Mission Terrain Dll Silent Hunter 5 UPD
LINK >>> https://bltlly.com/2t7c9D
If you find mission terrain.dll during your ongoing efforts; Please return back to DLLme.com and upload this file to help fulfill everyones requests! The download will become available once the .dll file is uploaded. We would like to thank you on behalf of the community for helping fix and resolve .dll errors.
When an application requires mission terrain.dll, Windows will check the application and system folders for this .dll file. If the file is missing you may receive an error and the application may not function properly.
He instalado el juego y me sale que falta mission terrain.dll. He vuelto ha instalarlo y sigue apareciendo que falta el mismo dll. He buscado en foros para descargarlo por separado y en todos te dirigen a páginas poco confiables, para ejecutar un gestor de descarga del que no me fio un pelo, alguién lo tiene o sabe dónde descargarlo? Un abrazo.
+ Freedom of Choice: Numerous ways to solve missions and objectives. You can either go in completely silent, killing or sleep darting every target with suppressor, or go in loud with machine guns, rocket launchers, grenade launchers, and even tanks. To accomplish either, you have an abundance of tools and gadgets at your disposal. The good old cardboard box, a stealth camouflage device, C4 that you can place even on the backs of enemy soldiers, inflatable decoys that look just like you, explosive and sleep-gas mines, claymores, etc.
Update 0.92.0.5 (10-December-2018) When $force_weather is set, default wetness was set to zero instead of 2, and ground condition didn't change if scenario was defined as mud or frozen and weather to fair, until the weather changes Update 0.92.0.4 (8-December-2018) Units surprised by overwatch/cammo leaders or surprise contact, was having support fire. It's fixed now Update 0.92.0.3 (7-December-2018) hotkeys: works also when reviewing map Update 0.92.0.2 (5-December-2018) carrier deployable planes ( special) aren't resupplied or can be resupplied manually when they are over a friendly carrier (no-hangars, and old school carrier-class ship) Update 0.92.0.1 (4-December-2018) hotkeys: , , , and works now when reviewing mapRemaining movement in top/bottom banners are now accurate when tanks overrun having an Aggressive Maneuver leader OpenGen Version 0.92.0.0 (30-November-2018) (Summary of changes from latest official version 0.91.3.0 - May-2018) News:Movement info in top and bottom banner revised.Units embarked in RTP didn't get out of the trains.Units embarked in RTP, will look for the closer free station to disembark.Land units will attack naval units very seldom now.When the "End Scenario" image is too small and there is no text to show, it is centered in the dialog now.Save game� dialog, was sorted by date only, not by date+time (like in the �load game� dialog)When playing campaigns, undeployed core units reset face as defined in xcamNew tool to check units/containers. It is launched by Shift+Click (clicking while pressing Shift key) on any icon at HQ, Unit Dialog, Inspect or Purchase/Upgrade panelsHangars info added to new containers/units dialogCurrent/full cost added to HQ and Purchase/UpgradeCan exit from Purchase/Upgrade clicking bottom-right menu at anytime (regardless a unit dialog is shown)Added option for $ground_carrier (8), to allow embarking land units into naval-containers out of a port.Improved all the functions checking for missing maps and files. Specially when no connected to internet to download filesNew option in UserInterfaceSettings to use an additional row in hex_blend.png to mask hexes having air units when AirMode is enabled.New hotkey (Alt+P) to toggle showing air units enhanced when Air Mode is enabled4th column of hex_blend.png is not used anymoreColors.txt allows defining the alpha value to use for 4th row of hex-blend.png (default is 125)Added Ctrl+B to hotkey listUser Interface Settings, allows to define if windows dialogs use transparency or notAdded the possibility to set map pictures filenames starting with a numberMain server to auto-download missing maps will be open-general.com and if any file is not found there current repository at my site will be searchedColors.txt allows defining the alpha value to use for 4th row of hex-blend.png (default is 125)Multiplayer main menu option is used now to launch the campaign catalog.Clicking the main menu "credits" option, will pop up a credits dialog now (instead of the campaign catalog)Audio system worked out completely. After testing several audio engines, I've found that FMOD is the best one, and so OpenGen audio system is now using it,so fmodL.DLL must be located in main game folder!. All audio issues should be fixed.hotkey "s" can be used also when flying air missionWhen moving a ship into an hex occupied by a hidden submarine, a surprise contact will happen now, instead of aborting movement.Clicking a menu entry include a delay to allow watching it is clicked. That delay can be customized now from Screen SettingsNew $build_turn = 2,2,2,2,2, to allow setting the duration (turns) to build: Bridge, Airport, Port, Fort, StationNew $repair_turn = 2,2,2,2,2,2, to allow setting the duration (turns) to repair: Bridge, Airport, Port, Fort, Station, restAvailable attachments are now configured for each unit in the equipment file.These settings are not read from the equip.xeqp file though, a new file: "equip.xeqa" is used to allow working any executable with any efile version.If no "equip.xeqa" file is found default attachments settings are set for each unit. 4 new attachments added: Bunker Buster; Fast Builder; Fuel Pods and Fast Speed. (the winners of the Poll at JP)Fuel Pods can be configure as a percent, by defining also $attach_minfuel (having the minimum of fuel to add)New $attach_defrules to avoid using attachments settings from the efile .Rules for Attachments when buying or upgrading reworked.Fast Spped can be configure as a percent, by defining also $attach_minmove (having the minimum of mp to add)When bonus of an attach is taken as a percent, a % follows the valueEnd scenario dialog (OUTRO) can use also a bigger image to show (same filename than the outro text file).Also a generic scenario's jpg/png image can be defined as default if no matching intro/outro image is available for the intro/outro text file.New $air_noblock can be set to 1 to avoid air units blocking supply to adjacent ground units. Air units on top always block supplyCost of the unit to upgrade is shown when dropping the unit details.$allow_pontoon_ex can be set to 2 to allow using pontoons on terrain able to build, but with cost = road+1New $newcores_use_scensettings to allow core-units added to skip cam auto-refit/resuply and make them using scenario settings insteadWhen $Sub_ex is defined only subs moving in water can be submerged (Deep Naval and Coastal move methods).When selecting scenarios, if no intro picture is found, default scenario picture (same scenario filename) will be checked and eventually shownVideos didn't work using MCI. Now they work using DirectShow, but there is also the option to play the videos using your OS default media playerAdded a customizable delay to close automatically turn dialog when replaying XLOG filesFixes:When showing left side comparative stats ('Q') while zooming the map, the map over painted the stats area at some zoom level.Removed instances of strings containing "Win mode"Alt+W and W hotkeys updated to the actions they really trigger (toggle weather animations and reload UI files)Movement bonus of Leader Aggressive Maneuver was not reflected in banners, showing movement allowance.Pool dialog was not showing the unit name on top bannerIn HQ panel, when any attachments is added/removed the current prestige at the top of the screen is not updated, and neither the army cost$air_carrier=1 was not working (didn't allow o embark land units out of airfields)Land units could embark in naval carriers out of ports, when playing standalone. Now behave the same than in campaign mode.CaptureVH and RaiseLeader2 should work now (also when the leader is raised by overrunning).Air units attacked returned to their initial facing after attackFixed a bug allowing to barrage/bombard hexes having units. To attempt to blow this hexes, the unit placed there should be attacked.When a container-unit was surprised while moving, it become unselectable until next turn ("ghost" unit)Leader Deep Sea Hunter was not avoiding enemies' evadingLB with 1 or more bars could perform level bombing regardless Bomb-Size was zero.Ships having air-support special was behaving as dir-airfield when deploying air units.Fixed a bug when undeploying a ground unit using ATP if there is another ground unit sharing the same hexUnits able to move over ocean are taken now as amphibious (so will ask for NTP when deploying) despite movement methodWhen moving air units, enemy hidden submarines' positions were indirectly revealed when another ship was selected, as it could not enter the hexes occupied by the hidden submarines. When unit changed leader on upgrading because $upgrade_ldr was 1, its experience bars were not actually updated unless it had 5 bars already.When a core unit, having a leader, escapes using an EH, it got the leader' name replaced by the first name from Names.txt when carried over the next scenarioRoutine to set initial ttf revised to ensure default .ttf are copied to game FONTS folder.There was a bug when reading $evade, assigning to all classes the first parameterNew $build_turn = 2,2,2,2,2, to allow setting the duration (turns) to build: Bridge, Airport, Port, Fort, StationProtos and units raised by triggers, didn't track experience gained in the scenario.Recons (or any other land class unit) with air movement, could entrench.There was a bug with strings making to show movement labels shifted. Also old .scn files were not loading the map namesPool transport icons didn't show in the transport pool dialogAI 2.0 tweaked to test if this version doesn't crash when the AI don't see any enemy and there aren't any VH in the scenario.Fixed positioning of transports list when using some resolutions.If the last unit to retreat was carrying the other last player unit in game, it resulted in a LOSS instead of a VictoryAny unit could enter an adjacent spotted minefield if not moved yet, regardless cost of underlying terrain.Fixed a glitch making movement to lose 1 hex sometimes. Also Fuel consumption of towed/mounted units was wrongForward Observer was not working at all.the old style pg2 "choice" scenarios didn't work because win-by-taking-any-flag was not working.efile.txt was not loaded properlyFixing the "win-by-taking-any-flag" issue triggered another bug not ending normal scenarios.When loading games forcing to use tiled-maps, the engine didn't red the proper _sizeCR.txt fileAir units again block supply to adjacent ground unitsUnits bought during a scenario didn't show in AARs the experience they gainedMisiles (land class units using air) could not deploy in submarine's hangar when if $sub_ex was not definedAfter finishing the scenario map is zoomed in to fit the screen. Now it is disabled if the map is smaller then the available screen.When $blow_mask was not defined or set to zero, scenario allows to blow but $build_mask was set, the help was wrongly telling that nothing could be blown.Factory was changing face when attacked. If unit's FaceOffset is set to 255, the unit won't change its face when attacked or firedIntro for xsch didn't show a picturelevel bombers didn't show the barrage cursor (although they could bombard), and crashed the game if clicking to bombard when no enemy units belowFixed a glitch when defining $weather_rain_snow, making units with zero movement to have 2 movements with bad weather. OpenGen Version 0.91.3.99 RC9 (15-November-2018) Units embarked in RTP didn't get out of the trains.Units embarked in RTP, will look for the closer free station to disembark.Land units only will attack naval units rarely.When the "End Scenario" image is too small and there is no text to show, it is centered in the dialog now.When showing left side comparative stats ('Q') while zooming the map, the map over painted the stats area at some zoom level.Removed instances of strings containing "Win mode"Alt+W and W hotkeys updated to the actions they really trigger (toggle weather animations and reload UI files)Movement bonus of Leader Aggressive Maneuver was not reflected in banners, showing movement.Save game� dialog, was sorted by date only, not by date+time (like in the �load game� dialog)When playing campaigns, undeployed core units reset face as defined in xcamPool dialog was not showing the unit name on top bannerNew tool to check units/containers. It is launched by Shift+Click (clicking while pressing Shift key) on any icon at HQ, Unit Dialog, Inspect or Purchase/Upgrade panelsHangars info added to new containers/units dialogCurrent/full cost added to HQ and Purchase/UpgradeCan exit from Purchase/Upgrade clicking bottom-right menu at anytime (regardless a unit dialog is shown)In HQ panel, when any attachments is added/removed the current prestige at the top of the screen is not updated, and neither the army cost OpenGen Version 0.91.3.99 RC8 (29-October-2018) When switching to any efile having Colors.txt not including lines for alpha values, those alpha values were not reset.$air_carrier=1 was not working (didn't allow o embark land units out of airfields)Added option for $ground_carrier (8), to allow embarking land units into naval-containers out of a port.Improved all the functions checking for missing maps and files. Specially when no connected to internet to download files OpenGen Version 0.91.3.99 RC7 (26-October-2018) New option in UserInterfaceSettings to use an additional row in hex_blend.png to mask hexes having air units when AirMode is enabled.New hotkey (Alt+P) to toggle showing air units enhanced when Air Mode is enabled4th column of hex_blend.png cannot is not used anymoreColors.txt allows defining the alpha value to use for 4th row of hex-blend.png (default is 125)Land units could embark in naval carriers out of ports, when playing standaloneAdded Ctrl+B to hotkey listUser Interface Settings, allows to define if windows dialogs use transparency or notAdded the possibility to set map pictures filenames starting with a numberMain server to auto-download missing maps will be open-general.com and if any file is not found there current repository at my site will be searchedAlpha value for Air Enhancer was not read from colors.txtAlpha value for hex_blend was overwritten by the alpha used for air enhancerAlpha value for win dialogs transparency is reset when switching to any efiel not loading colors.txt OpenGen Version 0.91.3.99 RC6 (11-October-2018) New option in User Interface Settings to use an additional row in hex_blend.png to mask hexes having air units when AirMode is enabled.New hotkey (Alt+P) to toggle showing air units enhanced when Air Mode is enabled4th column of hex_blend.png is not used anymoreColors.txt allows defining the alpha value to use for 4th row of hex-blend.png (default is 125) OpenGen Version 0.91.3.99 RC5 (4-October-2018) CaptureVH and RaiseLeader2 should work now (also when the leader is raised by overrunning).Air units attacked returned to their initial facing after attackFixed a bug allowing to barrage/bombard hexes having units. To attempt to blow this hexes, the unit placed there should be attacked.When a container-unit was surprised while moving, it become unselectable until next turn ("ghost" unit)Leader Deep Sea Hunter was not avoiding enemies' evadingLB with 1 or more bars could perform level bombing regardless Bomb-Size was zero.Ships having air-support special was behaving as dir-airfield when deploying air units. OpenGen Version 0.91.3.99 RC3 (19-September-2018) Multiplayer main menu option is used now to launch the campaign catalog.Clicking the main menu "credits" option, will pop up a credits dialog now (instead of the campaign catalog)Fixed a bug when undeploying a ground unit using ATP if there is another ground unit sharing the same hexUnits able to move over ocean are taken now as amphibious (so will ask for NTP when deploying) despite movement methodAudio system worked out completely. After testing several audio engines, I've found that FMOD is the best one, and so OpenGen audio system is now using it,so fmodL.DLL must be located in main game folder!. All audio issues should be fixed. OpenGen Version 0.91.3.99 RC2 (8-September-2018) hotkey "s" can be used also when flying air missionWhen moving air units, enemy hidden submarines' positions were indirectly revealed when another ship was selected, as it could not enter the hexes occupied by the hidden submarines. When unit changed leader on upgrading because $upgrade_ldr was 1, its experience bars were not actually updated unless it had 5 bars already.When moving a ship into an hex occupied by a hidden submarine, a surprise contact will happen now, instead of aborting movement.Clicking a menu entry include a delay to allow watching it is clicked. That delay can be customized now from Screen SettingsWhen a core unit, having a leader, escapes using an EH, it got the leader' name replaced by the first name from Names.txt when carried over the next scenarioRoutine to set initial ttf revised to ensure default .ttf are copied to game FONTS folder.There was a bug when reading $evade, assigning to all classes the first parameter OpenGen Version 0.91.3.99 RC (18-July-2018) News:New $build_turn = 2,2,2,2,2, to allow setting the duration (turns) to build: Bridge, Airport, Port, Fort, StationNew $repair_turn = 2,2,2,2,2,2, to allow setting the duration (turns) to repair: Bridge, Airport, Port, Fort, Station, restAvailable attachments are now configured for each unit in the equipment file.These settings are not read from the equip.xeqp file though, a new file: "equip.xeqa" is used to allow working any executable with any efile version.If no "equip.xeqa" file is found default attachments settings are set for each unit. 4 new attachments added: Bunker Buster; Fast Builder; Fuel Pods and Fast Speed. (the winners of the Poll at JP)Fuel Pods can be configure as a percent, by defining also $attach_minfuel (having the minimum of fuel to add)New $attach_defrules to avoid using attachments settings from the efile .Rules for Attachments when buying or upgrading reworked.Fast Spped can be configure as a percent, by defining also $attach_minmove (having the minimum of mp to add)When bonus of an attach is taken as a percent, a % follows the valueEnd scenario dialog (OUTRO) can use also a bigger image to show (same filename than the outro text file).Also a generic scenario's jpg/png image can be defined as default if no matching intro/outro image is available for the intro/outro text file.New $air_noblock can be set to 1 to avoid air units blocking supply to adjacent ground units. Air units on top always block supplyCost of the unit to upgrade is shown when dropping the unit details.$allow_pontoon_ex can be set to 2 to allow using pontoons on terrain able to build, but with cost = road+1New $newcores_use_scensettings to allow core-units added to skip cam auto-refit/resuply and make them using scenario settings insteadWhen $Sub_ex is defined only subs moving in water can be submerged (Deep Naval and Coastal move methods).When selecting scenarios, if no intro picture is found, default scenario picture (same scenario filename) will be checked and eventually shownFixes:Protos and units raised by triggers, didn't track experience gained in the scenario.Recons (or any other land class unit) with air movement, could entrench.There was a bug with strings making to show movement labels shifted. Also old .scn files were not loading the map namesPool transport icons didn't show in the transport pool dialogAI 2.0 tweaked to test if this version doesn't crash when the AI don't see any enemy and there aren't any VH in the scenario.Fixed positioning of transports list when using some resolutions.If the last unit to retreat was carrying the other last player unit in game, it resulted in a LOSS intead of a VictoryAny unit could enter an adjacent spotted minefield if not moved yet, regardless cost of underlying terrain.Fixed a glitch making movement to lose 1 hex sometimes. Also Fuel consumption of towed/mounted units was wrongForward Observer was not working at all.the old style pg2 "choice" scenarios didn't work because win-by-taking-any-flag was not working.efile.txt was not loaded properlyFixing the "win-by-taking-any-flag" issue triggered another bug not ending normal scenarios.When loading games forcing to use tiled-maps, the engine didn't red the proper _sizeCR.txt fileAir units again block supply to adjacent ground unitsUnits bought during a scenario didn't show in AARs the experience they gainedMissiles (land class units using air) could not deploy in submarine's hangar when if $sub_ex was not definedAfter finishing the scenario map is zoomed in to fit the screen. Now it is disabled if the map is smaller then the available screen.When $blow_mask was not defined or set to zero,scenario allows to blow but $build_mask was set, the help was wrongly telling that nothing could be blown.Factory was changing face when attacked. If unit's FaceOffset is set to 255, the unit won't change its face when attacked or firedVideos didn't work using MCI. Now they work using DirectShow, but there is also the option to play the videos using your OS default media playerAdded a customizable delay to close automatically turn dialog when replaying XLOG filesIntro for xsch didn't show a picturelevel bombers didn't show the barrage cursor (although they could bombard), and crashed the game if clicking to bombard when no enemy units belowFixed a glitch when defining $weather_rain_snow, making units with zero movement to have 2 movements with bad weather. OpenGen Version 0.91.3.0 (1-May-2018) Videos can be aborted using ESC key (also clicking)AI planes inside hangars didn't take off properly.shores_rr was painted on every road/rail side , when having shore on any sideNew $limit_move2set_bridge to restrict entering an impassable hex to build/pontoon, from another impassable hex.New leaders for naval classes. See Jp's forum topicProtos raised by triggers slightly changed to allow units activating the trigger when not belonging to any of the player countries.LCruiser leader added +1 GD.Leaders' tips are no more read from Strings-XX.txt filesSubs can now be assigned an organic transport to be surfaced (cannot buy transport yet, must be assigned at design time). Can use hangars for any class unit (land, air or naval). Land/naval class units can enter/leave either if sub is submerged or surfaced, but air class units can only enter/leave when surfaced. Subs can mount/unmount as far as they didn't moved. and can surface automatically if order to move longer than they can submerged. Transport icons is shown when moving surface. And they remain submerged/surfaced, they don't dismount automaticallymaps as SHP files, disabled, only JPG and PNG allowedTooltip for "& Supply" was not shownScenarios using Hold. MSu or EH victory conditions was exiting if any side was controlling all VH defined to takesub-carriers rules should work like this:* Neither not naval-class units, neither missiles (see below) can enter a sub-carrier with organic transport if submerged (not mounted)* Only naval-class units and missiles can take-off from a sub-carrier with organic transport if submerged (not mounted)The Engine understand as "Missile" (to the effects of sub-carrier +tra) any air unit not belonging to an air-class (class: 11,12,13,14 or 15)And remember than, same than before, no unit can enter an air-carrier out of airfields and no land unit (neither air nor naval) can enter a naval-carrier out of portsThe old glitch happening when moving through a friend units which is adjacent to any unspotted enemy, is now handled by raising a message to inform the player and revealing the enemy unitThe jet special was only checked in main units not in the transports when transportedNew $sub_ex making submerged submarines (not mounted in organic transport) to be hidden until spotted by any ASW unit (Destroyers, TacBombers and units having ASW special)Can add 64 to $blow_mask to allow blowing Shallow TerrainNew $sub_buytra allows for submarines to buy a NTP as organic transport. Sub requiere to allow naval transportedProbability to Avoid Combat for submarines "surfaced" reduced to 10% base and 1% for each sub bar, attacker keeps bonus of 5% each barSubmarines surfaced cannot avoid combat if $sub_ex is definedAttachment were lost after replaying the enemy turn in PBEM scenarios.New $weather_rain_snow = R% , S%< br />Being R% the percentage of movement allowance for Sea movement methods units (DeepNaval/Naval/Coastal)And S% the percentage of movement allowance for Air movement method units (Air/Helo) AI will move subs submerged for a whileAI Artillery/AD will move sooner if far away from the OHAI3 estimated casualties impact, are reducedAI3 Recons will set same OH than in first phaseAlpha value to use with hex_blend.png can be set in COLORS.txt for any efile requiring different value for custon hex_blend.The value stored in settings will be restored when changing efile or exiting the game (except if changed manually).AH changed to remember spotted enemies 2 turns onlyNew $know_ex making units retreating to unspotted hexes to remain demi-spotted until the next player turn.Added hotkey Ctl+Shift+D as an alternative for Alt+F5 (Debug mode)Game didn't handle $trigger_ex properly. Now it's fixed$Attach_# vars can use a new parameter after fact-cost, to define the malus-type (penalty type) for each attachment the value of this new parameter can be: 0=Default (can be omitted), 1=Movement penalty, 2=Inititative penalty, 3=ammo penalty, 4=fuel penaltyScenario intro can use now a image 500x500 pixelsNew tool to report a bug, attaching a savegame, pressing hotkey: Ctrl+B.Scenario and campaign selector increased in size to allow a bit bigger picturesUnits could not resupply if adjacent to 3 friend units Fixed the bug, avoiding to win a scenario by capturing last VH. Actually the count of scenarios controlled at start was not counted properly. OpenGen Version 0.91.2.0 (31-Jan-2018) Scenario music was not playingSTRINGS_EFILE.txt was reset to default settings after loading.When crossing a river using pontoon unit, the cost to enter the other side of the river, didn't use roadsDocuments related to $allow_pontoon_ex are updated. Also behavior tested and fixed. Can define in CFG either -1,0 or 1 (-1 was not read before)First draft to change resolution, but cannot be made dinamic, that is changed resolution doesn't take effect until next time you run the gameFuel marks were not shown when there were no terrain airfield nor EH for air units, regardless there were containers for air units. OpenGen Version 0.91.1.0 (12-Jan-2018) When clicking "Review Best career" the dialog started bu not showing up, forcing to exist the game using ESCHelp for hotkeys "Ctrl+Shift+1...Ctrl+Shift+4" was missing the 'f' The drop down "buble" for attachments were too wideUnits were spinning while movingSome road/rail connections were a bit broken by shores with some settingsUnits entering a container while moving was blocking their starting position for the rest of the turn. * Also fixed in OpenGenDD 0.90.61.1Fonts are checked at start and copied default fonts from windows fonts folder if not found on game fonts folder OpenGen Version 0.91.0.0 (1-Jan-2018) I've replaced deprecated DirectDraw graphic system with SDL2 layer for 2D graphics, which in turn uses D3D, which brings it brings more possibilities and stability to use with modern Win versionsTo Install this version, unzip all DLLs into your main game folder, and be sure to unzip also the files included on OPENGUI folder, as there are some new png files to include in main OPENGUI folder.This version requires these additional DLLs in your main game folder SDL2.dll SDL2_image.dll SDL2_ttf.dll libfreetype-6.dll libjpeg-9.dll libpng16-16.dll zlib1.dll External TTF fonts External font files (.TTF) to be placed in a new FONTS main's subfolder which will be created automatically if not found. Windows' FONTS folder, includes a lot of TTF files used by windows, and the new Font's settings dialog includes an option to copy any TTF file from WINDOWS\FONTS folder into the main game FONTS folder. The zip file (OpenGenDev.zip) includes a ttf file in case Linux cannot use this feature But TTF files can be downloaded from different sites ... is a good site to start. Up to two ttf files can be used mow, one for normal text, and another one for text that appears in tables, like attributes, movement, and so. Anyway, the new engine can use just one font for all the texts.[/list] Resolution and zooming Dev version always uses the resolution of the desktop, so no changes in resolution or video mode are enabled. Zooming the map is done now with the mouse wheel while pressing the Ctrl key to get the map zoomed from 30% to 300%.[/list] Gui improvements Fow, Deploy, and Movement shadows are done now by blending images from new hex_blend.png into the map, allowing to customize the alpha factor. This hex_blend.png allows several columns to customize and first 3 cols area related to the ground condition. New hex_marks and hex_outlines as alternatives for hex_grids. Both allow 3 columns for the different ground condition. Hex_outlines.png can include several grids that can be cycled by using Alt+8 / Ctrl+Shift+8 Tiledmap improvements Tilemap shows rectangular borders now (no holes on borders) New tokens allowed in hex_tiledecors*.cfg ($noPortRoads and $noPortRails) to avoid drawing roads/rails on ports. There is a new alternative layer for shores: hex_shore.png that can use 1, 4 or 19 rows (won't use 6th/7th row of hex_layers) New support in Suite/Game to customize river connections, allowing to edit in Suite river connections somehow similar than road connections, to avoid ugly parallel rivers created by automatic connections. Climate zone increased and normalized to 22 (0..21) areas to allow more types of tiled maps[/list] Misc new options hotkey available to reload gui files Added the possibility to keep intro image not resized by putting the file "no_resize_intro.ini" into the efile folder Added option to export to tlog file the scenario's settings Saving to text file Hotkeys and Scenario options, can be done using a button now. Hiding hex_blend when moving / combat option is made optional from User Settings (default: NO) And also a warning... Hotkey Ctrl+Q quits the game without asking to confirm, use ESC key to exit after confirming. *** Note: I'll keep available this last version using DirectDraw, renamed as OpenGenDD, but it won't include new features anymore, I'll only update to fix serious bugs. ****** OpenGenDD latest version is available from OpenGenDD.zip * OpenGenDD update Version 0.90.61.5 (14-April-2019) Update to read the updated file's structuresIt crashed if names.txt has empty linesFace offfset 255 was not workingUnits was not facing the enemy when firingUnits entering a container while moving was blocking their starting position for the rest of the turn * OpenGenDD Version 0.90.61.0 (1-Jan-2018) Units didn't change fave when moving. Port were not drawn properly in tiled mapsWhen AI buys a plane who is assigned fuel exactly as 1/3 of its movement, it runs out of fuel at the end ot its turn, and has to wait to next turn to resupplyFixed the blinking of FoW while AI turnAAR was reporting first scenario played on every odd scenario played for scenarios havin more than 400 unitsWining the inititative was allowing defender to fire beyond range of fireExecutable version is included in AI log and Debug log. OpenGen Version 0.90.60.0 (12-Nov-2017) Changes included in OpenGenTest 0.90.59.9 Spot was not updated after closing deploy window Fixed loging as error in pause/resume when music is disabled When unit is embarked/mounted, UnitDialog displys now range+1 for artillery units (having marksman leader) when swiching to view main equipment. Finishing construction is no more checked for unit's side. Now engine checks for unit's player - so time is only update when unit's player is active When an AI friend unit finishes building something that can show a flag, that flag is set for unit's country now, regardless it is an AI unit Barrage fire is now activate with Alt+B instead of Shift "Painted" terrain was not shown until spotted. Hotkey for Debug-Mode added to hotkey's Help Dialog Containers cannot have organic transport, neither can be embarked. Fixed some "holes" in logic, leading to weird effects Containers can use transports now, but can only load, launch, supply and reinforce hosted units when neither mounted nor embarked. Containers cannot move when mounted (using GTP) and hosting any unit Purchasing/Upgrade allows containers to pick a matching GTP (if class/movement allow that) Music engine removes spaces from filename when setting up the device alias, so music should work now