Harpoon: Ultimate Edition
Copyright AGSI, EC2000 BattleSet files copyright BI Hutchison
-------------------------------------------------------------------------------

HCE - 2009.054 - 2011/03/19
===========================
- Chg:0000 GE  Neutral ships (and probably other units) were reporting player
                positions to the AI. (thanks VitP, Don Thomas)
                http://harpgamer.com/harpforum/index.php?s=&showtopic=13168&view=findpost&p=27885

HCE - 2009.053 - 2011/03/10
===========================
- Chg:0000 GE  Radar model was treating land installations like aircraft so
                possible detection ranges were way too large. (thanks Brad)

HCE - 2009.052 - 2011/03/04
===========================
- Chg:0000 GE  Added logging of air to air missile resolution to the missile
                log.  Example...
                 102692 Combat3.c:1477 - AirToAirResolution Ph: 80, Roll: 75
                 102692 Combat3.c:1477 - AirToAirResolution Ph: 80, Roll: 21
                 102692 effect4.c:5175 - CheckAirMissileHits 2 x AIM-120A/B
                  AMRAAM against BLUE 2 x F-15J Eagle Plus, 2 shot down

HCE - 2009.051 - 2011/03/02
===========================
- Chg:0000 GE  The land aircraft dialog was calculating distance to each 
                landing location from the currently selected group instead of
                the group that was landing.  Remedied. (thanks Joe K)
                http://harpgamer.com/harpforum/index.php?showtopic=12962

HCE - 2009.050 - 2010/05/08
===========================
- Chg:0000 GE  Wrapping back in changes for HC Ultimate but we couldn't bring
                forward true air to surface gunnery at this point due to code
                quality issues.
- Chg:0000 PE  Changed end_edit.bat support contact information to HarpGamer.
                2009.045
- Chg:0000 GE  Allow aircraft to fire ASROC type weapons at submarines.
                (thanks Brad & Brains)
                2009.046
- Chg:0000 GE  When using formation editor from Group window, the masking of
                the unit icons was going haywire (since oh, 2005 or so).
                Finally tracked it down and fixed it, the masking should 
                 now work (i.e. no black or white unit/group icon backgrounds
                 in all situations.  (thanks DonG, and many others over years)
                2009.047
- Chg:B141 GE  Unit detail display would crash if aircraft's home unit was
                destroyed.  Fixed (thanks Don Thomas)
                2009.048

HCE - 2009.044 - 2009/09/20
===========================
- Chg:0000 GE  Disabled the DEBUG ???? could detect us debug messages, they are
                still logged to the EMCON_AI log if that is enabled.
- Chg:0000 GE  Aircraft ready messages now show the Group ID where the planes
                were readied. "4 x A-6E Intruder (AntiRadar) ready at ACb Oslo"
- Chg:B134 GE  Force recalculation of group range rings and force Group map
                update when any planes are shot down.  (thanks Joe K)
- Chg:0000 GE  Disabled DEBUG messagelog messages for eff115 and point defense.
- Chg:0000 GE  Started new credits tab post 2009.042 patch.
- Chg:0000 GE  Added a DLL call for HC20 DigitalMilitaryArt.
- Chg:0000 GE  Started DLL work to shift the MoveUnits effect to DLL and from
                there to multithreaded.

HCE - 2009.043 - 2009/09/04
===========================
- Chg:B129 GE  In prior builds once missiles were already on the way to a
                target, the player wouldn't be prompted to fire more missiles
                even if units within striking range had available weapons. 
                That functionality existed to prevent inundating the player
                 with requests to fire weapons before previously launched
                 attacks were resolved.  This proved confusing.  Now that
                 behavior will only remain in force for anti-air attacks.
                (thanks COBLU)
               http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=129

- Chg:B128 GE  Air groups could not fire at air formation patrols, fixed.
                (thanks Don Thomas, Brad)
               http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=128

HCE - 2009.042
==============
- Chg:0000 GE  Fixed another crash bug when HandleLanding is called by a ship
                group.  This came up in autotesting of WestPac.

HCE - 2009.041
==============
- Chg:0000 GE  Command line option -u added for setting the process priority.
                This is handy for autotesting to run the game at a lower
                priority letting your other programs be more responsive.
                Valid values are -2 thru 2.
                -u -2     means low priority
                -u -1     means below normal priority
                -u 0      means normal priority
                -u 1      means above normal priority
                -u 2      means high priority
- Chg:0000 GE  Fixed transparent error window when autotesting EC2000 IOPG
                10.0 as Red by rewriting the Staff Assistant image loading
                code.
- Chg:0000 GE  Fixed crash bug when HandleLanding is called by a ship
                group.  This came up in autotesting of HDS I.

HCE - 2009.040
==============
- Chg:0000 GE  AAA works again (thanks donaldseadog)

HCE - 2009.039
==============
- Chg:0000 GE  Fixed a crash bug in EC2000 MEDC 11.0 upon load (it was trying
                to load an invalid aircraft loadout).  

HCE - 2009.038
==============
- Chg:0000 GE  Fixed a crash bug that could occur when AI attacks player planes
                with guns in loadout.

HCE - 2009.037
==============
- Chg:0000 GE  If the loaded scenario has no time limit set, default to 72
                days.  (thanks Brains)
- Chg:0000 GE  Kamikaze plane capability added.  Any loadout weapon that 
                contains the fragment Baka (case sensitive) indicates a kamikaze
                weapon that if fired will shoot down the launching plane making
                in essence a kamikaze weapon.  (thanks Brad)
- Chg:0000 GE  Allow inertially only guided weapons to be fired against ships.
                This probably breaks something else!
- Chg:0000 GE  Move RCS logging to radar log, before it was always logged.
- Chg:B117 GE  Ferrying and Refueling fixes, also force refueling if the
                tanker will hit bingo fuel before the refuelees hit optimal
                fuel state for tanking.  (thanks donaldseadog) 
- Chg:0000 GE  Added code for intercepts based on air to air guns, both player
                and AI.  Disabled the internal 3nm guns in commondb battlesets.
- Chg:B119 BS  EC2003 GIUK 1.0 Scenario with modified VCs included.
                (thanks PAK)
- Chg:B120 BS  EC2003 GIUK 2.0 Scenario with modified VCs and orders included.
                (thanks PAK)
- Chg:B118 BS  EC2003 MEDC 8.0 Scenario with modified VCs included.
                (thanks PAK & CV32)

HCE - 2009.036
==============
- Chg:0000 GE  Code changes to make sure the -g command line switch time 
                compression is only applied for the first scenario loaded.
- Chg:0000 GE  The game should only prompt for game options once instead of 
                the double prompting we've been tolerating for years. 

HCE - 2009.035
==============
- Chg:0000 GE  A couple of tweaks to possibly increase responsiveness under 
                heavy processing load.  When at high time compression this 
                should make the 1:1 time hotkeys more responsive.
- Chg:0000 GE  Show the proper side's Staff Assistant when enemy land units
                are destroyed. (thanks StalinTC)

HCE - 2009.034
==============
- Chg:0000 GE  More command line option modifications.
                -g, added a 9th digit to set the initial time compression.
                  0=paused, 1=1:1, 2=5:1, 3=10:1, 4=30:1, 5=60:1, 6=300:1,
                  7=600:1, 8=1800:1
                  so -g 111111118 would result in 30min:1sec initial time
                  compression.
                -p option to set the CPU affinity mask.  
                examples...
                 -p 1   (run on CPU 0)
                 -p 2   (run on CPU 1)
                 -p 3   (run on CPU 0 and 1)
                 -p 4   (run on CPU 2)
                 -p 8   (run on CPU 3)
                 -p 16  (run on CPU 4, see a pattern yet?)
                 and so on and so forth
                 you can read about affinity masks various places on the 
                  Internet, our command line option is decimal, many
                  sources on the Internet list only hexadecimal so you
                  may have to do conversions in some cases. 
- Chg:0000 GE  Fixed a situation where an assertion could be thrown in
                the Sonar function.
- Chg:0000 GE  Disabled "AutoTest is Activated" dialog when the -a command
                line is used so that scenarios can be started from the 
                command line without user input.
- Chg:0000 GE  Disabled the "Debug version..." dialog when the -a command
                line option is used.  Same reason as above.
- Chg:0000 SE  Added command line options with the same functions
                as the GE -b -c -d -r.
                Added -t command line switch to specify working directory
                 i.e. -t d:\games\hcce
                Note that the SE is a 16-bit application and hence works
                 on short filename
                 wrong: -d "C:\Matrix Games\HCE\commondb.res"
                 right: -d C:\Matrix~1\HCE\commondb.res
- Chg:0000     Big improvements to the patch installer script.  It will
                now properly read the previous installation directory,
                make a backup of replaced files, and register itself
                correctly.
                  
HCE - 2009.033
==============
- Chg:0000 GE  Refined the EMCON situations for turning on Active Sonar...
                If detected unfriendly unit is:
                 A torpedo within friendly unit Active Sonar range, turn it on.
                  OR
                 Using Active Sonar and is within friendly unit Active Sonar range,
                  turn it on.
                  OR
                 if friendly unit is a surface craft AND friendly group meets
                  an aggressiveness factor AND enemy unit is within friendly ASW
                  weapon range AND within friendly Active Sonar range.

                 The respective Message Log entries in debug builds are:
                  torpedoes at %dnm are within active sonar range
                  contact at %dnm is within active sonar range and using active sonar
                  contact at %dnm is within ASW range
                 (thanks to Brad for puzzling this out) 
- Chg:0000 GE  Fixed a bug in the radar function that wasn't telling radar at  
                what altitude the target was residing. 
- Chg:0000 GE  New command line options to enable a launcher program later on.
                -b 1 (would load battleset 1 which is original GIUK)
                -c 1 (would load scenario 1.0 of the selected battleset)
                -c "C:\Matrix Games\HCE\MyScen.SCp" (would load MyScen.SCp)
                -v "C:\Matrix Games\HCE\MySave.hpp" (would load saved game MySave.hpp)
                -d C:\Games\HCE\hcdb-090427.res (would load hcdb-090427 as the commondb)
                -r C:\Games\HCE\commondb.rsr (would load commondb.rsr as the commondb resource file)
                -g 11111111 (explained below from left to right)
                  1st digit is player side in the scen 0 = Blue, 1 = Red
                  2nd digit is Nuke Release Enabled 1=yes, 0=no
                  3rd digit is Snorkeling subs 1=yes, 0=no
                  4th digit is Real Weather 1=yes, 0=no
                  5th digit is Maintenance Failures 1=yes, 0=no
                  6th digit is Full Ordnance 1=yes, 0=no
                  7th digit is Auto Formation Patrols 1=yes, 0=no
                  8th digit is whether to exit the game at scen end 1=yes, 0=no
               
HCE - 2009.032
==============
- Chg:0000 GE  EMCON messages for sonar weren't always appearing as a result
                of a utility function returning 0 as the active sonar range
                when active sonar wasn't on.  Wrote a new function to give
                theoretical active sonar range if it were on. (thanks Akula)

HCE - 2009.031
==============
- Chg:0000 GE  Changed formatting of new detection messages a bit so there are
                fewer missing spaces (i.e. no more lack of space before the
                "Method Radar" part of the message and such.
- Chg:0000 GE  Minor performance tweak to eff115.
- Chg:0000 GE  Fixed formatting issue of command line switch reporting in the
                log file.
- Chg:0000 BS  Stripped photos/graphics from EC2000 battlesets while restoring
                the correct strategic maps for said battlesets.

