Changelog: 1.9.2 & 1.9.3 (by blumb)
Restored bb repair at begining of round by default. (stll editable)
Restored carrier rules to Sieg's original.
Changelog: 1.9.1 (by blumb) +1 PU in High Desert
Fixed Hawaii factory error
Changelog: 1.8.2 (by blumb) Fixed the canals. They really all work now.
Cleaned up the notes
Changelog: 1.8.1 (by blumb)
Changed names to make Vancouver Canadian and US make more sense.
PU changes with the occuring with other name changes:
was kulhuii now Pearl Harbor, has new factory, PU 2 was 4
was California now Los Angeles, has new factory, PU 8 was 4
was Pearl Harbor now Hilo PU 2 was 4
was Vegas now Central Valley PU 4 was 2
was Nevada now High Desert PU 1 was 2
was Los Angeles now San Francisco PU 10 was 15
So that's 2 new American factories but 1 less PU and 3 more production on mainland.
Plus you can now produce in sz27.
Neutral flyover is now impossible.
bb repair at the begining of the round by default now. It's fully editable.
Russian infantry has coats since it's cold up there;)
<b>Changelog: 1.7.3 (by rajwarrior)
Fixed polygon errors with Hainan & Kochi islands
All canals working (NOTE: Soem to Flores Canal:
Must own Soem AND Bava to move from sz59 to sz50,
Must own Bava AND Flores to move from sz58 to sz50.
Nayumo to S.G Canal: Must own S.G AND Ceram to move from
sz81 to sz49. Only way to make the canals work between 3 sz
Added Sieg Logo and Canal Dots as decorations for those
that play without relief tiles active.
Changelog: 1.7.1 and 1.7.2 (all done by Veqryn) Fixed H.Cruiser parsing error.
Fixing error in naming of units (some did not have uppercase names in the image folder)
Gave Rocky Mt +4 Production.
Changelog: 1.7 (all done by Veqryn)
Renamed to remove special characters from folder and xml names.
Coded and Added new low luck options.
Coded and Added "Battleships repair at beginning of round" as an option, which if true will have Battleships and Bunkers (any 2-hitpoint unit) only repair damage at the beginning of their owner's turn.
Updated TRS to take advantage of triggered rule changes to have red dot units and bunkers not appear for purchasing during beginning turns, and the ability to turn them off completely by deselecting "Use Triggers".
Bunkers (Constructions) code updated to work differently. New game properties listed below (all On by default).
- "More Constructions with/without Factory" - If ON then you may have a total number of bunkers up to the PU value of a territory (minimum 1), in territories with/without factories. If OFF then you may have only 1 total bunker per territory.
- "Unlimited Constructions" - If ON it over-rides above 2 game properties to allow infinite total bunkers per territory. If OFF then things are determined by the above 2 game properties.
- No matter what, you can only place 1 bunker per territory per round. Bunkers do not take up a factory slot when being placed.
+ 7 PUs for US in L.A
Gizo upped to 2 PUs
+ 1 Inf for China in Sian
New Guinea Ter. upped to 11 Pus
N.G Upped to 2 Pus
Some renaiming of ter.
Mirrored Allies Ships
+ 1 Japanese Sub in sz11
Belogorsk and Vladivostock upped to 3 PUs
New Fighter and Bomber Images for UK
+ 1 Infantry in Xiangsi and +2 PUs
- 1 Early Fighter for Masaharu
New Marine Unit (2/2/1/3)
Mech.Inf reduced to 5