for arty and air missions. - IP’s can now hold different types of units (capacity is adjusted for occupying types other than primary). - Added underground LOS calculations. The max range of an underground LOS is based on the lowest “tunnel” height along the path. In general, a half meter high tunnel has 15 meters of visibility, a 1 meter one has 100 meters, and a 2 meter tunnel allows 250 meters of vision. The tunnel IP’s between the spotter and target must be in a “straight line”, adjusted for the hex grain. The LOS uses the floor elevation and interior height values of the tunnel locations to see if it is blocked. - Added tunnel underground/movement routines. Tunnel max speeds are set in the TEC as for normal terrain (and the tunnel IP is then linked to the TEC entry). - Added new unit movement order codes to enter/exit a tunnel. - Added “show guns and wpns systems that use this ammo” report to Ammo data table - Added Maneuver groups and interim objectives. - Added immobilization status to S-3 officer - Added intermediate Objective info to S-3 staff officer and Unit Info move section. - Added actions on intermediate objective: load, unload, carriers hold position, enter IP (if present), and enter tunnel (if present). Carriers holding position will be removed from their composite group if the rest of the units in the group move on. - Updated formation auto-loading routines to be more realistic and efficient on passenger assignments. Vehicles and ships are blocked from being loaded on other units, even if it would be possible to do so. - Adjusted IP map display so that above-ground IP’s are shown “on top of” underground ones. - When a detachment is created from a parent unit carrying passengers (either on purpose or due to damage), the passengers are now allocated (proportionally) to the detachment as well. Additionally, if the parent unit was part of a comp unit, the resulting group pf detachments will create a new composite unit with the same basic command structure as the parent’s. - Units that suffer breakdowns may now have their passengers debark and continue moving on foot if the expected repair time is large or before they are auto-evacuated. - Detachments, broken (morale) and disabled units are not considered part of a maneuver group. - New AI routines added for units moving into unknown tunnels towards an objective. The units will move on a location-by-location basis as new tunnels are discovered. - Units moving into a tunnel automatically spot tunnels in adjacent locations. - Added landline communications. - Added projected/estimated friendly unit view (now the default). - Time to target for CAS in mission form and staff officer now much closer to actual. - Zoom and view in combat phase now retained in one or no player games. - Units are now displayed “under” the map symbol for the IP’s they occupy. Units outside of an IP are shown on top of it. - Updated close combat routines. Units can now suffer morale effects during close combat instead of waiting until morale adjustment phase. Also units in contact can be limited by IP width (tunnels, etc.). - Improved AI formation handling to keep support and HQ units behind advancing line units, including in scenarios with free-set up (no start lines). - Blocked normal AI routines from issuing orders to Maneuver Group units as long as they have a valid objective. Things that didn't work right: - Fixed problem with AI breaking up composite units when moving a force. - Corrected problem with IF accy curves not being applied correctly (arty wasn’t having much of an effect). - Fixed a random div by zero error with air missions against area targets. -------------------------------------------------------------------------------- ---------------- Version 2.2.30 Relase (23 Feb 07) ----------------------------- Added/Adjusted: - Added “Combat report detail level” setting to AI Settings form. - Adjusted the combat report to file so that it now uses the scenario name as the base file name, puts the file in a new folder “Action Reports” under the main POA folder, and asks before overwriting existing files (renaming the existing file by appending its creation date and time). - Updated help files for wpn system, ammo, and guns. - Added night movement rates for road and cross-country to wpns data table. - Adjusted max speeds based on illumination in locs, as well as visibility adjusted for smoke/dust and the global max sighting range. Sped is based on being able to see so many “seconds worth” of movement. Does not apply to aircraft or RPV’s. - Updated and tweaked AI movement routines. Implemented “Unit Timeout” which limits the time the AI will search for alternate destinations if it can’t get to the primary one. - AI movement “timeout” counts are now added to the end of turn report. Timeouts indicate that units are not being given movement orders because the AI can’t figure out how to get them to where it wants them to go in the time allowed. The timeout values (in seconds) are set using the Preferences form, and/or on the special AI Preferences form that appears at the start of the game that includes an AI player. - Updated Preferences Help text. - Added sorting to the Ammo, Gun/launcher and Weapons Data Table views (DataView module). - Added chemical rounds to CIS arty: 122mm D-30 and M-30: blister & sarin; 130mm M-46: sarin & VX; 152mm D-20, 2A61, 2A64 and 2A65: blister & VX. No units start with a basic load of chemical rounds on hand. - Adjusted AI to better deal with support units when moving formations AI only – not used for human “move formation” orders). - Added pictures for many Israeli and British weapon systems. - “MOPP” value on Unit Data Form/Status Tab shown in color for units currently changing MOPP level (red if increasing, green if decreasing). - Adjusted movement SOP AI routines so that unit other than HQ’s can be “held back” for attacking forces If they move too far forward of other units or their HQ. To be held back, the non-HQ unit must have it’s appropriate movement SOP flag set, must not be a recon or air type, and its unit level must be two levels below its nominal HQ unless the unit is an arty, mortar, rocket, or naval support type (then it only has to be one level below). This keeps single support units from “taking off on their own” and getting too far forward of other units in the force or their HQ. - Added selection box when the main program tree contains more than folder with files of a certain type (database, picture, sound, etc.) instead of just selecting the first folder found by default. - Adjusted pop-up menu positions on main form if the main form was not aligned at the upper left corner of the user’s display. - Updated AI strategy routines to better achieve/defend objectives. - When determining a path to a new waypoint, the AI will use existing unit movement paths as far as possible. - Optimized AI movement routines – they now run 4 times faster or more. - Blocked victory objectives from being placed in flank areas - Updated AI so units do not move though flank areas or out of sector unless absolutely necessary. - Added new AI vs. AI setting forms – pops up at start of scenario. - Units will no longer try to move off the map edge. - Added file selection box when saving MOE to spreadsheet file. - AI vs. AI games now show “preferences” panel at start (timed form). - Added dates to TO&E entries - Added “oil platform” and Iranian naval weapon systems (986 total). - Added “Comments” field to gun/launcher data table. - Added additional countries to wpn mfg. nation list, incl. Iran. - Added an IF Accy curve to the Ammunition Data table along with max IF range. - Added “IF-capable” setting to Mounting value in Wpns Data for each wpn to better reflect which guns are actually used in an IF role as opposed to those that strictly could be. Things that didn't work right: - Fixed c++ access error problem when a unit went out of MOPP. Also corrected a situation where stationary units were not changing MOPP levels. - LOS not being shown on main form info panel when mouse moved over locations on the map. - Found a problem in damage routines – a testing line of code was left in from the last fix that kept kills from being racked up after a certain point (so some units became invincible). - Fixed problem with morale levels being set incorrectly due to a limiting value being set incorrectly (introduced Jan 06). - Corrected problem with bridges created during the game – weren’t being fully recognized. Also updated FOW routines for bridges to be more accurate. -------------------------------------------------------------------------------- ---------------- Version 2.2.25 Relase (21 Dec 06) ----------------------------- Added/Adjusted: - Special ammo qty (Cbt Eng, other special systems) now multiplied by unit strength at start and when unit qty changed in Edit Unit Data Form. - Adjusted message routines to time out messages that are partially delivered. - Added new message“time-out” values to nation/force values. Applicable to digital, analog and visual transmission attempts. - Updated the bridge demolition routines and added new fields to Bridge table detailing explosive amounts to damage. It’s now easier to understand and more accurate. - Added about 35 new wpns systems incl. Iran-specific models (980 total). Things that didn't work right: - Found a problem with the implementation of the new urban combat SOP, where it was causing unit positions to be completely incorrect for targeting causing all sorts of targeting related issues (applied to newly created scenarios only). - Corrected a problem in the Edit Unit Data form, when setting SOP movement march modes – value was being “lost”. - Put in a check for “zero max climb grade”, was causing a div-by zero error. -------------------------------------------------------------------------------- ---------------- Version 2.2.20 Relase (22 Nov 06) ----------------------------- Added/Adjusted: - Added full–game replay of basic movement, DF, IF, CAS, Close Combats and units destroyed. Can be accessed from end of game victory screen, and also from Main Menu | Reports. If forces are password protected, both passwords must be entered to view the replay. - Added a warning message when layers create new games with long/short pulse times. - Volleys are now shown on the Combat Reporting form so users can tell the program is not locked up (detailed results are only shown for the first 10 volleys. Others happen in the background). - Preferences now active from main menu before a game is leaded. - Added new auto-unload SOP values for urban, concealment, or LOS blocking terrain. It applies only to personnel passenger units with speed setting greater than zero. When carrier moves into a new loc, the pers units will automatically dismount and move thought the loc on foot. At the other side they will automatically re-embark on the carrier, or if the next location would also have them disembark, then they will remain on foot. - Adjusted the way the “apply these settings” option works on the unit data form. Now players can specify the SOP’s to copy by functional area. - New move_sop settings now set to default values based on force mission and aggressiveness level (new games only –old games set off/off/off). - Updated suppression effects on movement – % reduction now shows up in staff officer comments. - Units that break, go berserk or run to cover are now issued move cmds by the AI to their original objective. - Added “Keep HQ behind subordinate units SOP setting”. When enabled (which it is by default), the unit (which must be a HQ) will not move farther from the start line than any of its immediate subordinate units (not all units in the formation). In situations without a start line, the closest enemy unit is used instead – the HQ will not move closer to it than any immediate subordinate unit. For both of these calculations, the AI uses the “last known” position for enemy and friendly units. The SOP also applies to non-HQ carrier units having an HQ as a passenger. It does not apply to composite unit HQ’s. - Optimized movement routines to speed up turn execution, especially in games where units have a lot of movement commands. - Tweaked reporting routines to be more efficient and provide more accurate data. - Added over 50 new weapon systems including attack satellites a wide range of irregular types (media, guerilla and insurgents) as well as US Army Special OPS and Land Warrior units. - Tweaked friendly fire probability to put greater emphasis on firing unit’s training level. Things that didn't work right: - Corrected an AI fidelity setting that kept the AI from being engaged after the first turn. - Corrected a very specific set-up anomaly when saving with the red force AI controlled and active. -------------------------------------------------------------------------------- ---------------- Version 2.2.08 Relase (08 Sep 06) ----------------------------- Added/Adjusted: - Updated re-targeting so that lower targets are “moved up” this list. This enables players to set a series of targets to be engaged (up to three) in order (just make sure to use the same gun for each target). - Left clicking a stack of units on the map “cycles” the hot unit (friendly units only). Things that didn't work right: - Fixed manual orders to pop smoke during the game. - Corrected the impact report for some