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T h e N o v a T e a m
_____________________________________·_________________________________SN/TNT_
⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐
│ Presents: │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│ │
│ War in the Pacific: The Struggle Against Japan 1941-1945 v1.804 Update │
│ *RIP* │
│ │
│ (c)2004 Matrix Games │
│ │
└──────────────────────────────────────┴──────────────────────────────────────⌡
┌─────────────────────────────────────────────────────────────────────────────┐
│ │
│ Supplied By : TEAM TNT Release Date : 10/25/2006 │
│ Cracked By : TEAM TNT Protection : Serial Check + X │
│ What is it? : Protected Update OS Required : WinXX │
│ Packaged By : TEAM TNT # of Files : 01 x 5.00 Meg │
│ │
├─────────────────────────────────────────────────────────────────────────────┤
│ Requirements : The Game │
└─────────────────────────────────────────────────────────────────────────────┘
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Release Notes ■
~~~~~~~~~~~~~~~~~
NOTE:
* 1 previous Patch is required:
04-18-2006
War_in_the_Pacific_The_Struggle_Against_Japan_1941-1945_v1.80_Update_RIP-T
NT
And you can update from any of the following versions:
- 1.80
- 1.801
- 1.802
...all of which will result in the exact same files being installed into
to your game directory, after this 1.804 version is installed.
The original Patch does a Serial Number check before it will install the
Update. Since the scene releases of the game do not contain any *REAL*
*VALID* Serial Numbers, our release is needed for both ISO and RIP users.
Also be aware that the following update is separate, and not included in
this 1.804 update (nor any previous updates either):
09-01-2006 War_in_the_Pacific_The_Struggle_Against_Japan_1941-1945_Databa
se_Editor_v6.00_Update_RIP-TNT
Greets to Matrix Games on their newly coded protection systems in place
on the recent game updates. Nice job and keep up the good fight!
-END NOTE
Update Info:
------------
=================
10/23/2006 v1.804
=================
Item 1 - Correct LCU leader handling upon LCU divide. Was causing
land_experience to be increased to invalid levels. Fixed.
Item 2 - Correct crash caused by invalid pointer upon player bringing up base
display. Added pointer validation check.
Item 3 - Correct crash caused by invalid pointer upon player mouse-ing over
enemy port. Added pointer validation check.
=================
10/10/2006 v1.802
=================
-Item 1 - Refueling from AOs
Task Forces that included an Oiler could not refuel from the fuel stores of
that oiler. They would refuel from the normal fuel carried by the oiler (or
any other ship).
Modified code to allow AOs and TKs in Replenishment TF to refuel themselves
from their own fuel cargo. Added recalculation of total load for AOs/TKs if
some of their fuel cargo was used. Ensured that Tankers could only perform
underway refueling if they were in a replenishment TF (Pearl Harbor TF rule).
Also adjusted error message for more detail.
-Item 2 - Divided Land units shedding disruption.
Disruption could be removed from a large land unit by dividing and immediately
recombining the unit. Fixed.
-Item 3 - Allow PG to be included in auto-convoy.
Auto Convoys will not accept PG type ships as escorts when several true ASW
ships are classed as PG in WITP. Several Posts on Forum but never addressed.
-Item 4 - Fix Pilot allocation on divide to assign existing group pilots to
pilotless aircraft.
Allocation of Pilots between sub-groups on AirGroup Divide produces
inconsistent results. Uneven pilot distribution between sub groups upon Air
Group Divide was addressed in V1.8. The fix did not ensure exactly even
distribution but merely corrected excessive allocations of pilots to the "/A"
group. The remaining unevenness was primarily divide remainder based on
dividing several numbers by three.
Part of the V1.8 fix removed an existing feature that automatically assigned
pilots to planes if needed. These were pilots that were already in the
airgroup but not yet assigned to specific planes. Assigning pilots to planes
during this process tends to use up available pilots in the "/A" subgroup and
short those processed later.
This is the change that resulted in the inconsistencies. If an airgroup is
divided at different times during the same turn or divided, reformed, and
re-divided in the same turn, the allocation of pilots will be significantly
different each time. This is due to the inability to predict which aircraft
will have pilots and which will not.
This fix reinstates pilot allocation to pilotless planes. It may exacerbate the
uneven allocation of pilots in certain circumstances but will also reduce the
chances of a crossed allocation where one group has more pilots than planes
while another has more planes than pilots.
