View Full Version : winSPWW2 V10.01 upgrade for 2017
DRG
February 6th, 2017, 11:30 AM
Version 10.01 NOW AVAILABLE !!
( see additional note at the end of this post )
As usual, we remind everyone that ongoing secure PBEM games WILL fail when a new patch is applied while they are being played.
================================================== ==============
WinSPWW2 version 10.01  
20 New Scenarios 
17  Revised Scenarios
2  Revised Campaigns
4 New maps
134 New or Revised Photos 
36 Updated OOB files ** all revised for ver 10.01
73 New or Revised vehicle/ aircraft Icons
135 New or Revised Icon and Terrain Graphic files
3 Revised Text file 
71 campaign text files
7 new or revised sound files 
10 revised terrain sets
7 new terrain sets
Corrected cost calculator ver 10.01
 There was a bug showing when off map batteries that were due to arrive later as reinforcements but the scenario designer had programmed them to fire in turn 0 pre-game bombardment that caused phantom fire missions. This has been fixed. Off map artillery that are plotted to fire before they arrive now properly clear down the illegal fire mission instead.
 A bug whereby the early end of battle routine in a PBEM campaign was not engaging correctly and games that should have ended went on even when there was no enemy activity has been fixed.
 Map sizes now increment/decrements by 5 hex increments, not 10 as before giving players more control over map size
 The "phantom crews" bug in long campaigns has been fixed
 A bug where the wrong observer may be used as the basis for scatter when the observer was retreating or worse was fixed.
 The function to recombine split off crew with their vehicles (usually caused by loading the vehicle onto a cargo plane and then unloading again) had been inadvertently removed from the code. The "j" key functionality is restored to the deployment screen so if you have loaded a vehicle into a heavy air transport aircraft for a para drop. You can now unload it during the deployment phase for whatever reason and you can now re-join the crew and vehicle by pressing 'j' ( for "join" ). Previously you had no choice but to leave it behind. This is really not an issue for the time period winSPWW2 covers as there are no aircraft that can carry and paradrop vehicles but this puts both games in sync
 A scenario info button to the game play screen, this is helpful if you have forgotten what battle you were fighting or need to know the scenario battle location ( batloc # ) once the game is underway. Previously there was no way to know which map your battle was on after the game had commenced. Helpful if you like the map and want to generate a similar one again using the same batloc #.
Units which manually turn to face a new hex may now draw opfire. This affects both infantry and vehicles at different ranges and there are random variables we tossed in to make in unpredictable but generally  ( and the randoms we added really do mean "generally" ) in hex infantry movement could possibly attract opfire from enemy units up to 3 -5 hexes away (generally...). Vehicles shifting hull or turrets around could attract opfire from enemy units up to 10 hexes away ( and maybe a bit more... ). And all that depends on the enemy's training, morale, suppression level, vision rating and battle visibility etc. AS WELL AS your units training, morale, suppression level, visibility etc.. This new game feature was originally intended to stop players from turning their tanks in place to present their heaviest armour towards the most likely threat without attracting enemy attention. That was expanded to include swinging the turret as obviously that kind of movement if spotted by the enemy would naturally draw fire in a real battle situation and then that was expanded to include infantry as well. The bottom line is if you just want to "look around" to check your LOS use the } hotkey otherwise you risk drawing unwanted attention to your unit .
There were very rare cases when palm trees were generated on winter maps and we *think* this is now fixed. It was more an issue in winSPMBT where there are a lot of "re-cycled" batlocs but safety code has been added to both games "just in case"
54 pages of OOB suggestions were integrated into the game OOB's
Info on revised terrains for 2017
After a hiatus of many years we added more terrain and revised to varying degrees some of the old ones. All terrain will show up on generated maps at one time or another but this year only  CD owners will have access to edit the new terrain and we have added new way to edit them into maps
Here's a list of revised terrain. The list of new terrains are in the New for CD holders section below
 Summer trees are totally redone and more have been added to the base set
      Ground level grass
     Beach Sand has been totally redone ground level and hills
      Autumn trees have been reworked a bit so they aren't as colourful 
      Winter trees have been reworked a bit as well. Not as much as the summer set but they have had a touch up 
      Summer, Autumn and Winter orchards have been reworked to make them a bit denser than before.
      What was "winter grass" in the game is now "very light snow" because there is a new "light snow" set ( see below )
      Short dry grass set has been totally redone ground level and hills 
      Impassible terrain has been totally redone ground level and hills
      The green crop set has been totally redone ground level and hills
NEW for the extended CD version holders only
    * The DLLs that Scenhack uses to sort scenarios have been included with this patch for the vast majority of players who don't have Borland Paradox installed on their Hard Drives for over a decade (and why we forgot everyone else needs them too :)) 
    * CD / extended version holders will now get a warning message if they try to enter a building hex with a vehicle. You are now asked to confirm that you really want to do that. This is to stop you from inadvertently immobilising yourself as most cases involving building entry with vehicles is the result of a too long movement call through an urban built up area. The feature will also display on rough+slope combinations if you have travelled 3 or more hexes and thus are in danger of sticking. It's just a "friendly reminder."
    * We have introduced a new Formation sorting routine for the premium game. Over all the years these games have been developed, unit classes have expanded as required, but there was no logical order to the expansion as they were added on a need-it-now basis so the different infantry, armour and artillery unit classes that were used to build formations were spread all over the 256 unit class slots available and this meant that in some cases when buying formations you had to search through multiple pages of formations to find the ones you wanted. The new routine in place for CD holders only helps group unit types together and in a more intuitive and logical way. The caveat to that is that when sorting formations by unit class the unit class of the formation is still determined by the first unit in the formation and there is really no getting around that.
      For example. with this new routine if you go into the artillery page you will generally find that Forward observers are the first formations listed then generally if there is consistency to the first unit in the formation you will find the light mortars, then the medium mortars then the heavy mortars then the AT guns, then the Hvy AT guns through field guns into rocket formations, off map guns and finally AA guns. Again...its all determined by the first unit in the formation but in the past ( and the free game will still use the original method ) you may have had a one type of infantry company with unitclass #1 infantry as the first unit but the second type of infantry company may have had a unitclass # 64 Medium Infantry unit leading to in some cases  a dogs breakfast of the sort order. A good example of that was the winSPMBT Russian OOB in the years that the T-55 and T-62 unitclass #13" medium" tanks were active along with the T-64 and up unitclass #59 "MBT" formations but the lower end Mediums were on page one and the higher end MBT's were on page 2. With this they are all grouped on page one and we think this will help bring a bit more order to the game
    *  A new button has been added to the main screen that allows access to the premium map editor from inside the game.
Info on new terrains added for 2017
    * There is a new "scrub grass" ground and hills set in dark brown tones for ground and hill levels that would be useful on maps between November and March but also as an accent on any map type. In the map editor this can be accessed from the "add short grass" button which is on page 2 of the editor to the right of the add trench button. You will be prompted to " Press 1 for regular grass, 2 for scrub grass " 
    * There is a new bare field ground and hills set that represents either a freshly planted field or a freshly harvested one. These are also handy as a base for any orchard type. In the map editor this can be accessed from the green crop button. You will be prompted "Press 1 for Crops, 2 for Tilled "
    * There is a new "light snow" ground and hills set that will show up in the game in place of the old "winter grass" which is now called " very light snow". The new "light snow" is used by the game as a base tile over which winter trees are placed. It can be accessed only on winter maps from the button on page one directly under trees. You will be prompted "Press 1 for light snow, 2 for very light snow"
    * There are now pure coniferous sets for summer and winter and those will be auto-generated on maps. These represent "old growth" pine forests and have additional movement and sighting restrictions above regular mixed forests. This can be accessed from the Trees button and you will be prompted  "Press 1 for mixed Trees, 2 for Pines "
    * There are also new vineyards and coconut plantations/ groves  for use in map making and these are also placed in small amounts on game generated maps. In the map editor this can be accessed from the Orchards button and you will be prompted  "Press 1 for orchard, 2 for Vineyard, 3 for Coconut Grove "
    * Deep water has been added ( ground level only naturally ). It is a very subtle change as it had to be . The water animation palette is fixed and not very big which limited my options and after two failed experiments I settled on what we have now as a compromise but as I said....it's subtle but sometimes subtle is best. The game palette was tweaked a bit to brighten up water....it's a bit more " Mediterranean" or "South Pacific" blue now.........a little less " dreary November " grey-blue.
