Jason Petho -> RE: The 1.03 UPDATE (4/7/2008 11:48:53 PM)
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Here is an UNOFFICIAL, basic list of what is included with the 1.03 UPDATE as "lifted" from the manual. quote:
20.0 What’s New? The following is a summary of what the John Tiller’s Campaign Series offers including additions that are included up to the 1.03 UPDATE. System Updates: All-In-One (1.00): All three Campaign Series World War Two games are now available in one package, accessed from one Main Menu. Vista Support (1.01): The Campaign Series now works on Vista! Save Game Counter (1.03): This counts how many times the game has been saved and reopened, and will display that information in the turn dialogue at the start of a turn for the opponent. This information is installed in the registry of the game so it cannot be tampered with. After TWO saves from player A, the game is supposed to flash a warning to the Player B that the file has had multiple saves. While not perfect, it should help curb some replaying. New Encryption (1.03): The other anti-cheating measure is a new encryption system for the platoon files to ensure that everyone is using the same platoon/weapon files. It was a problem in the past, and I recently received an email yet again about it. The new Encryption Tool will not be available to the general public. Instead, there will be a place available on the forums for requesting new unit types or revisions. Campaign Save Location (1.03): The Campaigns now automatically save, the save game dialogue box no longer appears. Game Play Additions: There are a number of adjustments that will alter how we tactically play. TRAINS (1.00): A variety of functioning train platoon types that operate exclusively on rails. WARSHIPS (1.00): A variety of functioning warships including transports, frigates, destroyers, etc. CAVARLY (1.00): Cavalry can now fire while mounted. Unmounted horses can now move by themselves. BUNKERS (1.00): All bunkers have a defensive benefit of 10 for all games. PONTOON FERRY/SELF PROPELLED BOATS (1.01): Two new platoon types that allow ferrying across deep water hexes. Unlike the Talonsoft version boats, these self-propelled boats can be loaded onto engineer trucks, unloaded into shallow water, be loaded with infantry, cross the water body, unload and then return for more. CONCEALMENT (1.02): Concealment has been adjusted, removing limitations that were set before. ARMOUR PENALTY (1.03): Armour suffers a 50% penalty (attack and defence) when assaulting villages, towns, suburbs etc. It is best to assault with infantry when capturing towns/cities – which is proper practice anyway! HIDDEN ANTI-TANK (1.03): This provides small anti-tank guns (57mm – 6pdr or SMALLER) a 50% chance to remain hidden when it fires. This also applies to Bazooka/Panzerfaust/AT Rifles SPECIAL FORCES (1.03): This provides a very few select units to remain hidden when shooting. This is a new code primarily for snipers and/or small commando sized units. This will be a rarity. ARTILLERY VS ARMOUR (1.03): Artillery now has a 5% chance of disabling armoured vehicles. PANZERFAUST/BAZOOKA (1.03): These have Assault Values remaining at 1. These are designed to be used differently than the Soviet ATR platoons, they should be rarity on the battlefield. SNIPER (1.03): These have an Assault Value of 1 to prevent automatic overrun by an assaulting unit. They should be rarity on the battlefield. TRUCKS (1.03): Truck Victory Points are now worth 3 per Strength Point. Use them wisely. TRUCK CARRY (1.03): Only 3 Trucks are required to carry a 6 Strength Point infantry platoon. MG and crew served weapons still require the same amount of trucks per SP to carry. (A 4 Strength Points MG Platoon requires a 4 Strength Points of Trucks) HALFTRACK *** (1.03): Designate halftracks with improved firepower. They are worth 6 Victory Points per Strength Point, but fire similar to a normal MG. These are new units, and will only affect new scenarios where they are included. ENGINEER TRUCKS (1.03): Increased to 6 Victory Points per Strength Point. These are specialty vehicles that can haul pontoon ferries and crewed boats. MAINTENANCE UNITS (1.03): AKA Recovery Platoon, AKA Werkstat, AKA Dozer. These are units that can REMOVE 2 WRECKS PER TURN. They act similar to engineers in that respect. You move the unit into a hex with wrecks and leave it there for a turn to start removing wrecks. At this point, these ARE NOT combat units but have some defence, so you will have to secure the area they intend to operate prior to sending them to the frontline. Again, as a new unit, these will only affect new scenarios. BRIDGING ENGINEERS (1.03): These are special engineers that can build medium bridges across hexsides. See Section 5.17.1 for more information. MINE ENGINEERS (1.03): These are special engineers that are capable of laying a one strength minefield. See Section 5.17.2 for more information. CONSTRUCTION ENGINEERS (1.03): These are special engineers that can build a block and trenches. See Section 5.17.3 & 5.17.4 for more information. RECCE (1.03): These are ON MAP aircraft that provide some intelligence to the operating commander. They can fly pretty much anywhere, but cannot take points. Again, as a new unit, these will only affect new scenarios. BOMBERS (1.03): These are ON MAP flying bombers that have a limited strike function. They can fly to a target on the map, fire at it and since it has run out of ammunition, it will be best to fly off the map. Again, as a new unit, these will only affect new scenarios. ANTI-AIRCRAFT (1.03): Small anti-aircraft guns are now coded to target Recce and Bombers. Obviously, AA has a purpose on the map now as opposed to just being meat grinders. TRAINING (1.03): There are numerous new infantry types with Green or Veteran designations. This represents the combat effectiveness of the platoon. Green stands for infantry that has been rushed through training and have had no combat experience. All of the Stock Units are classified have no visual designation and are classified as Regular – having infantry training with little or no combat experience. Veteran platoons have had ample combat experience. The differences are in the Assault and Defence numbers as well as the weapon attack numbers. A Veteran unit is more likely to put more shots on target than a Green unit in a combat situation. Again, as a new unit, these will only affect new scenarios – the stock units did not change. Order of Battle Additions: A lot of time has been spent on revising the Russian/Soviet (West Front and East Front), German (East Front) and American (West Front) Order of Battles. These three countries have been extended from 1930 to 1953. The Germans, while extended to 1953, a limited to a set of Type 45 divisions, as the German army was defunct after the war. All of the Order of Battle changes are based on TO&E or K.St.N., with a few exceptions. We have spent a lot of time researching to ensure the quality of the additions. While not perfect, they provide designers an excellent starting point to creating “accurate” combat units. While we have created organizations to Divisional sized units, these divisions are based on perfect world structures. Eventually, we will create some historically accurate division structures and these will be included in future UPDATES. These Order of Battle changes also affect the Dynamic Campaign Order of Battles, especially for the East Front campaigns for the Germans and Russians. Try them out and see the new force mix as well as new upgrade system! In addition, the Talonsoft Order of Battles for the Dynamic Campaign were reinstated with the 1.03 UPDATE by user request, but were NOT revised. Crashes that happen while using the Talonsoft Order of Battles are out of our control. A huge thank you goes out to Larry Schaeffer and his vast knowledge for assisting in the generation of these Order of Battle additions. Expect to see more with the 1.04 UPDATE. New Scenarios and Campaigns: A number of new scenarios are included with John Tiller’s Campaign Series. Most of these are noted with a ** in front of the scenario title. With the 1.03 UPDATE, West Front has been the focus, with well over a dozen new scenarios been added to the scenario mix. A new Dynamic Campaign Game as also been added to West Front. Future UPDATES will see both the scenario selection for East Front and Rising Sun being expanded. You will find an additional set of bootcamp scenarios in East Front; ** Bootcamp 5, ** Bootcamp 6, ** Bootcamp 7, ** Bootcamp 8, ** Bootcamp 9, ** Bootcamp 10, and ** Bootcamp 12. ** Bootcamp 11 is in West Front. User Made Modifications: You will find a USER MOD folder as part of the 1.03 UPDATE. This includes a variety of User Made Modifications to the Campaign Series. There is documentation on what they are and how to incorporate them if you wish to use them; as well as remove them if you find you wish to return to the stock way. Manuals: You will find a MANUALS folder as part of the 1.03 UPDATE. Obviously, the primary manual has been updated to be current with the 1.03 UDPATE. While this is not a printed version, you are able to print the sections you require at your leisure. Additionally, due to the hard work and kindness of Jim Mays, there are a couple of Excel tables that provide new PLATOON LISTS for the Germans (East Front) and Russian/Soviets (West Front and East Front). The West Front, East Front and Rising Sun bootcamp documents have been moved to this location as well, for convenience. You will also find a document on creating and editing Dynamic Campaigns put together by Richard Simonitch. Richard has gone the extra mile in dissecting how the Campaigns are put together which is an excellent effort that should be highly praised. An OFFICIAL list will be provided when the 1.03 UPDATE is released. Jason Petho
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