HCE - 2009.030
==============
- Chg:B111 GE  Radar, ESM, and many other detections weren't happening at the
                right ranges since 2009.026, fixed up the problems leading to
                that situation.  This may reinforce the performance penalty
                alluded to in 2009.027. (thanks Reckall)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=111
- Chg:0000 GE  Fixed the wacky/absent explanation in the "Please turn on your
                sonar" messages.

               
HCE - 2009.029
==============
- Chg:0000 GE  ASMs/SSMs with the Snap Up/Down flag can now be shot at by
                point defense weapons.  (thanks Miller7219)
- Chg:0000 GE  Fixed wacky characters in the "Please turn on your radar" 
                messages. (thanks Miller7219)

HCE - 2009.028
==============
- Chg:0000 GE  Similar changes to eff115 except for sonar this time.  There
                will be no suggestion to turn on active sonars until an
                approaching torp/sub/ship is detected within active sonar range.
                For incoming torps, the range is always the max active sonar
                 range, for ships and subs there is a random factor.
                (thanks Brad)
- Chg:B109 GE  Removed BOL ASM/SSM PH modifiers since the related data fields
                are also used for other purposes.  We also have no idea in
                more recent battlesets (since EC2000) whether the Red side is
                using. (thanks Miller7219)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=109 

HCE - 2009.027
==============
- Chg:B106 GE  Implementing a new eff115 (Autonomous Sensor Intelligence) that
                determines when the AI should turn on active sensors and when
                to prompt the player to do the same.  Added a new log type
                option to the command line for this, emcon_ai . Also added
                a new command line option to switch back to a fixed version
                of the old eff115 that will properly notice if a group's
                radars are already on.  The option is -e
                i.e. c:\games\HCE\Winharp32.exe -e
                 would revert to the fixed old eff115 that is much more apt
                 to turn on radars than the new code.
                (thanks Lots of People)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=106

HCE - 2009.026
==============
- Chg:0000 GE  A 'bonus' increment to the number of SAMs to fire at incoming
                targets was supposed to be applied if the target is moving at
                > 1300 kts.  Unfortunately the code was using a speed not in
                kts so the bonus was always applied.  That has now been fixed
                and the units match.
- Chg:B044 GE  In the case where a platform only has surface search radars yet
                also has SAMs, allow the platform to fire non IR guided SAMs
                if the platform has surface search radars turned on.
                (thanks to Reckall for a scen that demonstrated this and to
                  others for coming close)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=44
- Chg:0000 SE  When creating an LR Patrol if user clicks Repeat Patrol before
                adding planes to the patrol, the SE would crash.  Fixed by
                disabling and enabling the button at the appropriate moments.
                (thanks Brad)


HCE - 2009.025
==============
- Chg:0000 GE  Alt-t once again will rotate thru three settings for showing
                paths.  a) no paths shown, b) selected group path shown,
                c) every friendly group's path shown, unless Show All is
                activated in which case every group's path is shown.
                (thanks Miller7219)
- Chg:0000 SE  Make sure to enable the Orders and Orders2 menus after issuing
                an Attack command from the course editor. (thanks Akula)
- Chg:0000 SE  Alt-t once again will rotate thru three settings for showing
                paths.  a) no paths shown, b) selected group path shown,
                c) every group's path shown. (thanks Miller7219) 

HCE - 2009.024
==============
- Chg:B099 GE  Player should no longer lose the ability to click target groups
                on the map as a scenario progresses.  This bug happened
                because a variable used in figuring out where the player
                clicked on the map wasn't being initialized to zero.
                For the time being the logging of this in the MessageLog has
                 been increased. (thanks Lots of us)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=99


HCE - 2009.023
==============
- Chg:0000 GE  Fixed the crash bug Larry found in the prompt to choose a group
                to land at when ferrying aircraft. (thanks Wombat)

HCE - 2009.022
==============
- Chg:0000 GE  When prompted to choose a group to land at, highlight the 
                home base of the first plane in the air group by default if
                the home base still exists. (thanks Akula and others)
- Chg:B099 GE  Added debug logging to help track down the occasional problem
                of not being able to click on the map to select an enemy
                group for attack.  The various messages are...
                1) Group YWp clicked outside of select Group dialog
                2) Group ZCS clicked inside of select Group dialog
                3) Group AGU clicked but not valid for this operation
                4) No Group was clicked
                When launching an LR attack, 2) is the proper message and
                 should result in the enemy group being selected.  1) you
                 should get when clicking on a group to give orders. 3)
                 should happen when you are launching a LR attack and click
                 on a friendly group.  4) is pretty self explanatory and will
                 happen in many situations.
                We're interested in hearing what result you get when the
                 map clicking becomes unresponsive, rather than 2), what
                 happens? 
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=99
 - Chg:0000 BS Integrated the expanded WestPac battleset as seen in the Demo.

HCE - 2009.021
==============
- Chg:0000 GE  Updated list of beta testers.
- Chg:B092 GE  When a surface/sub group is given a stop order, keep it stopped.
                Previously group speed could be restored to the last known
                 non-zero speed.  This was a side effect of the code that 
                 returns a group to the ordered speed once units reach their
                 newly assigned formation patrol positions (i.e. group slowed
                 down as a whole after new formation assignments, when the
                 ships got to their new stations, the group would return to
                 the ordered speed).  Added code to say that if the group
                 speed is zero, no formation patrol event will be able to 
                 set the group to a non-zero speed.  This does not prevent
                 the player or AI from giving the group an order to move again.
                 (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=92
- Chg:B079 GE  Fixed wrapping of moderate length classnames.  Very long classnames
                however will still wrap. (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=79
- Chg:B071 GE  Dipping sonars and sonobuoy dropping can once again happen from Low or
                VLow, not just VLow.  This is the quick fix, not the right fix.  Larry
                is correct that the documentation states VLow for dipping.  However,
                finding and changing the code in all of the right places poses a
                danger not currently worth the risk (the danger of making more
                and new problems).  (thanks Herman)  
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=71
- Chg:B103 SE  More properly disable the "Set Air Patrol" button when zooming into and
                out of the main body of the formation editor. (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=103
- Chg:0000 SE  Fixed a bug I (TonyE) created in 2009.015 that resulted in aircraft
                ending up on the wrong ships when editing a group. (thanks Akula)
                http://harpgamer.com/harpforum/index.php?showtopic=3697

HCE - 2009.020
==============
- Chg:0000 GE  Upon scenario load, the raw event side is no longer checked
                for MESSAGE_EVENT events
                which was resulting in staff message events being ignored.
                In sum, this should now allow the Red side to see staff
                messages from the scenario file.
- Chg:0000 GE  Here is a bit more explanation on the behavior of the 
                Staff Messages as entered by the scenario designer.  
                * Message length should not exceed 63 characters
                * If you have a group selected when you enter the Staff
                   Message, that group will be referenced by the message
                   when viewed in the GE.  What that means is you could
                   enter a message for the Blue side with a Red submarine
                   selected.  When the Blue player receives that message
                   in the game, the Show or Select buttons of the dialog
                   will show the position of the Red sub, even if it 
                   hasn't been detected.  That could be useful but is  
                   also a caution to be cognizant that the message stores 
                   the selected group, if any.

HCE - 2009.019
==============
- Chg:0000 GE  Extended demo timeout until March 15, 2010.
- Chg:0000 GE  Added marketing glitz and links to the Demo.
- Chg:0000 GE  Delayed dllexInitDLLs until after DoIntroScreen so that if
                a DLL establishes a window, it won't cancel the intro screen
                drawing.
- Chg:0000 GE  Changed the window handle passed to DLLs from hwndFullScreen
                to hwndMDIClient to allow more proper parentage.

HCE - 2009.018
==============
- Chg:0000 GE  Made a new critical hit distribution table for mobile land
                units.  In other words, you should no longer see land units
                with flooding.
- Chg:B084 GE  ASW helicopters want to (errantly)close after firing last torpedo.
                The fix isn't ideal but it does address the issue.  Now after
                that last torpedo is fired there is no prompt.  If the player
                cancels the attack, the prompt will appear since the game
                thinks the target is actually North another 8nm.
                (thanks ReoTeo)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=84
- Chg:B100 GE  Planes missing from Divide Group command.  The CombatFlags
                value should have been reset when the landing command was
                given but it was not being reset.  In 2009.018 it is being
                reset so the group doesn't get confused. (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=100
- Chg:0000 SE  Enabled time editing dialog for staff notes so that they can
                be shown to the player after the specified elapsed time. Also
                added the side chooser dialog when in the SE to dictate which
                side will see the message.

HCE - 2009.017
==============
- Chg:0000 GE  Fixed the Speed/Altitude event processor to do what I mean in
                2009.016, not what I coded (Tony).  Planes in the group should
                now all end up at the proper altitudes and speeds after
                take-off and at waypoints.
- Chg:0000 GE  Remember that force 1:1 time hotkey addition in 2009.016? Well,
                it is now the L key, not \.
- Chg:0000 GE  Subs that surface due to damage will now split off into a new
                group so that they can be told what to do.  In debug builds
                a message like the following will be shown for enemy and 
                neutral subs when the damage is applied...
                "Unit %s(%s) is surfacing due to damage."
                Friendly subs in all builds have a line in the Message Log...
                "Friendly Unit %s(%s) is surfacing due to damage."
- Chg:B070 GE  Guns on planes in formation will no longer cause the GE to 
                crash with a GetAnnex error when attempting to fire at
                targets.  (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=70                
- Chg:0000 GE  Further efforts to keep subs surfaced due to damage or
                damage + flooding on the surface.  Player should no longer
                be able to submerge such subs, even if joined to another
                undamaged sub group.

HCE - 2009.016
==============
- Chg:0000 GE  Added the ability to stop the game clock without the pause
                dialog and without minimizing the game.  The new methods are
                the Ctrl-Alt-p hotkey (pause without dialog) and pressing
                the - key from 1 sec time compression.  The pause is indicated
                by 0 sec listed in the time compression box.
                This does not mean a player should issue orders while paused
                 since planes may not be marked as in use, weapons may not be 
                 marked as launched, etc. until the next game second elapses.
- Chg:0000 GE  Added additional hotkeys for 1:1 time compression.  The existing
                hotkey is Return/Enter, the new hotkey is the \ | key.  The
                new hotkey may need to change to accomodate non-US keyboard
                layouts.
- Chg:0000 GE  Stopped hogging the entire CPU core worth of processing power
                when the game is minimized.
- Chg:0000 GE  The Speed/Altitude event processor (internal to the game)
                now can apply the event to a single unit if the unit was
                fed in as part of the event.  This should mean only the
                damaged sub in a multi-sub group will surface when damage
                is critical.

