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- TANKS! HISTORY.TXT
- Updated January 19th 1995
-
- This file details the history of changes to the
- TANKS! program since version 1.0.
-
- VERSION 1.1 NOTES
-
- The following items have been patched to create TANKS!
- version 1.1:
-
- 1) In version 1.0, it was possible for non-fording
- transports to dismount their fording capable infantry, cross
- a stream, and re-mount (on a later turn) in their
- transports. This effectively allowed infantry to carry
- their trucks across streams... This has been changed.
- Units can now only cross streams if all assigned equipment
- types are capable of fording.
-
- 2) The effectiveness of light artillery (especially mortars)
- vs. armor has been decreased.
-
- 3) There is a new menu item in the game Info menu. The
- "Info / Combat Time Delays" item allows players to select
- from a range of time delays for displaying combat results.
-
- 4) A bug which could affect spotting in two player games has
- been fixed.
-
- 5) A bug which allowed close assaults to continue for a very
- long time in rare cases has been fixed.
-
- 6) A bug which locked the game up when creating random
- scenarios or orders of battle with "mobility 10" in some
- time periods / forces has been fixed.
-
- 7) Programmed opponent use of artillery has been improved.
-
- 8) Information on unit "static" status has been made
- available to players. Static units have an additional
- "static" indicator graphic at center right on their icon.
- In formation displays, static status is given for each unit
- in the formation. The static status is also given in
- detailed unit reports.
-
- 9) The original PC speaker sound effect used in airstrikes
- has been replaced with a digitized effect.
-
- 10) Conventional memory requirements have been relaxed a
- bit. Version 1.1 requires the following:
-
- 538K (550912 bytes) No sound
- 560K (573440 bytes) FM sounds only
- 584K (598016 bytes) Full digitized sounds
-
- Some sound cards may have slightly higher memory
- requirements.
-
- 11) In version 1.0 the editor did not fully initialize
- scenarios saved with "fixed" objective values. This could
- cause problems when the scenarios were later played.
- Scenarios saved with "fixed" values are now properly
- initialized. If you created any scenarios using fixed
- (not calculated) objective values with version 1.0, you
- should load them into the v1.1 editor and save them
- again to patch the files. Scenarios created with
- calculated objective values are unaffected.
-
- 12) Terrain is now much more effective in protecting
- units from airstrikes. Additionally, airstrikes are
- somewhat less effective against heavily armored vehicles
- than in version 1.0.
-
- 13) The number of files that the game file manager boxes
- can locate has been increased from 50 to 999.
-
- VERSION 1.11/1.2 NOTES
-
- Versions 1.11 and 1.2 are identical.
-
- 1) Version 1.1 introduced a bug which could freeze the
- game if a "strong" computer player encountered certain
- conditions. This has been corrected in version 1.11,
- and it is the only difference from version 1.1.
-
- VERSION 1.21 NOTES
-
- IMPORTANT: Version 1.21 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.21, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.21.
-
- 1) In scenarios with "some" airstrikes, there is now
- only a 50% chance that from 0 to 3 new strikes will
- become available on any given turn. This means these
- scenarios will now have about half as many airstrikes
- as earlier versions of the game. Scenarios with "many"
- airstrikes are unaffected.
-
- 2) All scenarios are now of variable length. There is
- a 50% chance that a scenario will be continued for at
- least one turn rather than ending on the nominal final
- turn of the scenario.
-
- 3) Weather is now variable. Wind strength and direction,
- and precipitation can vary from turn to turn. If there
- is any precipitation, there is a chance that the ground
- condition will become "soft".
-
- 4) Auto fire routines are now more intelligent than in
- earlier versions of the game.
-
- 5) "Frantic fire" has been added to the game. If a unit
- has taken a loss, it may immediately auto-fire at enemy
- units even if it has already fired its weapons. Also,
- there is a 30% chance that movement or fire in any
- adjacent hex will trigger frantic fire. No more
- "soak off" attacks, boys and girls...
-
- VERSION 1.22 NOTES
-
- IMPORTANT: Version 1.22 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.22, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.22.
-
- 1) A minor bug introduced in version 1.21 which could
- under certain circumstances cause artillery units to
- fire continuously until out of ammo has been fixed.
