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-   -   WinSPMBT version 7.0 Upgrade patch (http://forum.shrapnelgames.com/showthread.php?t=49625)

DRG April 2nd, 2013 08:20 AM

NOW AVAILABLE !

CLICK HERE

WinSPMBT version 7.0 Upgrade patch

6 New Scenarios
25 Revised Scenarios
4 Revised Campaigns
14 Revised Campaign files
1 New Map
130 New or revised Photos
106 New or Revised Icons
92 Updated OOB Files
25 New or Revised Icon Graphic files
14 New or Revised Text files
1 New Sound files
65 Revised picklists
Upgraded SHPEdit
Upgraded MOBHack
Upgraded Cost Calculator
Upgraded ScenHack
Upgraded Camo Map Editor



Artillery overload has been added. Over-spending on artillery will now credit your opponent with extra Victory Points as a penalty for doing so. When the artillery value of a force exceeds a specified amount ( see below ) the arty percentage on the purchase screen is shown in yellow as a warning that you have entered artillery overload. If this happens an amount of the overload is allocated to your opponent as Victory points, specifically 50% of the excess amount of points spent on extra artillery. (Hover your mouse over the Artillery Mode change button to see what free VP you have granted to your opponent should the percentage value go yellow due to artillery overload.)

In an assault your artillery points spend is unlimited. The advancing side in an advance/delay can have 30% of his points as artillery before overload applies. In a meeting engagement, both sides are allowed 20% of total points as artillery. All others are limited to 15% of total points to be spent on artillery before overload penalty.

Campaign cores do not limit artillery bought, but if you overload on it then you may well be handing points to the enemy especially when defending. Air units or ADA do not count as artillery points, only mortars, howitzers etc. that can fire indirectly. Ammo resupply units do count as artillery points, as they are a human use only unit against the AI. Artillery overload points are reported at the end of the first turn, and also on the totals screen at end game.

Artillery can no longer be plotted (including air transports and spotters) on turn 0, or 1 if the battle is a meeting engagement or you are the delayer or defender. A scenario designer can still plot artillery as he desires in his scenario, however. The AI may still plot fire as before. This is deliberate to penalise a human player who packs the approach roads. Note that the bombardment screen may still be entered to plot FDF gold spots, or toggle the blast radius display. The arty units just will not show up till post turn 1 if unavailable in the scenario for pre-game bombardment

Windows 8 changes have been made to the Game Options launcher programme. The Game Option programme should now report “Windows 8 or higher” if you are playing in Windows 8. In Win8 the windows Vista and 7 batch command file used to remove the aero interface in full-screen mode is not run as it is no longer needed in the newer version of Windows.

A new weapon class for HESH firing guns (Weapon Class 26) has been introduced. A HESH gun must be the slot 1 weapon. Any HEAT ammo given to a Weapon Class 26 gun is now HESH and that is how it will be reported on the unit info screen. HESH ammo is slightly more effective against plain steel than HEAT and HESH has a better HE effect than HEAT but with a slightly reduced blast radius. HESH ammo is not as good as an HE round due to lack of fragments. HESH is easily defeated by ERA of all types, but large HESH rounds may remove several tiles instead of just 1. HESH is very good against bunkers ( That is what the round was designed for). Laminated or spaced armour (Anti HEAT armour) greater than steel is extremely effective at defeating HESH. Armour against HESH is HEAT armour + ((HEAT-steel)x2), ie twice the difference of any spacing or laminate is added on top. HESH and HEAT for slot 1 weapons will now fire in Z fire (direct area fire), if no HE is available, and there are >4 HEAT (HESH) rounds available.

There have been revisions to the cost calculator algorithm regarding the way unit points are allotted that include reductions in the costs charged for Thermal Imaging as well as reductions in the costs associated with better firecontrol and ranger finders. Although it varies from vehicle to vehicle due to variations in vision, FC and RF ratings, older tanks like a post WW2 M24 Chaffee may have their costs reduced 10% or less but a high end tank like a M1A2 SEP V1 may be closer to 18 % less expensive than previously. These changes also affect infantry with vision ratings so those units are now less expensive as well. The cost reductions also extend to aircraft so an aircraft like an F-22 will be around 20% cheaper than before whereas a post war P-51 might be 15% less expensive . Of course, the in game costs my vary somewhat due to the calculation the game makes for national Experience and Morale values. The end result is a more compressed price structure than before which helps reduce cases where a third rate nations units were so cheap they could flood the game with units in a battle with a first rate nation.

Vehicles which have moved are less likely to turn in response to enemy fires the further they have travelled, especially non-turreted or those turreted vehicles which have exceed their stabiliser value in hexes moved. Turreted vehicles which have moved too far to turn the hull to face may still turn the turret to face the enemy firer, however.

Small HEAT warheads are now less likely to perform above average. This chiefly affects the little 40mm and similar grenade launcher warheads.

Units with Laser Range Finder (20+ RF) and higher fire control (30+ FC) can get critical hits out to 1 KM as opposed to the rest that have a 500m limit.

France Vs Mujahideen January 2013-Dec 2020 battle location changes. Such battles now occur in Western (sub-Saharan) Africa or the Sahel (Southern Sahara). (Mali and environs). Nigeria now also uses this set of battle locations V Mujahideen, 1946-2020 for the African force to go to Mali or just as Tuareg and other irregulars.

French expeditionary AI Pick list produced for selection of forces against various enemies that are more infantry-centric. Includes Mujahideen, Viet Cong, Cambodia etc. Expeditionary list is more infantry-centric and tends to use armoured cars rather than tanks. In early days, uses "goumiers" as generic local supporting forces.