even if filename has spaces. * But it's safer to rename music files removing any space or tab. When upgrading a container, it could pick an available unit to host (blue box unit) as transport No unit could enter a container if adjacent to enemy Containers having GTP could not be used for deployment, even if not mounted. Screen flashed randomly during AI turn, not it shouldn't Units were adding 1 sp suppressed when mounting to move If a recon unit start moving in a blown hex, its movement allowance is reducd, but after the first tranche it recovered initital base movement New Equipment didn't check .buy file to show new equipment available Clicking on an empty space of the list of campaings installed, always loaded AG campaign If after pressing hotkey 'H' to embark, the embarkment was aborted, the grid was toggled.Additional changes (not included in OpenGenTest 0.90.59.9) New $subcd_naval_only to avoid using CD if submarine is involved and defenders target-type is not naval New $allow_country0_gtp to allow units defined in efile as all-country (country zero), to use GTP units defined also as all-country in efile as far as both match F/F set in efile Bridging leader works properly now Units launched from submarine's hangars could not re-enter after launched Fixed a bug in AI making units having Aggressive Maneuver not moving because a data overflow $blow-mask was not congruent with default $blow_any_terrain. AM_RECON mission didn't deselect plane after returning to base, allowing it to perform the mission until manually deselected For planes using Air Mission was able to select the RECON mission after first phased movement Planes landed in hangars, didn't return to hangar after AM_RECON or AM_WILD As .cfg files are loaded after scenario, units defined in scenario as having random leaders were not affected by $Vars restricting leaders. '?' hotkey showing the scenario settings didn't warn the players when the $noldr_auxunits=1 (aux units can't get leaders) Threshold to figure last valid row set to 25 pixels When deselecting an air/gnd unit having an enemy unit in same hex, enemy's range of fire shows up nowCan use River's connections to draw rivers using Ocean or Shallow tiles instead of layers. Requires latest Suite.Pg2Mode had a bug and units never lost GTP when embarking or disembarking OpenGen Version 0.90.59.0 (28-May-2017) When matching hex_layers.png was not found in local efile opengui folder, it was not used. Now it is searched and loaded from main openguiChoice scenario's map should not paint any icon from hex_grids.png, but in some rare cases it painted a stationAI was not using properly units embarked in helos. Now they follow a similar logic than paratroopers and will drop when within 3 hexes from OH.Added $peg_firesup to restrict fire-sup/air-defence to happend only once per turn. 1 for fire support, 2 for air-defence, 3 for both. Recon air units inside ai's hangars didn't launch to scoutMarks for hexes don't giving prestige was shown even if hex was not owned.Air recon units was too passive when no airfields, not they will move more activelyEH will show which units can use it by hovering mouse overNo prestige mark, will only show when hex has owner and flagMusic system worked out, so it should work fine now. OpenGen Version 0.90.58.1 (23-Abr-2017) Terrain.txt wsa readed wrongly, because the changes in internal data structured. Thus now it converted to TerrainEx.txt (when official is not found)and renamed to avoid further conversion. OpenGen Version 0.90.58.0 (11-Abr-2017) Music and Sounds reworked, and also fixes a bug making the game intro not played.New option to use improved tiled-maps (tiles 2.0). Please check Tiled-maps to read more details New $upgrade_ldr used when leader random attribute is obsolete for new equipment.0 default, keeps the leader1 assign new random (according new equipment) but losing 1 bar2 remove leader and eventually reduce unit's exp and bars, as to be able to get another leader.New $blow_any_terrain to let units to blow any terrain type- except: Ocean. River. MajorRiver and Shallow - if set to 1 (0 default same than before)New $var: avoid_cbf, allowing aty/ships units having "Recon" special to avoid CounterBatteryFire as far as thety have remaining movementNew $air_carrier to allow air-container units (as modern helos) to host both ground/air units.Ground units enter the air-carrier hangar by moving to same hex than container, except if player hit Ctrl+K hotkeyNew $wild_weasel_ex to allow planes enabled to fly wild-weasel mission in efile to attack AD/Flaks units firing first. Also if set to 2, it allows the same when flying this as AirMissionUI didn't show hexes blown by bombardment or mines exploding. Also these blown hexes were removed when reloading.Built Airfields/Ports/Forts were not painted in mapPurchased units able to fire air units, showed AA bracketed until deployed.When last unit able to retreat through EH exits the game, result was not checking turn properly, and thus text was not accurateNew hotkey: 'Y' added to show city/ports name in map.Current map size policy was cutting bottom row in some scenarios having important data (like EH), so I've adjusted to allow bottom rows for even columns not being aligned with bottom edge of map.Pressing twice 'G' hotkey, was leaving text on the main map, after closing the popupsabotaged units could give fire-support, air-defence and CBF, now they cannot.When clicking GOTO button (in HQ) for a unit belonging any active's allied player, that unit was selected in map, now engine shows in map, but doesn't select it OpenGen Version 0.90.57.3 (21-Feb-2017) UI didn't show hexes blown by bombardment or mines exploding. Also these blown hexes were removed when reloading. Purchased units able to fire air units, showed AA bracketed until deployedBuilt Airfields/Ports/Forts were not painted in map OpenGen Version 0.90.57.1 (19-Feb-2017) Planes could not drop sea mines. It's fixed now. OpenGen Version 0.90.57.0 (16-Feb-2017)Airfields/Forts set as "paint" are no more painted with hex_grids.png when using tiled-maps OG will try to load new UnitIcoMoves.png and UnitIcoTargets.png (splitted from UnitIcons.png) and if not found will load uniticons.pngWhen no hex_tiles nor hex_tiles_sides are found on any OPENGUI, game didn't reported which file was trying to load.Road and railroad branched were painted on top of the city side tilePorts between a river hexside and a island-hex having a road, looked strange, now the road is painted.Can add a new row 40th in hex_grids.png for dirt-airfields.Air units embarked on another air unit transport was showing out-of-fuel red markersRoads/rails were still painted over city's sides when using tiled-mapsNew user option to show movement cost on top-right banner.Terrain marked as �Paint� is now painted when map is "strategic"40th row in hex_grids will mark dirt hexes now, both in picture and tiled maps.Game allowed one additional half-hex at bottom of mapIncrease size required to have last valid row having less than full hex size to 35Clicking chat menu entry allow to reset Spot and FowMax map size increased. It can be now as big as 110 rows x 121 columns (last col = 120), being picture size up to 5400x5500 pixels. But map pictures bigger than 3120x3000 pixels won't be uploaded to MapFinder neither to server for automatic downloadingReplacement" trigger was only resupplyingflags and hex type (VH,EH,SH) was painted too small in strategic view.Rivers adjacent to ports were drawn wrongly when using tiled mapsKamikaze units could not do barrage-fire if having ammo=1 onlyAirDropMines was not working properly$allow_pontoon_ex was not working properly when set to zero. It still allowed pontoons on rivers/streamsAdded more info to Debug-combat (Alt+C) reportClicking on the Title (top row) of the Alt+C report (debubg-combat report) will launch default text editor with that rep�rt content. (similar than can be done with AAReport)When Suite saved map having roads/rails markers, OG didn't paint, but wrote on top that hex has any OpenGen Version 0.90.56.0 (1-Jan-2017)AddCore is reset when core units are carried onBYEAR was not properly read from equip.txtaircraft pre-placed in a hangar/ship at scenario start, did not start in the hangar, if the hangar was not on a port hex or land hexaircraft could not enter a hangar, if the hangar was not on a port hex or land hexTB's Leader Class (SKILLED_ASSAULT) didn't avoid "out of the sun"Doomed planes will fly to unspotted hexes using AI 0.91New $noldr_auxunits, can be set to 1 to avoid P1 aux units to get a leader (when playing campaigns)New $noldr_randtype, can define a list (delimited by commas) of random leader type numbers to disable ( >=9 and Ctrl+TAB didn't update spot by enemy flagged hexesSound/Music system adjusted (rolled back to a previous implementation)Campaign will use a new xproto file, whcih should be defined in the scenario eventually raising the proto. Anyway OG can use old .proto files, but new .xproto will take precedenceSave dialog reworked, now the line for a new file is always accessible, either by selecting or by clicking Add New buttonPlanes using air missions won't return to base at start of scenario now, so they can be defined covering units at start.Waypoints was not working properly when barrage was enabledThe unit's cost when displayed at the top of the HQ window, was not updated after changing attachments.When an intro text file was defined for Choice scenario, the title at top of dialog still wrote the title of the previous scenarioEntrench base and initiative cap is shown in top banner when option to show always terrain is enabledTiled maps ahow now full hexes (same than Suite does in last version)Tiled maps will add river conections to edges OpenGen Version 0.90.52.0 (14-Jan-2016)Tiled maps can use an additional png to make terrain less symmetric hex_tiles_sides.png). When using tiled maps, OG can use zone (latitude) specific tilesets (hex_tiles#.png being # the latitude index)Logging "Undeploy" immediately after a "place" will remove both entries in xlogsnew $player_sp_row available in .CFG files to define the row within unitinfo.png should use each player as the base-row for unit's strengthBridge units don't provide pontoons if hex has roads (bridge), but they will do if Pg2ModeMessage when trigger: "Change stance is raised" is changed when there is only one AI player to be .. "AI stance changed from "defensive to offensive" or "offensive to defensiveWhen deploying air mode is set automatically on/off when selecting a unit in the list New $player_sp_row can define active-core-row for each player unit's strength (see discussion at JP's forum: OG Questions & Bugs)Intro picture files was always searched in the folder the text intro was found. Now they are searched in efile's SCENARIO also when scenario is in USERSCEN folderUnit spot is recalculated after dismounting by player command (from unit dialog). Reworked music and sounds, so no more lags should happen due to this issueBugs fixed: Logging names is fixed regardless how you assign