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Old March 22nd, 2012, 07:12 PM
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Exclamation WinSPWW2 version 5.0 Upgrade patch- NOW AVAILABLE

NOW AVAILABLE!

CLICK HERE!

WinSPWW2 version 5.0 Upgrade patch

10 New Scenarios
58 Revised Scenarios
2 New Campaigns
6 Revised Campaigns
22 Revised Campaign files
5 New Maps
2 New Sound files
88 New or revised Photos
9 New or Revised Icons
36 Updated OOB files
2 Revised Icon Graphic files
2 New or Revised Text files
Upgraded SHPEdit
Upgraded Cost Calculator
Upgraded MOBHack and MOBHack Help file




Snipers can now target and destroy IED's or demolition charges. However, it is not a "one shot, one kill" type of thing and the heavy anti-material rifles work best.

Problems with close range Z fire scattering too far have been resolved. Firing at 3 hexes or less, even blind fire with no LOS, will not scatter onto the firing unit.

Destroyed or damaged core units now do not add back their full cost if their core formation is deleted. They will only return their cost minus the damage inflicted. Previously, if your core unit was worth 250 points for example and it was totally destroyed (0) or damaged (-110 damage points for example) then deleting the formation gave you back the *full undamaged value* of 250. This gave you "Free money" for destroyed or damaged units. With the current code, you will get 0 points returned if your formation is completely destroyed and any damage points will be deducted if it is just damaged

The code routine that calculates the number of turns in a game has been re-worked and now the game takes better account of wide (X) and high (Y) maps with extra turns added for large maps, and some deducted from smaller with added turns now given for attack and assault battles

A bug in the main code for regular and campaign games that affected defend battles for players with very large cores has been corrected. In the past if the core was near the maximum there would not be enough points available to assault a force that size. Now, if the core is too large to allow the proper ratio of attacker/ defender in a defend battle defend battles will be rejected and the game will select a different battle type so players with large cores especially in campaigns where they have added to their core force and increased their overall morale and experience levels to the point there were not enough points or unit's/ formations available to attack them with may never see a defend battle. What had been happening was when the core value became too high it broke through the maximum value allowed and wrapped around upon itself creating very small attack forces for the AI


Both games OOBs have been checked and standardized for the following items for ALL units in ALL OOBs in BOTH games
  • Infantry size. ALL foot units that are NOT scouts are size zero if they are 4 men or under . Scout units are size zero at 6 men and under. The rest are size 1
  • Hand grenades have been standardized at 2 grenades per man for regular line infantry, 3 grenades per man for elite or specialist infantry like Paratroops and 1 grenade per man for second rate units like militia or partisans
  • Infantry rifle and LMG ammo has been standardized to a scheme mechanically determined by code, not whim and has been applied to all applicable units. If, for example, Nation A has a section with 9 men it , every other 9 man section will have the same rifle and LMG ammo. Elite or second-rate classes may have a few more or less than a regular.
  • Infantry speed checks were made for cavalry =speed 12 , bicycles=speed 9 and infantry limited to 6 movement points max if not a scout . Swim speed checks were done for infantry with all reset to 0 except for a very few specialist frogmen which are now swimspeed =1. Cavalry was standardized at swimspeed=1
  • Survivability- This field has been zeroed for any Infantry , off-map artillery, or aircraft and helicopter classes that may have had a rating applied over the years for units in these classes do not use this rating.
  • Heat armour- If HEAT armour was less than steel for any facing the error was corrected .


MOBHack has had more selective items added to the cut and paste section . Previously there was " Paste armour suite only" and " Paste as target Nation" to that we have added. All of these were added to streamline the process of ensuring a unit used by one nation, and the same unit used by another, stay the same where it is applicable to be so.

  • "Keep target unit dates" -This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the in service dates for the target unit
  • "Keep target unit weapons" -This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the weapon slots used for the target unit. Frequently, the same weapons use different weapons slots in different OOBs and this allows you to maintain the existing weapons used by the old unit
  • "Keep target unit Icons" - This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the Icons used by the target unit. Many vehicles have unique Icons used by different nations even if its just tan Icons used by desert Nations and green Icons by the others.
  • "Keep target unit UnitClass"- This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the UnitClass for the target unit. For example, a tank may be "MBT" class in one OOB and "Medium tank" in another. When faced with dozens of changes made to dozens of units in dozens of OOBs this comes in handy

These additions greatly helped speed up the process of standardizing or changing units and can be used in combination EXCEPT for " Paste armour suite only" which must be used alone



A revised copy of the OOB CostCalculator has been issued that includes lower cost changes to two unitclasses used in winSPWW2 that were missed last year

All 150mm-155mm standard arty now has the same ROF. It had been 4 for some and 5 for others but that range is all 5 ROF for that calibre now. All towed artillery, both on map and off map, has had ammo loads standardized by calibre so all nations using the same sized gun get the same amount of ammo with smaller caliber's having more ammo than larger calibre but now, all will be the same instead of one unit in on nation having 40 rounds for one unit and another unit with a similar calibre in the same OOB with 50 rounds and the same gun in a different OOB having 35. As well, all (+) double ammo loaded, on and off map artillery units, have been removed from both games as those formations unfairly cheapened artillery.

A number of issues raised on the forums regarding OOB issues have been addressed. The list only ran to 14 pages this time but included corrections to German Shurtzen HEAT turret rear ratings that should have matched the side ratings, the Pzkw IVF Vorpanzer has been added as well as a new Icon to represent it, Bren Carriers were starting too early and this has been corrected as well as the formations that used them.

"Boyes" ATR's have been renamed to the more correct "Boys", ATR have had, where applicable, their warhead size lowered to 1 from the 2 we had selected for ATR's over a decade ago but had gradually been changed for some and not others. ATR's are now more properly harassing weapons rather than tank killers.

A number of Anti-tank weapons had HE ammo instead of the more correct AP ammo where HEAT was involved and these have been changed and are but a few samples of the OOB work done



As usual we remind everyone that on going secure PBEM games WILL fail if this patch is applied while they are being played.






Don

Last edited by DRG; March 26th, 2012 at 12:17 AM..
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