Chile Vs Argentina had some extra battle locations added (Patagonia). Mainly for the 1978 war that almost occurred. This provides some flatter terrain than the previous Andes that was the main battlefield.

RPG type (Weapon Class 2) weapons firing AP/HEAT on moving vehicles (2+ hexes moved) at 4 hexes or greater are reduced in accuracy. RPG at any vehicle targets over 6 hexes is also reduced in accuracy. Moving targets beyond 1KM also bring a reduction. This last also applies to weapon class 3 and 26 recoilless guns.

HMG's (50 cal and 14.5s) at 300m or less firing HE ammo are slightly more effective in AP penetration value.

Cluster Munitions HE penetration values have been reduced. HE Penetration is the ONLY value the game looks at to determine if and how much CM penetrates armour.

Vehicles will no longer spin and face to the right when firing at enemy in their own hex

Vehicle smoke dischargers now make 1 "chuff" sound and deploy all 3 smoke bursts simultaneously (no sequence of 3 separate firings and noise sequences as before).

Infantry popping smoke when pulling back or treating now do so at full smoke value, rather than the partial screen they laid previously.

Buttoned vehicle movement cost is increased by 1 per hex.

AAMG’s are now reduced further than other weapons if suppressed, but they will longer go straight to 0 shots if suppressed.

AFV suppression effects are now reduced. Only AAMG shots are reduced by being buttoned. (An “AFV” is considered a vehicle with hull steel armour of 1 or more all round for this piece of code).

Cultivated fields now cost one MP per hex more to traverse, so are no longer the same as clear terrain.

A weapon Sound Byte has been added to the weapons data in Mobhack. It overrides any sound entered in the unit field and will make adding new sounds for weapons much easier than having to apply them to each unit.

Infantry assaults now require 2 free MP. If there is insufficient MP the unit fires at the tank instead of close assaulting. As well, a failed infantry assault on armour can now result in casualties to the assaulting infantry element.

A new Movement Class for snowmobiles (8) has been added. This makes any unit given that M/C move as the snowmobile unit class currently does over snow.

A hit on a vehicle which does not have protected passengers (soft vehicle, non-APC AFV) does not now always cause a dismount event with attendant possible casualties. It will now force a dismount only 70% of the time.

Map vision algorithm changes have been made. The game is now more likely to produce both high (70-80 hex visibility) sunny days and also some night (1-4 hex) visibility conditions. Rooster trails of dust from moving vehicles in deserts and dry summer conditions etc. have been adjusted upwards by 10 hexes to allow for the higher typical visibility. (Previously the game tended to produce too many low visibility days of 20-40 hexes maximum visibility, i.e. an overcast day).

Woods and orchard hexes now cost 2 MP more for vehicles to traverse. Vehicular travel through woods was too easy before.

The victory hex placement routine will now try to avoid houses as well as lake and impassable terrain when placing tiles. This is chiefly to avoid the AI disabling vehicles by crashing into houses.

The delayer now gets 36% of the advancing sides points (was 40% before).

Blast circles are now shown in green on winter maps as that is more visible on a white background.

New game screen borders and backgrounds have been added. We have found the new background helps make the screen text easier to read.

The Map editing shortcuts have all been redone and some that had always been missing have been put into the game. As well, the shortcut key has been added to the text description that appears at the top of the map. Some shortcuts keys are the same as they always have been but many are changed. All changes are noted in the game guide and in the text files that can be called up for in game help.

X/Y hex co-ordinates now show all the time. Previously the map co-ordinates disappeared as soon as you moused over a unit, which in many cases, was exactly when you needed to know what hex a unit was in.

National Morale and Experience numbers have been reviewed and in many cases revised based on new information. In some cases there is little change, in others, considerable. Previously the code only went to 1990 and beyond. We have added two more decades on top of that meaning that now winSPMBT nations have an experience and morale evaluation every decade.

45 pages of suggested OOB changes and/or corrections have been reviewed , researched and applied to the game along with a number of changes we made to enhance OOB accuracy and / or completeness. A lot of work has been done to the USMC OOB both units and formations including all US army / USAF aircraft removed.

New Full (CD) Game only Features:

We have expanded the information displayed when you pass the mouse cursor over a hex for the CD version of the game. Previously, the only information about a hex was Height and the terrain types in it. The new display includes ground height, obstacle height , total height and Terrain Density displayed like this :

Ground Height / Obstacle Height / (Combined Height) Density XX

And might look something like this in the game for trees

Height 1/18/(19) Density 26

Ground Height and Obstacle Height are self explanatory but Terrain Density , while being an old concept for the game, it will be a new one to most players. Terrain Density or just “Density” for short is a value the game uses to determine how solid or transparent a bit of terrain is. For example, trees block Line of Sight (LOS) to the next hex when they are greater than >30 density. If they are under 31 LOS is deemed not fully blocked and you can see into the hexes beyond that hex.

Density is cumulative for purposes of LOS. A hex with trees that have a density rating of 20 will not block LOS to the hex beyond it but if that hex has trees that are also have a density rating of 20, LOS will be blocked beyond that hex. Theoretically you could have a number of sparsely treed hexes in a row before LOS would be blocked but typically in the game the maximum would be two but please note those two hexes do NOT have to be adjacent. The game has worked this way since SP1 was first released, we are just displaying to players for the first time.

While Ground Height and Obstacle Height might be self explanatory, how the game utilizes them together with Density requires some explanation.

