![]() |
winSPMBT V11.01 upgrade for 2017
Version 11.01 NOW AVAILABLE ( further information at the end of this post ) .... Quote:
15 New Scenarios 6 Revised Scenarios 10 New or Revised Map files 77 New or Revised Photos 176 New or Revised vehicle / aircraft Icons 93 Updated OOB Files ** all revised in Ver 11.01 138 New or Revised Icon and Terrain Graphic files 6 New or Revised Text files 2 Revised picklist files 18 New or Revised sound files 10 Revised terrains 7 New terrains updated cost calculator ver 11.01 There was a bug showing when off map batteries that were due to arrive later as reinforcements but the scenario designer had programmed them to fire in turn 0 pre-game bombardment that caused phantom fire missions. This has been fixed. Off map artillery that are plotted to fire before they arrive now properly clear down the illegal fire mission instead. A bug whereby the early end of battle routine in a PBEM campaign was not engaging correctly and games that should have ended went on even when there was no enemy activity has been fixed. Map sizes now increment/decrements by 5 hex increments, not 10 as before giving players more control over map size The "phantom crews" bug in long campaigns has been fixed A bug where the wrong observer may be used as the basis for scatter when the observer was retreating or worse was fixed. The function to recombine split off crew with their vehicles (usually caused by loading the vehicle onto a cargo plane and then unloading again) had been inadvertently removed from the code. The "j" key functionality is restored to the deployment screen so if you have loaded a vehicle into a heavy air transport aircraft for a para drop. You can now unload it during the deployment phase for whatever reason and you can now re-join the crew and vehicle by pressing 'j' ( for "join" ). Previously you had no choice but to leave it behind A scenario info button to the game play screen, this is helpful if you have forgotten what battle you were fighting or need to know the scenario battle location ( batloc # ) once the game is underway. Previously there was no way to know which map your battle was on after the game had commenced. Helpful if you like the map and want to generate a similar one again using the same batloc #. HEAT and HESH guns had stopped firing reaction fire at infantry at <1000m or so due to a knock off effect when we coded for NLOS ATGM. This has now been corrected. Long range SAMs with extremely long minimum ranges were not engaging incoming aircraft or those that were performing a stand-off attack. This has now been fixed. SAM minimum range is now irrelevant for a stand-off attack (that includes entry onto map). However these very long minimum range SAMs will not fire on the surviving planes as they then move across the map only upon entry and in stand-off attacks. Post 2014, "What-If" battles involving NATO nations versus Russia will be in the Baltics Any nation that signed the Ottawa land mine treaty will no longer be able to purchase and place mines in defence after 1999. Additionally, any nation that signed the Convention on Cluster Munitions will no longer have cluster munition weapons in their game OOB's after the date that nation put the convention ban into effect. Depending on the nation that could currently be any time between 2010 and 2016 as there is a wide range of dates the various nations covered by the game have put the convention into effect. Conversely any nation that IS NOT a signatory to the Ottawa Treaty will still be able to purchase and place mines in a defensive battle and any nation that DID NOT sign the Convention on Cluster Munitions will still have access to cluster munitions in the game. Hopefully that explanation will cut down on the amount of erroneous "bug" reports. Units which manually turn to face a new hex may now draw opfire. This affects both infantry and vehicles at different ranges and there are random variables we tossed in to make in unpredictable but generally ( and the randoms we added really do mean "generally" ) in hex infantry movement could possibly attract opfire from enemy units up to 3 -5 hexes away (generally...). Vehicles shifting hull or turrets around could attract opfire from enemy units up to 10 hexes away ( and maybe a bit more... ). And all that depends on the enemy's training , morale, suppression level, vision rating and battle visibility etc. AS WELL AS your units training , morale, suppression level, visibility etc.. This new game feature was originally intended to stop players from turning their tanks in place to present their heaviest armour towards the most likely threat without attracting enemy attention. That was expanded to include swinging the turret as obviously that kind of movement if spotted by the enemy would naturally draw fire in a real battle situation and then that was expanded to include infantry as well. The bottom line is if you just want to "look around" to check your LOS use the } hotkey otherwise you risk drawing unwanted attention to your unit . Players should see a reduction in the number of cases where ERA defeats large aircraft launched anti tank missiles. There were very rare cases when palm trees were generated on winter maps and we *think* this is now fixed 26 pages of OOB suggestions were integrated into the game OOB's Info on revised terrains for 2017 After a hiatus of many years we added more terrain and revised to varying degrees some of the old ones. All terrain will show up on generated maps at one time or another but this year only CD owners will have access to edit the new terrain and we have added new way to edit them into maps Here's a list of revised terrain. The list of new terrains are in the New for CD holders section below
NEW for the extended CD version holders only * The DLLs that Scenhack uses to sort scenarios have been included with this patch for the vast majority of players who don't have Borland Paradox installed on their Hard Drives for over a decade (and why we forgot everyone else needs them too :)) * CD / extended version holders will now get a warning message if they try to enter a building hex with a vehicle. You are now asked to confirm that you really want to do that. This is to stop you from inadvertently immobilising yourself as most cases involving building entry with vehicles is the result of a too long movement call through an urban built up area. The feature will also display on rough+slope combinations if you have travelled 3 or more hexes and thus are in danger of sticking. It's just a "friendly reminder." * SAM and AAA will tend to save shots on low-probability to hit shots. Especially against Spotters (inc UAV) with less than about a 20% chance, other fliers at about 10%. AAA guns will hold fire at longer ranges (>1 KM) if to hit is under about 10% and wait for a better shot. This applies only to CD owners. * We have introduced a new Formation sorting routine for the premium game. Over all the years these games have been developed, unit classes have expanded as required, but there was no logical order to the expansion as they were added on a need-it-now basis so the different infantry, armour and artillery unit classes that were used to build formations were spread all over the 256 unit class slots available and this meant that in some cases when buying formations you had to search though multiple pages of formations to find the ones you wanted. The new routine in place for CD holders only helps group unit types together and in a more intuitive and logical way. The caveat to that is that when sorting formations by unit class the unit class of the formation is still determined by the first unit in the formation and there is really no getting around that. For example. with this new routine if you go into the artillery page you will generally find that Forward observers are the first formations listed then generally if there is consistency to the first unit in the formation you will find the light mortars, then the medium mortars then the heavy mortars then the AT guns, then the Hvy AT guns through field guns into rocket formations, off map guns and finally AA guns. Again...its all determined by the first unit in the formation but in the past ( and the