THE LONGEST DAY VERSION HISTORY Updated 200605 See Help/Version History in TLD module for HTML formatted version ================================ 200605: Version 0.8b079 (Pat Crawford, Myk Deans, Jim Hermann, Scott Hill, Brian Jarvis, Alexander Martin, Jeff Miller, Stephen Sawyers. Bill Thomson): -------------------------------- 1-Build078 was noted for non-reporting of die rolls and in some case text messages for reasons unknown. Changes reimplemented and verified in Build079. 2-Removed unneeded layer in GE HQ IIssPz Corps/ 3-Returned BR 86/ind/art and BR 147/ind/art [1360.svg] from modified 536 mechanized or original 538 motorized as per published game. Variant counters for These units and the three 25# artillery within the BR 3Can and BR 51 divisions will appear as per Scott Hill's historical variant. 4-PENDING: Add visible grid for Exit Display for scenario 2 for easy tally of Victory points. 5-PENDING: Break up Unit (Allied) into Unit (US) & Unit (BR) so Send to Graveyard (location) can differ from US and BR units. 6-PENDNG: Implement modified German Enter Schedule with release numbers. 7-PENDING: Add/create missing scenario cards for scenarios 2 and 3. 8-PENDING: Create tournament scenario cards for scenarios 1, 2, 3, using Section VIII Addenda. Such scenarios will use both full rules and more specific Victory conditions which in the case of decisive victory, will have a Victory Point schedule with which players can bid when choosing sides. Both Tournament scenario cards and scenario start files will be contained in a TLD module extension, not visible to players unless they elect to load the extension. ================================ 200527: Version 0.8b078 (Pat Crawford, Myk Deans, Jim Hermann, Scott Hill, Brian Jarvis, Alexander Martin, Jeff Miller, Stephen Sawyers. Bill Thomson): -------------------------------- 1-Sequence of Play [SOP] button and menu added; customized for each scenario. As noted in the menu, scenario 4 is the same as scenario 3; campaign is the same as scenario 5. 2-Battle Marker added a layer of a orange battle resolved. Command for Increase changes from Shift A to Alt A; Decrease changed from Shift S to Alt S. Reset to level 1 via Shift R changed to reset to layer 21 [Battle Resolved] via Alt R. Delete command for Battle Markers is ALT-Shift-B. Global command added the End Of Turn cleanup under the Whisk Broom button to remove all Battle markers. 3-Fixed range effect on GE MkB Marc/A coastal artillery from Range11 to Range13 to match the counter. 4-Hill ZOC is turned on/off via the Hill button. Players to now there is only ZOC if the hill is occupied by a non-disrupted unit. I have yet to place the Marker Display/Charts Special Use marker on all the hills and revise all the scenarios. 5-Added Help File 'TLD-BR Regiment/Battalion names defining the full names of the abbreviated names used on TLD counters. 6-Modified font on Battle marker, Battle ## [top line] from from Arial 11 bold to Arial 10 bold so all fits within counter boundaries. Unknown root cause why on the same computer sometimes it fits, sometimes is does not from day to day. During the six player group server session, was an issue for some but not others. Different version of Vassal, TLD module, java, platform OS, screen resolution, etc. are all possible variables. 7-Modified font on Battle marker, Factors [middle line], from 14 to 12; as '55.5 -10' was partially beyond counter limits. 8-Modified Map Stacking option vertical/horizontal separation when not expanded from 2/2 to 4/4 to make it easier to identify the number of counters in a stack when not expanded. 9-Added 60x60 visible grid to graveyard display to enable counter centering to grid for organization of eliminated units. 10-Increased size of Graveyard display from 11.7x7.9 inches to 15.1x11.3 inches as may require a larger grid das scenarios utilize more formations once playing scenario 5 and campaign game. 11-Modified HQ OOS notation to a thick red circle around the HQ image, as the 'X' indicator appeared behind the counter and not readily visible. 12-Unchecked box 'loop through levels' on layer menu of BR LFMR/2C and BR SSR/2C so does not loop from full strength to reduced layers. 13-Redefine HQ prototype so only the applicable traits for HQ appear. 14-Modified positioning of Moved indicator on German Supply. 15-Add traits to HQs to add layer/distinctly colored rings to denote its free attack (Green) has been conducted and/or a half supply is to be expended (Red/Yellow). 16-Added zoom levels 0.5 and 1.5 to Graveyard. 17-As part to the Sent to Graveyard trait, changed hotkey for Send Back to Map from Alt-B to Alt-Shift-B. 18-Updated Hot Keys Help File. 19-Remove layers that existed in some HQs, prior to remaining all units, to provide reporting to log. Since assigning unique names, layer names for one sided units is no longer warranted. 20-Added Report Action for Sent Back to Map action. 