guided missiles (report said “Unknown” for kill and damage probs). - Fixed a “div by zero” error caused by mathematical imprecision using 32-bit floating point variables. - Fixed c++ error when joining units. -------------------------------------------------------------------------------- ---------------- Version 2.2.07 Relase (11 Aug 06) ----------------------------- Added/Adjusted: - Decreased base accy by 50% for IF missions if tgt isn’t sighted, and 15% if sighted level = 1. - S-2 staff officer now show “as of” time for each enemy displayed. - Added "ammo used" to MOE kill reports. - SOP/Reaction orders to rush enemy now applied to all units in a composite group. - MOE report blocked for two human player games until the end of the game. - The Reaction orders: move to assault and run to cover were sometimes clearing a unit’s movement path. The path is now preserved (the unit will backtrack to its starting position when the reaction is over). - Added “current / initial” unit qtys to strength column on S-1 officer screen. - Added new reporting code to MOE for losses from exploding ammo (collateral), airborne landing, aircraft immobilization (treated as a kill), crater formation, fire, chem., and close combat. - Added new “Used By” field for guns/launcher table – shows wpns system that have the gun assigned (DataView). - Adjusted the “near miss” HE burst routines to better model shrapnel/blast effects and target armor protection (the routines used to reduce the effective HE weight based on armor types and thicknesses, now they explicitly model the armor effects). - Added new SOP for personnel units – “house-to-house” in urban terrain. When set to “yes”, this causes the unit to clear each room and destroy every enemy unit before moving on. Additionally, all enemy units in the loc will be discovered. The time required depends on the number and size of rooms (and how many units are clearing the loc at the same time – the default is 3 minutes per room per person, with minimum of 60 seconds regardless of number of troops involved). Units will always clear normal (non-building) IP’s. - Added “Rooms Per IP” field to the IP Data Table. Things that didn't work right: - Corrected a c++ access error in SITREP phase if a “location/hex” was the final unit defined in the list. - Fixed the Mil Version Weapons System Data Editor – the Victory Point and Survivability field changes were not being saved. - Carriers (ex: APC’s) weren’t properly protecting passengers from near-miss or collateral effects. - Fixed mouse-over text for enemy units known at level 4 (wpn wasn’t displaying correctly). - Fixed problem in Auto re-supply command execution. Units weren’t moving after being re-supplied. - Adjusted the routine that determines incidence angles for “always hits top” projectiles that follow a relatively flat flight path (ATGM, principally, such as the JAVELIN). Now these missiles are assumed to be designed so the warhead impacts the top armor surface at close to perpendicular. This prevents the “glancing” hits that were being generated that did little or no damage. - Fixed MOE display issue for weapon system detail chart. - Corrected issue where arty missions were firing more rounds that intended if time remained in the ending pulse. -------------------------------------------------------------------------------- ---------------- Version 2.2.03 Relase (16 Jun 06) ----------------------------- Added/Adjusted: - Streamlined report propagation routines. Now reports not automatically sent up and down chain of command when received if not digital (otherwise they wait for the next normal report). - Updated setup routines. In some cases, the sequence was skipping steps and not allowing players to make changes. - Adjusted the code so that formation move orders apply to subordinate units, even if they are “not known” (known level = 0) to the parent HQ. While the original situation was more realistic in most situations, it was impossible to easily convey to human players why the formation move command was not being issued to the subordinate units as expected. So the change was made in the interests of user-friendliness. Things that didn't work right: - Fixed a crash bug with self-homing missiles when orbiting waiting for a target. - Fixed “Grid out of range” error when clicking on a blank area of the Staff Officers form. - Corrected an AI path error when setting the “petal” search pattern for self- homing/fire and forget units (such as the NLOS). The path was causing memory errors and other problems. - Fixed the positioning for “Show finished missions” checkbox on the ALO staff officer form – it was staying anchored to the bottom left corner. -------------------------------------------------------------------------------- ---------------- Version 2.2 Relase (18 Apr 06) -------------------------------- Added/Adjusted: - Live feed units do not generate auto-SITREP’s. Whenever a live feed is received, the recipient unit now automatically knows where the live feed unit is. - Fatigue is reduced at less than 120 minutes into the scenario. - Streamlined message processing routines. Things that didn't work right: - Fixed c++ access error when determining if a unit automatically knows a bridge it is crossing. Also – now only applies to aircraft under 500 meters AGL. - Morale effects no longer applied to in-flight units (no crew). - Updated reporting procedures from latest rev. Weren’t working quite right. - Corrected a problem sighting IP’s (and units in them) introduced in a recent build. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (07 Apr 06) ---------------------------------- Added/Adjusted: - Can now set active player when loading in a scenario (human vs. human). - The old way of HQ automatically knowing the status of friendly subordinates within their command radius has been superceded. Now this occurs only if the units are within 100 meters, or in the same location. Otherwise, units send periodic updates of everything they currently know using the standard chain of command and communications/message procedures. Data updates where the sending unit also has a GPS are send every pulse. Analog/non-GPS are sent every 5 minutes (300 seconds). - For units reporting from outside of the command radius, the quality (level) may be reduced up to 2 levels depending on the range. - Adjusted AI call for arty routines. The AI was setting up smoke missions, but destructive rounds were being fired instead. Also, potential smoke missions are now limited almost exclusively o those locations currently in known enemy observation. - Adjusted message propagation routines for situations where the more current info is of a lower known level than the existing info. In these cases the info will not be updated until it is at least 10 minutes old, and will never go below known level 1. - Units that completly destroy an enemy unit now create a message to that effect and send it to other units as part of their normal SITREP’s (as opposed to being automatic). Note that this means that the unit may be destroyed before sending the info, and therefore the rest of the force may not know of the enemy unit’s destruction. - Added two new TO&E files - “Division” and “Company”. The force structures and unit compositions are designed to keep the number of units in play to a reasonable level. To use them instead of the default TO&E when creating a new game, select “Set Conditions Data Tables from the Scenario Checklist form, and then uncheck “Use Default Organization Data”. When prompted to load another ORG file – select either “Division.ORG” or “Company.ORG” from the POA2\Data Tables folder. This option is only available at the higher Expert Levels. Things that didn't work right: - Fixed a problem in the weapons system database that goofed-up existing scenarios (created prior to 6 Feb 06). - Added a repair utility to correct files created with the corrupted data table. Users are queried upon loading a file whether to run it or not. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (04 Apr 06) ---------------------------------- Added/Adjusted: - Reinforcements now considered “in play” during set-up phase (can be given orders like any other unit). - Added extra degradation for low frame rate live feed systems against moving targets – the higher the speed the lower the detection prob, and also the less detail will be known. - Adjusted LOS routines concerning the “max sighting range”. Since the max sight range represents “haze”, it now operates only in the layer of 1500 meters or less above ground level. The blocking points added from haze are based on the LOS’s actual traverse range through this layer. If both units are above 1500 meters, the max sighting range is ignored. Change primarily affects aircraft and satellites. - Added interface to set up satellite passes and availability plus assigned missions (commo, sighting, jamming, attack). - Updated commo and other routines for satellites. - Adjusted some time functions that weren’t working correctly. - Updated message/SITREP processing to use less memory. - Additional wpns systems added to database, including satellites - Fixed a “units not firing” problem due to the force default ROF being set to zero (latest rev only). - Updated scenario/saved game initialization for current player - Bridge display now turned on/off with hexline toggle. - Added commo satellites. - Increased available bandwidth for HQ units based on their level to model multiple radios/modems. - Adjusted memory management routines – should reduce “out of memory” crashes. - Tweaked Unit Info form heading/title for composite group subunits. - Ctrl-H now brings up Location Info form. Things that didn't work right: - Removed incorrect “Reinforcement not placed on edge loc” error message. - Fixed error where reinforcements weren’t always drawn on the map when placed. - Fixed c++ error when units hit a minefield and had no other movement orders. - Removed Ctrl-Z debugging shortcut. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (21 Mar 06) ---------------------------------- Added/Adjusted: - Added “Last Mapnote to This Loc” option on Map RMB menu (places an exact copy of the last mapnote in the current loc – useful for outlining phase lines, movement routes, etc.). - Added auto-evac to the MOE data. - Added “Show all paths” check box to bottom of movement form. When checked, the current movement path of EVERY friendly unit is shown on the map in dark red. - AI now spreads out missile/aircraft waypoint locations to cover a wider area (instead of having multiple missiles or aircraft fly to the same location). - Added AI to target specific enemy units for controllable missiles (NLOS). AI launched missiles only – will not adjust targets for ones fired by human player. - Updated AI so it won’t target enemy units with recon missiles. - Ammo on-hand adjusted when unit qty changed manually @start of scenario. - Added new reports for ammo re-supply – whether in progress (partial) or complete (full). - Added sizing arrows (up/down) to Force Selection Form – can resize height of TOE / Force boxes. - Updated composite unit movement routines – should work the way they were intended no matter how the composite unit is configured/loaded. - Updated SITREP routines. Now units send one SITREP containing info on all the enemy units they know about. The time required for the SITREP is increased for the number of units/groups being reported. - Live feeds given bandwidth priority - Added new message types (SptRpt, Tgt, SOP, PPD) - Added method for adding new message type defaults (SptRpt, Tgt, SOP, PPD) - Converted existing defaults from bits to bytes. - Adjusted AI routines that fire missiles/controlled in-flight units to check communications bandwith restrictions. - Added Live Feed options to Nation/Force info. - Updated flank unit auto-selection routines. - Aircraft never auto-load, either as passengers or carriers. - Updated standard message types and default values. - Adjusted “Actual Speed” display ion Unit Information form for passengers – now users can click on it to display the carrier’s info. Things that didn't work right: - Fixed potential lock-up (infinite loop) when issuing firing orders to a composite unit. - Fixed IP sighting/facing issue when IP facing exactly equaled heading to target being sighted. - Fixed “Do not show this form again.” checkboxes that weren’t showing up. - Fixed custom units names from being replaced when new units added. - Fixed Main Menu | Display | Formation Pointers and Command Radius. Weren’t being checked or turned off. - Fixed units not being properly placed in IP’s during set-up phase (facing, etc.). - Fixed force/formation loading/unloading routines (AI and manual). Now keeps units together as far as possible, especially composite units. - Corrected some XO reports when no target being fired at and also fixed a crash in same staff officer screen - Updated Loc Info Form to display same info as map mouse-over (was calling some debugging routines). - Adjusted comp units so that when the HQ is destroyed, the next one automatically takes over as the HQ (for display purposes – was already happening for command & control). -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (17 Feb 06) ---------------------------------- Added/Adjusted: - Unit names can not longer be edited from the force tree – it goes to the Unit Info form instead so that composite subunits can be updated automatically. - When a composite unit’s name is changed, all of the subunits have their names changed too (for convenience and also to prevent the compostie name reverting if the composite units are rebuilt from scratch). - Removed duplication of messages on both network and non-network communication methods, where both were available. - Added 2 dozen new wpns system to the database, corrected some database errors. - AI will now fire/launch aircraft and other controlled missiles (ammo that creates a controllable unit when fired – including the NLOS missile, RPV’s, and aircraft). - Added new MOE statistics detailing communications/network performance and results by weapons system. - Added Change FOW checkbox to load scenario form. - Main form force tree highlights now comes back after selecting a unit form movement. - Adding units for new game is now MUCH faster. - Added a warning when too many units are selected to display in the force tree object (900 or so). - Adjusted message drivers and filters. Limits are now properly applied to both sending and receiving (when not high-speed data). Things that didn't work right: - Fixed problem placing reinforcements for force #2 (kept giving warning that the selected loc was not on a map edge). - Corrected floor level values for dug-out and subterranean IP’s – units weren’t able to occupy them because the IP's weren’t “high” enough. - Auto-evac (introduced in last build) flag wasn’t sticking between turns. - Corrected a problem where the last known time wasn’t displaying correctly for games where the seconds per pulse or pulses per turn values had been changed. The error can not be fixed for old games, but will not occur in new ones (old games will eventually correct themselves as information is updated). - Fixed and access error when AI was checking which guns a unit had previously fired. - Fixed crash when right-clicking on vacant area of force tree. