Version 1.18.00 is now available and brings you the usual selection of fixes and updates. We hope you enjoy it and please do let us know what you think. (EDIT: Here is a direct link.)
GAME ENGINE CHANGES
Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565).
Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin).
Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat).
Fixed a transport unload error that would sometimes freeze the rest of the in game interface.
Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection.
Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo).
Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).
Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313)
Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion.
Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).
Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See Templates\Events POPUP.txt for more details in the NOTES section of the header.
Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See Templates\Events for more details in the NOTES section of the header of the applicable files.
Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface.
Added mouse hover information for map convoys.
Added mouse hover 'Undersupplied' air unit information text.
Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details.
Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell).
Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott).
Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).
Germany's base HQ Build Limit increased from 6 to 7 (Sugar).
The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London.
Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports.
USSR scorched earth settings changed from 30 -> 50%, to 40 -> 50% for Settlements, Towns and Fortified Towns (Taifun).
Unit script header text relating to '#DISPLAY_TURN=' updated.
1939 and 1940 Campaigns
Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 1-2 hexes of key locations.
Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 30 hexes of Syracuse Port.
Mobilization_2 scripts for the USSR amended to reduce their upward swing towards the Allies from an Axis Sealion under Green and Novice difficulty levels when playing against the Allied AI.
New in game messages and Pop Up Events added to better assist the Axis player on how many units need to be kept in the east to avoid increasing Soviet mobilization.
The USA will now swing 15-20% towards the Allies on the 7th December 1941 when Japan attacks Pearl Harbor.
If they had transferred to the UK's control, the Ports of Cork, Wexford and Limerick will now return to Ireland if the UK surrenders (Mithrilotter).
Decisions 418 and 611 and two POP UP scripts #NAME= ALLIED AI: German/Soviet Front Garrison Report 1941 fixed so that they will now fire, as they were incorrectly only set to fire if DE 600 = yes, but DE 600 does not exist in this campaign (Mithrilotter).
If it had transferred to the UK's control, the Port of Limerick will now return to Ireland if the UK surrenders (Mithrilotter).
<<TAG_77>> and <<TAG_87>> added to the language files relating to the Unit scripts (Mithrilotter).
1939, 1940 and 1941 Campaigns
Mobilization_2 scripts for Spain amended so they now check for only US Amphibious Transports within 1-2 hexes of key locations.
Removed the experience points from the US navy when it deploys on joining the war, and also from some AI scripted units (Mithrilotter).
Mobilization_2 script #NAME= ALLIED AI: Axis Units In The UK (USA->Allies) amended so that it now only moves the US 1-2% towards the Allies rather than 2-4% per turn at all but expert level. At expert level it does move the US 2-4% towards the Allies (Mithrilotter).
An Axis Declaration of War on Latvia or Estonia now swings the USSR 25-40% towards the Allies for each, whereas it was previously 25-35 and 15-20% respectively (smckechnie).
Mobilization_4 scripts triggering DE 1009 and DE 1010 added for an Axis Declaration of War on Latvia or Estonia respectively. Each will trigger the mobilization of a half strength Soviet Corps in Leningrad.
Mobilization_4 script triggering DE 1005 will now lead to the deployment of a full strength Soviet Army with full research at Leningrad and another at Moscow if Bulgaria is neutral when the Axis declare war on the USSR.
Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units have been reduced accordingly.
Timoshenko HQ and 1st Cavalry Corps now start with entrenchment level 2 (Ashes Fall).
< Message edited by manickennel -- 8/13/2020 10:04:14 AM >
Producer of Strategic Command, Commander, Field of Glory and a few other things besides.