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PC Gamer 3.5
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1997-08_Disc_3.5.iso
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BGW.TXT
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1997-04-01
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VERSION 1.08 2/97
Fixed bug that sometimes awarded points for recapturing one's own uncrewed
artillery.
Fixed bug that allowed skirmishers in a hex with artillery to remain in
the hex after being overrun by cavalry.
Fixed reversed unit colors in jump maps.
Improved A/I movement, especially in regard to supply wagons and formation
changes.
Reduced the combat modifier for ranged-fire attacks vs. cavalry from +4 to
+2 at 1-6 hexes, from +2 to +1 at 7-12 hexes, and from +1 to 0 at greater
than 12 hexes.
Added a +2 melee bonus vs. defending units that are melee-attacked from
outside their facing hexsides.
Added a "Rules..." button in the A/I Selection Dialog. Selecting this button
allows the player to use the following optional rule:
OPTIONAL CAVALRY COUNTER-CHARGES: This rule enables defending
cavalry to conduct counter-charges in their Defensive Phase. They must be
in Good Order, and can counter-charge only enemy cavalry that has moved in
the preceding Movement Phase to within range of the defending cavalry. The
defending player Selects one or more cavalry units from the same hex to
perform the counter-charge, and then right clicks (or drags and drops) on
the target hex to initiate the counter-charge. If the attack is valid, the
Selected cavalry unit will move to the target hex and immediately conduct a
melee against that hex. It will then become Disordered, and if the counter-
charged cavalry loses the melee it too will become Disordered. Each counter-
charging unit conducts its melee attack separately.
Added an Initial View menu item to the Options Menu. This item is used to
define the initial view of the map shown when the main program is started.
It may be set to any of the standard 2D or 3D views, or to always display
the view that existed when the program was last closed.
Added a Leader Casualty Dialog (accessible via the Status Menu) to display
a running list of both sides' leader losses. A "K" indicates the leader was
killed, a "W" indicates he was wounded, and a "C" indicates he was captured.
Clicking on a leader's name in the dialog causes the map to scroll to the
location where he became a casualty.
Added Replay for the last phase of a PBEM game.
The Scheduled Dialog now shows the per-turn arrival probability of each
reinforcement unit listed.
The Target and Selection Dialogs now show a Disordered icon next to the
names of Disordered units.
Double-clicking on a unit's name in the Search Results list of the Find
Dialog closes the dialog and causes the map to scroll to that unit.
The fire value of ranged-fire attacks vs. limbered artillery is now
increased by 50%.
Guard units can now deploy completely into skirmishers.
When a skirmisher becomes routed, only *skirmishers* in the hexes adjacent
to it undergo an automatic morale check.
When a skirmisher with a higher fatigue than its parent unit rejoins that
parent unit, the fatigue of the parent unit increases by one.
When units in extended line combine, the resulting unit assumes the higher
of those two units' fatigue levels.
Except at night, the rally bonus of a corps-level-or-higher leader extends
into adjacent hexes.
VERSION 1.07 1/97
Fixed palette corruption of leader faces in 2D view.
Fixed melee effects when video option is turned on.
Fixed PBEM replay bug that caused crashes and hangs due to inadvertant
word-wrap in .bte file.
VERSION 1.06 12/96
Fixed corruption of battle file caused by choosing Cancel in Two-Player
Hot-Seat Replay option.
Added work-around for blank-line PBEM replay (corrupted .bte file) problem.
VERSION 1.05 11/96
Fixed crash associated with returning an extended-line unit to normal line
formation.
Fixed inoperable Papelotte button in front-end.
When friendly skirmishers and cavalry occupy the same hex, the skirmishers
automatically become disordered but the cavalry becomes disordered only if
the skirmishers exceed 250 men.
Made minor corrections to General Help and Scenario Notes.
Corrected objectives and reinforcements in "Wellington's Gamble" scenario
(june18_e.scn).
VERSION 1.04 9/96
A unit taking a loss from a ranged-fire attack now suffers only a one-level
increase in fatigue.
Fixed units are no longer released when attacked by their own forces.
"Undoing" a Formation change now also cancels the associated movement cost.
Version 1.03 8/96
Fixed bug that caused leaders within a protected arrival range to rout when
enemy reinforcements appeared.
Fixed display bug with units that rout within a protected arrival range due
to the appearance of enemy reinforcements.
When a unit in extended-line formation routs, then rallies, it now
automatically returns to extended line.
Version 1.02 7/96
SPECIAL OPTIONS: Clicking on this new menu-screen button lets you start
(or resume) a game using either Play by E-Mail (PBEM) or Hotseat with
Fog of War.
HOTSEAT WITH FOG OF WAR: This "Special Options" choice allows two players
to play a scenario using the same computer, with Fog of War in effect. When
one player has finished making his moves and/or attacks, the program draws
a blank map for the start of the next phase and informs him that it is now
his opponent's turn to move or attack. See 1.1.9 in the online Help for more
details.
Fixed bug that allowed extended line into enemy units.
Fixed bug that allowed disrupted/routed units to deploy/recall skirmishers.
Fixed PBEM file corruption.
Fixed crash caused by second-in-line leader casualty.
Version 1.01 6/96
Fixed bug that sometimes caused the wrong "cannon ball" icon to appear in
the Unit List for artillery units.
Fixed bug that sometimes caused incorrect resolution of melee attacks
(which occasionally resulted in "Rambo-Skirmishers").
Skirmisher losses in melee are reduced by 80% (instead of 75%).
Each Prussian or French infantry unit that advances into melee while in
column formation has its attack strength increased by 25% for that melee.
Whenever a unit advances into melee from within the Field of Fire of any
unit defending in the melee, that melee attack receives a -1 modifier *if*
that defending unit could have fired in the preceding Defensive Phase but
did not. (This represents final defensive fire immediately before the melee.)
All units making a melee attack into a chateau are halved in strength, in
addition to all other modifiers.
A unit can fire into or out of a chateau through a high wall or gate
hexside. High walls and gates now have a -4 modifier to ranged-fire and
melee attacks.
A unit defending in a chateau against a melee attack will not retreat.
The strength of infantry ranged-fire attacks against infantry in column or
square is increased by 25%.
If Fog of War is in effect for a side, the opponent cannot see the Fatigue
level of that side's units.