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Old March 4th, 2011, 11:14 AM
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Exclamation WinSPWW2 v4.5 -- NOW AVAILABLE

NOW AVAILABLE

Click HERE

WinSPWW2 version 4.5 Upgrade patch[/size]


12 New Scenarios
7 Updated Scenarios
1 Revised Campaign
2 Revised Campaign files
1 New Terrain type ( Desert Houses )
208 New or revised Photos
28 New or Revised vehicle or aircraft Icons
36 Updated OOB files
10 Revised Icon Graphic files
4 New or Revised Text files
Upgraded Cost Calculator
Upgraded MOBHack, MOBHack.INI and MOBHack Help file
Upgraded ScenHack
Upgraded Camo Map Editor
Upgraded Game Options

( the 4.5 upgrade patch contains all of the 4.25 upgrade patch files)

1/ Guns or vehicles loaded onto their transport planes in the game have
their crews split off when loaded so they are dropped separately. Previously
there was no way to rejoin them during the deployment phase. New code has
been added so that in the deployment phase only, if you unload one of these
units from a TRANSPORT AIRCRAFT, the crews will be re-united with their gun
or vehicle by pressing ' J '.

2/ All Anti Tank gun unit classes have had their cost reduced by
approximately 25%

3/ The GameOptions program will now auto-detect if your operating system is
Windows XP or earlier or Vista / Win7 and any future OS Microsoft may
release. If it finds you are running an operating system newer than Windows
XP it will automatically run a command line that shuts windows explorer down
briefly then restarts it ONLY IF you have the game set to run in FULL SCREEN
MODE.


4/ There was a minor bug that allowed artillery falling on map in some cases
to affect off map units. This has been corrected


5/ HQ's, scout classes, Forward Observers and ammo vehicles will now
withhold opfire if they have not been fired on so these units will no longer
give away their position prematurely. This makes scouts , for example, much
more likely to be bypassed than in the past


6/ Anti Tank guns and flak units will also withhold fire on moving infantry
and some soft vehicles as well but will not let the enemy get as close as
Scouts etc.. This is an improvement on past code that tended to allow opfire
from Anti Tank guns and flak units at moving infantry from long ranges when
they should have stayed concealed.


7/ Non FLAK units in the delay or defence will not fire AAA weapons except
if the fighter bombers are very close in the first 12 or so turns . This
stops " recce by spotting AAMG fires "', if you put strike planes in as a
pre-game deployment to find the enemy layout. Those units with AAMGs WILL
fire at paratrooper carrying aircraft and gliders normally, however.

8/ There was a small section of code missing from the pre-game deployment
screen (L)oad and (U)nload ALL UNITS routine where the (ESC)ape key did not
allow you to change your mind but loaded or unloaded all units when the
(ESC)ape key was selected. This has been corrected and the (ESC)ape function
now allows you to back out of that situation

9/ Units on water that were destroyed were not being credited as kills. Now
Corrected

10/ There is new min range code for artillery based on 1/5th of the units
range with 5 hexes being the absolute minimum on map artillery units will
target indirect, up to 20 hexes minimum. An on map gun , for example, with a
90 hex range would be able to target units a minimum of 18 hexes from the
gun. All guns with a range greater than 100 hexes will only be able to fire
at targets greater than 20 hexes from their location on the map. Mortar
units on the other hand will have their minimum ranges determined by their
sabot range with the absolute minimum mortars can target indirect now being
2 hexes


11/ The PBEM long campaign was not supposed to have special battles, but a
bug was allowing these through. The campaign loop now clears down the
special battle flag in the correct place and these will no longer show up in
PBEM campaigns.

12/ Widescreen support has been added to the game for CD owners. This will
allow you to run the game at the same resolution as your normal desktop. If
a player wanted to use a resolution OTHER than the current windows desktop
mode (e.g. to run the game in 1024x768 full screen, with the desktop set to
say 1280x1024 ) then he would need to set the windows desktop to the
desired size before starting the game. (Click on desktop, settings, choose
required windows mode).

13/ The game code has been altered to make it much more windows friendly
when it comes to CPU usage. In the past the game wanted all the resources it
could have all the time including that time you were away from the keyboard
making a cup of coffee or thinking about what you would do next. Now, the
CPU usage will drop considerably when the game is waiting for input from the
human player. It still requires all the CPU usage it can handle when the AI
is moving but once it is the human players turn many players with high end
computers will notice their machine is not working nearly as hard as it used
to be and the effects are more obvious the newer and faster your computer
is.

14/ There were numerous minor unit , weapon and formation changes made to
the OOBs .


15/ The Italian long Campaign code was checking for a max year of 1944 as a
start date since that
fit VJ and VE days both being beyond that date. However, it took no account
of the 1943 Italian surrender date so you could set an Italian campaign to a
start date that was later than it's end date. This has been corrected

16/ There have been a number of new Romanian Vs Russians battle locations
added to the game. A Romanian player should set up a regular campaign with
Russia as the 3 possible opponents. Start date is 6/1941 and end date for
the new battle locations is 8/1944. This replaces the previous generic
Southern Russian and caucuses battle locations.


17/ The variety of battle locations for the Spanish versus a Russian
opponent from 10/1941 to 10/1943 have been fleshed out somewhat, rather than
the previous generic USSR locations. 10/41 to 8/42 is the Volkhov River
Front, Novgorod and 9/1942 to 10/1943 is the Neva River Front, Leningrad for
example,


18/ A new terrain set has been added to the game that will place single hex
desert houses when desert maps are called for on all auto-generated maps.
For sceanrio design purposes either house type can be placed on maps simply
by switching between desert and summer .

19/ Smoke was not being replenished in some cases in Campaigns. Now corrected.

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

Last edited by DRG; March 16th, 2011 at 08:54 AM..
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