-Item 5 - Clear experience and Morale from disbanded airgroups
Disbanded airgroups were returning with experience levels of their previous
pilots. The result of this was a cheat to disband an airgroup with
well-experienced pilots into another group, select reform for the disbanded
group, and have it return in 90 days with a whole new set of well-experienced
pilots. Cleared the experience value on disband, allow group experience to
recalculate on return. Also cleared the morale field so it too will
recalculate.
-Item 6 - Disbanding into air groups not on map.
Disbanding or Withdrawing airgroups check to see if an appropriate air group is
available into which to transfer the planes (and pilots for disband). The
detection of this appropriate group failed to check the delay status of
airgroups so airgroups with delay>0 were being selected as disband/withdraw
into targets if their scheduled arrival location is the same as the disband
location. Fixed
-Item 7 - Destruction of stranded units occurring during orders phase.
An existing routine that handles final destruction of isolated, badly damaged
units could be called during the orders phase, making the affected land unit
seem to simply disappear. Moved the call of this routine to combat resolution
phase and added reporting to the CombatReport file and the active message
scroll.
-Item 8 - Correct improper draws on Named Pilot Pool
Some pilots in the Named Pilot Pool could be "freed" (i.e. deleted) during
calculation of max pilots. NOTE: even though the disband into pool function
has been withdrawn, this fix needs to be implemented as protection for pilot
cleaning.
-Item 9 - Adjustment to Airgroup Display after transfer.
Continuing problems with display of "empty" airgroup after transfer. Version
1.8.0.1 corrected this for display of another airgroup. Fixed this variation
of the error but others exist and are very difficult to track down.
-Item 10 - Draw One Aircraft from Pool not decrementing supply.
The Draw-One-Aircraft-From-Pool function does not decrement supply at group's
base. Checks for availability of supply are correct, the supply is just not
consumed. This feature was added in V1.8.0.1. Supply now consumed.
-Item 11 - Removal of function to Withdraw Pilots
Prior to Version 1.7, this routine was intended to withdraw experienced pilots
for rest and a promotion. They were promoted, had fatigue cleared, and were set
to return (to their original airgroups) after a short delay. As part of the
running-out-of-pilots changes, this was changed to simply deleting the
experienced pilots. At the same time a general pilot sweep loop was added to
remove excess pilots when remaining pilots were reduced to a certain level.
This rendered the withdrawal of pilots redundant. Also, it's process of
deleting well-experienced pilots seems improper while sufficient pilot slots
are still available.
-Item 12 - Recombining Land Units incorrectly averaging preparation points.
When recombining a Land unit that has been divided and had it's sub-units set
to different targets, the preparation points were being averaged as if all of
the sub units were prepared for the same target. The target of the "/A"
subunit will be the target of the recombined unit. Adjusted calculation of
preparation points to use the current averaging method only if subunits have
the same target. If they have different targets, halve the preparation for the
main unit.
-Item 13 - Prevent withdrawal of groups with fragments on the map.
A group may not be disbanded if it has fragments anywhere on the board but this
check was missing for Withdrawal. Also, a fragment can be withdrawn and it
probably should not be. Note: this error was allowing fragments of ship based
airgroups to be withdrawn. When they returned they stayed in perpetual
"organizing" due to lack of an HQ.
-Item 14 - Improper Messages during Torpedo Attack
Improper messages could be generated during attacks by level bombers that could
carry torpedos.
-Item 15 - Realignment of Ship Class Screen
Use of -altFont causes ship names to overlay speed column. Moved ship name
column to the left.
-Item 16 - Correct check on airgroup disband.
An airgroup disband range check that was intended to limit disband to airgroup
subunits was using the wrong control variable. This was preventing disband of
ship-based airgroup fragments.
-Item 17 - Restructure end of turn processing for efficiency
There is a very large delay at "Training Ship Crews" near the end of turn
processing. Also found that two following functions do not have messages - so
their delay appeared to be part of "Training Ship Crews". Added messages
ADJUSTING AVIATION SUPPORT and LAND UNIT REPLACEMENT PHASE. Reworked all three
routines for efficiency.
-Item 18 - Restructure Aircraft Landing Phase for efficiency and proper message
generation.
Message "PILOT ASSIGNMENT PHASE" was being generated before message "AIRCRAFT
LANDING". Corrected process order and restructured for efficiency.
-Item 19 - Add Rail Transfer of Groups will all-damaged aircraft
Airgroups with some ready aircraft could be rail transported if required (all
aircraft becoming damaged) but airgroups with only damaged aircraft could not.
Can now.
-Item 20 - Change the load cost displayed on Static Ground unit lists to show
'Static' rather than a very large number.
