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Execut able change logs Made by Luis Guzman If you want to support this site, please ... Can get latest version from:  OpenGenAdv.rar  OpenGen Version 0.90.31.1 (27-Dec-2013) When value for supply modifiers (rail, road, frozen,mud) started with %, it was not working  Negative values for su pply modifiers was not workin g OpenGen Version 0.90.31.0 (23-Dec-2013) Bugs and glitches fixed: Deselecting a unit when playing Pg1Mode didn't make unit to lose pending actions.

Executable Change Logs

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8/10/2019 Executable Change Logs

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Execut

able

change

logsMade by

Luis

Guzman 

If you wantto supportthis site,please ... 

Can get latest version from: OpenGenAdv.rar 

OpenGen Version 0.90.31.1 (27-Dec-2013)

When value for supply modifiers (rail, road, frozen,mud) started with %, it wasnot working

 Negative values for supply modifiers was not working

OpenGen Version 0.90.31.0 (23-Dec-2013)

Bugs and glitches fixed:

Deselecting a unit when playing Pg1Mode didn't make unit to lose pendingactions.

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  Resupplying planes in carrier's hangar crashed the game if only right-clickingon carrier (that is: if carrier was not selected first).Planes within hangar was able to spot yet.Resupplying from units window (right-click) was showing weird values forammo/fuel to add.

After resupplying from units window (right-click), unit can move yet.After resupply/refit from units window (right-click), unit can move/fire yet...sometimes.Deployment list after initital HQ was sometimes not shown.Single scenario titles saved with format 22 was not visible when picking orshowing info.In deployment phase, deploying unit and later undoing deployment, made unitto get full ammo and fuel.In deployment phase, opening unit detail dialog for units with hangars and

 pressing launch button made crazy things.Fixed a bug making "bridge" attachments not working same than "bridge"special.Bridges could be built over existing ones.There was a bug when aborting a repair in progress.if you resupply or refit a air unit in hangar manually, then the unit lost fuel

 points to the next turn as if it being flying.AI units set with specific stance at design time should work now.Deployment of units from HQ, embarked in Train had display problems.Coastal movement units deployed in port couldn't use adjacent river hexes fordeployment; only ocean hexes.Experience counter was not reset when next scenario start, so gained

experience was always shown from the initital scenario."Ports don't allow deploying naval units" scenario-option didn't work properly,allowing using adjacent ocean hexes.Units being embarked in ATP could not deploy on hexes occupied by otherground unit.Unit having no movement, could embark, disembark and again embark in oneturn using unit dialog.In scenario having VH to control victory condition, was givin a lost if last AIunit was killed.Kamikaze units running out of ammo are killed now.Dirt airfields was not checking if ATP had "NoDirt" special.

When upgrading unit having attachments to another unit not allowed to use,attachments are removed now.Fixed a bug when next scenario in campaign included units in a DH (to beremoved at load time), making units with a higher unit number setting upwrongly and so making weird actions.Fixed a bug when kamikaze units was attacked (attacker was destroyed !).Wrong result when a friend player controlled by AI lose scenario losing lastMSU unit.When changing efile, menu_attachment.png was not refreshed until exe isrestartedPlaying PBEM had a couple of problems, that are fixed now.

 New features/changes (some require OpenSuite 5.0.29) :

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  Efile folder now can include a MAP private folder for not official maps. Only png/jpg are allowed though.First implementation of "Landing weights" ... Requires OpenSuite 5.0.29.0 orlater.

Default strenght and default experience is shown in scenario options pop upwindow.Some improvements in AI's pathfinding.Bridge units will show only as pontoon when in river or stream and no roadalready (that is when acting as pontoons).Terrain.txt allow defining terrain limits to supply by a percentage instead offractions. Values must be prefixed by % sign. Old values (fractions) will beconverted automatically to percentages when file is loaded. Using these new%prefix, any terrain can be defined to avoid supply, by assigning %0 as

 parameter (no resupply allowed).Token for frozen and mud ground condition supply bonus/penalty added:

o  [frozen-supply = +/- # ] ... sample [frozen-supply = - 10 ]o  [mud-supply = +/- # ] ... sample [mud-supply = - 20 ]

Roads/Railroads supply can be also defined as bonus or penalty (prefix withminus sign)

o  [road-supply = %# ] ... sample [road-supply = %100 ] to make any roadable to full resupply

o  [rail-supply = %# ] ... sample [rail-supply = %100 ] to make any railable to full resupply

Menu attachement can use full 18px heigh now New variable in config to define how Attachment count in ArmyCost (and so

in the cap):o  0 Attachments don't count in ArmyCosto  1 Attachments count in ArmyCosto  2 Attachments count in ArmyCost only if no penalty defined

Only meaningful for efile and campaign CFG files

OpenGen Version 0.90.30.9 (22-Nov-2013)

Fixed a new game crashing Naval units could only deploy in portsCarrier window was not closed when carrier resupply or reinforce.For units with fuel below efile level and ammo over efile level, resupplyingmade both to be efile level.