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (06 Feb 06) ---------------------------------- Added/Adjusted: - Added new network efficiency/.usage MOE vals for military evaluations. - Added option to return AI vs. AI games to two human player control when file is loaded - Added auto-evacuation of permanently damaged personnel, guns, and vehicles. When auto-evac’d units are removed from the game for all purposes except they show up on the force tree with a red cross icon and are added in the VP total at the end of the game. Auto-evac probabilities are set at the start of a new scenario using the Set Player/Force Values set up form (same as Air Sup, Strength, Supply, etc.). - Disabled/wounded personnel will attempt to load on available carriers in their location when they become disabled. Priority goes to carriers that are part of the same composite unit. - Scenarios now always saved at FOW Level 3 to maintain maximum FOW realism and flexibility upon loading. - Added a check when FOW levels are changed (loading a saved game or in Preferences) allowing players to reset all unit/object known levels to UNKNOWN if the FOW level increased. - Reduced prob of setting terrain on fire for exploded weapons systems on roads. - Updated FOW section on the Preferences Form to show current FOW levels, and also a reminder notice that the FOW levels can not be changed for games played at the Novice Expert Level. - Added small text box showing the map scale at the bottom right corner of the map display. - Added new option to periodically save AI vs. AI game turns (Main Menu Preferences | Game Values Tab). Files are uniquely named based on the original file name, turn and the date/time. - In AI vs. AI games, added ability to set which player is active for combat reporting/display: Main Menu | Preferences | Game Vals Tab; “AI vs. AI Player Perspective” radio button. Force tree display for AI vs. AI games always matches the active reporting nation/force. - Unit auto-naming routine no longer changes the names of units which the player has edited or that are already placed on the map Things that didn't work right: - Fixed “disappearing” terrain objects when units cut from an existing game being edited in the set-up phase. - Corrected a problem with user-created composite units when the comp. unit was moved on the map (the custom sub-units were not included in the move, and did not have their movement paths cleared). - Fixed c++ error when trying to add illumination to an off-map location (illum is never added to off-map locs). - Updated kill probability determination from fire in a location – now includes adjustments for hex size and unit footprint. - Fixed access error when using automatic ammo re-supply. - Fixed problem in composite unit self-load routines when selecting comp units individually (load force and load formation routines were OK). -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (19 Jan 06) ---------------------------------- Added/Adjusted: - Started new 'Performance' Tab in Preferences to help speed up execution of large detailed scenarios - Added option for "AI Controlled Units complete existing orders before updating." This operates as a scripting feature - players can give AI controled units orders, which will not be changed. It may also speed up program execution. Things that didn't work right: - Fixed lock-up when selecting a scenario/saved game. Problem was introduced in a recent build. - Fixed Bridge index/C++ error in map drawing routine. - Fixed index/C++ error when showing info for permanent roads. - Fixed scenario loading problem which attempted to display information regardless if any scenarios found. - Rebuilt distribution scenarios. - Fixed engineering “exclude units by proximity” glitch. - Fixed engineering file load error introduced in last build -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (09 Dec 05) ---------------------------------- Added/Adjusted: - When issuing orders movement to units, the map FOW display matches what the player knows (the TF HQ), not the moving unit. Orders may be issued through locations with unknown prohibited terrain obstacles; when the unit arrives at the location it will report the prohibited object and formulate a new path to its final objective. The new path will be based on the unit’s current information FOW – not the TF HQ’s. - When issuing orders, the AI now maintains the FOW perspective of the unit that would be issuing the orders – either the TF HQ or one of the main flank HQ’s. - Objects more than 75% damaged are ignored for movement effects/blocking. - Hexside LOS blocking points are reduced proportionally for damage – above 90% damage they have no sighting effects. - LOS results always use the actual objects in the location, even if they are not known in the current FOW situation. - Engr units now automatically sight objects they are supposed to be working on as soon as they are in the same loc. - Updated Engineering form so that it reflects only features known to the current “command unit” (the nit where the player is “located” - normally the TF HQ). - When setting a bridging operation, units are checked to make sure the bridge span is sufficient to cross the widest hexside in the selected direction. - Updated most forms in both DataView and main program for XP size compatibility – must delete the file: “Poa2prefs.DAT” in main POA folder for them to take effect. - Added total entries to TO&E form. Due to an inherent Microsoft limit, only about 1000 entries can be added before the display object chokes. - Removed passengers from unit_movement list (they can't be given orders anyway). - Fixed after unload orders start loc bug caused by not clearing passenger paths if carrier path cleared. - Added “Undo Path” option when issuing orders to units after unloading. Things that didn't work right: - Fixed AI re-targeting access error when analyzing existing unspotted missions. - Fixed an access error in ground radar when a firing arty unit was destroyed in the combat phase after firing at least one round immediately prior to the radar detection phase. - Checked for FOW “future” last known times and where found replaced them with the start of the game. Don’t know what caused them in a sample game, but this fixes them. - When roads were being created by engr ops – they weren’t adding a object/unit for FOW routines. - Fixed the display of passenger move path orders after unload (was from current loc, not debarking loc) - Removed the ability to overload carriers in setup phase. - Carrier capacity remaining was not shown properly in load/setup phase. - Added “Are You Sure” dialog when moving carrier from unload units form. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (09 Dec 05) ---------------------------------- Added/Adjusted: - Updated IP routines to better model openings and effects especially for energy weapons/EMP. - Sped up force tree redraw when selecting units. - Added prog bar for large force selection actions while it “thinks” and redraws. - Spread out SITREP reports among all sighted enemy units/objects - so units don’t report the same thing repeatedly. - Removed a testing flag to report all objects. - Adjusted DE routines against human crew to use the surface area of a person (1.5 sq. meters), and ignore unmanned objects (RPV’s, in-flight missiles, etc.). - Implemented “no kill/blind/incapacitate” energy weapon flags against crew (as opposed to purely personnel wpn systems). - Updated “filler weight” distribution model for warheads having more than one effect (blast, incend, or flame). If blast, 85% goes to it, with the remaining weight split evenly between incend and/or flame. Otherwise, 2/3 goes to incend and 1/3rd to flame. - Removed a hard coded “block” that prevented an aircraft from being damaged by its own ordinance. Instead, the bomb drop time is calculated using the ammo muzzle velocity as the fall speed, and the aircraft altitude at drop and the ammunition detonation elevation to get the fall distance. The aircraft’s position is then offset by the distance it will travel in that time (for this calculation only - the aircraft is not actually moved on the map. Thus it may appear that an aircraft survives even a nuclear blast directly under it, but this is because the drop time is not modeled explicitly - which would give the air unit time to move out of the are using the normal movement routines. - Adjusted cratering routines so the ammo HE charge is not used in determining ground penetration (only kinetic). - Allowed for multi-loc crater effects (if radius larger than a loc size). - Updated the routines assessing damage against multiple locations to be faster, less limited, and not as memory intensive. Also fixed overflow errors from nuclear weapons. - Updated crater routine to destroy IP’s, obstacles, bridges, ground units, wrecks, terrain and other objects in a loc that may have nominally survived the blast without creating rubble, fires, or more wrecks. - Added a combat report for weapons being re-manned (detail level 4 and up). - Added a check for maximum allowed altitude for aircraft based on their type, weight and speed. Eventually will be replaced by a field in the wpn sys table. - Added another colors for artificial illumination (one 20 and above, the other 19 and below). - “E” symbol now removed from map when engr project complete (was staying forever). - Units working on an engr project involving an existing object now always have that object sighted when in the same loc, and are 10 times more likely to sight it than the standard value otherwise. - SITREPS now sent occasionally on objects known to both sender and recipient at level 5 so that the status is kept relatively more current (before no SITREP was sent, so the “age” of the information kept increasing throughout the game). - The displayed “Time to Complete” an Engr project now includes carrier move path time if unit performing the work is a passenger (cosmetic only). - “” now displayed in text of objects when a lane has been created through them (obstacles, mines). Things that didn't work right: - Fixed a random problem with area arty fire (rounds land in more than one location). - Reporting text string “Turret Bottom” changed to “Bottom/Belly” - Fixed a display error where a hit was reported as being on the bottom/belly, but really wasn’t. - Fixed a problem when changing the type of an existing object in the set-up phase. The mouse-over/Location Information Form text and the map symbol were not being updated. - Fixed a problem when changing the type of an existing object in the set-up phase. The mouse-over/Location Information Form text and the map symbol were not being updated. - Fixed Staff Officer mission description not matching actual operation (sorting error). - Neutralized TEC line index error for cosmetic line types on custom maps. - Fixed a c++ error where locations were being checked for comm systems. * Direct hits on an intended target were not checking to add craters, fire, and rubble (even if the target was a location). * Fixed an omission that only rarely allowed wrecks to be burning. * Corrected an error routine that determines the on-hand ammo weight for a crashed or wrecked weapons system when checking to see if location is set on fire - was almost always zero. * Fixed a problem with air units not being able to increase their altitude using the “Altitude” button on the Unit Movement form. * Fixed a problem when generating rubble - existing damage calc was returning inverse value. * Added a new routine to directly calculate rubble from hits on IP’s. * Corrected Engineer Staff Officer display - wasn’t highlighting correct loc on map, and was also not displaying projects correctly. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (24 Nov 05) ---------------------------------- Added/Adjusted: - Added more progress bar updates to SITREP processing routines so users can tell that the computer isn’t locked. Things that didn't work right: - Fixed blank unit names in staff officer and place units on map form introduced in previous build. - Fixed c++ error when starting a clear minefield engr project. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (23 Nov 05) ---------------------------------- Added/Adjusted: - Movement form now updates after “Formation: Clear All” command & shows # of units updated. - Updated all objects (mines, IP’s, etc.) to conform to standard unit FOW and reporting things. - Added option at end of set-up to put all units in IP’s - Made the “In IP” box on the Edit Unit Data Form a toggle - allowing the unit to be manually taken in/out of an IP. - Updated unit ID strings (mouse-over and force tree) to show whether the unit is in an IP or not, and a more complete loading status for composite units: (IP): Unit is in an IP. (IP*): Some compositie unit subunits are in IP's. (Loaded): The unit is loaded, or for composties, a non-compossite unit is being carried as a passenger. (All Loaded): A composite unit is completely loaded on itself. (Part Loaded): Not all non-carrier subunits froma composite unit are loaded. However, those that are are loaded within the composite unit. (X Loaded): Some compostie units subunits are loaded on carriers that are not part of the composite unit (they are cross-loaded). Things that didn't work right: - Fixed endless loop in setup when AI trying to self-load composite units (introduced in latest build). - Fixed a flag error in routine that gets all units in a formation (introduced in latest build). - Fixed map click on locs containing enemy units for games with not, or standard levels of FOW. - Fixed c++ error on AI routines that check to change imminent CAS mission parameters. - Fixed a potential “div by zero” error when giving units orders to construct IP’s (occurred when no additional IP’s could be placed in the location because existing objects didn’t leave any space). -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (18 Nov 05) ---------------------------------- Added/Adjusted: - Adjusted movement AI - “time saving” routines were causing units to go with out orders for long periods. - Adjusted some of the AI/Arty mission target messages to be more descriptive. - Adjusted AI targeting routines against personnel/area targets, and when firing at long range. - Added AI to adjust arty targets when the original target is destroyed (as long as the sighting unit knows the target has been destroyed). Missions may be cancelled if no substitute targets are nearby. - Adjusted AI routines that determine arty round qty to be more realistic and efficient. - Added “self-homing” units (to model things such as the Future Combat System NLOS-LS missiles). These are units that are “fired” (like aircraft from a carrier), but that also can be given a specific target to engage - which they will track and always move towards (subject to their known level based on FOW). As with regular units, they can detect and report enemy units, and are automatically part of the network of the unit firing them if they possess compatible commo systems. Human players can also manually issue them movement and targeting orders. The self-homing unit must “know” of an enemy unit or object before it can attack it, although are targets can always be engaged. - Updated sensors to be compatible with the new communications/network models. Minefields can now also be given integrated sensors. When a minefield itself has a communications system, it will become a “unit”. This allows it to target individual enemy units and adhere to a targeting SOP in lieu of manual orders. These new capabilities allow for “intelligent” minefields and other unmanned fire sources to be created, such as the Future Combat System (IMS, MATRIX, Spider). - Added more messages to the combat report to better show “launching” operations. - Added the NLOS-LS PAM and LAM missiles to the database. - Added new comments section to Staff Officers. Adding the text strings will be an ongoing thing - but we started with Reaction Orders. - Updated mine detection routines - units weren’t reporting them as they should have. - Updated mine detonation routines, the damage effects we being ignored (a testing thing that wasn’t removed). - Tweaked smoke amounts from wrecks (raised a little) - Adjusted SITREP reporting for obstacles. Things that didn't work right: - Fixed c++ error in replay (problem introduced in previous build). - Fixed problem with arty units not rotating to their support mission target (or rotating and then getting reset), so mission didn’t fire. - AI may now fire FFE automatically if spotting unit commo time is more than about 2 minutes instead of waiting for the spotting report to arrive (another reason arty missions weren’t being fired). - Corrected a problem in the combat reporting where a message appear saying a round was being fired, but in reality, nothing happened. - Adjusted unit display so the status dots are not shown for in-flight or self-homing units. - When changing targets manually, self-homing units move paths are automatically updated to new target location. - Fixed problem with unit facing from movement - wasn’t being set correctly. - Put in a check to make sure if a potential Victory Locs are selected, at least one of them is the actual objective. - Fixed TRP/PPD displays on the map after turn 1. - Fixed a situation where units holding position from Reaction Orders weren’t having delays decremented for the time they were sitting. They will also execute other orders in their movement path as long as they don’t leave the current location. - Fixed an access error in Unit Targeting form (target had a type of -1 instead of 0). -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (28 Oct 05) ---------------------------------- Added/Adjusted: - Adjusted AI targeting routines - wasn’t accounting for min range properly. - Added notification when CAS pass is aborted for accy = 0 at wpn drop point. - Adjusted firing sounds for some missiles and other systems. - Adjusted guided munition accy routines to return more detailed error information. - Adjusted CAS strikes so that accy is checked before dropping ordinance. If very low or zero, the pass is aborted. - Updated AI CAS targeting routines for guided missiles (especially IR). - Updated imminent CAS strike AI routines to effectively deal with situational changes and allow mission to continue/switch target. - Units created on firing are put into the firing unit’s commo network, if applicable (e.g., aircraft launched from carriers, NLOS missile/FCS). - Added flight duration value for weapons systems - max flight time. Units are removed when they have been in play for this time. Do no count against destroyed units for VP’s. - ALO Staff Officer - added check box to display completed missions or not. - ALO - colors now match estimated flight time (not ordered drop time). Black is used for for cancelled/finished missions. - Added button on main form to display scenario creation checklist if it gets hidden. - “(?)” now appears after the force tree mouse-over quantity if the TF doesn’t have current information on that unit (older than one pulse). Things that didn't work right: - Updated AI air path routines - potential for “asin domain error”. - Fixed smoke display issue during combat phase. - Fixed potential endless loop in AI “Updating Player Orders” phase / selecting arty missions. - Fixed a problem in the sensorfield FOW. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (12 Oct 05) ---------------------------------- Added/Adjusted: - Added check for psgrs in aircraft that attempt to immediately debark. Not allowed, psgrs destroyed. - Updated Force/Formation Unload and Force Unit Clear buttons on Place Units on Map form. Now clear CAS, airdrop, and arty missions too. - Completed user manual update. - Added discrete communications systems: data entry form + help file + models. - Added data networks: data entry form + help file + models. - CAS form - put in an edit box for ammo qty. - Completed updating communications routines for new com systems. Things that didn't work right: - Add a check/correction routine to file loading procedures for out of range minefields and other objects. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (07 Sep 05) ---------------------------------- Added/Adjusted: - Updated bridge symbols to use different colors if primed, has orders to demo, or re-priming. - If at least one unit is currently working on an engr project, the “E” map symbol will be bright red instead of maroon. - Added nominal (plate) vs. effective penetration options for penetration graph (effective gives very hard to understand results for HE/APHE rounds). Use effective penetration only when entering data that gives the penetration tunnel depth, otherwise use nominal thickness for the amount of armor plate penetrated (i.e. the thickness of the plate itself). - Unit Movement form - mouse over unit list - hint text shows full unit info. - Added ability to place a quantity of IP’s (was only 1 at a time). - Adjusted AH-64 rocket firing angles to reflect ability to pitch aircraft nose - otherwise couldn’t engage at most ranges. - Updated engineering time routines to better model different system types. - Updated Engineering form to be more intuitive and provide more information. Added facing direction for IP’s (instead of having the AI pick the “best”). Things that didn't work right: - Corrected an arty mission status issue. If the mission ever ran into a problem, the status was being set to -1, but then the firing routine ignored it ever after since only missions with status>0 are fired. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (25 Aug 05) ---------------------------------- Added/Adjusted: - Added auto-timed messages for start of AI vs. AI games. - Updated Set Aircraft Waypoint form to be more helpful/intuitive. - Updated CAS form/SEAD selection procedure to be more helpful/intuitive including new messages, text, and button labels. - Added end turn to Load and Save Scenario forms so it can be easily changed. Things that didn't work right: - AI no longer auto-faces arty units that have missions in the FDC queue. - Updated routine to find and eliminate corrupt move paths. - Fixed a c++ error when assigning engineering operations to dismounted units. - Fixed a bad engr op command - caused the unit to abandon the project. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (16 Aug 05) ---------------------------------- Added/Adjusted: - Reduced size of call for CAS and Arty mission forms. - Reduced size of DF, Engr, Gun/Ammo, and general targeting forms. - Redid create detachment form & moved command to main right-click pop up menu. - Added new MOE stats AJCN breakdowns, Defender last time on objective. - Tightened up display on Scenario Checklist to keep FOW for opposing force size. - Added button to scroll a unit’s move path in unit movement form. - Added psgr list to Unit Info form Movement tab. - Tweaked multi-select for loading paradrop passengers. - Fixed asin domain error with AI CAS path determinations. - Fixed objective move command issue - unit wasn’t always ending up at proper final objective. - Adjusted weapon max range calc - elev difference ignored if firing unit higher than target (aircraft couldn’t drop bombs since their range was 1 meter but they were at some greater elevation when dropping). Introduced in a previous build. - Added “Quit” button to player sign-in form. - Adjusted changing FG qtys on Unit Info form - auto adjustment more in line with expected. - Adjusted assigning Engr missions from Unit Movement form. - Updated DF fire form (when right-clicking on a map target) incl. changing ammo results list box using colors and also now auto-set ROF when changing weapons/ammo. - Updated DF TRP form - easier to use, allows limiting to main gun/any gun (checking flight paths instead of just LOS), also shows fire lines. Program saves your option. - Finalized message routines for combat orders (movement, engineering, etc.), incl. jamming and interception. - Added “Clear” button to Place Units on Map form to remove ALL of an object type or TRP/PPD. - Added TRP and PPD radio buttons to the Place Units on Map form for easier placement. When the button is selected, click on a unit from the grid, then on a map location to place to place the TRP or PPD target. - Clicking on TRP radio button automatically generates map overlay. - When units removed form map, or loaded as a psgr, all TRP’s for that unit are erased. - When moving a unit, now check TRP’s/PPD’s still valid, otherwise remove. - In setup phase - the comm radius overlay now shows for the HQ of the unit being placed. - Added unit name ID suffix using “first part” of all units in chain