free game will still use the original method ) you may have had a one type of infantry company with unitclass #1 infantry as the first unit but the second type of infantry company may have had a unitclass # 64 Medium Infantry unit leading to in some cases a dogs breakfast of the sort order. A good example of that was the winSPMBT Russian OOB in the years that the T-55 and T-62 unitclass #13" medium" tanks were active along with the T-64 and up unitclass #59 "MBT" formations but the lower end Mediums were on page one and the higher end MBT's were on page 2. With this they are all grouped on page one and we think this will help bring a bit more order to the game * A new button has been added to the main screen that allows access to the premium map editor from inside the game Info on new terrains added for 2017 * There is a new "scrub grass" ground and hills set in dark brown tones for ground and hill levels that would be useful on maps between November and March but also as an accent on any map type. In the map editor this can be accessed from the "add short grass" button which is on page 2 of the editor to the right of the add trench button. You will be prompted to " Press 1 for regular grass, 2 for scrub grass " * There is a new bare field ground and hills set that represents either a freshly planted field or a freshly harvested one. These are also handy as a base for any orchard type. In the map editor this can be accessed from the green crop button. You will be prompted "Press 1 for Crops, 2 for Tilled " * There is a new "light snow" ground and hills set that will show up in the game in place of the old "winter grass" which is now called " very light snow". The new "light snow" is used by the game as a base tile over which winter trees are placed. It can be accessed only on winter maps from the button on page one directly under trees. You will be prompted "Press 1 for light snow, 2 for very light snow" * There are now pure coniferous sets for summer and winter and those will be auto-generated on maps. These represent "old growth" pine forests and have additional movement and sighting restrictions above regular mixed forests. This can be accessed from the Trees button and you will be prompted "Press 1 for mixed Trees, 2 for Pines " * There are also new vineyards and coconut plantations/ groves for use in map making and these are also placed in small amounts on game generated maps. In the map editor this can be accessed from the Orchards button and you will be prompted "Press 1 for orchard, 2 for Vineyard, 3 for Coconut Grove " * Deep water has been added ( ground level only naturally ). It is a very subtle change as it had to be . The water animation palette is fixed and not very big which limited my options and after two failed experiments I settled on what we have now as a compromise but as I said....it's subtle but sometimes subtle is best. The game palette was tweaked a bit to brighten up water....it's a bit more " Mediterranean" or "South Pacific" blue now.........a little less " dreary November " grey-blue. We have also added an exciting new way to apply terrain to the map Previous to this release the "Fill range" and "Fill" functions in the map editor were mainly used to flood and entire map with a base terrain that would follow the contours already on the map. If you tried to fill less area it placed whatever terrain you chose to use as a giant Hex shape block of terrain that was virtually useless for making maps so as a general rule anyone making a map avoided that control unless they were "skinning" and entire map. We have added a new dimension to the fill range controls that expands it's usefulness 10 fold or more Now when pressing "Fill range" Extended game ( CD ) owners will see the following prompts: First you will see "New Fill Range: " and you can enter any number you like. 255 will fill and entire map but you can choose any amount . After entering the number of hexes you wish to place your terrain onto the map, this new message will appear: "Enter 0 for Block fill, or 1-90 for a Splatter Effect ". "0 for Block fill" will give you what this feature has always given... a solid mass of terrain but entering 1-90 for a Splatter Effect controls what percentage is covered in the area you selected. Enter a high number and it will fill to that amount, Enter a low number and you have a much finer control over how much is placed on the map allowing you to build terrain gradually. It can almost be thought of as a spray gun. It is very useful when building up a forested area or when starting a map off after building the hill contours if you want to blend different types of grass. AS WELL ( yes.... there's more ! and to anyone who builds maps this will be huge ) we have changed old SSI function of "right clicking" the mouse to add 7 hex clusters of terrain to the map at a time. Left clicking the mouse button will still give you single hex fine control but now right clicking the mouse utilises the same function as fill range so whatever range and density you have set you can now add by clicking the right mouse button. If you want to use it the "traditional" way simply set the range to 2 and 0 for Block fill and it will behave as it always has but now you can set whatever range you want to control the size of the fill but you can also adjust the splatter effect which GREATLY enhances the usefulness of the tool so adding terrain becomes quick and easy reducing the time it use to take to hand build a map by many hours.. This new tool has many uses but one thing you really want to avoid is mixing contrasting terrains together too much. A little is OK but it really depends on what you are mixing as too much is very distracting and can totally camouflage any contours on the map. What it's ideal for is blending similar colour densities together or placing forest. you can also use it to place hills but even a fast computer will take a few seconds to compute everything and place it on on a full sized map so be patient at first as slower computers may take a little longer to complete the command. We are after all, asking a 20 year old game to do a lot more than it used to but it will with sometimes spectacular results. I help design the feature and I'm still finding new ways to use it. We look forward to seeing the maps players design with this new feature. *********************************** *********************************** EDIT.... MARCH 31/ 2017 A revised 11.01 version of this year's patch was released March 31. 2017. It was necessary to do this because this was a year we were pressing a new CD version for BOTH GAMES as well as releasing patches for both and after the 11.0 version was released we discovered a couple of glaring OOB errors and that the cost calculator was not working correctly for perhaps 5% of the units in the games......the problem is between both games 5% of the units is about 2400 units so we corrected both winSPMBT and winSPWW2 for the CD's and that meant we had to issue an updated 2017 patch once the CD's started being shipped so everyone's OOB's match for secure PBEM. Anyone who DL'd the early March Ver 11.0 should also DL this new Ver 11.01 version. When installed and the game starts you will see the new 11.01 version number at the bottom of the screen We regret that this had to be done....but it had to be done More detailed PR HERE Don |
Re: winSPMBT V11 upgrade for 2017
Some very good additions/changes there.
1. The ghost crews...is this the same issue that I remember appearing in long PBEM campaigns when after a battle you had these crews filling slots? If yes, YES! Thank you! 2. I love the change of a chance of the enemy seeing your unit if you manually look around. This is going to be game changing (IMO) and for the better. Any planned but not mentioned change to the IMO overpowered drones? Talking about how (IMO) very difficult they are to hit with modern air defenses. Anyway, I admire your love for this game. I know it can't be just any money you make from the CD version of this, you continue to support the game. This is love. And I thank you for it. |
Re: winSPMBT V11 upgrade for 2017
Now that you can rejoin crews to vehicles I can get back to work (slow tho it may be) on my campaign.
