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1.51 patch info - 8/14/2009 1:55:08 PM   
doomtrader


Posts: 5321
Joined: 7/22/2008
From: Poland
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Hi all,

We have got a rough list for the 1.51 patch.
Please keep in mind that some values might change, some new things might be added.
But less more this is what we are going to test after the weekend.
There is going to be also some new gfx for Tactc Bombers, but it will take a few whiles to our artists until they are done.
If you think something is missed (especially the bugs) let us know. Maybe I just forgotten to write it down.


Fixes
Corrected Vittorio Veneto class from Patrol to Battle group in Commisioning Vittorio Veneto event (13048)
Corrected game lock when calculating Warfare level information
In Barbarossa scenario, Finland and USSR starting in the state of war
Corrected hexstripes in British Surrender event (951 and 952)
Corrected continously firing event 34. SS-Freiwilligen-Grenadier-Division Landstorm Nederland (11124)
Corrected Kiev Defensive Operations events (357 and 358)
Corrected event Friend or Foe for Turkey, when it was joing Allies instead of Axis (3202)
Corrected event with Hamburg switch to port/MSS (16215 and 16216)
Corrected Bad deal event, when Germans propose the British a peace instead of becoming a puppet (952)
Corrected War against Axis event, now USA joins Allies (5311)
Corrected Free Ukraine event (5901)
Corrected CTD bug, when a land unit was trying to load on to non transport ship
Corrected Mulberry lack of Supply bug
Corrected CTD bug when AI was transporting units to the front trough sea
Corrected Pearl Harbor event, now USA will join Allies (5311)
Corrected option 2 effect for Italy enter the war event (2101) as it was setting flag for France is beaten event
When fullscreen mode is minimized, lag during typing decreased
Corrected "black holes" bug in classic mode map
Corrected lack of eyecandies bug in classic map
Shieffield misspeling corrected to Sheffield
Corrected flag for event 362 in Gotterdammerung campaign
Corrected AI Spain research plan 1946 event (10238)
Corrected Molotov Line event (9567)


Events
Changed name and description of Submarine Warfare event (285)
El Alamein events added (990, 991)
Added German reserves units events (8801-8837)
Lille lost - support event added (1615)
Changed chance of triggering Iraq at war event (3601) and reduced unit's strength to 10%
Soviet Garrison units occurs in Lviv, Brest on the Bug and Hrodna if R-M pact acepted
Spoils of war events added (1102, 2603 and 2703)
Added Bolshevik's industrialization event (366 and 367)
Added Defending the Reich event (15221 and 15222)
Last Bastion of Democracy event added (5353)
Increased by 1 level of fortifications build in Defense of Moscow event (350 and 351)
Effect of Bitter Defense and Upcoming Glory events doubled (363 and 364)
Effect of Onward to Pacific and Severe Russia events doubled (15219 and 15220)
Added Italy joins Axis event (2128)
Added French AI become agressive event (1616)
Soviet Paratroopers event added (368)
Added event Mobilization of Caucasian Front (369)
Added Support for British defense of homeland event (992)
Initial German attack on Soviet Union events changed, now Soviet player is informed what happend (362, 370, 371)
Added Malta convoys events (2129, 15223)
Added Moscow rugged defense event (372)
Added Istanbul lost and retaken events for european part of the city (16251 and 16252)
Added Unfreeze Turkish garrison event (3208)
Added new condition that requaires Spain to sign Tripartiate act before willing to join war (1502)
Food from Norway events added (15224 and 15225)
Narvik Iron Ore events added (15226-15229)
Added new trigger to Allied invasion adaptation event (7705)
Finns defend event added (7749)
Added Defend the Island evets (14180 and 14181)
Added Turkish-Soviet war events (2504,2505,3209,15230 and 15231)
Added Heersgruppe E event (15232)
Added Heeresgruppe Sud event (15233)
Added Heersgruppe F event (15234)
Unternehmen Frühlingserwachen event added (15235)
Operation Konrad event added (15236)
Schlacht um Wien event added (15237)
Wacht am Rhein event added (15238)
Freeze length for soviet Garrison events increased to unlimited


AI
German AI more willing to buy infantry divisions
Soviet AI will defend Brest on the Bug
Changed French AI attack preferences in Grand Campaign
AI will now use strategic bombers more properly
AI will attack enemy airplanes more properly