HCE - 2009.015
==============
- Chg:0000 GE  Answering yes to RTB ASW bird out of weapons message will now
                RTB, answering no will leave it on station. (thanks Wombat)
                http://harpgamer.com/harpforum/index.php?showtopic=2495
- Chg:B073 SE  When adding more than two variable start points, don't crash.
                Note the often incorrect highlighting of the selected start
                point still exists, fixing it is proving most challenging.
                (thanks Ralf, and many others)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=73
- Chg:0000 SE  Improve the logic for enabling and disabling the Delete Unit button
                when editing a group.  The designer should not be able to delete
                an installation, not the last ship/sub/land unit in the group.
                http://harpgamer.com/harpforum/index.php?showtopic=3431

HCE - 2009.014
==============
- Chg:0000 GE  Fixed game crash in certain circumstances when some planes out
                of a group are shot down, but not the whole group.  (thanks Brad)

HCE - 2009.013
==============
- Chg:B095 GE  Don't ask player where to land enemy tankers who have just split
                from the refueled planes. (thanks Brad)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=95


HCE - 2009.012
==============
- Chg:B094 GE  More work on the aircraft Speed/Altitude dialog.  It is now
                driven by the typed in speed.  If you type in a speed faster
                than Cruise with Cruise selected and click OK, the throttle
                setting will be kicked up to Military (or AB if appropriate)
                if the aircraft has such a speed available.  If not, the
                speed is dropped down to the fastest available at that
                altitude.  It will also bump up any speed less than loiter.
                (thanks Brad)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=94
                also re-verified that the below is still fixed
                http://harpgamer.com/harpforum/index.php?showtopic=2335
- Chg:0000 GE  If the player types in a custom speed, it will be maintained
                when re-opening the dialog (for air groups, does not apply to
                surface groups.
- Chg:B096 GE  Once the player deletes a formation air patrol it will stay gone,
                even if the returning aircraft is shot down before it
                has a chance to land. (thanks Brad)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=96

HCE - 2009.011
==============
- Chg:0000 GE  Started adding the code framework/templates to make maintaining
                backwards compability with saves games possible.  Players can
                now load saves from 2007.000+ in the current GE.
- Chg:0000 GE  Make sure Nuclear Release event sound stops playing when dialog
                goes away.  Also completed putting the nuclear release DLL
                code in the game (it wouldn't have worked in 2009.010 if the
                player was the Red side).  (thanks Buddha)

HCE - 2009.010
==============
- Chg:0000 GE  Added a Nuclear Release event to the ExportDLL interface.
               See: http://harpgamer.com/harpforum/index.php?autocom=downloads&showfile=390

HCE - 2009.009
==============
- Chg:0000 GE  Planes already within AAM range will not re-prompt to close to
                fire.  The prompt was errant since they were already in range.

HCE - 2009.008
==============
- Chg:2429 GE  Fixed the 10x too large BOL range ring. (thanks Herman)
                http://harpgamer.com/harpforum/index.php?showtopic=2471
- Chg:0000 GE  Only show BOL range ring as large as BOL capable weapons
                instead of as large as the longest range ASM/SSM.
- Chg:0000 GE  Made the BOL range ring yellow like it was meant to be.
- Chg:0000 GE  Added a Staff Assistant information message when the group
                has no BOL capable weapons and a BOL attack is attempted.
- Chg:0000 GE  Don't let weapons launch their own BOL attacks.
                (thanks Herman)
- Chg:0000 GE  Fixed inability to retarget air groups already on a
                mission.


HCE - 2009.007
==============
- Chg:0000 GE  This build is the code reverted to the original 2008.068 plus 
                a number of tweaks.  That means a number of issues are now
                unfixed.  This was done since the fixes presented more 
                challenges than the original issues.  This returns the game
                to a stable state from which we can move forward.

HCE - 2008.068
==============
- Chg:0000 GE  The aircraft speed/altitude dialog works as designed again.  It
                will show the proper speed for the altitude and speed selected.
                If you manually enter a speed outside of the range of the band
                or aircraft capability, the aircraft will go to an altitude 
                band and speed less than or equal to the manually entered
                speed. (thanks Herman)
                http://harpgamer.com/harpforum/index.php?showtopic=2335
- Chg:0000 GE  Added hotkey O to show any On Station rectangles for the 
                player's side.  Press O to show them, O again to hide them.
                In debug builds, Alt-F5 will show on station rectangles
                once for all sides (the ones for Blue will be blue color, 
                Red will be red, etc.)
- Chg:0000 GE  New escort jamming model.  The player won't see as many phantom
                shoot-downs anymore.  The old model was flawed.
- Chg:0000 GE  Logging will really work in Release builds this time around,
                no kidding, unlike the previous however many times!
- Chg:2419 GE  More properly split aircraft groups (the newly created group
                wasn't having its mission zeroed out properly).
                (thanks Herman)
                http://harpgamer.com/harpforum/index.php?showtopic=2325
- Chg:2433 GE  Change to speed/altitude dialog for off by one bug.
                http://harpgamer.com/harpforum/index.php?showtopic=2474
- Chg:0000 GE  Status bar "you clicked here, range, bearing between
                clicks, and water depth" information is no longer
                truncated due to a buffer overflow.  In other words you
                now see water depth down there in Release Builds.
- Chg:0000 GE  Enabled water depth display in status bar for the Unit
                window.
- Chg:0000 SE  Allow the designer to add a ship/sub of the same name multiple
                times in a single scenario.  (thanks Fred)


HCE - 2008.067
==============
- Chg:B047 GE  Limited how the AI will execute BOL air to surface and
                Surface to Surface missile launches.  If the axis of the
                uncertainty zone as seen by the firing unit to the target
                is greater than 50nm (uncertainty zone width when drawing a
                line from attacker to target), the AI will not fire.  The
                AI will also not fire if the weapon range/5 is less than
                the uncertainty zone width.  If the uncertainty zone is
                < 1nm across, the AI will fire anyway (takes care of short
                range ASMs).  (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=47
- Chg:B054 GE  No longer show the correct count of land units and damaged
                land units at a base if those units are not currently detected.
                (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=54
- Chg:B048 GE  Don't prompt the player to use air-to-air cannon fire against subs.
                Do prompt player to close range to launch depth charges.
                (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=48
                
 
HCE - 2008.066
==============
- Chg:B050 GE  Hotkey C does not centre Unit window. Now when c is pressed in
                the group window with a group selected, the Unit window will
                center around that group on the Unit window as it did in
                previousl releases (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=50
- Chg:B052 GE  Arrows keys now work to scroll the Unit window again.
                (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=52
- Chg:B049 GE  Unit window display corruption with Textured Map turned off when
                loading saved games.  This has been fixed. (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=49
- Chg:0000 GE  Fixed the flawed active ECM. It was errantly doing extreme amounts of 
                jamming in many instances. (thanks Ralf)
- Chg:B046 GE  Hornets with Decoy loadouts will now prompt the player to close 
                range in order to attack instead of ignoring the attack order.
                (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=46
- Chg:B051 DB  Gave AS-6 the Land Attack flag. (thanks Herman)
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=51
       
HCE - 2008.065
==============
- Chg:0000 GE  Planes will no longer attempt to immediately refuel upon takeoff
                (really they were trying to refuel before they had completed
                 taking off, now they do their first refuel check when the
                 whole group is airborn)  Thanks T6Simtek
                 http://www.matrixgames.com/forums/tm.asp?m=1978409

HCE - 2008.064
==============
- Chg:0000 GE  Edited the current credits and changed Tony into Anthony where
                it was Tony.
- Chg:0000 GE  Extended demo expiration until March 5, 2009.
- Chg:0000 GE  When changing group window land/water color, the dialog would
                not show LtGray selected, now it does.
- Chg:0000 GE  Subs damaged to 75% will surface, subs damaged to 50% and 
                flooding will surface.  They are not forced to stay surfaced.
- Chg:0000 SE  The Rename Unit menu choice is now disabled for installations
                and fixed SAMs since it isn't possible to rename those items.
                http://harpgamer.com/harpforum/index.php?showtopic=3266

HCE - 2008.063
==============
- Chg:0000 GE  Fixed a pointer problem in the Platform Display.
- Chg:0000 GE  Fixed Unit window corruption when using File\Save As.
- Chg:0000 GE  Fixed bug in orders listing of HDS9 (GIUK HDS III) that was
                a side effect of hiding scenario 12.0 Exodus. (thanks COBLU)
                http://www.matrixgames.com/forums/fb.asp?m=1953242
- Chg:0000 SE  Properly save the database version in new scenario files.
                For a number of builds now the SE hasn't saved a DB version
                in new scenario files, nor updated it in older scens.

HCE - 2008.062
==============
- Chg:0000 GE  New loadout type distribution.
                http://harpgamer.com/harpforum/index.php?showtopic=3262
- Chg:0000 GE  Reverted to max conventional damage points = 30,000 instead
                of 999 since the DP must be > 30,000 anyway to be in the  
                nuke annex so anything less is artificially limiting with
                no benefit.

HCE - 2008.061
==============
- Chg:0000 GE  Better solutions to the same fuel issues of 2008.060

HCE - 2008.060
==============
- Chg:B039 GE  Don't let non Intercept/Escort loadout planes peal off from
                formation or LR patrols to intercept other planes.  Such planes
                will now only fire in self defense.  This prevents EW birds,
                MPAs, and such from going looking for an air to air fight.  A
                note on LR patrols, they will only peel off to intercept if
                the first unit in the group has an Intercept/Escort loadout.
                So if a pair of F-15 are escorting an E-3 and the E-3 took
                off first, the F-15 won't go off to intercept bandits.  If the
                F-15s take off first, the group will intercept bandits.  It 
                isn't optimal but is better than what we had.
                (thanks Akula)

- Chg:0000 GE  Calculate initial aircraft fuel from the slowest Cruise speed 
                among the Low/Medium/High altitude bands, then calculate
                ranges and bingo fuel based upon current altitude.  This 
                aleviates many of the aircraft running out of fuel when
                returning from patrol, problems.  (thanks Warhorse64)
                http://www.matrixgames.com/forums/tm.asp?m=1934818

HCE - 2008.059
==============
- Chg:0000 GE  Widened the Platform Display just enough so that the existing
                information in HCDB and HCUS doesn't wrap lines and cause
                mis-alignment.

HCE - 2008.058
==============
- Chg:0000 SE  Tweaked the shortening of information in installation, ship,
                plane, submarine listboxes so that more of the country is
                visible.

HCE - 2008.057
==============
- Chg:0000 SE  In all previous SE releases when a LR air attack/ferry/patrol 
                was deleted, any repeat event associated with that event was
                not deleted.  In other words until this build it was
                impossible to fully delete a Long Range air event.  The repeat
                events now show in the orders display for the launching
                platform.  Editing the repeat events may cause problems, only
                delete them or leave them alone, do not try to edit them.
                (thanks TonyE)
- Chg:0000 SE  When using repeating LR air events the repeat interval started
                counting from game load instead of counting from the first
                planned launch of the patrol.  Example... LR Air patrol to 
                launch at 2 hours game time, set to repeat every hour.  What
                happened in previous builds is the repeat would launch after
                1 hour of game time, at 2 hours game time the next repeat
                AND the original patrol launched.  This has been changed so
                that after 2 hours game time the original patrol launches,
                after 3 hours game time the repeat launches, repeats then 
                contuining at 1 hour intervals.  **NOTE** This changed
                behavior will only work for new scenarios or scenarios that
                have their LR air events deleted and re-created.
                (thanks TonyE)

HCE - 2008.056
==============
- Chg:0000 GE  More internal changes for Unit window efforts.  Pass HC window
                handle to DLL to allow HC to be parent window.  Convinced the
                DLL not to crash the GE when using Application.ProcessMessages
                to increase DLL responsiveness. 

- Chg:0000 GE  Send all detected units to the UnitWindow DLL, not just the
                ones visible in the game unit window.

HCE - 2008.055
==============
- Chg:0000 GE  More internal changes for Unit window efforts.  SonoBuoys and
                crash fix on battleset change.