Ground terrain ALWAYS blocks LOS 100% and it blocks LOS when it is more than 3 “units” of height above the level your unit is on. For example, if your unit is standing on a hex that is base ground level ( i.e. zero elevation ) that units LOS will be blocked by ground that is 4 units or greater high.

Obstacle Height combined with density also blocks LOS and once again it is cumulative. For this I will use tall grass as a general example. Tall grass is 2 units high and has an average density in the game of 10. If the ground the grass is on plus the grass itself is greater than a total of 4 units high LOS will be blocked when enough density is accumulated to do so. In some cases this might take quite a number of hexes to achieve if the terrain between each >3 units of total height hexes are <4 units of height high.

Each "unit" of height in the game is now considered to be roughly 24 inches ( 61 cm ) so each 10 unit level of elevation in the game represents roughly 20 feet ( 6 meters )

The game now defaults to showing the formation IDs. This saves pressing the 5 key to turn the feature on each time you start the game. The 5 key can still be used to toggle the feature off and on if so desired.

The Game Options launcher programme now allows you 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).

Non-vehicle units with 2 or more MP remaining can now voluntarily take cover to break enemy line of sight at a cost of 2MP by pressing the ‘ C ‘ key. Taking cover especially if close to the enemy is not a guarantee that they will break LOS.

A delete button has been added to the main screen options to allow the deletion of no longer needed save games.

A facility to change all units of a type in the campaign rebuild screen has been added. Set the button to change all and the change from one type to another will be for all such units in the core. For example, select one of your T34/76 and change it to a IS-2 after toggling the change all mode. All your T34/76 will now be changed to IS-2 provided you have sufficient repair points. NB - if some tanks are same name, but different Unit Classes (e.g. centurion (CS MBT unit class) and centurion (MBT unit class), only the ones of the selected unit class will change.

In the deployment only, a new button is added to the Formation Menu to allow the fixing of the formation leader. If the platoon leader has been moved to a unit other than the 0 index, he will be exchanged back into place with that other leader. This is chiefly useful for repairing platoons in long campaigns. It is a manual and not an automatic function since some people will probably like the current leader assignment.

General Support and Direct Support off-map artillery types have been added for off-map artillery purchase.

Direct Support is less responsive than normal arty, General Support even less so. The delay is longer for calls for fire, other than onto gold spots or as a pre game bombardment (their main use). Shifting fires costs a little more for these type of batteries and they are less likely to be in radio contact as they are theoretically shared with other formations than yours. As well, they are less likely to fire counter battery fires if left idle. Strike air types may be bought in general or direct support mode if desired.

Direct Support costs 75% of a full Under Command battery and General Support costs 50% of a full Under Command battery.
A button on the purchase menu cycles between artillery types. If General Support or Direct Support purchase is active, then only the appropriate formations are filtered to show on the arty page and the miscellaneous page (for strike air). Cycle this back to Under Command artillery to see the filtered-out formations again. General Support and Direct Support off-map artillery cannot be purchased for your core in a campaign

Timed objectives have been introduced.

A button has been added to cycle through the possible values and then back to no timed objectives. The values start at 3 and increment to 30 then reset to 0. The button is available at game set-up in the battle and campaign generators and in the scenario editor.

In a meeting engagement the victory hexes start accumulating a timed score from turn 3 onwards.

In an advance mission, the defender gets timed scores from ¼ of the game length onwards. In an advance the attacker wants to clear the enemy as fast as he can.

In an assault, the defender gets the standard victory hex score credited from the halfway point onwards, and double from the thee-quarter point on. Scoring this way allows the attacker some time to clear defensive obstacles etc.

The attacker does not get any timed hex score credit. He removes any potential future score from the defender by taking the victory hex as early as he can. Scenarios can be built with timed objectives, this includes those built into user campaigns but these will only be of use for full CD game owners. The last turn and accumulated scores for timed victory hexes are reported at the end turn phase once they have started to be credited for the battle type. The total is also now reported on the end game score sheet.


The standard 7 hex cluster of "non-shotguned" victory hexes will now be spread about in a wider “splatter” pattern approximately 1/3 of the time rather than being in the traditional tight cluster. This produces a more open objective cluster that may need more than a scout car to take and also defend than the “normal” close clusters do but less than the “shotgun” type clusters.


The standard roster button has been added to the deployment menu.


The display of wrecks In the game map can now be toggled on and off as with Victory Hexes in order to allow a less cluttered view of the map if needed. The “|” key (above the “\” key ( That is the Victory Hex toggle on/off shortcut on a US/UK keyboard) is assigned to the function.


Obstacle height and density can now be adjusted in the map editor and extended map using the ‘ < ‘ key to adjust Obstacle height and the ‘ > ‘ key to adjust Obstacle density. This will be of use to map and scenario designers who wish to create sparsely treed hexes or areas of really tall grass or underbrush. We had planned to allow adjustment to building height ( to block LOS ) but the house code is more deeply entwined with other aspects of the code than trees or grass and we ran out of time this year to make and test the changes properly. We hope to have it implemented next year along with the ability to adjust the building code to allow the ground under buildings to be raised up so troops in them have the ability to overlook the surrounding terrain.



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

Dion April 2nd, 2013 08:06 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
This patch has so much stuff, it's like getting a brand new game! Can't wait.

RightDeve April 2nd, 2013 10:35 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
This will be one hell of an update!

