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  #11  
Old April 2nd, 2006, 04:40 PM
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Default Re: New WinSPMBT Release Planned?

They're already done.

Don
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  #12  
Old April 3rd, 2006, 01:32 AM
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Default Re: New WinSPMBT Release Planned?

Darn...

Although If your thinking of the V2.5 ones, they could use a few tweeks (in my not so humble oppinion).
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  #13  
Old April 3rd, 2006, 08:46 AM
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Default Re: New WinSPMBT Release Planned?

Ah! My bad here. I'm up to my armpits in winSPWW2 and I was thinking in "WinSPww2" mode when I answered this.

No the V3 OOB's are not "done" but I have been keeping a list of problems and over the summer we will look into their validity and applying corrections and/or additions to them as necessary

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  #14  
Old April 5th, 2006, 01:51 AM

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Default Re: New WinSPMBT Release Planned?

A couple of other questions:

Is there a possibility to have some type of surface to surface missile?

If there is are many changes is there a chance to have it on a CD like we have now? I think that would be great.
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  #15  
Old April 21st, 2006, 05:01 PM

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Default Re: New WinSPMBT Release Planned?

I have a request for the next update of WINSPMBT

Now has every Squad etc only 4 weaponslots. Is't possible to double it to 8. Most squads has normaly between 6 to 10 types of weapons.

Example a standard Dutch Infantry Squad (9 men) had in the eighties the following weapons:

1. FAL 6x
2. MAG 1x
3. Uzi 1x
4. Carl Gustaf 1x
5. Pistol 3x
6. Hand Grenades
7. M-72 LAW
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  #16  
Old April 21st, 2006, 05:58 PM
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Default Re: New WinSPMBT Release Planned?

Hi,

So suppose that there are 8 slots per unit, then what will happen if a unit will chose to fire upon another unit?

Will this unit be able to fire at the same turn (multiple times) FAL, MAG, Uzi, Carl Gustaf, Pistol, Hand Grenades and M-72 LAW shots (if the player wishes such a thing) ?

I don't think so... because this would override the logical amount of time need for all these actions (in the time frame of one turn)

So, in order to avoid such an event (having a squad firing every available weapon during the limited amount of one turn), it will be required that the squad's weapon availability should be limited only to certain weapons from all the available ones (a soldier can't be firing with a LAW on one hand and with an Uzi on the other hand)...

This also means that additional code must be created for something that will have a very small impact in the gameplay.

cheers,
Pyros
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  #17  
Old April 22nd, 2006, 06:51 AM

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Default Re: New WinSPMBT Release Planned?

Quote:
Pyros said:
So, in order to avoid such an event (having a squad firing every available weapon during the limited amount of one turn), it will be required that the squad's weapon availability should be limited only to certain weapons from all the available ones (a soldier can't be firing with a LAW on one hand and with an Uzi on the other hand)...

This also means that additional code must be created for something that will have a very small impact in the gameplay.

cheers,
Pyros
Mayby the type of Target. A Uzi agains infantry and LAW agains AFV
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  #18  
Old April 22nd, 2006, 07:07 AM

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Default Re: New WinSPMBT Release Planned?

Why use a uzi, when you can use a perfectly good, more accurate, long-range, superior penetration, Assault rifle. forget the Uzis. They belong to road-gangs and Mess-hall old ladies. (And secondary weapons of Heavy LAW teams for self-defense)
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  #19  
Old April 26th, 2006, 05:56 PM
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Default Re: New WinSPMBT Release Planned?

Hello all. I would like weapons slots upped to six, for the following reasons:

1. this will facilitate six-gun off-map artillery batteries without using two sections of three (eight-gun batteries tend to have two sections of four, so eight slots aren't needed)

2. this will allow squads with two squad automatics and two grenade launchers to bring increased firepower to bear without resorting to "x2" fudge factor weapons (which GLs aren't represented in today)

3. fixed wing air support will have wider weapons load options, such as A-1 Skyraiders with 1)MGs, 2)cannons, 3)frag clusters, 4)napalm, 5)rocket pods, and 6)iron bomblets on the same sortie (or B-52 Arc Light with 6x8 750lb bombs!)

Example 2 above can be alleviated by borrowing SP3's multi-unit formations, but that would be a more extensive mod of the engine than increasing weapons slots, I would assume? I am still nostalgic of that platoon-based capability, and would like to see a future SPMBT product that features platoon-based rather than squad-based units.

Basileus
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  #20  
Old June 22nd, 2006, 12:10 AM
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Default Re: New WinSPMBT Release Planned?

Quote:
DRG said:
We're glad you like the game. We will be releasing WinSPWW2 sometime in the next couple of months then taking a bit of a break and then there will be a WinSPMBTv3 release probably sometime in September or October but it depends on a number of factors........we might even get it out earlier
Don
Don:

I�m not in a hurry since wspmt is all the wargaming I need right now (until death take us apart lol) you guys can take all the time you need, it�s done when it�s done, just please tell me to expect some AI improvement included in v 3.0.

Some AI picklist (I believe that�s the way it�s called) balance would be welcomed as well, even with tank heavy optn set on, the AI seems to be buying lots of foot infantry (more than tanks) making most computer-purchased battles (I know I can purchase AI�s toys) feel more like guerrilla warfare than armored battles.

Until now I have the experience or the feeling (Im not sure) that the AI tends to buy more infantry than armor when it�s given less than 4000 points, I once gave it 20,000 points and came up with LOTS of mbt�s, much more than infantry, so things were still unbalanced even that way. Or is it just me?

Does it have something to do with the printed manual suggesting newcomers to start with 4-5000 point battles?

Cheers
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