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README13.TXT
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1997-01-17
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Age of Rifles, Version 1.3
This document describes the changes in Age of Rifles since version 1.01.
FIXES
Fixed: A bug which could turn control of an enemy unit over to a player
at the beginning of a turn. Part of this fix is special code to
terminate the game if 1) player 0 is not capable of moving any units in
the current turn and 2) pbem is in effect. This will prevent confusion
in file swaps at some cost of playability in some scenarios.
Fixed: A bug which could cause a crash if certain unit information was
accessed after selecting an empty hex during the scenario post mortem.
I have also re-enabled cursors during the post mortem.
Fixed: A VCR data handling bug which could cause memory related crashes
has been corrected.
Fixed: Crash in the Load File Manager selecting the down scroll arrow
if the only save present is AUTO.sav.
Fixed: Crash in the Game Options screen before the scenario if selecting
the simple/rich graphics in the Game Play Options menu and then OK.
Fixed: Crash (mostly) at the end of scenario play if one side has no
units left on the map and the swap sides function is selected.
Fixed: In the Game Options screen if the Commander and Automatic
Formations toggles in the Game Rules Options menu are off, then the
scenario will end before it can be played.
Fixed: A bug in commander action reporting which could result in the
following strings "prevents a rout!" or "watches helplessly!", has been
fixed.
Small map miniature uniform graphics have been fixed.
The microview is now properly updated at the beginning of a turn, and has
been extended to improve functionality during computer player turns.
Memory use has been "fortified" to reduce the chance of page faults on
some machines.
The unit info panel is now properly updated when tactical formation is
changed by hotkey.
Inconsistencies in defensive order selection logic have been corrected.
Problems with the 100 yard / 10 minute scale clock have been corrected.
Deployment related errors in the OOB editor copy unit and delete unit
routines have been corrected.
Fixed: A logic error which could cause the program to lock
if a computer controlled enemy exits the map.
Fixed: A logic error which could interfere with an
undercrewed artillery unit's ability to change facing.
Environmental effects are now turned off (clear weather,
firm ground and calm conditions are assumed) properly
when the "Full environment effects" game rules option is
turned off.
Fixed: A bug which had the potential to crash the game
if more than one assaulting unit succesfully advanced into
a hex previously occupied by an enemy artillery unit which
left weapons behind, and the _second_ unit attempted to
salvage the weapons.
Mounted units may no longer enter defensive order.
IMPROVEMENTS
Reports+ command line switch has been extended to replace additional
verbal descriptions with numerical equivalents. Units with attached
leaders show up in the microview as blinking red lights rather than
blinking yellow lights. In the overview, units with leaders are
hilighted with a blinking red cursor. There is an additional menu item
listing the status of all game options. (This display can also be
called up by use of the "?" hotkey.)
Ship fire animations have been improved.
Ships are now easier to sink. Towns, villages, walled compounds etc now
rubble more frequently.
Random Orders of Battle may now be created in the OOB editor. Click on
the small "random" button at lower right and follow the prompts.
Random Scenarios may now be created. Click on the "random scenario" button
in the main screen and follow the prompts. The randomly created scenario
is saved with the name random.sce, and any previous random.sce will be
overwritten. If you wish to save a random scenario permanently, load it
into the editor to rename it there. DO NOT RENAME THE SCENARIO FILE
OUTSIDE OF THE EDITOR, if you do: the game will not properly update high
scores, loads and saves may act strangely, and the scenario will be
useless for campaigns. The only "safe" renaming which can be done
outside of the editor is *.sce to *.sci or *.sci to *.sce.
Quality and movement indicators no longer show up on enemy units during
game play (advanced intel rules).
Fire cursor colors are now modified to reflect time of fire effects on
lethality of fire.
Variable wallop bar: Whenever the mouse cursor is passed over a valid
target for the active unit, the current effective fire strength of the
active unit vs. the target is displayed under the target unit. If the
active unit has less than the full 4 pulses of fire available, a minus
sign is displayed next to the strength number.
There is additional feedback now regarding wallop bar display option
selection.
VCR playback has been slowed down a bit.
Melee and fire losses have been adjusted. Advanced interactions have
been added between mounted cavalry units and infantry in square
formation.
Units in march column now suffer significant morale penalties.
There have been several minor graphics improvements.
Prize crews now train by a random amount from 1% to 10%
per turn until they reach their national average. Prize crews
are also now able to receive stragglers as replacements.
A new VCR replay button has been added. The new button
resets the VCR to the start of the other player's previous
turn.
Map place names are now available when fields of view are
being shown.
Unit experience gains between battles in campaigns are
now tied to the unit's participation in combat during the
scenario. Units not significantly participating in a battle
(no participation in melee or fire combat) will not gain
experience.
Quality indicators ("condition icons") in the active unit panel
now show up only if you have full info on the unit being displayed.
Experimental Command Line Switch: "oldrules".
oldrules+: Decreases killed and wounded and replaces them with
stragglers and unit cohesion losses. Turns on long reaction ranges and
advanced reporting options. Increases severity of fire combat, but
additional losses are channeled as stragglers and loss of unit cohesion.
Morale rules are strengthened. Artillery units tend to abandon
their guns if overrun rather retreating from melee. Units are eligible
for frantic fire in response to fire attacks by adjacent enemy units.
Note: It is extremely difficult to move units in the face of enemy fire
when this switch is on. Assaults are much more difficult to launch, and
due to the stronger morale rules overall casualties for battles are
significantly reduced. If you set oldrules+ and wish to return to the
default rules, set "oldrules-" on your command line.