or remove unit's names. Entries will use the pattern "rename x $y" (being y empty if removing a name) Units set to follow another unit in scenario file, were losing the link when scenario was played in campaign, because carried core units was not updating the links set at design If you moved a recon unit out of a Naval container and moved back into container again in the same turn, you could not select the container unit no longer. Only after selecting another unit it working again OH objectives set at design time was not properly released when unit starts turn within the range to release it. AD units were not getting entrenchment regardless terrain. There were possible to deploy into a container placed in Port when "Port don't act as SH" was set Enemy spotted hexes were not updated sometimes after deploy or being killed (Ctrl+TAB can reset "red-binocular marks" manually if you find any instance yet) OpenGen Version 0.90.51.0 (2-Oct-2015)When setting taskbar to hide, transport boxes show babdly at Purchase/Upgrade windowAuto-supply campaign option wasn't working when scenario used "keep fuel/ammo as defined"If ignore_custom_ename = 1 is set, the Custom Names were also deactivated in HQ Fixed a glitch making units contained in hangars to appear at HQ in scenarios version 24 and olderwhen an aircraft is above a container with content and attack and destroy the container, the container with content disappears, but also only a shadow of the attacking aircraft remains. The aircraft is no longer selectable until the next turn Fixed a bug showing a shadow in hexes assigned as air-basesSecenario setting "keep fuel as defined" was not working if scenario was played within a campaign. Custom efile's dat file is checked first if available, and then main OpenIcons.dat. This way any efile designer can use a small custom dat file to add/replace icons from main OpenIcons. Fake icons table (OpenIcons.keep) is only checked on main OpenIcons.dat ... that is: after checking efile's custom datfile.Because Suite creates by default EquipIcons.dat as custom efile dat, the game will search first for EquipIcons.dat, then OpenIcons.dat and finally Panzer2.dat OpenGen Version 0.90.50.5 (31-Ago-2015)Fixed a bug when a carrier hosting units in its hangar was arriving as reinforce OpenGen Version 0.90.50.0 (22-Ago-2015)New "All-cams-browser" dialog will pop up when launching OG now. It can be disabled at any time and re-enabled from Settings dialog. This dialog requires to have a file "Campaigns.csv" in main root folder to work. First time you launch OG and that csv file doesn't exist, OG will prompt to create by scanning game folders. If you reject to create you wont be prompted again. This dialog can be launched again ata any time, by clicking the credits button on main menuAdded "OpenIcons.keep" file to improve management of OpenIcons.dat in main game folder There was a subtle glitch giving very high prestige when buyingWhen Another subtle glitch returning more prestige than cost, when selling units with attachments and $attach_armycost is setColors for tiled maps in strategic view slighly changed to show clearerAmmo attachment is shown properly when attachment is made/removedCombat result when retreating last unit through EH, was reversed for some instances OpenGen Version 0.90.45.7 (9-Jul-2015)New button added to main screen linking to JP's forum Air units could deploy into air-containers not located in airport despite air2container_deploy was 1 and position was not highlightedIf a TB with leader ends his move next to a Flak and g2a_intercept_mode has 2, no interception happened. It is fixedPlane was not intercepting if ending upon a Flak and g2a_intercept_mode has 2. It is fixed OpenGen Version 0.90.45.5 (8-Jul-2015)When there were 15 core units having leaders and next scenario in campaign was defining aux units with leader, those aux didn't lose their leader as they should OpenGen Version 0.90.45.4 (2-Jul-2015)Combat result when killing last MSU was reversed for some instances OpenGen Version 0.90.45.3 (2-Jul-2015)Airports and Ports, built in game get a flag immediately after construction now Fixed a glitch avoiding to launch units from hangars with some versions of savegamesWhen raising core units by triggers, scenario option to count against the cap was not setting the new core as free/cost OpenGen Version 0.90.45.1 (30-Jun-2015)When purchasing/upgrading transport's name is now shown on bottom banner of screenAI doesn't clear its own minefields now. There was still a glitch making the hangar's content not entirely removed when the carrier was killed.Flak Support leader was only giving fire support if adjacent to attacker. Now it will fire also if adjacent to dfriend defender unitSpecial ammo attachment updates unit's ammo from the start (HQ) regardless "Use ammo as defined" scenario option OpenGen Version 0.90.45.0 (28-Jun-2015)Units were not forced to abandon transport when moving further than transport's allowanceWhen last player's msu unit was destroyed in campaign, result was incorrectInterception rule rolled back. Only unspotted units can intercept by default value = 2 for $g2a_intercept_mode is reversed now 0 * default: * Hidden AD/Flaks can intercept when plane is moving or finish movement in range 1 * AD/Flaks can also do air-defense if plane attacks any friend unit in range 1 * disables air-defense after interception 2 * enables spotted Flaks/ADs to intercept planes finishing movement in range 1 3 * 1+2 * Disables air-defense after interception * Enables spotted Flaks/ADs to intercept planes finishing movement in range 1 OpenGen Version 0.90.44.0 (26-Jun-2015)When terrain.txt didn't use [rails] token rail movement for dry terrain become zero (infinite movement) When selecting unit in deployment right list, map scrolls as needed to make first deploy hex visible in mapRed color in game, can be customized adding a line in Colors.txt (see sample within OPENTXT_SAMPLE folder)Deployment routines reworked, as there were some glitches with some specials/options combos New $g2a_intercept_mode to customize ground-to-air interception. Use a bitwise logic allowing these values0 * default:* Hidden AD/Flaks can intercept in range 1 when plane is moving* Hidden/Spotted AD/Flaks can intercept when plane ends movement in range 1* AD/Flaks can also do air-defense if plane attacks any friend unit in range1 * disable air-defense after interception* Hidden AD/Flaks can intercept in range 1 when plane is moving* Hidden/Spotted AD/Flaks can intercept when plane ends movement in range 1* AD/Flaks cannot do air-defense after intercepting2 * disable interception if not hidden, even in final position of plane* Hidden AD/Flaks can intercept in range 1 when plane is moving* Spotted AD/Flaks cannot intercept when plane ends movement in range 1* AD/Flaks can also do air-defense if plane attacks any friend unit in range3 * disable interception if not hidden, and air-defense after intercepting* Hidden AD/Flaks can intercept in range 1 when plane is moving* Spotted AD/Flaks cannot intercept when plane ends movement in range 1* AD/Flaks cannot do air-defense after intercepting OpenGen Version 0.90.43.3 (17-Jun-2015)Still there was glitch with fuel. if scenario was set to add core units and campaign was set to remove core units, the units added become aux unitTerrain.txt include in OPENTXT_SAMPLE folder was wrong, now is fixed (see JP's OG Questions & Bugs) OpenGen Version 0.90.43.2 (16-Jun-2015)Fixed bugs with Flaks at combat Newly purchased units had no fuel OpenGen Version 0.90.43.0 (14-Jun-2015)Units can also deploy in containers as far as these are in DH,SH or Ports (if they behave as SH)New $flak_range to set air defense limited to range different than 1Switching between normal/strategic view, made cursor to move to a different positionWhen hold victory condition was set and ai run out of units in map, player was losing!When AI had units close to bottom map edge, those units rarely moved because pathfinding was broken.Somehow engine were assigning duplicated leaders due to corrupted counters of leader in use. Now engine reset leaders' counters at load time.When a unit is embarked to deploy and then it is undeployed and deployed again not embarked, unit result out of fuel OpenGen Version 0.90.42.9 (1-Jun-2015)Leaders autofix didn't work fine yet new $force_weather, to skip random weather at start of scenariosEnemy containers' hangars could be inspected if carrier/container was spotted OpenGen Version 0.90.42.8 (29-May-2015)New $trigger_ex added to allow triggers being activated by any unit regardless side and even if the hex is not owned.Revised deploy planes in carriers, dirt airfields and containersFixed a couple of issues with leaders when no properly set by Suite (autofix mechanism)If $evade_special includes value 8, options 1 and 2 only apply to ground units (air units can evade yet)Windows dialogs' transpacency level can be defined in Colors.txt (recomended 220-255) adding a line with transparency level (see Colors.txt in templates) OpenGen Version 0.90.42.7 (24-May-2015)All sounds channels are closed when any scenario is loaded to be sure there are no left any opened.When a unit was embarked and had organic transport, Mount-Dismount button was not paintedAdded $evade_special to further customize evade ability allowing these values: * 0 default, as it is now * 1 = evade is disabled when attacked from air * 2 = evade s disabled if attacked from range>1 * 3 = 1+2 * 4 = evade is disabled completelyWhen using air missions, enemy planes returned to base before active player checked end-turn-supply, so blocking enemy supply with planes was released before taht end-turn-supply OpenGen Version 0.90.42.6 (11-May-2015)Any fault in DShow will pop up a message instead of show up a log when game is closedAdded a log when game is closed reporting if any sound channel is no closed yet Range of fire were not shown for other players if friends of current active player OpenGen Version 0.90.42.4 (2-May-2015)AI could attack and then clear minesWay points are now set using CTRL+Click OpenGen Version 0.90.42.3 (2-May-2015)Available hexes to move after setting a view-point in zoc of enemy is working properly nowMessage when $upgrade_exp is active is rephrasedPlanes could resupply if flying over a friend ground unit at the end of its turn. units' names in HQ are cut to avoid overlappingFixed a bug in AI removing minesFixed a bug when AI was Allied, making to leave own VH empty and unprotected OpenGen Version 0.90.42.2 (26-Apr-2015)Boarding RTP form a blown railway was possible OpenGen Version 0.90.42.1 (23-Apr-2015)Units created by triggers, didn't show proper experience increase in AARs Units with no movement in efile and no transport could cause a crash during ai turnAAR option to include new units for each result, will take current scenario date to figure the time-framePlanes didn't resupply in dirt airfields OpenGen Version 0.90.42.0 (20-Apr-2015)AAR taken fromEnd-Scenario-Dialog was not reporting proper unit's cost if next scenario have no-refit optionLand