The text "Static" is displayed on the individual land unit screen for units
that have static devices (load cost 9999). However lists that included such
units displayed a numeric value that included a sum of the load cost for all
devices - resulting in an improper and very large number. Corrected such list
displays to show the text "Static". Note that "Static" will sort low, so
Static units will appear next to the lowest load cost unit.
-Item 21 - Correct processing for floatplane groups on submarines.
The routine that handles aircraft on ships first determines the type of ship.
Different processing is used for Airgroups on carriers, Float Plane airgroups
on BB, cru, CS, AV, ML, and PG, and Airgroups on AK (as cargo). Submarines
were not properly processed since V1.8.0.1. Added submarines to list of float
plane ships.
-Item 22 - Floatplane-carrying ships in Fast Transport TF record airgroups as
cargo.
When ships with an assigned floatplane group are included in a Fast Transport
Task Force and do not end up transporting any unit, their floatplane airgroup
will be converted improperly to a cargo unit. This results in the airgroup
being unloaded as if it were a land unit, with resulting out of bounds index
problems and intermittent crashes. Fixed.
-Item 23 - Removal of Disband Into Pool Function for PBEM play.
Function removed for PBEM or head-to-head play as it has been broken by
cheaters.
-Item 24 - Removal of Withdraw Into Pool Function for PBEM play.
Removed for PBEM or head-to-head play.
-Item 25 - Removal of display of Named Pilot Pool.
Too little data available and of little value without full implementation of
Disband into Pool.
-Item 26 - Correct Motorized Support used as engineering vehicle
All type 25 (Vehicle) devices were recognized as engineering vehicles. Limited
to the specific Engineering Vehicle device.
-Item 27 - Allow transfer of torpedo planes to a carrier in a task force.
Torpedo planes were omitted from the list of aircraft that could transfer to a
carrier in a Task Force. Added.
-Item 28 - Return number of Kills by air sub-group to parent.
Number of kills recorded by a sub-group was not being added into the parent
airgroup on recombine. Added.
-Item 29 - Leader loss after divide of parent subunit.
Land unit divide was leaving the parent leader assigned to sub-unit "/A" but
still pointing to the parent. This resulted in the leader being removed and
the "/A" subunit suddenly acquiring a Staff Officer as leader. Modified Unit
Divide process to properly assign leader to "/A" unit.
-Item 30 - Assorted Message errors and improvements.
Output string parameter was mistyped at three places, resulting portions of the
formatting instruction being printed as text. Also found three messages loaded
for addition to Operations Report but not actually printed. These were for
own-side unit arrivals when playing against the AI. Fixed. Added an
additional message for ships being upgraded, also only for own side when
playing the AI.
-Item 31 - Confirmation step for Disband and Withdraw Airgroups.
The Disband AirGroup and Withdraw AirGroup routines work differently depending
on the number of airgroups with the same aircraft/nationality at the same
base.
-If there are more than one possible groups to which to transfer the aircraft,
a list is presented and the user may either chose one or cancel the
disband/withdraw.
-When we had Disband/Withdraw Into Pool, there was an "are you sure"
verification step (whole feature now removed, damnit).
-If there is only one possible disband/withdraw into airgroup, the
disband/withdraw happens immediately, without verification.
Add verification for Disband and Withdraw airgroup when only one
disband/withdraw into airgroup present.
-Item 32 - Adjust size of Carrier's VB unit at the same time that the VS unit
is disbanded into it.
At some point during U.S. Carrier group re-organization the carrier's VS
squadron is merged into the VB squadron and the VS unit disbanded. The maximum
size of the VB squadron is doubled, but not at the same time. A subsequent
execution of the adjustment routine is counted on to up the maximum size but
players may move the carrier before this happens, leaving the VB under-sized
and over-stocked. Adjusted the maximum size of the VB unit at the same time
the VS unit is disbanded into it.
- Fix 33 - Fix USN VBF replacement state when game started with Replacements
OFF
VBF airgroups slated for late-war arriving Essex class CVs are coded with 9999
delay in the database. In 1945, the carrier airgroup processing routine will
make them appear on their respective carriers. However, execution of this
routine is contingent on the No Replacements function being off. If the game
is started with the All Replacements Off function selected, all squadrons have
replacements set off, including delayed squadrons. This results in the VBF
squadrons being perpetually ignored and never arriving. Fixed.