HCE - 2008.054
==============
- Chg:0000 GE  Fixed a crash bug in the memory leak fix from 2008.053...
- Chg:0000 GE  More internal changes for Unit window efforts.

HCE - 2008.053
==============
- Chg:0000 GE  In weapon type to fire selection screen for sub launched weapons
                don't allow selection of torpedoes unless the submarine has
                torps. (thanks Rene)
- Chg:0000 GE  Fixed a memory leak that meant the Staff Assistant image used
                new memory each time it was displayed and then didn't free the
                old memory.  Leak was introduced in 2008.027.

HCE - 2008.052
==============
- Chg:0000 GE  Submarines weren't able to fire torps if they didn't have guns
                since 2008.050 came out.  Fixed that (thanks Brad)
- Chg:0000 GE  Removed a situation where telling a submarine to fire guns 
                would result in weapons allocations including torpedoes.
                (thanks Rene)

HCE - 2008.051
==============
- Chg:0000 GE  Fixed crash where a non-air unit was getting checked for
                dogfight gun ammo. (thanks Brad)

HCE - 2008.050
==============
- Chg:0000 GE  Enabled subs to shoot guns at ships.  Subs still cannot shoot
                guns at other subs. (thanks Rene)

HCE - 2008.049
==============
- Chg:B037 GE  Show Aircraft nuke loadouts in platform display even if release
                hasn't been granted.  Don't show nuke loadouts in Active Unit
                Display until nuke release is granted.  As in previous builds,
                don't allow player to load a plane with nukes until nuclear
                release is granted.  (thanks Rene)
HCE - 2008.048
==============
- Chg:0000 SE  When loading a scenario that had a % chance of inclusion for
                planes, that % chance of inclusion was lost.  That means only
                scenarios using % chance of inclusion other than 100% for 
                planes that were only saved once acctually honor the denoted
                % chance of inclusion.  (thanks TonyE)

HCE - 2008.047
==============
- Chg:0000 GE  Game Options - Added separate map color options for the Unit
                window.
- Chg:0000 GE  Game Options - The dialog now enables and disables the
                textured water option as appropriate per battleset.
- Chg:0000 GE  Disabled map lat/lon grid lines since they are quite inaccurate.

HCE - 2008.046
==============
- Chg:0000 GE  Saved game version incremented due to UI changes.
                Saved games from prior builds will NOT work with this version!
- Chg:0000 GE  Revamp the Unit window using the display code from the Group
                window.  This results in 2x zoom in the Group window showing
                the same distance per pixel as the Unit window at 2x.  Also
                allows the use of textured land and water in the Unit window
                where available.
- Chg:0000 GE  Above change results in distances in group and Unit window
                being correct.
- Chg:0000 GE  Show the Unit window rectangle in tan/burgundy in the
                strategic map window.

HCE - 2008.045
==============
- Chg:B017 GE  Crash Bugs fixed - When attacking an airfield during takeoff or
                landing, there was the distinct possibility of the game
                crashing with heap corruption.  Modified the launch/land code
                to be more considerate of aircraft being destroyed on the
                ground during launch/land cycles. (thanks Herman)
- Chg:0000 GE  Restricted each unit to one Reload event at a time.  This is a
                questionable way to avoid endlessly stacked reloads.
- Chg:0000 GE  When using a custom BattleSet without an embedded DB, made by
                recent builds of the BS Builder, a non-zero sized hdsu.rsr file
                was created which resulted in the SE and GE crashing when trying
                to display platform images for those platforms (where PicID != 0).
                (thanks Nic, Rene)
- Chg:B035 GE  Neutral sonobuoy and SOSUS contacts will no longer be reported to
                the player or the AI (thanks Herman)
- Chg:0000 SE  When using a custom BattleSet without an embedded DB, made by
                recent builds of the BS Builder, a non-zero sized hdsu.rsr file
                was created which resulted in the SE and GE crashing when trying
                to display platform images for those platforms (where PicID != 0).
                (thanks Nic, Rene)
- Chg:B034 SE  Platforms were often showing an incorrect aircraft capacity
                remaining percentage.  This was due to some incorrect assumptions
                about the results of integer math. (thanks Herman)

HCE - 2008.044
==============
- Chg:0000 BB  delres.bat just wasn't handling spaces in the pathname correctly.
                changed it so that the pathname isn't fed in on the command
                line and now it works.
- Chg:0000 BB  If user hadn't yet made a custom BattleSet and chose to embed
                the database, the hdsu.rsr file would be skipped.

HCE - 2008.043
==============
- Chg:0000 GE  Torpedo acquisition range now converted internally from yards
                to DUs.  0.3260943 yards = 1 DU. 
- Chg:0000 GE  Updated Credits
- Chg:0000 DB  HCDB-080616
- Chg:0000 DB  commondb.res, added res0688.bmp thru res0691.bmp compliments
                of AoA.

HCE - 2008.042
==============
- Chg:0000 GE  Torpedo acquisition range now converted internally from yards
                to DUs.  3.260943 yards = 1 DU.
- Chg:0000 BS  WestPac 1.0 orders section 11, "in tact" changed to "intact"
                (thanks Larry)
                http://harpgamer.com/harpforum/index.php?s=&showtopic=2922
- Chg:0000 PE  Changed "LRMTS" flag to "NOE - Nap of the Earth" flag.
- Chg:0000 BS  Added descriptions for the four new battlesets.
                (thanks Brad)
- Chg:0000 BS  Radically changed boundaries of South Atlantic BattleSet to
                fit Ascension on the map.
- Chg:0000 BS  Removed sample scenarios from the four new battlesets.

HCE - 2008.041
==============
- Chg:0000 GE  Made changes to allow the four new official battlesets.
- Chg:2422 GE  Improve ARMs against groups where the central unit's radars
                are already destroyed.  (thanks Herman)
                http://harpgamer.com/harpforum/index.php?showtopic=2333
- Chg:0000 GE  Randomly pick between four splash screen graphics at startup.
- Chg:0000 GE  Use Matrix Games provided game icon instead of the old admiral.
- Chg:B021 GE  Fixed range rings so that they center on the group icon.
                (thanks Herman)
- Chg:0000 SE  Made changes to allow the four new official battlesets.
- Chg:0000 BB  Fixed bug that prevented any battleset from being made in 
                normal use.
- Chg:0000 BS  Added Caribbean Basin BattleSet hdsn.res, hdsn.rsr, *.SCs, *.hps
- Chg:0000 BS  Added South Atlantic BattleSet hdso.res, hdso.rsr, *.SCt, *.hpt
- Chg:0000 BS  Added South Africa BattleSet hdsp.res, hdsp.rsr, *.SCu, *.hpu
- Chg:0000 BS  Added Middle East BattleSet hdsq.res, hdsq.rsr, *.SCv, *.hpv
- Chg:0000 DB  HCDB-080602 included in the package.

HCE - 2008.040
==============
- Chg:0000 GE  Widened game time display and made it dependent upon screen DPI
- Chg:B023 GE  WestPac 2.0 Victory Conditions revamped, instead of targeting
                a specific class of ship, a larger number of any ship must
                be destroyed.
- Chg:B022 GE  WestPac 2.0 Blue default courses were resulting in groundings,
                Blue courses in many cases recreated but in all cases will not
                run aground anymore with the default courses (assuming the
                ships are stopped by the player at end of course).
- Chg:0000 GE  Removed text in WestPac description talking about only two
                scenarios being included.
- Chg:0000 GE  New splash screen.

HCE - 2008.039
==============
- Chg:0000 GE  If you click on an opposing group that still shows on the map 
                but isn't being actively detected at present, the game would
                crash if you clicked on that opposing group.

HCE - 2008.038
==============
- Chg:0000 GE  Fix bug in fix for 2021 that allowed it to be applied to
                non-air groups.  (thanks Rene)

HCE - 2008.037
==============
- Chg:0000 GE  Fix bug in 2008.036 mouse click depth that wasn't taking into
                account when a group was being clicked (doh!)(thanks Brad)
- Chg:0000 SE  When mouse is clicked and shows distance on status bar, show
                water depth.  Only for Group window at present.

HCE - 2008.036
==============
- Chg:0000 GE  Move the unit/group icon graphic out of Harpoon32.dll and into
                the Graphics subdirectory of the game.
- Chg:2021 GE  Tentative fix to non-air groups being asked to fire AAMs at air 
                groups.  The situation is a surface group with fighters in 
                formation.  If the incoming attacker comes into range of the
                fighters in formation, the ships of that group would want 
                to fire SAMs.  That isn't allowed, so the fix is to prompt
                the player to form an intercept group from the formation 
                patrols.
- Chg:0000 GE  When mouse is clicked and shows distance on status bar, show
                water depth at the most recently clicked point on the map.
                Only for Group window at present.

HCE - 2008.035
==============
- Chg:0000 GE  And then fix the next bug that surfaces, trying to errantly
                read a diskID as an memID in Torpedo annex.
                http://harpgamer.com/harpforum/index.php?showtopic=2797 

HCE - 2008.034
==============
- Chg:0000 GE  Fix requesting information from the Torpedo annex without that
                annex data being loaded from the database.  (thanks Akula)
                http://harpgamer.com/harpforum/index.php?showtopic=2797 

HCE - 2008.033
==============
- Chg:0000 GE  Fix endless loop when an intercept event's target unit is lost
                and the code looks for a new target in the same target group.
                Thanks Ralf
                http://harpgamer.com/harpforum/index.php?showtopic=2735
- Chg:0000 GE  For USNI builds, allow loading of user scens if this is a 
                debug build.

HCE - 2008.032
==============
- Chg:0000 GE  Show the database version for EC2003 and newer battlesets when
                directly loading a saved game, wasn't happening before.
                Thanks StalinTC.
- Chg:0000 GE  Fix FindRangeBearing to give a sane result when the two units
                are in the same location, it was reporting a negative range
                in most cases.  Thanks StalinTC.
                http://harpgamer.com/harpforum/index.php?showtopic=2776

HCE - 2008.031
==============
- Chg:0000 GE  Fixed crash that would happen in BS Builder BattleSets when you
                 Load a scenario, save the the scenario, then Save As the
                 scenario.

HCE - 2008.030
==============
- Chg:0000 BB  Bug fixed, the BS Builder was not copying in the user specified
                database .res file.
- Chg:0000 BB  RES1_VIC_TYPES needed to be copied from user specified DB .res
                not the shell battleset file.
- Chg:0000 BB  Hid the Button1 button again <g>
- Chg:0000 GE  More changes to properly handle DB embedded in BS.
- Chg:0000 GE  More USNI work.
- Chg:0000 SE  More changes to properly handle DB embedded in BS.
- Chg:0000 SE  Made changes so that a USNI build of SE operates okay.

