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What Changes in the CD Version
I noticed that the version in my CD install is no longer 1.00. What's new, besides the map editor, resolution increases and the other published stuff?
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I noticed that the delay between ordnance impact and explosion is significantly reduced on my install.
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Plans usually end up in disarray and that was the case here as well. After the CD version was "pressed" we, of course, found other things we felt needed fixing as well so we gave up on the idea of a patch only for the downloaded version. The patch, when it's released, will upgrade both the DL version and 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 ) 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. Now 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 have been added AFTER the CD version went gold which, when added to either the DL or CD version will upgrade both games to ver 1.02 .. 26) Iraqi Picklist altered to give a more accurate " insurgent" type force composition for the AI and includes 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" Icon added 33) AA radars will now spot planes and helos at ranges beyond the firing unit's ground vision rating That's it, to date. I would like to get this patch released this month sometime and as noted, will upgrade BOTH versions of the game Don |
Re: What Changes in the CD Version
Wow that looks great to me!! http://forum.shrapnelgames.com/images/smilies/smile.gif
thanks for all the hard work! |
Re: What Changes in the CD Version
Thanks for that comprehensive list and putting the time into making these corrections.
Let me see if I've got this correct: For those with the CD: Only need V1.02 patch For those with DL: Need both V1.01 and V1.02 patch. Will the V1.02 patch also include V1.01 bundled together or will it be necessary to make two downloads? I get the impression from what you say that their will only be one fix all patch to download which will take DL straight to V1.02. Correct? Regards, Matthew |
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Both patches are rolled into the ver1.02 patch so everyone can download one patch and get everything up-to-date. In this case the guys with the CD just get some of it again. It's less confusing for everyone when there is only one patch. It STARTED life as one patch ( ver1.01 ) but grew to include fixes that occured after the CD had been pressed so now it's a full patch that everyone will need. Don |
Re: What Changes in the CD Version
Here are the latest changes to the patch list
Don ================================================== ==================================== 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 |
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Changing visibility in View Map is great,it is frustrating allways restart battle if i get vis 1 or 2 in 1950, where no one see anything...
I know i posted it before,but never got an answer, is possible to make upgrade in generated campaign same as in user made campaign? It is too lenghty to upgrade big core unit,(for every unit open upgrade screen, change and close, in user generated campaign i can click at next unit in side list to upgrade it) |
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I'll look into this
Don |
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Thanks for the clarification Don.
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Well, I have just received my CD and the game plays like a charm. The better resolutions, the fixes (version is 1.012), and the extras are worth every cent.
Thank you guys, Win SPMBT ROCKS!http://forum.shrapnelgames.com/images/smilies/cool.gif |
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Don |
Re: What Changes in the CD Version
Here is the list of the additional changes since the last list I posted here. I will be starting another thread for info on the patch sometime this week that will put it all together
39) Updated South African 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 |
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Don |
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Thanks Don
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Is there any news about the patch release date?
Artur. |
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Not yet. I'm aiming to have it ready this month though. It's grown somewhat from just being a simple code fix patch Don |
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Take your time. With this patch this game will be REALLY awesome.
I have one but important question. You have taken this I go U go system to a quite good level. There is one thing that is missing very much that is the hull-down position possibility for vechicles. I know SP system is not that detailed to model them correctly, but a good compromise would be if a vechicle is positioned in a fortified hex, than it can be hit only in the turret. This would be vital for SPATGM systems on defense for example. I do not know your code but it seems doable for me. Your thoughts? Artur. |
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Well that's been in the game pretty much since day 1. If you put tanks in the defence so that they show the "sandbagged" icon around them and fire at them you will find that the only place you can hit them is in the turret which means they are hull down. You will never see a hull hit on a tank that's behind the sandbags Don |
Re: What Changes in the CD Version
Oh my... there is always something to learn. I knew there was some bonus for it but I did not know exaxtly what it was. It could have been jut a small decrerase of hit chance.
Is that still the case when moving into a Sandbagged hex during a turn? If not could you please make it work like that? Is is quite a life-like activity backing into another fortified position. A layered defense has more prepared fireing positions for one vehicle. Artur. |
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Yes, I will change the wording
Don |
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Hi all
Just had a quick question. I just bought the CD of Winspmbt and am getting ready to install it . I want to know will this cause problems with any of the Pbem games I am now playing using the free version of the game. mark |
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Don |
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Is there a chance of making the fortified hexes reentrant during the battle? (The vehicle that entered a fortified hex and did not move one turn would receive hull down bonus.)
Artur. |
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It's being discused. Don |
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Here's the latest list of changes and additions to the game
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)**REVISED** 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 OR re-entering. They are not restricted to their original revetments and can enter any "sandbagged" hex to regain hull down status ( in the case of vehicles ) or dug in in the case of guns , mortars etc. |
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Sorry that i write it here,but i think it should be something you may look at. I made some tests with acuracy. I tested with crew exp 70 (i used exp 70 becouse it dont add any possitive or negative bonusses to accuracy) fire solution at certain distances against size 5 target. I found that Firecontrol rating have only a very litle to do with accuracy. I used rangefinder 22 and gun accuracy 10.I rised FC from 0 to 90 and i found that it adds only 3% for every 10 points of Firecontrol rating, so tank with FC 20 with same gun and rangefinder have accuracy only 6% lower than tank with Firecontrol 40, which represents modern firecontrol with digital balistic computer. So it looks that now,is the rangefinder value what defines accuracy,FC and gun accuracy have just little effect.
