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- TANKS! HISTORY.TXT
- Updated May 10th 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.
-
- VERSION 1.26 NOTES
-
- IMPORTANT: Version 1.26 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.26, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.26.
-
- 1) Surviving mounted infantry and light weapons squads
- now dismount after suffering direct fire losses.
-
- 2) Helicopter units no longer suffer from the closed
- terrain movement morale penalty.
-
- 3) Close assault is now treated as normal move for
- attacking units if all defenders retreat before combat.
-
- 4) Artillery allocations have been reduced in random
- post '91 scenarios.
-
- 5) Mounted, non flying units now dismount at the start
- of the second round of combat in close assaults.
-
- 6) Hidden units no longer "dig in" (revealing location).
-
- 7) Put HMG into M109 secondary weapon slot.
-
- 8) Low level speed optimizations have been incorporated
- in LOS and distance routines.
-
- 9) Units with more than 9 pieces of equipment in top slot
- will now be renamed (in editor) as follows- Plt->Co,
- Bty->Bn.
-
- 10) An experimental 500 meter scale has been implemented.
- If you start the game with the "bigscale" command line
- parameter, all weapon ranges and sighting distances will
- be halved (for the current play session). Movement
- rates are unaffected. This feature is strictly
- experimental.
-
- VERSION 1.27 NOTES
-
- IMPORTANT: Version 1.27 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.27, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.27.
-
- This version does introduce two new features,
- but it is primarily a patch for minor errors in the
- database and a bug fix for the assault code added in
- version 1.26.
-
- 1) A number of typographical errors in the database have
- been corrected.
-
- 2) A bug in the close assault free move code introduced
- with version 1.26 has been fixed. This bug could cause
- the game to freeze after a close assault.
-
- 3) The "auto-dismount after losses" code has been
- modified. Mounted units which suffer direct fire losses
- will now automatically dismount only if more than one
- vehicle was hit, or the unit fails a morale check.
-
- 4) Artillery fire into unspotted, unseen hexes no longer
- displays combat results. The fire is resolved normally,
- but you can no longer see the effects of your fire.
-
- 5) In the modern variant: several spurious sound effects
- have been replaced with the correct sounds. Also,
- engineering (digging in, abatis and mine removal) have
- been recoded for a better match with the modern database.
-
- VERSION 1.28,1.29 NOTES
-
- IMPORTANT: Version 1.29 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.29, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.29.
-
- 1) Any units which survive a retreat now turn around to
- face their original position if they pass a morale check.
-
- 2) A minor bug which could sometimes allow the computer
- player to squeeze an extra movement point out of a unit
- has been fixed.
-
- 3) Additional minor changes have been made to the game
- database.
-
- 4) Reinforcement entry turns are now variable. On each
- turn, there is a 10% chance that the entry turn for each
- reinforcement formation will either advance or be pushed
- back by one turn.
-
- 5) It is now possible to force a scenario to continue
- past its nominal end turn.
-
- 6) Non armored units are now even better protected
- from fire in fort, town, and woods hexes.
-
- 7) A list of command line parameters is now available
- when you run the game. To view the list, type "tanks ?"
- and enter.
-
- 8) When you select a command line parameter, the program
- now pauses briefly to display the effects of your
- selection before entering the game.
-
- 9) An "oldbail" command line parameter has been added.
- If you choose oldbail, the version 1.26 infantry auto
- bailout rules will be in effect, overruling the changes
- made in version 1.27.
-
- 10) A "static" command line parameter has been added.
- If you choose static, variable weather and reinforcement
- entry code will be disabled. Weather will not change
- and all reinforcements will enter on their listed turns.
-
- 11) A bug in the retreat code has been fixed.
-
- VERSION 1.30 NOTES
-
- IMPORTANT: Version 1.30 is an experimental, unauthorized
- update. If you run into any difficulties with version
- 1.30, please contact me via email (see below). SSI
- customer support won't know what you're talking about
- if you mention version 1.30.
-
- Due to a marketing decision to postpone the release of
- RIFLES, I had a bit of spare time on my hands in
- September and October of 1995. One of the things I did
- to keep myself amused (since RIFLES was on schedule for
- an October release when it was delayed by SSI) was a
- major revision of TANKS. I hope everyone enjoys the
- results.
-
- 1) Airstrikes now attempt to begin their run over
- friendly controlled territory to avoid enemy anti
- aircraft fire.
-
- 2) Fortifications, abatis and mines are now invisible
- unless a) you own the hex they are placed in, or
- b) you have the hex under observation (it is spotted or
- "seen" by a friendly unit).