units could evade from attackes at range >1 and they shouldn't. It is fixedLeaders used by aux units were not properly released when scenario finishes. It is fix.Transport pool sizes (not availability) are included in scenario settings dialogCurrent strength, ammo and fuel are shown for selected unit in deployment tooltip, if not full Available ATP,NTP,RTP are shown for active player when mouse hovers Airfields, Ports and Stations. Planes were not showing the fuel alert if more planes were in rangeDefault proto strength was not working, now it's fixed Default zoom was not set to 100% Healer units can refit for free adjacent units at the end of turn New Jet special. Planes having this special can only be intercepted by ground units having also this special Losing transport when entering a container, didn't work, unit was keeping transport, regardless player says to lose Planes having "Carrier-deploy" could not deploy in carrier class unitsIf a proto is raised before xsch scenario, it was not shown in AAR played scenario's list New $supply_ex added to change supply rules summing up options: * 0 disabled (default) * 1 units can only resupply if adjacent to depot * 2 units can resupply if located in/adjacent to, city or port * 3 units can resupply either if adjacent to depot or city/port * 4 depot will expend 1 ammo each turn it resupply adjacent unitsAdded scenario unit's attribute to blow hex when unit is killed Last column of map was not "active", could not be selected and FoW was not painted Overrun was not recorded in debug.log Ammo shown in bottom banner was not properly set if unit didn't use ammo at all Clicking on HQ's Inspect button (right side menu) when a unit in hangar is selected, will pop up carrier/container dialog Clicking on unit icon from Inspect Dialog, will pop up carrier/container dialog When buying, containers - units matching container will show up within transport area with 5th box (default as blue), same than with carriers/planes Clicking on HQ's Inspect button (right side menu) when a unit in hangar is selected, will pop up carrier/container dialogClicking on unit icon from Inspect Dialog, will pop up carrier/container dialogWhen buying, containers - units matching container will show up within transport area with 5th box (default as blue), same than with carriers/planes OpenGen Version 0.90.41.2 (30-Mar-2015)Playing PBEM: Player 3 & 4 could not use passwords, didn't get turn 0 pp, and after loading player4 turn, the screen froze"Show terrain labels on map" was not saved to registry/diskThe icons that indicate a unit has not fired didn't disappear when the unit scrolls off the mapSaving from turn-dialog was saving next player turn, so I've disabledNew $air2container_deploy to restrict air-units to deploy into air-containers and naval-containers out of airfields/ports respectivelybuttons18.png can be expanded to have 2 icons more: first added to show containers available for a given units when selected, and the 2nd to show a specific icon when a unit is sabotagedFixed a glitch when setting a wiew-point close to a friend unitHold until turn according initial entrench, was skipped by PG2 when AI is set to aggressive stance (thanks Leon). Pg2Mode now disables auto-hold by entrench rule for aggressive AIExtended Front leader was not working at allDisbanding units parked into hangars, didn't empty that hangarReinforces set at design to arriving into a container's hangar now is working$ground_carrier expanded to allow combining different optionsthe small icons of bars, leaders, attachments were not shown while deploying units OpenGen Version 0.90.40.5 (25-Mar-2015)airplanes are getting penalties for fighting over minefieldsOcean with SH didn't allow deployng ground units embarked in NTP.Unit hosted in container, could be launched embarked in NTP and still move.units in container were not omitted from cyclingWhen a ground unit moved into a container 2 or more hexes away, the initial position could not be enterd by another ground unitSetting way-points failed if initital position was close to map edge and available movement were high (planes)Ground units parked in hangars could not upgradeWhen playing PBEM, and scenario had 4 players, last player's password was not checked properlyUnits having NoDirtAP special cannot deploy now on dirt-portsContainers (nor carriers) cannot enter another container/carrier ... atm OpenGen Version 0.90.40.3 (22-Mar-2015)Fixed a bug reporting units placed at wrong positionsNew $kamikaze, avoiding kamikaze units to resupply and killing also when running out of fuel OpenGen Version 0.90.40.0 (20-Mar-2015)Units that can fire and units that have moved are now shown at HQ with small icons in boxes (from buttons18.png) New Ctrl+N hotkey to cancel game and return to main menuNew $ground_carrier variable to include in CFG files When defined to 1 or 2, ground-carriers (aka containers) are available for ground units Ground-carriers can be any class except carriers and units having air-support special (as these can hold planes instead) Units will enter container's hangar if available by moving upon the container (same than planes land in carriers now) Units can be launched same than planes from carriers, and all possible hexes to move will be highlighted to pick any. Units can be launched into an ocean hex, as far as there is a matching NTP to embark that unit. When moving into/out trains having hangars, same restrictions apply than when embarking/disembarking in RTP Units hold into hangars can provide fire support and air defense if $ground_carrier is 2. Units hold into hangars can lend its bars to container if CS special or leader and $ground_carrier is 2. Units entering a ground-carrier (aka container) will check if should lose transport it it doesn't match hangars' weight New special "Sabotage" available in equipment files Units having this special always will try to sabotage firs, and if no success normal combat will occur, and attacker will get 2 sp suppressed When success, sabotaged units will lose actions during next turn (can't move not attack, but can fire if attacked) Sabotaged units will combat using -2 in attack and defend Sabotaged units in map, will show an additional icon Ports set as no-SH can still deploy ground units First draft for way-points (not completely tested though). Can set by clicking while Ctrl key is pressed. Once clicked the path up to the way-point is shown and next possible movements are highlighted There is no backward option, so might cancel selection and select again if you don't like your way OpenGen Version 0.90.39.0 (6-Mar-2015)New $refit_base to allow limiting reinforces to be scenario defined default strength instead of unit base strengthRevised tooltips when unit cannot embarkdefaults cost for building were wrongly set, resulting too cheapThere was a bug when plane was set to start in a carrier and using air missionsPictures can be added also to "End of Scenario Dialog", splitting the text area according the image sizeFor any dialog showning a picture transparency is disabledReplacement's trigger didn't refit fuelInitial experience was not stored for units raised by triggers (so missing +exp in AARs) Bridge units in transport didn't act as pontoonFixed a bug making reinforces not arriving in PBEM games Full video modes are enabled again (as requested by some players). Dialogs cannot be moved though in that modeFirst implementation of Sabotage special (requires last OpenSuite 39.0) OpenGen Version 0.90.38.5 (23-Feb-2015) Unit's cost in efile is no more limited to 3036pp When inspecting Carriers in game, planes were not updated if R-Clicking another carrier without closing before Paratroopers didn't drop yet when uysing AI 2.0 Pg1Mode allow to deploy planes in DH hexes if initital deployment (same than original Panzer General) game AAR can be exported to external default text editor with a click OpenGen Version 0.90.38.4 (18-Feb-2015) Deploy panel did not close sometimes When moving to next scenario, New-Equipment and/or Raised-Prototype dialogs didn't show up sometimes AI 2.0 was not dropping paratroopers AI $cap_list was not working properly Scenario's units-purchase-cap was adding to next scenario cap, any remaining value. Tiled maps didn't work properly with old savegames (because map size was figured wrongly) OpenGen Version 0.90.38.3 (28-Jan-2015) $build_cost was not properly read from .CFG files During AI turn, FoW was flickering OpenGen Version 0.90.38.2 (19-Jan-2015) Zoom 200% a bit improved New hotkey Ctrl+Z toggles zoom factor between 100% and 200% HQ was showing up after loading any xsav file OpenGen Version 0.90.38.0 (11-Jan-2015) Only "Win mode" is available from now (ddraw exclusive mode is disabled), but player can set window task bar hidden, to play in a full screen window, by using a new check-box in settings. Strength can use additional rows to show different colors when more than 2 player. When upgrading in a SH is possible, the unit didn't disabled further actions for that unit in OG-Mode. Land units with "All weather combat" special attribute, disable bad-weather defensive bonus (bonus for rain/snow). "Kill# enemy units" was not disabling "win by taking any owned hex" (thus setting one VH was required) to avoid scenario finishing by capturing any flag. OpenGen Version 0.90.37.0 (9-Jan-2015) Hopefully fixing all issues raised with 0.90.36.5 Up to 800 total units (counting Deployed, Undeployed, Retreated and Reinforces) can be defined. So units / player can be up to 400, 266 or 200 if 2,3 or 4 players in game OpenGen Version 0.90.36.5 (6-Jan-2015) When loading old-format og's scenarios, "#vh to control" flag was not properly read, so only PG2 victory conditions worked When scenario units plus core units exceeded 400, the game crashed, as engine didn't check this at load time. Now storage is increased to avoid existing campaigns to crash, but player limits to buy are yet set at 200,133 and 100 for 2,3 and 4 players Kamikaze units didn't "explode" when using its last ammo on blowing an hex. As defining "turns/day=1" should not be used, executable will convert to "days/turn=1" to avoid freezing date When map pictures is defined with a text instead of a numbre, "Checking miWhen map pictures is defined with a text instead of a number, "Checking missing files" didn't detected as missing Zoom is restricted to even factors, as odd factors result in fractional number of pixels when scaling OpenGen Version 0.90.36.1 (27-Dec-2014) Zoom feature can be used also to zoom out up to 50% OpenGen Version 0.90.36.0 (26-Dec-2014) Zoom feature can be used also to zoom out up to 60% OpenGen Version 0.90.36.0 (26-Dec-2014) Zoom factor is remembered and restored next time you enter the game. Rotation is yet available using Shift+ and Shift- keys AD and Flaks on air won't provide air defense to ground units (required for OpenPeg)terdiction special was trying to protect TB/LB Can customize building cost using $build_cost in .CFG files Can avoid naval unit to block bridges by using $naval_noblock_bridge in .CFG files Can define