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WinSPMBTver3.0 Info
Below you will find the features list for the WinSPMBTv3 upgrade. We plan to release this sometime in January. When in January is still undecided. It depends on when we are finally done poking and prodding it but it won't be next week so perhaps "the end of January" would be more accurate at this time. All the OOB's have had at least a few changes and in some cases quite a few changes. There was a long list I had kept of concerns people had posted on these forums that was reviewed early on in the process
The patch is currently standing at 24.7 MB. It was originally supposed to be a small upgrade but as you can see it's grown some. This is NOT a cumulative patch so it does not have the previous patches included. You will need to install them BEFORE installing the V3 patch otherwise your game will not function properly. We'll be reminding people of that all along but someone always forgets. Consider this your first reminder http://forum.shrapnelgames.com/images/smilies/happy.gif Don Goodbrand ================================================== ======== WinSPMBT version 3.0 upgrade patch ***REVISED, now <font color="red">25 </font> Additional Scenarios ( was 19 ) 89 Updated Scenarios 6 Additional previously released Campaigns 29 New Maps and 1 Updated Map. 113 Updated AI Picklists 1 Updated Leader Name File 6 Updated Ranks File 675 New photos 397 New and Revised Icons 92 Updated OOB Files Upgraded Cost calculator Upgraded MOBHack 1) GPS and laser Range Finder have been integrated into the game for use by FOO officers and vehicles. When Artillery observers or FO vehicles are using a Laser RF and IF the target hex is in LOS the shell scatter will be less. A FOO with a Range Finder rating above 20 is considered to have a Laser Range finder. If the observer or FO vehicle is fitted with GPS the scatter will be less again. A FOO with an EW value of 15 has GPS. . Forward observers with both GPS and Laser Range finders are not cheap but they do have added uses in the game ( see point 2 ) 2) The game no longer automatically issues 10 artillery priority hexes per side except for sceanrio design. Priority hexes are issued based on the type of battle and the number of Forward Observers and the equipment the forward observers have available. . 3) Retreat/Rally hexes have been added to the game. . 4) Opfire filtering has been added as a bonus for players owning the CD version of the game. As well, ScenHack and CampaignHack, which were issued with the last version of WinSPWW2 for CD holders of that game, have both been rewritten for use by CD holders of WinSPMBT and have been included as well. 5) Multi Charge RPG's have been added as a new weapons class so RPG-7VR, RPG-29 , PzF 3T DC and PzF 3 IT-600 DC are modeled correctly now 6) An Optional AI force level adjustment for Campaign games has been added An INI file variable has been added (optional) for users to use to boost (or even reduce!) AI points in campaign games . 7) HEAT ammo now has a secondary HE ability. Units with HEAT ammo can fire HEAT/HE at 66% if the effect of the regular HE round for that weapon. Units will reserve the last 4 HEAT rounds for anti-tank purposes, and are more reluctant to fire HEAT/HE against soft units in the reaction fire in the opponent's turn unless at 1-2 hexes or so. ( in close combat you throw everything into the fight ). HEAT/HE cannot be area fired (Z-Key) nor does it have effects in the surrounding hexes like regular HE might, for larger warhead sizes. 8) All HE ammo has been removed from RPG type weapons that had them added in to simulate the change mentioned above. This fixes the problem of two man AT teams carrying 10 or 12 ( or more ) RPG rounds. Typically now they carry half what they did before. 9] A "View All" key has been added to the game to show all hexes currently visible to your unit and saves clicking in all 6 directions. 10) The Light helo class is now classed as an arty observer and has all the same abilities as the Leg FO and FO Vehicle classes with the exception that the 15 EW value for other FOOs is not used, as that interferes with AAA self-defence EW. 11) Arid maps Changes . Arid maps (e.g. Iraq) were sometimes being referenced as a "summer" map, so the desert icons were not being used and the "green" set was used instead. Desert icons are now used (if they have them) by units in Arid maps. 12) Artillery effectiveness against armour was too high and the following changes have been made to the code * Only units in the shell explosion hex will receive top hits (except cluster munitions) * Penetration in the blast circle outside the shell explosion hex has been reduced for shell splinters (except cluster munitions) * Armoured units may now suffer a suppression-only hit (hit by shell splinters message) * HE penetration on armour now needs more overpenetration to be certain of a penetration effect. If equal, 25% will go through, if overpenetration of 6, 90% * More chance of immobilizations (track hits) rather than kills especially if the shell size is small 13) Short range effects in infantry combat was a bit too high and the following changes have been made to the code 1.