Interface
Land Unit strength displayed on map now rounded
Reports are now displayed in descending order
Possibility to check countries info when loading game
Possibility to change countries control when loading game
Now Air strike is executed from acive air unit's menu
Range displayed After selecting rebase for air unit
Changed displayed colors of land units movement range: green - unit can move after attack, orange - unit will not be able to move after atack, red - unit not able to do anything
When there is no units to deploy, button is greyed
Land unit is now displayed when attacked by air unit in AI turn
Unit name is now alligned to the left side of the GUI
'AP' letter removed when unit AP left showed on map


Map
Gliwitz changed to city
Dunkirk city added at 96|88
Reims changed to city
Lille and Reims now worth 1 VP
Groningen city added at 107|77
Sarajevo now worth 1 VP in all campaigns
Added 1 VP for Batum, Erevan, Minsk, Pskov and Vinnytsia in all campaigns
Added forts in Turkish Dardanelle in Gotterdammerung 1944 campaign
Changes in the terrain at Netherland-German border
Changes in the terrain near Murmansk
Changes in the terrain near Dunkirk
Petsamo moved from USSR to Finland in 1940 and 1941 campaigns
Increased chance for rain and mud in Soviet Union for autumn an spring
Forts at Suez Canal added in all campaigns
Sheffield, Leeds, Coventry, Blackburn changed to cities
Liverpool added as a port at 78|78 with 2VP
Orleans, Le Mans, Pau, Perpignan cities added in France at 93|104, 85|102, 84|121, 98|123
Added Istanbul at th European side of Boshporus at hex 179|129
Added cities Tartu at 164|51, Ventspils at 149|57, Klaipeda at 148|65, Debrecen at 156|101 and Iasi at 169|103
Some more hills in Vosges, Ardennes and Schwarzwald.
Some forest added in Vorpommern and east Brandenburgia.
Set the same terrein type for 138,141 hex in all scenarios.
Amphibious assault at Giblartar is possible now.
Less forest in southern Sweden.
More eyecandies


OOB
17 Krasnoznamennyj Brestskij Pogranichnyj Otrjad soviet unit added to Brest on the Bug city (161|82) in Fall Gelb campaign
Added Besatzung (Garrison) units for most important German cities in all campaigns
XXX Gebrigs Armeekorps added in Gotterdammerung campaignat hex 198|111
56 Armija and 318 Divizija added in Gotterdammerung campaign at hexes 199|111 199|112
The 1st Canal Brigade moved to hex 194|169 in all campaigns
Added The 2nd Canal Brigade at hex 194|171 in all campaigns
6. Mechanizirowannyj Korpus strength reduced to 50% in Barbarossa campaign
Added Londonderry Garrison
Added Turkish Garrisons Samsun Askeri Birlik, Ezerum Askeri Birlik, Maltaya Askeri Birlik, Kayseri Askeri Birlik, Antalya Askeri Birlik, Adana Askeri Birlik, Konya Askeri Birlik in all Campaigns
Added Murmanskij Garnizon unit in Murmansk at 177|0 in all Campaigns
Added Petsamo Rhyma unit in Petsamo at 166|0 in all Campaigns


Others
Corrected renderer in PBEM game
In Barbarossa scenario Soviet unit in Brest in the bug frozen for AI, for human player unfrozen in first turn
Naval unit engagement chance reduced from 40 to 30%
Strategic Movement Points for minors reduced to 0 in all campaigns
Corrected Ukrainian Diplobox
Events original text moved to exe, now strings are used, but still plain text might be used in .xml files
Air units can now attack submarines aswell
Air units range dependable on Air technology
Shore bombardment effectivity dependble on Naval technology
Unit has to enter the city to conquer it instead of passing trough adjancent hex
conquered territory from the allied country goes to the one with higher Diplomatic Strength (value moddable)
Figter, tact. bomber, strat. bomber strength set at 10
Cost pf strategic redeployment of Fighter set to 8
Cost of reinforcing 1 strength point of fighter set to 8
Cost of building 1 strength point of fighter set to 13
Cost of building 1 strength point of Tact. bomber set to 16
Cost of building 1 strength point of Strat. bomber set to 24
Paradrop range reduced to 12
Unit names updated to fit new air type units
Figters will intercept enemy aircrafts trying to attack bombers
New event trigger method: Country.ChangeTerritoryControllerOwnerAndOriginalOwner(idOldOwner, idNewOwner)
New event trigger method: City.FirePartisans(int cityX, int cityY, int countryID, int unitType, int unitLevel, int unitStrength, name)
New event trigger method: AI.SetOneSideAttackPreferences
New event trigger method: AI.SetMultipleSideAttackPreferences (int countryID, int 1, int 2, int 3)
Only figters are counted when Air Superiority is calculated

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Post #: 1
RE: 1.51 patch info - 8/14/2009 2:05:03 PM   
PitifulGrunt


Posts: 56
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From: Ohio, USA
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Thanks Doomtrader!  You guys are BUSY!