21-Added Help file/BR Battalion Names (full historical name corresponding to the abbreviation on the TLD counters). 22-Counter name of (GE) changed from 72 to GE HQ/72. 23-Counter name of HQ/275 updated to GE HQ/275. 24-Added missing HQ Prototype to GE HQ/32. 25-Created distinctive prototypes for GE HQ Div, GE HQ Corps, GE HQ Flak, GE HQ NW, US HQ Div, US HQ Corps, BR HQ Div, BR HQ Corps. All have a subset of prototype HQ with shared traits. 26-Created Air supply prototypes so air supply recycle to the Air Supply box on the Entry Chart. 27-Added traits to Allied HQ and Supply to return to box 10 on Allied entry track when eliminated for campaign play. 28-Added traits to German HQ and Supply to return to Brittany box on German Strategic movement track when eliminated for campaign play. 29-Updated scenarios 1-4 to include both the Hill ZOC capability and insertion of the scenario information into the Notes/Scenario tab. 30-Added Campaign game Recycle traits to eliminated German HQ [to return to Brittany box] & eliminated Supply [Supply box] on German Strategic Movement track. 31-Created V button to highlight scenario Victory locations for applicable scenarios. Modified V location counter so does not stack; changed appearance of marker. 32-Corrected US II/art/2Fa so loop through levels is enabled. 33-Corrected images of CARP-2 fortification from Disrupt to 2047.svg. 34-Added zoom levels to Exit display (0.5, 1.0,1.5, 2.0); Mouse-over soon increased from 1.0 to 2.0; from 2 pieces to 1. 35-Updated single layer units GE 206/ind/arm so image appears. 36-To assist beam play, a configurable marker is needed to identify units that exceeded Movement points, etc. 37-Grayscale background images added to all Remnant displays showing assigned location for all Remnants. 38-Added trait to all Remnants to send to the corresponding Remnant display. All remnants now possess a trait to send them to their assigned location on the Remnant display. 39-Added zoom levels to Remnant displays (0.75, 1.0, 1.25, 1.5, 2.0). 40-Updated scenario 1 so independent units are on the Scenario 1 chart and not duplicated on the map. Label added to US HQ/VII to consult Scenario 1 chart. [Three independent units setup within 8 hexes of H1/VII]. Updated turn marker on scenario chart. 41-Scenarios 4 updated so as all units possess unique names; units now update to current traits with Refresher. 42-Optimized invisible grids on Scenario 1 and Scenario 4 cards for unit alignment. 43-Reinstated customized images for BR 2GOH/15 and BR 2 GLH/15, replacing the dual use of BR 2GH/15. [Modified images of 1066 & 1066a; 2568 & 2568a.] 44-Corrected properties of GE KG955/ind/art so unit shows properly. 45-Modified nationality prototype to roughly place incoming units on the graveyard in different sections of the graveyard display (to then be repositioned). 46-PENDING: Campaign (Campaign is used for scenario 5) needs all units updated as they lack the updated unique names; hence fail to update to current traits with Refresher. 47-PENDING: Minor Fort COUP is missing 1/x2/-1 stats. 48-NOTE: The Stats of the yellow fort counters, introduced in Scenario 4, overrun the counter border one of my three computers. Unsure how widespread this issue. ================================ 200418: Version 0.7b08 (Tim Burel, Pat Crawford, Myk Deans, Jim Hermann, Scott Hill, Brian Jarvis, Alexander Martin, Jeff Miller, Stephen Sawyers. Bill Thomson): ------------------------------------------------------ 1-- Scenarios Start Files [SSF] 1, 2, 3, and 4 regenerated by core team, with units individual checked for correct reporting of counter names, correct reporting of layer names, correct traits for reduce/rebuild or Fired as appropriate, and missing/incorrect prototypes, etc. SSF for Campaign and scenario 5 are in progress. 2-- All artillery checked for correct reset with appropriate Allied EOT [end of turn] and German EOT buttons. About 20 still now working correction. Will continue to work to resolve. 3--Added zoom levels to Trash display. 4--All German SS artillery layer names altered to include 'art' in the layer name for reporting as such regardless if there is another sub-units of the same division for consistency of reporting. EX GE IV/10art/10ss, there is not other GE IV/10/10ss. 5--Corrected GE 628/ind/art from the Allied EOT Reset parameter to German EOT Reset parameter. 6--Old GE 2SS, 9SS, and II SS Pz Corps counters found in scenario 2 SSF were no flipping with reset. Counters replaced, old counters deleted from the trash. New scenario 2 file added. 7--Hill ZOC button added as placeholder to turn hill ZOC on/off. Not yet functional. 