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-   -   winSPWW2 V3.5 upgrade NOW AVAILABLE ! (http://forum.shrapnelgames.com/showthread.php?t=41625)

DRG December 16th, 2008 05:28 PM

winSPWW2 V3.5 upgrade NOW AVAILABLE !
 
What follows is the final list of changes to winSPWW2 V3.5.

The patch is NOW AVAILABLE

CLICK HERE


Don

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WinSPWW2 version 3.5 upgrade patch

9 New Scenarios
5 Revised Scenarios
8 New maps
6 New or revised photos
2 Revised Icons
36 Updated OOB files
2 Revised Graphic files
3686 new Icon spots added
Upgraded Cost Calculator
Upgraded MOBHack
Upgraded Extended Map Editor



1) Fixed old "W" key bug where weapon ( 1 ) could not be fired when using the "W" ( weapons ) Key to fire only 1 weapon

2) PBEM Campaign bug where smoke was not being given to core troops after the first turn is fixed

3) AIAdjust percent INI modifier will now affect the buy of AI played forces in any battle type

4) A bug in special battles that was carrying beach assaults over into the next battle has been corrected

5) On map Arty command units have been removed from the list of units able to act as spotters. They can no longer call indirect artillery missions which was allowing an arty cheat that existed back to SP2

6) ANZAC WW2 Long Campaign now starts 1/41 in the Western Desert, rather than the old earlier date. That was the first Australian action (6th Div, Bardia) in WW2.

7) Scenario 312 fixed and now has V hexes. Scenario 5 revised to make it more playable. Scenario 354 has been redone.

8) A small bug where vehicles that automatically used their smoke dischargers would not be able to move has been fixed

9) A small bug fixed for generated and PBEM campaigns, where it was possible, if the campaign was set to run in the same year, to set an end month that was earlier than the start month. The game would not run time backwards but it would only run the latest month

10) The delay for adjusting the fall of shot for both on and off map artillery landing out of the observing units line of sight has been increased and in most cases now means only one adjustment can be made without delaying the next fall of shot an extra turn.

11) European WW2 Long Campaigns will now end in May 1945 instead of April 1945. This month is used for special situations e.g. the battle for Berlin

12) More Eastern Front WW2 locations have been added. There is no longer one set battle location for every month in the East Front campaign, many alternatives have been provided.

13) Landed gliders are no longer automatically destroyed, but are now treated as abandoned vehicles.

14) A bug with all units of a side being destroyed leading to screen flicker has been fixed.

15) A Bug with all units of a side being destroyed but the game did not end even if all objectives taken has been fixed.

16) Problems with the AI counter attacking early in the delay or defence has been corrected.

17) Changes have been made to the code so that if your vehicle kicks up dust due to movement then you can no longer undo that vehicle's action. (Note that this also applies for partial smoke that does not generate a smoke graphic in the hex).

18) A PBEM campaign bug existed where on 3 failed attempts at entering the password a PBEM campaign ended the turn (and saved off the files) instead of aborting. Now the player is returned correctly to the main menu.

19) In Campaigns, core formations were able to cross-attach to non core formations. This has been corrected. You cannot now attach a core unit to a support formation.

20) A bug existed in PBEM Campaign Games where the turn 0 artillery was replayed before player 1 was asked for his password allowing player 2 to watch this turn on his machine has been fixed. Player 1 must enter his password in order to see the turn 0 bombardment. Player 2 cannot now run this turn.

21) A bug in PBEM Campaign Games has been fixed that showed the units of player 2 to player 1 during the pre-game ( turn 0 ) bombardment

22) A bug in PBEM Campaign Games where any unspotted player 2 units caused to retreat by the turn 0 bombardment were shown to player 1 was fixed.

23) There was a bug in the WW2 code for guns with range >100 and AP that caused problems with the cost calculator. Now fixed

24) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey or button in the HQ menu.

25) Off map artillery will now have a chance of losing radio contact and when they do they will not appear in the bombard menu. However, if a fire mission has been plotted and you lose contact the turn before the fire mission is scheduled to go in the fire mission will go in as scheduled but because it dropped off the bombard menu just before it did you will not be able to cancel it or shift fire.

