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76 topics in this forum
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How do you get the Digital Military Art to show up and work in the game? Is the buttom space with the Welcome to the 20th Edition removable? Thanks
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I'm at least thinking about recreating a WWII carrier battle and/or raid or two, perhaps starting with something like the Battle of Eastern Solomons, or perhaps doing a surface battle like Savo if the Long Lances and CA/CL/DD gunnery are working properly. Something like the Turkey Shoot could also be interesting. A huge air battle with no OTH missiles, just fighter and ship guns, biggest ordnance being 5"/38s on the BBs? I remember in the Issue Tracker, there being some issues with air and surface gunnery in WWIi type scenarios. Since the Issue Tracker seems to not have the older issues since the site revamp, did those issues get fixed, or can someone remind me of t…
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I think the old OrdWriter was packed by error in the last release 2009.070, his date of confection is from August 2012, and I think the possibility of add new type caracthers was added in the September version.
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Always thinking about improved map interfaces...
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HCE - 2012.002 - 2012/05/16 =========================== - Chg:0000 GE Checked that Infrared detections are attempted and they are. However, periscope, snorkeling, and surfaced subs had broken flags that prevented detection by IR, that has been fixed. - Chg:0000 GE Checked that LLTV flag has an effect and it does. It makes visual detections as if they always happen in broad daylight even in the dead of night.
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HCE - 2012.001 - 2012/05/15 =========================== - Chg:0000 GE Added additional licensing mechanism via LicenseDLL.dll - Chg:0000 GE ge.log now shows both the database version the scenario was created with and the current database version. - Chg:0000 GE Fixed sensor code so that TCS can actually have a successful detection. Modelled after H3 Paper rule 5.4.2.
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HCE - 2011.012 - 2011/09/18 =========================== - Chg:B206 SE Modified the Edit Group dialog in the hopes of aircraft list only resetting to the top when it should. http://harpgamer.com/harpforum/index.php?a...amp;showbug=206 - Chg:0000 GE Changed the -S command line option to add two specifiers -S123450100 would save the game every 12,345 game seconds and would go from .001.hp? to .100.hp? before rolling over and overwriting .001.hp?. Also added the save message to the message log window.
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HCE - 2011.002 - 2011/04/07 =========================== - Chg:0000 GE Connected game options dialog checkboxes for playing multiple sides. - Chg:0000 GE Staff Message dialog title will now be pre-pended with the side-name of the relevant side (i.e. "BLUE Staff" Message for an item for which the Blue side needs to respond). - 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=1296…
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As many of you know, HCE has some difficulty with the geometries of short range engagements (witness the ATA gunnery issues). Aggravating this limitation is the fact that the seeker acquisition range of many torpedoes is 1,000 yds (roughly 0.5 nm) or less. This can make effective engagement of submarines, even submarines that you have precisely located, a 'challenging' exercise to say the least. Currently the seeker acquisition ranges reflect the actual best guesstimate of their real life effective range (according to H4 specs). I am currently considering, however, introducing an artificial boost to the acquisition range to improve torpedo performance and …
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I'm interested in hearing how airfield damage and repairs should happen. Obviously we already have damage occurring including reduction in runway size. However that doesn't prevent air operations in the way you might expect. Please suggest your rules for: 1. Repairs (ex. one runway size increase per 12 hours if die roll of ##) 2. Effects of damage (planes requiring runway size x cannot land or take off from runway damaged to size x) a. Planes in the air divert to nearest friendly airfield ... Thanks! I'm mainly asking because this shouldn't be a terribly difficult thing to implement (runway repair and related effects) and I need something to get my cod…
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HCE - 2011.001 - 2011/01/28 =========================== - Chg:B184 GE Game will no longer crash when selecting to play as Green side. (thanks Gopher, Don Thomas) http://harpgamer.com/harpforum/index.php?a...amp;showbug=184 HCE - 2010.020 - 2010/12/31 =========================== - Chg:0000 GE It should no longer be possible to drag the Group and Unit windows tall enough that the game crashes. To make this happen a verticle resolution > 1080 pixels was needed for me. I accomplished that by placing dual monitors one above the other in my Windows screen set…
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HCE - 2010.017 - 2010/12/12 =========================== - Chg:0000 GE Fixed the logic that decided not to count individual planes shot down towards the related victory conditions and only counted plane 'Units' shot down instead. (thanks Don Thomas) See test files at: http://harpgamer.com/harpforum/index.php?showtopic=9964 Neat how this explains the randomness isn't it...