-Item 34 - Prevent air groups without HQ from being stuck in Organizing
Arriving airgroups that do not have an arrival base specified will arrive at
the location of their Headquarters. Airgroups without an HQ (Independent) can
not have an arrival base assigned and will not go through proper arrival
processing. Such groups are not normal but can result from disbanding and are
present in some ongoing games. Intercept Independent arriving airgroups that
have no HQ but do have a valid nationality and set arrival based on the Home
Base of that nationality.
-Item 35 - Allow arriving Japanese airgroups to appear on map with less than
maximum aircraft.
Current airgroup arrival processing requires that there be enough aircraft in
the pool to fully equip the airgroup. An attempt is made to equip it with
upgrade or downgrade aircraft but, if that is not possible, the airgroup is set
to "organizing" status until enough aircraft build up in the pool. Since
combat operations frequently keep the pool numbers depressed, such airgroups
frequently end up perpetually organizing. Allow airgroups to arrive with less
than maximum aircraft. This will put them on the board and under player
control.
-Item 36 - Fix SYS damage error in Ship repair when a damaged weapon is present
The Ship Repair routine is only called for ships with at least one point of
system damage. A check in this routine is intended to ensure that that last
point of system damage is not repaired until all weapons damage has been
repaired. However this check was incomplete, resulting in ships being "fully
repaired" while still having damaged weapons - which would then never be
repaired. Extended the existing check to specifically verify that no weapons
remain damaged.
-Item 37 - Fix overflow in fuel calculation
Ship classes with very large fuel amounts can lead to a numeric overflow in the
refueling routine. This generates a very large negative number and actually
adds fuel to the refueling base instead of subtracting it. Increased size of
local variables to maximum unsigned integer to reduce chances of overflow.
Also bulletproof with a check to ensure the result is not negative nor greater
than class fuel.
-Item 38 - Correct joint air attacks
Test for possible joint air attacks was considering range to target but not
target, resulting in air units from one part of the map joining in attacks in
other, distant locations. Added same-target check.
-Item 39 - Properly account for removed fragments during Land Unit Divide Check.
Fragments created when a large land unit is transported by sea were not being
completely cleared when the unit arrived at it's destination and the fragments
were folded back into the parent unit. This prevented the parent from
subsequently being able to divide as the divide routine thought there were
outstanding fragments of the unit. Modified the fragment removal process to
fully clear the fragment. Also bullet proof the divide routine to recognize
"removed" fragments so games in process will function.
-Item 40 - Correct respawn of Allied Cruisers as U.S. Army Ships.
U.S. and Australian cruisers that are sunk will respawn as U.S. Cleveland or
Baltimore class ships. The re-spawn routine sets the nationality in case the
ship was originally Australian but uses the incorrect variable. This results
in the ships being assign a nationality of U.S. Army, which links them to
incorrect leaders. Changed to point to U.S. Navy instead of U.S. Army. Also
tightened up processing of airgroups, handled circumstance of airgroups not on
ship at time of loss.
-Item 41 - Clear captains from scuttled ships, provide chance of captain
surviving sunk ship.
Captains from scuttled ships were not being properly freed, making them
"disappear". Freed leaders from scuttled ships. Also reviewed the processing
of leaders for all sunk ships and reworked processing to ensure proper freeing
of leaders. Provided chance that Captain might survive - with improved
chances for both Captain and TF Commander (if different) if there are other
ships present when a ship is sunk.
-Item 42 - Allow limited refueling from Soviet Bases once Soviets are active.
Fueling is not allowed from Soviet Bases until soviets are active. Found a few
places where the "until soviets are active" portion of the check was not
implemented. Corrected all checks to include soviet activation. Also limited
refueling once soviets are active to Ships in Soviet Task Forces unless base
has been captured by the Japanese, in which case only Japanese ships may refuel
there.
-Item 43 - Activate Four additional Aircraft icon sets.
There are 249 aircraft but currently only 244 sets of aircraft artwork. Have
found that this can be easily expanded to 248. Expansion to 249 is not easily
available as the artwork comes in sets of four and the system will not support
252. NOTE: this will not affect stock scenarios but can be used for modified
scenarios, which have run up to the 244 limit.
-Item 44 - Correct aircraft pool "leak" for reinforcement carrier airgroups
Arriving reinforcement carrier squadrons become trapped in a pool draw-down
loop. They draw aircraft from the pool but are not properly set up and "lose"
the aircraft. Next turn they do it again - leaking the squadron's max aircraft
setting from the pool each turn. Carrier airgroups should not be in the
reinforcement queue but save games do show them. Fixes in 1.8/1.8.0.1 and
another fix in 1.8.0.2 have addressed this but this additional fix is needed
for squadrons that are already in the queue (or may end up there due to more
variations of the original withdraw/loss error). Forced airgroup
initialization. This will ensure the arriving airgroup is properly processed
and the planes drawn from the pool are properly used.