probability to evade for each class using $class_evade in .CFG files Can reduce probability of evading for each additional enemy on ZOC using $zoc_evade in .CFG files New option to add a random range of experience to units at the start of a scenario EQUIP.txt2 data shows up now at HQ,Purchase/Upgrade and bottom banner in game End trigger turn added (needs Suite 5.0.36.0 or higher) It is possible now to define, in Suite, P2 as friend of P1 (same size) but commanded by AI. Note: If there is no enemy player when playing in campaign, the engine will change P2 side to become P1's enemy played by AI OpenGen Version 0.90.35.0 (7-Dec-2014) Pg2Mode was using free replacements for AI/li> When picking scenarios, default ai / human settings was not according scenario settings from Suite For units set with a face offset, fire animation didn't point to target When Upgrade and Overstrength in SH option is enabled, planes could upgrade but not overstregth. Also units with recon movement could overstrength after moving. Tiled maps didn't work for scenarios using .map files, because that undefined map size when no map picture is found. Now enfgine scans the map data to figure a proper map size, and hence tiled map can be used. Although this map size could not be accurate, (any unused cell could have garbage), it is better than not allowing to play at all. Server to download map pictures (maps repository) can be defined into external map_server.ini, to be placed at main game folder, which only valid line should be the server name to use, not including "www." nor "http://") Currently default server is set to "luis-guzman.com", at least while SourceForge is blocked (only jpg maps are available atm, but no need to change OG settings) OpenGen Version 0.90.33.4 (16-Nov-2014) Old rule allowing to define some msu; Msu victory condition enable and no (zero) Msu to survive, thinking that OG will understand like: "all msu units must survive" won't work anymore.AI ver 2.0 management of EH improved. retreating using EH is now a priority objectiveAI (2.0) is able now to embark units in NTP, when EH to retreat is on seaAi units not able to use EH will not block EH now, leaving them empty to allow proper units to move into and escapeAi artillery units when aggresive try to move closer to advance units and when possible keeping in range of fire as to provide fire supportUnits can be set to use a face-offset when firing/fired (requires Suite 5.0.33.6 or higher)List of hotkeys can be exported to a text file from the dialog (so you can print if you want) OpenGen Version 0.90.33.2 (12-Nov-2014) Tiled map is set up as a whole map in memory, so strategic view is available now for tiled maps too OpenGen Version 0.90.33.1 (7-Nov-2014) When tiled map in use, "Rivers" was not painted if using a single hexTurn messages were shown for every player, now they're for P1 only OpenGen Version 0.90.33.0 (4-Nov-2014) New option to use maps made by tiles. This new optional view (Alt+T) will be used automaticaaly when map is missing and cannot be downloaded. But designers can also create scenarios without the map picture using latest Suite.Default cost for wheeled movement in forest changed to 4mp (same than PG2) instead of 2mp as it has been for a whileThere was a bug when replaying choice scenarios making chance for prototypes not being updated properlyUnits could only deploy in Oean hexes using NTP.When there was any unit at HQ, deploy window showed up even if no units were able to deploy. Now it only shows up if any unit can actually deployAfter playing a choice scenario, if you replayed another one, chance for prototypes was not updated properly When bridges (roads) were blown, they were not repaired properly New campaign option to change country of core units to be the same than its player main countryNew scenario option to allow any class unit to have hangars and so can carry other units. But cannot detach any if using container and contained use same space (air/gnd) A custom list can be configured to override default list of equipment items available to purchase for each player (.buy files)OG allows now to beplay 2 different versions of AI Existing AI included in OG 0.90.32.9, so existing scenarios don't need any adjustment. A new version (2.0) with more options to allow wider customization at design time. a.- Objective hexes and follow/inherit from other unit are now fully functional. b.- Can define how close OH should be released c.- When OH is set from other units, can define if follow that unit or inherit unit's OHNew options to include in .AI files further customization of AI behavior when purchasing See New entry in main OpenGen pageDesigners can define which AI to use at design time, either in campaign and/or single scenarios (fefault is the "old" for backward compatibility of course). Players can change later which one to use (and that selection will be stored in savegames). New Victory Condition to kill a given number of enemy units New options ($vars) to customize blow and build options: $build_mask = value (0 default can build anything) ' allow to build only certain facilities (bitwise AND logic) $blow_mask = value (0 default can blow anything) ' allow to blow only certain facilities (bitwise AND logic) Allowed values: Bridge= 1, Airfiled = 2, Port = 4, Fort = 8, Station = 16 and City= 32 (Obviously this one is only meaningful for $blow_mask) Sample: to allow building only bridge and Station, define: build_mask =17 (1+16) These new options require OpenSuite 5.0.33.0 or higher. OpenGen Version 0.90.32.9 (14-Ago-2014)New toggle (Ctrl+K) to allow planes flying over carriers without parking in available hangar.new $allow_pontoon_ex allowing bridge units to lay out pontoons on any terrain having allow-bridge setting in Terrain.txt Also it makes the cost to cross a river using pontoons, the same than using a bridge (road cost only)capture hexes (H) was not shown in units details dialog bannerPg2Mode was not resetting $upgrade_exp to 100, so unit's experience was set to zero when upgradingPg2Mode was allowing to "Abandon transports" using hotkey (Ctrl+T)Unit-bridge icons was not centered in hex, showing misplaced to the right OpenGen Version 0.90.32.8c (22-Jun-2014) Some units could not be selected from HQreplaying xlogs, allow to set a delay after each actionnew $sh_pg1 for standalone scenarios was not working OpenGen Version 0.90.32.8 (19-Jun-2014) info about turns on map, will show now as relative to longer turn range, not necesary turns to TVAttachments could not be assigned to units if no-upgrade options was set.There is a new option to check and download all campaigns for any efile. New button islocated in "Select efile" dialog and will show a report after finishing.There was a bug when moving units, that need to mount in order to move and its organic GTP is air unit and unit has DAM special ... then, the initial position's status (air/gnd) was not properly upodatedBad weather avoid any Air Mission if exBad weather avoid any Air Mission if existing $am_atpcheckweather is 1 to all units having "all weather" special/leaderAdded new Shallow terrain type , but I need to adapt graphics and movement cost tooltips. See Terrain.txt sample from OPENTXT_SAMPLE to see how customize.Added "Avoid Mech-Landing" terrain qualifier for Terrain.txt Will allow to set any terrain type as impossible to land from NTP to units having movement method: Track, Half-track, Wheel, AllTerrain or Amphibious to land from NTPAdded $upgrade_exp=0 * 0 to disable, 1..100% or remaining experience for units upgrading (rest is lost).Added $sh_pg1=0 Does the same than campaign setting but can be used for standalone games. Will be ignored for campaign gamesAdded $flak_ex2=0 * 0 to disable, 1 make flaks protect adjacent units attacked by planes from any adjacent hexWhen reinforces was defined with specific leaders attributes, the was sometimes duplicatedFixed a glitch when loading savegames with planes in carrier's hangarsScore formula tweaked to increase penalty for core loses and increasing bonus for winning before BV limit. New score to win before BV limit (BV-x) is: score = (3*x+1)/2 + (x*10 + 5)/scen.turnBVUnit depending on GTP to move and located in minefield can move to any of surrounding hexes regardless cost to enter, to avoid being stuck in the minefield OpenGen Version 0.90.32.7 (16-May-2014) MSU markers was not shown when condition retreat only MSU was definedPlanes using Air Mission landed in multi-hangar carriers was lost when saved and restoredThere is no need now to define planes starting scenario in carrier's hangar to be un-deployed. OpenGen Version 0.90.32.6 (5-May-2014) country selector is disabled in HQ also if no support countriescountry selector shows as clicked like rest of buttons.Spot status should be preserved when reloading a save-gameFixed a glitch while deploing units. units showing attachment icons, showed without attachment icons after righ-clicking to show unit's details.Units flying recon or wildweasel missions and being killed was showing message and sound as if they were returning to base Trigger option to "raise a proto", has become "raise a core", counting for cap or being free according the scenario option for added core units (Mythos's suggestion)There were a glitch when deploying unit raised by a trigger, so if first adjacent empty hex was not allowed for new unit to enter, the raised unit was sent to HQ instead of checking rest of adjacent hexesEngine will ask now for units deploying in ocean and having amphibious movement (either for main equipment or organic GTP) if player want to deploy embarked in NTP or notIf Air Missions are enabled and enemy captures any air-base, planes using that air-base were not withdrawn from map if those planes had not moved in its turn Text for leaders adjusted to inspect dialogh width$critical_hit value shown in Game Settings Window if enabledCH formula had a glitch making lower values for attacker than it shouldOnly "I Cannot intercept air units" message will be shown for special "NoIntercept Air"When enable, air units will be incercepted by spotted ADs if ending flight in adjacent hexDeploying amphibious units in NTP required available NTP in pool. It is fixedOn big maps game crashed after deploying close to edges.When last column in map is wide enough it is enabled for moving, same than last row.When purchasing/upgrading planes/ships matching hangar-eights of selected main equipment are shown in transport area (New box*.png are included to show a different bacground color)New options can be configured in .CFG files: am_delayparadrop=0 * 0 to disable, 1 to enable (only works if Air Missions are enabled) * when using Air Missions, set to 1 to avoid paratroopers to drop after moving. * They will drop after rest of players end turn in the hex it ended movement am_atpcheckweather=1 * 0 to disable, 1 to enable (only works if Air Missions are enabled) * when using Air Missions, set to 1 to avoid units to embark in Air transport * if weather is rain or snow reinf_move=0 * 0 to disable, 1..100 percentage of movement