26) "Tank Rider" passengers now have a greater chance of more casualties if caught on the tank when they are fired on.

27) Crewed weapons such as AT guns, howitzers and mortars when loaded onto a paratroop transport for air dropping now split into the crew and uncrewed weapon . They drop separately and you must now reunite the surviving crew and the unmanned weapon before being able to use it. This change also applies to vehicles but there are no "air droppable" vehicles , or transports capable of dropping them, in WinSPWW2 and very few crewed guns or mortars in droppable para formations so this change will mostly impact WinSPMBT rather than WinSPWW2.

28) Numerous small OOB corrections.


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Cross December 17th, 2008 12:00 AM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by DRG (Post 660550)
24) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey or button in the HQ menu.

This sounds useful. I'll look forward to seeing how this works.

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

Is this something you can post a screen shot of?

cheers,
Cross

Marek_Tucan December 17th, 2008 12:50 AM

Re: winSPWW2 V3.5 upgrade
 
Sounds good, thanks for your work!

DRG December 17th, 2008 08:59 AM

Re: winSPWW2 V3.5 upgrade
 
1 Attachment(s)
Quote:

Originally Posted by Cross (Post 660598)

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

cheers,
Cross

If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don

Cross December 17th, 2008 09:27 AM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by DRG (Post 660654)
If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don

Very cool...:cool:

This will make organizing units sooo much easier.
It's like my Battlion is finally getting an XO. ;)

It was just time consuming, after unloading everyone from ad hoc transport, then trying to sort and recall who was where.

The update you guys made last year, allowing us to see what unit a transport was carrying without unloading it, was a huge step forward, but I can see this being even more useful. :up:

JohnHale December 17th, 2008 09:56 AM

Re: winSPWW2 V3.5 upgrade
 
I am in the middle of a PBEM Campaign - when is it safe to upgrade?

At the end of a Battle, or only at the end of the Campaign?

DRG December 17th, 2008 01:06 PM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by JohnHale (Post 660658)
I am in the middle of a PBEM Campaign - when is it safe to upgrade?

At the end of a Battle, or only at the end of the Campaign?

It * might * work ( maybe ) as a PBEM campaign is only light security but I wouldn't guarantee it either. We've been telling people for years that any patch has a high chance of ending PBEM games and this one is no exception.

Don

Marek_Tucan December 17th, 2008 04:58 PM

Re: winSPWW2 V3.5 upgrade
 
Sweet! Just the thing for my favourite ad hoc companies! :)

Mobhack December 17th, 2008 06:13 PM

Re: winSPWW2 V3.5 upgrade
 
Quote:

Originally Posted by Marek_Tucan (Post 660762)
Sweet! Just the thing for my favourite ad hoc companies! :)

The routine adds PL, Co, HQ to the appropriate leader elements and it also takes care of this in campaigns where the "0" is no longer the leader due to having died in a previous battle.

The entire current coy is highlighted, with the current platoon in gold (leader is flashing gold). That includes that section of light tanks you bought as fire support way down the unit list and cross-attached to that coy HQ. Makes deploying company teams a breeze since all the various support teams you later bought and x-attached are now obvious.

I find it most useful to stop my common mistake of leading off an advance with the infantry platoon HQs, as after along march I can get them confused, especially when casualties mean that say C1 is now boss.

If the current coy is the HQ coy (A0's command) then in addition to all the little individual platoons under his control, the subordinate coy HQs are treated as if platoons of A coy, so those get highlighted too.

All in all, it makes it much easier to figure out who is where on the board.

Cheers
Andy

gila December 17th, 2008 09:50 PM

Re: winSPWW2 V3.5 upgrade
 
Sounds all good!
But one thing you might consider,
Replenishing smoke from ammo trucks.
I waited 3 turns and got all the other ammo, but no smoke ammo:re:
Seems to me ammo trucks would have smoke ammo as well.
Thanks for your hard work and great game!


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