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Re: What Changes in the CD Version
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51) The game maps can now be scrolled in all directions using the up, down, left and right arrow keys. If accessed from the numeric keyboard Numlock must be OFF Don |
Re: What Changes in the CD Version
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Don |
Re: What Changes in the CD Version
Here is are the latest additions to the patch
50) The vehicle Load / Unload screen would not allow you to scroll around the map. FIXED 51) The game maps can now be scrolled in all directions using the up, down, left and right arrow keys. If accessed from the numeric keyboard Numlock must be OFF 52) AAA reaction fires has been tweaked a bit . If they are hidden they will fire at very short ranges only or if the to-hit is better than 9%. Therefore,- hidden tanks will not pop off at passing planes unless these spot them by flying close enough, or if the aircraft or Helo gets to a 9% to hit OR at 3 or so hexes, they will blaze away as the thing is too close. 53) There has been a slight adjustment upwards for spotting hidden vehicles when using vehicles with a Vision rating of 40 and above especially if the "hidden" tank fires 54) Spotting with TI ( vision 40+ ) decrease slightly with speed. You'll spot things a bit better if you are not moving at top speed 55) There have been slight alterations to the accuracy numbers for smoothbore guns. The length/calibre cals did not give accurate numbers with shorter barrelled smoothbores like the German L44 or the US M256 and the longer Russian barrels gave them slightly higher accuracy than reality. As well. Fire Control ( FC ) and Range Finder ( RF ) ratings were not quite giving the added benefit to higher end equipment that they should have so the formulas have been slightly altered to give greater benefit to the vehicles with the higher end equipment. Each of these factors, if overdone, have a HUGE effect on gameplay and we have endeavoured to strike a fair and balanced compromise. Sometimes even slight changes can make a noticeable difference so we've been careful not to overdo it Don |
Re: What Changes in the CD Version
I have such power!!! http://forum.shrapnelgames.com/image...ies/stupid.gif
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Re: What Changes in the CD Version
"Here is the list of changes made to the CD version that will be included in the patch for the DL version
================ This patch contains the following changes and additions for the v1.01 Upgrade ( already included in the CD version ) ... 3) Combat sounds had short delays after them left over from the old DOS sound system which only played one track at a time. These have been removed, as well as reducing some delays on user messages appearing during combat sequences. Sounds should be quicker, and the delay when a unit was destroyed is gone. ..." 1.- Does this fix has something to do with the sound problems when running under XP? 2.- Is there something in the patch about those issues? Thanks in advance |
Re: What Changes in the CD Version
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2/ The patch covers all the issues dealt with in the 25 areas that were improved for the CD release and adds 30 more improvements ( so far ) so the patch upgrades any bug fix made to the game up to an beyond the CD release and should be installed by both players with the DL and CD versions when it's released. Don |
Re: What Changes in the CD Version
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another Idea
Icon changes. At the moment you can't tell SAM's/LAW's/ATGM's apart, they all use the same basic Icon. Same with HMG's/AGL's. So being the nice guy I am, I created some new ones, with help from Plasmakrab (attached). Another thing I'd like is if we could alocate which infantry set of icons to use, in MOBhack... I know that's a dream and for experienced moders but it would be nice. Say alocate one of the 5 infantry Icon sets to a country. Another thing, there's an awful lot of stuff unused in the SHP's in regards to defense's and infantry. |
Re: What Changes in the CD Version
Those icons are really nice!
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Re: What Changes in the CD Version
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thanks, the weapons are scaled up versions of Plasmakrabs (As infantry work on the size of 1 pixel =3") originals, the Men are just taken from the existing Icons.