-Item 45 - Disappearing unit during air pick up.
Pick up of unit by air transport incorrectly transposing parameters and
possibly causing disappearance of unit being picked up. Corrected parameters
and added more bulletproofing.
-Item 46 - Airgroup Transfers
Miscellaneous clean up for inconsistencies in Airgroup transfers. Add
Carrier-to-Dock/Dock-to-Carrier transfers of aigroups to include damaged
aircraft. Two more occurrences of phantom airgroup display found and
corrected.
-Item 47 - Remove listing of Ready/Damaged/Reserve aircraft from reinforcement
Japanese airgroups.
This information was misleading as no aircraft actually arrive with the groups
and they must be filled out using production aircraft.
-Item 48 - Remove residual Task Force names from TF Mouseover, miscellaneous
improvements.
Removed residual names (as entered in editor). Added name of ship in single
ship task forces. Suppressed some zero data, corrected alignments, reported
load/unload condition.
-Item 49 - Adjusted editor Task Force ranges from 400 Japanese/100 Allied to
250/250.
No affect on current games or stock scenarios - useful only to modders.
-Item 50 - Expand minelaying control, allow mining of home ports.
Used Unload/Do Not Unload to control minelaying at destination. Minelayers may
now mine home ports and/or make stops without mining. Minelyaing messages are
generated if at least one side is under computer control.
NOTES:
1. When created or rearmed, minelaying TFs will have their minelaying control
set to "Do Not Lay Mines". It must be manually set to "Lay Mines" when the
player orders the TF to the location where it is to lay mines.
2. Minelaying TFs that were created prior to this update and that return to
their home ports after this update will immediately reload mines and lay them
in the home port. This is due to the unload/do not unload option being in the
default (unload) condition. Once the upgraded game takes control of minelayers
this will not happen.
-Item 51 - Corrected problems with the airgroups-at-base screen.
Removed unused hotspots and identified carrier and independent airgroups.
Corrected problem with damaged data after sort by HQ (caused by hotspots).
-Item 52 - Adjusted ship and transfer-to-ship displays to highlight ships over
capacity.
For the ship display, over capacity is listed in light red up to 115%, then
dark red. For the transfer to ship display, calculation of over-capacity
includes the airgroup being transferred (carrier might not be over-capacity now
but would be if transfer was made).
-Item 53 - Prevent carrier airgroups from auto-transferring to command HQs when
transferred ashore.
Fix implemented only for human player.
-Item 54 - Prevent carrier airgroup fragments from returning to their parents
if out of range.
Fix implemented only for human player.
-Item 55 - Scuttling the last ship in a Task Force produces unpredictable
results.
Scuttling the last, or only, ship in a Task Force produced unpredictable
results. If the TF was at sea, focus would be lost. This was normally just a
display anomaly which could be corrected by refocusing the screen. If the TF
was at a port the application would randomly either crash or lose the ability
to properly display units at a base.
-Item 56 - Cancelling TF creation immediately after disbanding the last TF at a
base produces unpredictable results.
Disbanding the last TF at a base left base TF pointers in an inconsistent
state. This was wrong but did not cause any crashes due to the order of
processing. When a TF creation was started and then aborted without building a
TF, the globals were partially reset to their previous (now invalid) values,
causing unpredictable results and occassional crashes.
-Item 57 - Loss of Land Unit display at a base
Under certain circumstances land units at a base would not display when that
base was selected. Found and fixed invalid unit pointer.
-Item 58 - Enemy mines reported as Friendly
An error in the mine counting routine was counting all mines in a hex, friendly
or enemy, instead of just friendly. Fixified.
-Item 59 - Add Ships-due-Update to ships screens
Provide a selection on the ships screen (hot key "s" screen) and ships at
anchor screen (displayed after pressing "Anchor" at a base). For both, toggle
between displaying all active ships (current mode) and displaying only those
ships that are due to a refit (upgrade). Due for upgrade is defined as having
reached or exceeded the month/year in which the ship's current class is due to
upgrade to the ship's upgrade class.
-Item 61 - Load Troops option grayed out on transport TF
The load troops option would sometimes not be available on a transport TF.