OpenGen Version 0.90.30.8 (20-Nov-2013)

AI recons didn't lose actions after first AI phase if Pg1Mode

the os button doesn't change to dark grey (unavailable) when player buys anattachment for that pp which would be enough to os also

3 pixels (red area) of the menu_carrier.png is missing when it's drawn on thedlg_carrier.png:

In HQ buy-units dialog; when adding attachments before buying, unit values

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redisplay with movement=0.

Core units leave the map by Air escape hexes still loses his battle honors BN6Coreunits leave the map by Air escape hexes was losing his battle honors

Air units got limited reinforces when doing on sand terrain

Game crashed when old-format scenarios was loaded

Game crashed when old-format scenarios was loaded

OpenGen Version 0.90.30.6 (12-Nov-2013)ocated sometimes in same hex thananother adjacent ground unit

"start in"-carrier option revised either for normal and reinforces

initial experience is updated again after closing HQ, so AAR from HQ can includeyet increased experience

Airborne units when embarkd in ATP playing with air-missions enabled, couldmove only to airfield hexes

Inititally units in ATP were not moved to air-base/HQ if not deisembarked and air-mission was enabled

Fixed a bug in menus for attachments

After "inspecting" a plane from Carrier's Details window, you could close thatwindow only with ESC key

If reloading any autosave made in first turn, prestige was added again

green/elite replacements from initial HQ don't diable actions after deployment

Fixed a bug, with air units appearing as reinforce in occuppied hexes

 New options/changes

 New option for reinforces to enter the battle at HQ, instead of deployed

Planes without fuel cannot be launched from carrier's hangersOld "kamikaze" scenario options renamed as "fearless"

 New efile special attribute "kamikaze"Air units cannot drop landmines now, but any air unit can drop sea mines

 New special "AirLandMiner", to allow air units having "Drop mine" special todrop also land mines

 Now all hexes in last row having more than a half-hex-size are available tomove intoIf campaign option "Disable auto-refit" armyy cost is figured out based onactual unit's strength insteadBarrage fire can receive support fire/interceptors and now award some

experience if hex is blownOS button will full resupply as far as 1 sp can be "bought" by clicking, that iskeeping current behavior than 90.30.

Requires OpenSuite ver: 5.0.28.2

OpenGen Version 0.90.30.0 (7-Oct-2013)

Escape hex (EH) can be defined for Air, Ground or both units type, so can bedefined in same scenario EH for air units and also EH for naval/land units

Fixed a weird status when clicking game-options from HQ, then exit and then

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cancelling

Requires OpenSuite ver:5.0.28

OpenGen Version 0.90.28.10 (4-Oct-2013)

Fixing a glitch in Purchase/Upgrade window

OpenGen Version 0.90.28.10 (3-Oct-2013)

There was a glitch avoiding planes in hangers to fly to the objetive AI figuredto movethe "start in"-option for carrier aircrafts worked only in single scns and firstscen og camps. Now it works properly

 New option to restrict EH to air units. MSU can also be ticked to restrict to

Air+Msu units only

OpenGen Version 0.90.28.9 (27-Sep-2013)

In PG2-Mode, units having recon.movement leader, embarked could notdisembark after moving, even if having remaining movement Paratroopersembarked could not diUnits having "AirSupport" special can hold several

 planes if configured with hangars, same than carriers

OpenGen Version 0.90.28.8 (26-Sep-2013)

All units was showin class-icon as Inf or Tank in HQ or Unit's Details Window

OpenGen Version 0.90.28.7 (24-Sep-2013)

First turn prestige was not giving sometimes after closing HQSorting by date toggle is also available when saving savegames and seeing thelist of existing filesScenarios can be configured to use P2 or P3 commanded by AI - regardlessside- when used in campaigns. Before this, assignment was done using P3/P4side same than P1/P2

Units having "AirSupport" special can hold several planes if configured withhangars, same than carriers

OpenGen Version 0.90.28.6 (6-Sep-2013)

Ai cannot buy anything due to a line I forgot to remove.