We have also added an exciting new way to apply terrain to the map
Previous to this release the "Fill range" and "Fill" functions in the map editor were mainly used to flood and entire map with a base terrain that would follow the contours already on the map. If you tried to fill less area it placed whatever terrain you chose to use as a giant Hex shape block of terrain that was virtually useless for making maps so as a general rule anyone making a map avoided that control unless they were "skinning" and entire map. We have added a new dimension to the fill range controls that expands it's usefulness 10 fold or more
Now when pressing "Fill range" Extended game ( CD ) owners will see the following prompts:
First you will see "New Fill Range: " and you can enter any number you like. 255 will fill and entire map but you can choose any amount . After entering the number of hexes you wish to place your terrain onto  the map, this new message will appear: "Enter 0 for Block fill, or 1-90 for a Splatter Effect ". "0 for Block fill" will give you what this feature has always given... a solid mass of terrain but entering 1-90 for a Splatter Effect  controls what percentage is covered in the area you selected. Enter a high number and it will fill to that amount, Enter a low number and you have a much finer control over how much is placed on the map allowing you to build terrain gradually. It can almost be thought of as a spray gun. It is very useful when building up a forested area or when starting a map off after building the hill contours if you want to blend different types of grass. 
AS WELL ( yes.... there's more ! and to anyone who builds maps this will be huge )we have changed the old SSI function of "right clicking" the mouse to add 7 hex clusters of terrain to the map at a time. Left clicking the mouse button will still give you single hex fine control but now right clicking the mouse utilises the same function as fill range so whatever range and density you have set you can now add by clicking the right mouse button. If you want to use it the "traditional" way simply set the range to 2 and  0 for Block fill and it will behave as it always has but now you can set whatever range you want to control the size of the fill but you can also adjust the splatter effect which GREATLY enhances the usefulness of the tool so adding terrain  becomes quick and easy reducing the time it use to take to hand build a map by many hours.
This new tool has many uses but one thing you really want to avoid is mixing contrasting terrains together too much. A little is OK but it really depends on what you are mixing as too much is very distracting and can totally camouflage any contours on the map. What it's ideal for is blending similar colour densities together or placing forest. you can also use it to place hills but even a fast computer will take a few seconds to compute everything and place it on on a full sized map so be patient at first as slower computers may take a little longer to complete the command. We are after all, asking a 20-year-old game to do a lot more than it used to but it will with sometimes spectacular results. I help design the feature and I'm still finding new ways to use it. We look forward to seeing the maps players design with this new feature.
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EDIT.... MARCH 31/ 2017
A revised 10.01 version of this year's patch was released March 31. 2017. It was necessary to do this because this was a year we were pressing a new CD version for BOTH GAMES as well as releasing patches and after the 10.0 version was released we discovered a couple of glaring OOB errors and that the cost calculator was not working correctly for perhaps 5% of the units in the games......the problem is between both games 5% of the units is about 2400 units so we corrected both winSPMBT and winSPWW2 for the CD's and that meant we had to issue an updated 2017 patch once the CD's started being shipped so everyone's OOB's will match for secure PBEM. 
Anyone who DL'd the early March Ver 10.0 should also DL this new Ver 10.01 version. When installed and the game starts you will see the new 10.01 version number at the bottom of the screen
We regret that this had to be done....but it had to be done
More detailed PR HERE (http://forum.shrapnelgames.com/showthread.php?t=51565)
Don
scorpio_rocks
February 6th, 2017, 12:18 PM
* We have introduced a new Formation sorting routine for the premium game.
OMG - Thank You! :up: This sounds awesome!
Mobhack
February 6th, 2017, 01:18 PM
* We have introduced a new Formation sorting routine for the premium game.
OMG - Thank You! :up: This sounds awesome!
It puts the formations with similar types all together e.g. all the tanks, all the light tanks, the grunts. 
Always excepting those formations where the designer has done something different (e.g. the 0 is a scout leading a formation of engineers).
Also in the works - the never-used "move and shoot" preference to be axed, and instead it will be used as a preference for the "turning triggers opfire" new feature, for those who dont like it. Though that may wait on feedback from this release.
DRG
February 6th, 2017, 02:15 PM
This example shows what we mean by sorting and what happens when a formation type is led by a units class that differs from the main category. In this case, it's the first two formations then after that little bump in the road it settles down and you can see the progression
Brit OOB Arty June 1944
http://forum.shrapnelgames.com/attachment.php?attachmentid=14590&stc=1&d=1486404774
DRG
February 6th, 2017, 09:22 PM
NEW AND REVISED AIRCRAFT AND VEHICLE ICONS FOR WINSPWW2 V10
5					4 Horse Gun Limber                                 ******* NEWwinSPWW2 v10   
10					Stug-IV                                                           *****REVISED WinSPWW2 v10     
18					Russian Camo M4A2 (76)                                ******* NEWwinSPWW2 v10         
74					SU-100 M1944 (green)                  	********REVISED WinSPWW2 v10     
921					ROM-Bloch210                                ********REVISED WinSPWW2 v10        
{9148, -1},  // 1948		SU-101	(prototype)						*********NEW WinSPWW2 v10
  {9149, -1},  // 1949		SU-102	(prototype)						*********NEW WinSPWW2 v10
  {9150, -1},  // 1950		T-26T Green							*********NEW WinSPWW2 v10
  {9151, -1},  // 1951		T-26T Winter							*********NEW WinSPWW2 v10
   {5837,2159},  // 3237	LCM		green			*****************REVISED WinSPWW2 v10
  {5838,2159},  // 3238		 LCM		grey				*****************REVISED WinSPWW2 v10
  {5839,2159},  // 3239		LCM	camo with supplies		*****************REVISED WinSPWW2 v10
   {5867,2159},  // 3267	Japanese SB(D)			********NEW WinSPWW2 v10
   {5949,-1},  // 3349		Heavy Truck- Green						***********REVISED WinSPWW2 v10
