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Do incapacitations count as a soldier's kills?

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mooxe

Rep: 221.7
votes: 25


PostPosted: Sat Oct 24, 2009 7:49 pm Post subject: Latest TLD Patch 5.50.07b Reply with quote

Available from Matrix Game's Member's Club only.

Code fixes

o Added more error reporting when a missing vehicle/shadow texture is requested.
o AI may now decided to swap out 1 or 2 active teams from a BG depending on the known composition of the opposing BG. Occurs only at line difficulty or higher.
o Fixed a bug where the campaign-defined ‘home’ direction was being overwritten after one battle, resulting in inconsistent entry locations any subsequent single battle games, troops sometimes moving in the wrong direction, and prisoners wandering off the wrong way.
o Allied AB BGs that arrive during the night turn will not reappear during turn 1 if they disband during the night.
o No longer able to allocated unlimited teams for some team types of some BGs on the BG screen.
o Clicking BGs on the strat map now selects the correct BG for all start map tiles.
o BGs are no longer show as exhausted when they have zero fatigue.
o Assert condition in battlegroups.h at end of the last battle for a day fixed.
o Fixed bug with display settings where CTD would occur when map size is smaller than users screen resolution.
o Made beach bunker coding consistent among all maps pointed out in bug tracker.
o Fixed a bug where the AI might swap out a tank for additional infantry if it found the enemy was weak in anti-tank assets.
o Increased integrity of towed guns to make them somewhat more difficult to knock out.
o Updated hindrance values to mitigate 'unspottable troops' issue. Visual hinderance values in the 300-449 range have been reduced to 225-250 or increased to 450 (total LOS/LOF block).
o Tweaked gun crew engagement decision making. Gunner slightly less likely to engage infantry with main gun. Crew will not engage with small arms when gunner would not also choose to engage with HE.

Maps

o Bunker floor element now allows AT guns to be deployed on it.
o Dog Green coding fixed so that bunkers are correclty coded with "bunker floor" rather than "courtyard".
o More map coding checked for compliance with WaR map coding style guide.
o UTAH beach US BGs now land in correct place in grand campaign.
o All maps checked for compliance with WaR map coding style guide.
o Map name spelling errors fixed, areas not assigned to specific r/l areas now assigned.
o Naval support for allies added to all maps but the back most row of the strategic area. 47 maps now have allied naval support.
o Vierville Sur Mer exit VL to Dog Green moved in and down 1 mega tile to expand deploay zone.
o Returned St. Pierre du Mont map text file to correct file.
o Made map coding match graphical depiction of floors on St. Honorine map.
o Fixed level number on Caen. Changed interior number from "4" to "3".
o Fixed lines in roof file of St. Marie du Mont.
o Fixed unassigned values in INCauseway map.
o Fixed map coding where dead animal was coded in open ground of St. Marie du Mont.

Data

o Name in Shadows.azp for Churchill AVRE fixed so it's under the max number of characters.
o French commandos appear in 9 Bde (British) BG.
o ChurchillAVRE name fixed in tanks.azp file to be 13 or less characters.
o ChurchillAVRE references fixed in vehicles.txt.
o Guns added to guns.azp file.
o BGroups.txt fixed to have allied tanks show up in Battlegroups.
o Fixed error in AxsTeams where Panther G (index 152) was pointing to the wrong BGUNITICON. Changed from 0 to 151.
o Changed PzJg 35R armor to match Marder I.
o Changed PzIVH top armor to 13 (instead of 10).
o Slightly increased mortar minimum ranges for HE when it was less than actual weapon specs.
o Mortar Point Blank ranges for HE now set to minimum range + 1.
o Mortar Short ranges set to former PB range.

Graphics

o Name in Shadows.azp for Churchill AVRE fixed so it's under the max number of characters.
o Light fx blended around the edges. NOTE: The huge light from the flare was causing some performance issues but I think I have this at an acceptable level. See if the flare slows down the game on your machines, please.
o All strat map arrows show on strat screen when you hold down the spacebar. If the user presses a mouse button down the arrows are cleared – 99% sure that is a non-issue but I had to do it to prevent painting conflicts.
o Unusable team slots on the BG screen are painted out with a background texture.
o Fixed German Heer vehicle rank gadgets so uniforms are black.
o Added SS rank gadgets with black uniforms and pink edged shoulder boards.
o Commonwealth uniforms now coloured correctly.
o Light effects no longer cause errors on maps smaller than the window size (Amfreville).
o "Illumination Available" message no longer has garbage characters at the begining.
o Overview map now repaints correctly after a message bar is displayed and cleared.
o Overview map now repaints correctly when the pause dialog appears / disappears.
o Added bounds checking to code that loads vehicle texture names to prevent possible overflows.
o Some vehicle graphics updated and added to tanks.azp.
o Fixed Battlegroup type graphic for BG screen so all are identified properly. No more "Invalide Battlegroup type" graphics.
o Added brigade identifier to Canadian battlegroup patches.
o Added line on scenario editor screen between Chef du Pont and Pont l' Abbe map area diamonds.
o Fixed Gammon bomb icon in Weapons.txt
o Graphical error in scrngadg.gdg for BG types fixed.
o Change to Battlegroupscreen where "Supply" becomes "Reserves".
o Incorporated fix from Nembo that puts patch shadow for STRPATCH55 on correct side to match other patches shadows.

Battles

o Bootcamp scripts updated.
o Added one night turn for every day of the GC.

Classic CC5

o Included previously fixed scrngadg file that repairs the "edit opponent" button.
o New strat map gadgets (Rest BG button, cohesion, fatigue) no longer shown on Strat Map screen for classic.
o No more random parachute entry for classic.
o BGEDIT buttons fixed for "Edit Opponent" on the BG screen.
o Updates to Alsteams.txt. Quotation marks team names.
o Updates to FPools.txt. Last 5 columns of Forcepools cleaned up.
o Commander pics that fit in the available Cdr space added to scrngadg file.


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Last edited by mooxe on Fri Nov 06, 2009 2:06 am; edited 1 time in total
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0202243

Rep: 60.6


PostPosted: Sat Oct 24, 2009 10:05 pm Post subject: Re: Latest TLD Patch 5.50.07b Reply with quote

nice... gonna try it out now  Very Happy


We are the pilgrims, master. We shall go
 always a little further, it may be
beyond that last blue mountain barred with snow,
 across that angry or that glimmering sea.
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Senior_Drill

Rep: 9.7
votes: 2


PostPosted: Sun Oct 25, 2009 6:04 pm Post subject: Re: Latest TLD Patch 5.50.07b Reply with quote

Be advised that this is still a Beta patch and is not yet a Gold or "official" patch.  It probably is not compatable with saved operations or campaigns (which is quite common with game patches).  If you are in the middle of an operation or campaign, you should finish it before installing the patch or start over.


C'est magnifique, mais ce n'est pas la guerre.
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bizmarta

Rep: 25.5


PostPosted: Wed Oct 28, 2009 10:57 am Post subject: Re: Latest TLD Patch 5.50.07b Reply with quote

just connected to matrix member area but no sign of this download yet.  Sad
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Senior_Drill

Rep: 9.7
votes: 2


PostPosted: Wed Oct 28, 2009 10:18 pm Post subject: Re: Latest TLD Patch 5.50.07b Reply with quote

You need to register your game, then look for the download in the registered downloads, the links to the right side.


C'est magnifique, mais ce n'est pas la guerre.
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