Yay! |
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
Thanks for the Ottawa land mine treaty and Convention on Cluster Munitions changes to the OOBs :)
|
Re: winSPMBT V11 upgrade for 2017
REVISED AND NEW VEHICLE / AIRCRAFT ICON LIST FOR WINSPMBT V11 {7252,6976}, // 852. M548 (desert) (Israeli) ************** REV winSPMBT v11 {7253,6976}, // 853. M548 (green) ************** REV winSPMBT v11 {7541, -1}, //1141. Rockwell OV-10 Bronco Camo REVISED winspmbt V11 {7542, -1}, //1142. Rockwell OV-10 Bronco winter Camo REVISED winspmbt V11 {8266, 8267}, //1479. BTR-60 (green) *Revised WinSPMBT v11 {8280, 8281}, //1486. BTR-70 (green camo) ***********Revised WinSPMBTv11 {10290, 10291}, //3593. Namer w/remote weapon system ********NEW winSPMBT v5.5---REVISED to "Sinai Grey" winSPMBT v11 {10814, 10815}, //3855. BTR-82-Green ********REV winSPMBT v11 {10860, 10861}, //3878. JLTV AT Green ********NEW winSPMBT v7 Rev v11 {10862, 10863}, //3879. JLTV AT Desert ********NEW winSPMBT v7 Rev v11 {10916, 10917}, //3906. BMP-2M GREEN **NEW winSPMBT v8 REV V11 {11292, 11293}, //4093. USMC ACV Camo ******NEW winSPMBT v10 REV V11 {11294, 11295}, //4094. USMC ACV Winter Camo ********NEW winSPMBT v10 REV V11 {11296, 11297}, //4095. USMC ACV Desert Camo ********NEW winSPMBT v10 REV V11 {11300, 11301}, //4098. T-80UM Summer camo ********NEW winSPMBT v11 {11302, 11303}, //4099. T-80UM Desert Brown camo ********NEW winSPMBT v11 {11304, 11305}, //4100. T-80UM Desert Green camo ********NEW winSPMBT v11 {11306, 11307}, //4101. T-80UM Winter White camo ********NEW winSPMBT v11 {11308, 11309}, //4102. T-80UM Winter Green camo ********NEW winSPMBT v11 {11310, 11311}, //4103. Churchill VII Desert Tan ********NEW winSPMBT v11 {11312, 11313}, //4104. Churchill VII Winter White ********NEW winSPMBT v11 {11314, 11315}, //4105. Churchill VIII Desert ********NEW winSPMBT v11 {11316, 11317}, //4106. Churchill VIII winter camo ********NEW winSPMBT v11 {11318, 11319}, //4107. Comet Winter camo ********NEW winSPMBT v11 {11320, 11321}, //4108. Comet Winter white ********NEW winSPMBT v11 {11322, 11323}, //4109. Conqueror Mk 2 desert ********NEW winSPMBT v11 {11324, 11325}, //4110. Conqueror Mk 2 winter camo ********NEW winSPMBT v11 {11326, 11327}, //4111. Conqueror Mk 2 winter white ********NEW winSPMBT v11 {11328, 11329}, //4112. Desert Crocodile ********NEW winSPMBT v11 {11330, 11331}, //4113. Winter Crocodile ********NEW winSPMBT v11 {11332, 11333}, //4114. Cromwell winter camo ********NEW winSPMBT v11 {11334, 11335}, //4115. Cromwell winter white ********NEW winSPMBT v11 {11336, 11337}, //4116. Daimler AC desert ********NEW winSPMBT v11 {11338, 11339}, //4117. Daimler AC winter ********NEW winSPMBT v11 {11340, 11341}, //4118. Eitan- RWS - AC&GL ********NEW winSPMBT v11 {11342, 11343}, //4119. Eitan- RWS -MG ********NEW winSPMBT v11 {11344, 11345}, //4120. FV438 desert ********NEW winSPMBT v11 {11346, 11347}, //4121. FV438 winter ********NEW winSPMBT v11 {11348, 11349}, //4122. L6-40 - Green ********NEW winSPMBT v11 {11350, 11351}, //4123. M24 - desert ********NEW winSPMBT v11 {11352, 11353}, //4124. M24 - desert camo ********NEW winSPMBT v11 {11354, 11355}, //4125. M24 - Winter White ********NEW winSPMBT v11 {11356, 11357}, //4126. M41A1 winter ********NEW winSPMBT v11 {11358, 11359}, //4127. M42 Duster- winter ********NEW winSPMBT v11 {11360, 11361}, //4128. M46 winter ********NEW winSPMBT v11 {11362, 11363}, //4129. M47 winter ********NEW winSPMBT v11 {11364, 11365}, //4130. M48 winter ********NEW winSPMBT v11 {11366, 11367}, //4131. M48A3 winter ********NEW winSPMBT v11 {11368, 11369}, //4132. M48A5 winter ********NEW winSPMBT v11 {11370, 11371}, //4133. M53 desert ********NEW winSPMBT v11 {11372, 11373}, //4134. M53 winter ********NEW winSPMBT v11 {11374, 11375}, //4135. M55 desert ********NEW winSPMBT v11 {11376, 11377}, //4136. M55 winter ********NEW winSPMBT v11 {11378, 11379}, //4137. M60A2 desert ********NEW winSPMBT v11 {11380, 11381}, //4138. M60A2 winter ********NEW winSPMBT v11 {11382, 11383}, //4139. M108 winter ********NEW winSPMBT v11 {11384, 11385}, //4140. M150 desert ********NEW winSPMBT v11 {11386, 11387}, //4141. M150 winter ********NEW winSPMBT v11 {11388, 11389}, //4142. M901 winter ********NEW winSPMBT v11 {11390, 11391}, //4143. Sherman V winter ********NEW winSPMBT v11 {11392, 11393}, //4144. PT-76 winter white ********NEW winSPMBT v11 {11394, 11395}, //4145. PT-76 winter grey camo ********NEW winSPMBT v11 {11396, 11397}, //4146. PT-76 winter green/white camo ********NEW winSPMBT v11 {11400, 11401}, //4148. M-ATV Winter ********NEW winSPMBT v11 {11402, 11403}, //4149. M-ATV Winter ATGM ********NEW winSPMBT v11 {11404, 11405}, //4150. Striker Desert ********NEW winSPMBT v11 {11406, 11407}, //4151. Striker winter ********NEW winSPMBT v11 {11408, 11409}, //4152. T-54-1 Desert ********NEW winSPMBT v11 {11410, 11411}, //4153. T-54-1 Winter ********NEW winSPMBT v11 {11412, 11413}, //4154. Type 95 Ha-go green ********NEW winSPMBT v11 {11414, 11415}, //4155. Type 97 Chi-Kai- Green ********NEW winSPMBT v11 {11416, 11417}, //4156. Stryker Dragoon- Green ********NEW winSPMBT v11 {11418, 11419}, //4157. Stryker Dragoon- Camo ********NEW winSPMBT v11 {11420, 11421}, //4158. Stryker Dragoon- winter white ********NEW winSPMBT v11 {11422, 11423}, //4159. Stryker Dragoon- winter Camo ********NEW winSPMBT v11 {11424, 11425}, //4160. Stryker Dragoon- desert Camo ********NEW winSPMBT v11 {11426, 11427}, //4161. AAV-SU-summer camo ********NEW winSPMBT v11 {11428, 11429}, //4162. AAV-SU-winter camo ********NEW winSPMBT v11 {11430, 11431}, //4163. AAV-SU-desert camo ********NEW winSPMBT v11 {11432, 11433}, //4164. BTR-82A-winter camo ********NEW winSPMBT v11 {11434, 11435}, //4165. BTR-82A-desert camo ********NEW winSPMBT v11 {11436, 11437}, //4166. Gepard- winter camo ********NEW winSPMBT v11 {11438, 11439}, //4167. Greek BMP-1 FSV ********NEW winSPMBT v11 {11440, 11441}, //4168. T-90a-black camo ********NEW winSPMBT v11 {11442, 11443}, //4169. T-90a-desert camo ********NEW winSPMBT v11 {11444, 11445}, //4170. Turkish Leo 2A4 desert camo ********NEW winSPMBT v11 {11446, 11447}, //4171. Dug in tank turret- Charitoteer ********NEW winSPMBT v11 {11448, 11449}, //4172. Dug in tank turret- T-34-85 ********NEW winSPMBT v11 {11450, 11451}, //4173. Dug in tank turret- M47 ********NEW