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Artur. |
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When you tested this were all the tanks your fired stationary?? Were the targets stationary?? Don |
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Yes, Stationary vs stationary
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I didnt fired at them, it is just target lock propability. I use that metod becouse there are some other things that interfere with fire propability. Vision was set to 80, to have clear 4000m field of view
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FC + stabilizers enter into the equations a bit more when targeting moving targets. With a stationary firer and a stationary target you could almost bore sight most guns. FC acts a little like a rangefinder, and also allows for better shooting on moving targets.
Accuracy is only the *basic* starting point. You need to take Stab, RF, FC, and crew Exp into account, plus target size, move status, own move status, own suppression state,target dug in or hull down, target in woods etc. etc. etc. However Andy and I are experimenting with a code change that should boost the tanks with higher FC and RF so that they are a bit more likely gain more to-hit % within a three shot average than the EXE you have now Don |
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Thanks
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Thank you! Fab |
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I have 2 questions:
1st: Could there be an online game feature in WinSPMBT like there is in SpWaW? 2nd: When loading units into vehicles the screen does not allow scrolling. This coplicates loading especially on deployment phase. Could the scrolling be enabled? |
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Don |
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Now fixed. When the patch is released that screen will scroll Don |
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Don and Andy,
I would like to thank you for listening to us and altering the code to give the MBT's with better FC and RF more hit to kill probability. I really think that this is the kind of attitude that makes the difference. There is another thing that I discovered we (specially the scenario/campaign designers) really need, and it is the capability of changing the experience, moral, armor, infantry and artillery levels of all units of a given scenario. It's really a pain to go from unit A0 to the last unit of a scenario changing each value for every unit, uint leader, and formation leader. The clone feature is really great, but it is only related to the hardware items such as weapon ammo modification. Perhaps it could also include the other values also, but what I would like to suggest is an application like the WAWed that Fred Chlanda developed for SPWAW. That, if possible in any way, would be a most useful tool. Again, thank you guys for a fantastic game. I really love WinSPMBT and apologize for my rants on the accuracy issue, but please understand that my previous experience with game developers was not exactly with the kind of people that actually listen to us and (this is too good to be true...) bother to alter the code to accommodate our needs. Finally, I want to say that the Armorsite is at your disposal, if there is anything you want me to do to help your efforts (besides buying the CD, which I already did) via my web site, just drop me a note : fprado@fprado.com. Well, this is it. Best regards, Fabio Prado |
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Would it be possible to make the arrow keys able to scroll the map?
I'm just so used to it from other games. http://forum.shrapnelgames.com/image...es/biggrin.gif |
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If we get a complaint or concern that we consider valid we will deal with it but only if we consider it valid. We are not changing anything we feel changes things in ways we disagree with or "dumbs down" the game at all. FC and RF accuracy has been tweaked slightly and we are looking at a couple of issues involving high vision number spotting ATM. All combine, ever so slightly, to fine tune accuracy for the "high end" equipment If you know about WAWed then you also know there is a WW2ed. if you ask Fred nicely maybe he'll build you a winMBTed Don |
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Actually you may be able to use WW2ed with WinSPMBT. I just tried to modify moral and experience in winspmbt with ww2ed and it *appears* to work. This is NOT a full recomendation. You would need to do some SERIOUS testing with WW2ed before issuing a scenario altered by it but it appears to do what you want it to do. You may still want to contact Fred for a proper version built for winspmbt Don |
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Anyway, I will accept your suggestion to contact Fred. Hopefully he will built a version for WinSPMBT, to the benefit of all its community. Thank you for your kind attention, Fab |
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Don |
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My turn...
Walls? there are at current no walls in the game.. is it possibly to have one of these? (I know the hedge works fine, but it's just as an eye candy thing). I found a bug, in the force selection screen. It was a PBEM game and both sides had alot of stuff, enough to bring in the arty not canceling bug. The "Previous" link at the bottom of the force buy screen (The green writing on the right hand side) took you to the start of the display while the "First page" link took you up a page. |
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No plans to add walls. I know some people think they are a wonderful addition but I don't. There was a problem with overrun text on that screen that we cleared up some weeks ago. I haven't seen it since so I'll say this has been fixed. If you see it again save the game and post it and I'll look at it if possible. What you describe doesn't quite fit with what I recall the problem was though. Like I said, if you see it again send it along Don |
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Hi again. I have 2 more questions if I may:
1st. Correct me if Im wrong but I can not find a logic in choosing battle sides. If I select player1 to be USA and player2 to be Viet Cong, player1 USA appears on the right side of the map. Now the problem is that I can not choose USA to start on the left side at all it always starts on the right side of the map. Some Vietnam maps are designed so that USA should start on the left side however this is impossible to do... So could it be changed so that Player1 would start Left and Player2 would start Right by default? Or even better have a Swap Sides option like there is in the Editor Screen. 2nd. This is more of a cosmetic thing, but anyway: In enclypedia if there is no Picture available for a unit it does not show the Pm00000.lbm "No Photo Available" -picture. It only shows the picture in purchase screen. In enclypedia and battle it shows nothing at all. Was this done intentionaly? |
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WinSPMBT is stable, can work in windowed mode, supports higher resolutions, the whole structure of the game is "solid", all the Mobhack utilities are easily acessible, one can swap OOBs in a breeze, the gameplay is excellent, the scenario and map editors (the extended map editor is something else) are great, the way we can set the reinforcements is easy and useful, the "clone" feature too, we have reversible tanks, the implementation of typical "modern" aspects such as many types of ERA armor and composite armor (with one value for KE resistance and other for CE resistance) and the interactions with different types of ammunition, all the calculations to make this work, and all that makes up for a tremendous amount of work. This kind of dedication deserves recognition. This is how I see it. Fab |
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