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How do all.

Just getting back in to SPWAW.....I see all the scenarios on the site, but I cant seem to download them - what am I missing?

Also, is there a link for ASL or SL scenarios in SP format?

Thanks in advance.
(07-07-2011, 09:43 PM)Leedsunited40 Wrote: [ -> ]How do all.

Just getting back in to SPWAW.....I see all the scenarios on the site, but I cant seem to download them - what am I missing?

Also, is there a link for ASL or SL scenarios in SP format?

Thanks in advance.

Hi what are you refering to exactly the scenarios are included with the game, you just report the one you played not download it from here.
Some additional ones are available at the official site http://forum.shrapnelgames.com/forumdisplay.php?f=201
Most of the decent ones do make it into the next patch but if you cant wait or want to playtest them this is your place.

I know some people started making ASL scenarios & maps but think project never got finnished. You can also play ASL online using VASL & there are loads of player aids available elsewhere http://www.advancedsquadleader.net/index.php/VASL

Hope this helps n welcome to The Blitz

(07-07-2011, 09:43 PM)Leedsunited40 Wrote: [ -> ]How do all.

Just getting back in to SPWAW.....I see all the scenarios on the site, but I cant seem to download them - what am I missing?

Also, is there a link for ASL or SL scenarios in SP format?

Thanks in advance.

Hi Leeds Utd,

Post the link where you are trying to download the scenarios.
You mean you can't physically download them, or they won't work?
It could be you are downloading scenarios for a different version of SP.

The link Imp gave you above is not for SPWaW, it's for WinSPWW2, which is a different version of SP, and scenarios are NOT compatible.
(Imp was probably sleep deprived, or something)

Players here at the Blitz play:

WinSPWW2
WinSPMBT
SPWaW
SPWaW Enhanced
SPWaW H2H

Here this may help:

[Image: steelpanthersevolution.png]



Quote:The link Imp gave you above is not for SPWaW, it's for WinSPWW2, which is a different version of SP, and scenarios are NOT compatible.
(Imp was probably sleep deprived, or something)

Well caught Simon still rushing round trying to sort out stuff for my move so didnt pay attention. Dont play SPWaW myself but can one of you guys that do step in & say which is the version most played nowadays. As in enhanced or which ever mod is currently favoured nowadays.
Thanks Guys!
What are the basic differences between the Enhanced version and SpWWII?
Ah can of worms try em both & decide which you like played SPWaW years back & never enhanced version. As far as I know similar except SpWWII handles a few things diffrently.
Bigger maps upto 160x200
MGs are area effect weapons
Artillery is a lot harder to use effectivly - need to see your target hex to be able to adjust quickly no chasing units over the map.
Speeds are realistic (may be fixed in enhanced) & why I stopped playing SPWaW
OpFire routines are more selective takes getting used to but get hang of after a while & if pay can set up your own filters to. You will wonder why dont fire back to start with till get hang of it then can judge well, basically looks at threat chance to hit & or kill damage & may withold fire if very poor chance.
OpFire also works diffrently can blead to an extent as no extra shots at cost of suppression rather may gain one by losing suppresion causing a surprise.
Command & control is simplified.
Try em both n see which you prefer I wish SPWWII had the proper C&C from SPWaW but otherwise think its a better game though you might disagree. The sheer speed of vehicles in SPWaW is what put me off unless you play with C&C on dont have to think to hard can rush vehicles round half the map in a turn.
Somebody who plays both would be able to give you a better answer as said long time since I played SPWaW
SPWaW is possibly more atmospheric due to better sound & listing vehicle armor in MMs. SPWWII takes slope into account & uses CMs which despite what some people say makes no real diffrence. Its done because of SPMBT which covers to present day & has armours over 10000mm
What i never thought was realistic with SPWaW,is that a tank could throw a track or lose a main gun and possibly repair either in the span of a battle:whis:
(07-09-2011, 12:30 AM)Leedsunited40 Wrote: [ -> ]What are the basic differences between the Enhanced version and SpWWII?

SPWaW is a DOS game, SPWW2 is Windows.

10 years ago more people played SPWaW, about 5 or 6 years ago it was pretty even between SPWaW and SPWW2; today most people play SPWW2.