winSPMBT v11 {11452, 11453}, //4174. T-90a-winter camo ********NEW winSPMBT v11 {11454, 11455}, //4175. T-90-winter ********NEW winSPMBT v11 {11456, 11457}, //4176. Sryian T-62 anti-RPG ********NEW winSPMBT v11 {11458, 11459}, //4177. Merkava Mk 4M-EXP "Sinai Grey" ********NEW winSPMBT v11 {11460, 11461}, //4178. Merkava 3 LAHAT "Sinai Grey" ********NEW winSPMBT v11 {11462, 11463}, //4179. Iranian Karrar (-) ********NEW winSPMBT v11 {11464, 11465}, //4180. Iranian Updated Chieftan(Mobarez) ********NEW winSPMBT v11 {11466, 11467}, //4181. M19 Winter ********NEW winSPMBT v11 {11468, 11469}, //4182. M19 Desert ********NEW winSPMBT v11 {11470, 11471}, //4183. M45 Winter ********NEW winSPMBT v11 {11472, 11473}, //4184. Sabre Winter camo ********NEW winSPMBT v11 {11474, 11475}, //4185. Saladin Winter camo ********NEW winSPMBT v11 {11476, 11477}, //4186. M1A1HC TUSK Camo ********NEW winSPMBT v11 {11478, 11479}, //4187. M1A2 TUSK desert Camo ********NEW winSPMBT v11 {11480, 11481}, //4188. T-72B winter camo ********NEW winSPMBT v11 {11482, 11483}, //4189. T-72BM winter camo ********NEW winSPMBT v11 {11484, 11485}, //4190. T-55AM winter camo ********NEW winSPMBT v11 {11486, 11487}, //4191. USMC M60A1 RISE(ERA) camo ********NEW winSPMBT v11 {11488, 11489}, //4192. USMC M60A1 RISE(ERA) winter camo ********NEW winSPMBT v11 {11490, 11491}, //4193. USMC M60A1 RISE(ERA) desert camo ********NEW winSPMBT v11 {11492, 11493}, //4194. USMC M47 Desert Camo ********NEW winSPMBT v11 {11494, 11495}, //4195. LAV-AT with TOW turret winter camo ********NEW winSPMBT v11 {11496, 11497}, //4196. SPz 12-3 winter camo ********NEW winSPMBT v11 {11500, 11501}, //4198. ----GAZ Tigr Summer camo ATGM ********NEW winSPMBT v11 {11502, 11503}, //4199. ----GAZ Tigr winter ATGM ********NEW winSPMBT v11 {11504, 11505}, //4200. ----GAZ Tigr Desert camo ATGM ********NEW winSPMBT v11 {18342, 6976}, // 7742 BV 206 Mortar -green camo *****NEW winSPMBT v11 {18343, 6976}, // 7743 BV 206 Mortar -winter camo *****NEW winSPMBT v11 {18344, 6976}, // 7744 BV 206 Mortar -desert camo *****NEW winSPMBT v11 {18345, 6976}, // 7745 113 ammo carrier -winter *****NEW winSPMBT v11 {18346, 6976}, // 7746 113 ammo carrier -desert *****NEW winSPMBT v11 {18347, 6976}, // 7747 M-39 -winter *****NEW winSPMBT v11 {18348, 6976}, // 7748 M-39 -Desert *****NEW winSPMBT v11 {18349, 6976}, // 7749 BV 206 -winter camo *****NEW winSPMBT v11 {18350, 6976}, // 7750 BV 206 -desert camo *****NEW winSPMBT v11 {18351, 6976}, // 7751 Achzarit-Sinai grey *****NEW winSPMBT v11 {18352, 6976}, // 7752 Nagmachon-Sinai grey *****NEW winSPMBT v11 {18353, 6976}, // 7753 M113 Kasman Meshupar-Sinai grey *****NEW winSPMBT v11 {18354, 6976}, // 7754 Nagmachon Rllr-Sinai grey *****NEW winSPMBT v11 {18355, 6976}, // 7755 M548 winter white ****NEW winSPMBT v11 {18356, 6976}, // 7756 M114 Winter ****NEW winSPMBT v11 {18357, 6976}, // 7757 M114 desert camo ****NEW winSPMBT v11 {18358, 6976}, // 7758 GAZ Tigr Summer camo ****NEW winSPMBT v11 {18359, 6976}, // 7759 GAZ Tigr winter camo ****NEW winSPMBT v11 {18360, 6976}, // 7760 GAZ Tigr Desert camo ****NEW winSPMBT v11 {18579, -1}, //7979 An-2- Desert Camo 1 ********NEW winSPMBT v11 {18580, -1}, //7980 An-2- Desert Camo 2 ********NEW winSPMBT v11 {18581, -1}, //7981 An-2- Desert Camo 3 ********NEW winSPMBT v11 {18582, -1}, //7982 An-2- Desert Camo 4 ********NEW winSPMBT v11 {18583, -1}, //7983 An-2- Green Camo 1 ********NEW winSPMBT v11 {18584, -1}, //7984 An-2- Green Camo 2 ********NEW winSPMBT v11 {18585, -1}, //7985 An-2- Green Camo 3 ********NEW winSPMBT v11 {18586, -1}, //7986 An-2- Green Camo 4 ********NEW winSPMBT v11 {18587, -1}, //7987 An-2- Winter Camo 1 ********NEW winSPMBT v11 {18588, -1}, //7988 An-2- Winter Camo 2 ********NEW winSPMBT v11 {18589, -1}, //7989 Desert Tornado ********NEW winSPMBT v11 {18590, -1}, //7990 Desert Tornado IDS ********NEW winSPMBT v11 {18591, -1}, //7991 Winter Tornado ********NEW winSPMBT v11 {18592, -1}, //7992 Winter Tornado IDS ********NEW winSPMBT v11 {18593, -1}, //7993 Small simple UAV -1 ********NEW winSPMBT v11 {18594, -1}, //7994 Small simple UAV -2 ********NEW winSPMBT v11 {18595, -1}, //7995 Small simple UAV -3 ********NEW winSPMBT v11 {18596, -1}, //7996 Rockwell OV-10 Bronco Desert Camo ********NEW winspmbt V11 {18636, -1}, //8036 Land Rover- Winter ********NEW winSPMBT v11 {18637, -1}, //8037 Land Rover- Desert ********NEW winSPMBT v11 {18638, -1}, //8038 M12 GMC desert ********NEW winSPMBT v11..... {18639, -1}, //8039 M12 GMC winter ********NEW winSPMBT v11 {18640, -1}, //8040 M40 GMC Desert ********NEW winSPMBT v11 {18641, -1}, //8041 M40 GMC winter ********NEW winSPMBT v11 {18642, -1}, //8042 M41 GMC Desert ********NEW winSPMBT v11 {18643, -1}, //8043 M41 GMC Winter ********NEW winSPMBT v11 {18644, -1}, //8044 M44 desert ********NEW winSPMBT v11 {18645, -1}, //8045 M44 winter ********NEW winSPMBT v11 {18646, -1}, //8046 M107 Winter ********NEW winSPMBT v11............ {18647, -1}, //8047 M110 Desert ********NEW winSPMBT v11 {18648, -1}, //8048 M110 Winter ********NEW winSPMBT v11 {18649, -1}, //8049 M110A2 Desert ********NEW winSPMBT v11 {18650, -1}, //8050 M110A2 Winter ********NEW winSPMBT v11 {18651, -1}, //8051 M125A1 Winter ********NEW winSPMBT v11 {18652, -1}, //8052 SU-100m Camo ********NEW winSPMBT v11 {18653, -1}, //8053 M1064A3 winter ********NEW winSPMBT v11 |
Re: winSPMBT V11 upgrade for 2017
The refinments to the map sound great, 2 types of trees & extra candy plus the fill tool sounds brilliant. Already thinking though next year if possible could we have a second type of pattern for the fill tool producing lines ridges something like /////
Usefull for placing terrain like snowdrifts, soft sand or even possibly rolling hills. Not even out & already I am asking for more but I think the new fill tool will make producing maps so much quicker. Also great to see long range SAMs have been addressed you had to check the ranges or on smaller maps they may not work. In case its not occured to anyone buy these before your short, mid range SAMs. They will fire first vs fast air leaving the others to take on helos etc. Additional opfire for facing change also sounds intresting. Thanks for all your hard work & keeping this game constantly fresh. |
Re: winSPMBT V11 upgrade for 2017
The more I think of this patch, the more excited I am.