OpenGen Version 0.90.28.5 (5-Sep-2013)

If defender was able to fire as CBF, it was doing also when attacked itselfWhen using maps with x>3135 or y>2975 game crashed. Now it won't crash,

 but effective max map size is 3135x2975 pixels nowShips killed was included in AAR's killed summary only, not in units stats

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  SaveAs dialog allow to use loaded file or scenario file to use as default savegame file name, and is always sorted by dateAfter upgrading any selected unit, it was able to move yet in PG1 modePrestige gained in combat is now affected by prestige modifier, when playingPg1Mode

When purchase cap is enabled, unused slots are carried over to next scenariowhen playing campaignsInspect medal size was figuring out medal size wrongly sometimes as it wasthe number of columns read from inspect leaders/portraits, instead of thenumber of countries read from Nations/Gui97 text fileAAR include a new option to get the new units that will be available infollowing scenarios according resultAAR include kills/loses for all players in human side and a total kills/loses alsoThere was subtle bug when buying renaming units from purchase window andyou right-clicked to select a new units (instead of left-click)

OpenGen Version 0.90.28.4 (17-Jul-2013)

Deployment had a bug allowing to deploy unit in hexes it could not enter.Available NTP to deploy are now scanned with condition to enter hex todeploy, so now it's possible to deploy using NTP in custom terrain or any otherreconfigured.Ships using new ADS or "acting like a flak" scenario option were able to attack

 planes after move.

OpenGen Version 0.90.28.3 (15-Jul-2013)

Fixed a bug when map size was close to the bigger map size, making landdetection routine to crash.

OpenGen Version 0.90.28.2 (11-Jul-2013)

Units embarking in ATP when Air Missions was enabled could not moveRevised extended range as defined in scenario to be sure it works properly forAir Missions

OpenGen Version 0.90.28.3 (15-Jul-2013)

Fixed a bug when map size was close to bigger size, making land detectionroutine crashing.

OpenGen Version 0.90.28.0 (5-Jul-2013)

o   New Ooption in Media settings to play videos in a window instead offull screen. Window size will fit the video actual size. This option isdisabled when not using DirectShow.

o  Available NonOrganicTransports are shown in unit details windowwhen mouse is over embark button

o  Air units were not checking if they can enter the hex to deployo  AD attachment didn't work if unit had zero AA

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o  $pg2mode was read reversedo  Intros and text files defined in scenarios/campaign can use also an

image with same filename than text file to be shown in gameo   New carrier type using up to 6 hangars, similar than pacgen ones.o   New tutorial campaign (for OpenAk) included. First time you run

OpenGen you will be prompted to playo   New Tutorial pdf explaining tutorial campaign (both made by Guille)

Require OpenSuite 5.0.27.0 or higher

OpenGen Version 0.90.27.0 (21-Jun-2013)

When upgrading units from HQ, unit's country was changed to player¡s maincountryAttachmenst can be disabled in efile for any units

 New special attribute: "SingleSupportFire", making unit to give fire support

only once. Units with CBF can either do SF or CBF but not both. ExtendedFront leader is not affectedCampaign could already define up to 4 players, but now AI can use up to 3

 players

Must define 3/4 th player for same side than AI player

AI stance for minefields slightly improved

OpenGen Version 0.90.26.9 (12-Jun-2013)

Pg1Mode fire support should not be resticted to only firing onceTool to report a bug in SourceForge is not working now, and has been replaced

 by a message asking to use internet broser to go and create manually

OpenGen Version 0.90.26.8 (11-Jun-2013)

 New $Variable: green_defexp was not working because of a silly mistakeRetaliaton fire was blocked if defender had no DLOF

OpenGen Version 0.90.26.7 (9-Jun-2013)

Some units requiring DLOF, could give support fire with DLOF blockedCounterBatteryFire was not workingSupport fire can be made only once per unit if Pg1ModeWhen in a choice scenario next scenario is set to 254/255, that choice washidden.All Country transports are now available as transports as far as they are multi-country assigned and any of the countries match any of player's countriesScenario.cfg is now check and read after campaign.cfg if foundCFG files allow new $Variables:- "no_lose_transport" .. avoids losing transport when transport can't enter hex

to move (0..1)- "green_defexp" .. If green reinforces should come with default experience

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defined in scenario (0..1)- "sides = new_axis_text, new_allied_text" .. allow to use different names thandefault sides defined for efile

 New Victory Condition modifier to limit only MSU units to retreat using EHs

Require OpenSuiteWhen tutorial campaign is available, first time OG is launched it will promptfor tutorial to be played

OpenGen Version 0.90.26.6 (4-Jun-2013)

Combat results showing close to units are now accurate, as well as thoseincluded in Debug.log fileC hotkey (does same than T hotkey) is now documented