- The bonus effect for fire at 50m reduced, and takes more consideration of firer suppression 2.- The bonus for being unspotted (ambush fire at short range) has been reduced and takes more consideration of firer suppression level 3. - The panic fire chance at 50 metres takes more consideration of suppression to the firer 14) Barge Changes-- Barges were creating a new barge in the barge carrier when save games were re-loaded. Fixed. One barge per barge carrier now. 15) The coding for Smoke shells in campaign game upgrades was wrong and has been fixed. In campaign battles beyond the first, units will have correct smoke shell loads. 16) When "clone all" was selected in the scenario editor where the cloned units had weapons deleted ("-"), the game initialisation code was wrongly loading the template weapons for all the cloned units if the scenario was reloaded in the scenario editor, or when the scenario was played as a game. FIXED. The cloned units will now retain their weapon changes 17) Maximum game points has been increased from 50,000 points to 65,000 points. Previous versions of the game allowed 65,000 points only in one specific case. We now allow the 65,000 maximum in all cases. 18) New Iran - Iraq war battle locations added 19) AI picklist revisions 20) MoBHack database checks expanded 21) EDIT Infantry and vehicles may now enter -1 water hexes. Previous to this change they could enter -1 hexes but only if they are classed as "land". There are sticking penalties for vehicles moving though these water hexes similar to swamp or mud. Infantry move one hex per turn. The game will now also accept entering -1 into a water hex with the map editor and the change will stick. Previous to this it would not. 22] EDIT Infantry is more expensive in V3. The percentage increase varies but averages around 60% more. A typical rifle squad that costs 14 points in the previous version now costs 22 but the costs vary by eqipment. A "high end" squad that cost 34 points in the previous version costs 39 now which is considerably less than 60%. The net result is the overall cost of buying infantry in the game has gone up whereas tank costs have stayed the same or **maybe** gone up a point ot two . Plus many other small tweaks and adjustments |
Re: WinSPMBTver3.0 Info
Great News Don! Ive been waiting for that patch, some new features look interesting. Keep up that good work!
Iīm curious though about the picklist updates and revisions and the opfire filtering bonus, what are those about? Regards Robert |
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great news, really practical and useful sounding new features. nice work.
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Wow, Absolutelly perfect addons. New weapon class for RPGs is great addon, can the weapon class be used for tank guns to simulate tandem HEAT shells like russian BK-29?
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That's really good to read, my favorite wargame will be getting an update.
Thank you to the SP:MBT developers for your work at improving the game. |
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Great news and many thanks! Looking forward to the patch! 8)
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Don, <font color="green">"This is NOT a cumulative patch so it does not have the previous patches included" </font> I presume it can be patched if you are at v2.5 or v2.51 equally without problems? Just checking..... http://forum.shrapnelgames.com/images/smilies/cool.gif John |
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Sounds great Don;)! Can't wait to get next patch... Especially OOBs/scens/campaigns (any historical or fictional?)/maps (never too much;)).
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Don did some testing on that, and the shell works just fine for tank gun HEAT as well. Apart from the weapon info showing "DC-RPG"!.
So I have sent him new versions of the EXE and Mobhack with the "DC-RPG" string swapped for "DC-HEAT". Cheers Andy |
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very nice, a change for DC-RPGs following a suggestion also makes changes to HEAT. This is great.
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just to be sure... So now I may move all shots representing say HESH used as HE in my OOB's to the HEAT shot? Thus say Scorpion's ammo complement consisting entirely from HEAT rounds that would be, if ordered or needed, fired as well on infantry? Do I get it right?