8--Corrected layer checkboxes of various GE 5 FS units so they all appear in the Units menu. 9--Corrected reduced image of GE PzJg/352 (2316.svg) to show red movement factor to be consistent with counter set. 10-Corrected reduced image of GE 243/353 to show red movement factor to be consistent with counter set. 11-Corrected full strength and reduce side images of GE PzJg/243 (0146.svg/2167.svg) to show red movement factor to be consistent with counter set. 12-Modified mouse-over on Trash Stack View; 'Display when at least this many pieces will be included' changed to 0. 13-Campaign game file being used as Scenario 5 start file place holder; will modify later to remove units not used in scenario file. 14-Add scenarios start files can be utilized as they employ all identified and corrected units. ================================ 200413: Version 0.6b09 (Tim Burel, Pat Crawford, Myk Deans, Scott Hill, Alexander Martin, Jim Hermann, Bill Thomson): ------------------------------------------------------ 1--DO NOT USE START A SCENARIO 3, 4, 5 OR CAMPAIGN AS THOSE FILES ARE NOT YET UPDATED. 2--Fixed reduced image of GE I/854/344 to 0356.svg. 3--Fixed ability to clear Allied and German setup Areas via buttons (Cntl-Shift-Z; Cntl-Shift -X) 4--Corrected Hotkey for placing Disrupted marker from D to Cntl-D; many Disrupted counters were being played when typing. 5--Hotkeys Help File updated for the above changes. 6--Corrected Turn tooltip text from Trun to Turn. 7--Definition of player sides expanded for possibility of multi-player games. Solo, SHAEF, Allied2, Allied3, Allied4, Allied5; OKW, German2, German3, German4, German5 and the default Observer. SHAEF and OKW would defined areas/units of responsibility, allocation of Supply and Replacements. 8--Auto-report format removed for movement within Graveyard and Exit Secondary displays. 9--Fixed prototype of GE III/155/21p from '10' to 'Range10'. 10-Added missing prototype Range10 to GE 10/2/2ss. 11-Repeated counter names for GE 12/I/ind/art, GE 12/II/ind/art; GE 12/III/ind/art for (12)57, 12x88mm flak and GE/12/I/ind/art, GE 12/II/ind/art, (4)28, 12x150 guns. These flak units now GE/12/I-flak/ind/art, GE/12/II-flak/ind/art, and GE/12/III-flak/ind/art. Will review other GE ind/art for repeated names. 12-Scenario 2 for the above issue and Setup Area update. Scenario 1 for the Setup Area update. Server Game scenario turn file updated. 13-Movement of counters within the Graveyard display is no longer reported. 14-Movement to, from, within the map & actions take now reports both the Player Side and Player ID. 15-Battle markers fixed. It is a three line counter; indexing battle number, combat factors, combat DRM to mark combat for opponent review. 16-Reset buttons text changed form German Reset & Allied Reset to German EOT Reset & Allied EOT Reset where EOT is End Of Turn. At the end of turn, the phasing player's Disrupts are Removed and the non-phasing player's artillery is reset. 17-Scenario 2 start file updated; Remnant displays for all nationalities are fully populated. 18-The US armor has a 47 artillery and a 47 mach infantry. Now US 47/art/5a and US 47/5a 19-The GE 10ss has a GE I/10/10ss and GE II/10/10ss units for both artillery and armor. The armor units and layers now GE I/10pz/10ss and GE II/10/10ss. The GE/I/Pz/10ss is used in existing revised scenario file; replaced with new version unit. 20-All units in scenario 1 and 2 verified to ensure the correct reset traits exists. 0 configuration errors found in scenario 1, 46 errors found in scenario 2 unit. Reviewed and correct reset trait on all German independent artillery. 21-Manually reviewed all artillery units of all types in the entire OOB, correcting reset traits 22-All Flak HQs given HQ prototype to display 8 hex range: 1, 2, 3, 4, 30, 32, 932, 752 Rgt. 23-GE art/6FS renamed GE flak/6FS (including layers) as unit is actual flak; counter will be swapped out in scenario 2 start file. 24-GE art/16L renamed GE at/16L (including layers) as unit is actually at; counter will be swapped out in scenario 2 start file. 25-GE at/16L renamed GE flak/16L (including layers) as unit is actually flak; counter will be swapped out in scenario 2 start file. 26-US at/2 renamed US art/2 (including layers) as unit is actually artillery; counter will be swapped out in scenario 2 start file. 27-Found some non unique names in GE SS Panzer divisions where artillery, mech, and/or armor may share designations of I/I, II/I etc. All SS Panzer artillery now possess 'art' in unit id; EX from GE I/9/9ss to GE I/9art/9ss. Likewise named armor have 'pz' added; EX from GE I/9/9ss to GE I/9pz/9ss. Counters will be swapped out in scenario 1 and scenario 2 start files. 28-US 631/ind/art with (4)28 ratings moved to (4)28 sub-folder as was residing in the (3)26 sub-folder. Counter will be swapped out in scenario 1 and scenario 2 start files. 