                          DA Version 1.02 Fixes


=======BUG FIXES===============

1.  When units become EPW, their attached units now become EPW.

2.  When units are destroyed, attached units are now detached if survive.

3.  Corrected redundant credits of attached units towards total combat power in the the Victory Status charts and properly credit a player for attached units that become EPW when the parent unit becomes an EPW. 

4.  Corrected several auto-log problems.  Sometimes supply convoys would be automatically created as enemy and be destroyed by the friendly log unit.  Also corrected resupply problem caused when LOCs failed to adequately resupply logistics units.  
  
5.  Corrected fatal error caused by clicking on non-unit during attachment.

6.  Corrected obstacle breaching error.
 
7.  Corrected key-activated commands for "next" and "last" units to "+/-" in accordance with the version 1.01 keyboard command help file.

8.  Keyboard commands will not interfere with text entries now.  In version 1.01, some text entries were ignored because keyboard commands took priority.   

9.  Corrected error when the ATO failed to replenish the daily air strike quotas.  This occurred when the game started at an odd-numbered hour (ex: 0900, 1100. etc).


========ENHANCEMENTS==========

1.  Players can now print OPORDs.

2.  Players can now print RED and BLUE orders of battle.




                        DA Version 1.01 Fixes

WARNING!  It is important that players engaged in a PBEM match use the same version of DA.  Version 1.01 is incompatable with Version 1.00 when playing PBEM.  Major changes to movement rates and maximum numbers of movement nodes and units will cause data errors in Version 1.0 PBEM games.

=========BUG FIXES===========

1.  FATAL BUG FIX:  Corrected Red movement node (runtime error 9).  In version 1.00, an error was generated when a human RED player plotted more movement nodes than the maximum allowed. 

2.  FATAL BUG FIX:  Corrected runtime error 11: Log unit receives resupply the same turn it is eliminated or the supply convoy is dead.

3.  Corrected scoring problem.  The scoring process had a math error which erroneously credited both sides, under certain conditions, with possession of the objectives.

4.  Corrected air strikes vs bridge results.  Adjusted the ADA model to make it tougher for air strikes to demolish bridges after receiving effective ADA fires.

========ENHANCEMENTS==========

1.  Doubled maximum number of movement nodes per side.

2.  Doubled maximum number of units per side.

3.  Added key-activated map scroll: "left/right/up/down arrow keys"

4.  Added key-activated features for:

    a.  "F"       Plot target
    b   "CTRL+F"  Cancel target
    c.  "M"       Plot move
    d.  "CTRL+M"  Cancel move
    e.  "+"       Next unit
    f.  "-"       Last unit    
    d.  "T"       Display COO-1
    e.  "CTRL+ T" Display COO-2
    f.  "ALT + T" Hide COO
    e.  "H"       Status bar on/off
    f.  "U"       Unit orders
    g.  "X"       Cancel targeting mode
    h.  "Esc"     Exit Game 

5.  Added variable message-delay option.  To speed up the execution of a game turn, press "Options -->Game Speed-->Faster Game Speed."  This will turn off the sound and minimize the pause between the display of most messages.  

6.  Reduced movement rates of wheeled and tracked vehicles through severely restricted terrain.

7.  Supply convoys will move through NO-GO terrain at a speed of 2 km/turn.  This replicates, human/animal resupply trains.  This function is necessary for resupply of light infantry and SF units in tough terrain.

8.  When requesting resupply (only during the manual resupply option), the unit's current and maximum resupply amounts are displayed.  This allows the user to quickly see what it would take to fully resupply the unit when it has exhausted all logistics.  This is helpful for planning helicopter resupply in advance.

9.  Two new terrain sets are now available: Mindoro1 and Anzio1.  You may need to download these sets seperately and place them in the appropriate file folders.  Once in place, both of these terrains can be loaded from the Game Editor.

10. When canceling targets, the cursor changes from a pointer to a cancel symbol. 
  



