Greetings!

Below is a history of the patches to the game, and what each has fixed, in 
addition to the previous fixes.

V1.3

- A German Airbase counter is no longer sufficient to garrison the
minor countries.

- A problem that would occur after Vichy was deactivated.  The dialog
box to roll for Vichy deactivation would continue to appear in every
construction phase for the rest of the game, even after it was already
deactivated.

- Fixed a problem wherein Italy would try to take different Front options
from the Germans.

- Will now let you select Airborne units to attack a hex, even if 
over-stacked.  

- Beefs up the US AI quite a bit.  Previously, they would not attempt ANY
invasion attempt unless they could get at least 2-1 odds.  They will now make
attempts at 1-1 odds, if they can't get anything better.

- Occassionally, the human player would be given control of the Brp grant
phase for the computer player, being asked whether to abort the grant or not.

- Added 2 additional difficulty levels, Hard and Master. 
Hard level gives the AI 2 times the force pools, and doubles the added brp
levels and growth rate from Difficult level. So, if at difficult level the
AI was given 1.2 times the brps, at Hard they will get 1.4.

Master level gives the AI double the Brps.  The non-favored side has normal
Brp level and Force Pool, but gets zero growth rate.  The AI is also given
4 times the Force pool, with the following exceptions for Britain and Italy:
-2 times the Naval factors.
-8 times the Air and ground factors

- Added hotkeys that would make a PBEM game possible.  Shift-Q controls
the Allied AI, and Shift-W controls the Axis AI.
To play an email game, you start the game normally, setting it up for 2 human
players.  When the phasing player gets to the Voluntary Destruction phase, he
hits the appropriate key to turn on the AI for the other side.  When he gets 
to his SR phase, he hits the same key to toggle the AI off.  Save the game,
then send the saved game file to the other player.  When they get to their
voluntary Destruction phase, he hits the appropriate key to turn on the AI for 
the other side, then hits the same key during his SR phase to turn it off, then
sends the save to the other player. 



V1.22

- The lockup during the computer SR phase when running in Win95

- Loading saved games when there is only 1 save available.

- A problem that would occur during Vichy unit setup if no ground 
units were available to be placed in the Capital.

- The problem that occurred when France conquers any minor country, then 
falls, the hexes went to Germany(as they should) but Germany did not get
the country, or the brps. (they now do).

- The British defense of England was beefed up a bit.

- At the Challenging and Difficult level will have more Allied units
defending against Axis units in Finland.

- In the last turn of the '39 scenario, the AI cannot launch invasions. The
Ai now understands this, and will not attempt to do so.

- Anglo-French Cooperation for Supply purposes will now work correctly.

- The Allies, as per the rules, must have a unit in mainland Italy for
Italy to surrender(it was counting Sardinia as part of mainland Italy
incorrectly).  When Italy does surrender, hexes controlled by the Allies
will no longer become German controlled.

- The Allied AI will now take Eastern Europe in one turn (as it should).

- The Allied AI will no longer try to move the Belgian units out of 
Belgium when France Intervenes.

- Fixes a crash that would occur when Germany fell if Italy was still in
the war, the game would crash with the message that it could not find a
file with garbage characters for name.

- Fixed a problem where Russia would sometimes try to declare different
front options from the other Allies.

- Fixes various problems with the AI getting stuck in a loop trying to 
supply units in minor countries when no valid route was available.

- Fixes a problem where France would try to attack hexes not adjacent
to Paris when Paris was Axis-occupied.

- A problem with the British AI trying to select additional fleets for a 
sea invasion force when there are no additional fleets at the starting
port.

- Fixed the loop that would occur when a German Ai opponent went to setup
Vichy units the turn after France fell.  Also, to clarify the readme file
concerning Vichy units: Once Vichy units are setup, the German player is
NOT allowed to move or select them until Vichy has been activated. They
can, however, be SR'ed, and German units may stack with Vichy units.

- The "deselect unit" loop that occurred when Russia was moving it's units
in Rumania.

- Fixes a supply loop problem when Britain tried to supply out-of-supply 
units in Spain, with no valid path due to ZOC of Axis Armor.

- Fixed a problem that would cause the game to crash when loading saved games
that occurred after the fall of France.  The game was incorrectly flagging
Bridgeheads and Airbases that were on the map as Vichy units.  NOTE - This 
fix requires that you start a new game, or load a save BEFORE Vichy has
been setup.

- Fixed a problem where the human player would be prompted to answer the 
question about supplying additional Axis units in North Africa

- Corrected the problem where Axis units in North Africa east of the Suez
would be out of supply, even when they could trace a land route back to a
source of supply.


Some have found the AI to be a fairly easy opponent to take on.  For a 
tougher opponent, play the Difficult level, as that is the hardest level
to play against.  Expert level is not the most difficult level; it just 
allows you to modify the BRP levels and Growth Rates at the start of the
game.

Other people have reported problems with the AI.  We will be fixing those
as we can get to them, tweaking the AI.  This is process that can take
some time, so please be patient.  Send any suggestions to Ahdavid@aol.com.

Loading Smartdrive will speed up the operation of the game by as much
as three-fold.


Many of you have experienced problems in doing exploitation movement and 
chaining.  Section 5.46J of the Operations manual explains it, but below is
a more detailed explanation.

For this example assume we have 3 exploiting armored units, and we want to 
create a 6-hex chain.  We'll assume for this example a line of hexes 1-7,   
with the exploiting armor units starting at hex 1.


-Move the first exploiting armor(we'll call it A) it's 2 hex exploitation 
movement.(taking it to hex 3).
-Select the 2nd exploiting armor(B), then select hex currently occupied by
the previously moved unit(A).  So, if A moved from hex 1 to hex 3, select
B and click on hex 3.  That will "jump" unit B to Hex 3, then you move it
it's 2 exploitation hexes, creating a 4-hex chain, with it ending up at 
hex 5.
-Select the 3rd and final armor(C), and again, select the hex currently
occupied by the previously moved unit(in this case, unit B at hex 5). Click
on Hex 5, and after C "jumps" to Hex 5, move C it's 2 hex movement, ending
up at Hex 7, thus creating the 6-hex chain.


If anyone experiences "infinite loop" problems, such as the AI trying to 
constantly do an illegal move, please send the saved game for the beginning
of that turn, along with an explanation of what the AI tried to do, to
AHDWALKER@aol.com, so we can check into and correct the problem in a future 
update.

If you have any comments/suggestions for the AI itself, please send them to 
AHdavid@aol.com.

Dan Walker
3R Playtest Coordinator
TAHGC