When it is released I will do a Let's Play. My first ever for winSPMBT. |
Re: winSPMBT V11 upgrade for 2017
4 Attachment(s)
Quote:
You can use it to blend different types of grass or place trees or houses or hills and I've seen hills created that I never imagined possible. Trust me....anyone who makes maps for this game will love these changes and I think it might open the door for people who have never built one before to give it a try. Here's an example and really..this just scratches the surface Lets say you want to create something like the Dakota Badlands http://forum.shrapnelgames.com/attac...1&d=1486471993 that took about 10 seconds... now lets say you want to scatter some pine trees over top http://forum.shrapnelgames.com/attac...1&d=1486471105 That's 10 seconds more now lets toss in some ponds just for fun http://forum.shrapnelgames.com/attac...1&d=1486471716 another 10 seconds tops add a bit of colour http://forum.shrapnelgames.com/attac...1&d=1486822848 10 seconds more :D Don |
Re: winSPMBT V11 upgrade for 2017
Quote:
Anti Tank mines are in no way banned and UK also retains stocks of other land mines that could be used in the event of a major war? Whilst Britain destroyed some of its stocks of land mines in 2005, "some stocks were kept for use in exceptional circumstances" http://news.bbc.co.uk/2/hi/special_r...ines/36075.stm The whole anti land mine thing really was nonsense anyway, the only thing that caused problems was the indesciminate use of anti personnel mines without mapping where they were, something British forces never did. Sadly the late, very, very, far from great Princess of Wales got involved and feels took over from facts. UK getting rid of cluster munitions was also done against the advice of all UK military advisors. The idiots who support such bans can feel virtuous, while, as always, their own servicemen will do all the dying when push comes to shove. |
Re: winSPMBT V11 upgrade for 2017
I realise it was only antipersonnel mines that were affected. I originally wanted the code to check for weight which would have allowed them to only affect vehicles but getting that integrated and working properly would be more than just a "bit tricky"..given a mine is a mine is a mine and affects friend and foe equally. What we did was better than continuing to ignore it ( and truth be told I didn't like playing battles with the damn things anyway )
|
Re: winSPMBT V11 upgrade for 2017
Quote:
So if UK ends up fighting Russia or China or North Korea or, maybe even the likes of Iran, they will use mines if they need to. |
Re: winSPMBT V11 upgrade for 2017
PS,
out of those four nations, by far, the least likely for UK to fight is Russia, since neither side would really gain anything from having such a fight. |
Re: winSPMBT V11 upgrade for 2017
Fear not....in scenarios the British cannot lay mines but you can "hire" Koreans that can....
|
Re: winSPMBT V11 upgrade for 2017
Thanks, I note the Saudis were fairly recently caught using UK Cluster Bombs. I have nothing whatever to say in favour of the Saudis and would merely note UK cluster bombs would be better, for all concerned, in UK hands...
|
Re: winSPMBT V11 upgrade for 2017
Yes, we could have played this all wink-wink-nudge-nudge but we didn't...live with it
|
Re: winSPMBT V11 upgrade for 2017
Very excited for this guys. Thanks for your hard work yet again!
|
Re: winSPMBT V11 upgrade for 2017
Quote:
"Move and shoot" option was not used by anyone - likely not even if they were letting their 5 year old play!. The bits of code for move/fire deductions that referenced that "feature" are removed now. Its under test at the moment but there doesn't seem to be any problems with it. |
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
Quote:
It should be familiar since Don had a thread asking if anyone ever used it in both game's main forums.. Anyway, it will now be the Opfire on Turn preferences switch as described in my post. |
Re: winSPMBT V11 upgrade for 2017
'Move and shoot' with no penalty is pure fiction, no matter how advanced your systems.
|
Re: winSPMBT V11 upgrade for 2017
2 Attachment(s)
Here's a chance to give some feedback on a new feature you haven't tired yet :D
This question is for map makers only. If you haven't done any mapmaking the question is irrelevant. The SP standard default for a right mouse click while map making has always been the target hex and every hex around it http://forum.shrapnelgames.com/attac...1&d=1486910915 With the change we have made that now ties right click into fill range the default you get when you right click is the target hex and 4X the hexes around it http://forum.shrapnelgames.com/attac...1&d=1486911033 which I have found can be a "surprise" after right click being a 7 hex cluster for 20+ years when you "forget" and right click on an area of the map and get 4x the area you expected. We can easily set the default back to 2 hexes ( just as map makers could set it to 2 to start off ) and it can be increased using fill range but I'm interested in what other map makers think......leave it at the new big 5 hex splat or turn it back to what it's always been for a right click default ? The thing to remember also is that once you set fill range it stays that range until you change it or exit the editor so the default only stays 2 or 5 until it's changed in fill range Don |
Re: winSPMBT V11 upgrade for 2017
Wow!
Loads of content in the new update. I'm especially chuffed to see that the idea regarding reactions to movement on the spot within the hex has now been implemented. I remember it was not quite practicable last time. The enhancements to map making are also very welcome indeed. I've noticed that icon files 183, 185 and 186 have had new icons added to them. Would it be possible, at all, to add in some new empty files of this type for those of us with projects that make extensive use of them so that we can relocate those icons and stay up to date with the latest release, or is this not possible? |
Re: winSPMBT V11 upgrade for 2017
Quote:
not at this time. There's a bit more to it than it may appear and really, game mods are not my prime concern |
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
I'm looking forward to the update, and esp. the new terrain types! Thanks Don and Andy!