Load only troops would be available normally. Found a residual value in the
loadTroopsOnly indicator that was not being properly cleared. While in there
also found improper clearing of the Do Not Unload control and an internal
indicator that controls unloading. These resulted in an occasional mismatch
between the Do Not Unload option and Loading/Unloading troops. Cleared them.
-Item 62 - Switching between Pearl Harbor and San Francisco using the "Go to
Home Port" button does not properly reset page pointers.
This resulted in possible improper display of AirGroup, Task Force, and Land
Unit "pages". Fixed
-Item 63 - Internal restructure.
Several internal processing routines have been restructured and/or modified for
efficiency/expanded functionality. These include routines that:
- Review and update status of land units.
- Review and update status of ships.
- Assign default experience values.
- Form crippled Task Forces for damaged ships.
- Remove empty Task Forces when last ship is lost.
- Remove pilots when pilot slots run short.
- Record scenario data and game version in save file.
=================
05/18/2006 v1.801
=================
Bug Fixes:
1. Corrected Float Plane Airgroup size calculation.
The enablement of single-squadron carrier air groups in Version 1.8 caused a
miscalculation in the size of Float Plane airgroups aboard non-carrier type
ships.
Fix: Ensured separation of processing of air groups for carriers and other,
floatplane carrying ships. Normal processing will recover the damaged airgroup
data.
2. Text overflow on combat report.
Addition of "Beginning Assault Value" to the combat report in V1.8 caused the
text string to exceed the allotted space when reporting large formations and
values.
Fix: Removed word "Beginning".
3. Correct display of airgroup fragment if transfer of an airgroup generated a
new fragment.
An airgroup that has 1 or more non-ready aircraft will leave them behind when
being transferred to a new location. A fragment will be created at the
"transfer-from" site to hold these aircraft. The code was losing track of the
proper airgroup to be displayed during this process and would display a
previous working fragment - frequently one from the other side.
Fix: Saved and used correct pointer to transferred airgroup.
4. Corrected Leader Assignment for airgroups without leaders when first pilot
assigned.
An airgroup (probably fragment) created without pilots will not have a leader
assigned. When the first pilot is assigned it should automatically become the
airgroup leader. When additional pilots are assigned they are then compared to
the rank/experience of the current airgroup leader to see if the new pilot
should replace the existing leader. An error during the creation of "no
pilot/no leader" fragments incorrectly reset the leader values, resulting in
random failure to designate the first pilot assigned as the airgroup leader.
Fix: Properly initialized the variable. Also found a display-control variable
that was not being properly maintained when a leader was assigned. This
resulted in either a one-turn delay in displaying the correct leader or a
"flash" of Staff Officer before the correct leader was displayed. Also fixed.
5. Disband of airgroups prohibited if they have fragments on the map.
Fix: Expand existing check for fragments and prevent disband (with message)
6. LCU fragments improperly receiving reinforcements.
During turn processing of Land Units with multiple fragments, the system could
temporarily lose track of the proper unit(s) that should receive
reinforcements. This could result in cut off or unsupplied fragments being
improperly reinforced.
Fix: Prevented focus shift away from the proper unit.
7. Corrected multiple "home base" tables to include Canada.
Some of the processes that required reference to a National Home Base did not
properly designate a home base for Canada.
Fix: Provided missing reference (base is Vancouver)
8. Fix for Pick Up troops by air transport when first available Land Unit is
selected by default.
When the Pick Up Troops option is selected on the Air Group screen the first
"pickupable" land unit at the target base is displayed as if it was selected by
default. However this selection was incomplete and the player had to force the
selection - by moving away and then back to the unit if necessary.
Fix: Properly set default.
9. Patch for airgroup load routine when a parent airgroup and a fragment of a
different parent were loaded at the same time.
The load control routine was improperly handling load when an airgroup fragment
was loaded at the same time as a different parent air group. This resulted in
the actual load routine being confused between the actual parent of the
fragment and (different) parent previously loaded.
Fix: Set proper relationship without regard to load sequence.
10. Torpedo Attack Altitude corrections.
Torpedo-carrying aircraft with Naval or Port attack as a primary mission and
Airfield attack as a secondary mission would sometimes make torpedo attacks at
the airgroup assigned altitude (frequently 6000 feet).
Fix: Ensured torpedos will be dropped from 200 feet if primary mission is naval
or port attack.
11. Replenishment CVEs in replenishment and carrier task forces "bleeding"
damaged aircraft to pools.