Originally I experimented with making tirpod weapons such as TOW crew able. the experiment is attached. |
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As for the "swap sides" button definately not place it in the generated campaing screen. But in the Battle screen it could be quite useful especialy when loading custom maps for e-mail play when you may need to have players on different sides because of the design of the map. As you said maybe think about it. If it presents more problems that its of use then ofcourse not. Great game! keep up the good work! http://forum.shrapnelgames.com/images/smilies/smile.gif |
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Great work, guys. I really appreciate it. http://forum.shrapnelgames.com/images/smilies/cool.gif Fab |
Re: What Changes in the CD Version
Gentlemen,
Can you foresee when the patch will be released? I would never urge you I would just like to know should I begin PBEM games now, or wait a little (a few days or 2-3 weeks the most) until the patch comes out. You guys do a wonderful job with the patch http://forum.shrapnelgames.com/images/smilies/happy.gif. Artur. |
Re: What Changes in the CD Version
The patch will not be released for at least another two weeks while we run tests. There are a lot of changes we need time to test and as well there is also going to be another level of PBEM security added to the game that is less restrictive than the regular security and we need to test that ( as well as the other things )
So go ahead an play your PBEM, you'll have lots of time Don |
Re: What Changes in the CD Version
Thanks, and take your time.
Artur. |
Re: What Changes in the CD Version
BTW. Are you considering to adjust the unit costs?
There are a few points described in this thread: http://www.shrapnelcommunity.com/thr...o=&fpart=1 The units with TI are just that much effective. Unit costs are for making battles more or less ballanced aren't they? It is not the case now http://forum.shrapnelgames.com/images/smilies/frown.gif. Artur. |
Re: What Changes in the CD Version
Here is the complete list of changes made to date
The Camo Workshops WinSPMBT ver1.02 Upgrade The first 25 items contain the changes that were made to the game to create the Version 1.01 Upgrade which was the CD version. The remaining items are added to the patch to bring both the CD and the DL versions of the game up to v1.02. There will be only be ONE patch issued and it will upgrade BOTH game types. 1) Points were not correctly charged for elite or second-rate troops when bought by the human player -FIXED 2) The cost calculaton was done in floating point, leading to rounding down when e.g. a squad at 15 was revalued to 15.75 points, was reduced back to 15 when converted back to integer. Now rounds up to 16 before returning. 3) Combat sounds had short delays after them left over from the old DOS sound system which only played one track at a time. These have been removed, as well as reducing some delays on user messages appearing during combat sequences. Sounds should be quicker, and the delay when a unit was destroyed is gone. 4) A problem in XP which could cause a crash (and very rarely in Windows 98) when deleting formations on purchasing when the formation spanned 2 pages was fixed. Now when a formation is deleted, the entire list is recalculated. 5) Air weapons were not showing correctly in the scenario editor change weapons dialogue. The weapons list now shows all potential weapons, and since there was only room on the screen for 120 weapons we have added 3 "pages" accessed by entering negative numbers as the page number. -1 for page 1, -2 for weapons 120+ and -3 for weapond 200+. 6) Casualties for paratroops landing has been revised. Small one man teams should have less casualties on landing, as should vehicles especially the "airborne APC" class. Ammo containers no longer explode when dropped 7) Numerous OOB fixes - UK , Netherlands, India, and east Germany have had more work that some but a number of nations using 'Carl Gustaves" had them classed incorrectly in the weapons list and those have been corrected. There were a few other minor issued that resulted in all OOB's being point recalculated. 8) I new Scenarios added #107 Raid into Honduras 1986 9) 2 Scenarios reworked . Scenario #1 has been extensively revised and sceanrio #28 has had minor alterations 10) Game Options master Control Programme now exposes 2 variables that were only available through INI file editing. A] Graphics delay is the minimum wait time between screen redraws, and B] Unit |Move delay controls the time units wait between multiple hex moves. 11) Game Messages Delay has been changed to work in roughly 1/4 second intervals and not 1/2 second. In addition, a user-editable modifier has been added to the INI file [game] section for those who require to radically aler the base messages delay level. 