29-Grouped all battalions of the same regiment sequentially in the order of battle for all divisions: EX: GE I/957/363, II/957/363, III/957/363 30-Fixed layer name of II/IIart/2p and II/IIpz/2ss 31-Updated and verified Scenario 1, 2. Still about 20 counters that do not automatcially flip using reset buttons. To be continued. ================================ 200331: Version 0.5p33 (Paul Blankenship, Pat Crawford, Myk Deans, Scott Hill, Jeff D. Miller, Stephen Sawyers, Bill Thomson): ------------------------------------------------------ 1--Modified all units and layers to provide unique names such that Refresher Tool can be used without issue. In previous modules most layers were unnamend and many using shared the same names. 2--Division/units with no suffice are infantry; otherwise 'A' denotes German Coastal Artillery, 'a' denotes Allied armor , 'F' denotes German Flak, 'L' denotes German Luftwaffe, and 'N' denotes Nebelwerfer, 'p' denotes German panzer, and 'ss' denotes German SS regardless of division type. 3--End suffice 'x' denotes reduced. 4--When naming layers of BR units, spaces are removed, slashes are retained. EX 4 CD/6 becomes 4CD/6 5--Deleted BR 86/ind/art in the 536 sub-menu. Delete the 536 sub-menu. 6--Convert the BR 86/ind/art (1365..svg) and BR 147/ind/art (1360.svg) 538 bucket from 536 SP to 538 (25#) by cloning the BR 25/ind/art (25#) 538 (1363.svg) and changing the ID. 7--Confirmed Br 4CG/4GG as different units; Looking at v0.5b13 thelisted correctly as 4CG (4th Battalion Coldstream Guards)and 4GG (4th Battalion Grenadier Guards) in the Ind Arm/CHC564 List 8--Two identical BR 2GH/15 units are in the countersheets and TLD module. Team historical research identified these units as 2nd Battalion Glasgow Highlanders (46th Brigade) and the 2nd Battalion Gordon Highlanders (227th Brigade). Counters names and layers changed to BR 2GOH15 and BR 2GLH/15 with corresponding images of: 1066.svg and 2568.svg for GOH and 1066a.svg and 2568a.svg for GLH. 9--Modified configuration who Delete and Clone traits appear on map markers (such as Disrupt). 10-Further updated the Hot Keys Help File. 11-Reorganized independent units by sub-folders of the nationality types. 12-Corrected reduced images of recon units with overlapping factors: US 4/ind/reconx (3056.svg); US 6/ind/reconx (30.58.svg); US 28 ind/reconx (3054.svg); US 42 ind/reconx (30.57.svg); BR 8/2Cx (2583.svg); BR recon15x (2565.svg); and GE recon/10SSx (2071.svg) 13-Modified HQ image so all text fits in circle border: BR HQ/2C (1099.svg) and BR HQ/3C (1113/svg). 14-Deleted the BR 49 Division infantry battalion with no unit name BR ##/49 (1154.svg, 2633.svg); images kept in module. All BR 49 units accounted for in the module. 15-Corrected name of US 60/4a to 66/4a. Game counter was correct. 16-Corrected vassal rating of GE 205/Ind/arm from 234 to 235 to match published game (image 0661.svg). 17-A BR 86 M7 motorized artillery unit (536) was in the module but such a counter is not found in the counter-sheets or rulebook errata. All BR self propelled artillery are 25#. Unit deleted from Vassal. 18-Multiple BR independent artillery with ID of 6. One has (5)38 ratings; 25#. Other has (12)88 rating; 17#. ID of latter changed to 6a. Both counters exist on the counter-sheets. 19-Multiple BR independent artillery with ID of 86. One has (5)38 ratings; 25#. Other has (12)88 rating; 17#. ID of latter changed to 6a. Both counters exist on the counter-sheets. 20-Scenario 1 file regenerated using uniquely named counters. 21-Scenario 2 file regenerated using uniquely named counters. 22-Exit toolbar button and secondary display added to house units exiting map to meet scenario 2 German victory conditions. 23-PENDING: Added trait to HQ units to return to the Entry Track 10 turns after eliminated. ================================ 200130: Version 0.4p20. (Paul Blankenship, Scott Hill, Jeff D. Miller, Stephen Sawyers, Bill Thomson): ------------------------------------------------------ 1--Currently renaming all layers of all counters to report correctly to log & control window. 2--Editing names of all units with duplicate names. EX: US Infantry division ## has units named ## for an artillery unit (typically 105mm, the divisional 018 security, and the HQ); such as art/##, sec/##, ## HQ. A typical German division had multiple unit with the same name (the division number) in earlier module versions. Example: Anti-tank, Feld Ersatz, Flak, Fusilier, Pioniere, Recon/Recce, and HQ. 3--All layers of all units now have unique names. 4--Unit naming conventions: Suffix 'x' indicates stepped unit to reduced size, suffix 'xx' will be the remnant. 5--Unit naming conventions: Unit division of # will be Infantry division, #a will be Allied armor division as there may be separate infantry and armor divisions of the same number. 6--Unit naming conventions: All combat units now have a prefix for Nationality; BR for British, GE for German, US for American. 7--Unit naming conventions: Typically Battalion/Regiment/Division. Such as US 2/6/4x translates to the US 2 battalion, 6 regiment, 4th infantry Division, in its reduced state. 