HCE - 2008.029
==============
- Chg:0000 BB  Increased allowable scenarios in battleset from 12 to 21.
- Chg:0000 BB  Started the work to allow embedding a database in the .res file.
- Chg:0000 GE  Changes to use the DB embedded in a battleset.  Made sure that
                the DB Flavor shown is for the embedded DB if it is being used.
- Chg:0000 GE  Fixed another problem with crashing when a battleset had no
                scenarios and user tried to load a user-made scenario.  The
                map wasn't being loaded.
- Chg:0000 SE  Changes to use the DB embedded in a battleset.  Made sure that
                the DB Flavor shown is for the embedded DB if it is being used.
- Chg:B025 OW  Prompt user to enter text on each tab or Orders Writer if they
                have not done so.
                http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=25

HCE - 2008.028
==============
- Chg:0191 GE  Remove depth check that prevents submarines from fire missiles
                at shallow depth or higher.
- Chg:0000 GE  If user previously used a battleset with 9 scenarios and next
                chooses one with 6 scenarios, the game would crash with a 
                NewPtr error.  Fixed.
- Chg:0000 GE  Increase BaseSourceLevel (BSL) as platform becomes more damaged.
	        Noise increases by 2 points per 10% damage until 50% damage,
	        and 1 point per 10% damage thereafter (on the premise that 
	        once it is damaged to 50%, it isn't going to get much noisier).               
- Chg:0000 BB  Do a more thorough job of converting map tif into bmp format.
                Results in more accurate color reproduction in many cases.
- Chg:0000 BB  Added command line option "anylatlon" that will override the
                artificial restrictions placed on crossing the International
                date line.
- Chg:0000 PE  Allow import of more than 255 names per platform.  cFileIO,
                PlatformNamesImport, changed ItemCount and i to Long from Byte
                PlatformNamesExport, changed Count and i to Long from Byte & Int

HCE - 2008.027
==============
- Chg:0000 GE  Split graphics out of Harpoon32.dll and Winharp32.exe and
                into individual files within the Graphics directory.

HCE - 2008.026
==============
- Chg:0000 GE  For pre-commondb battlesets, play prop launch sound only when
                propulsion type == 1. (thanks NAVMAN)
		http://www.matrixgames.com/forums/tm.asp?m=1732358
- Chg:0000 GE  In debug builds, show when the GE expires.
- Chg:0000 GE  Split sounds out of Harpoon32.dll and into individual files
                within the Sounds directory.
- Chg:0000 GE  Allow high PicIDs for commondb battlesets.
- Chg:0000 GE  Ignore BattleSetPath from registry, make it the same directory
                as the one the game was launched from.
- Chg:0000 SE  Allow high PicIDs for commondb battlesets.
- Chg:0000 SE  Ignore BattleSetPath from registry, make it the same directory
                as the one the game was launched from.
- Chg:0000 BS  EC2003 IOPG Scenario 5.0 victory conditions fixed, AOE ship
                type changed to MPS. (thanks Maromak)

HCE - 2008.025
==============
- Chg:2415 GE  Started to kludge a workaround for situations where planes are
                within the minimum range of one weapon but outside minimum
                range of the next, resulting in a request to attack with
                cannon fire.  This kludge only affects AAM engagements!
                (thanks Herman)

HCE - 2008.024
==============
- Chg:0000 GE  Fixed a buffer overflow in mini report caused by type being
                to long (ex. AD Mobile > 8 characters). (thanks Gopher)
- Chg:0000 GE  Fixed a lock-up/crash when list view columns are sized very
                small.  The program was getting into an endless loop trying
                to shorten the text to display. (thanks Mack)
                http://harpgamer.com/harpforum/index.php?showtopic=2604

HCE - 2008.023
==============
- Chg:0000 GE  Fixed a buffer overflow in formation editor if a ship had a
                long class name.  Also allowed the displayed information to
                be longer/complete.
- Chg:0000 GE  The Red Victory graphic for EC2003+ will now be the same as
                the pre-EC2003 one (Kirov over a map of Europe+Asia) instead
                of a US carrier and US flag...
- Chg:0000 GE  Sized the sound files to be smaller so that they play as
                they should.

HCE - 2008.022
==============
- Chg:0000 SE  Bret made the changes to allow opening of scenario files that
                are larger than 64kB!

HCE - 2008.021
==============
- Chg:0000 GE  Updated credits
- Chg:0000 GE  Made range rings into range ellipses (see WestPac).
- Chg:0000 BB  Allow the user to continue working after trying to make a 
                BattleSet with illegal lat/lon (thanks Akula)

HCE - 2008.020
==============
- Chg:0000 DU  Fixed up build options of db_utils and map_utils, they were 
                spitting out some bad data when built as a Release build.
- Chg:0000 BB  Changed to output scenarios in four digit format, res0030.bin
                instead of the errant res030.bin format.
- Chg:0000 BB  More properly parse output of map projector program for 
                grabbing the salient map data items in the battleset.res 
                file.
- Chg:0000 GE  Show build number in title bar, even for release versions.
- Chg:0000 SE  Hopefully SE will not run without crashing at resolutions
                > 1600x1200 (thanks Smitty)
- Chg:0000 DB  HCDB-080122
- Chg:0000 BS  Added EC2000 BattleSets, but without the photos.

HCE - 2008.004
==============
- Chg:0000 GE  Don't tell planes to drop to Low altitude when returning to base
- Chg:0000 GE  If an air group is out of weapons range when their target is
                destroyed, find them another target in the same group instead
                of saying their task is finished.  (thanks theCase)
                http://www.matrixgames.com/forums/tm.asp?m=1677672
- Chg:0000 GE  Fixed bug in uncertainty zone adjustment that resulted in
                some contacts not being localized as quickly as they should
                have been localized.
- Chg:0000 GE  BOL weapons will not go active at a reasonable position instead 
                of immediately after launch.  The point you click on the map
                is where the target unit is expected, the GE calculates the
                activation point to be somewhat short of that.
- Chg:0000 GE  Stopped making ExportDLLs folders all over.
- Chg:0000 GE  Changes to the project file to allow a release build to 
                work in EC2003. _USE_32bit_time_t
- Chg:0000 GE  Fixed buffer overflow in gun code when reporting type of
                damage applied, string was too short.
- Chg:0000 GE  Fixed another buffer overflow, prior to throwing up a 
                Staff message box.
- Chg:0000 GE  Fixed a number of improper typecasts in Annex loading.
                They were casted to short and should have been ushort.
- Chg:0000 GE  Updated Credits screen.
- Chg:0000 GE  Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
                added code for the intervening BattleSets.
- Chg:0000 SE  Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
                added code for the intervening BattleSets.
- Chg:0000 BB  Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
                added code for the intervening BattleSets.
- Chg:0000 BB  Copy the battleset.res file from the BS Builder into the HC dir
                if possible and rename hdsu.res
- Chg:0000 DU  Expanded db_utils to use 4 digits, up from 3, in case people
                want to add a ton of photos.
- Chg:0000 DB  HCDB-080117

HCE - 2008.003
==============
- Chg:0000 GE  Use the textured maps created with BattleSet Builder.
- Chg:0000 SE  Changes to keep up with BB and GE new BattleSets.
- Chg:0000 DU  Tweaked res_add_headers to allow larger battleset files.
- Chg:0000 BB  Capture the textured map to res028.bin of the BS.res file.

HCE - 2008.002
==============
- Chg:0000 GE  Sometimes VCs were triggering early, this was due to the
                possibility of damaged units being counted twice, that dual
                count has been removed.  (thanks Herman)
- Chg:2131 GE  Mounts with SAMs that are surface capable led to the AI not
                being able to fire SSMs that were in the same mount if they
                were listed after the SAMs.  The workaround was to tell the
                GE not to use SAMs as SSMs in pre-EC2003 battlesets.
- Chg:0000 GE  The mini report window could cause a crash due to a string
                buffer being too small.  Surfaced with a Mine group of 12
                mines in it. Overflow fixed.  (thanks Rene)
                http://harpgamer.com/harpforum/index.php?showtopic=2505

HCE - 2008.001
==============
- Chg:0000 GE  If autosave was set to zero, the game would constantly save, 
                fixed so that no autosaves are done with a value of zero.
- Chg:2057 GE  Neutrals should no longer attack any other sides' subs
                (or anything else but anything else was dealt with in
                 earlier releases).
- Chg:2355 GE  HDS III GIUK 12.0 is the same scenario as 11.0 
                Kludged the system to not show HDSIII scenario 12.0 in the
                scenario selection of the GE but left it in the SE in case
                anyone has great ideas based on the orders files. 
- Chg:1963 GE  Aircraft of subtype Tanker crash the GE.  This has been
                fixed, the code that tries to place air groups at a sane 
                altitude after launch didn't know about any aircraft 
                types past the first nine.  Expanded it to deal with all
                128 potential types.
- Chg:2352 GE  Bombers close on target after launching weapons
                The attacking aircraft were being told to return to base
                but the attack order was not removed so most often they
                would end up trying to attack again even if they didn't
                have valid weapons.
- Chg:2353 SE  Show Range column in launch aircraft dialog for each line
                of ready AC. (thanks Akula, HermanH)


HCE - 2007.033
==============
- Chg:0000 SE  If you are drunk and do a really crazy sequence of keystrokes
                and mouse clicks, you can get the SE to show only water.  For
                those episodes we've now brought back the land. (thanks Herman)
- Chg:0000 SE  Prevent user from opening up multiple add/edit variable start 
                point location windows. (thanks Herman)
- Chg:2064 SE  Deleting Variable start points then adding more later crash,
                fixed.  (thanks Ralf and others) 
- Chg:1883 SE  When adding planes to a ship/base after adding the plane 
                class scroll list would move up one slot in the list,
                it will no longer do so.  (thanks JayMcMullan)
- Chg:0000 GE  Instant action checkbox will now select a random scenario from
                the pre-EC2000 battlesets and a random player side.
                (thanks pkpowers) 

HCE - 2007.032
==============
- Chg:0000 SE  If a ship/sub/... has no unit names available, tell the user
                that instead of throwing an assertion. (thanks Stalintc)
- Chg:2367 GE  Neutral submarines have no sink image when sunk.
- Chg:2000 GE  Message Log wasn't clearing when loading a saved game.  This
                was intentional but has now been changed anyway to clear
                the message log contents when a saved game is loaded.
- Chg:0000 GE  When launching aircraft to attack, allow attacking unknown
                groups as well as known enemy groups. (thanks Herman)
- Chg:0000 GE  When telling aircraft to attack, if the first unit in the 
                group is already sinking/destroyed, it wasn't possible
                to attack the remaining units in the group.  That is
                now fixed. (thanks Herman)
- Chg:2377 GE  Splitting all units from a group (to a new group) crashes
                the game.  Fixed. (thanks Mack & Herman)
- Chg:2373 GE  Game was ignoring user choice to continue contact prosecution
                if contact was sunk (i.e. submarine) (thanks Herman)
- Chg:0000 GE  Distances reported in the status line when clicking in the
                Unit window on high zoom levels were wrong. (thanks MarkShot)

HCE - 2007.031
==============
- Chg:0000 GE  Undo the attempted fix to prevent GE crashes when there are
                empty groups in a scenario, the fix was specific to my
                machine.
- Chg:0000 GE  Stop the CPU usage from pegging, aka give some cycles back
                to the operating system.
- Chg:0000 GE  More guns work.
                Player and AI now allocate the total number of bursts they
                 want to fire, the GE handles spreading the fire over number
                 of mounts, tubes, combined with ROF.
                Disabled Impact and Airburst radio buttons on attack type
                 dialog since player choice has no effect on what type of
                 damage is actually applied.
                Mount, ROF value is total bursts for that mount, no matter
                 what the mounts= value is and no matter how many weapons
                 are in a multimount.
                Mount, Tubes and mounts= affects how many bursts can be
                 fired at once, ROF permitting the mount can fire 
                 Tubes * Mounts bursts all at once.

HCE - 2007.030
==============
- Chg:0000 BB  For locales where a period is not used in floating point numbers,
                force it anyway to avoid errors.
- Chg:0000 BB  Include some more battleset specific messages in the seed files 
                for the battleset.  Prevents a problem Rene reported about
                the game crashing after a victory condition dialog was dismissed.