12) Instructions have been added to the sub folder of \Game Data\Sounds for people who may encounter sound problems on their computers when using the MP3 sound files in the game. We did not include WAV files as comparable quality WAV's would have added 144MB to the amount of HD space used by the game but we have included step by step instructions for those few players who may encounter dificulties 13) There have been a few minor alterations to some vehicle SHP files 14) a few photos used by the OOB's have been revised 15) a correction has been made to the Sounds.INI file that prevented the PPsh sound FX from playing in the game 16) two in game help texts have been revised 17) The game manual has been corrected to give you more information on the additional controls added to the GameOptions Misc page 18) UAV now considerd high flyers, above rifle and AAMG height and require proper AA guns and SAM to engage. 19) Bugs with Allied units showing the wrong experience level and ID tag were fixed. 20) Bug with points not being correctly charged for unit experience and morale levels fixed. 21) Bug where pressing previous page after a formation was deleted in the purchase screen occasionally crashed the PC fixed. 22) Bug where having more than 23 of a particular unit type simultaneously available caused the units to be unpurchaseable fixed. Now if more than 23 of a type are available att he first time, only the first 23 are displayed rather than declaring a formation invalid. 23) In the advance or delay with the traditional victory hex clusters, occasionaly these were displayed off the bottom of narow maps under 40 hexes tall. -FIXED 24) Bug where pressing escape in the map save screen after changing your mind on the selected save slot -FIXED 25) A bug whereby units in a campaign which used ARENA or VIRSS did not have the shots restored -FIXED The following changes were added after the CD realease to make this the 1.02 patch... 26) Iraqi Picklist altered to give a more accurate " insurgent" type force composition for the AI. A further revised OOB 27) NVA Picklist altered to give a few armoured vehicles to the AI once in awhile while US forces are still engaged plus added APC infantry after the USA departed 28) There was a bug when the AI was buying 1/50th of the force value as mines in defence then 20% more if it was a river crossing or beach assault. - in campaign battles only. -FIXED 29) added "Dragons teeth" to hex mouse-over, if DTare in the hex and added "Mines" to hex mouse over if mines detected in a hex 30) AI was sometimes deploying units in lakes. FIXED 31) A "mission" button has been added to the deployment screen ( Useful if you saved during deploy, and came back 2 weeks later and forgot your mission) 31) "In scenarios, if the "reaction turn" is set to "turn 98" units will hold in place for the entire game and not counter attack to re-take V-Hexes. This includes both advance and assault and delay and defend scenarios" 32) Merkava MICV "Nemer", USMC "EFV" , British/Dutch Scarab, USA desert M3a3, German Dingo and Fennek Icons added 33) AA radars will now spot planes and helos at ranges beyond the firing unit's ground vision rating 34) The list of a campaign core force units on the upgrade/fix/review screen between battles (if allowed to refit) - was indexing incorrectly - in large cores you only saw 2-3 pages becasue the bug was skipping pages in the middle and showing first, second and last generally- FIXED 35) There were occasions when some maps said "town" or "city" etc, but none appeared or only a few villages seemed to appear. FIXED 36) Changes made to "Carry capacity" and "Carry cost" did not stick when changed in the editor. FIXED 37) Visibility can now be changed from the "View Map" screen. Previously this could only be changed before starting a battle. This allows players a second chance to do this while setting up a game ( for PBEM for example ) and now allows campaign players the option of adjusting the visibility during campaign games 38) There was a minor bug in the "View Map" screen where pressing ESC would not allow you to back out of that function without selecting a map number first. FIXED-- Pressing ESC while in the "Change Map ID" subscreen of the "View Map" screen will now properly exit that screen without having to enter a map ID number first 39) Updated South African and USMC AI Picklist 40) There was a bug that was preventing units from clearing mines after a save. FIXED 41)Thermal imaging sights ( TI ) will now have some LOS blocked by a fire hex (usually 2 or more fire hexes are needed for significant LOS degradation), and heavy smoke reduces LOS penetration very slightly, causing some "shadows". usually 5-6 hexes of freshly laid (full) smoke is needed to reduce TI penetration level slightly. Fire and smoke hexes do NOT reduce radar AA Fire Control LOS against aerial targets. 