8--Unit naming conventions: For units attached to a division but lacking B/R/D format or unit number, the following is used: ac (armored car), art (artillery), at (antitank), fe (feld ersatz), fus (Fusiler), pion (pioniere), recon (recce/recon), and sec (security). EX: 'US sec/4' is the 018 security unit of the US 4th Infantry Division. 9--The German 84 Infantry division has both a 184 AT unit and a 184 Pioniere unit. 10-Reporting configured for combat counters when flipped, disrupted, sent to graveyard, returned to map, and when supply status changes; identified the layer of the unit (full strength, reduces state). 11-Unit Combat Trait for Out of Supply changed from CNTL-S to CNTL-O. 12-Artillery Unit Trait for Flip CNTR-F changed to Fired CNTL-F. 13-All combat units with a reduces side is not activated by CNTL-Q (Reduce), CNTL-W (Rebuild); replacing CNTL-F (Flip). Levels no longer loop. 14-Artillery unit hidden command to reset to 1 (not fired) changed from CNTL-Shift-F3 for Allied to Alt-Shift-A; from CBTL-Shift-F4 for German to ALT-Shift-S. A unusual set of keys is used to prevent accidental triggering by a player. Replaced the Function (F#) keys has the trigger general functions on a Macintosh. . To be used by end of turn cleanup action. 15-Disrupt removal hidden command reset from CNTL-Shift-F1 to ALT-Shift-Z for Allied; from CNTL-Shift-F2 to ALT-Shift-X for German. A unusual set of keys is used to prevent accidental triggering by a player. Replaced the Function (F#) keys has the trigger general functions on a Macintosh. . To be used by end of turn cleanup action. 16-Hidden command to Clear Allied setup area changed from Control-Shift-F5 to Alt-Shift-Q; Clear German Setup Area changed from Control-Shift-F6 to Alt-Shift-W. A unusual set of keys is used to prevent accidental triggering by a player. Replaced the Function (F#) keys has the trigger general functions on a Macintosh. . To be used by end of turn cleanup action. 17-Reorganized the divisional order of a formation within the configuration. 18-The version 1.1 Refresher tool is now functional. Its primary purpose is to install the current set of traits into counters already deployed from the unit palate to the map/displays/graveyard/OOB. However one issue was discovered related to the earlier module version used the same name for multiple counters. For Example a German armor division will have the Anti-tank, Feld Ersatz, Flak, Fusilier, Pioniere, Recon/Recce, and HQ may all have the division number as the unit name. Using Refresher for the first time replaces all these units with multiple copies of the Recon units (first unit in the divisional list in the configuration). All scenario setups will be re-generated. Refreshing games in progress that were initially started with an earlier version of the module will result in some chaos. Refresher typically modifies all units to full strength as well. 19-Reporting configured for combat counters when flipped, disrupted, sent to graveyard, returned to map, and when supply status changes; identified the layer of the unit (full strength, reduces state). 20-The generic white Disrupt counter was deleted as was replaced by specific Allied and German Disrupt counters. 21-Whiskbroom button created for Map toolbar options for End of Turn actions. Configuration yet to be adjusted to move actions there instead of as separate buttons. Flip Allied Artillery, Flip German Artillery, Remove Allied Disruption Markers, Remove German Disruption Markers, Clear Allied Setup Area, Remove German Setup Area. 22-Paul Blankenship's PBU LookAt capability assimilated. Similar to VASL from which the code was extracted, CNTL-Right Click will temporarily draw a large red circle on the map around the mouse location. This is used to draw opponent's attention to the location being acted upon. This circle will appear both during server play and any logfile. 23-Battle Marker added with 20 indexing layers for Battle 1-20. Place on all units involved in Battle ##; Marker in battle hex can use tables to define Combat Factors and net DRM for opponent review. 24-Updated Hotkeys help file to current traits. 25Above changes are now complete for all units used in Scenario 1 Mortain. Scenario 1 file updated and integrated into module. 200115: Version 0.3p21. (James Cox, Scott Hill, Alexander Lee Martin, Jeff D. Miller, Stephen Sawyers, Bill Thomson): This interim version to be posted to Vassal site to indicate work activity and potentially expand the player advisory panel. ------------------------------------------------------ 1--Integrated TLD Splash Screen from 0.1.3.7; otherwise this update is based on version 0.1.2.1. 2--Added Notes Window with WGA standard button. 3--Updated 1d6 button to WGA standard. 4--Updated Markers button to WGA standard. 