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  #1  
Old December 16th, 2008, 05:28 PM
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Exclamation winSPWW2 V3.5 upgrade NOW AVAILABLE !

What follows is the final list of changes to winSPWW2 V3.5.

The patch is NOW AVAILABLE

CLICK HERE


Don

----------------------------------------------------------------------------------------------------------------------------------------------------------------


WinSPWW2 version 3.5 upgrade patch

9 New Scenarios
5 Revised Scenarios
8 New maps
6 New or revised photos
2 Revised Icons
36 Updated OOB files
2 Revised Graphic files
3686 new Icon spots added
Upgraded Cost Calculator
Upgraded MOBHack
Upgraded Extended Map Editor



1) Fixed old "W" key bug where weapon ( 1 ) could not be fired when using the "W" ( weapons ) Key to fire only 1 weapon

2) PBEM Campaign bug where smoke was not being given to core troops after the first turn is fixed

3) AIAdjust percent INI modifier will now affect the buy of AI played forces in any battle type

4) A bug in special battles that was carrying beach assaults over into the next battle has been corrected

5) On map Arty command units have been removed from the list of units able to act as spotters. They can no longer call indirect artillery missions which was allowing an arty cheat that existed back to SP2

6) ANZAC WW2 Long Campaign now starts 1/41 in the Western Desert, rather than the old earlier date. That was the first Australian action (6th Div, Bardia) in WW2.

7) Scenario 312 fixed and now has V hexes. Scenario 5 revised to make it more playable. Scenario 354 has been redone.

8) A small bug where vehicles that automatically used their smoke dischargers would not be able to move has been fixed

9) A small bug fixed for generated and PBEM campaigns, where it was possible, if the campaign was set to run in the same year, to set an end month that was earlier than the start month. The game would not run time backwards but it would only run the latest month

10) The delay for adjusting the fall of shot for both on and off map artillery landing out of the observing units line of sight has been increased and in most cases now means only one adjustment can be made without delaying the next fall of shot an extra turn.

11) European WW2 Long Campaigns will now end in May 1945 instead of April 1945. This month is used for special situations e.g. the battle for Berlin

12) More Eastern Front WW2 locations have been added. There is no longer one set battle location for every month in the East Front campaign, many alternatives have been provided.

13) Landed gliders are no longer automatically destroyed, but are now treated as abandoned vehicles.

14) A bug with all units of a side being destroyed leading to screen flicker has been fixed.

15) A Bug with all units of a side being destroyed but the game did not end even if all objectives taken has been fixed.

16) Problems with the AI counter attacking early in the delay or defence has been corrected.

17) Changes have been made to the code so that if your vehicle kicks up dust due to movement then you can no longer undo that vehicle's action. (Note that this also applies for partial smoke that does not generate a smoke graphic in the hex).

18) A PBEM campaign bug existed where on 3 failed attempts at entering the password a PBEM campaign ended the turn (and saved off the files) instead of aborting. Now the player is returned correctly to the main menu.

19) In Campaigns, core formations were able to cross-attach to non core formations. This has been corrected. You cannot now attach a core unit to a support formation.

20) A bug existed in PBEM Campaign Games where the turn 0 artillery was replayed before player 1 was asked for his password allowing player 2 to watch this turn on his machine has been fixed. Player 1 must enter his password in order to see the turn 0 bombardment. Player 2 cannot now run this turn.

21) A bug in PBEM Campaign Games has been fixed that showed the units of player 2 to player 1 during the pre-game ( turn 0 ) bombardment

22) A bug in PBEM Campaign Games where any unspotted player 2 units caused to retreat by the turn 0 bombardment were shown to player 1 was fixed.

23) There was a bug in the WW2 code for guns with range >100 and AP that caused problems with the cost calculator. Now fixed

24) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey or button in the HQ menu.

25) Off map artillery will now have a chance of losing radio contact and when they do they will not appear in the bombard menu. However, if a fire mission has been plotted and you lose contact the turn before the fire mission is scheduled to go in the fire mission will go in as scheduled but because it dropped off the bombard menu just before it did you will not be able to cancel it or shift fire.

26) "Tank Rider" passengers now have a greater chance of more casualties if caught on the tank when they are fired on.

27) Crewed weapons such as AT guns, howitzers and mortars when loaded onto a paratroop transport for air dropping now split into the crew and uncrewed weapon . They drop separately and you must now reunite the surviving crew and the unmanned weapon before being able to use it. This change also applies to vehicles but there are no "air droppable" vehicles , or transports capable of dropping them, in WinSPWW2 and very few crewed guns or mortars in droppable para formations so this change will mostly impact WinSPMBT rather than WinSPWW2.