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Yes. The only change to v2.51 was the gun tube orientation and that has been reverted to "normal" in all versions of the game. If you have 2.51 that change carries over into V3 Don |
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I set up a webpage to explain the bonus OPfire feature. CLICK HERE to read about it. This will give you a general idea of what it's about. Don |
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"4) Opfire filtering has been added as a bonus for players owning the CD version of the game"
Don Does this mean the older CD's or just ones purchased after this upgrade? |
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Those who remember the long debate we had over the topic earlier on I can tell this solution is much better than the solution I proposed there. And the good news is that practice showed that the feature fulfills all the good things it was expected to fulfill. A lot of gamey practices will be history very soon. Good gaming, Artur. |
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Thanks for the reply Don, Iīll have to take a closer look to that opfiltering option, seems interesting.
Iīve posted some time ago that I thought that in most generated battles below 4000 pints the AI was buying to much infantry that the battle didnīt look like armored warfare at all but guerrilla battles. I hope this new picklist update fixes this situation somehow. There are some changes that I donīt see listed and were mentioned to be included in this forum like the AI apc routine implemented in winspww2 for example, under wich the apcs now tend to carry infantry to the front (something like that)And other AIīs improvements carried over from winww2 and AI improvements in general. Thereīs other issues reported fixed that I donīt see in the list. Regards Robert |
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Nice.
Which OOBs were heavily scrubbed? C. |
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Anyone who owns a CD version of the game will have this feature initilized once the patch is installed no matter when it was bought. Don |
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If this really bothers you the simple solution is to set up the game so YOU pick the AI's equipment and let it do the deployment. That way we don't have to guess what 10,000 people all want and if all you want is mainly tanks you'll get what you want. If we coded it to give you what you always expect it's the same thing as you doing the picks yourself anyway. Besides, the game is now "combined arms" Its stopped being a "tank" game years ago but if you want a "tank game" you can pick the AI's force for it and let it do the deployment Quote:
The problem is we have two very similar games in developent and what we are working with is frequently months ahead of what the players have and since many of these changes were put into the game months ago we forget to mention it becasue we are so used to seeing them. So, Yes the AI will pick up infantry for the APC's and move them to the front. We think ALL the changes that went into the last version of WinSPWW2 that we not in MBT are now in WinSPMBTv3 and all the changes that are now in WinSPMBTv3 that are not in WinSPWW2 are going into WinSPWW2 next week. Quote:
Don |
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"Heavily" ? Poland comes to mind as one that has had a lot of additions. Canada's had some additons. Hungary I spent some time with a few months back. The problem answering that is that generally the main OOB work was done in the fall but every week has had some things done to at least a few of them. EVERY OOB has had at least some work. You won't load them up and see 92 radically changed but they have all had work done to them Don |
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Anyone?? Don |
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Thanks again for your reply Don! I appreciate
I know that I can do the shopping for the AI, thatīs actually the way I set generated battles most of the time due primarily to my personal choice, I insist, in -4000 points battles the AI tends to purchase lots of infantry from my point of view; this comes related to one issue I reported short ago where the program incorrectly gives some units a reinforce status creating "ghost" units and it tends to happen when I purchase AIīs toys; though Andy said it was fixed but I didnīt see it on the list. I assume itīs covered under the "many other tweaks and adjustments" as you say. http://www.shrapnelcommunity.com/thr...o=&fpart=1 Regards Robert |
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I guess I should have been more precise in what I was asking about. Are any of the Balkans or the Iraq OOB getting any changes at all? C. |
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"EVERY OOB has had at least some work. You won't load them up and see 92 radically changed but they have all had work done to them." |
Re: WinSPMBTver3.0 Info
Rusian BK-29 was the first, and it is in service since 1993(with T-90)
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There is no HESH ammo in the game (was never implemented by SSI).
