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  #1  
Old March 11th, 2008, 07:54 PM

plastictree plastictree is offline
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Default 4.0

Hey guys

I was wondering if there was a speculative features list for the next version of WinSpmbt.
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  #2  
Old March 11th, 2008, 08:14 PM

Companion Companion is offline
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Default Re: 4.0

Oh, and an expected release date if available :-)
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  #3  
Old March 11th, 2008, 08:33 PM
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Default Re: 4.0

I don't have time ATM to give a complete features list. When the main body of work is done one will be issued.

However, here are a couple of little things we have done

On the main screen in the game the "Passengers" are now listed as the number the vehicle is carrying instead of just the unit name of the last unit loaded in as was the case in the past. The message will now read something like 'Passengers 7 ( of 12 ) and that tells you this vehicle can carry 12 and has 7 loaded which makes loading up large capacity units like helicopters and barges easier know how many more you can put in

Slope is only charged on entering a slope hex from a lower altitude (so travel down hill not penalised)

Sections leaders always got a radio in the past. Not any longer. The radio code in the OOB's is a determining factor now so there are far fewer radio units on the map and the effect will now be greater seen in WW2 in the early 1930's or in MBT when "high tech" nations fight less high tech nations. Company and platoons have not been affected by this change. We found in testing that they were already benefiting, or not, from the radio codes built into the OOB's. The most obvious result of this change is there will be far fewer units able to call in arty so the ones that do become more important to protect. In MBT in the modern era this change will barely be noticeable

Units in retreat or route can no longer use a radio to contact artillery

Formations with radios are now marked in the HQ menu with "R"

Infantry now move a bit slower through buildings and rubble. Buildings are no longer treated as clear terrain

Fixed --the phantom arty bug where after some types of air attacks the game would not fire regular artillery.

Fixed --the bug were bunkers would draw fire when they attempted to fire on units outside their arc of fire

Fixed-- text overrun bug in the HQ menu finally squashed for good

A list of OOB changes that would take over 46 paged to print out

All units in all OOB's now have a photo assigned and over 300 new photos have been added

around 100 picklists altered

New TA HEAT weapon class

Revisted MOBHack
Revised SCENHack
Revised CAMPAIGNHack

New sceanrios but I cannot say exactly how many and there may be a new campaign or two but that hasn't been finalized


The expected release date is "spring" so lets say somewhere in April or May.

Don
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  #4  
Old March 12th, 2008, 12:16 AM

plastictree plastictree is offline
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Default Re: 4.0

Wow, sounds great.

Are you guys working on WW2 at the same time, or will work on that begin after MBT is done?
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Old March 12th, 2008, 04:13 AM

Marek_Tucan Marek_Tucan is offline
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Default Re: 4.0

Sounds great! Many thanks!
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  #6  
Old March 12th, 2008, 09:40 AM
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Default Re: 4.0

Quote:
plastictree said:
Wow, sounds great.

Are you guys working on WW2 at the same time, or will work on that begin after MBT is done?
Work on winSPWW2 is being done in tandem with work on winSPMBT

Don
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  #7  
Old March 12th, 2008, 10:05 AM
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Default Re: 4.0

"New TA HEAT weapon class"

Is it assumed to be tandem warheads like TA ATGMs? (I am wondering about RKG-3 grenade and its clones)
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  #8  
Old March 12th, 2008, 01:12 PM
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Default Re: 4.0

Top attack HEAT for the MBT LAW. The RKG-3 grenade and its clones are not quite the same thing or what it was intended for.

Don
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  #9  
Old March 12th, 2008, 01:57 PM

Warhero Warhero is offline
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Default Re: 4.0

That list sounds good Don.

Btw, are WinSPWW2's list already posted into it's own forum?
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  #10  
Old March 12th, 2008, 03:47 PM
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Default Re: 4.0

Great to hear Don!

I wanted to ask (again) if it�s possible to implement a toggle on/off feature that could show the atacking unit and it�s target by a red line and a highlighted hex, the same red line and hex used by the target function . Would it be a lot of trouble to do? Sometimes It�s hard to tell which unit is atacking and what, specially at a zoomed out view and when there�s a bunch of units of the same type next to either the attacking and/or the defender.

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