   {10094, 10095}, //3495.	FCM Char 2C - Camo				*********NEW WinSPWW2 v10	
{10096, 10097}, //		3496. Sherman V	 - Winter			*********NEW WinSPWW2 v10
{18560, -1},    //7960				Yokosuka P1Y1						**********NEW winSPWW2 V10
  {18561, -1},    //7961				Yokosuka B4Y1-Camo					**********NEW winSPWW2 V10
  {18562, -1},    //7962				Yokosuka B4Y1-Grey					**********NEW winSPWW2 V10 
  {18563, -1},    //7963				Vildebeest- British						**********NEW winSPWW2 V10						
  {18564, -1},    //7964				Bulgarian Do 11 Prilep-pre-war				**********NEW winSPWW2 V10
  {18565, -1},    //7965				Bulgarian Do 11 Prilep					**********NEW winSPWW2 V10
  {18566, -1},    //7966				German Do 23						**********NEW winSPWW2 V10
  {18567, -1},    //7967				Westland Wapiti - British					**********NEW winSPWW2 V10
  {18568, -1},    //7968				Junkers A-20						**********NEW winSPWW2 V10
  {18569, -1},    //7969				Ki-43-I Hei							**********NEW winSPWW2 V10
  {18570, -1},    //7970				Fokker C.X- Netherlands					**********NEW winSPWW2 V10
  {18571, -1},    //7971				Horten Ho 229 <blue OOB>				**********NEW winSPWW2 V10
  {18600, -1},    //8000	Britain 	37mm Bofors			**********NEW winSPWW2 V10
  {18601, -1},    //8001			2 pdr					**********NEW winSPWW2 V10
  {18602, -1},    //8002			6 pdr					**********NEW winSPWW2 V10
  {18603, -1},    //8003			17 pdr				**********NEW winSPWW2 V10
  {18604, -1},    //8004			17/25 pdr				**********NEW winSPWW2 V10
  {18605, -1},    //8005	Germany	28mm PzB 41			**********NEW winSPWW2 V10
  {18606, -1},    //8006			28mm PzB 41 para		**********NEW winSPWW2 V10
  {18607, -1},    //8007			37mm Pak 36			**********NEW winSPWW2 V10
  {18608, -1},    //8008			37mm Pak 37(t)			**********NEW winSPWW2 V10
  {18609, -1},    //8009			47mm Pak 36(t)			**********NEW winSPWW2 V10
  {18610, -1},    //8010 		50mm Pak 38			**********NEW winSPWW2 V10
  {18611, -1},    //8011			75mm Pak 40			**********NEW winSPWW2 V10
  {18612, -1},    //8012			75mm Pak 97/38			**********NEW winSPWW2 V10
  {18613, -1},    //8013			75mm Pak 36(r)			**********NEW winSPWW2 V10
  {18614, -1},    //8014			88mm Pak 43			**********NEW winSPWW2 V10
  {18615, -1},    //8015			88mm Pak 43/41			**********NEW winSPWW2 V10
  {18616, -1},    //8016			88mm Flak 36			**********NEW winSPWW2 V10
  {18617, -1},    //8017			88mm Puppchen			**********NEW winSPWW2 V10
  {18618, -1},    //8018	France	25mm SA 34 L72			**********NEW winSPWW2 V10
  {18619, -1},    //8019			47mm APX L53			**********NEW winSPWW2 V10
  {18620, -1},    //8020	Netherlands	20mm Madsen			**********NEW winSPWW2 V10
  {18621, -1},    //8021	Russia	37mm L45				**********NEW winSPWW2 V10
  {18622, -1},    //8022			47mm L68				**********NEW winSPWW2 V10
  {18623, -1},    //8023			57mm L72				**********NEW winSPWW2 V10
  {18624, -1},    //8024			76.2mm L51 M36			**********NEW winSPWW2 V10
  {18625, -1},    //8025			76.2mm L42 M39			**********NEW winSPWW2 V10
  {18626, -1},    //8026			76.2mm L42 (ZiS-3) M42	**********NEW winSPWW2 V10		
  {18627, -1},    //8027			85mm AAG				**********NEW winSPWW2 V10
  {18628, -1},    //8028			100mm L60				**********NEW winSPWW2 V10
  {18629, -1},    //8029 Italy		Cannone 47/32-Böhler		**********NEW winSPWW2 V10	
  {18630, -1},    //8030			Cannone da 75/46 C.A. mod.34 AAG **********NEW winSPWW2 V10
  {18631, -1},    //8031			Cannone da 90/53 mod. 39 AAG**********NEW winSPWW2 V10
  {18632, -1},    //8032 Poland	37mm wz.16			**********NEW winSPWW2 V10
  {18633, -1},    //8033			37mm wz.16 without wheels	**********NEW winSPWW2 V10
  {18634, -1},    //8034			75mm armata wz.36 L50 AAG	 **********NEW winSPWW2 V10
  {18635, -1},    //8035	Japan		37mm Type 94 / Type 1	**********NEW winSPWW2 V10	
  {18636, -1},    //8036			47mm Type 1			**********NEW winSPWW2 V10
  {18637, -1},    //8037			75mm Type 88			**********NEW winSPWW2 V10
  {18638, -1},    //8038	USA		37mm M1				**********NEW winSPWW2 V10
  {18639, -1},    //8039			76mm (3inch) M1A1 L55	**********NEW winSPWW2 V10	
  {18640, -1},    //8040			90mm M2 AAG			**********NEW winSPWW2 V10
  {18641, -1},    //8041			90mm T8 L52			**********NEW winSPWW2 V10
  {18642, -1},    //8042 Belgium	47mm C.A L33			**********NEW winSPWW2 V10
  {18643, -1},    //8043 Rumania    47mm Schneider			**********NEW winSPWW2 V10
IronDuke99
February 8th, 2017, 11:15 PM
This looks like much the best new patch in years.
Any chance of Pagoda as used in Burma, etc as a multi hex building?
https://en.wikipedia.org/wiki/Pagoda
Gelainey
February 9th, 2017, 02:42 AM
Thank you once again for the best game ever. Updates are just a wonderful bonus!
DRG
February 9th, 2017, 08:52 AM
This looks like much the best new patch in years.
Any chance of Pagoda as used in Burma, etc as a multi hex building?
https://en.wikipedia.org/wiki/Pagoda
Not at this stage........multi-hex buildings first have to be created and then entered into code individually
IronDuke99
February 9th, 2017, 10:16 AM
This looks like much the best new patch in years.
Any chance of Pagoda as used in Burma, etc as a multi hex building?
https://en.wikipedia.org/wiki/Pagoda
Not at this stage........multi-hex buildings first have to be created and then entered into code individually
Lol, first time I asked that, a couple of years ago I was told "as much chance as world peace", so an advance.
Cheers.
DRG
February 9th, 2017, 12:30 PM
not much......
DRG
February 12th, 2017, 11:06 AM
Here's a chance to give some feedback on a new feature you haven't tired yet :D
This question is for map makers only. If you haven't done any mapmaking the question is irrelevant.
The SP standard default for a right mouse click while map making has always been the target hex and every hex around it
http://forum.shrapnelgames.com/attachment.php?attachmentid=14601&stc=1&d=1486910915
With the change we have made that now ties right click into fill range the default you get when you right click is the target hex and 4X the hexes around it
http://forum.shrapnelgames.com/attachment.php?attachmentid=14602&stc=1&d=1486911033
which I have found can be a "surprise" after right click being a 7 hex cluster for 20+ years when you "forget" and right click on an area of the map and get 4x the area you expected. 
We can easily set the default back to 2 hexes ( just as map makers could set it to 2 to start off ) and it can be increased using fill range but I'm interested in what other map makers think......leave it at the new big 5 hex splat or turn it back to what it's always been for a right click default ? 
The thing to remember also is that once you set fill range it stays that range until you change it or exit the editor so the default only stays 2 or 5 until it's changed in fill range
Don
scorpio_rocks
February 12th, 2017, 01:11 PM
My feeling would be to keep the default as it has always been (for now at least) - 2 hex range.