Quote:

. . . . .
We had planned to allow adjustment to building height ( to block LOS ) but the house code is more deeply entwined with other aspects of the code than trees or grass and we ran out of time this year to make and test the changes properly. We hope to have it implemented next year along with the ability to adjust the building code to allow the ground under buildings to be raised up so troops in them have the ability to overlook the surrounding terrain.
My God! You guys are actually trying to make my dream COME TRUE! Damn, I can't thank you guys enough for this! :up: :up: :up:

arkhangelsk April 3rd, 2013 09:24 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
>Artillery can no longer be plotted (including air transports and spotters) on turn 0, or 1 if the battle is a meeting engagement or you are the delayer or defender.

But I like sending UAVs to take a look at the enemy line on Turn 0! Even a partial look is better than going in completely blind as they get to practically ambush me.

Other than that gripe, it sounds great.

DRG April 3rd, 2013 10:13 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
In RL terms what this means is in a meeter or as the delayer or defender you don't actually have control over when the battle starts so now you have to wait 2 turns after the battle starts to order a UAV spotter into the air ( or plot arty ). The guy commanding an advance or attack DOES know the exact moment the attack will begin so he gets to plot a few things in advance

Don

Uncle_Joe April 3rd, 2013 03:05 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Non-vehicle units with 2 or more MP remaining can now voluntarily take cover to break enemy line of sight at a cost of 2MP by pressing the ‘ C ‘ key. Taking cover especially if close to the enemy is not a guarantee that they will break LOS.
Will the AI actually make use of this in some capacity? Or maybe have some sort of similar ability built in for free or somesuch?

Thanks for all your work on the patch. It looks great!

Suhiir April 3rd, 2013 11:10 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by DRG (Post 818902)

Artillery overload has been added.

A new weapon class for HESH firing guns (Weapon Class 26) has been introduced.

There have been revisions to the cost calculator algorithm regarding the way unit points are allotted that include reductions in the costs charged for Thermal Imaging as well as reductions in the costs associated with better firecontrol and ranger finders.
The end result is a more compressed price structure than before which helps reduce cases where a third rate nations units were so cheap they could flood the game with units in a battle with a first rate nation.

RPG type (Weapon Class 2) weapons firing AP/HEAT on moving vehicles (2+ hexes moved) at 4 hexes or greater are reduced in accuracy. RPG at any vehicle targets over 6 hexes is also reduced in accuracy.

Cluster Munitions HE penetration values have been reduced.

Buttoned vehicle movement cost is increased by 1 per hex.

AAMG’s are now reduced further than other weapons if suppressed, but they will longer go straight to 0 shots if suppressed.

AFV suppression effects are now reduced. Only AAMG shots are reduced by being buttoned.

A weapon Sound Byte has been added to the weapons data in Mobhack.

A lot of work has been done to the USMC OOB both units and formations including all US army / USAF aircraft removed.

Non-vehicle units with 2 or more MP remaining can now voluntarily take cover to break enemy line of sight at a cost of 2MP by pressing the ‘ C ‘ key.

A delete button has been added to the main screen options to allow the deletion of no longer needed save games.

General Support and Direct Support off-map artillery types have been added for off-map artillery purchase.

Timed objectives have been introduced.

While of course all the changes made are going to improve the game many of the ones above will probably require a "rethink" on how to play the game overall.

WELL DONE

Mobhack April 4th, 2013 03:08 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
The ability to do a proper programmed barrage (rather than just plot 1 turn in pre-game) did not make it this year due to time taken by all the other things.

BUT it should be in there next year for CD users - and that is what the general and direct support arty is really aimed at. The GS and DS batteries will not have delay problems when firing on the planned barrage.

But right now - they can be used for nations with "unresponsive" artillery support doctrines if so required.

PS - in MBT - not WW2 yet as it had umpty-five individualised buy routines to code - the AI will already buy some GS and DS batteries when it is the attacker, thus getting some cheaper arty.

NB - It tends not to buy arty above the points that trigger an overload, thus proving to me that the (very) few who complained about "too much AI arty" were in error. I have only seen it give me "free VP" in about 1 in 100 AI buys. The AI pick code thus required no changing.

cheers
Andy

void1984 April 4th, 2013 03:22 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
I like the changes. Can't wait to play it.
Decreasing the vision cost will make me start playing after 80's, the same as decreasing AT-guns cost last year made me start using them during WW2.

glaude1955 April 4th, 2013 05:06 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
A big thank you to the developers, you are gods!

Aeraaa April 4th, 2013 05:34 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Cant wait to test HESH rounds!:D

DRG April 5th, 2013 08:59 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
FYI

Some years we can get the patch ready and Shrapnel can have have it up and available to DL in a couple of days. This is not one of those years. I'm sorry to say that "for reasons beyond our control" the patches will not be active until sometime next week so if you were hoping to have it for this weekend, that's not going to happen. Be patient.

Don

Kenny April 5th, 2013 10:37 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by DRG (Post 818994)
FYI

Some years we can get the patch ready and Shrapnel can have have it up and available to DL in a couple of days. This is not one of those years. I'm sorry to say that "for reasons beyond our control" the patches will not be active until sometime next week so if you were hoping to have it for this weekend, that's not going to happen. Be patient.

Don

And Rome wasn't built in a day,either,my friend.:up:

Patience is my middle name and to be perfectly frankly,I'm still enjoying the 6.0 upgrade from last year. I've yet to exhaust all the possibilities that patch offers. If need be that upgrade could last me the rest of my battle generating life(considering where Steel Panthers evolved from). BTW,thanks for making all the previous updates available in one easy to use application.