OpenGen Version 0.90.26.5 (3-Jun-2013)

AI can use a custom list of purchasable units, defined by external fileSpecial Munition attachement was giving advantages to the enemy rather thanyourselfAutomatic checking and download failed if no MAP folder was previouslycreatedIt was not possible to remove a unit after it has been purchased when in the

 purchase window yet New setting to skip asking to confirm exiting initital HQMessage to abandon transport was asked after acceptiMessage to abandon

transport was asked after accepting to lose transport because lack of fuel if unitwould enter an hex the transpor coun¡ld not enter anywayDisembarking units, not requiring a rail-station to do, was in fact limited tohexes having rails.AI destroyers should be now more aggresive seeking submarines to attack. AIsubmarines should be also more aggresive nowCFG files (Equip/Campaign) ca define now variable cost for tattachments aszero (new CFG samples updated)

 Note: recommended OpenSuite 5.0.25.4 or higher

OpenGen Version 0.90.26.4 (22-May-2013)

support attachment was not adding base-ammo on core units carried over nextscenarioCombat odds are shown also in left banner showing comparative stats

 New scenario option to skip first player turnPg2 Mode can be defined also in .cfg files by using pg2mode $variable = 1a"kamikaze" units made more fearless also when moving

 Note: requires OpenSuite 5.0.25.3 or higher to configure

OpenGen Version 0.90.26.3 (18-May-2013)

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  Unit's attachments are optionally included in AARWhen playing pbem, second player could not set a password, needed to leaveempty to go on

OpenGen Version 0.90.26.2 (16-May-2013)

Attachments can only be changed from initial HQWhen playing single scenarios or PBEM, HQ will also display at start to allowusing attachments

OpenGen Version 0.90.26.1 (16-May-2013)

Fixed a glitch making $variables for default attachment not being properly readfrom cfg filesUnit cost is shown in selected unit detail panel when looking HQ window>

OpenGen Version 0.90.26.0 (14-May-2013)

Level bombers show fuel/ammo/suppresion on top banner now Now is possible to allow zappers to repair a blown bridge while not allowing to buildA new EQUIP.cfg can be defined to set global efile options, then campaignsconfig files can override any of the optionsDirt terrain was not written in top banner unless option "Always show terrainin top banner" was enabled

Attachments are available if enabled in .cfg file and their parameters can becustomized within config (cfg) filesAI tweaked a bit to make "kamikaze" units more aggressivePBEM was reading wrongly the player, making impossible to play

OpenGen Version 0.90.25.2 (21-Apr-2013)

Cannot undo movements when playing OpenPg1

OpenGen Version 0.90.25.1 (21-Apr-2013)

Flaks cannot give AD in Pg1Mode ...When option "Ports don't behave as SH"; was enabled, Ports were shown asSH yet in top banner info

OpenGen Version 0.90.25.0 (19-Apr-2013)

 New option to enable "Purchase cap" for players as scenario option and thencan set for each player how many units can be purchased. Once scenarioenables this option, player can purchase only that number and replace any unit

lost.Ground organGround organic transport can use now 16 different weights

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  Airfields/ports terrain can be marked in Suite so game will draw an icon onthese hexes. Useful when designer needs this terrain and background imagedoesn't show as that.

 New AD support special attribute, making units (not AD,Flaks or air units) to be able to intercept and give air dedense to adjacent units. (AA can be

 bracketed)Scenario option "BB, BC,CV & Cruisers can fire as Flaks", has changed to"DD, CV and LC can fire as Flaks" and it makes DD, CV and LC as if they hadthe new "AD Support" special

OpenGen Version 0.90.24.4 (6-Apr-2013)

Green autorefit defined in new cfg file was not working properlyRemove_leader when bars drop to cero, defined in new cfg file was notworking properly

Formula for prestige in combat (pg1 mode) was wrong

OpenGen Version 0.90.24.3 (1-Apr-2013)

 Neither Overwatch not Camouflgae Expert leaders was firing after deploymentor when unist disembarkedOld scenario.cfg external file defining alternative sides denominations is nowdeprecated and funtion is integrated in new .cfg file formatExtended campaign/scenario features available by using Campaign(orscenario)FileName.cfg external text file.(sample template is included ) Newfeatures that can be defined are:

o  green replacements enabledo  cost percent for green replacements (relative to standar cost)o   percent of green replacement taking coming with same experience than

unito  If automatic refit use greens (thus reducing experience)o  cost percent for elite (normal) units (relative to standar cost)o  experience cap for unitso  factor to decrease experience gained in combat according barso  If Leadfactor to decrease experience gained in combat according barso  If Leaders must be removed if unit loses all bars when using green

replacementso  Sides denomination can override efile defaults for a given campaign or

single-scenario when played standalone

OpenGen Version 0.90.24.2 (24-Mar-2013)