42) There was a difference between the way User Campaigns and Generated Campaigns allowed you to change ( upgrade ) units . This has now been standardized for both campaign types. The Unit list menu is now an "active" menu for both campaign types allowing you to select units to change from there 43) Mike Torrance's Campaign "Silver Lions" has been added 44) There was a bug where flak units firing at enemy aircraft increased the kill count with every hit even though no kills were made. FIXED 45) A bug where a fire mission could not be cancelled has been fixed. 46) A Bug where player 2 in a scenario could see player 1's troops during the pre game bombardment, if player one was the AI fixed. 47) A safety feature has been added to the scenario editor. The sceanrio editor will now auto saves to slot 999 on exit with title "AUTO SAVED SCENARIO" 48) The mini map was not centering on the location of the unit in use on the main map. FIXED 49) Vehicles and artillery pieces "dug in" in a hex showing a sandbagged revetments can now regain dug in status one turn after entering. They are not restricted to their original revetments and can enter any "sandbagged" hex to regain hull down status 50) The vehicle Load / Unload screen would not allow you to scroll around the map. FIXED 51) The game maps can now be scrolled in all directions using the up, down, left and right arrow keys. If accessed from the numeric keyboard Numlock must be OFF 52) AAA reaction fires has been tweaked a bit . If they are hidden they will fire at very short ranges only or if the to-hit is better than 9%. Therefore,- hidden tanks will not pop off at passing planes unless these spot them by flying close enough, or if the aircraft or Helo gets to a 9% to hit OR at 3 or so hexes, they will blaze away as the thing is too close. 53) There has been a slight adjustment upwards for spotting hidden vehicles when using vehicles with a Vision rating of 40 and above especially if the "hidden" tank fires 54) Spotting with TI ( vision 40+ ) decrease slightly with speed. You'll spot things a bit better if you are not moving at top speed 55) There have been slight alterations to the accuracy numbers for smoothbore guns. The length/calibre cals did not give accurate numbers with shorter barrelled smoothbores like the German L44 or the US M256 and the longer Russian barrels gave them slightly higher accuracy than reality. As well. Fire Control ( FC ) and Range Finder ( RF ) ratings were not quite giving the added benefit to higher end equipment that they should have so the formulas have been slightly altered to give greater benefit to the vehicles with the higher end equipment. Each of these factors, if overdone, have a HUGE effect on gameplay and we have endeavoured to strike a fair and balanced compromise. Sometimes even slight changes can make a noticeable difference so we've been careful not to overdo it 56) An additional PBEM security type has been introduced. "Basic" security will not kill a game ( in the most common cases ) if it detects something wrong. It will allow players to play on two machines ( on a laptop then back home on the desktop for example ) and it will not stop a game if both players are using different OOB sets. This is "Secuity lite" for those players who trust their opponent and just want password protection to prevent peaking and / or wants to play at work and at home and cannot with the more stringent regular PBEM security. However, it will NOT allow you to rename the save slot number of the PBEM. If you do it will kill the game. |
Re: What Changes in the CD Version
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Re: What Changes in the CD Version
Nice list. Cant wait for it... Keep up good work!!!
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Artur. |
Re: What Changes in the CD Version
Where will we find the patch, once it is offered? I looked though the Shrapnel website and found no places for patches.
WB |
Re: What Changes in the CD Version
Patches are usually posted on the Download Page for the product so on Shrapnel... WinSPMBT page, Download Page
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Re: What Changes in the CD Version
Just a litle thing regarding helicopters and infantry engaging them whit rifles. Could it be made so that infantry could not engage helos at high altitude? I think this would make a nice touch to the game when the player would have to balance on wheter to fly low relatively safe from SAMS but not from infantry or fly high and not worry about infantry but be at a higher risk of beign engaged by SAMS & AA-guns.
What do you think? |
Re: What Changes in the CD Version
then you would be back to the original SSI version, where helicopters could fly over infantry at will, revealing all the ambushes etc, if the enemy force had nil or low AA, it was night etc.
By allowing infantry to drive off any helos nearby or oveerflying, it makes e.g. the Vietnam type games less of a walk-over for USA player. And helicopter "high" is not very high - still within small arms engagement zone. Andy |
Re: What Changes in the CD Version
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Artur. |
Re: What Changes in the CD Version
One minor OOB suggestion, re: Canada.
