Tened en cuenta que es un parche BETA (según dicen) por lo que si bien arreglará algunas cosas, puede que aparezcan más problemas (esto son palabras de Erik Rutins).
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Todo esto es lo que cambia: (es largo, aviso)
Change History: v1.00.83 - August 25, 2009
• Upgrading an Existing Game
When you load an older save file, the following improvement/changes will automatically be incorporated into your game.
1. Code Changes
2. Device Changes
3. Aircraft Changes
4. TO&E Changes (these will only take effect when a unit gets to its next TO&E upgrade point)
5. Ship Class Changes (these will only take effect when a ship gets to its next upgrade point)
6. Map changes
The following improvements/changes will only be immediately available if you start a new game. Some will be applied as noted above when a unit reaches its next upgrade point.
1. Air Group changes
2. Ship changes
3. Base Data changes
4. Unit Location changes
5. AI Script changes
If you are playing a PBEM game, make sure both players upgrade at the same time or you will see out of sync issues and other possible errors appearing in your game.
• New Scenarios
1. New Scenarios #7, 8 and 9: “Quiet China” variants. These are identical to scenarios #1, 2 and 6, but with a chance to the AI to make China a “dormant” theater. These are intended for players who do not wish to concern themselves with operations in China. By playing these variants, you can effectively ignore China without having any significant effect on the rest of the war.
2. New Scenario #10: “Ironman” variant. This is a scenario intended for play against the Japanese AI. This is for players who want the most challenging experience possible against the AI, but be aware that this adds forces to the Japanese AIs roster that are beyond the historical roster of forces the Japanese had available at the start of the war. Still, for those who want the ultimate challenge, try fighting this “beefed up” Japan. For those who want a tougher AI fight without any ahistorical forces, give Scenario #2 a try.
• Code Changes
1. Interface Improvement: A button has been added to the LCU list screen to allow global operation mode setting.
2. Interface Improvement: Buttons added in the Base list screen to allow global build set for port, airfield, and fort independently.
3. A problem with aircraft side art being drawn on the map has been prevented by ensuring the icon pointer can never get too large and point off into the aircraft art.
4. Cross loading of Motorized support as if it were regular support was preventing some Task Forces from finishing loading. Fixed.
5. Transferring ships under repair in a Shipyard to Readiness was allowing them to be selected for Task Forces immediately, instead of after the specified delay. Fixed.
6. For Japanese Cargo -> Troop Conversions, ship details changed but the changes did not appear when forming Task Forces, when ships are listed in the ship selection screen for Task Force (TF) formation. Fixed.
7. Land units that were aboard ships were being landed without proper supply levels. Also supply was not being transferred during unit merge or prime unit swap. Fixed.
8. The conditions for dash-in/dash-out by Bombardment, Surface Combat, Fast Transport and Mine laying TFs include a check intended for AI forces being used for human controlled forces as well. Fixed.
9. When a TF was in a large region of enemy air superiority it may not have properly found a "safe" location to retreat to, setting and resetting a retreat for each hex moved. The selection of retreat path algorithm has changed to reduce the chances of a TF retreating too far away from its destination.
10. In the Naval Database, some AA weapons were being listed as ASW weapons. Fixed.
11. Naval Support Squads in Command HQs were not being used. Fixed.
12. The transfer of loaded ships between transport and amphibious TFs is now prevented.
13. New Feature: Threat Tolerance. The ability for players to specify differing threat tolerance levels has been added (on the Task Force Routing screen). The new function allows the player to specify a TF’s Tolerance for detected enemy threats that could cause the TF to auto-retreat.
Tolerance has four levels:
a. Normal: No offsets to retreat calculation.
b. Low: Lower threat tolerance = higher chance of retreat from detected threats.
c. High: Higher threat tolerance = lower chance of retreat from detected threats.
d. Absolute: Absolute threat tolerance = TF will never retreat from detected threats.
14. TFs set to FULL speed do not actually go FULL speed. Fixed.
15. TF post-battle retreat logic has been altered. More intelligent one-hex retreat after battle, considering destination and home port distance, and the presence of enemy TFs in possible retreat hexes, has been added.
16. Damaged subs were attacking enemy TFs. Fixed.
17. Mine laying TFs were not mining their home ports. Fixed.
18. The “Transfer to base” function within “Transfer Ships” did not check the nationality of base in the hex and was allowing the transfer of ships from one side to a base of the other side. Fixed.
19. When a ship was to be upgraded, the program was forcing the ship into Pierside Repair if the total damage (upgrade plus pre-existing) was high enough. However the existing repair method was not being checked, so ships in other repair modes (Shipyard or Repair Ship) were being blindly moved into Pierside Repair. Fixed.
20. A "No additional repair possible" message was being generated when a ship assigned to Repair Ship repairs could still be repaired by repair ship,s but the Repair ship(s) were out of ops for the turn. Fixed.
21. Changing the repair mode of a ship, then cancelling the change would result in the clearing of the minimum conversion delay value for that ship. Fixed.
22. Fixed a range calculation error for TFs moving directly off map, to do with the interaction of the on-map and off-map portions of range calculation. With the direct off map movement BOTH were adding in the entry-zone to off-map portion - one as proper movement and one as improper "return to home port".
23. The calculation for the allocation of remaining fuel operations when a port had large amounts of fuel, and the operations limit was reached before refueling was completed, would overflow the ship fuel value resulting in a negative endurance value. Fixed.
24. A following TF may teleport to the location of the followed TF when the followed TF reaches its destination. Fixed.
25. The “Rearm from tender” process was using the wrong variable in checking what ships can rearm from an AG. Also for non-DDs from an AD. Fixed.