Password was not working for PBEMAfter a new choice (xsch) scenario, screen always reset full-screen modeThe scenario intro text wasn't accessible during a PBEM game, except forinitial turnweather was not checking to change for PBEM games at the end of a turn

OpenGen Version 0.90.24.1 (18-Mar-2013)

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  Recon special abilty was transfered to air/naval transports

OpenGen Version 0.90.24 (17-Mar-2013)

Score for prestige modifier 100% was giving extra score instead of zeroWhen purchasing units from initial deploy window, DHs was reset afterclosing that initial purchase windowAverage Summary was not including last 3 Cruiser classesEditing scenario options from game was buggy (actually obsolete) hencerandom options was changed. It is disable at the momentSubmarines could fire through land hexes even with extended naval rulesoption enabledWhen showing Dossier from HQ and game map in strategic view was narrow,then dossier's window appeared expanded with a wrong layout

OpenGen Version 0.90.23.3 (11-Mar-2013)

Fog of war was not restored properly for PBEMUnit with Mountain/Alpine Training was not moving properly on some terrainsWhen using AirMissions, air-tranported units could not disembark after fly>

OpenGen Version 0.90.23.2 (7-Mar-2013)

2 more weather zones added (requires Suite 5.0.23.4)Leader AlpineTraining was avoiding to use rails

Destroyers could not attack subsLeaders don't borrow their bonus to no-organic transports (naval/air/train/helo)when embarked"

Version 0.90.23.1 (1-Mar-2013)

Explosions for minefields damaging units was not shown and neither sound4th parameter (Allow Bridge) for terrain in Terrain.txt was only read forCUSTOM and IMPASS-RIVER terrain.

Version beta 0.90.23 ( 27-Feb-2013)

if choice scenario define any intro it is played (text, music and/or video)Reworked how choice scenarios show in screenUnits having ASW special could attack submarines from range > 1Repairing was taking longer than building, now it takes the same"ports dont behave as Supply Hexes" option, was not working properly. Nowonly units with naval movements can deployMovement table when unit has leader AlpineTrainign or Mountain specialattribute will show real cost to enter FOREST, HILL, MOUNTAIN andROUGH terrain

Weather was not set as defined in scenario when starting a PBEM game>/li>Units can only move and disembark if unit has Marine special or transport

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(naval/air) has recon special

 Note: Defining intros for choice scenarios require Suite 5.0.23.3 or higher

Version beta 0.90.22.3 ( 19-Feb-2013)

Undoing movement when unit had abandoned transport to do, was notrestoring unit's transport.Artillery units could not get a few leaders, like recon movement leader"point of no return" marks (small red plane), drawn on map to warn about

 planes not able to refuel on time, was not working properly with "carrier" typeunitsAfter moving unit location with OpenSuite to any unspotted hex in asavegame, that unit could not be selected until next turnWhen a tank was getting a new bar while overruning, it do¡idn't register themedal

Setting negative prestige in choice scenarios was not working as expectedwhen player prestige was lower

Version 0.90.22.1 (11-Feb-2013)

Was impossible to get a Shock Tactics leader

Version beta 0.90.22 ( 10-Feb-2013)

 Now you can group any number of efile folders within another subfolder. Cancreate as many groups as you need, but only one level of groups is possible.

Agressive AI is tweaked to behave less passive when distracted by enemy units

 Note: Use Suite 5.0.23 or higher, to use new efile folders grouped

Version beta 0.90.21 ( 28-Jan-2013)v id="wrap">Version beta 0.90.21 ( 28-Jan-2013)

Map shown before starting scenario (Map PreView) was showing blowndeploy-hex as normal deployment hexesWhen selecting efiles, efile.xml is checked and eventually shown. And alsocampaigns for that efile

Fog of War was not restored propely

 Note: Require Suite 5.0.22 or higher, to edit save-games made with this version

Version beta 0.90.20.2 ( 24-Jan-2013)

Last version savegames was not updating FoW

Version beta 0.90.20 ( 22-Jan-2013)

Loading savegames was buggy

total kills/losses didn't change when killing unitsair and naval transports with recon move, did not recon move

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  All Weather level bombers did not remove any fuel or ammo in bad weatherWhen reading a savegmae made with former versions, Kills/Loses for Fighterswere recorded as for Bunkers (Forts)Fuel was reset for embarked units when reloading savegamesFuel was kept as defined in scenario even if scenario had not set that option

if map image was defined starting with zero (02 instead of 2), map image wasnot downloaded automaticallySpotting and FoW was not reset when loading another savegameSubmarines could evade even when surprise contact happened