Anything more is really sauce for the goose IMHO.:D

troopie April 5th, 2013 02:10 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Stercus accidit. Remember in war, the only certainty is uncertainty. We will wait.

troopie

TheDesertFox April 5th, 2013 03:11 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Don, Andy and the team,

you guys are really amazing! Keep up the good work.

cheers

Helge

gila April 7th, 2013 08:37 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by Suhiir (Post 818955)
Quote:

Originally Posted by DRG (Post 818902)


Non-vehicle units with 2 or more MP remaining can now voluntarily take cover to break enemy line of sight at a cost of 2MP by pressing the " C key"
‘ key.

While of course all the changes made are going to improve the game many of the ones above will probably require a "rethink" on how to play the game overall.

WELL DONE

Did not see the "C key" feature in the WW2 game but maybe i missed it? or it's not availble.

{edit} ok i see i did miss it now, sorry.

void1984 April 9th, 2013 07:46 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
I am actively waiting for that soon to became now.

DRG April 10th, 2013 11:58 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
The patch is now available.. see the first post


Don

Rich April 11th, 2013 01:54 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Hi, thank you for the patch. It looks like nothing was done about the font size. Or did I miss something?

DRG April 11th, 2013 04:53 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
No we didn't touch the font size this time because we changed the screen backgrounds and found that made the text noticeably sharper to our eyes. We haven't had a "font size" comment since I posted a mini fix for that which none of the patches would have overwritten.

Don

Rich April 11th, 2013 05:56 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Heh, the reason there have been no more comments is because you guys said you would address it in the next patch so we've all been waiting. I do think the text is sharper and will help some. After trial and error I settled on 1024x768 which is about right for my eyes and, I suspect, for others too. I'll just keep it there but it would have been nice to be able to use a higher res.

Kenny April 11th, 2013 06:22 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
To Don and Andy:

Thank you for U.S. IBCT Pl,Javelins +(9 men squad with a shotgun weapon), and the Lt Mech Pl(9 man Stryker squads). :D

Dead on the money,gentlemen!:up: Bravo.

This ain't going to be my last thank you,BTW,just the preliminary one.:)

DRG April 11th, 2013 06:26 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by Rich (Post 819109)
Heh, the reason there have been no more comments is because you guys said you would address it in the next patch so we've all been waiting. I do think the text is sharper and will help some. After trial and error I settled on 1024x768 which is about right for my eyes and, I suspect, for others too. I'll just keep it there but it would have been nice to be able to use a higher res.


The original mod I produced went out two years ago. Last year just before that patch went out I said

Quote:

However, next year we will be doing some reorganization of the game screens and those new fonts and the required changes to the code will be included
That "reorganization of the game screens" didn't happen. We had seriously considered getting rid of 640x480 res and going with 800x600 screens and one reason that didn't happen is both Andy and I noticed a real change in text clarity with the new backgrounds that just started off as a casual experiment that we developed further when we noticed now much clearer the text looked now

The temp mod I produced still works but there aren't a lot of people who have used it and to be quite frank I thought the whole issue had faded away. Have you tried the mod with the new screens ?

Don

DRG April 11th, 2013 06:28 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by Kenny (Post 819111)
To Don and Andy:

Thank you for U.S. IBCT Pl,Javelins +(9 men squad with a shotgun weapon), and the Lt Mech Pl(9 man Stryker squads). :D

Dead on the money,gentlemen!:up: Bravo.

This ain't going to be my last thank you,BTW,just the preliminary one.:)

Thanks ! Still waiting to hear from the jarheads... that's the oob that had a lot of re-organization and major picklist changes.

Don

Kenny April 11th, 2013 06:39 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
My thanks for you for stepping up and doing it,Don.;)

I am a fiddler by nature,sometimes to a fault. This new U.S. OOB might just have my tweaking down to non-existence before this night is out. Once again,very well done,Sir.:D I couldn't be happier so far.

Rich April 11th, 2013 06:57 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by DRG (Post 819112)
Quote:

Originally Posted by Rich (Post 819109)
Heh, the reason there have been no more comments is because you guys said you would address it in the next patch so we've all been waiting. I do think the text is sharper and will help some. After trial and error I settled on 1024x768 which is about right for my eyes and, I suspect, for others too. I'll just keep it there but it would have been nice to be able to use a higher res.


The original mod I produced went out two years ago. Last year just before that patch went out I said

Quote:

However, next year we will be doing some reorganization of the game screens and those new fonts and the required changes to the code will be included
That "reorganization of the game screens" didn't happen. We had seriously considered getting rid of 640x480 res and going with 800x600 screens and one reason that didn't happen is both Andy and I noticed a real change in text clarity with the new backgrounds that just started off as a casual experiment that we developed further when we noticed now much clearer the text looked now

The temp mod I produced still works but there aren't a lot of people who have used it and to be quite frank I thought the whole issue had faded away. Have you tried the mod with the new screens ?

Don

Ok, I just tried it and it does look better especially the unit ids (5) which I could hardly make out before. The text runs over once in a great while but no big deal. Yeah, I think this will be just fine. Thank you.

DRG April 11th, 2013 07:22 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by Rich (Post 819115)
Ok, I just tried it and it does look better especially the unit ids (5) which I could hardly make out before. The text runs over once in a great while but no big deal. Yeah, I think this will be just fine. Thank you.


Specifically..... which MOD are you referring to ? As I recall I did one, then another more specialized one.

