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Cream of the Crop 21
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Cream of the Crop 21 (Terry Blount) (October 1996).iso
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cw116a.zip
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UPDT110.TXT
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1996-02-07
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Changes Made To Civil War
=========================
Version 1.1.6, 7th February 1996
================================
Campaign:
---------
Fixed crash bug when troops moving by water tried to rejoin command
or last remaining units under a command are given transfer orders.
Fixed a similar problem which could have happened when moving by
rail.
Fixed memory loss problem caused by troops moving by water.
Version 1.1.5, 24th January 1996
================================
Campaign:
---------
Fixed bug, which caused AI controlled armies to rejoin their president
(who doesn't really exist) causing unpredictable behaviour and
machine crashes from then on). This may also be the cause of other
crashes whilst processing the AI.
Thanks to Ethan Gibson for the help in finding this bug.
Fixed bug: Trains sometimes had ghost units on them, which caused
program crash (often a DOS/4GW error 2001).
Thanks to Ethan Gibson for the help in finding this bug.
Version 1.1.4, 15th December 1995
=================================
Miscellaneous:
--------------
In German version, starting game with command line options, uses
German version of main menu (art\screens\mn_ger.lbm) instead of
international version (art\screens\mn_menu.lbm)
Passing saved game filename on command line works, instead of
adding an extra "*" to the filename (e.g. save*.sav instead of
save.sav).
Campaign:
---------
Fixed crash bug, when AI tried to transfer brigades that were out of
command range and was the only unit in its organisation. Thanks to
Andrew Dixon for help in finding this bug.
Version 1.1.3, 15th October 1995
=====================================
Campaign:
---------
Fixed Problems with saved games:
- Ferries carrying troops were not being read in properly,
resulting in troops stuck in the sea.
- Trains were not storing their passengers properly, resulting
in stranded brigades.
- Units involved in battles not stored correctly. This means
that saving in the middle of a battle while there are other
battles waiting to be played that day would not read in correctly
- Clock's date and time are set up correctly after loading.
This was a problem if you had campaign time turned off because
it left the date at whatever it was set to before.
Battle:
-------
Fixed Bug when a unit reattaches all units, but some of its units are
not on the battlefield then it still tried to attach them. This
caused a freeze up at the end of the battle before continuing the
campaign.
Fixed Battle AI bug concerning detached units whose parents are
not on the battlefield. Sometimes armies were being allocated to
Corps resulting in an unstable Order of Battle structure
eventually causing a crash later in the campaign.
Miscellaneous:
--------------
Fixed bug in Polygon renderer used to draw arrow heads, which
caused random bits of memory to be unallocated.
Unit Information area on right of screen in campaign and battle
includes the unit's organisations (e.g. "1st Brigade, 2nd Corps,
Army of the Potomac" instead of just "1st Brigade").
Version 1.1.2 beta, 12th October 1995
=======================================
Campaign:
---------
Unit's and General's experiences are updated after battles.
Visibility of enemy units set correctly when player is controlling
both sides (using -P=B on command line).
Facilities can be built on both sides when player controls both
sides.
Version 1.1.1 beta, 26th September 1995
=======================================
Game:
-----
Bugfix: Encyclopedia Icon works again!
Bugfix: Loading a saved game works again!
Campaign:
---------
City Supplies and Resources are not increased while it is being
sieged.
Bugfix: Units don't alternate between occupying and unoccupying
every pass through movement phase.
Added a few missing railway links.
Railway way-points can not be used for boarding / disemabarking
from trains.
Mouse Pointer changed to arrow during Movement Phase messages.
Units withdrawing after losing a city battle will do so immediately
instead of waiting till the next day.
Bugfix: Regiment's supply levels reduced when appropriate.
Bugfix: Merging regiments doesn't crash any more.
Hospitals have an effect on recovery rate. Resting units in a
city with a hospital will double the recovery rate. Being within
about 30 miles will have a lesser effect.
Unallocated Regiments in CAL have their type listed as well as
their name.
Naval Battle result: "Union suffered no damage" message
was coming up even when referring to Conferedates.
Naval Battle result: Flotillas of correct sides displayed. It was
backwards before.
Naval Battle result: Flotilla sizes are shown before any ship are
sunk. Empty flottilas are displayed as "flotilla consisting of
nothing" instead of "flotilla consisting of".
Battlefield:
------------
Version 1.1.0 beta, 21st September 1995
=======================================
Campaign:
---------
Designed and Implemented a completely new Campaign AI.
Combat Value of cities changed:
Capital cities have extra 10%
Occupied cities have a much higher value based on their occupier.
Larger Cities have higher value (up to 70%).
Fixed bug that could cause building supply wagons to wrap the cities
supply levels to small values.
Naval Units can only be built in sea ports.
Fixed bug with realism settings where low unit type realism prevented the
facility and supply realism settings from working correctly.
City Supply levels are shown in the City Information area.
Resource generation adjusted so that small towns will produce more
than they used to.
City Supply rules rewritten to work as designed:
Each town has a supply level
They supply any troops that are nearby
As they supply more troops then the supply level drops.
As the supply level drops then they can not supply troops so well.
New supplies can be created by building Supply Wagons
Supply wagons can only be built if you have supply depot
Town supplies are auto-updated a little every day, and also
receive supplies from their capital city.
Resource/Supply generation bugfix:
Towns only supply other towns if they are controlled by the same side!
Water routes are shown when highlighting naval units.
Messages about Naval Battles are displayed during the movement phase.
New regiments are named after the state they were built in rather than
the city.
Route Planner written, moving by land picks fastest route avoiding
water, marsh, etc as appropriate. There are two route planning
algorithms implemented: a fast one that simply avoids water, and a
slow one that finds the quickest method taking into account the
movement speed over different terrains. You can choose which one to
use from the campaign options dialogue.
Campaign Orders: 4 mode icons at bottom instead of 2:
Any : Move by fastest method [default].
Land : Only move by land
Rail : Only move by rail
Water : Only move by water
Units rejoining command will use best route available instead of walking.
Campaign Options added:
Campaign Clock: On/Off, when off the clock does not move whilst
giving orders in Campaign mode. You must click the clock icon
to end the day.
Route Planner: Quick or Full.
Full: Picks the fastest route taking into account movement rates
on different terrain types. Not recommended unless you
have a Pentium.
Quick: Route planner only avoids impassable terrain (e.g. sea).
AI Passes: The maximum number of passes the Campaign AI will try
when allo