in the turn reinforce arrives OpenGen Version 0.90.32.5 (1-Apr-2014) Country selector in HQ now filter units for suport countries. For main country all units are shownCountry selector when buying filters units for each suport country, regardless it use same country than mainNew trigger type to raise specific proto unit (can define unit and optionally also a ground transport New feature for naval units. Can configure naval targets getting a critical hit, making them to scuttle Must be enable by adding this line in .CFG files:critical_hit = N (0 to disable, >0 factor in formula) Formula is: Chance for critical hit (%) = C(firing) = ( NA(Firing) * (1+bars(Firing)) * SP(Firing) * N - D(Fired) * (1+Bars(Fired)) * SP(Fired) * N ) / 30 NA(Firing) is naval attack of unit firing SP(Firing/Fired) is unit strength at start of combatD(Fired) is GD or AD depending unit firing is Air/Gnd. Submarines always add 10% when firing (either attacking or defending) If C(firing) > 75 then C(firing)=75 and if C(Firing) < Dice(1,100) then critical hit, fired unit is sunk Critical hits are shown in top banner and also included in logs OpenGen Version 0.90.32.4 (29-Mar-2014) Fixed a flag's glitch not showing up when playing campaign and flags for countries were not defined for any playerWhen playing single-Scenario human vs. human, it was possible to select aircraft from an enemy aircraft carrier / battleship and attack own units.Game was crasing sometimes when AI checked for VH in danger OpenGen Version 0.90.32.3 (23-Mar-2014) Choice scenarios changed according Gixian's suggestion.New trigger type to raise specific unit (can define unit and optionally also a ground transport)Choice scenarios changed according Gixian's suggestion.Air units arriving as reinforcements, now scan adjacent hexes if hex is occupied by another Air unit. If Air Missions are enabled or plane is defined to arrive in a carrier, no adjacent hexes are scanned.Stations now allow to disembark any unit even if the unit cannot enter the terrain due to Terrain.txt table OpenGen Version 0.90.32.2 (1-Mar-2014) embarked in AirTransport when using Air Missions requered to re-select in order to disembark OpenGen Version 0.90.32.1 (14-Feb-2014) When a save has no comment, a default comment including scenario file is added when saving game.Blown bridge over an ocean hex was displayed as blown, instead of blown bridge Hidden supply hexes was revealed when AI purchased units there.When enabled to air mission, deploying any unit using air space was taken as an air unit and thus AM menu was pop up.When resupplying using hotkey, unit movements were not resetA warning message pops up when upgrading a unit with any attachment to a unit that cannot use attachments?AI should handle airborne units starting or appearing embarked in ATP better now.When trying to give green reinforces to a plane in hangar, rename menu was popped insteadAir missions bases are no more checked if scenario ends with AI victory 'N' hotkey was not working to embark a unit in NTP, cycling to next unit instead.Initial HQ status was not reset after closing HQ if there were no units to deploy.Airborne units embarked in an air-transport with movement = 0 handled by AI, will drop as soon as any position is available to do.Bridge units can work on hexes with blown bridges again and movement cost is 2 x road-cost.AI was skipping "ports don't behave as sh" scenario option.When terrain avoided full refitting, units could refit many times from HQ.using E/G-Replacement and Disable Auto-Refit options, made units refitting after deployment from HQ to keep actionsAAR showed same value for all kind of victories when scenario was the last one in campaignPressing hotkey 'D' (to deploy) from HQ, was crashing the game.Reinforcement in HQ, is notified to player, and deploy button is enabledAmmo lost because LB attack was showed without halved in top banner Hotkey 'D' was not working to disembark OpenGen Version 0.90.31.1 (27-Dec-2013) When value for supply modifiers (rail, road, frozen,mud) started with %, it was not workingNegative values for supply modifiers was not working OpenGen Version 0.90.31.0 (23-Dec-2013) Bugs and glitches fixed: Deselecting a unit when playing Pg1Mode didn't make unit to lose pending actions.Resupplying planes in carrier's hangar crashed the game if only right-clicking on carrier (that is: if carrier was not selected first).Planes within hangar was able to spot yet.Resupplying from units window (right-click) was showing weird values for ammo/fuel to add.After resupplying from units window (right-click), unit can move yet.After resupply/refit from units window (right-click), unit can move/fire yet... sometimes.Deployment list after initital HQ was sometimes not shown.Single scenario titles saved with format 22 was not visible when picking or showing info.In deployment phase, deploying unit and later undoing deployment, made unit to get full ammo and fuel.In deployment phase, opening unit detail dialog for units with hangars and pressing launch button made crazy things.Fixed a bug making "bridge" attachments not working same than "bridge" special.Bridges could be built over existing ones.There was a bug when aborting a repair in progress.if you resupply or refit a air unit in hangar manually, then the unit lost fuel points to the next turn as if it being flying.AI units set with specific stance at design time should work now.Deployment of units from HQ, embarked in Train had display problems.Coastal movement units deployed in port couldn't use adjacent river hexes for deployment; only ocean hexes.Experience counter was not reset when next scenario start, so gained experience was always shown from the initital scenario."Ports don't allow deploying naval units" scenario-option didn't work properly, allowing using adjacent ocean hexes.Units being embarked in ATP could not deploy on hexes occupied by other ground unit.Unit having no movement, could embark, disembark and again embark in one turn using unit dialog.In scenario having VH to control victory condition, was givin a lost if last AI unit was killed.Kamikaze units running out of ammo are killed now.Dirt airfields was not checking if ATP had "NoDirt" special.When upgrading unit having attachments to another unit not allowed to use, attachments are removed now.Fixed a bug when next scenario in campaign included units in a DH (to be removed at load time), making units with a higher unit number setting up wrongly and so making weird actions.Fixed a bug when kamikaze units was attacked (attacker was destroyed !).Wrong result when a friend player controlled by AI lose scenario losing last MSU unit.When changing efile, menu_attachment.png was not refreshed until exe is restartedPlaying PBEM had a couple of problems, that are fixed now. New features/changes (some require OpenSuite 5.0.29) :Efile folder now can include a MAP private folder for not official maps. Only png/jpg are allowed though.First implementation of "Landing weights" ... Requires OpenSuite 5.0.29.0 or later.Default strenght and default experience is shown in scenario options pop up window.Some improvements in AI's pathfinding.Bridge units will show only as pontoon when in river or stream and no road already (that is when acting as pontoons).Terrain.txt allow defining terrain limits to supply by a percentage instead of fractions. Values must be prefixed by % sign. Old values (fractions) will be converted automatically to percentages when file is loaded. Using these new %prefix, any terrain can be defined to avoid supply, by assigning %0 as parameter (no resupply allowed).Token for frozen and mud ground condition supply bonus/penalty added:[frozen-supply = +/- # ] ... sample [frozen-supply = - 10 ][mud-supply = +/- # ] ... sample [mud-supply = - 20 ]Roads/Railroads supply can be also defined as bonus or penalty (prefix with minus sign)[road-supply = %# ] ... sample [road-supply = %100 ] to make any road able to full resupply[rail-supply = %# ] ... sample [rail-supply = %100 ] to make any rail able to full resupplyMenu attachement can use full 18px heigh nowNew variable in config to define how Attachment count in ArmyCost (and so in the cap):0 Attachments don't count in ArmyCost 1 Attachments count in ArmyCost2 Attachments count in ArmyCost only if no penalty defined Only meaningful for efile and campaign CFG files OpenGen Version 0.90.30.9 (22-Nov-2013) Fixed a new game crashingNaval units could only deploy in portsCarrier window was not closed when carrier resupply or reinforce.For units with fuel below efile level and ammo over efile level, resupplying made both to be efile level. OpenGen Version 0.90.30.8 (20-Nov-2013) AI recons didn't lose actions after first AI phase if Pg1Modethe os button doesn't change to dark grey (unavailable) when player buys an attachment for that pp which would be enough to os also3 pixels (red area) of the menu_carrier.png is missing when it's drawn on the dlg_carrier.png:In HQ buy-units dialog; when adding attachments before buying, unit values redisplay with movement=0.Core units leave the map by Air escape hexes still loses his battle honors BN6Core units leave the map by Air escape hexes was losing his battle honorsAir units got limited reinforces when doing on sand terrainGame crashed when old-format scenarios was loaded Game crashed when old-format scenarios was loaded OpenGen Version 0.90.30.6 (12-Nov-2013)ocated sometimes in same hex than another adjacent ground unit "start in"-carrier option revised either for normal and reinforces initial experience is updated again after closing HQ, so AAR from HQ can include yet increased experience Airborne units when embarkd in ATP playing with air-missions enabled, could move only to airfield hexes Inititally units in ATP were not moved to air-base/HQ if not deisembarked and air-mission was enabled Fixed a bug in menus for attachments After "inspecting" a plane from Carrier's Details window, you could close that window only with ESC key If reloading any autosave made in first turn, prestige was added again green/elite replacements from initial HQ don't diable actions after deployment Fixed a bug, with air units appearing as reinforce in occuppied hexes New options/changes New option for reinforces to enter the battle at HQ, instead of deployed Planes without fuel cannot be launched from carrier's hangers Old "kamikaze" scenario options renamed as "fearless" New efile special attribute "kamikaze" Air units cannot drop landmines now, but any air unit can drop sea mines New special "AirLandMiner", to allow air units having "Drop mine" special to drop also land mines Now all hexes in last row having more than a half-hex-size are available to move into If campaign option "Disable auto-refit" armyy cost is figured out based on actual unit's strength instead Barrage fire can receive support fire/interceptors and now award some experience if hex is blown OS button will full resupply as far as 1 sp can be "bought" by clicking, that is keeping current behavior than 90.30. Requires OpenSuite ver: 5.0.28.2 2b1af7f3a8