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HCE Release Notes


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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


-p option to set the CPU affinity mask.


-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


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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)

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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.

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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)

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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


- Chg:0000 GE Fixed crash bug when HandleLanding is called by a ship

group. This came up in autotesting of HDS I.

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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)



- Chg:B128 GE Air groups could not fire at air formation patrols, fixed.

(thanks Don Thomas, Brad)


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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.

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HCE - 2009.045 - 2009/10/08


- Chg:0000 GE eff115 (trigger AI sensor state and prompt user for sensor

activation) modified to require that the target unit in

question be detected. (thanks Brad)

- Chg:0000 GE True air to surface guns can now be used against surface

targets, both by the AI and the player.

(thanks hoogelex & Brad)

- Chg:0000 PE Changed end_edit.bat support contact information to HarpGamer.

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HCE - 2009.046 - 2009/10/24


- Chg:0000 GE Allow aircraft to fire ASROC type weapons at submarines.

(thanks Brad & Brains)

- Chg:0000 GE If there are radars or sonars added to a plane's loadout they

will now be used as sensors by the GE if there are open

sensor slots available (a plane can currently have at most

eight sensors). (thanks Brains)

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HCE - 2009.048 - 2009/11/21


- Chg:B141 GE Unit detail display would crash if aircraft's home unit was

destroyed. Fixed (thanks Don Thomas)


HCE - 2009.047 - 2009/11/02


- 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)

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HCE - 2009.049 - 2009/11/28


- Chg:B140 GE Let's not allow firing guns at submerged subs in the torp

counter-fire situation.

- Chg:2447 GE Phantom air group attempts landing. (thanks Herman)

See http://harpgamer.com/harpforum/index.php?showtopic=2529

- Chg:0000 GE Tanker prompted to land at wrong carrier, proceeds to land

at any old carrier it wants to. Tanker now listens and

follows orders. (thanks Maromak)

See http://harpgamer.com/harpforum/index.php?showtopic=2674

- Chg:B142 GE Work around inability to re-target within existing target

group when remaining weapons range

is not an aircraft. (thanks Joe K)

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