The reason is that SPWW2 developers have access to the code, and therefore are able to continuously improve the game and add new features every year, but WaW has not been developed for years. Enhanced is a mod that continues to significantly improve the WaW OOB, but cannot improve the game engine or features.

Here's a list I have of some of the differences between SPWaW and SPWW2:

Many of these features are available in the free WW2 download version; but there’s some features that you only get if you pay for the full version. I’ll point it out if it’s a full version only feature.

Screen Size
Version 4.5 of SPWW2 introduced wide screen (16:9) support for CD owners.

The SPWW2 regular Windowed screen size is 800x600, but this resolution can go up to 1600x1200 or 1920x1080 if you buy the SPWW2 full version CD.

SPWaW uses 800x600

Larger battles
You can have larger battles in WW2, which has an in-game formation limit of 200, compared to 100 for WaW.

Graphics and Maps
WW2 map size: 200x160 (10KM x 8KM, 80sqKM)
WaW map size: 240x100 (12KM x 5KM, 60sqKM)
Hill levels go up to 15 in WW2, compared to 3 in WaW.
WW2 has seasonal map terrain graphics with summer, fall and winter colours (WW2 only)
Snow camo for vehicles (WW2 only)
Snow movement penalties (WW2 only)
WW2 map generation creates better location specific maps

OOB
Breadth and depth of unit choices:
German SPWW2 OOB: 990 units
German SPWaW OOB: 260 units

SPWW2: 36 different nations/OOB
SPWaW: 29 different nations/OOB

Credit to Alby, Panzer Leo and others who have done some excellent OOB mods for WaW

Sounds
This is one area where WaW is clearly superior to WW2.
The WaW sound engine has better quality and a greater variety of sounds. I think WW2 only uses about 150 sounds compared to about 600 for WaW.

There is a SPWW2 sound mod which improves the quality of the WW2 sounds; and many of these sounds are better quality than the WaW sounds, but the mod is still only 150 sounds.

Combat Mechanisms/Resolution
The artillery routine in WW2 is far less gamey. The most significant difference is that your artillery falls at the end of your opponents turn after they have moved; not at the end of your own turn.
WaW unrealistically allows you to adjust artillery directly onto fast moving vehicles.

WaW measures armour in mm instead of the cm used by WW2.
This really makes no difference to combat resolution results, except that WaW may model low penetration weapons (like Anti-Tank rifles) against light armour (5mm to 10mm) more realistically.

Opportunity fire
SPWW2 has an Op Fire filter (WW2 CD full version)
This filter allows players to control what targets units will attack and at what ranges.

Unloading units attract ‘opportunity fire’ (WW2 only)

With WaW you can choose when/if to op-fire against the AI, but some say this gives the human player an unfair advantage over the AI. (WaW only)

Movement Features
Reversing Tanks, keeping front towards enemy (WW2 only)
Load/unload vehicles with infantry costs movement, which stops gamey relay tactics (WW2 only)
Choose rally/retreat direction (WW2 only)

Other Differences
Command and Control feature (WaW only)
Start battle with incomplete sections/squads (WaW only)
AI sophistication (WW2 is better)
Blast circle option (WW2 only)
Tank suspension damage (WaW only)
Shoot through smoke/ non-line of sight area fire (WW2 only)
Paratroops draw ground fire while descending (WW2 only)
Ammo re-supply realism (WW2 is better)
Guns/vehicles parachute separately from crews (WW2 only)
Company/formation identity numbers (WW2 CD version only)
Motorcycle troops can dismount and fight (WW2 only)

Weaknesses
Sixth/spidy sense * allows units to know when spotted (WaW weakness, but fixed in H2H and Enhanced)
Teleporting infiltrators (WaW weakness)

I'm sure there's more, but this is all I have for now.

If there's any errors above, please point them out.

Thanks,

That's a very good round up of the differences there Cross.
Good effort.
It should be a sticky somewhere.


(07-10-2011, 12:29 PM)Walrus Wrote: [ -> ]That's a very good round up of the differences there Cross.
Good effort.
It should be a sticky somewhere.

Thanks. It was put together a bit hastily from some notes I had, and memory, and I can already see a few errors. Perhaps I'll edit it and see if I can improve it a bit.

cheers