PDA

View Full Version : Next round of updates...


rahamy
07 Apr 08, 21:14
The next round of updates for 1776, 1812 & FIW have been submitted to Mr. Tiller for compilation, so not long now until they hit the streets...

Lord_Valentai
08 Apr 08, 00:42
What engine changes will these feature? - Bring them into line with Mexican American War?

Gary McClellan
08 Apr 08, 00:44
Yep, that's typically the big thing with updates after new games, is to bring the engine up to snuff.

rahamy
08 Apr 08, 07:20
A rather extensive update for all three...first bath of entries are the engine changes coming over from MAW, second batch are the file tweaks I made to take advantage of these new enhancements and to respond to player feedback over the years:

1) Weather

2) Fix for lost stragglers calculation.

3) New weapon.dat file for expanded weapon types.

4) When weapon is flagged in the PDT file ( ^ ) units equipped with such can fire while mounted. 50% effectiveness.

5) When weapon is flagged in the PDT file ( & ) units equipped with such can retire by prolong.

6) When weapon is flagged in the PDT file ( + ) units equipped with such can conduct indirect fire.

7) When weapon is flagged in the PDT file ( - ) units equipped with such have no bayonets.

8) When weapon is flagged in the PDT file ( * ) units equipped with such have "small arms" which means they have a shorter range and reduced lethality on ranged fire, but enjoy a 50% bonus in melee.

9) Bridge destruction & Repair. Certain bridge strengths are now required to use full hex bridges - 10 for infantry, 50 for cavalry & 100 for artillery and supply wagons.

10) New “Repairing” command for units that causes them to fix any bridge they are on or facing. The repair rate is 1 point per turn for 100 men or fraction. Engineer units repair at 4 points per turn per 100 men or fraction while regular units stacked with an engineer leader repair at 2 points per turn per 100 men or fraction. Use ‘E’ for engineer units and ‘M’ for engineer leaders in the OB.

11) Alternative graphics support added so two sets of ground tiles can be used, second set goes in "Alt" sub-directory inside the "Map" folder.

12) Artillery now remains at 0 in a campaign if eliminated in a previous battle.

13) Real emplaced artillery.

14) Added K hotkey for command range.

15) Added numbers to the arrows in hex info area.

16) Expanded Help menu to include User Manual.

17) Battalion Colors option.

18) Alternative map labels.

19) Added ability to place a termination bid against the AI during a campaign

20) Fix for leader replacement issue in water hexes.

21) Reduced counter-battery fire to 1/3 effectiveness.

22) A/I adjusted to correct artillery handling issues.

23) Gave a +2 morale modifier for units facing an embankment or stone wall hexside with a down-elevation step (i.e., units manning a defensive position). Shown on unit image as a + beside the quality rating.

24) Disallowed negative morale modifiers from enfilade fire passing over such a hexside except when coming from a higher elevation level.

--------------------

1) Placed a "base" weather entry in each PDT file so that visibility can be set to a max of 80 hexes.

2) Put in various flags (PDT) for weapons to allow indirect fire, retire by prolong, firing while mounted & small arms.

3) Reduced the range for the Rifle w/ bayonet by 1 hex.

4) Increased the effectiveness of artillery at short (up to 5 hex) range for all artillery over 4lbs.

5) Increased movement rates for supply wagons.

6) Decreased stacking limits to 150 men per hex.

7) Increased the movement costs in clear terrain to 3 for units in Line formation.

8) Increased the movement costs in forest to 5 for infantry, and slightly higher for other unit types.

9) Altered various modifiers for terrain types.

10) Increased ammo depletion values for both armies.

11) Decreased the value of artillery and cavalry, added points for supply.

12) Increased the number of supply wagons in most scenarios.

13) Added supply sources to forts as needed.

14) Changed many Militia type units to low grade infantry.

15) Decreased the number of Rifles carried by Militia units and replaced with Muskets without bayonets & Muskets.

16) Added in bridge strengths of 150 to all scenarios.

17) Line & Cav troops will now disrupt if moved in Forest, Orchard, Marsh, Town or Rough terrain types.

Lord_Valentai
08 Apr 08, 17:53
That is a lot! Excellent work, Rich. :)

rahamy
09 Apr 08, 13:26
Thanks, and a big thank you to JT is deserving as well, he put in a good bit of programming time to this series which doesn't normally happen for a single title. I pestered him quite a bit though. :D