5--Updated Charts button to WGA standard icon. 6--Updated Retire button with white flag icon. 7--Updated Retire button icon to white flag, WGA standard icon. 8--Added a Graveyard map for dead units. Combat Units now have traits 'Send units to graveyard' instead of Delete. 9--Added Trash map for edit version, Delete function will be added for units to be removed go to Trash. 10-Updated Pieces with the term Units for unit platted. Used a TLD unit for button icon. The function will be hidden in final version as a method of preventing duplication or deletion of units. All units will be somewhere, on map, game display, or graveyard. 11-Added TLD specific help files 12-Added detailed Version History help file. 13-Adding Variant Historical OOB Historical update Help file and button accessible Variant display with updated units/ and game units to be replaced . Module users can opt to replace in the historical updated units at a loss of conforming with the published game counters. Specific historical OOB changes driven Scott Hill and Stephen Sawyers. 14-Added Observer and Solo players. Definition of Player Sides is typically only used when certain displays is only viewable to one player and or GM. Also to define who made a specific entry into the log. At present no hidden displays or units is desired. 15-Map Mouse-over Stack Viewer to display from 2 to 0 pieces so hex ID is displayed. Currently not working as desired. 16-Removed text on buttons. Mouse over will display tool text. 17-German and Allied Displays separated into separate windows from charts. 18-Hex ids made visible on all maps, id#s are consistent with all maps relative to campaign map. Hex ids changed for 9 pt black to 10 pt magenta font for increased visibility. 19-Map hex ids now displaying with mouse over cursor (hold cursor over a hex). 20-Modified auto report with player name making move. 21-Movement logging of units to control window (and log) currently is now working. Player much set their module Preferences to check the checkbox for Auto-report moves. [THE LONGEST DAY/PREFERENCES; Auto-Report Moves] 22-PENDING: Several unit in a division have the same names, hence report as such into the log. EX: GE 116 Pz; the HQ, FE unit, 458 recon/mech infantry/half-track infantry?, and the 12x75mm gun unit all share the name of '116'. The US 1 ID has the HQ and a Motorized Infantry Company named '1'. The German 277 ID has four units named '277' [FE company, pioniere company, Fusiler company, and HQ]. Unique names will be assigned for all units in the OOB. 23-Modified border of selected unit updated for 3 pt black to 5 point magenta for greater visibility. 24-Updated name of scenario folder from 'Load Scenario' to 'Scenario'. 25-Removing all FOW [Mask/unmask] option. [Actually did not find any]. Allowing players to intentionally or unintentionally make unit alterations which are not reported and make unknown to one's opponent conflicts with PBEM or tournament play. 26-Remapped all counter and unit traits via redefined Prototypes. See Excel mapped display. New units pulled from menu will have the new traits. The edit mode Refresher trait is used to update traits on all units deployed on map, on all secondary displays, and all scenario files. Refresher is not working. Until I fix, units will have to be moved to trash and replaced by a new unit from the menu. To avoid all this work, as it will have to be repeated every time traits are modified, will focus on getting Refresher working, else replace in configuration with a new version. Refresher ia a WGA module custom capability (java code by Brent Easton) and is not a Vassal Engine configuration tool. The same version 1.1 is working in my other modules. Refresher when attempted often results in a Vassal Bug Error. Perhaps something unique in this module is unique (SVG graphics?). 27-Add unit trait 'Send to Graveyard' for all combat units. 28-Added a Text Label trait for all combat units. Still trying to adjust the vertical position. 29-Removed Delete trait for air and navel units 30-Added traits of Return to Air Display and Return to Naval Display for appropriate couners. Optimize incoming position of units on the displays. Ideally optimize each counter to a specific position on the display. 31-Removed theDelete trait for combat units and unique display/chart markers. 32-Added Supply Range area of effect for all Corps and Division HQ (8 hex green 30% transparent). 33-Added Fire range for all artillery units, with range specific to that artillery unit; 30% pink transparent). Going through counter set needed range of 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 14, 15, 17, 18. Did not add this feature to range 1 units. Activated by CTRL-R 34-Separated markers into Markers Map and Markers Display. The latter will be later be hidden as such counters will remain on the displays and will not be allowed to delete or clone, they stay on the Displays. 35-Added distinguishable Disrupt Allied and Disrupt German (counters to corresponding combat units). 