Version 1.08d3 now in BETA
8 Apr 2021 (BETA)
GENERAL
Edited amphion_data.txt to allow Perth class light cruisers to carry troops
config.txt added new variables;
shipTacticalRetreatAtDamage:0.15 to set % compartments damaged to trigger retreat (0.15 = MODERATE damage)
CAMPAIGN
Campaign setup.txt files added new variables (Destroyed = destroyed compartments / # compartments in hull);
taskForceRetreatCapitalDestroyed:0.15
taskForceRetreatHighestDestroyed:0.2
taskForceRetreatAverageDestroyed:0.1
AUTOMATIC SCOUTING
"Launch Scout" button added to Sea Group panel (launches a single aircraft of first valid type from selected ship with no playload)
References added to UI image folder and styles.txt along with new image files for:
ScoutLaunch
ScoutClear
ScoutPoint
Air Group Panel: Added scout waypoint UI; available when number in Air Group = 1
Aircraft will follow scout points specified, return to ship, then repeat continuously (even outside Air Op hours), if parent ship sunk or released, scout is lost on attempting to return
config.txt added new variables;
campAutoScoutPointRange:120 to set scouting point range at 120km from origin (50% distance for inner points)
Version 1.08d2 now LIVE
8 Apr 2021
GENERAL
AI Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
AI ships attempt to disengage when reaching Damage Status "Moderate", rather than based on loss of speed
Ensured all retreating ships correctly get their AI flagged as such
CAMPAIGN
Player submarine groups using IGNORE no longer re-engage ignored enemy Sea groups
AI Task Forces get assigned HOME mission if < 50% of ships remain (based on mission data, not ships in combat)
AI Task Forces get assigned HOME mission calculated on # compartments destroyed / # hull compartments (capital ships (15%), any single ship (20%), average of group (10%))
Version 1.08d
1 Apr 2021
GENERAL
Submarines preparing to dive no longer fire AAA
CAMPAIGN
Submarines moved into ambush positions ONLY if undetected on the strategic map at the time encounter is generated
Player submarine only Sea groups can IGNORE enemy ship contacts
Dive Bombers placed into combat above dive bomb altitude
Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
New variable "endurance":[0.67,0.82,1] (example) added to all language/unit/air/unitname.txt files to specify aircraft endurance based on individual payloads, (default to 0.67 if no data is available for a payload, last value should always be 1 for no load)
language/dictionary/campaign_message.txt added new message: "AirOpsStart=Air Operations now available" to be displayed when air ops become available on any given day (continuing an existing save game may erroneously display this the very first time only)
config.txt added new variables;
- campaignPauseAtAirOpsStartHour:true to pause campaign at first hour of Air Ops available
- campaignPauseCarrierAirReady:true to pause campaign when a player carrier Air Ops cooldown is over
- campaignPauseAirfieldReady:false to pause campaign when a player airfield cooldown is over
Campaign setup.txt files added new variables;
- airGroupCruiseSpeed:0.75 - defines cruise speed of Air groups (% max speed)
- taskForceCruiseSpeed:0.75 - defines cruise speed of Sea groups (% max speed)
- taskForceHomeSpeed:0.9 - defines speed of AI Sea groups assigned the return to HOME mission (% max speed)
Version 1.08d2 now in BETA
GENERAL
AI Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
AI ships attempt to disengage when reaching Damage Status "Moderate", rather than based on loss of speed
Ensured all retreating ships correctly get their AI flagged as such
CAMPAIGN
Player submarine groups using IGNORE no longer re-engage ignored enemy Sea groups
AI Task Forces get assigned HOME mission if < 50% of ships remain (based on mission data, not ships in combat)
AI Task Forces get assigned HOME mission calculated on # compartments destroyed / # hull compartments (capital ships (15%), any single ship (20%), average of group (10%))
Version 1.08d now in BETA
1 Apr 2021 (BETA)
GENERAL
Submarines preparing to dive no longer fire AAA
CAMPAIGN
Submarines moved into ambush positions ONLY if undetected on the strategic map at the time encounter is generated
Player submarine only Sea groups can IGNORE enemy ship contacts
Dive Bombers placed into combat above dive bomb altitude
Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
New variable "endurance":[0.67,0.82,1] (example) added to all language/unit/air/unitname.txt files to specify aircraft endurance based on individual payloads, (default to 0.67 if no data is available for a payload, last value should always be 1 for no load)
language/dictionary/campaign_message.txt added new message: "AirOpsStart=Air Operations now available" to be displayed when air ops become available on any given day (continuing an existing save game may erroneously display this the very first time only)
config.txt added new variables;
- campaignPauseAtAirOpsStartHour:true to pause campaign at first hour of Air Ops available
- campaignPauseCarrierAirReady:true to pause campaign when a player carrier Air Ops cooldown is over
- campaignPauseAirfieldReady:false to pause campaign when a player airfield cooldown is over
Campaign setup.txt files added new variables;
- airGroupCruiseSpeed:0.75 - defines cruise speed of Air groups (% max speed)
- taskForceCruiseSpeed:0.75 - defines cruise speed of Sea groups (% max speed)
- taskForceHomeSpeed:0.9 - defines speed of AI Sea groups assigned the return to HOME mission (% max speed)
Version 1.08c8h1 now LIVE
28 Mar 2021
config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth
HOTFIX
IGNORE button now works correctly (bug introduced v1.08c8)
Thu, March 25
Version 1.08c8 now in BETA
config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth
Version 1.08c7
22 Mar 2021
GENERAL
Attacking aircraft with only the fighter flight leader now assigns all followers to also attack
CAMPAIGN
AI no longer launches new scouts against a player group that is already spotted (multiple existing scouts looking for player may still vector to it though)
AI no longer launches aircraft against scouts
AI locations now correctly apply cool down on launching aircraft
Air groups no longer spot contacts or generate encounters outside allowed Air Operation hours
Corrected Campaign Summary RULES display of air Op hours which started 1 hour too early
Starting a Campaign engagement should no longer fail to load due to badly damaged enemy ships
config.txt added new variables;
aircraftLandCooldown:240 seconds applied to each aircraft landing at a location or ship
aircraftDestroyedCooldown:600 seconds applied immediately after an engagement for each aircraft destroyed (Locations only)
postAirBreakSwitchTargetProb:[0.0,0.2], probability for player,enemy aircraft to switch to nearest target after preforming a dogfight break turn
Version 1.08c6
19 Mar 2021
RULES detection ranges converted to imperial/metric and units displayed
Other aircraft acting as scouts no longer generate encounters once IGNORE is used on them
config.txt added "campaignLocationRadiiFactor":1.0 to edit the radius displayed for location detection ranges
Version 1.08c5
18 Mar 2021
GENERAL
yamato/42.txt corrected deck and funnel armor
CAMPAIGN
Campaign setup.txt files added 2 variables for AI scoutings behaviour:
- "autoScoutThreshold":400
- "applyScoutDetectionModifier":true
config.txt campaignMapInertiaDuration:0.1 to assist with users having run away map inertia
Added new Option for "Simple Camp. Map Drag" so that campaign map drags in same manner as tactical map
default/language/dictionary/generat.txt added StratMapSpeed=Simple Camp. Map Drag
Added gridlines to strategic map graphic
config.txt "showCampaignLocationRadii":true to display max airfield and port detection ranges
Engagements now sort nearby units by distance to find the closest valid Sea and Air groups to place into combat
Engagements now always reveal the enemy icon
Sea group postEngagementTimer only applied after an engagement if any opposing ship was present and remains unsunk
Added a check for corrupt ammunition data which should (mostly) allow correct loading of TACTICAL