New Features Listed for SPWaW Rev7 (Full Version)

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David Heath -> New Features Listed for SPWaW Rev7 (3/20/2001 2:52:00 PM)

Hi Guys We have updated the feature list for SPWaW v5.0 Rev7. Please give it a look and lets hear some of your feedback. You can find the features page here. http://www.matrixgames.com/games/sp-worldatwar/features.asp




Antonius -> (3/20/2001 6:55:00 PM)

Unit rarity factor ! That's a great addition to the game I had always dreamed of.




xavier -> (3/20/2001 7:14:00 PM)

Thanks for that addition !! I love it !! XAAL. 104) Rarity Ratings - When "True Troop Cost" is on units rarity ratings now come into play. Units that were rare or out of production will have a greater chance of not being available to the player. A unit's rarity affects their chances of being available on the purchase menus. Units currently unavailable will now show up in red on the purchase screen. Also when playing via the Internet two commanders on the same side when not have the same units available to them. :) :)




Marder_MatrixForum -> (3/20/2001 7:23:00 PM)

the 104 is great!!! :p :p :p :eek: (and these graemlins)




ruxius -> (3/20/2001 7:28:00 PM)

Yeeeeeeees ! Scenario designers jumping in the air ! Scenario editor will see great improvements ! I am very happy about new customizable feature..! 51) 58) 59) About point 52) I hope Great Fred will also provide us a good manual to the program ! About point 68) uhm....DId I understand right ? if you deny other units than para to be loaded in cargoes there will be no chance of any transported unit by air.. And what about cargo speed ? a speed of 3 is quite unuseful to a significant use of them in battle... As regards point 90) -the alt-j feature- I would ask if it can be considered something like the Starcraft CTRL-# or SHIFT-# keystroke ability.. For ex , In that game pressing SHIFT-# will let you keep in memory a particular location of the battlefield..while CTRL-# let you center that unit on the screen map when # is pressed . It could be very useful in large battlefields . A number assigned to a unit or to a place so that you can go there at once even if essential in real time games , can be appreciated in SPWAW too.. Thanks ! 104 points make a difference from SPWAW45 ! It seems SPWAW50 a new capitol in SPWAW saga! MAMMA MIA !




jaro -> (3/20/2001 7:53:00 PM)

It's very impressive.Keep up good work. Ps: How much time do you need to release the patch? ;)




waynef -> (3/20/2001 8:16:00 PM)

David, a question: I plan on buying the Mega Campaign. It is my understanding that SPW@W v7 will be on the same disk we buy that includes the Mega Campaign. My question: 1) Is SPW@W v5.0 Rev7 a stand alone install or an upgrade from v4.5? 2) Should I remove all other versions of SPW@W on my system to play SPW@W v5.0 Rev7 3) SPW@W v5.0 Rev7 will include "all" patches and "upgrades" to date? Thanks :D




Kharan -> (3/20/2001 8:43:00 PM)

#104 sounds great... but maybe it should also affect the chances for *each* purchase of a certain unit, i.e. just because you can buy Jagdtigers, doesn't mean you can buy a dozen of them.




David Heath -> (3/21/2001 12:26:00 AM)

Hi Waynef Mega Campaign will be its own install. SPWaW will be the full complete game with a few other free goodies. You do not have to remove all of your older version but I think you won't want to go back. v5.0 will be the newest and the best SPWaW.




warhead -> (3/21/2001 12:43:00 AM)

Is there any way to locate the map on a target at the edge of the map, so that it is more likely to see the firing unit as well. As it is the target of fire is "centered" in the map and unless from PBR, the firing unit isn't usually visible. By moving the targeted unit to the map edge opposite from the firing unit, we could add about 6-8 visible hexes in front of the target unit, and thus have more of a chance to include the firing unit in the screen shot. This is more important for OPFire decisions.




lnp4668 -> (3/21/2001 1:27:00 AM)

A question about panic units: Do they have less movement/fire capabilites next turn or will they be supress, etc?




Paul Vebber -> (3/21/2001 2:14:00 AM)

THey get suppresed, if good morale/rally they recover quickly, if not it can be a true problem. AT units will stifen the resolve of such units so if you send tanks or AT guns to the vicinity of panicing units, they will tend to calm back down.




Charles2222 -> (3/21/2001 2:53:00 AM)

Hmm, this rarity clause will prove to good experimentation for the same in CL. I'm wondering....let's suppose that 9/42 let's me select only 2 Tigers and suppose I don't use them. Will I know that there are two available, or will I have to keep upgrading and when it runs out then I know that's the limit? Also, if I don't use any when they're first available, will it pool? In other words, if there's only one available every month, will I have two available in the 2nd month, assuming I didn't upgrade to any in the first month? I sure hope readme or the manual gets very specific on this. Thanks.




Fabs -> (3/21/2001 3:28:00 AM)

The list of improvements/fixes is truly impressive, and I look forward to being able to download the patch, as well as ordering the Mega Campaign. I did not find a mention about the problem in solitaire Assault/defend games where the defending AI units take leave of their senses around turns 5 - 7 and "Banzai" charge out of their positions into the attacker's fire. This bug has seriously damaged playability of solitaire scenarios. I have been told that "it should work better in v.5", but it's not listed. Any news on this?




Warhorse -> (3/21/2001 3:48:00 AM)

Hey Fabs, that nasty little stinker has been gone for awhile in 4.6, so it's histo!!;-) That was a pain in the butt though...