I used to have a version of the game set up with the text mod but I cleaned up the HD and got rid of it after the new screens went in

Don

Rich April 11th, 2013 07:48 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Really, I don't remember and I doubt if there's a way to tell without downloading them and comparing. Last year I put them in a folder and saved them. There are two files. I think, and this is going by memory, I took one you did and not only kept it for that file but also changed the name for another font file. If it's important to you I'll test it tomorrow.

DRG April 11th, 2013 11:25 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by Rich (Post 819117)
Really, I don't remember and I doubt if there's a way to tell without downloading them and comparing. Last year I put them in a folder and saved them. There are two files. I think, and this is going by memory, I took one you did and not only kept it for that file but also changed the name for another font file. If it's important to you I'll test it tomorrow.


That's OK. It's probably the third version of font4, that's the one that fits the best.

Don

FASTBOAT TOUGH April 12th, 2013 02:14 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Well I know I'm about to have a couple of :doh: moments here but obviously my :pc: is winning this battle of the patch download. So go ahead and have a :laugh: or two heck just enjoy yourselves and let it all out :lol while someone, anyone :hammer: it into me and gets me going down the "right path" since after a full day of this :censor: all I'm doing is :banghead: and feeling like I want to :yield:.

A) Running XP SP3 so this should be easier for me then for a Win 7 or 8 user. I get that. Have CD v1 games for both originally. WinSPMBT is-has been running w/Ver 6.0. WinSPWW2 is running with Ver. 1 (Had to reload it a couple of years ago and have not re-patched it.) both run with NO ISSUES.

1. Download from the site.
2. Have done both opened and saved the file.
3. Have extracted the files.
4. Run it.
5. Installed it to the "default path" shown C:\SHRAPNELGAMES\THE CAMO WORKSHOP\WinSPMBT.
6. Files are installing/installed successfully. However I noticed it didn't extract any old files for either game. Is that an issue?
7. Checked game(s) and Patch 7.0 is not on WinSPMBT and likewise for WinSPWW2 in regards to the Consolidation Patch. I did find the Consolidation Patch for WinSPWW2 in my program file listed separately once using the ADD/REMOVE function otherwise I don't have a clue where they're going when it says the installation is complete.
8. Cleared the "slate" of the 7.0/Consolidation patches.
9. Haven't had an issue in the past, obviously since I'm feeling I need to do this. I'm sure I missed something basic just not sure what :o.

And you wonder why I only deal with equipment here, look no further!?! I really need to get some sleep. Thanks in advance.

Regards,
Pat

Suhiir April 12th, 2013 02:27 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by DRG (Post 819113)
Thanks ! Still waiting to hear from the jarheads... that's the oob that had a lot of re-organization and major picklist changes.

Don

Still looking the revised OOB in detail (haven't gotten to the formations yet) but it looks VERY good.

Of course I may be a tad biased because it seems a goodly number of the unit changes were taken from my revised USMC OOB :D

Mobhack April 12th, 2013 06:01 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by FASTBOAT TOUGH (Post 819144)
Well I know I'm about to have a couple of :doh: moments here but obviously my :pc: is winning this battle of the patch download. So go ahead and have a :laugh: or two heck just enjoy yourselves and let it all out :lol while someone, anyone :hammer: it into me and gets me going down the "right path" since after a full day of this :censor: all I'm doing is :banghead: and feeling like I want to :yield:.

A) Running XP SP3 so this should be easier for me then for a Win 7 or 8 user. I get that. Have CD v1 games for both originally. WinSPMBT is-has been running w/Ver 6.0. WinSPWW2 is running with Ver. 1 (Had to reload it a couple of years ago and have not re-patched it.) both run with NO ISSUES.

1. Download from the site.
2. Have done both opened and saved the file.
3. Have extracted the files.
4. Run it.
5. Installed it to the "default path" shown C:\SHRAPNELGAMES\THE CAMO WORKSHOP\WinSPMBT.
6. Files are installing/installed successfully. However I noticed it didn't extract any old files for either game. Is that an issue?
7. Checked game(s) and Patch 7.0 is not on WinSPMBT and likewise for WinSPWW2 in regards to the Consolidation Patch. I did find the Consolidation Patch for WinSPWW2 in my program file listed separately once using the ADD/REMOVE function otherwise I don't have a clue where they're going when it says the installation is complete.
8. Cleared the "slate" of the 7.0/Consolidation patches.
9. Haven't had an issue in the past, obviously since I'm feeling I need to do this. I'm sure I missed something basic just not sure what :o.

And you wonder why I only deal with equipment here, look no further!?! I really need to get some sleep. Thanks in advance.

Regards,
Pat

Hmm - It sounds to me that you installed the patch to the newly recommended path. But your original game is still in the old place.

Therefore naturally you wont have any of the old original files, as you did not install (or simply move) the game itself to the new folder. The patch goes on top of an existing game image, remember!.

Since you are on XP - simply point the patch installer to where your original game resides and install it there. You don't have to install outside program files since you have XP, the last sane Microshaft operating system.

Andy

DRG April 12th, 2013 08:39 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by FASTBOAT TOUGH (Post 819144)
Well I know I'm about to have a couple of :doh: moments here but obviously my :pc: is winning this battle of the patch download. So go ahead and have a :laugh: or two heck just enjoy yourselves and let it all out :lol while someone, anyone :hammer: it into me and gets me going down the "right path" since after a full day of this :censor: all I'm doing is :banghead: and feeling like I want to :yield:.

A) Running XP SP3 so this should be easier for me then for a Win 7 or 8 user. I get that. Have CD v1 games for both originally. WinSPMBT is-has been running w/Ver 6.0. WinSPWW2 is running with Ver. 1 (Had to reload it a couple of years ago and have not re-patched it.) both run with NO ISSUES.

