Changes Made To Civil War
=========================

Version 2.0.0, June 17th 1996
=============================

 Campaign:
 ---------

   Campaign Options are disabled in 2 player mode.  This is because
   changing them on one side but not on the other can make the computers
   get out of sync.

   New Artillery regiments have between 4 and 8 cannons (They used to get
   between 500 and 1000 men, which was between 20 amd 40 cannon).

   Bugfix in Battle Result Calculations... Fatigue effect was being
   applied in reverse!  So tired men were fighting better than fresh
   ones.


 Battle:
 -------
   
   4 new historical Battles added (see player's guide for more
   information)

   Artillery can not rotate while they are reloading.  They will attempt 
   to remain within the arc of fire.  If they must rotate then they must 
   start reloading again.

   Reloading times reduced based on Regiment's fatigue and experience and 
   their Brigade General's ability.

   Order Icons moved down, and the unit's name displayed at top of screen.

   Tidied up zoom icons display.

   If there are several units on top of each other, you can press F1 and 
   F2 keys to cycle through them.  This applies while tracking units or 
   while giving orders.

   Order of Battle Display screen altered so that units that are killed
   in battle are shown with red crosses over them (before they used to
   sometimes be greyed out and sometimes have red crosses).

   Battlefield statistics display added to right hand side of screen. 
   This displays a running total of number of men and losses on each
   side split into Infantry, Cavalry and Artillery.

   Firing Results calculations tweaked so that artillery doesn't cause 
   so many losses, allowing infantry and cavalry some hope of attacking 
   them before routing or shot to death!

   Battlefield AI: Many modifications and bug fixes made to get it to
   work better.

   Battlefield Mechanics: Many modifications made.  Including
   better morale calculations and checks.

   When clicking a button you used to get a list of every unit near 
   the mouse position.  This list has been changed so that attached 
   units are not included.  To order attached units, you must right 
   click to go the the Order of Battle Screen.

   Information about units on right hand side is automatically updated.
   Also removed bug where info was not shown after returning from Order 
   of Battle screen.

   Artillery will stop and fire if they have attack orders and are within 
   decisive range of enemy.  Previously they did a morale check and would 
   continue moving even closer.

   Artillery limbering and unlimbering times vary with fatigue, experience 
   and efficiency.  Logic changed to avoid frequent limbering and 
   unlimbering when moving short distances.  While limbering or 
   unlimbering, they may not move or fire.  The horses and men move about 
   while limbering, unlimbering or reloading.

   Battlefield window: rotate icons are displayed at top of window instead 
   of scroll icons.

   Historical Battles patched so that all regiments do not have zero
   experience!

 Miscellaneous:
 --------------

   Unit Information area: Used a smaller font to avoid problems of unit
   and leader names not being displayed properly.

   Two Player mode checks that both computers are using the same version
   of the game.  If they are not, then the player's receive an error
   message.


   New graphics from Strategy 1st added:
     Mouse pointers
     scroll bar
     Icons
     Battlefield troops, horses, buildings, trees
     Main Menu
     Union Victory Screen
     Campaign Maps
     Encyclopedia Main Menu

 Encyclopedia
 ------------

   Fixed a bug with left/right arrow icons not working properly.


Version 1.1.6, 7th February 1996
================================

 Campaign:
 ---------

  Fixed crash bug when troops moving by water tried to rejoin command
  or last remaining units under a command are given transfer orders.

  Fixed a similar problem which could have happened when moving by 
  rail.

  Fixed memory loss problem caused by troops moving by water.


Version 1.1.5, 24th January 1996
================================

 Campaign:
 ---------
  Fixed bug, which caused AI controlled armies to rejoin their president
  (who doesn't really exist) causing unpredictable behaviour and
  machine crashes from then on).  This may also be the cause of other
  crashes whilst processing the AI.
  Thanks to Ethan Gibson for the help in finding this bug.

  Fixed bug: Trains sometimes had ghost units on them, which caused
  program crash (often a DOS/4GW error 2001).
  Thanks to Ethan Gibson for the help in finding this bug.


Version 1.1.4, 15th December 1995
=================================

 Miscellaneous:
 --------------
  In German version, starting game with command line options, uses
  German version of main menu (art\screens\mn_ger.lbm) instead of
  international version (art\screens\mn_menu.lbm)

  Passing saved game filename on command line works, instead of
  adding an extra "*" to the filename (e.g. save*.sav instead of
  save.sav).


 Campaign:
 ---------
  Fixed crash bug, when AI tried to transfer brigades that were out of
  command range and was the only unit in its organisation.  Thanks to
  Andrew Dixon for help in finding this bug.



Version 1.1.3, 15th October 1995
=====================================

 Campaign:
 ---------

   Fixed Problems with saved games:
     - Ferries carrying troops were not being read in properly,
       resulting in troops stuck in the sea.
     - Trains were not storing their passengers properly, resulting
       in stranded brigades.
     - Units involved in battles not stored correctly.  This means
       that saving in the middle of a battle while there are other
       battles waiting to be played that day would not read in correctly
     - Clock's date and time are set up correctly after loading. 
       This was a problem if you had campaign time turned off because
       it left the date at whatever it was set to before.

 Battle:
 -------

   Fixed Bug when a unit reattaches all units, but some of its units are 
   not on the battlefield then it still tried to attach them.  This
   caused a freeze up at the end of the battle before continuing the
   campaign.

   Fixed Battle AI bug concerning detached units whose parents are
   not on the battlefield.  Sometimes armies were being allocated to
   Corps resulting in an unstable Order of Battle structure
   eventually causing a crash later in the campaign.