If you made all HE as HEAT you would have all HEAT A/T rounds - BUT no proper HESH HE effect (the HE effect for larger HESH rounds should extend into the next hex, as a HESH shell is a solid lump of plastic explosive, unlike HEAT which is a hollow charge with less explosive than a HE shell). Cheers Andy |
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Yep, that's covered under "many other tweaks and adjustments" and if Andy told you it was fixed then it was fixed. Like I said, we don't write down every last little thing we do. Don |
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http://www.sinodefence.com/army/tank/type96.asp The Type 96 has an indigenous smoothbore 125mm/48-calibre gun with autoloader of Russian 2A46M design. By introducing the autoloader to reduce the crew to three men, more rounds are available for the higher rate of fire. The tank can carry 42 rounds, 22 of them stored in the carousel of the autoloader, and the gun can fire at 6~8 rounds per minute. The main gun is capable firing APFSDS, HEAT, and HEAT-FRAG. The more recent BK-27 HEAT round offers a triple-shaped charge warhead and increased penetration against conventional armour and explosive reactive armour (ERA). The BK-29 round, with a hard penetrator in the nose is specially designed for use against reactive armour, and as an MP round has fragmentation effects. and this http://www.fas.org/man/dod-101/sys/land/row/type-85.htm ......the Type 85-III, incorporates features also found in the newer Type 90 tank, including a larger 120mm smooth bore main gun capable of firing APFSDS, HEAT, and HEAT-FRAG. The more recent BK-27 HEAT round offers a triple-shaped charge warhead and increased penetration against conventional armors and ERA. The BK-29 round, with a hard penetrator in the nose is designed for use against reactive armor, and as an MP round has fragmentation effects. If the BK-29 HEAT-MP is used, it may substitute for Frag-HE (as with NATO countries) or complement Frag-HE. With three round natures (APFSDS-T, HEAT-MP, ATGMs) in the autoloader vs four, more antitank rounds would available for the higher rate of fire. A stabilized image intensification sights allows it to engage moving targets while in motion. A GEC-Marconi Centaur fire control system is available. British Barr and Stroud thermal based FCS can be fitted. The Type 85-III uses modular composite armor, and some reports suggest the incorporation of reactive armor. and this http://eureferendum.blogspot.com/200...f-iceberg.html Nor indeed are these the most deadly devices in the Iraqi theatre. Not least of these is the standard BK-29 HEAT-MP round, a 125mm Russian shell used by the T 72 tank. In dumps and caches all over Iraq, there are estimated hundreds of thousands of these shells, already in the hand of insurgents. One of these shells, suitably positioned, and detonated by a remote device, can easily take out an Abrams or Challenger Main Battle Tank and, indeed, several Abrams have been lost to these and similar devices - one only last month. So it would seem that this thing is available to just about anyone anywhere using the 125mm gun ( NOT just the T-90 )after the mind 1990's ?? Anyone got other info??? Don |
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Maybe it has something to do with Russian markings.
I found this on Vasily Fofanov page:http://armor.kiev.ua/fofanov/ # 3VBK-7 (3BK-12 projectile) (DOI 1962) 420mm RHA at 0°; Steel liner; A-IX-1 charge (flegmatized RDX); I-238 detonator 3BK-12M modernization utilizes improved 3V-15 detonator (DOI 1968) # 3VBK-10 (3BK-14 projectile) (DOI 1968) 450mm RHA at 0°; Steel liner; octol charge (flegmatized 75% HMX/25% TNT); 3V-15 detonator # 3VBK-16 (3BK-18 projectile) (DOI est.1975) 500mm RHA at 0°; Copper liner; octol charge; 3V-15 detonator 3BK-18M modernization introduces wave-shaper boosting penetration by 10% (DOI est.1978) 550mm RHA at 0°; Copper liner; octol charge; 3V-15 detonator # 3VBK-17 (3BK-21 projectile) (DOI est.1980) Complex of measures to improve jet formation reliability 550mm RHA at 0°; Copper liner; octol charge; 3V-15 detonator 3BK-21B model (DOI est.1982) 520mm RHA at 0°; DU liner for improved performance on advanced armors and enhanced behind-armor effects. # 3VBK-21 (3BK-25 projectile) (est.DOI 1985) Unknown performance and round configuration # 3VBK-25 (3BK-29 projectile) (est.DOI 1988) New explosive pressing technology improves jet precision Weight reduced to 18,400g; MV boosted to 915m/s Est.650mm RHA at 0°; Unknown liner; tandem charge 3BK-29M presented by NIMI in 1998; unknown improvements over 3BK-29 # 3VBK-25I (3BK-29I projectile) (est.DOI 1988) Practice HEAT round that matches 3BK-29's flatter trajectory # 3BK-31? 3BK-31? round 3VBK-27? (3BK-31? projectile) (in development?) 800mm RHA at 0° 680mm RHA at 0° behind external ERA 660mm RHA at 0° behind integral ERA Unknown liner; triple charge So maybe BK-27 is 3BK31 round (3VBK-27) |
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Atleast that's the way I feel it should be so doing this in my OOB set http://forum.shrapnelgames.com/images/smilies/wink.gif Just wanted to be sure that if I move all the HE shells in my HESH using tanks to the HEAT folder, they would be fired upon infantry if needed. |
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Apart from the last 4 rounds which will be reserved for A/T emergencies, they will be fireable as reduced value HE vs infantry.