HCE - 2007.029
==============
- Chg:0000 SE  When lots of ship/sub/aircraft classes are in the DB, it could
                overflow the maximum contents of a 16-bit listbox.  Fix is
                to dynamically narrow the width of the shown fields so that
                all entries are shown.  This will mean some country names,
                class names, and side names may be cut short to make each
                entry small enough for them all to show. (thanks Rene)
- Chg:0000 GE  An attempt was made to have the GE not crash if a scenario
                has groups with no units.

HCE - 2007.028
==============
- Chg:0000 GE  Anti-Surface gun ammo allocation improvements
                * Rather than assuming each mount can only fire one shell,
                   use # of tubes instead.
                * Don't assume player should only fire 1 shell (pre-allocation
                   in attack dialog), do the full calculation to estimate
                   how many to fire.
- Chg:0000 GE  Mount weapons fired in current 60 seconds was being reset
                incorrectly, fixed it by making ROF_Divisor = 0 in all 
                cases.
- Chg:0000 GE  In CheckMissileHits, show ECM reduction and such for misses
                as well. (attempt 2, thanks Rene)
- Nfo:0000 GE  Gun mounts should check arc, isn't happening yet.
- Nfo:0000 GE  Verified that ROF is reset every 60 game seconds, not 30!


HCE - 2007.027
==============
- Chg:0000 GE  Anti-Surface Guns now adhere to mount rate of fire limitations,
                only after the initial allocation, player can cheat on initial
                allocation.
               AS Guns will fire the correct ammunition now, and will not
                'dump ammo overboard'.  Previously guns were firing one burst
                per 15 seconds and throwing any other bursts overboard.
               AS Guns by the AI will fire 2 x target remaining DP of bursts
                at the target, this helps reduce overkill/ammo wastage.
               AS Guns will stop firing when the firing platform is out of 
                range of the target platform, previously any bombardment in
                progress would keep going even if out of range.
- Chg:0000 GE  In CheckMissileHits, show ECM reduction and such for misses
                as well.
- Chg:0000 GE  Show Range column in launch aircraft dialog for each line
                of ready AC. (thanks Akula, HermanH)
- Nfo:0000 GE  The period over which ROF bursts will happen is 60 seconds,
                this contradicts some of the code comments which suggest 30
                seconds.  Will be doing further research.
- Nfo:0000 GE  The decision was made (Akula,CV32,TonyE) not to change the
                Impact vs Airburst criterion.  They are...
                If the burst will impart more than 1/8 the total DP of the
                 target, the shell is considered impact, if less than 1/8
                 the shell is considered Airburst.  This is why destroying
                 an airbase in the game with guns just doesn't happen.
                We'll look at this again when we can change data structures
                 to suit a potentially better model.
- Nfo:0000 GE  Guns impact/airburst radio buttons should not even show since
                user selection has no effect on how the damage is applied.


HCE - 2007.026
==============
- Chg:0000 GE  In CheckMissileHits, show ecm reduction to PH.  This doesn't
                show missiles hitting planes.
- Chg:2347 GE  Game crashes when starting EC2003 scenarios without starting
                with full ordnance. (thanks Terminus)
- Chg:2112 GE  Really make show all and iterative saving work in release
                builds.
- Chg:0000 GE  After firing command guided missiles, if the firing unit is
                destroyed before the missiles impacted, the game would crash
                due to a null value for sourceUnit.  Fixed by adding a null
                check, say "Firing unit destroyed" as the name of firing
                unit if the firing unit is already gone. (thanks Krasny)
- Chg:2350 SE  SE Would crash in HDS III GIUK if you open Iceland Thaw then hit
                F4 with group ABC selected.  The group has a bad formation 
                patrol entry for an aircraft.  Fix is to ignore bad formation
                air patrols. (thanks Herman)


HCE - 2007.025
==============
- Chg:0000 GE  Game could crash when splitting tanker from group if there is no
                group selected.  Fixed so that landing for split is based off
                of tanker group, failing that, base it off group tanker was
                part of.
- Chg:0000 GE  Game could crash when using Full button display on report window.
                Fixed it up to use Unit instead of Group where needed.
- Chg:0000 GE  Added ECM ability to mounts.  Now a ship may carry ALQ-99 for area
                and point defense jamming.  Flares and Chaff will also now work
                for units other than planes.

HCE - 2007.024
==============
- Chg:0000 GE  Stop showing SAM and Gun counts at enemy installations and land
                units on the mini report window.
- Chg:0000 BSB Hide the running of end_edit.bat but capture its output to the
                log file.
- Chg:0000 GE  Improve DLLExport interface to improve speed when no DLLs are
                loaded.
- Chg:0000 GE  Hopefully prevent Neutrals from attacking AI, prevent AI from
                giving player detects of Neutrals.

HCE - 2007.023
==============
- Chg:0000 GE  Prevent potential crash when launching weapon with long name
- Chg:0000 GE  Allow battlesets with zero scenarios, no more crashing
- Chg:0000 GE  Upon scenario load, suppress the orders window if no orders
                are available, go straight into the game.
- Chg:0000 GE  Refueling manually will now replace any existing refueling
                events that haven't started to transfer fuel.  The aim is
                to prevent an inability to manually refuel (i.e. the command
                is given but no refuel occurs until much later).
- Chg:0000 GE  Let BOL weapons hit anybody, including player ships.
- Chg:0000 BSB Fix controls alignment on scenarios tab so they behave when
                the form is resized.
- Chg:0000 BSB Re-ordered the controls in the program so the tab key usage
                makes a little more sense.
- Chg:0000 BSB Expanded logging to cover entire program.
- Chg:0000 BSB Added a most simple facility for saving and loading battleset
                settings.
- Chg:0000 BSB Prevent error about invalid float when manually entering a
                Lat or Lon value.
- Nfo:0000 BSB Determined that the map creation utilities do not know how
                to make a map from Iceland as a Western boundary to
                the USA as an Eastern boundary.  This needs to be remedied.

HCE - 2007.022
==============
- Chg:0000 GE  Removed DelphiGUI.dll interface since it has been supplanted.
- Chg:0000 GE  DLLExport interface coded, version 1, more refinements
- Chg:0000 DLL DataDump1.dll updated with changes to match GE

HCE - 2007.021
==============
- Chg:0000 GE Guns should now adhere to altitude limits in air engagements
               and in point defense. Try 2...
- Chg:0000 GE DLLExport interface coded, version 1.

HCE - 2007.020
==============
- Chg:0000 GE Guns should now adhere to altitude limits in air engagements
               and in point defense.

HCE - 2007.019
==============
- Chg:0000 GE Tweak to 2007.018 so pre-EC2003 battlesets work
- Chg:0000 SE Tweak to 2007.018 so pre-EC2003 battlesets work

HCE - 2007.018
==============
- Chg:0000 GE Mis-reading of data from battleset .res file instead of
               commondb.res file.  Barely tested.
- Chg:0000 SE Mis-reading of data from battleset .res file instead of
               commondb.res file.  Barely tested.

HCE - 2007.017
==============
- Chg:0000 SE Add zoom levels to SE, 16x, 32x, 64x
               128x is not possible with the 16-bit SE
               The Unit window rectangle that shows on the Group window is
               not showing as the correct size.

HCE - 2007.016
==============
- Bug:0000 GE AI will now fire surface capable torps ship to ship.
- Bug:0000 BB Full installer created
- Bug:0000 SE Allow use of hdsm.res, hdsm.rsr
- Bug:0000 GE Allow use of hdsm.res, hdsm.rsr

HCE - 2007.015
==============
- Bug:0000 GE ASuW range ring will now properly show a surface gun range for
            dual purpose guns.  Dialog needs to be renamed Surface Weapon from
            surface missile.
- Bug:0000 GE AI will now fire surface capable torps ship to ship.

HCE - 2007.014
==============
- Bug:1920 SE After adding a base, dialog reverts to first blue base, should
            revert to last added base 

HCE - 2007.012
==============
- Bug:0000 GE Add some code for battleset 27 (BS Builder)
- Bug:0000 SE Add some code for battleset 27 (BS Builder)

HCE - 2007.011
==============
- Bug:2224 GE Wrong Weapon allocation (torpedoes in missile allocaton)
- Bug:2228 GE Attack type dialog, multiple types can errantly be selected (Missile/Torp/Gun) 
- Bug:0000 GE Fixed crash while saving weapon allocation dialog position

HCE - 2007.010
==============
- Bug:1881 SE PD won't show blank classnames, SE PD won't GPF on long mount names
- Bug:2053 SE PD Blank Entries

HCE - 2007.000
==============
- Bug:2095 Airplanes will no longer teleport to landing spots after loitering due to failed intercept
- Bug:1907 Fixed small bug where aircraft would loiter during intercept without informing the player
- Bug:2112 Several debug features have now been turned into cheat codes.

HCE - 2007.b25rc3
=================
- Bug:1977 Credits have been updated
- Bug:0063 WestPac Scenarios now lead to correct scenerios
- Bug:0191 Submarines can no longer fire missiles while surfaced
- Bug:1700 Subs no longer change position while firing torpedos

HCE - 2007.b24rc2
=================
- Bug:2071: Message Log will no longer report non-player loitering events.
- Bug:1964: CommonDB now updated with new pictures. 2 more scenerios added to WestPac.

HCE - 2007.b23rc1
=================
- Bug:1907 GE Aircraft Loiter after finishing an intercept will now pop up a staff assistant informing the player.
- Bug:2047 GE WestPac 6.0 Orders mistakes have been corrected
- Bug:2048 GE Windows menu reset: maximized is now spelled correctly.
_ Bug:1700 GE Subs dive to their previous depth after firing torpedos after a small amount of time based on how far they had to ascend
- Bug:0191 GE Submarine can now only launch missiles from shallow depth
- Bug:1976 GE Groups will now no longer ignore course orders due to improperly stored formation events


HCE - 2007.b22
==============
- Bug:1950 GE Helos attacking subs now correctly determine what weapons to use.
- Bug:1903 GE ASW weapons now allocate correctly
- Bug:1887 GE Sinking Blue Units will no longer ask for a new course while playing red
- Bug:2041 GE Added 4 new WestPac Scenerios
- Bug:2044 GE Animations and Full button on Unit report will no longer crash the game
- Bug:1990 GE Red Groups will no longer inform blue player that they are loitering or winchester.