CVEs with replenishment airgroups (designated as Wings) that left port without
ensuring that all aircraft were in ready status would have damaged aircraft
transferred to the aircraft pool. The exaggerated size of the replenishment
airgroups was triggering this movement as the over-capacity checks were not
properly recognizing replenishment wings.
Fix: Adjusted over-capacity routines to recognize replenishment wing airgroup
sizes.
Note: Players should NEVER transfer replenishment wings off of the CVE on which
they arrive and NEVER NEVER place another airgroup on a CVE that has a
replenishment air wing. Just don't do it - it will mess things up big time.
12. Re-set max range when airgroup is manually or automatically upgraded.
Upgrade of airgroup was not properly re-setting default maximum range.
Fix: applied default based on range of "upgrade-to" aircraft.
Enhancements
1. Fill airgroup with pilots button and function added.
Airgroups that need two or more pilots will now display a "Get n Pilots" button
(where n is number of pilots needed). Pressing this button will select n pilots
and is equivalent to pressing the "Get Pilot" button n times.
Note: Button does NOT show "grayed out" when less than 2 pilots are required.
If only a single pilot is needed the "Get Pilot" button is sufficient and a
grayed-out "Get 1 Pilot" is superfluous. A grayed-out "Get 0 Pilots" is useless
and rather humorous.
2. Draw a single aircraft from pool button and function added.
Each press of this button will transfer one aircraft from the pool to the
airgroup. The button display includes the number of aircraft in the pool.
Button is displayed "grayed out" if function is not allowed for any reason.
Allows very precise airgroup size management and is especially useful when
there are only a few aircraft available. Display of pool size is very nice.
Note: Function is allowed even if "Do Not Upgrade" is selected. It is subject
to all restrictions of normal airgroup reinforcement (no cheating!).
3. Airgroups may be disbanded into the aircraft/pilot pool IF THEY ARE LOCATED
IN THE NATIONAL MAIN BASE.
Previously they had to be disbanded into another airgroup and could not be
disbanded if an airgroup with the same aircraft type/Nationality was not
available in the same base. This restriction still applies for all groups not
at the main base and will also be used if possible at the National Main Base.
The companion feature of "Withdraw Group" is similarly implemented only the
group and all aircraft/pilots are placed in the pending aircraft reinforcement
list.
Notes:
If there is another group of the same type at the National HQ base, the group
will disband into it normally. If there is no such group a confirmation step
will ask the player if he wants to disband the group into the pool.
If Disbanded, aircraft are returned to the pool and the result is visible when
viewing the pool. Pilots are returned to the Named pilot queue that are waiting
for assignment and not to the actual "pilot pool". See Enhancement 4.
If Withdraw Group is selected, the group with all planes and pilots will be
withdrawn for 60 days.
4. Add available Named Pilot count to Pilot Pool list.
Named Pilots (sometimes called Historical Pilots) are initially pilots that
have been defined in the editor. New "Named Pilots" can be created during game
play by removing "generated" pilots from squadrons by either disbandment of the
squadron or removal of pilots by the "running out of pilots" routines. There
are two groups of "Named Pilots":
1. Pilots designated for a specific air group (in the editor) whose delay has
expired but have not yet been assigned to the squadron (not yet needed).
2. Pilots of specific Nationality that are available (no remaining delay), have
no default group assignment, and have not yet assigned to a group (enabled in
Version 1.8).
5. Airgroups having no planes but having some pilots may now be loaded onto AKs
(load cost calculated as number of pilots).
Previously an airgroup that has all aircraft destroyed but retained a few
pilots was frozen in place. It could not be flown nor picked up by a cargo
ship. The assigned pilots were effectively lost and were merely waiting to be
destroyed. This modification allows the airgroup to be evacuated by sea. It can
then be reinforced, merged, or taken to the national home base and disbanded
(Enhancement 3, above) to recover the pilots.
Note: Load cost for an airgroup is calculated as number of pilots - very low
load cost but takes up the single "passenger" slot. Load costs for airgroups
with planes are based solely on the planes and do not include the pilots.
6. "Push" of supply from a well supplied base to outlying bases now limited to
need (human players only).
The previous code will push supply from a central base to outlying bases and
units based on two factors:
a. Need - bases and units that are short on supply will receive supplies up to
need (based on requested supply less amount already on hand)
b. Extra - additional supply will be dispersed to bases (but not units) if the
sending base is "rich" in supply.
This push of extra supply results in difficulty in accumulating supplies at
main bases. An example of this is supplies at Port Moresby being pushed to Buna
when Port Moresby needs them and Buna does not. This enhancement will remove
the "b. Extra" supply movement.