DRG
February 20th, 2017, 12:31 PM
MAP LIST FOR winSPWW2 v10
MAPID-	NAME
0	00 Gallabat, Sudan 100s40 
1	01 Dernaki, Poland (1939) 80x100 
2	02 Stalingrad-The Factories 100x200 
3	03 Merderet R., France 100x100 
4	04 Stonne, France 100x40 
5	05 Gavrus, Normandy 100x40 
6	06 Narvik, Norway 100x80 
7	07 Ochsendorf, Germany 100x160 
8	08 Bastogne, Belgium (wntr 44-45) 100x200 
9	09 Schandelah, Germany 100x160 
10	10 Herrlisheim, Germany (wntr) 100x160 
11	11 Omaha Beach, Normandy 100x160 
12	12 Schmidt, Germany 100x60 
13	12 Posen (wntr) 100x60 
14	14 Kapelsche Veer (wntr) 100x40 
15	15 Louisendorf, Germany (mud) 100x100 
16	15 Louisendorf, Germany 100x100 
17	17 Milanow S 100x60 
18	18 Champs, Belgium (wntr 44-45) 100x120 
19	19 Normandy Town 60x80 
20	20 Bloody Ridge, Guadacanal 100x40 
21	21 Grevenbroich 100x40 
22	22 Norman City 100x80 
23	23 Jandrain 100x80 
24	24 Grafstoms (wntr) 100x40 
25	25 Jandrain (damage) 100x80 
26	26 Lower Rhine, Netherlands 100x60 
27	27 Cassino, Italy 100x120 
28	28 Cassino, Italy (damage) 100x120 
29	29 Betio Island 100x40 
30	30 Betio Island (damage) 100x40 
31	31 Haguenau, Germany (wntr) 100x60 
32	32 Berchtesgaden, Germany (wntr) 100x60 
33	33 Winter Mountains 100x40 
34	34 Los Negros Island 100x200 
35	35 Koevering, Netherlands 100x200 
36	36 Belgian Ardennes 100x60 
37	37 Inland From Utah Beach 100x200 
38	38 Russian Ridges 100x80 
39	39 Iwo Jima 100x180 
40	40 Vierville, France 100x40 
41	41 Carentan, Normandy 100x140 
42	42 Son, Netherlands 100x40 
43	43 Nuenen, Netherlands 100x40 
44	44 Agordat, Italian E. Africa 100x60 
45	45 Veghel, Netherlands 100x200 
46	46 Fallujah Road, Iraq 100x40 
47	47 Foy-Noville (Dec 44) 100x60 
48	48 Foy-Noville (Jan 45) 100x60 
49	49 Three Brooklets 100x200 
50	50 Bulson 100x120 
51	51 Ambleve River Valley (wntr) 100x80 
52	52 Halfaya Pass/Sollum 100x200 
53	53 Lk Balaton, Hungary 100x200 
54	54 Bocage, Normandy 100x100 
55	55 Balkan Hills 100x40 
56	56 West of Shanghai 100x40 
57	57 Bretteville sur Odon 100x100 
58	58 Lakes 100x80 
59	59 Longegoutte (wntr) 100x180 
60	60 Warwarowka, Ukraine (Feb) 80x100 
61	61 Pavlovo, Ukraine, 1943 
62	62 Dickie's Bridge, Normandy 160x40 
63	63 Neretva, Yugoslavia 100x200 
64	64 Mai Pha, French Indochina 80x40 
65	65 Finnish Winterscape 100x80 
66	66 Osel Island, Baltic 100x80 
67	67 Ryukyu Island 100x40 
68	68 East Europe Countryside 100x80 
69	69 West Europe Villages 80x80 
70	70 Europe Town 40x40 
71	71 Suomussalmi, Finland (wntr 39) 120x120 
72	72 Mersa el Brega, Libya 100x80
73	73 Northern Russia 100x80 
74	74 Dal, Norway 100x80 
75	75 Russian Steppe 100x100 
76	76 Menado, Celbes, NEI 200x160 
77	77 les Attaques, France 120x100 
78	78 Freyneux, Ardennes (wntr) 80x100 
79	79 Vierville-sur-M., Nrmdy 80x100 
80	80 Caumont, Normandy 100x100 
81	81 St Aignain, Normandy 200x160 
82	82 St Jean-de-D., Normandy 200x160 
83	83 Tolvajarvi, Finland (wntr) 100x100 
84	84 Buschkowo, Poland 200x160 
85	85 Goldfled, Poland 200x160 
86	86 French Villages 100x80 
87	87 Debe Wielke, Poland (39) 100x120 
88	88 Corregidor Is. (east) 140x160 
89	89 Corregidor Is. (west) 200x160 
90	90 Kamiri, Noemfoor (44) 100x140 
91	91 Village, Solomons (Beach) 60x80 
92	92 NW France 1940 (summer) 100x100 
93	93 Broszki, Poland (39) 80x100 
94	94 Airel, Normandy (44) 80x100 
95	95 Pointe-du-Hoc, Nrmdy 100x120 
96	96 Sitno, USSR (wntr) 80x100 
97	97 Kapella Nova, USSR (wntr) 80x100 
98	98 Paderborn, Germany 80x60 
99	99 The Farm 40x20
100	100 Hill-line, Finland 100x80 
101	101 RR Station, Finland (wntr) 100x60 
102	102 Village, Finland (wntr) 100x40 
103	103 Crossroads, Finland (wntr) 100x120 
104	104 Coehoorn, Netherlands 160x200 
105	105 Hills, Europe 100x200 
106	106 Hill 231, USSR 40x20
107	107 Eben Emael, Belgium 170x140
108	108 Mountain Pass 100x200
109	109 Kopansky, Ukranie 80x100 
110	110 Rimburg Castle, Germany 80x100 
111	111 N. of Maastricht, Neth. 80x80 
112	112 Recht, Ardennes 80x100 
113	113 Thirimont, Ardennes 80x100 
114	114 Bellevaux, Ardennes (wntr) 80x100 
115	115 Stavelot, Ardennes (wntr) 120x120 
116	116 Stoumont, Ardennes (wntr) 80x100 
117	117 Podporozjje, Karelia USSR 120x120 
118	118 Alexandrowka, USSR 100x120 
119	119 Northern Europe Coastline 100x90 
120	120 Northern Europe Road 60x120 
121	121 Otta, Norway 60x120 
122	122 Northern Europe Farmland 80x100 
123	123 Tournai, Belgium 80x100 
124	124 Orvilliers, France 60x120 
125	125 Mortain, Normandy 100x120 
126	126 Northern Europe Lakes 120x100 
127	127 Pont-Hebert, Normandy 80x100 
128	128 Hill 91/Les Haut Vents, Normandy 80x100 
129	129 Hustenburg, Netherlands 40x60 
130	130 Bjelovar, Yugoslavia 60x60 
131	131 Northern Europe Riverside Village 80x120 
132	132 Northern Europe Valleys 60x100 
133	133 Sotei, Greece (wntr) 80x90
134	134 Bombed-Out City, Europe 30x20 
135	135 Burmese Village 50x20 
136	136 Ardennes Area (wntr) 120x80 
137	Far Karelia 1944 80x80
138	138 Cremlingen, Germany 120x120 
139	139 Puetz, Germany 80x100 
140	140 Frenois (Meuse R.), France 80x100 
141	141 Oberembt, Germany 80x100 
142	142 Steinstrass, Germany 80x100 
143	143 E Rimburg Bridgehead, Germany 80x100 
144	144 Leczyca, Poland 100x100 
145	145 Cleves, Netherlands (wntr) 100x100 
146	145 Westerplatte, FC Gdansk, 1939 80x140 
147	147 Utah Beach 160x200 
148	148 Benouville, France 110x100
149	149 Tavoy, Burma 110x110
150	150 Saint Nazaire 130x130
151	151 Maleme, Crete 140x140
152	152 Lubany, USSR 100x100
153	153 Eastern Europe (winter) 80x100
154	154 Rural USSR 100x100
155	155 Sawarkow, USSR 100x100
156	156 Dep.-d-Mend., Ndrlnds 80x80
157	157 Rural Netherlands 80x80
158	158 Sola AF, Norway 80x120
159	159 Normandy Countryside 80x130
160	160 Rural Village, Italy 80x100
161	161 Lejini, Kurland 80x100
162	162 Villebaudon, Normandy 80x80
163	163 Sierakow, Poland 70x70
164	164 Rummelsburg, Germany 80x100
165	165 Krojanty, Poland
166	166 Gdansk (Danzig), Free City 1939 80x140 
167	167 Danzig (Gdansk), Feb 1945 80x140 
168	168 Starokrzepice , Poland 1939 100x100 
169	169 Klosterdorf, Pomerania, Feb 1945 20x20 
170	170 Epinoy, France 200x160
171	171 Hannut, Belgium 200x160
172	172 Sommauthe, France 120x120
173	173 Cholm, Russia 100x100
174	174 Cholm (damage)
175	Logowski, Russia 130x130
176	'Milk Farm', Russia 100x100
177	Kasatshi Heights, Russia 100x100
178	Sawarkow, USSR 100x100
179	French Fort, Syria 100x100
