David Heath -> Steel Panthers World At War v7.0 Released and What Do You Think (12/12/2001 9:21:00 AM)
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Hi Guys
Here is something new here at Matrix we made this release date on time
Let me say on thank you for your support in sticking with us. We know you have a choice were to spend your money and we do not take that lightly.
We like for each and everyone of you to consider this a little Christmas present from all us to all of you.
This is such a great community and we want to expand it even more and you can help. We feel this is the best Steel Panthers ever! If you think so tell tell a friend... heck anyone! About Matrix Games. If you told everyone already try to bring newbie into the hobby.
A few more notes if you order Lost Victories or Operation Watchtower Mega Campagins you will get the latest and greatest copy of SPWaW with all the sound and OOB updates being you up to date with version 7.0.
The Full free Internet version will be release soon as Games Domain makes it available. We will also post a link to it once it up. The full version will be 474MB. Yes its big... but its got what you want, a expanded better version of SPWaW. As we always do please let us know what you think of this version.
Also we like to thank everyone who has purchased a Mega Campagin. It has really help us in keep the development of our new games going.
Once again everyone Happy Holidays and enjoy. OK I won't make you wait any more the the upgrade can be found at http://www.matrixgames.com/updates_2.asp
What New In SPWaW v7.0
BUGS:
1. Units passing over shallow water or through swamps ignore the beneficial benefits of bridges and will sometimes become stuck or flood out. Fixed.
2. After exiting a campaign game, if another is continued before exiting the program, some campaign data, such as the number and types of kills for the scenario, are not completely cleared. Fixed.
3. Campaign generator bugs concerning minor countries have been fixed.
4. For certain hardware configurations, the Mega Campaign was not functioning properly. Fixed.
CHANGES:
1. Speeds displayed for units now better reflect the speed at which the unit is traveling. Note that although infantry speeds may seem to be calculated differently than vehicle speeds, infantry moves differently within a hex, not in the linear vehicular fashion, but tend to zigzag as they search for micro-terrain.
2. Small maps are now generated for battles in the Long WW II Campaign for core forces plus support forces totaling less than 3000 points. Maps for core forces plus support forces less than 1500 points should be small, even more often.
3. In campaigns, the computer opponent now receives purchase points only for the support forces actually purchased by the player, as opposed to the points made available to the player for support force purchasing. So, purchasing fewer support forces will now reduce the points available to the computer opponent.
4. Two player hot seat and play by email capability has been added to the Long WWII Campaign. Player number one is prompted to select the player type for player two, human or computer, each time the game is loaded. By selecting human for player two, the game becomes a two player game and each player is shown a save screen at the end of each turn. Simply save and send the files, stored in the save directory, to the other player. Player two, when played by a human, allows the player to purchase and deploy forces. Not designed for league play, the two player campaign is not secure.
5. Two player TCP/IP play capability has also been added for the Long WWII Campaign.
6. Two player hot seat and play by email capability has been added to the User Defined Campaigns (such as the ones released by Matrix Games or created by end users, using the campaign editor). Player number one is prompted to select the player type for player two, human or computer, each time the game is loaded. By selecting human for player two, the game becomes a two player game and each player is shown a save screen at the end of each turn. Simply save and send the files, stored in the save directory, to the other player. Player two, when played by a human, is not allowed to purchase or deploy forces, this having already been done by the campaign scenario author. Not designed for league play, the two player campaign is not secure.
7. Two player TCP/IP play capability has also been added for the User Defined Campaigns.
8. Two player hot seat and play by email capability has been added to the Mega Campaigns. Player number one is prompted to select the player type for player two, human or computer, each time the game is loaded. By selecting human for player two, the game becomes a two player game and each player is shown a save screen at the end of each turn. Simply save and send the files, stored in the Mega Campaign save directory, to the other player. Neither player one or player two, when played by a human, are not allowed to purchase or deploy forces, this having already been done by the campaign scenario author. Not designed for league play, the two player campaign is not secure.
9. Two player TCP/IP play capability has also been added for the Mega Campaign.
10. The Mega Campaign player may now permanently rename leaders.
11. Computer opponent aircraft purchasing has been recoded. The computer opponent should now purchase aircraft in very small battles less often, than before.
12. Purchasing routines have been further refined.
13. Fixed rafts with no passengers "flying around."
14. Fixed Barges "regrowing" in Barge Carriers after saving and restarting game.
15. Improved AI routines for combat and game tactics.
16. Major update to all OOB's
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