Paul Vebber -> (3/21/2001 4:03:00 AM)

The rarity randomness is meant for initial purchase of units, in the battle generator in particular. I don't think it will change the availability of units to upgrade to.




McGib -> (3/21/2001 4:04:00 AM)

Just one question, whats the difference between point 70 and point 78. I'm certain they are the same thing. I noticed this some time ago and figured that since no one else mentioned it or seen it changed that maybe I was reading things wrong. 70) Eliminate units surrendering to planes 78) Units no longer surrender to planes.




Alby -> (3/21/2001 5:46:00 AM)

Everything looks great, kinda dont understand this one? Is this concerning the "bum rush" move?? 95) We have broken down Op-Fire to three levels. Point Blank Op-Fire is triggered when ever a moving unit moves moves next. If the unit is in a defense stance it will be triggered from 1 - 3 hexes away.




David Heath -> (3/21/2001 6:28:00 AM)

SPWaW features v5.0 b18 Rev8 are now up on our SPWaW Features Page. http://www.matrixgames.com/games/sp-worldatwar/features.asp Once again please tell us what you think. David




xavier -> (3/21/2001 6:44:00 AM)

Just now, I was wondering if this option was not missing !!! You answered my question before I ask it to you. :eek: :D XAAL. --------------------------- 107) Changed True Troop Cost button on preferences screen to allow different settings for True Troop Cost and Rarity.




Figmo -> (3/21/2001 6:55:00 AM)

David, A lot of great features - Thanks! I have one question: If you have a turn set for your bombardment and your unit gets hit with "Counter Battery" - what happens? Does it come in anyway - how could they hit it if they didn't know where it is - if they can hit it? Just curious!! Figmo




David Heath -> (3/21/2001 7:45:00 AM)

There is a chance that the it may delay or cancel the bombardment or do nothing at all.




LeibstandartePzD -> (3/21/2001 7:49:00 AM)

I have a quick question for Matrix. Will installing version 5 that comes on the Mega campaign wipe out the additional scenarios download off of TGN and the like? What I mean is will we have to redownload and install these scenarios again? Don't get me wrong if that's the case it's no bid deal I am just trying to plan ahead and download them early if needs be. Thanks for all the great work and open up that order page so I can start getting you guys some money. :)




waynef -> (3/21/2001 8:05:00 PM)

David 1) Can you tell us about the OOB's in V5.0, are they the latest release? 2) Scenario's that we have previously downloaded in earlier version, will they work in V5.0 or need updating? ;)




Fabs -> (3/21/2001 11:50:00 PM)

Thanks for that, Warhorse. Sorry about posting the same question on the other thread, somehow I missed your answer. :o My latest version number is 4.5. I can't find 4.6 anywhere. Was it a "development version" not for general release?




David Heath -> (3/22/2001 1:48:00 AM)

Hi Wayne The OOB's are totally new and improved. Stuart Mills, Mike Amos and many others have really done a bang up job on them. We also updated the LBM, added many SHP files for units and added unit information text to the units. The scenarios are a little different. You will need to load them in the new editor and save them. This still may not fully fix a scenario if units in the scenario were moved or deleted. The scenarios coming with SPWaW v5.0 have been updated already. David




Paul Lakowski -> (3/22/2001 9:20:00 AM)

Paul V some more data for shots on thin side armor at high angle. Flat tiped steel rod Vs t/d 0.23:1 curved plate @ impact angle effective resistance compared to 0° was
    2:1 L/d        4:1 L/d      8:1 L/d
    Exp [Cal]    calculated    calculated
10° 1.00 [1.0]      1.00          1.00
20° 1.01 [1.0]      1.00          1.00
30° 1.01 [0.85]     0.77          0.71
45° 0.61 [0.69]     0.60          0.45
60° 0.94 [0.85]     0.71          0.59
Rounded tiped 2.3:1 L/d steel rod Vs t/d 0.23:1 curved plate @ impact angle effective resistance compared to 0° was ...
10° 1.05
20° 1.08
30° 1.11
45° 1.17
60° 1.5
Hemispherical tiped 2.5:1 L/d steel rod Vs t/d 0.23:1 curved plate @ impact angle effective resistance compared to 0° was ...
10° 1.03
20° 1.07
30° 1.09
45° 1.19
60° 1.67





Paul Vebber -> (3/22/2001 1:00:00 PM)

Thanks! That compares pretty well with the function I have in v5 As usually the Ogorkiewicz style formula is a bit under at the low end and high at the upper end T/D .2:1 .25:1 .23:1 (ave of Paul L data) 10 1.014 1.015 1.04 20 1.053 1.056 1.075 30 1.120 1.128 1.1 45 1.292 1.312 1.18 60 1.603 1.651 1.585 70 1.844 2.041 80 2.351 2.556 All within ~3% of your values so I think THis new version is on track! THe 45 case is an exception and seems low in your progression. My value is about 10% higher...interesting ! I wonder why? Thanks!




Anginsan -> (3/22/2001 5:53:00 PM)

@admins little questions... when will u release v5 ? will u improve the ground/terrain texture in one of the following versions of spwaw ? will u anytime change resolution to 1024 ? hope u will answer my questions! angi




Paul Vebber -> (3/22/2001 8:48:00 PM)

We are getting close - should be the next several days to week - but no guareentees! We are VEEEEERY close - just a little more polish on a couple items in testing and we are there! THE basic game engine is unchanged. We have added the ability for teh user to add terrain tiles, but the game will stay 800x600




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