 Note: Saves made with Suite 5.0.20 are corrupted, use new 5.0.21 or higher

Version beta 0.90.19.2 (19-Jan-2012)

When any plane run out fuel game crashed tooroads require now connection branches on the side unit is crossing and if any

side is blown roadway is broken

Version beta 0.90.19 (18-Jan-2012)

Turn prestige from hexes was not workingScenario initial experience was not updated properly so AAR was not showingaccurate experience gained in last scenarioBombers could bombard hexes having enemy ground unit when bad weather.When embarking units with country not included in scenario,only transportsfrom primary countries were used instead of its ownRevised Special attributes help text, shown in game according Nashtorn

suggestionsPBEM replay was showing explosions produced by enemy engineers blowingup things in unspotted areasReinforces arriving at ocean could not get naval transport to appearDossier reworked and now it will record kills/losses for each class, although all3 cruiser's class will be conted togetherSpot data was reset after reloading xcsv files same than Pg2 did, although datawas stored!

 Note: Saves made with this version requires OpenSuite 5.0.20 or higher

Version beta 0.90.18.3 (9-Jan-2012)

Improved how AI use airfield-units and carriers

Version beta 0.90.18.1 (8-Jan-2012)

Hide fuel markers for planes setting was not stored in registry/configurationfileA weird crash sometime happened when starting savegames and selected unithad no actions available

Version beta 0.90.18 (7-Jan-2012)

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  LBs with "All Weather" special/leader could not remove any fuel or ammowhen it attacks in rain/snow weatherMEDALGEM/MEDALUSM (for axis/allied) will be played when result is BVand no video is defined for BV result in cam file.

If result define also "After video" it will be played (pg2 playsMedalgen/Medalusm instead)Picking xeml files was not showing properly flags and prestige modifier evencrashing sometimes.A few Air Mission glitches was fixed.Units already embarked (ATP/NTP) could not deploy on hexes if main unitcould not enter.Units having "NoNeedStation" special could disembark without losing groundtransport regardless tranpsort had no that special tooSome icons inusing .shp format was converted with a few transparent pixels.Toggle lasting suppression special, was not working for TBsUnits purchased in scenarios was not saving initial experience to show later

 prestige increased in AARsFrom initial HQ it is possible now to get AARs showing increased prestigegained in previous scenarioWhen terrain.txt define any terrain with fractional resupply, reinforces are alsolimited by that fraction

Version beta 0.90.17.1 (26-Dec-2012)

When using Air Missions un-deploying didn't release the air base

When using Air Missions un-deploying was setting fuel for that plane, makingit to crash later. Air missions don't use fuel !

Version beta 0.90.17 (24-Dec-2012)

Fixed a bug when converting default strength from pg2 scenarios

Version beta 0.90.16 (23-Dec-2012)

Turn 0 prestige was wrongly given before initial HQ, now it is done afterclosing initial HQ (before deployment)Overrun routine was not checking properly hidden artilleryUnits abandoning transport for any reason, was not resetting fuel, limitingfurther movements sometimes.

Version beta 0.90.15 (20-Dec-2012)

Player 2 could not deploy units at HQ if playing PBEM

 Note: Saves made with this version requires OpenSuite 5.0.16.2 or higher

Version beta 0.90.14.2 (16-Dec-2012)

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  There was a bug with "No Intercept" special ability."Depot" ground units were able to resupply air units as well; but they shouldn't.Air units were able to blow ground structures; it's fixed as they must bomberinstead.

Barrage was possible when target had spotted enemy; now it's fixed andnormal combat is performedThere were a bug in LevelBombers special attack routine, and they could notsteal ammo/fuel nor lasting suppression

 New AAR option to show experience gained for units

 Note: Saves made with this version requires OpenSuite 5.0.16.2 or higher

Version beta 0.90.13 (3-Dec-2012)

When units involved in combat have big strenght (i.e 200 or so) game crashed

while logging combat results (string showing dice's resulted too long)ASW special added to allow any unit to attack subs, like TB and DestroyersRail wont avoid from building

Version beta 0.90.12 ( 22-Nov-2012)

Saving settings as local, was throwing a fatal errorOld formats campaigns was not properly set as campaign type when startingPressing Shift key while selecting a unit (click on a unit) limit possible movesto only spotted hexes

Flag for rail-stations is painted on top instead of beneath

Version beta 0.90.11 ( 20-Nov-2012)

