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
Version 1.08c4
16 Mar 2021
GENERAL
WORLD changed to TACTICAL in tutorial 12 page 7
Fixed Air groups that would sometimes ignore detected player ships
No valid firing solution message no longer displayed by AI units
Museum correctly displays name of last selected unit when using filters
CAMPAIGN
Campaign paused whenever entering TACTICAL view
When possible, AI carriers now deploy a fighter wing when engaged (CAP)
When possible, AI carriers now also deploy a bomber wing when engaged by a player Sea group
Player may IGNORE an engagement with a single enemy aircraft (fighter, bomber etc) as they are almost always acting as a scout
Other AI aircraft types acting as scouts now correctly report player positions as the Scout subclass does
Changed files in this update