Don, I remember that over the summer you were contemplating moving to 800x600 default resolution to open up some more space for notifications (or, I presume, Encyclopedia entries and unit lists). Is that still something you're thinking about for the future, or did it prove not to be a practical approach? Thanks for the continued work on the game! Rado |
Re: winSPMBT V11 upgrade for 2017
640x480 still exists. We didn't need the message room at this time
|
Re: winSPMBT V11 upgrade for 2017
MAP LIST for winSPMBTv11 MAPID- NAME0 Northern Plain-Ochsendorf (1989) 100x160 1 Northern Plain-Schandelah (1989) 100x160 2 02 FSB 31, Laos (1971) 100x100 3 03 Cimoio, Mozambique (1977) 100x80 4 04 Nicaragua (1985) 100x40 5 05 Brragem, Mozambique (1979) 100x60 6 06 Al Faw Peninsula, Iraq (1986) 60x80 7 07 Syrian Front (10/73) 100x80 8 Panjshir Valley,Afghanistan(1982) 100x80 9 09 Cassinga, Angola (1978) 100x100 10 10 Chetequera, Angola (1978) 100x80 11 11 Iran-Iraq Border (1980) 100x80 12 12 Beirut, Lebanon (1982) 100x60 13 13 Bekaa Valley, Lebanon (1982) 100x80 14 14 Obong-Ni Ridge, Korea (1950) 100x60 15 15 Winter Crossroads 100x80 16 16 Rivers of Grass 100x40 17 17 Vietnam Countryside 100x80 18 18 Middle of Nowhere, SE Asia 100x60 19 19 Rice Paddies, SE Asia 100x80 20 20 Coastal City, SE Asia 100x80 21 21 Outer Mongolia 100x200 22 22 River City, SE Asia 100x80 23 23 Desert Ridge (E/W) 100x80 24 24 Earthen Fort, Vietnam 100x60 25 25 Korean Landscape 100x80 26 26 Tangled Jungle 100x40 27 An Thanh, USN Map 4345323b2 100x160 28 28 Ap Bac, Vietnam 100x60 29 29 Un poste, 100x60 30 30 Xa Long Tan, Vietnam 100x80 31 31 Durango Valley 160x100 32 32 Multi-River Refinery 100x40 33 33 Bosnia Mountains 100x80 34 34 Yugoslav Hills & Village 100x40 35 35 Tropical Marshes 200x160 36 36 Bay City II 100x80 37 37 Balkan Hills 100x40 38 Peru-Equador Border (V-Hexes)100x100 39 Cordillera del Condor, Equador 100x120 40 Abadan Peninsula/Island, Iran 100x200 41 41 South Lebanon Town 60x40 42 42 Rachidye Refugee Camp 100x80 43 43 LZ X-Ray, Ia Drang Valley 100x80 44 44 Asal Uttar (1965) 160x100 45 45 Goose Green, Darwin 150x120 46 46 Elegant Suburbs & Town 100x80 47 47 Finnish Winterscape 100x80 48 48 Nhi Ha, Vietnam (1968) 100x80 49 49 Small Desert Refinery 160x80 50 50 Route 226, Argentina 130x40 51 51 Pork Chop Hill, Korea 100x80 52 52 East Plateau, Dry Season 100x80 53 53 Mogadishu, Somalia 120x140 54 54 Farmland, Iraq 160x200 55 55 Desert, Iraq 160x200 56 56 Flooded River, Iraq 160x200 57 57 Titiova-Mitr. Kosovo 160x200 58 58 Poltava, Ukraine 160x200 59 59 Tingstade, Sweden 120x160 60 60 Bunge-Farosund, Swe. 160x200 61 61 Ahola, Finland 150x80 62 62 Uri, Kashmir 160x200 63 63 Chakothi, Kashmir 160x200 64 64 East of Lituf, Sinai 160x200 65 65 Jonova, Lithuania 160x200 66 66 Magelby, Denmark 160x200 67 67 Blahoj, Denmark 160x200 68 68 Nykobing, Denmark 160x200 69 69 Gross Oesingen, Ger 160x200 70 70 An Nasiriya, Iraq 2003 160x200 71 71 City on Tigris, Iraq 160x200 72 72 Srinagar, India 100x140 73 73 Berlin Mitte 2005 160x100 74 74 Large Desert Refinery 100x80 75 75 Eastern Europe (wntr) 120x200 76 Coastline, Eastern Korea (wntr) 120x200 77 77 Southeast USA 160x200 78 78 Trans-Siberian RR, Russia 60x40 79 79 Wuerselen, Germany 120x120 80 Braunschweig(-Altwiek),Germany 80x100 81 81 Detmold, Germany 80x100 82 82 Huenxe/Germany 120x120 83 83 Friedrichsfeld, Germany 80x100 84 84 Spellen (Rhine), Germany 80x100 85 85 Birk, Germany 80x100 86 86 Alsdorf, Germany 80x100 87 87 Grenada Island 160x200 88 88 Gdansk, Poland 1970 80x140 89 89 Kowel, Russia 100x120 90 Route 226, Argentina [130x40] 91 Wake Island -41 (140x140) 92 Radichye Refugee Camp [100x80] 93 South Lebanon Town [60x40] 94 Forested River Crossing [100x40] 95 Winter Crossroads 96 Solomons 97 Pork Chop Hill 98 Vietnam - Fortified 99 Desert River after Flooding 100 Early Spring Farmland [60x110] 101 Multi-River Refinery (Boris) 102 Asian River Cuty mod 103 Muenster in Westfalia 160x200 104 Muenster centre 40x40 105 Tyre 106 Rice Paddies (Boris) 107 160x25 108 Bosnia Mountains+ (Boris) 109 Bay City (Boris) 110 Desert Dry River 111 East Plateau, Drought Season 112 Ambleve River Valley (Boris) 113 Desert Ridge 114 Asian River City 115 Ambush Alley, VN [100x80] 116 River City 117 Highway 1, VN [100x40] 118 Vietnam - Fortified 119 An Thanh, U.S.N. Map 4345323b2 120 Generic Map 121 Viet Nam 122 Burma 123 Rice Fields 124 Thai Airfield 125 40x25 126 60x25 127 80x25 128 100x25 129 120x25 130 140x25 131 160x25 132 180x25 133 200x25 134 40x50 135 60x50 136 80x50 137 100x50 138 120x50 139 140x50 140 160x50 141 180x50 142 200x50 143 40x75 144 60x75 145 80x75 146 100x75 147 120x75 148 140x75 149 160x75 150 180x75 151 200x75 152 Vietnam Countryside 153 The Middle of Nowhere 154 Rice Paddies 155 Coastal Mtn Airfield [100x80] 156 River City - East/West 157 Asian River City - East/West 158 Desert Ridge - East/West 159 Earthen Fort - Vietnam 160 Pork Chop Hill - Korea 161 Jungle No Mans Land - Small 162 VN Countryside 163 Baghdad, Iraq 164 Empty Desert after rain 165 Dry Grassland [80x80] 166 Desert River with Agriculture 167 Desert city on River 168 Military Airbase near river 169 Tel Maschara [140x40] 170 Chinese Farm [100x60] 171 El Firdan [100x60] 172 Hushniye [100x60] 173 Jenin, Jordan [100x60] 174 Abu Agheila [100x60] 175 Inland Grenada [100x80] 176 Stavovrouni, Cyprus [100x80] 177 Grand Mal, Grenada [100x80] 178 Bay of Pigs, Cuba [100x80] 179 German Checkpoint [100x40] 180 Tyre, Lebanon [100x80] 181 Bir Gifgafa [100x60] 182 Tel Dan [100x80] 183 Um Butna [100x80] 184 Tel El-Hara [100x80] 185 Shadwan Island [100x80] 186 Yura-Nave Junction [100x60] 187 Mitle Breach [100x80] 188 Ru'effa Dam [100x60] 189 Ka'rame [100x80] 190 Desert SAM Battery [160x200] 191 Buq'atta [100x40] 192 Valley of Tears [100x80] 193 Tel Fa'cher [100x80] 194 Mitle Pass [100x80] 195 Al Za'afrana [100x80] 196 Abu Daragh [100x80] 197 Suez Channel [100x80] 198 Zamora River [100x60] 199 Libyan Airfield [100x80] 200 Coastal Oilfield River [100x80] 201 Southern Iran [100x80] 202 Radichye Refugee Camp [100x80] 203 Lomba River, Angola [100x60] 204 Mini Map (10x10) 205 Spring Farmland [60x110] 206 Spring Thaw [60x90] 207 Small Town (20x20) 208 Monastery Valley 209 Research Facility 13 210 Xavia,Vaencia,Spain (160x160) 211 SW Greece landscape (160x200) 212 Vietnam river (160x200) 213 Athens downtown (160x200) 214 214 Schelklingen, Germn. 