HCE - 2007.b21
==============
- Bug:0001964 Data Updated CommonDB
- Bug:0002001 GE   Aircraft losing contact with a sub will no longer crash the game nor report to blue
- Bug:0002003 GE   Aircraft losing contact with a sub will no longer crash the game
- Bug:0001994 GE   Red group will not longer ask blue side for new course
- Bug:0001989 GE   Aircraft losing contact with a sub will no longer crash the game
- Bug:0001948 GE   Giving waypoints (with waypoint screen up) to a unit that wasn't supposed to get that course order.
- Bug:0001946 GE   Airgroups now launch at proper height
- Bug:0002020 GE   New window reset feature added to the window menu

HCE - 2007.b20
==============
- Bug:0001989: Game will no longer crash after asking if a ASW group should return to base
- Bug:0001715 Upgrade Graphics for EC2003 and Westpac

HCE - 2007.b19
===============
- Bug:0001887 Sinking Blue units not longer ask for new course

HCE - 2007.b18
===============
- Bug:0001652 You can no longer join/split groups while the group is launching/landing.
- Bug:0001651 Course dialog no longer lets you edit a group's path if it is intercepting except for clearing the path/canceling the intercept
- Bug:0001775 Start each scenerio at x2 Zoom
- Bug:0001824 Upgrade Sounds
- Bug:0001890 Ferry Missions no longer start flying before group is fully formed
- Bug:0001896 AFterburner now shows correct knots in speed dialog.
- Bug:0001917 Aircraft now ask to go home if they lose track of their target
- Bug:0001949 SAMs now correctly reload

HCE - 2006.b17
===============
- Bug:1774 Change Title
- Bug:0778 Patrol aircraft RTB with plenty of fuel and weapons
- Bug:1650 (SE) Cancel on adding a Group causes pre-existing Bases to get wiped
- Bug:0828 Air units within missile range, do you want to attack? dialog keeps popping up
- Bug:1197 Inconsistant weapons load reported
- Bug:1164 F8 w guns attacks MiG25 @ Vhigh and shoots it down
- Bug:1736 When enemy surface unit is sunk/severly damage, dialog asks if I want to give orders
- Bug:1699 Units in a group have differeing altitudes 

HCE - 2006.b16
===============
- Bug:1641: Resolved an issue where helos wouldn't decend directly to low without first going to low alt.
- Bug:1197: Fixed a inconsistency with the range finding of a nuclear weapon.
- Bug:0191: Submarines now psuedo simulate ascending to fire missiles before decending again.
- Bug:1645: When splitting a group, there was as check for sides in forcing the new and old unit to check its throttle vs knots setting. This was removed.
- Bug:1605: Some registry settings from the origional divorcing of HCE from HCGOLD were accidently left behind in the SE. These were removed.
- Bug:1639: Staff Assistant has had an intelligence boost. Will now correctly inform user of bingo fuel problems even if there is a land event along the current course.
- Bug:1275: New debugging feature has been added. '-x' will disable enemy sub AI control. This feature will be removed in the release version.
- Bug:1594: Fixed the mini-rep to accurately display speed updates of patrols.
- Bug:1595: All A/C now fly at the same speed in a group of mixed A/C
- Bug:1634: Naval unit group splits now allow you to enter a course for the new group.
- Bug:0468: Made a partial update to the serial number system requiring the use of the new executable 'TestReg.exe' in the harpoon directory. This will be updated in furture releases.


HCE - 2006.b15
===============
- Bug:1516: (GE) resolved Auto saved game issue with filenames being too long
- Bug:0270: (GE) Modifications to range circles should make them appear less oval like in some circumstances
- Bug:1368: Resolved a bug where A/C are told that they are in range of their own AA defenses
- Bug:1367: Group Window was listening to add points to the path even if other modeless dialogs were up. I now have it checking for modeless dialogs. So speed and attack dialogs will no longer trigger pathing if you click in the group window.
- Bug:1537: Planes won't land. Pathing AI has been improved.
- Bug:1594: Minor bug fixed where speed/alt dialog was mis-reporting the speed of the unit
- Bug:1595: Fixed a bug where aircraft groups were going faster than they were allowed

HCE - 2006.b14
===============
- Bug:0828: (GE) Air units within missile range, do you want to attack? dialog keeps popping up
   - Area defense dialogs now target entire groups instead of units, reducing the number of Staff Assistant popups.
- Bug:1260: (GE) Intermittent sensors turn off
   - Patrols landing no longer accidently turn off intermittent sensors
- Bug:1197: (GE) Inconsistant weapons load reported
   - Minor edits to the 'no weapons available' message to better reflect the possibility of nuclear weaponry not being released.
- Bug:0204: (GE) ARMS Prevent bombing
- Bug:1256: (GE) Tankers don't return to base
   - Added supplimental dialog allowing the users to pick a landing base for tankers after they split.
- Bug:1299: (GE) AI Land units run away from any opposing units
   - Fixed. Land units now actually attack when detected but not in range of attacking
- Bug:1271: (GE) Ships Repeatedly miss navpoints on high TC
   - Significant changes made to nav point AI to help streamline navpoints

HCE - 2006.b13
===============
- Bug:0191: (GE) Submarine can launch missiles (cruise and ballistic) from any depth
   - Subs now automatically move to the target's depth before firing torpedos.
- Bug:0860: (SE) Enhancement: Write entry to message log when friendly units are damaged.
   - For the debug versions only, DP now appears on non-instant kills in the message log.
- Bug:1376: (SE) Adding Base listing always appears covering apart of the map
   - Add Base dialog now appears lower on the screen in the information area
- Bug:1375: (SE) Adding the first base on the list causes confusing behavior
   - Item selection in the 'add base dialog' now keeps track of what you hilighted and corrects for any switching between unit types.
- Bug:0197: (GE) Ferry Mission not cleared when target base is destroyed
   - Ferry Missions to a base will now be cleared if the base is destroyed.
- Bug:1348: (GE) A/C launch but have no hope of reaching target
   - Minor bug in calculating round trip fuel
- Bug:1263: (GE) Aircraft stuck launching on Ferry Missions
   - Issues where a nearby enemy base would attack launching aircraft causing the aicraft to get stuck.

HCE - 2005.b12
===============
- Bug:1298: (GE) While testing for the lost a/c bug- I crashed the game after a "normal" sequence of events
  - Minor crash bug related to loitering/RTB decision after intercept
- Bug:1329: (GE) Missiles disappear
  - Added UI messages offering information of missile loss do to lack of guidance
- Bug:1339: (GE) Canceling a Weapons Allocation
  - Canceling the Weapons Allocation Dialog now prompts if aircraft wish to RTB. Otherwise intercepting group is set to loiter.
- Bug:1344: (SE) Can't create RED GROUPS
  - Fixed a bug where SE couldn't create red groups correctly
- Bug:1297: (GE) Ship to ship torpedo - operator interface problem? 
  - Functionality was added that now fully allows ship to ship torpedos with a user initiatated attack
- Bug:1273: (GE) Dipping while cruising
  - Aircraft with the ability to dip sonar can no longer do so unless they are loitering and at Vlow altitude. Sonar settings are disabled unless these conditions are met.
- Bug:1254: (GE) Aircraft with gun ammo available refuse to engage 
  - Removed a limitation which didn't let aircraft attack groups with cannons unless they were within 10nm of the group.

HCE - 2005.b11
===============
- Bug:0196: (GE) Ready Aircraft Anomoly. Group splits in ready aircraft interface and one group of 3 unusable
- Bug:1291: (GE) SAM's used as SSM's
- Bug:1228: (GE) Red reports to Blue
- Bug:1229: (GE) Neutral reports to Blue
- Bug:1272: (GE) Sonobuoy hotkey
  - "." hotkey will drop an aircraft to Vlow if not at Vlow. If aircraft is at Vlow, will force the aircraft drop a sonar bouy.
- Bug:1226: (GE) Autosave time setting not saved
  - Autosave timer now saves correctly
- Bug:0179: (GE) Weapon display window no hotkey to close, ESC also doesn't close it
  - Esc key now closes the Weapons display window
- Bug:1030: (GE) When destroyed, land units denoted as sinking
  - Land units are now denoted as 'destoryed'.
- Bug:0414: (GE) High Time Compression and weapons allocation menu -GUI synchronicity.
  - Unit and Group windows now updated if weapons allocation menu appears during high time compression
- Bug:0644: (GE) Laptops that have 2 monitors will display all dialogs in 2nd (extended) desktop
  - Computers that used extended desktops may find HCE Dialogs being misplaced. See ReadmeDialogs.txt for information on how to fix this.

HCE - B10
==========
- 0000778: [GE Game Engine] Patrol aircraft RTB with plenty of fuel and weapons (Fletcher)
- 0001164: [GE Game Engine] F8 w guns attacks MiG25 @ Vhigh and shoots it down (Fletcher)
- 0001201: [GE Game Engine] Loading a saved game causes autosaving feature to fail (Fletcher)
- 0001204: [GE Game Engine] Divorce registry settings from HCGold (Russell)
- 0001268: [GE Game Engine] Scrolling through units in display dialogue can cause crash (Fletcher)
- 0001269: [GE Game Engine] Add build number to title bar (Fletcher)
- 0001145: [ScenEdit] Crash on adding plane to new group (Fletcher)

HCE - 2005.b09
===============

Includes new debugging tools.

- 0001177: [GE Game Engine] Adding debugging tool: Iterative Saving (Fletcher)
- 0000979: [GE Game Engine] Add EXE Properties (Fletcher)
- 0000468: [GE Game Engine] Add Matrix serial number system to the game (Fletcher)
- 0000982: [GE Game Engine] Iterative Saving (Fletcher)
- 0000983: [GE Game Engine] Save Timer Modified (Fletcher)

HCE - 2005.b08
===============

Should only require HC2002 Gold and be the first Fletcher heavy release.

- 0000274: [GE Game Engine] Errant radar detection message (aeischens)
- 0000359: [GE Game Engine] safe_io: error writing: annex_disk_id_list[0][0] upon program close (Fletcher)
- 0000937: [GE Game Engine] Add new command line for debugging log (Fletcher)
- 0000614: [GE Game Engine] Air groups with tankers running out of fuel (Fletcher)
- 0000759: [UI] Click-Scrolling through units in unit window causes crash (Fletcher)
- 0000698: [GE Game Engine] Attack option window keeps popping up (Fletcher)
- 0000663: [GE Game Engine] Fuel consumption issue (Fletcher)
- 0000828: [GE Game Engine] Air units within missile range, do you want to attack? dialog keeps popping up (Fletcher)
- 0000975: [Installer] Unzipping B08 to HC2002 Gold installation causes error when trying to load through Start menu (Fletcher)
- 0000413: [UI] High Time Accleration+attack on target with attached land units causes difficulty in attack resolution and odd aircraft behavior (Fletcher)

Version 2005.b07 Released 2005/07/02
Fixes:
* GE (###) Updated about box, credits.  If you
   think you should be there, please contact
   AGSI.
* GE (###) Don't allow AI to pull planes from
   formation, airfield, or LD Patrol to
   intercept SAMs and AAMs.  Effectively means
   AI will not try to intercept SAMs and AAMs.
* GE (###) Show IDs for Neutral groups as well
   as Red and Blue groups.
* GE (###) Remove country names from Ctrl+H
   status display for neutrals since country
   names were only used in legacy battlesets.
* GE (###) Allow partial ordnance flag at scen
   start to also affect neutrals.  Previously
   neutrals received full missile complement
   even if other sides didn't. 
* GE (###) Beginnings of each unit and group
   storing information about the detection of
   each other side vs the unit.  This changes
   from a player side vs other sides into a 
   player independent structure.
* GE (###) Unit window won't close at high
   group window zoom.  Units will never show
   on group map.
* GE (###) Increased the number of zoom levels
   in Unit window to match group window.
* GE (###) Fixed a bug where ARMs could not be
   fired from plane to ship when ARMs were the
   only weapon type on the plane. (thanks Ben)
* GE (###) Improvements to range circles on
   Group map, no longer kludge at certain key
   measures.  Hmm, seems to only work for
   exactly detected groups.

Items Modified:
* GE
* SE

Notes:
* This version modifies the saved game format making all previous
   saved games useless in this version.
* This update must be applied to 2005.b02 or newer.