Units attacking from air, cannot make defenter to retreat/surrender, regardlessattacker class.When using AirMissions, air units are able to deploy in Air-BasesAAR was not reading xscn titles properlyCheck&DL from campaign browser, was not understanding new xscn filesUnits returning fire when attacked at range>1 was checking DLOF, but theyshouldn'tAI units was not purchasing sometimes because it didn't check deploymenthexes properlyFor hexes not allowing full ressuply of ammo/fuel, top banner will showsupply factorEntrenchment was lost when dismounting, even if no movement/combat wasdone.Custom movement units can use ground transport nowTooltip for resupply button in unit dialog, inform how many ammo/fuel canresupply unitIn PMEM file name is restored to same format than before (only 3 last chars

are replaced) New equipment available was not showing at the end of the scenario when

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using xscnBlown SH and Airport don't allow deployment in that hex nor in adjacenthexes.Prestige awarded after scenario was not added properly if next scenario was anew xsch (choice) type

Hotkey ? now show current scenario options, including terrain's supply factorshex_rails.png and hex_roads.png has been improved by Csaba (aka lvjtn)Units mounted in transports with recon move, can dismount after moving if therecon transport has at least one move left.When replaying oponent pbem turn, units showed mounted when they wasn'tPBEM replay was sometimes too fast and it was difficult to see all opponent'smoves. I've added a custom delay.Reinforces appearing in owned EH was making impossible to enter that EHuntil saving and reloading

Version beta 0.90.10 ( 9-Nov-2012)

Artillery with bomsize was stealing fuel and ammo like LBs.

Version beta 0.90.9 ( 8-Nov-2012)

Units being attacked with strength being 100% suppressed, wasretreating/surrender when was 0-0. Now at least 1 sp must be killed/suppressedUnits "on-air" won't get terrain bonus regardless their class is not airsuperclass.

Air missions was not properly recorded in xlog filesFixed a bug when Choice(.xsch) was the first scenario in a campaign.Fixed a bug with prestige when Choice(.xsch) was the first scenario in acampaignWhen Choice(.xsch) was the first scenario in a campaign, core units could not

 be defined as any located in DH was removed for next scenariosTurn prestige for units was not workingFixed a bug with Level Bombers's lasting suppresion based on bomb sizeLevel Bombers's lasting suppresion based on bomb size is now randomLevel Bombers can now use special efile attribute "Lasting suppression" innormal combat too

Revised how weather is started/set when playing pbem New parameter added to custom terrain in terrain.txt to allow defining ifsappers can build bridge in custom terrain. Must define all 4 parametersthough.Bridge units/leaders will work only in stream and river terrain.Units able to build bridges are allowed to enter that hex, so cost is reducedfrom 255 to 254 if neededChange stance trigger, allow to define a turn to expir (valid until certain turn)

Version beta 0.90.8 ( 20-Oct-2012)

The table used to check possible leaders had a missing entry (rail transport),

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making AD units to get leaders that only fighters should getWhen a LB was flying a WildWeaseal mission and was intercepted by a hidden

 plane, it was not aborting the missionUnits using an air organic transport was yet able to mount if having another

 plane in same hex, causing weird things to happen

Version beta 0.90.7.1 ( 19-Oct-2012)

Disabled allowing to deploy/arrive on impassable hexes for Pg2 Mode, whenhex has also roads/rails

Version beta 0.90.7 ( 19-Oct-2012)

When a trigger was entered changing AI stance, a wrong message wasfrrezing/crashing the gamePlanes coud not drop mines.PBEM games were not creating .xlog files

Version beta 0.90.6 ( 13-Oct-2012)

Transport could be upgraded when set as standalone unitsMinefields could remove full remaining strenght from a unit, although notreally killingXlog was not working properly if end of scenario occurred while replayingPause/Resume options added to XLog replay (P to pause and Ctrl+P to resume)

Units arriving into a hex they cannot move into but having a transport that canenter the hex, will arrive mountedGame was freezing/crashing if Alt+L was pressed while AI was running.Expert Cammo. and Ext.Front leaders are now disbled for Pg2-ModeBattlefield Intelligence leader is now disabled for units with "Partizan" specialShock Tactics leader is disabled if unit does already lasting suppresionUnitinfo.png can be expanded to show unit strength above 20Marine special allow unit to move after disembarking, regardless the transportit used (air, naval, helo or train)

Version beta 0.90.5 ( 4-Oct-2012)

When upgrading, units country was changed to be same than new equipmentcountryPBEM games was not saving at the end of turn.AI was crashing when checking some embarked units.Ground won't change to mud when snowing it will become frozen without

 being muddy before.