200x160 215 215 Wuemme, Germany 120x120 216 216 Schellerten, Germany 100x100 217 217 Grosspetersdorf, AU 120x120 218 218 Dobbiaco, Italy 120x120 219 219 Kachanik, Kosovo 200x160 220 220 Gaj, Croatia 100x100 221 221 Palemetokho, Cyprus 100x100 222 222 Al Quanytirah, Syria 200x160 223 223 City, MidEast 130x130 224 224 Village, Africa 80x100 225 225 Lakselv, Norway 200x160 226 226 Farmland 100x120 227 227 Farmland W.Europe 150x120 228 228 German Countryside 80x100 229 229 Winter Farmland 180x160 230 230 Finsta, Sweden 160x160 231 231 Romeleaasen ridge, Swe. 160 232 232 Neuenkirchen, Ger. 160x160 233 233 Alsfeld, Germany 160x160 234 234 Lapptraesket, Sweden 160x160 235 235 Grevesmeuhlen, Ger. 150x150 236 236 Barendorf, Germany 150x150 237 237 Schmachthagen, Ger. 80x100 238 238 K. Mummendorf, Ger. 150x150 239 239 Grieben, Germany 100x100 240 240 Menzendorf, Germany 100x100 241 241 Prepow, Germany 130x130 242 242 Waddeweitz, Germany 160x160 243 243 German Countryside 80x100 244 244 Retzien, Germany 80x100 245 245 Urosevac, Kosovo 200x160 246 246 Sodankylae, Finland 130x130 247 247 Lohiniva, Finland 130x130 248 248 Pello, Finland 160x160 249 249 Farmland, Europe 80x100 250 250 Pirttiniemi, Sweden 160x160 251 251 Niemis, Sweden 140x140 252 Dam Al-Mukaiara -Iraq 253 Umm Qasr - Iraq 2003 254 Mina Al Bakr offshore terminal 255 Karbala suburbs - Iraq 256 Oil Tanker - Iraq 2003 257 Majdan Stary, SE Poland 90x90 258 Oil Tanker 259 Camp Babylon, Iraq 260 Imjin River 1951 261 Kladno-South 160x120 Summer 262 Lodherov 100x100 Summer 263 Hohenau (100x100) 264 Petrzalka [160x200] 1980 Comment 265 Petrzalka [160x200] 1980 Basic 266 VVP Libava 100x160 S 267 VVP Libava 100x160 damaged S 268 268 Bal, Gotland, Swe 200x160 269 269 Esmeraldas, Ecuador 160x160 270 270 Furth-im-W, Germany 160x160 271 271 Raenkam, Gemany 160x160 272 272 Klessing, Germany 160x160 273 273 Kitros, Greece 200x160 274 274 Nawa, Syria 200x160 275 275 Irrebach, Germany 200x160 276 276 Romrod, Germany 160x160 277 277 Slite, Gotland, Swe 200x160 278 278 Visby, Gotland, Swe 200x160 279 279 Visby AF, Gotl., Swe 200x160 280 280 Nova Bystrice 160x160 1970 281 281 Sederot, Near Gaza 200x160 282 282 Sederot, Near Gaza 2008 200x160 283 283 Meteor Crater, Arizona, 60x70 284 284 Javorna, CZK, 110x130 285 285 Abidjan, C-d'Ivoire 200x160 286 286 Besiny, CZK, 160x200 287 287 Bint Jbeil, Lebanon 120x120 288 288 Agricult.Flds, Korea 200x160 289 289 Over Jerstal, Dk 200x160 290 290 Funwwah, Yemen 200x160 291 291 Valtanen, Finland 140x140 292 292 Muurola, Finland 200x160 293 293 Myllakyllae, Finland 200x160 294 294 Tervala, Finland 200x160 295 295 Vanhala, Finland 200x160 296 296 Kiukoonemi, Finland 140x140 297 297 Susha, N-Karabach 200x160 298 298 Sao Domingos, G-Bis. 200x160 299 299 Northern G-Bissau 200x160 300 300 Bokel, Germany 140x140 301 301 Bornholm Airport, Dk 200x100 302 302 Port Said, Egypt 200x160 303 303 Komsomolskoye, Ru 100x100 304 304 Huleiqat, Israel 120x120 305 305 - Klatovy, CZK, 140x200 306 306 - Eisenstein, CZK/DEU 307 307 Andimeshk, Iran 140x140 308 308 Borujerd, Iran 80x120 309 309 Robat Karim, Iran 200x160 310 310 Gohar Shafa AF, Iran 140x140 311 311 Qom, Iran 110x110 312 312 Tehran, Iran 160x160 313 313 Salefegaj, Iran 200x160 314 314 Rickling, Germany 150x150 315 315 Kangwon-do region, Korea 316 316 Lemi, Finland 160x160 317 317 Cajova, Transnistria 200x160 318 318 Panjwai, Afganistan. 319 319 Winter Beach 200x100 320 320 Verrieres Ridge,Normandy 120x180 321 321 South of Vladivostock 322 322 Kraskino 323 323 West of Ussuryisk 324 324 South of Ussuryisk -Winter 325 A1 - NATO v WP (Done) 326 A2 - NATO v WP (Done) 327 A3 - NATO v WP (Done) 328 A4 - NATO v WP (Done) 329 A5 - NATO v WP (Done) 330 B1 - NATO v WP (Done) 331 B2 - NATO v WP (Done) 332 B3 - NATO v WP (Done) 333 B4 - NATO v WP (Done) 334 B5 - NATO v WP (Done) 335 C1 - NATO v WP (Done) 336 C2 - NATO v WP (Done) 337 C3 - NATO v WP (Done) 338 C4 - NATO v WP (Done) 339 C5 - NATO v WP (Done) 340 D1 - NATO v WP (Done) 341 D2 - NATO v WP (Done) 342 D3 - NATO v WP (Done) 343 D4 - NATO v WP (Done) 344 D5 - NATO v WP (Done) 345 Goldfeld Causway LARGE 346 Tower Hill 120 X 140 347 Wood - Rodles, Germany 120 X 120 348 Reuthof, Germany 120 X 120 349 Bastheim, Germany 120 x 120 350 350 Wollbach, Germany 120 x 120 351 351 Unsleben, Germany 120 x 120 352 352 Lohrieth, Germany 120 x 120 353 353 Damansky Island, PRC 50x50 354 354 Zhalanashkol, USSR 30x40 355 355 Hue City, S.Vietnam 200x160 356 356 Venhola contours 200x160 357 357 Team Yankee Map 60x60 358 358 Beirut Lebanon 1958 (200 x 160) 359 359 Dec farms and village 30x30 360 360 December Farmland 90x95 361 361 Desert Stream 362 362 Mountain Towns 363 363 December Farmland2 85x85 364 364 Summer Farmland 70x60 365 365 Slovenian Hills 200x160 |
Re: winSPMBT V11 upgrade for 2017
|
Re: winSPMBT V11 upgrade for 2017
Ehhm.. SKIF ATGM UKRAINE has 255 Penetration.. is it normal?
|
Re: winSPMBT V11 upgrade for 2017
Congratulations... the patch hasn't been out and hour and you found the first mistake in an obscure Ukrainian ATGM. That's quite a talent you have. :rolleyes:
I'm thinking that was supposed to be 90 ended up being a mistype 900 and the game "corrected" it the highest number allowed which is 255, Then we missed that in the final check |
Re: winSPMBT V11 upgrade for 2017
Thanks a lot Don & Andy:)!
