Desert War has been updated to version 1.0.1!

Brian Kellys Desert War: 1940-42 captures the drama of the campaign for North Africa during World War II.
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Daniele
Posts: 1797
Joined: Sat Feb 07, 2015 2:27 am

Desert War has been updated to version 1.0.1!

Post by Daniele »

Hi everybody!

Desert War has received a tremendous update. Welcome to version 1.0.1!

You can download the patch from the Members Area or directly here

Version 1.0.1
=============

Bug:
====
• Game freezes when max / minimize window when "Please Wait" is displayed.

• When scrolling the map left/right/up/down, there is a slight delay for the Icons representing artillery/Air/Naval etc..operations to re-position over their original placement hex.

• If you change the Zoom level before they get a chance to re-position, map icons (e.g. explosions) remain fixed and stay on the
screen regardless of moving the map or zooming.

• For Resolution 1280x800 or less, screen buttons overlap. Moved some buttons to the right of screen for these resolutions.

• For Naval / Air / Command attacks, if assign defensive fire to friendly unit, if drag mouse over enemy unit, can then assign defensive fire to enemy unit
(can also assign attacks onto friendly units and on empty hexes).

• Editor - unit overstacked on setup. Unit setup "Refresh Armies" should not put units in hex if hex will become overstacked.
(unless no other choice).

• Naval defense icon seems to be slightly out of tack with respect to the rest of icons on the same column.

• Fog of war lvl 1 shows correct stack size when K hotkey used.

• If right click a unit in a stack when showing details of another unit in the same stack, then unit details is cleared. It should also show details of the right clicked unit.

• Supply not correct in Allied setup when playing Axis AI.

• Disable hotkey-D (show units at dest) during setup phase as otherwise units will not be shown at correct position.

• Start Menu - if corrupted save file, then game hangs.

• Fog Of War unit right click details have wrong unit size.


New Features:
=============

• When units not on map, right clicking should show terrain details, not unit details.

• Autosave optional (in Start Menu Options).

• New hotkey V to show victory locations but does not show right-hand victory details display).

• Added new Display Battle Summary view

AI changes:
===========
• COA (Course Of Action) added as Script Response Type.
• Fix for AI Units making suicide attacks

Scenario changes:
=================

All Scenario Versions: 2.0

ALL
• Many Forts / Entrenchments have incorrect defensive values.
• Game Data Intel Range for ground units increased from two to three to comply with ranges found in the table on page 113 of the game manual.
• Road Movement Modifiers changed from .75 to .78 to more closely approximate a 30kph march rate on Highways. Recce changed from .75 to .66 for the same reason. Infantry changed from .34 to .39 to more closely approximate a 4kph foot march rate on Tracks.
• HQs ranges standardized (with some exceptions) as follows:
o Army – 64
o Corps – 32
o Division – 16
o Brigade/Regiment – 8
• Fixed road network vicinity Halfaya Pass.
• Removed gully northwest of Sollum Barracks; made the position too strong.

Operazione E
• Maletti group should have M11/39 tanks—not M13/40s.
• A/3rd Bn Coldstrm Gds(-) HQs changed from WDF to Coast Force.
• Added missing ridge line hexsides south east of Tobruk.
• Royal Navy asset random re-use delay set to 3 turns.
• Italian motorcycle companies broken down into platoons.
• Re-set historical start-up locations.
• 4CCNN Res units labeled as such.
• 2CCNN assigned a set-up area to allow for minor adjustments during set-up phase.
• Increased range of WDF HQ from 24 to 25 to insure supply to WDF(FWD) at Sidi Barrani.
• Allies Field Supply Depot No.3 removed from the game (was at Sidi Barrani).
• VPs awarded to Allies for holding Sidi Barrani reduced from 1 to 0.
• 4 IN XX and 7 AR XX assets assigned to brigades to assist AI.
• Turn 10: Reinforcements: x1 Ground Asset - Pasta!
• Axis briefing updated in English, German, and Spanish.

Into the Blue
• Fixed Road Movement Rates.
• Re-set historical start-up locations.
• Increased set-up area of 2CCNN to include Halfaya Pass.
• Maletti group should have M11/39 tanks—not M13/40s.
• WDF HQ start-position was at sea; now located in 65,35.
• Added missing ridge line hexsides south east of Tobruk.
• Axis F12 units set to F15 to match scenario length.
• Royal Navy asset random re-use delay set to 3 turns.
• Added Allies supply sources at locations of Field Supply Depots 3 and 4.

Beda Fomm
• Added Axis Supply Depot 1 at West board edge to protect Axis main supply source from capture by Allies recce units.
• Added Allies Field Supply Depots 6 and 7 at East board edge to protect Allies main supply sources from capture by Axis recce units.