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HCE - 2010.016 - 2010/12/12 =========================== - Chg:0000 GE Fixed bug that resulted in crash when launching bearing only missiles with the 'b' hotkey. - Chg:0000 GE Missiles shouldn't be running normal visual detections. Torpedoes shouldn't be running normal passive sonar detections. Missiles should be detectable by Vis, IR, and Radar Torpedoes should be detectable by Sonar The above four items are addressed in this build (thenks Don Thomas)
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For me to track open items reported with the recent builds, though I'll probably fall behind. You all please keep reporting them in the release notes threads. Thank you! 20101205 Can only play as Blue, when selecting Red player, most of the button bar is inactive like the player is Blue. 20101104 Can't play as neutral, crash http://harpgamer.com/harpforum/index.php?a...amp;showbug=184 20101030 Red autoformation patrols setting ignored http://harpgamer.com/harpforum/index.php?a...amp;showbug=181 20101030 How to track the "Player" perspective separate from sidename [bLUE,RED,GREEN]? http://harpgamer.com/harpforum/index.php?a...amp;showbug=182 20101123 Platf…
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I noticed there hasn't been a ton of action on the release notes verification and while I'm grateful for the issue tracker being somewhat alive, most of the excitement has surrounded a bashing of multiplayer. Well, it got me interested enough again to pound out some code. I'll try to remember to post an update here every couple of weeks until we get back to testable builds. 2011/02/20 - First time firing up the game and selecting multiple sides for the player to control. Extended the Staff Assistant to indicate which side a message is for by modifying the window title (it already differentiated with the graphic chosen but this may be more easily interpreted and hel…
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I'm testing some of the PAK's new EC2003 scenarios and am stuck with a total victory condition (scenario 5, sink three amphibious ships). I can only get this complete vic condition if I've scored a minimum victory. Is this normal? D
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January 10th I restarted the attempt to make a 32-bit scenario editor based on the current codebase. That day saw the development environment configured well enough to start compiling. Ended up at 39 errors, 667 warnings during compilation. For reference, the program doesn't get to run and go down in flames until there are 0 compilation errors. January 20th update: 23 errors, 652 warnings, progress...
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Just experimenting with this and that. In this case perhaps the beginnings of a replacement for the stick figure ship drawings. 3D Model courtesy of StalinTC, and it is a work in progress, as is the program. Navigation is a little easier if you immediately slide pitch all the way to the right. ThreeDViewer_v1000.zip
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Defect Name: Wrong Torpedoes Build: HCE 2009.005 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: Saved game "Torpedoes" for Original MEDC. Long Description: WAD allows selection of ASW torpedoes against surface targets. Steps to reproduce: 1) Load and run saved game "Torpedoes" in original MEDC. 2) Order Blue AAS to Attack Red ZYS. 3) The Ship to Ship WAD allows selection of Missiles, Torpedoes or Guns. 4) Select Torpedoes. 5) Select the Spruance. The WAD shows Mk50 Barracuda Not Ship Capable. See screenshot "Capture". Expected behavior: "Torpedoes" should be grayed out in the Ship to Ship WAD. Observed behavior: WAD a…
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Defect Name: Attacking ships head the wrong way Build: HCE 2009.004 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: Saved game "WrongWay" for EC2003 GIUK Long Description: Ships ordered to attack initially head the wrong direction. Steps to reproduce: 1) Load and run saved game "WrongWay" in EC2003 GIUK. 2) Order Group ACS to Attack Base ZZb. 3) The ASA announces "Sir, we are out of range. Group ACS must close 13 NM before we are in range. Should we close and attack?". Answer Yes. The ASA reappears with "Sir, request permission to increase speed of Group ACS to 5 kts, to intercept enemy Group ZZb." Answer Yes. 4) Increase…
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