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March 6th, 2017, 01:39 PM
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Corporal
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Join Date: Oct 2010
Location: Czech Republic
Posts: 50
Thanks: 42
Thanked 49 Times in 21 Posts
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Re: winSPWW2 V10 upgrade for 2017
Thank you for the new patches devs!
Is it OK to update the game with ongoing PBEM campaign with basic security ?
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March 6th, 2017, 04:23 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
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Re: winSPWW2 V10 upgrade for 2017
It's been awhile since Andy or I tested that but we both think it will be OK using Basic security
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The Following User Says Thank You to DRG For This Useful Post:
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March 12th, 2017, 02:48 PM
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Private
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Join Date: Sep 2010
Posts: 26
Thanks: 1
Thanked 15 Times in 9 Posts
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Re: winSPWW2 V10 upgrade for 2017
Quote:
Originally Posted by DRG
If anyone has actually played with the sound on and used a
Panther, Tiger 1, Koenigstiger, T34, Is-2 or an M3A1
The sounds you hear when they move ARE recordings of each of those vehicles moving.
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That is a nice touch. Is it a coding issue that prevents those tanks from playing the same sound file in the scenarios?
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The Following User Says Thank You to Pat58 For This Useful Post:
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March 12th, 2017, 03:28 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
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Re: winSPWW2 V10 upgrade for 2017
When a scenario is made data like the unit sound used is taken from the unit at the time the scenario was made and locked into the scenario data file and at the time all the scenarios in the game now were made they all used the default tank unit sounds. You can change them if you like with ScenHack if you have the extended/CD version by loading the scenario then press change......find the same unit and change it and it will pick up the new unit and the new sound.....and if that sounds like "fun" imagine why we don't do it unless a scenario is actually "broken" by an OOB change
The game does not pick new units for scenarios to allow scenario designers the freedom to make changes to the basic data that will be used in his scenario......if he changed a unit to indicate it had taken damage before the scenario began of for example he wanted them to move at infantry speed all of that would go away if the game selected the unit from the OOB and that's why you don't hear those sounds in older scenarios
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The Following User Says Thank You to DRG For This Useful Post:
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March 13th, 2017, 06:32 PM
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Private
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Join Date: Feb 2015
Posts: 7
Thanks: 1
Thanked 7 Times in 6 Posts
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Re: winSPWW2 V10 upgrade for 2017
Confirmed to work perfectly in Linux, using Wine on default settings.
Also, thank you for this. It's an excellent patch that thoroughly improves the game. My favourite thing about it is how much better the maps look.
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The Following User Says Thank You to Non Serviam For This Useful Post:
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March 13th, 2017, 06:38 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
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Re: winSPWW2 V10 upgrade for 2017
Good news and information regarding Linux use.
We're glad you like the changes
Don
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March 16th, 2017, 09:44 PM
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Second Lieutenant
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Join Date: May 2012
Location: Philippines
Posts: 505
Thanks: 432
Thanked 148 Times in 104 Posts
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Re: winSPWW2 V10 upgrade for 2017
Many thanks Don and Andy. The new terrain features are especially appreciated; they're softer in texture, easier on the eyes, and aesthetically pleasing. So pleasing in fact that I've finally been inspired to turn off the Move Radius button so I can enjoy them in full. Cheers!
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The Following User Says Thank You to jivemi For This Useful Post:
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March 31st, 2017, 08:07 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,493
Thanks: 3,965
Thanked 5,702 Times in 2,814 Posts
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Re: winSPWW2 V10 upgrade for 2017
There is now a revised ver 10.01 of the patch posted to DL. The explanation is in the first post of this thread.
Don
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The Following 2 Users Say Thank You to DRG For This Useful Post:
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March 31st, 2017, 12:17 PM
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Major
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Join Date: Aug 2013
Location: Yorkshire, UK
Posts: 1,047
Thanks: 366
Thanked 440 Times in 318 Posts
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Re: winSPWW2 V10.01 upgrade for 2017
Thanks for your diligence and quick action.
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The Following User Says Thank You to scorpio_rocks For This Useful Post:
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April 6th, 2017, 03:25 AM
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Private
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Join Date: Aug 2010
Posts: 39
Thanks: 5
Thanked 6 Times in 6 Posts
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Re: winSPWW2 V10.01 upgrade for 2017
I just noticed this, but in the long (and possibly user created) campaign the AI points seem to be not follow the standard formula but be capped or otherwise effected by the points in the user generated scenario screen; of course this is not meant to happen at all.
I just started a Soviet long campaign, the first two battles are meeting engagement and run as normal (although on 100% AI points it is a cakewalk, but still feels like a normal battle).
Then the next battle I was defending with ~3000 points and (with AI points in the scenario screen on the default setting of 4000 points) the AI opponent attacks with what looked like 4000 points (not the 9000 it would usually get), which resulted unsurprisingly in a pathetically easy victory.
I reloaded from the last turn of the previous battle (drawing a defend mission again) but with the AI points turned up to 12 000 (again in the scenario screen) and low and behold a good part of a German armored division appears (looks like 9000 points but I might be wrong).
Next I try reloading again and get a meeting engagement, but now the opponent force is almost the same size as when defending (looked like 12 k points actually, I can count 50 or so Panzer IV; 25 Panzer II; another 20 or so light vehicles etc.) Unsurprisingly this is now pretty tough
I have the latest mod on the CD base version.
Last edited by KV7; April 6th, 2017 at 03:35 AM..
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