Version beta 0.90.4 ( 30-Sep-2012)

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  Bridge units was not working properly

Version beta 0.90.3 ( 28-Sep-2012)

Changed behavior of AD, from now they won't make defender to retreat like inPg2Air units do not require direct LOF to fire, regardless class.AI didn't check properly remaining fuel when scanning movements/attacks anda good target was withing minimal consumption range (short fly)When using Air Missions, AI planes getting mission 0 never move. Thathappend when AI received air units as reinforces in 0.90.0Units with DAM and "Exploit Success" specials, could not carry their transportif exploiting combat success after moving using the transportUnit transported on trains was not handling properly movement on minefields

occupied by friendly unitAI units was skipping losing transport when moving to hexes where transportcould not enterCustom movement method can be customized by adding to Strings_Efile.txt anew [[movement2] section following the custom movement method.A supply factor penalty can be defined for Custom terrain by adding a numberfollowing custom inititative cap (i.e: 4 to be same than sand)Planes with recon movement could execute, attack mission (if not very far),and then can execute recon mission with rest of his rangeBuilding time was raised to 3 turns, but that was not intended, it is 2 againUnits embarking on helo transport will lose organic transport it that is not able

to use helo-transportAs with rest of embarking, organic transport's weight are not checked againstnon-organic transport's weightMSU units killed by minefields was not recorded

Version beta 0.90.2 ( 20-Sep-2012)

AAR shows caps for the different choices when scenario to follow is a xschAAR can include the list of scenario settingsWhen playing standalone scenarios with reversed sides, the game freezes when

a popup window with new equipment appearsWhen playing PBEM turn prestige was not allocated properly at the beginningof each player turnTurn messages are written in yellow now to enhance a bitWhen victory condition is Exit Units - after saving and reloading- the numberof exited units was reset to scenario defined numberThe rail station icon was drawn twice in the map (on top of each other)During bad weather, if Air Missions are enabled, mission 0 was alwayshighlighted in the menu and planes could not change baseTrains was not excluded from protos.Random leader attribute was changed sometimes by game when loading a

savegame.When typed VH was defined but no VH was needed for a given result, game

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was ending with that resultSometimes un-named core units got a name from the auxiliary or even fromenemy units after scenario endsSome intro text files starting a row with '_' character was throwing strangeerrors, so now engine will replace '_' with '-' those lines, to avoid the issue and

also the need to edit existing text intros using that character

Version beta 0.90.1 ( 12-Sep-2012)

Autodownload of missing maps was not working properly, now it's fixed (alsofixed OpenSuite)Units set as reinforces and also as deployed, will become deployed whenloaded and reinforce-turn will be clearedHotkey N <next unit> - didn't work.Using Air Missions, air units (reinforces) not arriving in a valid air base are

moved to HQ to be deployed manually.

Version beta 0.90.0 ( 6-Sep-2012) using new formats

Enabled loading custom prototypes from external .proto file (requires newSuite)After scenario save now include the prestige modifier in the file nameWhen #VH to hold is defined, turn info will show how many VH player hasunder control at any time.Campaign and scenarios made with new formats (xcam, xscn) can be loaded

already------ New formats features ------PBEM now checks if player loading xeml file is running same version of OGand also tries to detect if using same efileThis checking is rather simple and doesn't prevent from playing right now,only a warning pops up.replay section for xeml files has been changed to use same system than xlogfiles.So current xeml files created with a former version of OG cannot be loaded

with this version New rail-transport system is possible already when using xscn formatAlso map variable prestige bonus is enabled when using xscn filesGames started from xscn files can define a bigger map and no mapfile isrequired to play

 New scenario option to make ground condition to change according weatherCampaign can define up to 100 scenario slots (twice than before)Default experience for new units is no more stored as prestige for turn 40For scenarios with more than 39 turns, you can define in last prestige/turn slot(40) prestige bonus for rest of turnsSpecial attribute for units to give prestige per turn (to be set in scenario units)

Special map attribute for VH and SH to give prestige per turn. the amount ofturn prestige must be defined in scenario

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It is not affected by hex's modifier, so it is possible to disable prestige for beingcaptured

 New Air SystemTriggers hexesCounterBatery fire

 New choice scenario type available New scenario option for "Extended naval rules" enabling these:

o  - Battle ships return fire to art.& forts.o  - Ships cannot attack subs from range >1o  - Destroyers will escort naval transports against sub attack like Fighters

escort Bombers

o  - Submarines need direct LOF to attack

For even older releases check   Older releases up to 0.80.7.7 (19-May-2012) at JP's

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