28) Numerous small OOB corrections.


----------------------------------------------------------------------------------------------------------------------------------------------------------------

Last edited by DRG; December 18th, 2008 at 09:15 AM..
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Old December 17th, 2008, 12:00 AM
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Default Re: winSPWW2 V3.5 upgrade

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Originally Posted by DRG View Post
24) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey or button in the HQ menu.
This sounds useful. I'll look forward to seeing how this works.

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

Is this something you can post a screen shot of?

cheers,
Cross
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Old December 17th, 2008, 08:59 AM
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Default Re: winSPWW2 V3.5 upgrade

Quote:
Originally Posted by Cross View Post

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

cheers,
Cross
If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don
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Last edited by DRG; December 17th, 2008 at 09:14 AM..
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Old December 17th, 2008, 09:27 AM
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Default Re: winSPWW2 V3.5 upgrade

Quote:
Originally Posted by DRG View Post
If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don
Very cool...

This will make organizing units sooo much easier.
It's like my Battlion is finally getting an XO.

It was just time consuming, after unloading everyone from ad hoc transport, then trying to sort and recall who was where.

The update you guys made last year, allowing us to see what unit a transport was carrying without unloading it, was a huge step forward, but I can see this being even more useful.
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  #5  
Old December 28th, 2008, 11:06 PM
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Default Re: winSPWW2 V3.5 upgrade

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Cross View Post

I guess this means we will be able to quickly locate the units in a platoon or company; which will be highlighted in some way?

cheers,
Cross
If you click on any unit in a company the unit designation ( B0, B1 etc ) will appear over the unit , white in most maps but green in winter, with the actual platoon you are clicked on showing up in yellow so you can easily find all units in a platoon and company, by pressing ' 5 ' and you can turn this all off by pressing ' 5 ' again so it doesn't clutter up the map. There's a button in the HQ menu that allows this to be turned on and off but most of us used the '5' key


http://forum.shrapnelgames.com/attac...1&d=1229519354


Shows a company with one platoon highlighted


Don
SWEET!!! Great Work Don and Andy.
Inetersting new feature, I expect it to be implemented in mbt as well.

Keep Cool!
Roberto
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  #6  
Old December 30th, 2008, 07:43 PM
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Medal Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !

Have had time now with the new Arty Routine, and I must say I like it a lot. One now has to put more time and effort into planning, recruiting and most certainly attempting to keep eyes on the areas fire missions are required. Well Done BRAVO ZULU!!!

Bob out
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Old January 1st, 2009, 11:21 PM

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Default Re: winSPWW2 V3.5 upgrade NOW AVAILABLE !

Is this something new, because I have been playing SP off and on for ages, and it seesm this is the first time I've seen this, and it's quite an oversight if it was true before this last version. What I'm talking about is getting a unit, any unit, and firing all it can for that turn. What used to always happen, was even if you had all weapons ready for that last shot, only the main weapon would fire, or I assume the top weapon only if the others were turned off. It would do that every blasted time. Now it's firing all the weapons as it would for any of the other chances to fire before the last chance. I guess somebody besides me must had noticed that (forgive me for I haven;t read all this thread yet) and it sure is a relief to see it's fixed now.

For my own sense of the thing, I never thought about complaining that it was a game defect, but just accepted that there was some deliberate reason for that going on and just never seen it explained or even brought up before. Like wow, if this version fixed that and nobody did anything to fix it.

Oh, I just knew I had a question still. I see talk of adjusting aircraft altitude, but how is this done ingame?

Last edited by Charles22; January 1st, 2009 at 11:32 PM..
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  #8  
Old December 17th, 2008, 12:50 AM

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Default Re: winSPWW2 V3.5 upgrade

Sounds good, thanks for your work!
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  #9  
Old December 17th, 2008, 09:56 AM
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Default Re: winSPWW2 V3.5 upgrade

I am in the middle of a PBEM Campaign - when is it safe to upgrade?

At the end of a Battle, or only at the end of the Campaign?
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  #10  
Old December 17th, 2008, 01:06 PM
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Default Re: winSPWW2 V3.5 upgrade

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Originally Posted by JohnHale View Post
I am in the middle of a PBEM Campaign - when is it safe to upgrade?

At the end of a Battle, or only at the end of the Campaign?
It * might * work ( maybe ) as a PBEM campaign is only light security but I wouldn't guarantee it either. We've been telling people for years that any patch has a high chance of ending PBEM games and this one is no exception.

Don
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