180	Don Region, Russia 80x100
181	Bodange, Ard., Belgium 80x100
182	Maeda Escarpment, Okinwa 80x100
183	Zetten, Netherlands 130x100
184	Pruth River, Romania 100x100
185	Bratuseni, Bessarabia 80x100
186	Fontana Nova, Bessarabia 80x100
187	Dnjester Crossing 80x150
188	Djneper Crossing 150x100
189	Soebang, Java, Indonesia 80x100
190	Rural, Java, Indonesia 80x100
191	Mezo-Kersztes, Hungary 80x100
192	Village, E Europe 80x100
193	Gora Kamienska, Poland 130x130
194	Rozan, Poland 80x100
195	Notre-D-de-Cenilly, Fr 80x100
196	Nevel Region, USSR 100x100
197	Mokra I-III, Poland 140x140
198	Lemberg, Fr-Ge border 80x100
199	Dep.-d-Mendicite, Ndrlands 80x80
200	Rural, USSR 100x100
201	Fontenay-le-Pesnel, Fr 100x100
202	Binning, France 110x110
203	Chenedolle, France 80x100
204	Ogledow, Poland 110x110
205	Strada, Italy 160x160
206	Manila (sect), Philippines80x100
207	Dagda, USSR 80x100
208	Opotschka, USSR 80x130
209	Flavion, Belgium 200x160
210	La Horgne, France 130x130
211	Bruneval, France 80x100
212	Deltuva, Latvia (USSR) 80x80
213	Rural, Normandy, France 80x130
214	Sainteny, Normandy, Fr 150x150
215	Town, Normandy, Fr 120x160
216	Small city, 30x30
217	Warszaw suburb, Poland 100x100
218	Pabianice, Poland 130x130
219	Koprivnica, Croatia 140x140
220	St Marguerite-s-Mer, Fr 200x160
221	Gottschee, Slovenia 120x120
222	Vendes, Normandy, France 80x100
223	Rijkevorsel, Belgium 120x120
224	Herleville, France 130x130
225	La Valtolaine, Nrmndy, Fr 80x100
226	Plains of Poland (wntr) 200x160
227	Pacy-sur-Eure, France 130x130
228	Autumn Forrest, Russia 90x90
229	Kowel, Russia,Winter 100x120
230	City building example
231	Bretteville sur Odon 180x100
232	Kalpaki, Greece '40 200x160
233	Platamon, Greece '41 200x160
234	Wysanow, Poland 120x120
235	Dompaire, France 160x160
236	Wehld, Netherlands 100x100
237	Hatten, France 200x160
238	Ostrov, Russia 100x100
239	Leliwa, Poland 160x160
240	Mnichow, Poland 160x160
241	Truchatschewka, USSR 200x160
242	Jeffrosinowka, USSR 200x160
243	Bykowo, USSR 200x160
244	Gorschetschnoje,USSR 200x160
245	Authie, Normandy 130x130
246	Picnic in Normandy 120x160
247	Pleasant Valley France 120x140
248	Tranquil Valleys Italy 120x140
249	Petrzalka 1938 [160x200]
250	Petrzalka 1938 full [160x200]
251	VVP Libava 100x160 S
252	Lodherov 100x100 Summer
253	Hohenau (100x100)
254	Desna 60x60 Autumn 1938
255	Borodino, Russia 200x160
256	Artemki, Russia 110x110
257	Otyakovo, Russia 110x110
258	Wolossowo, Russia 110x110
259	Gross Neuendorf, Germany 120x120
260	Jort, France 120x140
261	Elvenes, Norway 80x100
262	Bjerkvik, Norway 120x120
263	Wola District, Warszawa 120x120
264	Peleliu 200 x 160
265	Berezov, Russia 100x120
266	Yakovlevo, Russia 140x160
267	Teterevino, Russia 140x160
268	Prokhorovka, Russia 200x160
269	Town 30x30 
270	Verrieres Ridge,Normandy 120x180
271	Sand River 50x40
272	Ruinberg 40x50
273	Ruinberg on Fire 40x50
274	Malinovka 40x50
275	275 Redshire 100x100
276	276 Sokolovo, USSR 70x60
277	277 Stalingrad winter map 40x40
278	278 Stalingrad rr 1 30x30
279	279 Butaritari Island-Makin Atoll 
280	280 Maklin Island Battle area 1943
281	281 Merriville 100 X 100
282	282 Saint Lambert, France 80 X 100
283	283 Fintel Ridge, Germany 140 X 140
284	284 Arnsberg Wald, Germany 160 X 160
285	285 Lubbecke Crossroads 140 X 140
286	286 Ortona, Italy 100 X 140
287	287 Generic Countryside 100 X 160
288	288 China Rice Paddies 80 X 100
289	289 Fez, Morocco 70 X 120
290	290 Radzymin, Poland 80 X 120
291	291 Vimy Ridge, France 160 X 200
292	292 Polish Countryside 70 X 110
293	293 Teruel, Spain 80 X 100
294	294 Moroccan Beach 80 X 100
295	295 Rostov 100 X 100
296	296 Narva, Winter 160 X 200
297	297 Western Kharkov, Winter 110X110
298	298 Stalingrad, Winter 110 X 110
299	299 Stalingrad Ruins 120 X 180
300	300 Autumn village w railyard 30x30
301	Elvenes, Norway 200x160
302	Uscilug, Bug river 200x160
303	Oleksandrivka, Ukraine 200x160
304	Markajarvi, Finland 200x160
305	Schoenebeck, Germany 200x160
306	Pervomaisk, Ukraine 200x160
307	Birningen, Germany 120x150
308	Coulogne, France 160x140
309	Coulogne, Fr (shift N) 160x140
310	Levanger, Norway 200x160
311	Brieg-Oppeln, Ge (snow) 200x160
312	Brieg-Oppeln, Ge (fall) 200x160
313	Warlus, France 200x160
314	Chabrehez, Belgium 130x120
315	Fleury-s-Orne, France 140x160
316	S of Caen<Venhola-Contours only>200x160
317	Hockwald Gap<Venhola-Contours only>200x160
318	Villers B<Venhola-contours only>200x160
319	Seelow heights -contours 200x160
RVPERTVS
February 26th, 2017, 03:33 PM
Great news as always! Is it possible to include the whole Game Guide in a single PDF document?
Mobhack
February 26th, 2017, 03:45 PM
Great news as always! Is it possible to include the whole Game Guide in a single PDF document?
No since it is designed as an HTML document.
Someone may produce a PDF copy - but that is not a format we use.
DRG
March 3rd, 2017, 07:08 AM
THE v10 UPGRADE IS NOW AVAILABLE
http://www.shrapnelgames.com/Camo_Workshop/WW2/WW2_page.html
Warhero
March 3rd, 2017, 08:42 AM
Thanks!
DRG
March 3rd, 2017, 09:37 AM
Both games by the numbers.....( March 2017 )
winSPMBT OOB's contain 36,555 units --winSPMBT units contain 68 individual unit data entries per unit
There are 16,539 formations in winSPMBT and each of those has 20 data points
There are 15,611 weapons listed in winSPMBT. ...each of those has 13 data points
winSPMBT DATA BITS
UNITS
36,555 X 68 = 2,485,740 bits of data
FORMATIONS
16,539 X 20 = 330,780 bits of data
WEAPONS
15,611 X 13 = 202,943 bits of data
TOTAL bits of data in winSPMBT's OOB's
2,485,740 + 330,780 + 202,943 = 3,019,463
Three Million, Nineteen Thousand, Four Hundred and Sixty Three
winSPWW2 OOB's contain 12,566 units
winSPWW2 contains 60 individual unit data entries per unit
There are 6,979 formations in winSPWW2 and each of those has 20 data points
There are 4,828 weapons listed in winSPWW2 ...each of those has 13 data points
winSPWW2 DATA BITS
UNITS
12,566 x 60 = 753,960
FORMATIONS
6,979 x 20= 139,580
WEAPONS
4,828 X 13 = 62,764
TOTAL bits of data in winSPWW2
753,960 + 139,580 + 62,764 = 956,304
Nine Hundred and Fifty Six Thousand Three Hundred and Four
Total Data bits in both games
3,019,463 + 956,304 = 3,975,767
THREE MILLION NINE HUNDRED AND SEVENTY-FIVE THOUSAND SEVEN HUNDRED AND SIXTY-SEVEN
scorpio_rocks
March 3rd, 2017, 11:33 AM
Yikes! spend 1 sec / data point, every day for 8 hours a day = 138 days! 