36-Defined colors: American, British, German, Marker AP (Allied Powers), and Marker GE or use in any counters/layers created within vassal. 37-Defined fonts: Arial Bold 6, 8, 10, 12, 14, 16, 20 for use in any counters/layers created within vassal. 38-Added off set VP map marker for scenario play, does not stack trait. 39-Created a separate Marker menu for Chart/Display markers. Similar to unit counters, players should be unable to Clone or Delete unique Chart/Display markers, they have to exist somewhere (markers on the displays, units on map/OOB/one one of the secondary displays. Both the Unit Menu and Chart/Display Marker menu will be hidden from players in the released module version. Game markers separated into the Map Markers and Chart/Display Marker menus. Added and zone mapped a separate Turn Now display as a separate display; activated by the Hourglass button. Turn button can be flipped between GE and AP [Allied Powers] side. Turn counter flip and movement on the Turn Now display is reported into the log. 40-Added and zone mapped a separate Rail & Port display replacing the Turn, Rail, Port damage chart. Movement within the various Port and damage counters are now reported into the log. 41-PENDING: Add reporting of such things as Flip of a Combat unit, a combat unit moving to/from secondary display. 42-PENDING: Regarding Remnants. In FTF play one moves a flipped unit capable of a remnant (defense of 2+) to the remnant display and move the corresponding numbered remnant to the map. In a published game, there are a limited number of slots in a counter-sheet, hence a limited number of remnant. so in the earlier module versions, this FTF process is duplicated. However in Vassal, we have the capability of adding a remnant third side to counters capable of remnant. This third side can have the unit id create on the remnant counter rather than the remnant number. [The unit Flip trait for taking losses, will be replaced by an increase and decrease trait; increase when taking replacements, decrease when taking a step]. This would negate the use of the steps related to the remnant display but also negate the consequences of a limited number of remnants. I am unsure of the game impact of unlimited remnants. Can have both capabilities, but in a standard/tournament game format, there needs to be a defined procedure. Will punt to the WGA TLD module advisory panel, and perhaps post to ComSimWorld for broader response. in the WGA Victory in the Pacific module [VIP] when a damaged marker is placed on a ship, the damage marker has the ships name automatically added, such can be identified should it become separated from the ship counter. Will employ a similar method to automatically name remnant counters. 43-PENDING: Define an itemize Variant Historical OOB listing. Some changes may have already been made to the TLD module counter set, either errata corrections of unilateral changes by Scott Hill/Stephen Sawyer. This will be defined. 44-Add missing charts: DD Calamity; Debarkation Capacities; Remnant Exchange; Sequence of play. Non-action, all charts found once scenario/campaign game is loaded. 45-Added distinct Allied Disruption [green] and German Disruption [blue] markers. 46-PENDING: Add all End Of Turn cleanup action menu; typically in a whiskbroom icon. 47-Added an Out of supply (OOS) layer to combat counters; former can be placed by a trait [CNTL-O]; visibility to be enhanced. 48-PENDING: The VASL module has a button to highlight all units with potential rally activities. If I can access someone on that module team or debug the hugely extensive configuration, a similar function to highlight all remnant units. 49-PENDING: There may be a Vassal capability similar to function in Matrix Games The War in the East, where one can toggle the HQ and all subordinate units are highlighted. I will ask the Vassal Wiki Team. 50-PENDING: Add a layer with a big 'X' on map markers for port status of Barfleur*, Building*, Cherbourg*, Courseulles, Isigney, and St Vaast. 51-More is expected both in setup and during testing or through input in the WGA TLD Module Advisory team. Hope to recruit someone to be the interface with TLD ComSimWord. 52-PENDING: Add combat and battle markers into their own marker menu, importing the Disrupt counters as well. 53-Changed the zoom on Scenario Display #1 (Mortain) to 1.0, 1.5, 2.0, and 2.5; the unit IDs are more recognizable. 54-Changed the zoom on Scenario Display #4 (The Fall of Cherbourg) to 1.0, 1.5, 2.0, and 2.5; the unit IDs are more recognizable. 55-PENDING: The American 3/36 half-track infantry is part of the American 3 Armor Division. The counter on the Scenario #1 Mortain display is missing the ‘3’ for the 3 Armor Division. I do not know if this display image can be corrected given the use of SVG graphics. 