1. Download from the site.
2. Have done both opened and saved the file.
3. Have extracted the files.
4. Run it.
5. Installed it to the "default path" shown C:\SHRAPNELGAMES\THE CAMO WORKSHOP\WinSPMBT.
6. Files are installing/installed successfully. However I noticed it didn't extract any old files for either game. Is that an issue?
7. Checked game(s) and Patch 7.0 is not on WinSPMBT and likewise for WinSPWW2 in regards to the Consolidation Patch. I did find the Consolidation Patch for WinSPWW2 in my program file listed separately once using the ADD/REMOVE function otherwise I don't have a clue where they're going when it says the installation is complete.
8. Cleared the "slate" of the 7.0/Consolidation patches.
9. Haven't had an issue in the past, obviously since I'm feeling I need to do this. I'm sure I missed something basic just not sure what :o.

And you wonder why I only deal with equipment here, look no further!?! I really need to get some sleep. Thanks in advance.

Regards,
Pat


Pat

Let's start at the very beginning and deal with one question at a time.....what is the exact path you have both games installed in ?

( and PLEASE dial back a bit on the "smilies" )


Don

DRG April 12th, 2013 10:23 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by Suhiir (Post 819146)
Still looking the revised OOB in detail (haven't gotten to the formations yet) but it looks VERY good.

Of course I may be a tad biased because it seems a goodly number of the unit changes were taken from my revised USMC OOB :D


Long ago I decided not to re-invent the wheel. If I can find useful information that advances the OOB's I'll use it.

Look at it this way... your last revision was DL'd by 22 people. There are a lot more using what I liberated from it now.

Next year I'll add your name to the OOB file credits ( for that I need your real name... send me a PM ). I had intended to this time but I had a brain fart and missed changing the OOB comments in both games this time around...


Don

FASTBOAT TOUGH April 12th, 2013 12:51 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Andy/Don,
My hint of the "right path" in my post was correct. The path that came up was noted in #5 of my post as well. The fix after Andy's answer pointed me to Mobhack from last years patch addressing Win 7 and Vista download file issues. The following has to be inserted for XP (And prior?) before the FINAL STEP in the download process as follows for both WinSPMBT and WinSPWW2...
C:\Program Files\... downloads to both games done started OOB checks for WinSPMBT, new equipment is there. Don't know about game play but if the first two steps are met the rest should be fine as well.

I gotta get the ... going, work doesn't like us being late.

Regards,
Pat

Kenny April 12th, 2013 01:22 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Once again,my many thanks to our Mod Team for giving us the HBCT Recon Troop under the U.S 012 OOB!:up::)

To enable and purchase individual elements of the this troop as to how one may so choose:

895 Rec Trp HQ
896 Rec Sec 1
897 Rec Sec 2
898 Rec Mortar Sec

Simply go into the Mobhack OOB Editor,find 012 U.S.,go to the third entry formations,scroll down to respective unit number,"i.e 895" and under the nations box type number 12 for the U.S. Do it for the remaining 3 slots,make sure to save all 4 slot changes and you are very good to go.
:D

DRG April 12th, 2013 02:04 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by FASTBOAT TOUGH (Post 819163)
Andy/Don,
My hint of the "right path" in my post was correct. The path that came up was noted in #5 of my post as well. The fix after Andy's answer pointed me to Mobhack from last years patch addressing Win 7 and Vista download file issues. The following has to be inserted for XP (And prior?) before the FINAL STEP in the download process as follows for both WinSPMBT and WinSPWW2...
C:\Program Files\... downloads to both games done started OOB checks for WinSPMBT, new equipment is there. Don't know about game play but if the first two steps are met the rest should be fine as well.

I gotta get the ... going, work doesn't like us being late.

Regards,
Pat


Pat, although there is no need to install the game outside program files if you have XP ALL further patches and updates will be set up to NOT install there so we STRONGLY RECOMMEND everyone set up their games OUTSIDE PROGRAM FILES.

It's simple. Click on the main game folder and MOVE it out of program files then redo your shortcuts. If you have BOTH games installed under Shrapnel Games it's even easier.... just click on the Shrapnel Games folder and move it to your C: drive ( or D; or just ANYWHERE that isn't under program files. )

If you are happy where it is that's OK too ----- just remember next time the installer doesn't read minds :)

There is NO REASON to re-install the game unless you use all the little shortcuts that will appear in Start\Programs when you. I don't so moving is as simple as moving then setting up a new desktop shortcut but everyones got their own way of doing things but the fact is the install path on these last patches is the install path that will be used by all further patches. We had thought that since that was the way the consolidation patch was set up and that was relatively painless for most folks that this patch would be the same.

Don

DRG April 12th, 2013 02:24 PM

Quote:

Originally Posted by Kenny (Post 819165)
Once again,my many thanks to our Mod Team for giving us the HBCT Recon Troop under the U.S 012 OOB!:up::)

To enable and purchase individual elements of the this troop as to how one may so choose:

895 Rec Trp HQ
896 Rec Sec 1
897 Rec Sec 2
898 Rec Mortar Sec

Simply go into the Mobhack OOB Editor,find 012 U.S.,go to the third entry formations,scroll down to respective unit number,"i.e 895" and under the nations box type number 12 for the U.S. Do it for the remaining 3 slots,make sure to save all 4 slot changes and you are very good to go.
:D


Kenny..... you are REALLY going to have to explain that better for the average player because you have ( almost ) confused me and I maintain the damn thing !

