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Re: What Changes in the CD Version
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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 |
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