56-PENDING:. Major issue discovered within the 353 Infantry Division. The counter-set and the Campaign German Unit Entry Schedule match: I and II battalions of the 941, 942, and 943 regiments. In the Scenario #1 Mortain Display the battalions are 941, 942, and 916 regiments, the 916 is part of the 352 Infantry Division. The 943 and 916 regiments are not interchangeable; the 943 is Bicycle Infantry (446) while the 916 is foot infantry (454). The Vassal scenario start file used the 916 regiment of the 352 counters instead of the 943 or the 353 Infantry Division. Unless the use of the 916 was intended for reasons unknown, the Scenario #1 start file should be corrected. As these units start inverted, this all has meaningless impact on the scenario. 57-PENDING: Replace interdiction markers (white counter) 1-5 with a single counter 0-8 that can be indexed or initially selected at any initial value (similar to ship damage marker in Victory in the Pacific module). Create help file to explain usage. ================================ 180319 Version 0.1.3.4 [unknown] 1--Added Mask/Unmask option for the force pool units, to play with Fog of War, don't work with units deployed in maps. 2--Updated splash screen. Use (tools-refresh counters) to update any corrections made to the base images. 3--Assumed by Scott Hill this version bypassed version 0.1.2 and 0.1.2.1. ================================ 180310: Version 0.1.2.1 [Scott Hill] ------------------------------------------------------ 1--Historical corrections made to U.S. Armored Divisional Artillery. They all have 18 barrels per Battalion not 12. 2--I have added Blue to the Attack values of all Artillery type units and red to all units that are eligible to move in the mechanized movement phase, this is to make sure the player does not miss out by not seeing the unit. 3--Coastal artillery is in Purple so you don't add it to a ground attack later when they are stacked with other combat units. 4--I have added air interdiction ZOC counters to the Air chart so that they can be used to hue the affected areas, this way it will be easy to know when you have entered an air interdicted hex. The Allied Player Simply uses the clone action to make as many as you need. I 5--Hope to do more research into German units and create a more historical order of battle for the module within the next 3-6 months, 6--Thanks to Stephen for the assist in finding documentation sources for the British assault forces update. 7--Feedback would be appreciated. ================================ 180109: Version 0.1.2 [Scott Hill] ------------------------------------------------------ 1--Corrections 4th infantry div U.S. defense values have been changed to 6's 2--Missing spitfire FB 125 added. 3--76/3rd arty has been slotted in its proper place on sword assault group. 4--U.S. airborne artillery battalions have been added to the setup drop zone table. 5--43/325 Glider infantry has replaced the 505 unit in D+1 drop zone W. Replacement units have been given a rotation function to show the step process for absorption into active on-board units. 6--The 12th SS panzer division missing mechanized infantry unit has been placed on the entry track,the erroneous HQ has been removed. 7--Turns out the 2nd layer was linked to the 272 HQ...weird. Use Tools-refresh counters to update corrections if needed. 8--Special unit entry numbers have been place under each unit so they are now available to check against activation die rolls. TEC, Combat charts and the allied assault landing chart have been added to the module. 9--A complete gunfire control display with bombardment table has been added. 10-Notes: Setup cards are not generally needed 2 are provided for re-enforcement arrival times. but as the scenarios have a set up function that shows you the set up area by color for each division some are not needed. ================================ 071028 Versions 0.1 & 0.1.1 [Uckelman, Easton, Thomson, Wise] ------------------------------------------------------ No details specified ================================ 060525 Version 0.0 [Uckelman, Easton, Thomson, Wise] ------------------------------------------------------ 1--TAHGC BIG game, seven pounds of game. It covers the landings and breakout of Normandy. The TLD module effort has committed resources as of 060514 with the strategy of modular assembly starting with scenario, 1. Some additional Java coding requirements are defined. 2--Assistance to either the module configuration or contributors are welcome. a WGA 2nd edition Rulebook project is also active in parallel. Anyone whose play experience has identified rules issues; options; standards etc are welcome. 3--Initial challenges are decisions regarding the map which will challenge memory limits. Hence the decision was made to start with Scenario one. ================================ Please send all additional comments, suggestions for enhancements/modifications/error correction to bill@wargameacademy.org; 817-501-2978