Enter Rommel
• Changed “Forward Supply Depot” labels to “Mobile Supply Unit” for Axis and Allies. As a general rule, Supply Depots and Forward Supply Depots are fixed for the duration of a scenario; Mobile Supply Units are not.
• Fixed picsArmy assignment for Comando Superiore A.S.
• Corrected CYRCOM Main Effort image.

Battle of Sollum
• Names for Ju-87 units changed to flights (not squadrons).
• 22nd Gds Bde and 4th IN DIVARTY HQs moved SE 1 hex so they start the game in supply when using historical deployment.

Gazala: First Five Days
• Moved 7th Armoured Div HQs from Tobruk to vicinity Bir el Gubi to be with its units.
• Corrected Ju-87 attack/ground support factors

Gazala: The Cauldron
• Moved Recce Grp HQs from 0,0 to 27,38 to be with its units.
• Corrected Ju-87 attack/ground support factors
Alam Halfa
• Moved 8th Army HQ from 0,0 to 41,21.
• Changed 44th Inf Div HQ from a corps to a division.

El Alamein
• 28.Inf Regt HQs moved from 0,0 to 28,31 to be with its units.

Images
• Italian Supply Depot images re-numbered from m_inf_300 to m_inf_360 so they display correctly in-game.
• MAP_SIDI ridge line southwest of Tobruk fixed.

Sound
• Ack-ack added to replace the double-play of the air attack sound file
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Nico165b165
Posts: 426
Joined: Sun Jan 28, 2007 8:54 pm
Location: Mons, Belgique

RE: Desert War has been updated to version 1.0.1!

Post by Nico165b165 »

ORIGINAL: Daniele


AI changes:
===========
• COA (Course Of Action) added as Script Response Type.

What does this response do ?
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bcgames
Posts: 3105
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Location: Bramble Rose Farm, KS
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RE: Desert War has been updated to version 1.0.1!

Post by bcgames »

ORIGINAL: Nico165b165

ORIGINAL: Daniele


AI changes:
===========
• COA (Course Of Action) added as Script Response Type.

What does this response do ?
This response allows the scenario designer to easily change how the AI is acting/reacting. This can be a reaction to what the enemy is doing or a reaction to the success or failure of friendly organizations. In the military vernacular these are plans, branches and/or sequels. To keep things simple, we have named all of these concepts--courses of action (COAs).

There are nine possible COAs that can be scripted for the AI by the scenario designer. These are numbered in increments of 200. These numbers correlate to the id column of the AI Tab in the editor. Each COA has up to 200 scripted lines. The base COA (scenario at-start) always uses script id numbers 1 thru 200. COA_400 (Alternate Plan/Branch/Sequel) uses script id numbers 201 thru 400; COA_600 (Alternate Plan/Branch/Sequel) uses script id numbers 401 thru 600, etc., etc.

If a new COA is triggered then all scripts from previous COAs are null and void; they will not be triggered--the AI follows the new plan/branch/sequel. The exception is script id numbers 1 thru 200 always run. So...if you don't want things to always run, put them in a COA; use the scenario at-start AI scripts to decide which COA to follow. For example, if die roll equals 5 or less then do COA_400, else COA_600. Or another example, enemy armor detected by air recce in AI Area 5, do COA_800, else COA_400. Or another example, Friendly Org readiness is 50%, do COA_1000 (commit the reserve, or whatever).

Previously, if the AI was triggered to change its course of action due to conditions in the game, the scenario designer had to make sure he had untangled the spaghetti sufficiently to get all organizations responding correctly to the new COA. Very complicated. With the COA response--all previous scripts are forgotten so the scenario designer can focus on scripting the new plan, branch, or sequel.
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Nico165b165
Posts: 426
Joined: Sun Jan 28, 2007 8:54 pm
Location: Mons, Belgique

RE: Desert War has been updated to version 1.0.1!

Post by Nico165b165 »

That's excellent, thank you !

I had a look at the AI v 1.00 and saw you could change plans for an organisation but not really coordinate those new plans with what other units do. Now you can, and you can also have totally different plans from the start. That's very good for replayability.
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bcgames
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Location: Bramble Rose Farm, KS
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RE: Desert War has been updated to version 1.0.1!

Post by bcgames »

ORIGINAL: Nico165b165
I had a look at the AI v 1.00 and saw you could change plans for an organisation but not really coordinate those new plans with what other units do. Now you can, and you can also have totally different plans from the start...
Exactly.
MrClock
Posts: 66
Joined: Sat Dec 13, 2014 9:49 am
Location: Milan - Italy

RE: Desert War has been updated to version 1.0.1!

Post by MrClock »

In the next patch, I'd like to see how many men and vehicles there are in the units (also not detailed) and the total number of losses of each round.
The game would be more immersive.
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ETF
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RE: Desert War has been updated to version 1.0.1!

Post by ETF »

Agreed that would nice....
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