26. Gameplay Change: Adjustments have been made to the routine steaming damage function to make it more difficult to keep PTs at sea for long periods. It was modified to accumulate considerable damage for PTs under extended steaming and also increase chances for major events (breakdowns, running aground or on reef, etc).
27. Gameplay Change: The React range for PT boat TFs has been restricted so that it may not be set higher than 1 hex.
28. Gameplay Change: To avoid high losses, PT TF's will now mostly evade/decline combat with enemy combat TFs during daylight hours.
29. Interface Improvement: When TFs are loading units, any units that are in the wrong mode for loading, instead of not showing up at all in the list, will show up on the "Load Troops" list as grayed out (not selectable) and with text indicating a reason why the unit cannot be loaded.
30. The buttons for step through the TF's in a hex were not working properly. Fixed.
31. In some cases, Sub TFs were leaving station with too little fuel to get home. Adjusted the conditions for automatic leaving of patrol zone to refuel. Also found and fixed several AI interactions with TFs en route to home base, and some more exposed by the fact that the home port was out of fuel.
32. In some circumstances, US Subs were rebasing to San Francisco when Manila fell. Fixed.
33. Gameplay Change: The TF selection routine for combat has been adjusted so that surface groups more frequently are chosen by other surface groups for naval combat.
34. Gameplay Change: The role of ship experience in surface combat has been increased.
35. When “Return Same Route” was selected, Auto Convoy TFs were not using specified waypoints when returning to base. Fixed.
36. Ship nationality and current location has been added to the Ship Transfer detail display.
37. TFs can now load the last few points of supply and fuel from a base if there are no requirements for them at the base.
38. Ships that were not supposed to be able to be transferred into a docked TF, due to tonnage limits, were displayed as not able to be transferred, but could be transferred anyway. Fixed.
39. It was possible that some reaction values and other data were not being cleared from an old TF record when a new TF was formed using the same TF data slot. Fixed.
40. Gameplay Change: The damage cut-off point for Submarines returning to patrol was too high, resulting in subs returning to patrol with fairly high amounts of damage. The cut-off points have been reduced to the following: 10 points of system damage; no float damage; 10 points of engine damage with no points of major engine damage; no fires.
41. Gameplay Change: The way that surface radar is used in naval combat has been modified as follows: Visual confirmation is now required before ships will open fire, meaning that ships must close to visual range first. Also, in situations where range is increasing, if it goes beyond visual range (factoring in Detection Level) fire ceases.
42. Gameplay Change: Early war surface radars now must pass an “effectiveness” check to ensure that the radar worked correctly and that the information from the radar was assimilated through the TF chain of command and ultimately resulted in useful changes of orders being issued to the TF in a timely manner.
43. Gameplay Change: Local Minesweeping TFs no longer require that destination be set to their home port to operate in that port. These TFs will now operate in their home port if just the Home Port value is set.
44. Gameplay Change: Local Minesweeping TFs will now consume fuel and be exposed to operational damage even if they do not find mines. This makes the operation of these TFs consistent with ordinary Minesweeping TFs.
45. A submarine in a mine laying TF with mines already loaded in place of torpedo tubes, and which was then ordered to rearm, would falsely reduce the mine pool by the number of mines already loaded. Fixed.
46. Gameplay Change: ACMs maintaining friendly minefields will now consume fuel and suffer operations damage.
47. The routine that checks to see if a ship has loaded all of a land unit that it can did not properly account for cross load costs. This could give the impression that a unit could load completely, when in fact it could not due to cross load penalties. This, in turn, prevented the switchover from loading troops to loading supplies. Fixed.
48. Adjust Speed in the Reinforcement Ship Display to show true speed, without regard to lack of fuel due to ships newly constructed on-map arriving without fuel on board.
49. Pilots undergoing training off-map were getting skill increases, but the increases weren't being displayed until they returned from a mission. Skills are now updated at the end of each turn even if the pilot has not flown a mission.
50. Pilots not yet in the game were being allocated to new air groups. Fixed.
51. When fragments are created by the transfer of air units to a new base, the fragments will automatically transfer to the new base by rail if that is possible.
52. Automatic LRCAP should now not occur for human players.
53. Off-map movement of air units without ready planes is now allowed.
54. The AI now has the ability to request additional supply for bases, based on the need of units fighting close by.
55. When calculating the bonus for land unit planning for a target, the land unit and its HQs (corps and command) must be planning for same target to get the bonuses.
56. For the AI - Better checking for ensuring that an advance base is friendly when building AI TFs has been added.
57. Fixed a problem where AI land units were attacking the same turn after unloading in an enemy hex.
58. The text "Defending Units" would sometimes not appear in combat reports and all units on both sides end up listed together under "Attacking Units". Fixed.
59. An adjustment has been made to the attack level settings for AI land units. The AI will now be a bit less aggressive.
60. Gameplay Change: Fixed a loophole for units in reserve mode during combat. A check is made before combat commences to ensure the defender has at least 25% of its total assault value in a mode other than reserve. For example, if the attacker has an Assault Value of 100, the defender must have a total of at least 25 Assault Value not in reserve mode, otherwise the game will automatically switch units to combat mode until the 25% minimum is reached – starting with combat units and then non-combat units.
61. A problem was found that was causing early Soviet activation, even though the Manchukuo garrison requirement was being met by the Japanese.
62. After a fort level is reduced, the fort construction percentage will now be reset to 0.
63. Gameplay Change: Command HQs should be treated as Air HQs for airfield stacking purposes.
64. New command line switches added for the program to improve performance. Please see the “Performance Switches” section at the start of this readme file.