|
Re: winSPMBT V11 upgrade for 2017
Both games by the numbers.....( March 2017 ) winSPMBT OOB's contain 36,555 units --winSPMBT units contain 68 individual unit data entries per unit There are 16,539 formations in winSPMBT and each of those has 20 data points There are 15,611 weapons listed in winSPMBT. ...each of those has 13 data points winSPMBT DATA BITS UNITS 36,555 X 68 = 2,485,740 bits of data FORMATIONS 16,539 X 20 = 330,780 bits of data WEAPONS 15,611 X 13 = 202,943 bits of data TOTAL bits of data in winSPMBT's OOB's 2,485,740 + 330,780 + 202,943 = 3,019,463 Three Million, Nineteen Thousand, Four Hundred and Sixty Three winSPWW2 OOB's contain 12,566 units winSPWW2 contains 60 individual unit data entries per unit There are 6,979 formations in winSPWW2 and each of those has 20 data points There are 4,828 weapons listed in winSPWW2 ...each of those has 13 data points winSPWW2 DATA BITS UNITS 12,566 x 60 = 753,960 FORMATIONS 6,979 x 20= 139,580 WEAPONS 4,828 X 13 = 62,764 TOTAL bits of data in winSPWW2 753,960 + 139,580 + 62,764 = 956,304 Nine Hundred and Fifty-Six Thousand Three Hundred and Four Total Data bits in both games 3,019,463 + 956,304 = 3,975,767 THREE MILLION NINE HUNDRED AND SEVENTY-FIVE THOUSAND SEVEN HUNDRED AND SIXTY-SEVEN |
Re: winSPMBT V11 upgrade for 2017
Quick question, according to the site the latest patch is for those who have v10b from 2016.
I double checked mine and while it is 10, it is from 2015, at least according to the info showing. Are they the same versions? The 10b consolidation patch says it is for several previous versions of the game but nothing about regular 10 (2015). I am probably missing something so I rather ask here than do something which will damage the installation. |
Re: winSPMBT V11 upgrade for 2017
Yes 10 = 10b\
the latest version is NOT a consolidation patch. If you have SPMBTv10 ( they all say 10 but but was the second version of 10 released a day or two after ) IF your game says it's V10 install the new V11 IF your version is < V10 install the V10b patch first THEN the V11 |
Re: winSPMBT V11 upgrade for 2017
1 Attachment(s)
Quote:
http://forum.shrapnelgames.com/attac...1&d=1488564805 There are NO plans to pull the installer and re-issue everything for one minor Ukrainian ATGM so anyone who's really interested and doesn't PBEM can change it themselves with MOBHack. Then run the OOB ( obat079 ) through the cost calculator. Anyone who's not interested can ignore this |
Re: winSPMBT V11 upgrade for 2017
Many thanks for the latest patch and all the work that has gone into it. The new maps are a huge improvement, really very much better.
My own disappointments with it in regard to British Forces are: Lack of the new marksmen's rifle in Royal Marine and Para Platoons (these blokes get everything first) and they got that ahead of the infantry too. Perhaps the oddest one is the continuing use of the SA80 and LSW in SAS and SBS units (UK SF have never, ever, used either weapon and the LSW weapon is no longer used by any British regular Infantry, Para or Royal Marines units. It was always unpopular largely due to its magazine placement, under the weapon). Incidentally, while the thing about British Special Forces being strategic deep recce troops is true enough, in British campaigns (Falklands, Gulf 1 and 2, Sierra Leone, Afghan etc) some British Special Forces are normally made available to the British senior officer in theater, for local use. Examples being the pebble Island raid in 1982 and the joint British and Australian SAS raid on the Iraqi's in the second Iraq War. Would a Lt. Col. command them, probably not, but a Brig. Gen might, occasionally. No increase from six to eight tubes on UK infantry mortar platoons. No increase from one to two Warrior IFV in a Company HQ section in British Armoured Infantry Companies. No 5 inch gun Naval Gunfire Support from C.2023 when the first type 26 Frigates will be available. I actually put in a fair bit of effort to try to get this stuff right, so I am, myself, a bit disappointed, but, again, good patch, thanks for all the hard work. I will just have to get to work on mobhack. |
Re: winSPMBT V11 upgrade for 2017
Those rifles are used in eight units, So sorry you're disappointed. This seems to be the "great patch BUT...." release.
I have no idea what you are referring to by "No 5 inch gun Naval Gunfire Support from C.2023" is supposed to mean, MAYBE the reasons some of these "concerns" of yours were passed over is because they are vague and unclear and SERIOUSLY...... the ONLY difference between an SA80 and whatever else you would use there is the name.....in game terms zero The Brit OOB is Andys baby in any event. |
Re: winSPMBT V11 upgrade for 2017
Quote:
I did think it was a great pity Andy described the Type 26 Frigate as a "back of a napkin" idea, but then this is a land warfare game, and I assumed he really was genuinely confused with the Type 31 Frigate (that will not end up with a mere 76mm gun). One of the reasons for Armoured Infantry Companies getting an extra IFV is that Warrior 2000 will only have 7 dismounts, not eight. The extra pair of 81mm mortars is simply due to UK Defence cuts allowing this: Disband five infantry battalions and you have an extra 30 X 81mm mortar tubes you might as well use, only needs a few more men. |
Re: winSPMBT V11 upgrade for 2017
So you STILL don't explain what "No 5 inch gun Naval Gunfire Support from C.2023" is supposed to mean....and you wonder why things were put off or ignore for now. I worked weeks on the OOB's...nearly 100 pages between the two game but miss a couple Brit units and we're a big disappointment
The IS a 5inch naval gun and unit in the OOB but it was renationalize as NOBODY presented a coherent answer about when it may or may not be in service so it went in as a placeholder until the unit was commissioned ...whenever that might be |
Re: winSPMBT V11 upgrade for 2017
Last thing why can the Crab Air (RAF) C-130 Hercules carry more than the A400 Atlas that is actually a much bigger aircraft and the reason that British SF have got Crab Air to hang on to some C-130 Hercules for covert air drops?
|
Re: winSPMBT V11 upgrade for 2017
Quote:
As to the other ideas, you can discuss those in the OOB forums. But they would need new formations, passengers in some cases, etc. And all of that means a new AI pick list, which is not a trivial item at all. |
Re: winSPMBT V11 upgrade for 2017
Quote:
You will notice, I hope, I said not a word about Boxer 8X8 APC's, because UK MOD is going through a farce about these right now that will do nothing whatever but make them later in service and more expensive, ie, totally typical MOD... |
Re: winSPMBT V11 upgrade for 2017
You ask that question because you only think you understand the game. This is newbie 101
The limit the numbers the game can use is 255 but 1 indicates a vehicle or aircraft can carry a gun..... a 2 indicated it can carry A VEHICLE and if an aircraft can carry a vehicle it is limited to 55 "passengers"..... the Atlas was set up the way it is so it can carry the larger paratroop load and the hercs can carry any vehicles that are applicable otherwise we would have had two aircraft with the same 255 capacity OK? |
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
Quote:
|
Re: winSPMBT V11 upgrade for 2017
Most of the MBT games I play are around 2020-25. Great having the Armata in, I can use it or not.
I really like this game, just the not knowing what lies ahead makes it better than 90% of others. All the work the main people who run it do is extraordinary and brilliant. I salute them. Inaccuracies annoy me and I try to weed them out, just the damn way I am. Please don't take it to heart. All the best! |
All times are GMT -4. The time now is 10:20 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.