Version 2005.b06 Released 2005/04/03
Fixes:
* GE (204) Further tweak composite group behavior
   when dealing with radiating target groups that
   stop radiating mid-attack. 

Items Modified:
* GE

Notes:
* This update must be applied to 2005.b02 or newer.



Version 2005.b05 Released 2005/03/30
Fixes:
* GE (381) Don't allow auto-intercept attacks
   to use SSMs against submerged subs.
* GE (365) Still more nuclear release timing fixes.
* GE (274) Errant detected by radar warning
   messages from bases should no longer happen.
* GE (211) More work to prevent fixed installation
   location from changing based on detection.
* GE (374) Additional work to prevent firing
   SSMs at submerged subs, in this case as a
   result of using Intercept button.
* GE (213) Appears that when you destroy a base,
   units that were in the base formation can now
   be destroyed as well.
* GE (375) VC completion crash fixed?
* GE (280) VCs not registering for MLUs.  Appears
   the problem did not exist and still doesn't
   seem to exist.
* GE (204) Composite ARM+Bomb groups couldn't
   use the Bomb/Missile at some times when
   target isn't radiating.  However, in some
   circumstances after expending some weapons,
   the air group runs back and forth near target.
* SE (365) More nuclear release timing fixes.

Items Modified:
* GE
* SE

Notes:
* This update must be applied to 2005.b02 or newer.



Version 2005.b04 Released 2005/03/13
Fixes:
* SE Allow scenario designer to place bases
   from any side on any side.  Base listing
   changed to include color so scenario
   designer knows what they are getting.
* SE after you have added a base and go 
   back in to add another, the scrollbox
   will bring you to the previously
   added base.
* GE Subs aground go to max water depth, 
   not one level shallower than max depth
* GE more work on planes attacking surfaced
   subs with ASMs.  In the process, get rid
   of cannon fire message when plane is 
   carrying both Torps/Depth Charges and
   ASMs at the same time.

Items Modified:
* GE
* SE

Notes:
* This update must be applied to 2005.b02 or newer.



Version 2005.b03 Released 2005/03/05
Fixes:
* 0000361 GE Hopefully prevent super fast ship
   groups bug that appears to have been the
   result of code to lower dippers to low alt.

Items Modified:
* GE

Notes:
* This update must be applied to 2005.b02.



Version 2005.b02 Released 2005/03/01
Fixes:
* GE Fixed bug Vince found where sonobuoy droppers
   were causing crash.
* GE allow aircraft to split from base formation
   patrols
* GE allow ships to split from base formation
* GE allow MLUs to split from base formation
* GE allow various units to join base formations
* GE allow various units to join MLU formations
* GE allow player to attack Neutral units as a
   way of allowing attack of all Unknown units
* GE fix an issue where radar guided missiles 
   weren't hitting enough.  This may make
   intertial SARH missiles too accurate, test
   please.
* GE More rebranding to HC2005/
   Harpoon Commander's Edition
* SE ditto
* PE fixed type in import specifications that
   was preventing the import process from working
* PE was not importing sonar BSL!  Fixed
* db_utils updated, Torpedo Annex was not 
   exporting correctly due to linefeed problem
* WestPac Beta status removed from text
* Uninstaller activated

Items Modified:
* GE
* SE
* PE
* db_utils

Notes:
* This update can be applied to 2003.10 or newer.
* Note, this is again a Debug GE and will be 
   slower than the release version.



Version 2005.b01 Released 2005/02/21
Fixes:
* GE Prevent error in AirAttacker function caused
   by targeting by group rather than by unit.
* GE AI AC evasion turned off by a majority vote
   of three to one on the AGSI HCG Beta forum.
* GE Fix Noisemaker crash error caused by problem
   with passive sonar detect sound.  Now plays
   active sonar detect sound for passive detects.
* GE Compromise a bit with range circles, they 
   will be somewhat rounder now.
* GE Must be at Low or VLow to use dipping sonar
   or lay sonobuoy, GE will move units to Low
   on its own and set Throttle to Cruise
* SE Deal a little more gracefully when items in
   the Installations annex have invalid IDs
* DB Gave SH-60F APS-124 radar
* PE Changed drop down items listed for base
   source level from one item per noise level
   sorted by item name to every item sorted by
   BSL, then item name.

Items Modified:
* GE
* SE
* DB
* CDB.res
* PE

Notes:
* This update can be applied to 2003.16b8 or newer.
* Note the speed, the GE has very little debugging 
   turned on and should be running at about the
   speed that can be expected with a real release.



Version 2003.16b12 Released 2005/01/23
Fixes:
* GE Hopefully fix malloc assertion errors that
   were caused by freeing the same chunk of
   memory twice..

Items Modified:
* GE

Notes:
* This update can be applied to 2003.16b8 or newer.



Version 2003.16b11 Released 2005/01/22
Fixes:
* GE Turn on non-player controlled EW bird's
   radars soon after take-off so that they can
   provide escort jamming services.

Items Modified:
* GE

Notes:
* This update can be applied to 2003.16b8 or newer.



Version 2003.16b10 Released 2005/01/22
Fixes:
* GE More area ECM tweaks.
* GE Revert to the AI not being able to form
   attacks against bases on it's own.  Only
   attacks against bases created in the 
   SE will be honored.  This prevents an
   uneven and often deadly (to the AI)
   allocation of weapons so that there is
   nothing left to attack player ships.
* GE very beginnings of allowing ships to
   attack ships with torpedoes.
* GE very beginnings of allowing planes
   and ships to attack subs with ASMs when
   sub is on the surface.
* SE incremented version number :)

Items Modified:
* GE
* SE
* DB

Notes:
* This version modifies the saved game format making all previous
   saved games useless in this version.
* This update can be applied to 2003.16b8 or newer.



Version 2003.16b9 Released 2005/01/20
Fixes:
* GE/SE Changes to allow 47 character ship/sub
   /plane names.
* GE New area ECM model based upon plane
   loadout ECM type weapons with range > 0.
   Both direct jamming of emitting radar when
    jammer is close to emitter and escort
    jamming of strike groups within the jamming
    range of the ECM platform (does not need
    to be in the same group as the escorted
    platforms).
   Jammed units/groups will show a little
    yellow lightening bolt near the unit icon.
    The indicator will persist for 30 seconds
     or less after the last jammer stops
     jamming.
* DB to make 47 character names work in
   custom DBs, open pfData file, lAnnexDefaults
   table and set the type code value to 47
   where it is currently 17 (first three lines)

Items Modified:
* GE
* SE
* DB

Notes:
* This version modifies the saved game format making all previous
   saved games useless in this version.
* This update can be applied to 2003.16b8.



Version 2003.16b8 Released 2005/01/17
Fixes:
* GE continued work on Ctrl-H status for Land
   Units
* GE/SE Allow use of all 128 loadout types.
   Still a maximum of 32 loadouts per plane.
* GE allocate less a reasonable number of 
   weapons when attacking a land unit.
   Previously for weapon allocation, all land
    units were considered bases and maximum
    force was applied.
* GE will load without error pre-EC2003
   BattleSet Scenarios
   Old User Scenarios (pre 2003.16b3)
   New User Scenarios
   The SE somewhere along the line started
    creating a bogus ship entry that was
    causing trouble.  This works around that.
* SE shows DB Flavor in quasi status bar when 
   in EC2003 or WestPac battlesets
* SE added land unit types to Victory Conditions
   dialog.
* SE added land unit types to scenario analysis

Items Modified:
* GE
* SE

Notes:
* This update can be applied to 2003.15 or newer.
* The PE in this version is 2003.16b5 as it has
   not changed since then.



Version 2003.16b7 Released 2005/01/01
Fixes:
* GE will give Nuclear Release at proper time.
* GE added Ctrl-H status for Land Units
* Ctrl-H status report should count up to 65535
   instead of 255.
* Added HC2004 logos
* Changed SCUD missile site reload times to 105
   minutes, up from 8 minutes.

Items Modified:
* GE
* SE
* DB
* CDB.res
* DLL

Notes:
* This update can be applied to 2003.15 or newer.
* When granting Nuclear release in the SE the
   designer must open the nuclear release dialog
   a second time and re-enter the appropriate
   time for it to 'stick' correctly.



Version 2003.16b6 Released 2004/11/27
Fixes:
* SARH AAMs will self destruct if guidance is lost.
* SARH AAMs with Inertial flag will not self destruct.  They
   will continue towards last known contact and explode at
   distance to last known contact.  If guidance is restored 
   the missiles will head back towards the target.
* SARH AAMs with Inertial flag will have only a tiny chance
   of hitting target if guiding platform doesn't radiate
   before/during impact to provide guidance updates.

Items Modified:
* GE (Game Engine aka Winharp32.exe)

Notes:
* This update can be applied to 2003.16b5 or newer.



Version 2003.16b5 Released 2004/10/31
Fixes:
* Made another attempt at convincing evading AI AC to RTB when
   they reach Bingo fuel state.
* Exposed Ship, Sub, and Torpedo base noise level
   (aka Base Source Level aka BSL) to the PE so that base noise
   levels are no longer hard coded.  DB needs edits, the values
   in the current DB are what the hard coded values were giving.

Items Modified:
* db_utils (db_make.exe in db_utils folder)
* PE (pfBuild2002.mdb, Platform Editor)
* GE (Game Engine aka Winharp32.exe)
* SE (Scenario Editor aka WSCENEDT.EXE)
* DB (pfData2002.mdb no item changes, only BSL exposed)
* SC (Scenario Converter, cvtscen.ese)
* CDB.res (commondb.res compiled DB for those not wishing to use PE)

Notes:
* This version modifies the saved game format making all previous
   saved games useless in this version.
* This update can be applied to 2003.16b3 or newer.



Version 2003.16b4b Released 2004/10/24
Fixes:
* Increased robustness of PE search for HC Main directory for use
   during export and import process to avoid as many 3044
   'File not Found' errors as possible due to corrupt or otherwise
   unreadable registry entries.  This also helps export and import
   work better on computers with tight security that don't allow
   registry reads from MS Access.

Items Modified:
* PE

Notes:



Version 2003.16b4 Released 2004/10/19

Fixes:
* Course plotting at > 8x zoom should now result in a path very
   close to what was desired rather than wildly off-course.
* The number of weapons per loadout and weapons per multimount
   has been increased from 4 to 8.  This also fixes an off-by-one
   bug in the multimount code that was crashing the game when
   the Ohio SSGN fired TLAMs or SEALs.
* AI Aircraft evasion has been tweaked.  The feature is by no
   means perfect but should be much better.  AI aircraft will now
   close closer to player aircraft before running away.  In
   addition, if AI fighters approach a player AC and do not have
   the player group targeted, the AI group will take a snap-shot
   before running away.  As before, if the AI group is targeting
   the player planes, they will close and fire, no matter how
   suicidal.
* Database name changed to 'AGSI HCG Official DB-040428'...
   Anyone else have a better name before we have versioning
   working better a steady database name would be good (except
   for the date portion that changes after each database edit).

Items Modified:
* db_utils (all six programs in db_utils folder)
* PE (pfBuild2002.mdb, Platform Editor)
* GE (Game Engine aka Winharp32.exe)
* SE (Scenario Editor aka WSCENEDT.EXE)
* DB (pfData2002.mdb no item changes, only DB name changed)
* SC (Scenario Converter, cvtscen.ese)
* CDB.res (commondb.res compiled DB for those not wishing to use PE)

Notes:
* This version modifies the saved game format making all previous
   saved games useless in this version.