The ADATS (Air Defence Anti-Tank System) in the game is AA only (can't be used to shoot tanks, even though in real life they load TOW missiles, I believe). Would it be possible to code the ADATS to engage tanks as well as aircraft? One other suggestion: add Venezuela OOB, make Pat Robertson happy? http://forum.shrapnelgames.com/image...es/biggrin.gif Apart from that, keep it up. Love the game and can't wait for the patch. |
Re: What Changes in the CD Version
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Special code exists for ATATS - and the missile is dual-purpose, they dont load TOW http://forum.shrapnelgames.com/images/smilies/evil.gif Cheers Andy |
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BTW - I used to live in Edinburgh too (Dalkeith Road). In Canada now. |
Re: What Changes in the CD Version
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Don |
Re: What Changes in the CD Version
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Not detailed in the diocumentation as such a minor item for (?2?) user nations. But anyone running light recce AVF round in the rear zone of a modern Canadian army trying to play "whack the SAMS" may find themselves getting slapped back http://forum.shrapnelgames.com/images/smilies/happy.gif! Try a test scenario and you will see them use HEAT values if they strike an AFV. The round is dual purpose SAM/ATGM - no need to have separate ATGM "rounds" issued in the OOB. Though I would not go deliberately using them as tank hunters as perhaps too a) big/obvious and b) valuable to risk as such. Cheers Andy |
Re: What Changes in the CD Version
This unit did this in sp3 also.
It engaged AFVs, but was not recommended for use as an anti tank weapon... http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: What Changes in the CD Version
1 Attachment(s)
Here are the latests additons / corrections added to the patch
57] A new message will appear when ground units fire at aircraft and Helicopters indicating whether the aircraft / helo was hit by ground fire. The code has always run tests to see if a hit would cause damage but untill now you had no way of knowing if you were taking hits or not before the damage occured. Now you will see a message indicating that a hit has occured. If Damage is taken a second message indicating the damage will appear right after the hit message 58] Artillery and aircraft bomb collateral blast damage has been adjusted. Artillery cluster munitions have a minimum blast radius of 1 now and air-dropped cluster bombs have a radius of 2 hexes (speed and height of delivery, larger footprint). Previous versions of the executable had blast damage into surrounding hexes as well but we discovered a bit of code that was reducing this after it had been applied. That bit of code has been commented out and now you will find aircraft weapons and large calibre arty gives blast effects out to , in the case of 2000 lb bombs, a potentially lethal area of 200 yards around the point of impact. As well, there is a new game function that allows you to see the potential blast radius while the artillery barrage or airstrike is going on. Pressing the "R" key while in the bombardment or "Z" key menu will turn on or off the blast radius markers. There are white circles that show the maximum blast radius and there are yellow circles that show when known enemy units that are within the main blast radius are damaged by the blast effects. It is important to remember that even though the blast effect for some weapons like 2000 pound bombs may be quite large this does **NOT** mean that every hex and unit within the blast effect area is affected by the blast. This addition allows players who are interested to see just how the blast area works in the game. Blast effects are reduced by the distance from the impact hex, and the usual effects of dug-in status, being in cover etc. Cluster munitions are more evenly distributed over the blast area than an HE round, so range effect is reduced for them. Armoured vehicles more than 1 hex from the impact will tend to be supressed by blast rather than be destroyed by fragments, except with cluster munitions. 59] Units retreating and routed will now surrender a bit more than previous when the situation is "hopeless". There is less chance of a routed unit retreating into an enemy occupied hex now 60] There was a bug which deselected the current unit if you went to the HQ menu and then exited as player 2 in a game. In certain circumstances you could then examine player 1's artillery menu, and his force structure. FIXED Attached is a screen shot showing "Blast Radius ON" when used with "Fast Arty" ON. This represents an MLRS cluster munitions attack |
Re: What Changes in the CD Version
Sounds just GREAT!
Thanks! |
Re: What Changes in the CD Version
So when will the new sound package be out then?
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Re: What Changes in the CD Version
Guys, Stop! You will deplete all ideas,so this game will not need any other patch ever! Your work on it is great! Cant wait for it!