Andy |
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Thanks, so i got it right and the schoolwork didn't manage to abduct all my neurons http://forum.shrapnelgames.com/images/smilies/wink.gif
Looking forward to the patch and once again, many thanks for it in advance http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Perhaps. I have seen various things like this as well. This one--- http://homepage.ntlworld.com/bob_mac...enetration.htm lists info 125mm BK-29 (1988) Tandem HEAT 65cm 13 125mm BK-29M Tandem HEAT - ? 125mm BK-31 Tanden HEAT (under development 2003) 80cm 16 I have also seen this ...... Russian 125mm BK-29 HEAT (1990) 700mm at all ranges This page http://www.fas.org/man/dod-101/sys/land/row/type-85.htm has this to say. Quote:
So it may look like there are BK-27's and BK-29's that do the same job different ways and it also sounds like the BK-29 predates the BK-27 ( perhaps the 27 entered development first but finished development after the BK-29? ) And like many other bits of information it's difficult to nail something down 100% unless it's equipment 25 years out of date. So, we compromise...... and when we do not everyone is happy and before I start tearing into the OOB's a bit I'm going to wait a day or so and see if someone can give me good, solid info. If not,( as is most likly ) I'll aim for being "close". It's really not a hugely serious issue anyways as it only affects tanks using ERA when fired at by tanks using the DC ammo and in all cases that Russian equipment firing at Russian equipment and that wasn't an important issue in the 1990's ALTHOUGH we do have one source now claiming the BK-27's were available as early as 1988 which , coupled with the HEAT penetration we already allow the Russian 125mm Gun 88 ( penetration 68 ) which fit's quite nicely into the penetration numbers other sources claim for this shell it might be worth making the 125mm Gun 88 the start point for this We are also faced with one very, VERY big obstacle. The weapons list in the Russian OOB is now full and every weapon there is used. There are no extras and there is ZERO chance of the weapons data being expanded to hold more weapons without screwing up more things in the game than you can imagine so adding new weapons is out of the question. The deal now is to find the best compromise with what we have so what I am faced with is deciding which gun to start applying the DC-HEAT flag to and right now I'm leaning towards the "125mm Gun 88" Game design is SUCH fun.... Don |
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just to get this striaght, the new opfire filtering features will only be available to CD owners, correct? I want to make sure of this before, I make my purchase http://forum.shrapnelgames.com/images/smilies/happy.gif!
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Sorry if this has already been answered. Is the opfire filtering feature already available for the latest version of SPWW2 for those like me who own the cd version? Thanks for any replies.
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Regards Robert |
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The opfire routine is a bonus feature included in the WinSPMBTv3 patch for those people who own the CD version of the game. It will not be active unless you have the CD version installed
The opfire routine will be included in the next WinSPWW2 upgrade we issue as a bonus for those players who own a CD of that game Don |
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Thanks for the reply, I own the CD versions of both games. So this is a nice treat.