 Miscellaneous:
 --------------

   Fixed bug in Polygon renderer used to draw arrow heads, which
   caused random bits of memory to be unallocated.

   Unit Information area on right of screen in campaign and battle
   includes the unit's organisations (e.g. "1st Brigade, 2nd Corps,
   Army of the Potomac" instead of just "1st Brigade").


Version 1.1.2 beta, 12th October 1995
=======================================

 Campaign:
 ---------
   
   Unit's and General's experiences are updated after battles.

   Visibility of enemy units set correctly when player is controlling
   both sides (using -P=B on command line).

   Facilities can be built on both sides when player controls both
   sides.


Version 1.1.1 beta, 26th September 1995
=======================================

 Game:
 -----

   Bugfix: Encyclopedia Icon works again!

   Bugfix: Loading a saved game works again!

 Campaign:
 ---------

   City Supplies and Resources are not increased while it is being
   sieged.

   Bugfix: Units don't alternate between occupying and unoccupying
   every pass through movement phase.

   Added a few missing railway links.

   Railway way-points can not be used for boarding / disemabarking
   from trains.

   Mouse Pointer changed to arrow during Movement Phase messages.

   Units withdrawing after losing a city battle will do so immediately
   instead of waiting till the next day.

   Bugfix: Regiment's supply levels reduced when appropriate.

   Bugfix: Merging regiments doesn't crash any more.

   Hospitals have an effect on recovery rate.  Resting units in a
   city with a hospital will double the recovery rate.  Being within
   about 30 miles will have a lesser effect.

   Unallocated Regiments in CAL have their type listed as well as
   their name.

   Naval Battle result: "Union suffered no damage" message
   was coming up even when referring to Conferedates.

   Naval Battle result: Flotillas of correct sides displayed.  It was
   backwards before.

   Naval Battle result: Flotilla sizes are shown before any ship are
   sunk.  Empty flottilas are displayed as "flotilla consisting of
   nothing" instead of "flotilla consisting of".

 Battlefield:
 ------------


Version 1.1.0 beta, 21st September 1995
=======================================

 Campaign:
 ---------

   Designed and Implemented a completely new Campaign AI.

   Combat Value of cities changed:
     Capital cities have extra 10%
     Occupied cities have a much higher value based on their occupier.
     Larger Cities have higher value (up to 70%).

   Fixed bug that could cause building supply wagons to wrap the cities
   supply levels to small values.

   Naval Units can only be built in sea ports.

   Fixed bug with realism settings where low unit type realism prevented the
   facility and supply realism settings from working correctly.

   City Supply levels are shown in the City Information area.

   Resource generation adjusted so that small towns will produce more
   than they used to.

   City Supply rules rewritten to work as designed:
     Each town has a supply level
     They supply any troops that are nearby
     As they supply more troops then the supply level drops.
     As the supply level drops then they can not supply troops so well.
     New supplies can be created by building Supply Wagons
     Supply wagons can only be built if you have supply depot
  
     Town supplies are auto-updated a little every day, and also
     receive supplies from their capital city.
  
   Resource/Supply generation bugfix:
     Towns only supply other towns if they are controlled by the same side!
 
   Water routes are shown when highlighting naval units.

   Messages about Naval Battles are displayed during the movement phase.

   New regiments are named after the state they were built in rather than
   the city.

   Route Planner written, moving by land picks fastest route avoiding
   water, marsh, etc as appropriate.  There are two route planning
   algorithms implemented: a fast one that simply avoids water, and a
   slow one that finds the quickest method taking into account the
   movement speed over different terrains.  You can choose which one to
   use from the campaign options dialogue.

   Campaign Orders: 4 mode icons at bottom instead of 2:
     Any    : Move by fastest method [default].
     Land   : Only move by land
     Rail   : Only move by rail
     Water  : Only move by water

   Units rejoining command will use best route available instead of walking.

   Campaign Options added:
     Campaign Clock: On/Off, when off the clock does not move whilst
        giving orders in Campaign mode.  You must click the clock icon
        to end the day.
     Route Planner: Quick or Full.
        Full: Picks the fastest route taking into account movement rates 
              on different terrain types.  Not recommended unless you
              have a Pentium.
        Quick: Route planner only avoids impassable terrain (e.g. sea).
     AI Passes: The maximum number of passes the Campaign AI will try
                when allocating orders to units.  Low numbers will be
                quicker, but may not come up with as good orders as for
                higher values.

   Units on boats/trains can not be transferred until they arrive at
   their destination.
 
 Battlefield:
 ------------

   Infantry, Cavalry and Horse sprites all redrawn.

   Fixed bug that prevented reloading animation to be displayed.
 
   Animation speed is based on distance that units move instead of going
   as fast as possible!

   Fixed bug which may have caused Regiments to become independant.

   Artillery's decisive ranges increased to prevent them charging 
   into enemy.

   Artillery with attack/charge orders will stop and fire instead of
   charging enemy.

   Formation rotation speeds reduced a lot!


 Miscellaneous
 -------------

   Saved game Filenames can be given on the command line to auto-load a
   saved game.  You must invoke the exectuable directly rather than
   using the CIVIL.BAT e.g. type in:
          exe\dwg.exe mysave.sav

   Other command line options include:
	-c : Go directly into campaign game
	-b : Go directly into a battle game
	-p=USA : Player is USA
	-P=CSA : Player is CSA
	-P=0   : Player is nobody, AI plays itself
	-P=B   : Player controls both sides

   Various internal bugfixes and code tidying.