A miracle there aren't a few more mistakes!
Thanks guys for all the hard work!
DRG
March 3rd, 2017, 02:29 PM
Yikes! spend 1 sec / data point, every day for 8 hours a day = 138 days! 
Yes but we've been at this for NINETEEN YEARS
If I was in really good shape ( and all the other obvious impediments were removed ) I could have walk to the moon
Mario_Fr
March 3rd, 2017, 03:30 PM
Don, Andy, thanks a lot. It`s another great update.
Two minor mistakes I`ve found in the OOB`s (of Germany #16)
There is a 1000lbs bomb (#198) which is the primary weapon of two infantry units (#553 InfGrp (SMG)SS and #700 Brandenburger.
And unit #090 (8.8cm Flak 18) still has the old icon, while all the other 8.8cm Flak already have the new one.
Also thanks a lot for including the ATG icons I`ve made. I always was a fan of anti-tank guns in WinSPWW2 and now, seeing my icons in the official game, I will even buy more of them.:)
DRG
March 3rd, 2017, 03:36 PM
The bomb issue is a total mystery as I don't recall going anywhere near that bit of the OOB
The unit #090 88 still has the old icon because that's the icon I wanted for that unit. If you like yours better feel free to change it. I don't plan to
Mario_Fr
March 3rd, 2017, 03:51 PM
@Don,
as for the 88. But you gave the other two 88`s the new icon (unit #134 and #707), so I thought that you just forgot about #090.
Cheers
DRG
March 3rd, 2017, 04:01 PM
Can you please explain to me HOW, after we test for weeks and don't see that German W198 was turned into a 1000 pound bomb and we do NOT have ANY IDEA WHATSOEVER how or why or when that could have happened that you have the patch for what.....1 hour...2? and you "discover" that two relatively obscure German units have had 1000 pound bombs in place of vz.9 SMG.....I'd really ( really.. ) like to know how you managed to find that so quickly.
Mario_Fr
March 3rd, 2017, 04:26 PM
To be honest, I`ve checked if you included my OOB suggestions that I`ve proposed one and a half years ago (it was about the armament and bomb loads of the Fw 190, Bf 109 and Hs 129.) And you did, what it`s great because I`ve mentioned them quite a long time ago and placed them at the end of a running thread of some 50 or so pages, which made them very likely to be ignored anyway. http://forum.shrapnelgames.com/showthread.php?t=49664&page=6
Somewhere in this thread I`ve hinted that the Germans never had a 120kg bomb (which you also corrected in the new patch), and I was curious if you changed it for a 100kg bomb. All the rest is giving credit to the search possibilites of Mobhack (find: 100)
And of course, I`m quite familiar with "my German OOB"...
By the way, I`m not sure about it, but it is possible that ground attack and fighter bomber (unit class #44 and 243) have different costs again? I think this was corrected in v9, but it seems that it was changed again, so that unit class #243 is cheaper than #44 for the very same unit.
DRG
March 3rd, 2017, 05:00 PM
By the way, I`m not sure about it, but it is possible that ground attack and fighter bomber (unit class #44 and 243) have different costs again? I think this was corrected in v9, but it seems that it was changed again, so that unit class #243 is cheaper than #44 for the very same unit.
We ( in general not you and me.. ) go through this ALL the time and IDK why but.......WHICH "very same unit"s are you referring to. Am I suppose to read minds now too ?? If you or anyone else want to make claims like that you need to TELL ME THE UNIT NUMBERS....or do you expect me to go through each one to find the one you MIGHT be referring to because so far I cannot find two identical ones because " very same unit" means EVERYTHING is the same in both but the cost and NO .. nothing in the costing code was even looked at this year
Mario_Fr
March 3rd, 2017, 05:21 PM
I`m referring to this thread: the way the cost calculator treats the cost of unit class #44 and #243
http://forum.shrapnelgames.com/showthread.php?t=50755
What I meant by very same unit, is that if you take a fighter bomber (any) and change the class of that very unit to ground attack #243 the cost calculator changes it`s cost.
According to the notes for patch v9 this was corrected, but it seems that in v10 it was changed back again.
[Edit]
But before you go crazy (because you haven`t touched the cost calculator for this patch)... I`ve just checked. It seems that you`ve forgot to implement it in v9 or maybe it was in v9.0 but not in v9b)
Cheers
DRG
March 3rd, 2017, 06:21 PM
I just built two test units in another OOB and yes there is a difference in cost between the two unit classes. I have no idea how it could be fixed then unfixed the cost calcs used date from March 2016.
 For now learn to live with it. It's a minor issue. No one is going to win or lose a game over it and it's been like that for years already. But we put it on the to-do list.......again
DRG
March 4th, 2017, 02:57 PM
Andy found and fixed the cost calculator issue. It was getting WW2 and MBT unit classes mixed up ( sometimes...sometimes not ) and as a result, things like ground attack aircraft were being undervalued. We thought it had been fixed and tested...maybe we both dreamed it had been but it's fixed now. There are generally minor changes to the cost of some other unit types in both games. Nothing earth shattering.......a couple of points here or there and not many of them.
DRG
March 6th, 2017, 12:44 PM
If anyone has actually played with the sound on and used a
Panther, Tiger 1, Koenigstiger, T34, Is-2 or an M3A1
The sounds you hear when they move ARE recordings of each of those vehicles moving.
Tomas
March 6th, 2017, 01:39 PM
Thank you for the new patches devs!
Is it OK to update the game with ongoing PBEM campaign with basic security ?
DRG
March 6th, 2017, 04:23 PM
It's been awhile since Andy or I tested that but we both think it will be OK using Basic security
Pat58
March 12th, 2017, 02:48 PM
If anyone has actually played with the sound on and used a
Panther, Tiger 1, Koenigstiger, T34, Is-2 or an M3A1
The sounds you hear when they move ARE recordings of each of those vehicles moving.
That is a nice touch.  Is it a coding issue that prevents those tanks from playing the same sound file in the scenarios?
DRG
March 12th, 2017, 03:28 PM
When a scenario is made data like the unit sound used is taken from the unit at the time the scenario was made and locked into the scenario data file and at the time all the scenarios in the game now were made they all used the default tank unit sounds. You can change them if you like with ScenHack if you have the extended/CD version by loading the scenario then press change......find the same unit and change it and it will pick up the new unit and the new sound.....and if that sounds like "fun" imagine why we don't do it unless a scenario is actually "broken" by an OOB change
The game does not pick new units for scenarios to allow scenario designers the freedom to make changes to the basic data that will be used in his scenario......if he changed a unit to indicate it had taken damage before the scenario began of for example he wanted them to move at infantry speed all of that would go away if the game selected the unit from the OOB and that's why you don't hear those sounds in older scenarios
Non Serviam
March 13th, 2017, 06:32 PM
Confirmed to work perfectly in Linux, using Wine on default settings.
Also, thank you for this.  It's an excellent patch that thoroughly improves the game.  My favourite thing about it is how much better the maps look.
DRG
March 13th, 2017, 06:38 PM
Good news and information regarding Linux use.
We're glad you like the changes
Don
jivemi
March 16th, 2017, 09:44 PM
Many thanks Don and Andy. The new terrain features are especially appreciated; they're softer in texture, easier on the eyes, and aesthetically pleasing. So pleasing in fact that I've finally been inspired to turn off the Move Radius button so I can enjoy them in full. Cheers!
DRG
March 31st, 2017, 08:07 AM
There is now a revised ver 10.01 of the patch posted to DL. The explanation is in the first post of this thread.
Don
scorpio_rocks
March 31st, 2017, 12:17 PM
Thanks for your diligence and quick action.