Note: This enhancement is implemented for human players only. A side under
computer control will use the original code.
Other - Software Library Upgrade
1. The library routines that process save game compression/de-compression
during save and load have been updated to current versions.
=================
04/18/2006 v1.8
=================
1) Blocks of active leaders have their values "zero'ed". Fixed.
2) Historical pilots are being drawn too early. Fixed.
3) LCU fragments are disappearing if the parent unit dies due to
disruption/fatigue rather than combat. Fixed.
4) Bangkok (and other bases) reverts to wrong HQ if captured by Allies
against Japan AI. Fixed.
5) 1945 USN CV air group restructure not working since patch v1.4. Fixed.
6) Wrong weapon list shows for automatic upgrade of air group on arrival
from reinforcement schedule (occurs from earliest version v1.3). Fixed.
7) No Japanese Militia units show up in 1945. [Appear in save file but
with delay=19999]. Fixed.
8) Reduce air/sub spotting reports to the screen, to max of one per sub,
but put all reports in the text file. Fixed.
9) Air-Transport causing vanishing LCU's. Fixed.
10) Beginning and Ending Assault values for each side. Added.
11) Prevent respawn of Japanese ships into allied ship area. Fixed.
12) Enable carriers with capacity > 99. Added
13) Enable single squadron carrier airgroup. Added.
14) Adjust British carriers with 2 fighter groups. Added
15) Literal changes ("Home Base to Home Port" on Task Force Screen _ on
sunk ship list "Unknown" to "Scuttled" ). Fixed.
16) Place aircraft removed by group resizing into pool instead of trash
heap. Fixed.
17) Retreating LCU will now abandon static devices. Fixed.
18) Prevent British[Commonwealth] Brigades ( i.e. regimental sized ) units
from dividing. Added.
19) Teleporting 8 IJA Arty Bde. Fixed.
20) 33rd IJA ID disappearing when trying to move from Moulmein. Fixed.
21) Fix ShipsAvailable CTD. Fixed.
22) Inactive VBF Squadrons (ex VS Squadrons) not moving to re-spawn carrier
with rest of airgroup when original carrier is sunk. Fixed.
23) Uneven pilot distribution during air group divide. Fixed.
24) Suppress on-screen display of pilot kills (still written to log).
Fixed.
25) Prevent deletion of pilots and leaders whose names begin with a lower
case letter. Fixed.
26) Mouseover on LCU icon shows ENG with AvSupport as V0 if no engineers
are present. Fixed.
27) Fix the problem where having computer control on in one zone causes
TF's to have their ships stolen in another zone. Fixed.
28) Prevent teleportation of supply in some cases where parent/fragment
were exchanged. Fixed.
29) Internal pilot/group list size expanded from 256 to 512 to prevent
disappearing pilots due to pilot/group list overflow. Fixed.
30) Prevent ships in organized task forces scuttling when base captured.
Fixed.
< Read the file "WhatsNew.rtf" for full update information >
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■ Installation ■
~~~~~~~~~~~~~~~~~
1. UnZIP all archives to a temporary directory.
2. Before continuing, make sure that you have already updated to one of these
versions first: 1.80 / 1.801 / 1.802.
This 1.804 update already contains the files of both 1.802 & 1.801, and that
is why it is ok to upgrade from any of these: 1.80, 1.801, or 1.802.
3. Update your game version:
UnRAR UPDATE.RAR to your game directory, overwriting any existing files.
Always unRAR with full paths!
4. Import TNT.REG into your Windows Registry.
5. Play as usual.
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ TNT News ■
~~~~~~~~~~~~~~~~~
zipscript-c (aka project-zs) ruins all the nice SFV files in the scene!
Screw that lame-ass retarded script and all you noobies who use it.
Egotism is good in small doses.
There is nothing wrong with flaming code/crack thieves. We encourage it.
Quality and quantity are both possible simultaneously, yet often difficult.
We continue our journey...
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~~~~~~~~~~~~~~~~~
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┌────────────────────────────────────╦═╦═╦────────────────────────────────────┐
│ Header Logo : Super Nova [TNT] ║ NFO Layout : Super Nova │
│ ╩ │
└────────────────────────────> Last Update by [Super Nova] <───[12/31/2005]───⌡
" Tripping The Light Fantastic! "
---------------------------------TNT DIR INFO---------------------------------
War_in_the_Pacific_The_Struggle_Against_Japan_1941-1945_v1.804_Update_RIP-TNT
---------------------------------END TNT INFO---------------------------------