-
- 3) Artillery can now destroy fortifications and rubble
- towns and villages. The chance is small, and is
- proportional to the ability of the weapons to start
- fires. A rubbled town or village is represented
- by an abatis symbol in the town hex. Destroyed forts
- are removed from play. Rubbling a town hex has no
- effect beyond the addition of the normal movement
- penalties associated with abatis.
-
- 4) Assaults - Engineer and infantry units have their
- chances to hit in combat increased by about 50% during
- assaults. Engineer units ignore the effects of
- fortifications during assaults. Units assaulted from
- any flank hex have their chance to panic increased by
- about 50%.
-
- 5) Movement - Infantry, cavalry, and bicycle units are
- now capable of forced march movement. This is treated
- rather abstractly. If a unit is not "winded", it pays
- only one movement point to enter any hex that it could
- normally enter. Any movement or fire "winds" a unit, so
- that it will be unable to use this special case of
- movement until it has rested. On any turn after a unit
- has not moved or fired its weapons, it will rest -
- removing its winded status and allowing forced march
- movement on future turns. There is also a 20% chance
- for recovery even if the unit did move or fire in the
- previous turn. This change effectively allows you to
- get a burst of enhanced movement ability out of these
- units for a turn with no penalty.
-
- 6) Pinning fire - Any time a unit takes losses due to
- enemy fire, it must pass a separate morale check to
- avoid being pinned. Pinned units suffer no ill effects
- on the turn that they recieve the pinning fire, but
- their movement and fire allowances will not be reset
- at the beginning of the following turn. In most cases,
- this will result in the pinned unit losing its next
- turn.
-
- 7) Hidden units - Hidden units are now allowed to dig
- in again (repealing the v1.26 change to the rules). In
- addition, hidden units now recieve a significant
- (roughly 50%) improvement in their chance to hit on the
- turn when they reveal their location by firing on enemy
- units. Finally, infantry and engineer units which would
- normally be eligable for hidden status during scenario
- creation can now hide during a scenario if they did not
- move or fire during the previous turn. This allows a
- unit to ambush an enemy unit, then dissappear again
- into the underbrush as soon as they have time to get
- back under cover.
-
- 8) Time of day - The original three lighting
- conditions: day, twilight, and night, have been
- replaced by four conditions: day, dusk, night, and
- dawn. Dusk and dawn are treated in all respects exactly
- as twilight was treated in earlier versions of the
- game. Depending upon scenario design, lighting
- conditions can now change during a scenario. Day and
- night can last up to 48 turns (maximum scenario
- length). Dawn and dusk can last a maximum of 4 turns
- (20 minutes of game time). Lighting conditions will
- change as follows: Day -> Dusk -> Night -> Dawn -> Day.
- You can, for example, design a scenario to start during
- daylight, 2 turns before dusk. The result would be 2
- turns of daylight, followed by 4 turns of dusk, with
- the remainder of the scenario played under night
- lighting conditions. The environment button and the
- game color palette will change when the lighting
- condition changes.
-
- 9) The programmed opponent now attempts to avoid
- stacking when possible in order to limit its exposure
- to enemy artillery fire.
-
- 10) The layout of the database has been reorganized.
- This will affect only those who use the OBREADER
- utility. An updated OBREADER.EXE and FISTDATA.ASC are
- included with this package.
-
- 11) Due to changes in the way data are organized,
- scenarios created using v1.30 can only be played by
- those with TANKS v1.30 or later.
-
- 12) The game now requires slightly more conventional
- memory (I know: <groan...>) than v1.29, although it
- still uses less memory than v1.0 did. If necessary, I
- may create a special limited memory build of the game.
- Such a special version of the game would place most
- of the remaining core routines in EMS as overlays. As
- a result, conventional memory requirements would be
- significantly reduced but the game would probably be
- unplayable on anything less than a Pentium 75 system.
- I am not really sure how much interest there might be
- in the full overlay version. If you are experiencing
- memory related problems and would like to experiment
- with a full overlay build, send an email note my way
- (see below) with your input regarding a full overlay
- version of the game.
-
- 13) TANKS runs well under Windows 95. In fact, if your
- config.sys and autoexec.bat files are set up well it
- will run _better_ under Win95 on many systems. What's
- the best autoexec.bat / config.sys combo? Try "REMing"
- out everything in both files. Unless you have a really
- strange hardware setup, you will probably get best
- results with "empty" config and autoexec files for
- most of your dos games.
-
- END OF CHANGES / ADDITIONS.
-
- I would like to thank all of you who have made
- suggestions over the last year. I have enjoyed this
- interactive post release tinkering process and the
- changes made to TANKS have resulted in a better game.
- I look forward to doing the same with RIFLES.
-
-
- Norm Koger 2.0
- October 27th 1995.
-
- email: 72272.2222@COMPUSERVE.COM
-
-
-
-