-
- 2) If a unit takes a loss, there is now a chance that
- the unit will retreat. When a unit takes a loss, it
- must now pass a morale check in order to stay in place.
- If the unit fails the check, it will retreat one hex
- if possible, and will not return fire regardless of fire
- orders. Units belonging to formations with poor morale
- and control levels have a poor chance of passing the
- morale check. Units belonging to formations with good
- morale and control levels have a good chance of passing
- the morale check.
-
- 3) Many more morale checks are now made during play.
- Whenever a unit takes any loss, moves through any non-
- road woods, town or mine hex, or retreats after combat
- there is a chance that the parent formation's morale
- will be lowered. In earlier versions of the game,
- this kind of morale check was only made when a unit
- was lost.
-
- 4) To partially counteract the additional morale checks
- introduced in v1.22, formations will tend to recover
- morale more rapidly than in earlier versions of the
- game. Previously, morale could only be recovered
- during turns when a formation was "reorganizing". Now,
- formations have a chance to recover morale each turn.
- The chance that a formation will recover morale is now
- proportional to the formation's original morale. This
- means that formations with poor initial morale will
- not recover as rapidly as formations with good initial
- morale.
-
- 5) The chance that a unit will "frantic fire" as
- described in above in the v1.21 notes is now tied to the
- control and morale levels of the unit's parent
- formation. Units with poor morale and control will
- tend to retreat if hit rather than franticly firing.
- Units with good morale and control will tend to
- franticly fire frequently.
-
- 6) All units' effective rate of fire is now equal to
- nominal rate of fire. Ammunition allowing, units will
- now fire a number of shots exactly equal to the nominal
- rate of fire of the slowest rate of fire weapon
- assigned to the unit. Random rate of fire checks have
- been removed from the game.
-
- 7) Auto fire and the routine that displays "weak,
- effective, or lethal fire" when you target your weapons
- have been made a bit more intelligent.
-
- 8) There is now a chance that a unit will panic and
- change its orders from "hold fire" to "auto fire" if
- it takes a loss. This chance is greater for units with
- poor morale and control levels, and lesser for units
- assigned to formations with good morale and control
- levels.
-
- VERSION 1.23 NOTES
-
- IMPORTANT: Version 1.23 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.23, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.23.
-
- I'm going to hold off on introducing new features for
- a while in order to ensure that the game is once again
- bug free. This version introduces some minor
- improvements, but it is primarily a bug "cleanup" update
- intended to correct errors introduced during the
- wholesale addition of new features in v1.21 and v1.22.
-
- 1) A line of sight bug was introduced with the retreat
- routine in version 1.22. This has been corrected.
-
- 2) Rate of fire, weather variability and retreat logic
- have been improved.
-
- 3) Timing has been slightly randomized in weapon sounds
- during combat, yielding a somewhat "ragged" sound to
- fire combat.
-
- 4) Under standard command rules, all formations may now
- be issued mass hold fire or auto fire orders using the
- info/formations menu item.
-
- 5) The "crybaby" sound introduced with retreats in v1.22
- has been deleted.
-
- VERSION 1.25 NOTES
-
- IMPORTANT: Version 1.25 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.25, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.25.
-
- 1) A bug which could cause a "Mel fatal error" on some
- systems has been corrected.
-
- 2) Close assault logic has been improved, and a bug
- in the retreat logic has been fixed.
-
- 3) Programmed opponents and auto-fire logic have been
- improved.
-
- 4) Formations will recover morale slightly faster when
- they are "reorganizing".
-
- 5) More units can now be "hidden" at the beginning of
- a scenario.
-
- 6) Non armored units are now slightly better protected
- from fire in fort, town, and woods hexes.
-
- 7) A break dialog has been added before the beginning
- of airstrikes in two player games.
-
- 8) All current changes to rules have been incorporated
- in the new README.TXT file, and the history of changes
- to the TANKS program has been moved to HISTORY.TXT.
- This should help clarify the current state of the game
- rules.
-
- END OF CHANGES / ADDITIONS.
-
- Norm Koger 2.0
-
- EMAIL addresses-
- GEnie: n.koger
- Internet: n.koger@genie.geis.com
- (_NO_ "attached files" please!)
-