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final list of changes to winSPWW2 V3.5
12-17-2008, 08:02 PM,
#1
final list of changes to winSPWW2 V3.5
winSPWW2 V3.5 upgrade

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What follows is the final list of changes to winSPWW2 V3.5. If all goes well it should be available to DL before Chrismas and will be 5.9 mb in size


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.
ΜΟΛΩΝ ΛΑΒΕ
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12-18-2008, 10:15 AM,
#2
RE: final list of changes to winSPWW2 V3.5
Hi
10 is going to change the way everyone uses arty.
It'll take a bit of getting used to.
I'll be interested to see what the general consensus is on this change.
I like it...it works well and with the recent removal of radios from a lot of 0 units, it forces the use of FOOs which i think is a good thing.
Also the change to arty calling where the arty 0 unit cannot call the strike is very good and kills an old bug.
Excellent work there

24 is also very handy, works well and looks good.
It is yet another reason to get the CD and support the developers.

Well done SPCAMO
Cheers for the update Pyros and thanks for your hard work.
Quis custodiet ipsos custodes?
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12-21-2008, 02:52 AM,
#3
RE: final list of changes to winSPWW2 V3.5
For the record, change No. 10 increases the delay for a 100-meter adjustment by an FO from the previous 0.1 to 0.3 if the adjustment is into a hex out of LOS.

Without having more than dabbled with it, I think it's a great idea.

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12-21-2008, 07:24 AM, (This post was last modified: 12-21-2008, 07:26 AM by seabolt.)
#4
RE: final list of changes to winSPWW2 V3.5
Uh .... wow. Eek You do *not* want to let tank riders get caught by any sort of fire in 3.5.

June 1944: Advancing British infantry fire 1 burst each from 300 meters at Panthers carrying 1 panzergrenadier squad and 1 3-man MG42 team each.

C0: Panzergrenadiers lose 2 men, down to 8.
C1: Buh bye.
C2: We'll miss you.
C3: MG team loses 1 man, down to 2.

That was *1* burst at each tank, killing 16 riders total.

I like this change, too.

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