of command: “1st/2nd/A/1st/TF” for 1st Sqd, 2nd Plt, A Co, 1st Bn. - Place units on map form - moved “autoload formation” checkbox to be more intuitive. Also now only available if “place formation” is checked. - Updated Loc. Info form command radius % val. - Right clicking tree now ignores composite units (to give players better access). - Updated “does unit have laser designator” routines for composite units - Added guidance system info to notes in ammo selection form. - Added laser painting requirements to Arty form calling unit info text. - Updated arty form to revise info when vals changed. Also, shows more info for calling units. - Updated call for arty form to show info for guided ammunition. - Updated “External Unit” text to “AWACS”, which is more correctly what it meant (in ammo classes). - Updated AI routines that select guiding/painting units to be more effective. - Added option to show guiding units by effectiveness on form to select gun/ammo (DF, IF and CAS). - Form to set ammo now has size permanently saved between sessions. - Main and pop-up menu options for Arty, CAS and airdrop grayed out if no units of that type present. - Removed flank arty units from player displays. - Updated info msg when unit has no available arty/air units for support missions. - Added new “Used by Countries” field to wpns sys data table. - Added range delete for wpns sys, ammo, ammo types, and gu/launchers. - Added “destroyed on firing” flag to wpn sys data. Can be used for controlled mines, robotic/car bombs, hijacked aircraft, etc. - Added warning msg when deleting ammo classes - shows what ammo models are linked to it and will need to be edited. - Added “Satellite” weapons system type. Things that didn't work right: - Fixed prohibited loc message display access error when setting move path hex by hex. - Fixed problem with multiple dayparts - for games that went into multiple days the last day was never saved (from last build). - Fixed auto-placement of formation when HQ is loaded and part of a comp. group. - Fixed problem with obstacles not being reported to the friendly force after completion if the constructing units immediately loaded on a carrier. - Corrected a problem with form default sizes. - Start line placement warning was sometimes one hex off. - Fixed cosmetic text error on “Show prohibited locs” tool tip. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (17 Jun 05) ---------------------------------- Added/Adjusted: - Adjusted arty AI for firing at area targets (no enemy units known at loc). Probability of firing at an area tgt increases with lower aggressiveness. - Staff Officer screen updated (if open) when Arty/CAS/Airdrop missions added/changed. - Adjusted msg when TF HQ replaced from combat actions - now only shown once. Things that didn't work right: - Fixed problem with flares never burning out - Fixed problem not being able to select last ammo in list for an arty mission. - Fixed elevation shading val not sticking, introduced in last build. - Fixed scenario #4 not being saved as a scenario, introduced in the last build. - Fixed exception error when saving to new “time to objective” MOE field for games with no objective, introduced in last build. - Fixed Offmap area form display - wasn’t showing half-size correctly. - Fixed acting TFHQ changing when game is saved (if normal TFHQ destroyed). - Fixed new scenario crash when “Cancel” selected when picking a map. - Updated start of game FOW routines to include newly added items in edited scenarios (wasn’t always doing it correctly). -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (10 Jun 05) ---------------------------------- Added/Adjusted: - Made move path “sticky” for “after unload” orders to dismounts. - Added move path time for “after unload” orders. - Reduced size of Staff Officer, Loc Info and Unit Movement Order forms by reducing text font size. - Streamlined unit sighting procedure to speed them up - reduced attempts to sight buildings out of range and/or unoccupied. - Updated end of game Victory screen. - Added most display choices to the saved player preferences, with the exception of mines, IP’s and smoke, which will always display by default when the game is booted up. Things that didn't work right: - Fixed cross-loaded composite unit situation where it was trying to move carriers other than those selected to the dismount loc because they had parts of the unloading comp units on them (now it leaves them alone and puts up a msg). - Fixed Illumination not showing up in Loc Info Form or "night" display mode. - Fixed problem getting the correct weather when variable periods used. - Fixed scenario 4 start conditions - were goofed up in the last build. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (6 Jun 05) ----------------------------------- Added/Adjusted: - Completely redid the AI modules that determine aircraft movement paths to be more realistic and to work in all circumstances. - Passengers go into/out of MOPP based on carrier (no command needed). - Added display toggle for map notes. - Hot-Loc & Sel-Loc same 3-d square as move path. - Lines drawn from loc to loc along move path. - Auto-Scroll to unit selected from force tree in move/targeting mode. - Updated bridge placement//editing for new games - now part of right click menu. - Streamlined setup sequence so both player forces/info can be edited without closing the game and reentering it. - Updated hexside routines for square grid map orientation (wasn’t using all possible combinations). - Updated movement codes and display. - Added aircraft waypoint form to easily set altitude/speed at start of leg and final heading at end. - Blocking movement path editing capability for fixed wing aircraft. - Added Max Turn G for aircraft to database (used to determine turn radius/rate based on current speed). - Added facing movement command. - AI will never automatically adjust unit facing when set with the facing movement command until unit moves (executes a directional command) again. - AI will no longer auto-set facing for moving units until they stop. - Added “Continue Batch” option for when program run unexpectidly terminates before the end of the batch quantity. - Added “Patrol” movement function (Unit Movement Form). - Updated patrol route code so that the patrol is deleted if the path is edited at any point once the patrol begins (and warning msg shown). - Added an info message for a prohibited direct hex-to-hex move when selecting waypoints in adjacent hexes. The message explains why the direct move is not allowed, and why the AI was forced to find a more circuitous route. - Movement paths now “stick” when scrolling/zooming. - Added force default ROF setting in Set Player Force form. - Added the ability to set force ROF to default (set above) in S-4 screen. - Added ability to set default ROF’s to currently entered for all similar units in the force (Unit Info Form). - Added new MOE commo values for NPS/JFCOM project. - Updated help file for Force Values. - Updated and improved AI support fire routines. Also adjusted them once mission was in progress to better deal with contingencies. - Added elev AGL to force tree stats if Show Speed=ON and unit elev>0. - Reduced morale loss to friendly units from observing cargo, non-tactical air, RPV’s, and in-flight units destroyed. - Patrol portion of move path shown in bright green. Start (anchor) point highlighted on map when setting patrol circuit. - Staff officer friendly unit lists now mimic the force tree. - Added Patrol Level (%) to force vals (FOW initial detection - not movement). Things that didn't work right: - Fixed minor error when placing stationary units in prohibited terrain (said they weren’t being placed but they were). - Smoke and some other display toggle flags weren’t working correctly. - Updated the form used to set Speed/MOPP/Altitude/Pause - wasn’t displaying the proper information. - Movement paths now shown in correct color (from Preferences Form). - Adjusted comp unit defs re-indexing when unit is removed from the array (was giving an access error). - Fixed SOP ROF setting problem. - Fixed c++ error on some engr project completions. - Added new comp unit update routines when units are deleted or reassigned. - Removed “commo type always data” left in from previous testing build. - Fixed SITREP access error (when recipient unit had been destroyed). - Fixed problem removing units from TO&E display (HQ assignments were getting mis-aligned. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (27 Apr 05) ---------------------------------- Added/Adjusted: - Disabled auto-save in AI vs. AI games & if no units left. - Added “splitter” to resize top & bottom grid sections of Load & Unload Passengers Forms. - Added "center" air drop loc to ALO staff officer display. - Added new fields to databases (specifically for popped smoke, but now works for everything) - ammodata now contains burn time and ammo class contains smoke type. Burn time also applies to illumination & chem rounds. - Mouse-over for composite units now include total of each stacking type present. - Smoke popping routine implemented. The AI pops smoke automatically based on enemy units sighted, or from incoming fire. - Updated unguided/un-powered ammo accy decrease adjustment from radial movement (towards/away from each other). Now based only on speed: 5% at 5 m/sec and 90% at 100 m/sec. - Added accuracy decrease for unguided/un-powered ammo for elevation differences against air targets. Hyperbolic function based on range and elevation difference (to model the extra difficulty hitting aircraft with ballistic projectiles when they are not “straight up”, or “straight on the horizon”. - Adjusted accy for axial movement rates for un-powered aimed projectiles. - Only the defending player’s units were being automatically emplaced at the start of the game (arty, SAM, etc.) - changed to both forces so they can fire right away. if not desired, players should give them a movement order (any order will suffice, including a speed change, etc.). - Added new columns to DataView for popped smoke. - Updated sighting routines for low light conditions. - Updated ROF calculations to be more accurate for fractional ROF’s. - Added “immobilized” status to staff officer and unit movement screens. - Added “time on objective” MOE (NPGS/JFCOM project). - Added MOE report compilers (NPGS/JFCOM project). - All data tables updated for new popped smoke ammo/PMD scheme. - Updated combat reporting (got rid of est. range %) and added rounds per burst if >1. - Updated Map Note form: can now copy from last entered, make notes “public” and form is better positioned on the screen. Things that didn't work right: - Fixed problem with paradrop loading form - the loadings weren’t always “sticking”. Also, can now use “range select” (Shift-click or drag mouse) in the passenger grid to easily load a bunch of units on the same aircraft. - Adjusted engineering factor for low light levels. - % strength indicator color on force tree now matches staff officer settings. - Force tree now visible when editing an AI controlled force. - Fixed para-drop routines: was adding and extra 60 seconds of run-in distance. - Removed jump unit from paradrop mission if destroyed. - Remove pass from airdrop if it becomes empty from losses. - Drop missions removed from queue if all jump/air units killed. - Aircraft on drop missions blocked from being assigned CAS/other jump missions until original jump mission is complete. - Morale and suppression effects applied to cause air mission (CAS/Paradrop) abort. - Force tree and other displayed now updated after changing info via Unit Info Form. - Fixed problem with ROF’s of less than 1 second per round. Updated combat report to show “Burst” rather than “Round”. - Corrected AI SAM targeting error. - Fixed column resize not sticking in Weapons System and Ammo Editors. - Fixed composite units “last known” info - was sometimes being cleared each pulse. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (25 Mar 05) ---------------------------------- Added/Adjusted: - Wind Dir now set/shown as a (“out of”) compass point. - When placing IP’s, facing now a compass point. - Now display Fidelity Preferences at top of main form. Things that didn't work right: - Fixed floating point error in "Speed" LOS routines introduced in build 210. - Fixed (again) suppression limits on Armored (max 20) and semi-armored (max 40) weapon systems. - Updated Scenario 10 - was still in setup phase. -------------------------------------------------------------------------------- ---------------- Version 2.2 beta (25 Mar 05) ---------------------------------- Added/Adjusted: - Can double-click S-3 and XO grid to go directly in on-map movement or targeting mode for selected unit. Things that didn't work right: - Routine to determine inpact side was returning no/random value (introduced in last build). - Fixed c++ error in cratering routines for off map locations (which don’t get cratered). -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (18 Mar 05) --------------------------------- Added/Adjusted: - Adjusted AI default facing for games without start lines (free set up). - Added LOS fidelity to preferences. Saves about 15% of processing time by turning off elevation triangulation and LOS smoothing - reasonable option for large games. - Updated AI to be better at selecting firing weapons & accounting for more target characteristics. - Added a default symbol for IP’s, Mines, and obstacles if the symbol set doesn’t contain them (as specified in the TEC). - Added option in CAS and Arty officers to toggle AI calling for support for a human-controlled force. - Allow for victory locs for games with no start lines. - Updated AI targeting routines to re-target guided missiles as possible when their original target is destroyed or can no longer be hit. - Mouse-over test facing now shows all different firing group facings in the format: Hull Facings / Turret Facings. - Updated AI auto-facing routines. Facing set separately for hull & turret, in this priority: towards targets, towards most effective incoming DF, towards last-known position of most dangerous known enemy unit. Also works for free set-up scenarios. Things that didn't work right: - Fixed form used to set altitude. - Fixed problem in ATGM accuracy curve determination - incoming range was always 10% higher than actual. - Fixed situation introduced in last build where missile “zig zagged” center of loc to center of loc - extending the range they had to fly (so they might not reach their target). - AI wasn’t properly checking to switch targets before current one was destroyed (sometimes it switched when it shouldn’t have, and vice versa). - Fixed problem when AI looking to change weapons - was ignoring potential rotation/re-facing, so units weren’t turning for better protection or to fire limited-arc weapons once a wide-arc weapon engaged. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (7 Mar 05) ---------------------------------- Added/Adjusted: - Blocked left click on map during combat phase. - Updated & added new missile/in-flight status reports in combat phase. - Removed spent/destroyed missiles from force tree display. - Updated AI targeting to account for aiming (as opposed to random hit on the target). - Updated combat reporting & added colored phase headers. Things that didn't work right: - Put in check for objects losing their “last known” values (games at start). - Fixed new unit selection c++ error when creating a new scenario. - Fixed scenario 4 (non-free set up - was free). - IP quantities not being set properly when placed. - Fixed player perspective changing in middle of combat phase. - Change/set victory locations issues corrected - couldn’t change after clicking anything else. - Fixed ATGM time of launch - was always set to pulse 0 (even if fired in a later pulse). - Updated object quantities during placement phase for FOW. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (25 Feb 05) --------------------------------- Added/Adjusted: - AI placement routines now don’t touch unit previously placed by either human or AI player. Also, it asks before loading any units that have already been placed on the map if part of other unplaced formations. - Reduced saved game file size 50-75% by “smart-saving” various values. - Tweaked buttons/menu choices available during combat/turn replay. - Updated unit movement/speed orders. Simpler and more info provided. - Added “bad move path detector”. - Added a warning/decision box before AI loads units already placed on the map when AI placement options selected. - When given new orders, units with a speed setting of zero (hovering helicopters) are set to 2/3rds max speed. - AI now searches for many more alternate locations for units being moved by a formation move operation if they can’t move into the “best” ones. - Updated AI strategy/movement routines to put more emphasis on objectives. - Can adjust AI “aggressiveness” for human force on Staff Officer forms. - Added new information to XO targeting officer (last turn/next turn). - Can now click on S-3 or XO to go right into appropriate orders mode on the map for selected unit (toggle). - Adjusted map drawing sequence so that overlay dots are above smoke/dust clouds, and night shading doesn’t affect how map notes, TRP’s/Tgt’s, and overlays. - Added “no animation” level (fast execution). - Updated Location Information smoke report to show smoke rounds still burning/producing smoke. - Updated “Point to Point” LOS display to incl. reverse LOS and IP info. Things that didn't work right: - Fixed IF and DF PPD/target forms at start of game (were sometimes giving a c++ error). - Fixed placement c++ error when a unit had no HQ. - Fixed potential c++ error when units have their headlights on. - Fixed mine/IP/obstacle not showing up on map from AI placement buttons. - Fixed firing group info on edit unit data showing incorrect weapon. - Fixed “type value off by one” in sensor list display. - Fixed force strength not being applied in new game set-up procedure. - Fixed problem when determining player #1 movement overlay (when making the CAI). - Adjusted map drawing sequence so that overlay dots are above smoke/dust clouds, and night shading doesn’t affect how map notes, TRP’s/Tgt’s, and overlays. - Fixed multiple loading/unloading commands for same unit (didn’t hurt anything, but was confusing). - Corrected reaction fire unloading - wasn’t happening if carrier had orders to “hold position”. - Corrected VP loc glitch when saving a game as a scenario and the defender was the current player. - Fixed TOW-ATGM guidance glitch. - Fixed arty ROF glitch - didn’t always fire the full amount of rounds. - Fixed problem when resetting time periods for new games. - Fixed “Save Game As Scenario” start time discrepancies. - Corrected IF reporting. - Corrected "Player 1 Movement" AI val routines, and updated .CAI files for all included maps (and some user created ones). - Updated scenarios for eliminate bad starting movement paths. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (3 Feb 05) ---------------------------------- Added/Adjusted: - Optimized AI movement order issuing routines. Things that didn't work right: - Fixed Edit Unit Data form wrong weapon listings. - Added pause to action reporting. - Blocked ability to give units orders during Action Phase. - Fixed auto-turn advance “boot out” options. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (30 Jan 05) --------------------------------- Things that didn't work right: - Fixed div by zero for solid shot rounds hitting bridges with 0mm armor thickness. - Fixed c++ error from arty round that has results into a neighboring loc that can be set on fire or cratered. - Removed debugging print statement “wpn=xx...” in sighting phase. - Updated object routines. Can now target them directly, including permanent IP’s (buildings). - Updated constructed object FOW - now only the units building them know they are completed. Other units must sight them or find out through SITREP’s the project is done. - Added a generic symbol for constructed objects that have no symbol. - Updated DataView module for new gun data table (from last beta build). -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (18 Jan 05) --------------------------------- Things that didn't work right: - Fixed c++ error from objects trying to sight just fired missiles. - Fixed c++ error in new “Fast Command & Control” routines. - Fixed error in routine that adds minutes to hhmm time vals - wasn’t turning over at 2400 hrs. - Added additional checks to make sure fixed-wing aircraft never have speeds less than their minimum (X-Country). - Put in an additional check if CAS mission cancelled in the middle for some reason, the AI will return the aircraft to a default location and heading. - If a CAS mission tgt has been destroyed, there is now 50% chance of ending mission without the AI checking for alternate targets. - Fixed incorrect “Are you sure you want to end the turn?” dialog. - Fixed typo in Adjutant officer. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (14 Jan 05) --------------------------------- Added/Adjusted: - Added “Do you want to save game?” messages for 2-human player games after first player’s turn and combat phase (for easier PBEM). - Put in Fidelity vs. Speed option for command & control (Preferences | Game Vals). Allows for command & control times between units to be saved once for a pulse and used “as is” without regard to other actions that may occur later during the same pulse. This can save a LOT of time running large games! - Implemented new “Adjutant staff officer. If this option is enabled, the AI does DF targeting, movement, CAS, and Arty automatically based on the selected location/unit, **WITHOUT** showing any of the normal forms. For example, in movement, just click on the unit, then pick the waypoints from the map. The AI takes care of the rest and assigns a path to the selected unit. Similarly, for targeting type actions (including CAS and Arty), the AI selects the target (if more than one is available in the target locations), ammo, and ROF. In targeting mode, the AI will select the firing unit as the first (in formation order) unit in the firing location wihtout a current target. Adjutant mode is set under "Main Menu | Staff Officers". Things that didn't work right: - Fixed c++ error when carrier was -1 instead of 30,000. - Fixed bad index in formation move code. - Fixed potential c++ error when updating Join and Airdrop orders when a unit is destroyed. - Fixed div by zero on airdrops. - Fixed c++ error when selecting a composite unit that had orders to load on a unit (not in the same composite group). - Fixed c++ error in aircraft routines when primary/scheduled weapon jams or becomes inop during an airstrike mission. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (6 Jan 05) ---------------------------------- Added/Adjusted: - Added “Cancel” option when loading a new game (with one already loaded) or exiting program. - Added FOW text in combat reporting for guns firing (i.e. “Heavy tank gun”, “Small arms”, etc.) - Added option to have different armor for each side of a weapons system (skirts will use this ability, among other things). - Added zero ROF check when calling in an arty mission. - Optimized routines that process SITREP’s - they now take only about half as long to execute. - Redid the forms to set weather/weather periods at the beginning of the game to be more intuitive. - Automated night, snow and mud shading based on time of day and ground conditions. Things that didn't work right: - Load Saved Game screen - fixed random size, diff, CPU values for newly saved games. - Fixed c++ error in check if a leader stays with a unit or joins a detachment. - Fixed DF fire line display in combat phase. - Fixed “div by zero” in arty phase. - Fixed c++ error when a player didn’t select any units for his force & still proceeded into the set-up phase. - “Capped” an overflow error in the passenger routine that decides if it’s been waiting long enough for a carrier to arrive and begins moving on its own. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (31 Dec 04) --------------------------------- Added/Adjusted: - Added cut/copy/paste for objects during the placement phase. - Added quantity for sensors placed. - Updated FOW routines to aggregate objects in reports. - Some dialogs now have “do not show again” checkmarks. Player start dialog is now timed to disappear automatically if no password required. - Added status bar to Combat Reporting form (to show current operation status). - Got rid of or allow user to “no show” the pop-up dialog boxes at start & end of turn. - Added automatic night/illuminated, snow and mud map shading. - Removed repetitive “No units” message. - Remove “Unable to assign a TF HQ” message. - Removed “flickering” progress bars. - Made wpn sys ROF values decimals instead of only whole numbers. - Updated firing routines to account for “fractional” ROF’s. (rounds per pulse). The new system uses “volleys” fired to the second. If the ROF is more than 1 round per second, the volley will have more than one round. - Updated data tables to have fractional ROF’s (rounds per minute). - Updated reporting to show individual kills/damage rather than unit. Also adjusted summary for FOW. - Report summary button (main form) works correctly. - Added ability to have mission statements/bitmaps for each player. Things that didn't work right: - Fixed test fire sounds from the Wpns Info form. - Ammo carrier wpn types prohibited from targeting/firing. - Fixed the “unlimited placement points” setting for player #2. - Fixed “standard.spl” file error when placing objects. - Fixed c++ in FOW routines when determining what to show current player. - Found c++ error when running replay when one player has no units left. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (1 Dec 04) ---------------------------------- Added/Adjusted: - Added info for original reporting unit in S-2 and also Loc Info form (for mouse-over). - Adjusted sighting for passenger units (now degraded based on carrier characteristics). - Updated “Show Prohibited Locs” tool on Unit Movement form - it wasn’t analyzing in all directions. Also added slight shading for locations “not checked” (beyond 2000 meter range) and fixed off map display issues. - Adjusted Reporting form for re-sizeability (can fir over Force Tree display). - If reporting form is up, that progress bar is used instead of separate form. Things that didn't work right: - Fixed problems where units would increase strength - caused by Firing Grp anomaly. - Fixed AI adjust ROF’s - was randomly giving a c++ error. - Fixed c++ error introduced in build 155 for smoke/dust blowing. - Fixed AI movement issue in routines to determining best HQ unit movement objective. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (19 Nov 04) --------------------------------- Added/Adjusted: - Added “shading” to map display routines: - Show area LOS - Get firing locs into loc (right mouse click menu) - DF targeting - Optimized AI strategy routines determining objectives and movement routes, with additional performance increases for flank units. - Added select target if target loc clicked on - Blocked passenger targeting select from force tree - Added “can target, but cannot immediately fire” warning message (so tgts can be selcted and engaged when conditions allow - if unit moving, smoke blocking, etc. - Added additional enemy unit elevation targeting check Things that didn't work right: - Fixed problem introduced in last build preventing tgts from being selected - Fixed unit targeting double 'fire unit select' -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (12 Nov 04) --------------------------------- Added/Adjusted: - Added display option for smoke/dust/chem on map. - Optimized routines to determine reported positions of friendly units (for execution speed). - When in targeting mode, can now “cycle” though firing units by clicking on the force tree (automatically saves changes for current unit’s targeting parameters). - Firing lines and movement paths not lost when “zooming in” or out (both on and off-map). - Added “incoming” fire lines on map from enemy units during targeting checks. Things that didn't work right: - Fixed right click on enemy unit to bring up info box (wasn’t working at all FOW levels). - Fixed problem where obstacles weren’t appearing after a right click on a loc where mouse-over text showed object present. - Fixed IP’s occasionally “disappearing” after right clicking on them. - Fixed c++ error in energy weapon kill/damage routines. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (31 Oct 04) --------------------------------- Added/Adjusted: - Unknown obstacles/minefields are now ignored for AI calcs movement path determinations (including for human-selected objectives). - When placed units are moved in the set-up phase, if the unit has an existing move path, now give warning and then delete move path if user continues. - Towed/slung weapons now shown to enemy if sighted. - The AI now asks before changing already-placed forces during scenario set-up. - Adjusted victory conditions for games with no objectives. - Flank unit can not be assigned as TF HQ (to replace destroyed units). - Adjusted targeting AI for better follow-up targeting and weapon selection. - Updated air path determination AI - much more realistic - Adjusted chem round effects. Added emergency MOPP actions and movement out of the chem attack location. - Civilian AI adjusted to be more effective and quicker, plus now deals with free set-up scenarios (no start line for one or both players). - Adjusted CAS AI routines for improved results. - Adjusted arty mission AI when determining what to do if the mission parameters have changed (target, spotter unit, ammo on hand, etc.). Things that didn't work right: - Fixed C++ error in DF target selection (when one or more potential tgts removed because of LOS change to invalid, but was still “counted”). - Fixed weather settings display during setup & removed "reset" when loading saved scenario (was left in from debugging). - Fixed recurring crash when a unit had a join command & parent unit didn’t have any other movement commands in its queue. - Fixed situation where reinforcement and passenger units with movement commands were accruing movement points before coming onto the map/unloading. - Fixed problem with area targets having their location “reset” - Fixed chemical symbol display on map. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (6 Oct 04) --------------------------------- Added/Adjusted: - Added option to erase “in progress” movement paths back to the last selected waypoint (Undo Waypoint button on button portion of Unit Movement form). - Added limit for AI movement path finding time (1-60 seconds per unit). Separate toggle to apply to AI players. - Close combat SOP form now has check box to set entire formation. - Adjusted close combat SOP form to allow vals to be given to an entire formation. Things that didn't work right: - Fixed crash immediately after deleting poa2prefs.dat file. - Fixed location-save problem when placing IP’s, DF Tgts, and IF PPD. - Comp units with move together on have their mp remain adjusted for the slowest unit in the group after each move - prevents MP’s from building up (and having units zip across the map). - Fixed floating point div by zero in AI strategy module. - Fixed rare c++ error from trying to unload a comp. unit. - Blocked non-placing player from editing IP’s/obstacles/mines. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (29 Sep 04) --------------------------------- Added/Adjusted: - Added "How Do I ...?" help section with deteiled step-by-step instructions on how to perform basic functions (Main Menu). - Adjusted AI movement/strategy routines. - Added new “aircraft fidelity” so users can reduce sighting and AA fire for faster playing turns (at a cost in realism). Off map level is 10 times the normal (set) amount. - Adjusted the Preferences form - added a new tab to group game-specific values. Things that didn't work right: - ATGM routines had errors in selecting guiding unit and wire breaking. - Removed objects (IP's, minefields, etc.) in the force tree. - Fixed reaction orders propagation though a formation. - Fixed new right-mouse click info on enemy units. Limited to known units only (not objects). - Fixed c++ error assigning leader to player2's force without actually clicking on a unit. - Fixed infrequent c++ error in DF selection box. - Fixed IP placement - weren't always being saved. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (17 Sep 04) --------------------------------- Added/Adjusted: - Adjusted map display during airstrike phase to move out to zoom 1 (if not already). - Streamlined combat reporting - was showing duplicates. - Added total crater area in location to Location Info Form. - Added option to display unit flag on zoom 3 unit symbol. - Fixed glitch in detailed Loc Info Form display for friendly units - Finished revamp of sensors. - Added lines on map between in-flight missiles and their targets (from click on force tree). - Updated Place Units On map so it’s easier to adjust reinforcements. - Added basic MOE info save to record game situation (JFCom/NPGS). - Enemy known units show carrier symbol not the one for the enemy composite HQ. - Updated composite unit routines to reorganize actual HQ assignments based on comp. unit assignments. - Adjusted reporting to show kill and damage probability values more accurately. - Added fidelity vs. speed for qty of rounds fired each turn (reduced rounds fired by up to 90% and applies results statistically for faster executing games). Preferences | General Tab. - Updated composite unit routines to reorganize actual HQ assignments based on comp. unit assignments. - Added ability to auto-run non-stop & periodic to all games whether players human or AI. Adjusted preferences form. - Added fidelity vs. speed for qty of rounds fired each turn (reduced rounds fired by up to 90% and applies results statistically for faster executing games). Preferences | General Tab. - Added auto re-supply feature. When enabled, units will be periodically re-supplied with ammo up to the weapon system basic load (adjusted for the force supply level). The time required to re-supply is based on the ammunition caliber (larger take longer), the unit fatigue and morale level, and the weather conditions (temperature, precipitation, and light level). Re-loading units must not be broken or berserk, or under enemy fire. If they are, their re-supply action will be delayed until they are eligible. The same applies to units that take fire or break during the reloading operation. It will be completed once they are eligible The auto re-supply period is set when making a new scenario in the Force Values form for each side. - Users can now scroll the map using the “wasd” keys (w=up, a=left, s=down, d=right). Also, “+” and “-“ now zoom in and out - the Ctrl key is not required. - Adjusted suppression for time scale if greater than 60 seconds per pulse. - Added 1m to the LOS height, so it now clears “close shave” situations (assuming the unit could move some within its location to get a better view). - Added new com/jammer systems table & wired them in to models (AJCN). They now affect/detect transmissions between units, internal unit friction, and SITREP reports. - Upgraded formation move so that if a unit can’t get to it’s primary objective (path blocked), it will search alternates, and then if still none, put up a message (if human controlled) - Changed unloading report for composite units to show each sub-unit’s name (it was shown as the comp unit name unloading from itself 5 times). - Added buttons to clear formation/force movement paths on Place Units On Map. - Move paths were being reset when an existing scenario was saved as set-up phase. - Adjusted unit loading window to be more informative & to update capacity in set up phase. - Removed “MOE Report” file error message when loading scenario 1 (or other relatively old saved games). - Added check boxes for dates and main gun when selecting a weapons system (manual wpnsys selection picking new units). Can also now right click for detailed info box. - Added "Find all Fire Locations" for active unit in right click menu (on map). "DF" and "IF" are shown as applicable. Click Redraw button to erase overlay. - Added movement path time and end loc to edit unit data. - Added more weapons systems, communications (AJCN) and sensors. Things that didn't work right: - Fixed arty airstrike div by zero crash on munition impact. - Fixed c++ error when checking to convert pers kills to immob instead for nearby exploding tanks etc. - Fixed unit SOP propagation for composite units. - Fixed Load/Unload problem (exception error in move phase) from reaction orders. - Initialized Reaction orders when new units created. - Fixed cratering from arty/airstrike. - Fixed mouse-over, was showing “loaded” when unit wasn’t. - Fixed div by zero in close combat analysis routine (from new orders). - Fixed standard FOW level - wasn’t working properly for friendly forces. - Fixed unit movement form - wasn’t allowing for editing. - Fixed bridge damage routines from units exploding on them or misses from DF/IF that hit the bridge instead of the unit (was applying “near miss” to ALL bridges instead of just the one the target unit was on). - Fixed Victory objectives settings/ allow attacker to move/add/delete. - Fixed accuracy overflow for guided missiles (Hellfire, especially). - Got rid of “fast” LOS routines/save array.... large games caused it to crash. - Fixed a c++ error when sometimes deleting units from Force Selection tree (new scenario force selection). - Fixed lane placement through mines. - Fixed TRP IF and DF radii/area values weren’t sticking. - Fixed weird ROF values in unit targeting. - Fixed composite unit movement problem at obstacles (tended to either break apart or sit endlessly). - Fixed loading problem - carrier unit qty wasn’t being taken into account in capacity calc. - Fixed “grid index error” in Place Units on map (rarely occurred). - Added check so that fixed wing aircraft can never fly slower than their minimum speed. - Staff Officer wasn’t initializing the TF HQ unit properly. - Fixed pause to engage setting for firing units. - IP’s, obstacle & other objects weren’t having their “known-to” values updated when the enemy sighted them. - Buildings and other objects were concealing themselves. Now they don’t, plus objects now add 50% for other objects. - Fixed targeting for comp. units. FG info not show, also the Comp unit is shown in the firing units box (but can’t be selected). - Fixed Scenario 1 for composite units (removed cross loading, HQ foot units loaded on carriers, others deployed). - Fixed helicopter inability to rotate to target (actually this was re-fixed - the original change was lost somehow). - Point to Point LOS display - now we only show carriers, not passengers, in elev cycle. - Fixed relatively rare access error clicking “OK” on Unit Detail info form. - Fixed airdrop “flashing screen” (in set-up phase). - Fixed problem in force tree when force wasn’t being displayed properly when TF HQ wiped out. - Fixed c++ with chem. weapons - Fixed database for rocket IF weapons. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (16 Jul 04) --------------------------------- Added/Adjusted: - Added ability to cycle targets and spotting units/elevations in point to point LOS display (from main map). - Implemented progressive LOS block point model. - Added missile symbol for in-flight units in force tree. - Updated Detailed unit info for in-flight units. - Weapons pictures can now be JPG files (just use the same file a name as the BMP file). BMP files load first, but if a BMP doesn’t exist, a JPG of the same name will be loaded. The palettes may not line up in the JPG files - some of the colors may be off. - Added new info shown in force tree (Preferences | General: Force Tree Stats Box). - Added help file to Expert Levels - describes what is “blocked out” on various forms. - Added ability to use a background map (BMP/JPG) for off-map display form. - Added new Close Combat SOP - Always, Never, and "When favorable". - Added new sensor types - Vis/IR and Magnetic. Also enabled Motion (was in there but not selectable). - Added addtional weapons systems (mostly Chinese), and TO&E formations. Things that didn't work right: - Fixed Lautosave being place in POA folder instead of Saved Games folder. - Updated DataView engineering times to be per man, not per squad. - Fixed red/green squares during combat if one is off map (screen wasn’t properly scrolling). - Fixed arty not rotating for fire support mission. - Fixed problem with composite units not moving more than one loc per pulse. - Fixed moving composite unit FOW issues. - Fixed problem where speed was being set to +1 intended/selected value. - Fixed AI selecting high caliber weapons against personnel tgts. - Adjusted CAS ROF/total qty - was being reset too low. - Adjusted LOS degradation of unit ROF’s. - Adjusted close misses for bombs - the initial tgt unit was immune from further effects. - Adjusted close combat contact/probabilities for “density” in location. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (22 Jun 04) --------------------------------- Added/Adjusted: - Added Reaction Orders. They control how units will react when they take DF. The orders may be accessed/edited on the Detailed Unit Info form (SOP tab), or from the Unit Movement Form (button to the right of the selection box). Reaction orders are given for movement, targeting and ROF, depending on the effectiveness of the incoming enemy fire. - Adjusted re-manning for compositie units. Re-maning occurs when a unit takes losses in a high-value weapons system, and personnel from less valuable systems take it over and operate it (see the new composite units manual section for more info). - OPtimized break/run to cover calculations - now much faster and more "aware" of the overall situation. - Adjusted S-3 movement orders - faster and more effective. - Sped up execution of combat movement phase. - Updated many of the more complex help files. Added a help button/file to the Expert Level form that lists all expert level effects. - Added rank and nation values for Germany, China, France, Australia, and Israel. Also added basic TO&E formations for each nation. Things that didn't work right: - Artillery emplacement after movement. - Engineering bridge and road building. - Adjusted scenario files that were supposed to start on turn 1 instead of set-up. - Fixed mouse-over crash. - Fixed access error when progress bar not visible (AI vs Ai games, mostly). - Fixed "Div by Zero" error from trying to move immobilized detachments. - Fixed "Domanin Error: POW" from a unit doing an engineering op generating "negative" dust. - Composite unit loading/unloading, as well as other aspects. -------------------------------------------------------------------------------- ---------------- Version 2.02 beta (20 May 04) --------------------------------- Added/Adjusted: - Composite Units (easier, more flexible and powerful than multi-part units). They are auto-created at the start of a game (from all the existing multi- part units). Afterwards users can create and adjust them as desired, including setting the composite unit HQ, and the units in it. Composite units can also be given individual instructions to stay in the same location and to use only AI targeting. Composite units are accessed from: "Main Menu | Staff Officers | Build/Modify Composite Units". - Unit Movement Form given discrete "panels" to adjust size. - DF Form now resizable. - Elev (AGL) added to "mouse over" for known friendly & enemy units. - Facing added to "mouse over" for friendly units (Firing Group #1/Hull). - Added a flexible Scenario Creation Module/Checklist. - Added new statistics to ALO to provide more info on airstrike status. Also, missions are not deleted from the report until done so by the player. - Added general climb rates (m/sec) for helicopters, aircraft & troops: Helicopters: ((max speed - 50) 2 / weight) x 0.18 Never less than 2 m/sec. EXAMPLES: AH-64A=13, UH-60=15, UH-1=6 Aircraft: [ 225 x (max speed/weight) ] + [ (max speed - 1000) /10 ] Never less than 4 m/sec. EXAMPLES: F-16=250, FA-18=273, F-15=327, C141=14, C-130=13 Personnel: 0.5 (assume stairs or ladder). - Users can now adjust LOS percents of spotting and target locations, terrain smoothing, and max range degradation. - Added 3 "ratings" for saved games: Size, Difficulty, and CPU Demand. - Combat reports (for games without a password) can be saved to a file. Users will be prompted to use this feature on turn 1 if option: "Preferences | General | Write Combat Reports To File" is checked. - JPG files can be used instead of BMP's for the "base" or "scanned-in" mapsheets. The only condition is that the JPG files must have the same file name (less the extension) as the original BMP files. If both are present, the JPG files will be used preferentially. - Left click on an IF mission from the FSO Officer now highlights the target's location - not the firing unit's. - Adjusted calling/spotting unit text strings in Call For IF form so now the effectiveness values are shown first, before the unit name. - Updated the Engineering Operations form to be easier to use, and to provide more information about in-progress operations. - Added Weapons Systems for: France, Germany, Israel, Australia and China. - Chem ammo added for US and CIS arty and rockets. - Arty emplacement times adjusted. - Weapons system used as possible "defaults" now limited in data table. Things that didn't work right: - Fixed S1 and Commo officer reports. - Fixed smoke rounds - they were never burning out. - Corrected the LOS display - sometimes displayed in the reverse direction. - Adjusted AI ammo selection so it isn't changed as readily. - Updated "in-flight (missile) travel/positioning routines. - Unit Data Form limited to main tab for flank forces. - Updated dynamic engineering operations. - AI placement keeps user-set passengers and carriers together. - Unoccupied locations can now be targeted with IF and airstrikes. - Staff officer right click. - The AI no longer issues immobilized units movement orders from morale considerations (run to cover, breaking, etc.). - " O" now also closes the Off-Map display. - The position and size of the combat report form is saved. - Combat phase map scrolling was adjusted. - Games can end when one force has been completely destroyed. - Adjusted calculations for End of game VP total. - Fixed DataView crash when editing Awards/Medals (which are not yet implemented). - General "c++ exception" and other crash errors. -------------------------------------------------------------------------------- ---------------- Version 2.01 (9 Mar 04) --------------------------------------- Important Note for Civilian Users: As of version 2.01, the program will not load properly if you attempt to use Standard.WPN or Standard.GUN files that have been modified from those released by HPS. However, users may freely use customized versions of the other data tables: Standard.ORG, Standard.SPL, and Standard.TEC. Additionally, the DataView module has been fixed so that users can not save information that contributes to these files, even inadvertantly (Weapons System, Gun/Launcher, Ammo, Ammo Type, MOPP System, Armor Type, Engineering). Added/Adjusted: - Reduced smoke generation from wrecks. - Added close combat to reporting. - Broke out accuracy separately from kill probs on DF/targeting screens. - Added "Bring location information window to top" Display Menu option (or Crtl-H). - Added minimize and close system buttons to Location Info Form. - Streamlined AI routines for aircraft movement. - Mouse scroll band/time values and LOS area display range saved as player preference. - Progress bar form smaller, and is movable (position saved as player preference). - Map view (zoom, position) returns to that used before the last game save (for each player). - Added "Standard Wargame FOW Setting": All friendly units are always known correctly and completely. If an enemy unit is sighted by ANY friendly, the entire friendly force knows it immediately at level 5 (no SITREP's). Otherwise, no friendly unit knows it is there - and there are no historical reports, e.g., "as of x seconds ago". - Added ability to change unit HQ assignments and unit level in setup phase using the Unit Info Form. - Added "hard" target and overall firing limits to the Unit Info Form SOP's. - Add "Set SOP for formation" when setting SOP's for HQ's (Unit Info Form). - Auto-backup routines save the existing autosave.ops file to "Lautosave.ops" before overwriting the existing file. - Streamlined "set victory objective" process. - Streamlined "create detachment" process. - Added the scenario name to the main form title bar. - Improved AI movement path determinations. - Add new options for AI selection of the "best path" emphasizing either speed or tactical considerations. - Added British and a few other weapons systems to the database, plus made some corrections. - Added "only units within range" option when setting up engineering operations to speed up the process. - Added paradrop information to combat reports. - Added "Arty mission complete" and "Arty unit out of ammo" messages to the combat reports. - Added option to show weapon info in "mouse over" text on the map. (Main Menu | Preferences | Map Colors). - Added a default symbol for obstacles and other objects without a symbol specified in the TEC (berms and craters). - Added auto-load and auto-unload option for formations. - Streamlined Load Units, Unload Units, and Join Units forms. - Added graphic indicators to force tree for unit strength and status. - Can now edit unit names during the game from force tree and Unit Info Form. - Added detail level 6 to combat reports to show thickness and penetration amounts, angles, impact velocity, and other information. - Added loading and unloading notices to combat reports (levels 5/6). - Added additional unit status information to the FSO staff officer. - Adjusted the AI routines for smoke and illumination arty missions. - Gun/ammo selection form now shows on-hand quantity. - Updated airstrikes to make them more realistic against moving targets out of "danger close" range to friendly units. - Passenger unit symbols are not shown onthe map. - Added ability to copy TO&E entries from one table (file) to another. Things that didn't work right: - Removed a bug that caused "access error" crashes. - Fixed smoke/dust drift/dissipation routines. - Focus unit highlighted on Unit Movement form. - Fixed rotation for 0-360 units (it was being reduced to 0 degrees) - Fixed close combat for "fractional" kills per pulse. - Fixed bug on hits to non-armored AFV's. - Fixed help file unavailability for unit targeting form. - Fixed force being "reset" when bringing up help form when initially selecting TO&E units. - Fixed helicopter movement problem. - Fixed "Novice" expert level options when selecting air and arty support. - Fixed "Ok" and "Cancel" buttons on air and arty support forms. - Fixed tutorial slide show not always being available. - Updated hints/tool tips on Preferences form. - The map display matches the force tree for compressed multi-part units. - VP Locations now "stick" when existing scenarios are reset to the start turn. - Added "Reinf" notes to Unit Info form and Force Tree. - Fixed mobility damage checkboxes on Unit Info Form. - Fixed elevation AGL setting on Unit Info Form (was limited to 100m). - Fixed ROF setting on Unit Info Form - wasn't "sticking". - Fixed Radar pulse setting on Unit Info Form - was reversed. - Fixed problem with the "run for cover" indicator on the Unit Info Form. - Added the help file for the Detailed Weapons Info Form. - Leaders with apparent unit were always being transferred to detachments. - Fixed loading and unloading problems. - Fixed staff officer color displays. - Fixed unit level map display (set in Preferences). - Some types of engineering operations never started. - Fixed a display problem for linear features (ditches, barbed wire). - Adjusted turn radius calculation for aircraft so that ammo can never exceed 50% of aircraft total weight. - Fixed paradrop routines - units were not becoming disorganized. - Fixed a potential airstrikes problem where some air units never began their run. - Minimum flank size was one, now allows for zero. - Fixed S-2 and S-4 crashes for games without defined start lines. - Morale routines were being ignored. - Fixed a problem where unspotted arty missions weren't firing FFE. - Smoke and illumination round burn times "hard coded" based on filler weight to get around database errors. - Added checks that the TF HQ is placed at the start of the game (on or off map, but not a reinforcement). - Adjusted the smoke/dust/chem disspiation & wind routines. - Fixed replay for PBEM games (was being reset). - Fixed several problems with engineering operations. Playtest and Assistance Credits: - Charles Belva - Gary Bezant - Arthur Florman - Peter Jackson - Don Maddox - Andrew Offen - Kevin Pelz - Tyler Philpott - John Rainey - Brian Rock - Rod Sayers - Tim Schulz - Mike Sinnott