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Re: What Changes in the CD Version
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are you referring to.... 12) Instructions have been added to the sub folder of \Game Data\Sounds for people who may encounter sound problems on their computers when using the MP3 sound files in the game. We did not include WAV files as comparable quality WAV's would have added 144MB to the amount of HD space used by the game but we have included step by step instructions for those few players who may encounter dificulties ?? Don |
Re: What Changes in the CD Version
Here are the further changes added today. We are aiming to make these the last changes so we can start to fully test without further distractions
Don ----------------------------------------------------------- 61] The CostCalculator ( and all the OOB's ) has been altered to give extra cost for high-tech equipment ( Vision, Range Finder, Fire control etc) . Generally this penalises modern kit more, with early kit staying about the same, especially if fitted with high end range finder, stabiliser, FC 35+, thermal vision etc. - TI type sights (vision>=40) cost more (about a 40+ point raise) - Range finder costs more, esp. range 20 or so plus - FC, esp. over the 35 value, cost more - stabilisers cost a bit more - Electronic warfare (EW) more costly per point - AAA radar FC more costly (sees planes through smoke now) - Open topped armoured vehicles a few points cheaper For example. A M1A2 SEP Abrams previously cost 443 points ( that is the BASE cost unadjusted for moral and experience). It now costs 526 points. An Iraqi T-72G with Vision 30 was 236 points it costs 244 now so it's really only the higher end equipment that gets the increases. 62] Cluster munitions costs and ICM (arty AP rounds) have been revised. They were not being charged very much. That has been changed upwards They are also more effective now. |
Re: What Changes in the CD Version
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The abrams is worth much more than 2T72s could you adjust there values like that so an Abrams / T72 point ratio would be 3:1? Vis>= 40 > +80 pts, range finder +40 pts etc... You do an awesome job with this patch. http://forum.shrapnelgames.com/images/smilies/cool.gif Artur. |
Re: What Changes in the CD Version
how about being able to stack units in MOBhack..
For some reason you can put paltoons and sections into companies, but not sections into platoons |
Re: What Changes in the CD Version
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Sections and platoons go into Companies . "Companies" are the only formations that have that capablity. That's the way it works and it's not going to change Don |
Re: What Changes in the CD Version
Nope
What you are asking for would be an almost complete rewrite of the C&C code, rallying etc of the game. Not to mention purchase screen code and so on http://forum.shrapnelgames.com/images/smilies/happy.gif!. A section is simply a renamed platoon in game terms, with a sergeant in command. Cheers Andy |
Re: What Changes in the CD Version
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An M1A2 costs 531 and four companies of RG T-72's can be bought for the same cost as 4 platoons of M1A2's. That adds up to 44 T-72's vs 16 M1A2's which is pretty close to 3:1 ( and that may make you happy but I can promise someone else won't be ) Don |
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I had 4 comments -formation deletion bug -fortified hex reentry -cost issues -helos hit by rifle effect and 3 were accepted. Way to go guys. Maybe one day you will find out something about this helo issue to make the Vietnam war fans happy. http://forum.shrapnelgames.com/image...es/biggrin.gif BTW is that realistic that helos are so vulnerable to rifle fire? Artur. |
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Re: What Changes in the CD Version
Just got back from holiday and spent a good 20 minutes going thought this post reading about all the changes. As I went from post to post, my jaw just kept dropping further and further....
Excellent work, cant wait. |
Re: What Changes in the CD Version
Once we issue the patch we start work on WinSPWW2 and once we start on WinSPWW2 there will be very little time for further work on WinSPMBT so this patch is a big one becasue of that
Don |
Re: What Changes in the CD Version
well i also think most changes seem to be good.
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Re: What Changes in the CD Version
some news about patch?
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Re: What Changes in the CD Version
1-2 weeks. It just went to the playtesters for a final look over.
Don |
Re: What Changes in the CD Version
I'm glad to be the playtester http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: What Changes in the CD Version
Looking forward to the patch Don....You and Andy have been doing a fantastic job working on the patch and keeping up with things on the forum....My hats off to you both. Your work is greatly appreciated by all of us SP gamers out there
Tom D |
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