KV7
April 6th, 2017, 03:25 AM
I just noticed this, but in the long (and possibly user created) campaign the AI points seem to be not follow the standard formula but be capped or otherwise effected by the points in the user generated scenario screen; of course this is not meant to happen at all.
I just started a Soviet long campaign, the first two battles are meeting engagement and run as normal (although on 100% AI points it is a cakewalk, but still feels like a normal battle).
Then the next battle I was defending with ~3000 points and (with AI points in the scenario screen on the default setting of 4000 points) the AI opponent attacks with what looked like 4000 points (not the 9000 it would usually get), which resulted unsurprisingly in a pathetically easy victory.  
I reloaded from the last turn of the previous battle (drawing a defend mission again) but with the AI points turned up to 12 000 (again in the scenario screen) and low and behold a good part of a German armored division appears (looks like 9000 points but I might be wrong).
Next I try reloading again and get a meeting engagement, but now the opponent force is almost the same size as when defending (looked like 12 k points actually, I can count 50 or so Panzer IV; 25 Panzer II; another 20 or so light vehicles etc.) Unsurprisingly this is now pretty tough  
I have the latest mod on the CD base version.
DRG
April 6th, 2017, 06:48 AM
Post a save game. That is the ONLY way we can check anything like this
I am not sure at all what you mean by "capped or otherwise effected by the points in the user generated scenario screen"
........user generated scenario screen ??
I started a Soviet LC and the first battle was a meeter against the Poles. I bought my force started the game, saved it, renamed it to an empty scenario then moved it to the scenario folder and checked it in the editor. 
The AI Poles had 5047 points worth of troops and equipment and the Russians had 5059 points worth of troops and equipment.....so about as equal as it's going to get ............BUT I had deliberately tried to force the AI to take 250 points in the preference screen when I first set up the campaign but the game ignored me ( as it should ) and bought an equal force for the AI.....that said SOP should be P2 in a campaign should be set to XXX
KV7
April 6th, 2017, 08:59 AM
Post a save game. That is the ONLY way we can check anything like this
I am not sure at all what you mean by "capped or otherwise effected by the points in the user generated scenario screen"
........user generated scenario screen ??
I started a Soviet LC and the first battle was a meeter against the Poles. I bought my force started the game, saved it, renamed it to an empty scenario then moved it to the scenario folder and checked it in the editor. 
The AI Poles had 5047 points worth of troops and equipment and the Russians had 5059 points worth of troops and equipment.....so about as equal as it's going to get ............BUT I had deliberately tried to force the AI to take 250 points in the preference screen when I first set up the campaign but the game ignored me ( as it should ) and bought an equal force for the AI.....that said SOP should be P2 in a campaign should be set to XXX
Sorry for the confusion; by 'user generated scenario screen' I meant the 'preferences screen' as this is used to adjust points for user generated battles or in my confusing language  'scenarios' ['not a campaign' or 'single battle'].
My understanding is if AI points are set to 'XXX' the game  will determine AI points in a 'battle' by the standard formula (*0.33 AI defend; 0.5 AI delay; . . .*3 AI attack) and changing the points allocation will override the formula, but that in a campaign the points are ALWAYS set by the formula (as adjusted by the 'ai adjust = xxx %') for standard but not long scenarios (unless something changed in one mod and AI adjust now works for the long campaign ?)
What I am saying is that is appears that the points allocation in the preferences screen affected AI points in the campaign, overriding the formula. 
This is very bizarre as I have played hundreds of campaign battles and never noticed this occur - although I have noticed that campaigns in WinSPMBT appear to under-spawn the AI (give it comparatively too little points)when my force gets very large, which could be explained by the points in the preferences screen setting an upper limit.
DRG
April 6th, 2017, 09:49 AM
Which is one reason I asked for a save game.
 Just telling us you did this and that and saw whatever doesn't mean anything without the save game to back it up. 
I'm 7 battles into a Canadian LC and have not seen anything out of the ordinary for AI force numbers based on battle type but that doesn't mean you don't.... it just mean TELLING us doesn't mean anything without SHOWING us and that goes for ANYONE making any type of report like this.....and a screen shot of your preference setting would help too. 
We cannot duplicate a test without knowing exactly what the settings were that generated what you consider to be the problem. The game is too complicated with too many interconnecting bits of code to just guess.
As I showed you in the test I ran this morning I TRIED to force the AI to only choose 250 points for the AI in a Soviet LC and it ignored me ( as it should )
Mobhack
April 6th, 2017, 10:03 AM
Whatever you have set for points for player 2, or air strikes for player 1 or 2 in the preferences screen are irrelevant for campaign games.
Player 2 points in a long campaign are based on the value of your core troops plus any points spent on support troops for the current battle. Air strikes are handed out by the internal formula.
Whatever points you have set for player 1 in a campaign is only relevant for your initial purchase in the first battle. And if you do not spend that amount, the surplus points will be ignored as well. So if you had 5000 points as P1 points in preferences and spent just 3000 on your initial core then the first battle would be based on the 3000 points you actually spent (plus any support you buy from support troops points).
DRG
April 6th, 2017, 12:35 PM
This is very bizarre as I have played hundreds of campaign battles and never noticed this occur - although I have noticed that campaigns in WinSPMBT appear to under-spawn the AI (give it comparatively too little points)when my force gets very large, which could be explained by the points in the preferences screen setting an upper limit.
This will be looked into once we get a save we can study but campaigns we have been a little too lenient with allowing players to purchase..... for MBT especially ( because equipment costs more ) players need to limit themselves to 22,000 points MAXIMUM and that INCLUDES support troops
It's on our " to-do" for next season
DRG
April 6th, 2017, 06:45 PM
I just noticed this, but in the long (and possibly user created) campaign the AI points seem to be not follow the standard formula but be capped or otherwise effected by the points in the user generated scenario screen; of course this is not meant to happen at all.
I just started a Soviet long campaign, the first two battles are meeting engagement and run as normal (although on 100% AI points it is a cakewalk, but still feels like a normal battle).
Then the next battle I was defending with ~3000 points and (with AI points in the scenario screen on the default setting of 4000 points) the AI opponent attacks with what looked like 4000 points (not the 9000 it would usually get), which resulted unsurprisingly in a pathetically easy victory.  
I reloaded from the last turn of the previous battle (drawing a defend mission again) but with the AI points turned up to 12 000 (again in the scenario screen) and low and behold a good part of a German armored division appears (looks like 9000 points but I might be wrong).
Next I try reloading again and get a meeting engagement, but now the opponent force is almost the same size as when defending (looked like 12 k points actually, I can count 50 or so Panzer IV; 25 Panzer II; another 20 or so light vehicles etc.) Unsurprisingly this is now pretty tough  
I have the latest mod on the CD base version.
I would STILL like to see one of your save games but campaign unit/ points limits have gone into the " gold star to-do list " we have spent too much time adding new features and perhaps not enough on making sure things that have fallen off our radar....like long campaigns....are still working correctly. The code is, ......well....."convoluted" ....at the best of times and something we did someplace else may have had a Rube Goldberg effect where we least expect it. 
IDK how many people play Long or generated campaigns but they need to keep their troop strength to no more than 22,000 points MAXIMUM to allow the AI enough points to mount a proper assault but we need to see that save to see if there is anything else needs a tweak to bring it back in line
Don
KV7
April 6th, 2017, 10:54 PM
Ok I have located the saves; but I cannot seem to attach as .dat is not a valid extension; I suppose I need to zip it or something ?
KV7
April 6th, 2017, 11:28 PM
Ok here we go; 
Turn 21: Human USSR defending against pathetic AI German attack,
(even launching counterattack on the right flank destroying routing German infantry. This is the final turn before victory awarded.
By my calculation the attacking German force should be ~10,000 points, it looks more like ~3500 or so.
DRG
April 7th, 2017, 09:13 AM
Do you by any chance have the save at the end of the last battle before this?