"third entry formations" ??

"scroll down to respective unit number,"i.e 895"

..... Ken UNIT 895 in the US OOB is a CH-47D Chinook--- if you don't use the correct terminology you confuse everyone.

Those FORMATIONS were deliberately renationalized to ZERO so they would NOT be available to be bought individually but only when the main F 894 "HBCT Rec Trp" is bought. They are integral parts on the larger formation not available to be bought a piece here and a piece there.......that OOB is full of examples of that so you are free to do that if YOU like but it's not the way it was designed to work.


Don

Kenny April 12th, 2013 03:13 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
To prevent an increasing long post,I with not quote Don with his sound advice to me.

Number one,I do not me mean to overstep my bounds here. However you guys determine how the game should be played and how sub-units should or should not be available to be separately purchased,is how it is,so please eliminate my previous post as to any suggestion any way as you see fit. My apologies. I understand the part about how an individual such as Jesse(me) may prefer to rob the individual train needs to be done on an individual basis and not suggested for public consumption. I will not repeat this error.

Number two,my method of desciption was poor but my intention good so tell me if this is what went went haywire? Near the top left part of the page of Mobhack when into an army's OOB,there are 5 main columns,Units,Info,Formations,Info,Load/Save. From the 3rd column, formations options,I should have said formation 895,not unit 895,which isn't the helicopter. Sound about right? As it turns out I really should have said nothing and will not be making that mistake again.

Thanks for the instruction and the sound advice.:up:

Dion April 12th, 2013 05:07 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Never say "never"!

DRG April 12th, 2013 05:52 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
I really ( really ) don't want to drag this out any more than it has..... but you said

"go to the third entry formations,"

It would have made actual sense if you had written

go to the third entry, "formations"


"lets eat grandma"
and
"Lets eat, grandma"

mean two different things--- Punctuation is important.

after that you mixed units with formation and it was just a mess and it's been a long day. I understand your intent was to provide players with the information on how to free up those units so they could be bought individually but I built the formation the way I did to prevent that.

Now...... if you can provide info that shows those parts are freqently used by themselves I could be convinced to change that for next year but those sub-formations are specialize for use by the Coy--especially 896 and 897

Don

Kenny April 12th, 2013 06:31 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Originally Posted by DRG (Post 819182)
I really ( really ) don't want to drag this out any more than it has..... but you said

"go to the third entry formations,"

It would have made actual sense if you had written

go to the third entry, "formations"


"lets eat grandma"
and
"Lets eat, grandma"

mean two different things--- Punctuation is important.

after that you mixed units with formation and it was just a mess and it's been a long day. I understand your intent was to provide players with the information on how to free up those units so they could be bought individually but I built the formation the way I did to prevent that.

Now...... if you can provide info that shows those parts are freqently used by themselves I could be convinced to change that for next year but those sub-formations are specialize for use by the Coy--especially 896 and 897

Don

Let's don't drag this out and take the thread any further off-topic pertaining to the release of these fine new OOB's. I intend to provide nothing else in the way of info. My original post wasn't intended as a critique,nor the follow up post,so please don't misunderstand me. Please do let this subject drop.

I believe you made your point to me understood the first time-your game,your forum. I was out of place for giving advice,and then was in error as to how I descibed that advice. I got the message in the last post and still get it in this one. I've already apologized and thanked you for my edification. Nothing has changed AFAIC. Seem fair enough?

I still thank you for this upgrade.

EJ April 15th, 2013 11:26 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
DEVS, THANKS for another update and continuing to evolve one of the GREATEST STRATEGY GAMES ON PC....BRAVO! I'm looking forward to the next one already----:D.

Warhero April 16th, 2013 10:16 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
I want thank Andy & Don about this great patch:)! You guys rule:).

RecruitMonty April 20th, 2013 08:43 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Thankyou so much for everything, especially the new way sounds are done in the game. I used to hate adding in the sounds unit by unit.

Warhero April 22nd, 2013 02:31 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
I want to thank Andy & Don about this great patch:)! You guys rule:).

Sorry (almost) double post;)...

Nightblade May 1st, 2013 10:39 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Thank you very much for you great work on that upgrade in refining more and more what is still my favorite wargame.

Mustang June 14th, 2013 12:08 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
Thanks for the patch, Don and Andy. The timed objectives offer a lot of room for creativity. The OOBs have really been updated as well.

Cheap infantry forces are a lot more balanced with this patch too, from what I can tell so far the opposing MBTs tend to be more numerous and harder to close assault.

The formation maptext is also helpful in keeping units together.

Mustang June 14th, 2013 02:35 AM

Re: WinSPMBT version 7.0 Upgrade patch
 
I can't edit my post, but I forgot to add that my only disappointment is that I no longer have my 13 point FN FAL insurgents.

I still consider insurgents one of the best units in the game though. The high morale makes them good for charges, and the FN FAL is a good rifle. The sniper rifle gives them range, the firebombs inflict massive suppression after they've closed the distance, and the satchels inflict even more suppression and kill tanks. But with the 7.0 patch I have to use strategy and tactics with them.

EpoletovSPR December 10th, 2013 05:13 PM

Re: WinSPMBT version 7.0 Upgrade patch
 
Quote:

Cluster Munitions HE penetration values have been reduced. HE Penetration is the ONLY value the game looks at to determine if and how much CM penetrates armour.
Explain please, what does the second figure in PEN for Cluster Munitions ?

http://i57.fastpic.ru/thumb/2013/121...a3a357c18.jpeg


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