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the new opfire feature along with the other bonuses has pushed me over the edge. I ordered my cd version today.
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Multicharge warheads are more effective against chobham armor too.Not only against ERA. They are capable to penetrate different layers of armor more effectivelly than solid HEAT round. (but still they will not be able to penetrate front turret armor...)
About that BK-27, i think that this is just the typo (very frequent issue with russian markings in western media) as 3BK-31 is s projectile for 3VBK-27 round, as 3BK-29 is for 3VBK-25. So BK-31,(not BK-27) is newer than BK-29. |
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Da, Smersh - me too!
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When? WHEN? I needses this preciousss!!
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Hello,
I have been modifying my OOBS and I have added in some new icons for some units. I shall tell you which ones they are and I was wondering if any of you could tell me if those OOBS or SHP files have been upgraded. How they were upgraded would be a nice bit of info to have too. here are the files: OOB 06 - France. OOB 12 - Russia. OOB 12 - USA. OOB 13 - USMC. OOB 14 - China. OOB 22 - Mujahadeen. OOB 35 - Denmark. - was the ranks/names file updated? OOB 43 - Red. OOB 46 - Austria. OOB 68 - Lebanon. OOB 72 - VC Shp: 0002 0008 0044 0052 0053 0066 0067 0068 0069 0072 0075 0076 0077 0093 0097 0099 (Addition). Also what numbers are the new maps and scenarios? I did a lot of map work. I have copies of everything but I would still like to know so I know if I have to take special care when I am installing this patch. Thanks for your help (in advance). |
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If you read this whole thread you will see I have already said "EVERY OOB has had at least some work" and that same remark was repeated by Narwan when someone else asked what OOB's had been reworked. IDK HOW to make this any clearer. "EVERY OOB has had at least some work." OK ??? So that includes every one you listed. If you want to know exactly what those changes were you'll need to compare your OOB's with the patch OOB's line by line when they are released
If you modify the OOB's and SHP files you take your chances when a patch is released. 50 SHP files have been altered and they include some of the ones you list. The scenarios now run to 178 and the maps run to 259. ANYONE who has files maps or scenarios or whatever that they add in between our releases is best advised to back them up somewhere before installing this patch or any patch. The simple solution that has been used by many people in the past is the first install the patch to a dummy folder and THEN review the files that have been added or changed and copy them over one by one. That's the chance you take when you modify the game on your own. Don |
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I did read the post. I skimmed through it to be exact. I didn't see anything about the OOBS as such apart from the number ,,92", which in hindsight clearly means all of them. So I apologise for asking again. The first and last page don't contain much more on the number of OOBs though.
To what extent has OOB 35 been edited? What about the RED, USA, USMC, Mujahadeen and USSR/Russia ORBATS? Those are my core OOBS so I need to know especially since I will need to apply the patch in order to keep up to date. That doesn't answer my second question though does it. Which SHP files have been updated out of the ones I listed. Thanks for the scenario and map information. |
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I also said a few posts back ..."we don't write down every last little thing we do." so no, I'm not going to provide an accounting of changes made to individual OOB's. Save your old OOB's and take it from there. There's a new points calculor as well so the cost of various things have changed slightly so you're old OOB's will need to go through the new calc to put them in sync with the rest ( infantry is a bit more expensive now )
Of that list of SHP files, so far 0002 , 0068, 0075 and 0097 have been changed. That could change again be the time the patch is released. The changes are included in the "WINSPMBT_MasterIconList.txt" file included with the patch. You can go through it when the patch is released Don |
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Thankyou for the Shp files. If you don't mind I will probably drop back in closer to the release date and ask what other shp files have been edited. As for the cost calc. I regularily re-calc. all my own work so that shouldn't be too much trouble. I created a new folder for the patch too. Thanks for your help.
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BTW, did the phantom artillery (after either side fires air-to surface missiles/LGBs) bug get solved?
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This question came up in another forum:
Does the "advacned opfire" for CD owners also stay active if playing PBEM agaisnt a non CD gamer? If yes it will surely lead to another round of gentelmans# agreements... |
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