There is a problem we are going to have to look into. The AI was only given 2050 points to your 3597 and sorting out why may take awhile given this does not seem to be a regular occurrence but this gives us a known starting point to start looking
DRG
April 7th, 2017, 09:30 AM
Let's try something else...... 
1) What is your "AI advantage" set to in the misc settings tab of game options?
and
2) what did you set " Difficulty level" too when you started this Long campaign?
KV7
April 7th, 2017, 10:36 PM
Let's try something else...... 
1) What is your "AI advantage" set to in the misc settings tab of game options?
and
2) what did you set " Difficulty level" too when you started this Long campaign?
Both are on default, I just downloaded the latest mod and wanted to try it out. I would add also the problem does not seem to be the AI just under-spawning; it also over-spawns. 
1) Ai adjust = 100%
2) Difficulty = normal
KV7
April 7th, 2017, 10:45 PM
Here is the last turn of the previous battle; but it is not the exact same end as the one used to start the battle posted above(I overwrote that unfortunately). I went back and found turn 8 or so and played it again till the end (2 more turns till victory in this case).
Although the AI is defeated on turn 10 this felt a bit like a fair allocation.
DRG
April 7th, 2017, 11:05 PM
I have it now and we will look at it when we start up work again...we will be busy with real life for awhile but we will sort this issue out in time
KV7
April 9th, 2017, 09:30 AM
As an aside; does the Ai adjust also work for long campaigns now ?
DRG
April 9th, 2017, 11:07 AM
Right now I'm a bit gun-shy of saying anything works the way I thought it did and with that in mind I just double checked and with the AI advantage set to 200% in long campaign meeting engagement the Human players 2985 points was matched by the AI's 200% advantage at 6019...so yes, it does work
Pat58
April 11th, 2017, 10:21 AM
Right now I'm a bit gun-shy of saying anything works the way I thought it did and with that in mind I just double checked and with the AI advantage set to 200% in long campaign meeting engagement the Human players 2985 points was matched by the AI's 200% advantage at 6019...so yes, it does work
So I understand what is being said here, if in the same situation your mission had been a defend instead of meeting engagement, would the AI points have been triple the 6019 value?
Pat58
April 11th, 2017, 10:33 AM
...and this function only works for cd users?  Free game users can physically change the % but it won't change anything per the manual:
AI Advantage ( % of Points )- The Game Options launcher programme now allows CD game owners to easily edit the INI value for the AIAdjustpercent variable on the Misc Tab. Set at 100% for the default points, 120 to give the AI a 20% points advantage and so on. (Free game users can see this value but not edit it unless they manually do so in the INI file as described in the Game Guide section on AIAdjustpercent).
DRG
April 11th, 2017, 01:26 PM
Anyone can edit the ini file but CD owners can do it from game options. That passage in the manual refers to the value that free game users can SEE in gameoptions but not adjust FROM gameoptions but a free gamer can open up the CamoGame.ini and edit in a change to AIAdjustPercent manually which is the way everyone had to do it before we added it to game options for CD owners
In a long campaign, if you were defending ( with  for example -  4433 points ) and you had AI Advantage ( % of Points ) set to 200% the AI. as the assaulting side would get about 21122 points ( it will always vary a bit )
Assaulting players do not get 3x the points, it's closer to 2 3/4 X
KV7
April 17th, 2017, 10:14 AM
Anyone can edit the ini file but CD owners can do it from game options. That passage in the manual refers to the value that free game users can SEE in gameoptions but not adjust FROM gameoptions but a free gamer can open up the CamoGame.ini and edit in a change to AIAdjustPercent manually which is the way everyone had to do it before we added it to game options for CD owners
In a long campaign, if you were defending ( with  for example -  4433 points ) and you had AI Advantage ( % of Points ) set to 200% the AI. as the assaulting side would get about 21122 points ( it will always vary a bit )
Assaulting players do not get 3x the points, it's closer to 2 3/4 X
Do you mean that the ratio for assault is different depending on if it is the AI or Human player assaulting ? x3 for AI assault and ~ x2.75 for human assault ?
Mobhack
April 17th, 2017, 10:55 AM
Anyone can edit the ini file but CD owners can do it from game options. That passage in the manual refers to the value that free game users can SEE in gameoptions but not adjust FROM gameoptions but a free gamer can open up the CamoGame.ini and edit in a change to AIAdjustPercent manually which is the way everyone had to do it before we added it to game options for CD owners
In a long campaign, if you were defending ( with  for example -  4433 points ) and you had AI Advantage ( % of Points ) set to 200% the AI. as the assaulting side would get about 21122 points ( it will always vary a bit )
Assaulting players do not get 3x the points, it's closer to 2 3/4 X
Do you mean that the ratio for assault is different depending on if it is the AI or Human player assaulting ? x3 for AI assault and ~ x2.75 for human assault ?
If you leave the AI percent at 100% then the AI gets the same points as a human opponent.
However if you give the AI more by setting the AI Advantage variable then it'll obviously have more (or less if its under 100%) to spend. So if you have a meeting engagement versus the AI but have the AI Advantage set to 110 then the computer gets 10% more than you, if its 120 then it gets 20% more. Same goes for whatever battle type - it gets the basic points multiplied by the advantage you give it. 
If you have the full CD version of the game then the variable is easily set on the Game Options programme's "misc" tab under AI Advantage. Owners of the Free Demo will have to manually edit it in the ini file as described in the game guide.
KV7
April 17th, 2017, 01:05 PM
Anyone can edit the ini file but CD owners can do it from game options. That passage in the manual refers to the value that free game users can SEE in gameoptions but not adjust FROM gameoptions but a free gamer can open up the CamoGame.ini and edit in a change to AIAdjustPercent manually which is the way everyone had to do it before we added it to game options for CD owners
In a long campaign, if you were defending ( with  for example -  4433 points ) and you had AI Advantage ( % of Points ) set to 200% the AI. as the assaulting side would get about 21122 points ( it will always vary a bit )
Assaulting players do not get 3x the points, it's closer to 2 3/4 X
Do you mean that the ratio for assault is different depending on if it is the AI or Human player assaulting ? x3 for AI assault and ~ x2.75 for human assault ?
If you leave the AI percent at 100% then the AI gets the same points as a human opponent.
However if you give the AI more by setting the AI Advantage variable then it'll obviously have more (or less if its under 100%) to spend. So if you have a meeting engagement versus the AI but have the AI Advantage set to 110 then the computer gets 10% more than you, if its 120 then it gets 20% more. Same goes for whatever battle type - it gets the basic points multiplied by the advantage you give it. 
If you have the full CD version of the game then the variable is easily set on the Game Options programme's "misc" tab under AI Advantage. Owners of the Free Demo will have to manually edit it in the ini file as described in the game guide.
Yes I understand that. I must have misunderstood you. 
If AI adjust is at 200% as in your example above and you are assaulted by the AI the AI should (since forever but I might be wrong) have 200% * 300% = 600% of your points. I don't see what the 2 3/4 x ratio is used for.
scorpio_rocks
April 17th, 2017, 02:35 PM
I don't believe the assaulting force ever got quite 3x defender - it has always been around 2.75x.
so your example: AI adjust 200% assault would get approx 275%(assault) x 200%(AI advantage) around 550% (5 1/2 x)
chris h
June 24th, 2017, 09:13 AM
I've finally finished the last of the scenarios that came with the latest update all against the AI.  Some great scenarios there, well done.
Only one I could not complete and thought it poorly balance, impossible, even against the AI.  The scenario is 477 Indian assault on Japanese.   Starts with an Allied aerial bombardment that basically misses.  The troops are too far away to take advantage of those that didn't.   There's also no art support,
Griefbringer
June 24th, 2017, 10:44 AM
I've finally finished the last of the scenarios that came with the latest update all against the AI.  Some great scenarios there, well done.
That is quite an achievement, considering that some of those scenarios are quite massive.
I have only played through a small portion of them - but amongst those that I have played, there have been some really great ones. Especially the Ruin Rommel scenario provided me with some nail-biting moments.
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