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Post #: 2
RE: 1.51 patch info - 8/14/2009 2:22:57 PM   
Wolfe1759


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From: Shropshire, UK
Status: offline
Thanks for this, looking forward to it.

In regards to the Interface is there any intention of turning off the big blinking blue dots on non-active nation units and active nation units which have 0 AP (those of the active nation which have used all their APs and thus can't participate in a multi-hex attack and those which are currently frozen) i.e. those units which are currently indicated as being able to make multi-hex attacks but can't. It would just make it easier to see at a glance which units you can still do something with and personnaly I find all those blinking dots distracting/irritating.

(in reply to PitifulGrunt)
Post #: 3
RE: 1.51 patch info - 8/14/2009 3:49:30 PM   
carnifex


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quote:

Strategic Movement Points for minors reduced to 0 in all campaigns


What was the reasoning behind this? IMHO all minors should have at least 3 SM points. How are the Bulgarians and Hungarians supposed to get their troops to the Barbarossa front lines? Their production is 5PP and it will take them 150+PP to be able to move a corps. Were there no railroads anywhere but the major countries?

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Post #: 4
RE: 1.51 patch info - 8/14/2009 4:28:05 PM   
Joram

 

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Yeah, agreed Carnifex.  I was thinking they should have 3 as well.  Certainly not 0,

I was thinking paradrop range was pretty short now too.  Any changes to convoy escort or naval shore bombardment?

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Post #: 5
RE: 1.51 patch info - 8/14/2009 4:31:52 PM   
Lehnardtsson

 

Posts: 54
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Great improvements congratulations!!!! I am in a hurry to get this patch!!!

(in reply to carnifex)
Post #: 6
RE: 1.51 patch info - 8/14/2009 4:49:31 PM   
Mike Parker

 

Posts: 583
Joined: 12/30/2008
From: Houston TX
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quote:

ORIGINAL: doomtrader
Petsamo moved from USSR to Finland in 1940 and 1941 campaigns


Doomtrader,

Along with this can we get the event where Finland gives in to Soviet demands in the winter war to NOT grant Petsamo to the Soviet Union? Currently if Finland backs down the USSR gains Petsamo which is ahistorical.

Thanks

Oh and btw wonderful work on the changes.. I am literally chomping at the bit to play them!

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Post #: 7
RE: 1.51 patch info - 8/14/2009 4:55:03 PM   
Mike Parker

 

Posts: 583
Joined: 12/30/2008
From: Houston TX
Status: offline

quote:

ORIGINAL: carnifex

quote:

Strategic Movement Points for minors reduced to 0 in all campaigns


What was the reasoning behind this? IMHO all minors should have at least 3 SM points. How are the Bulgarians and Hungarians supposed to get their troops to the Barbarossa front lines? Their production is 5PP and it will take them 150+PP to be able to move a corps. Were there no railroads anywhere but the major countries?


I don't think 3 is proper either. A corp is 2-3 divisions along with whatever integrated support is present. Could Bulgaria for example move a corp from Sophia to Odessa in a week? I don't know but I doubt it. However giving them 1 SMP allows them to move a single division. And I am not just picking on Bulgaria, I actually think the SMP seem pretty appropriate in the game as is.

(in reply to carnifex)
Post #: 8
RE: 1.51 patch info - 8/14/2009 5:11:31 PM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
Status: offline
quote:

ORIGINAL: Mike Parker


quote:

ORIGINAL: carnifex

quote:

Strategic Movement Points for minors reduced to 0 in all campaigns


What was the reasoning behind this? IMHO all minors should have at least 3 SM points. How are the Bulgarians and Hungarians supposed to get their troops to the Barbarossa front lines? Their production is 5PP and it will take them 150+PP to be able to move a corps. Were there no railroads anywhere but the major countries?


I don't think 3 is proper either. A corp is 2-3 divisions along with whatever integrated support is present. Could Bulgaria for example move a corp from Sophia to Odessa in a week? I don't know but I doubt it. However giving them 1 SMP allows them to move a single division. And I am not just picking on Bulgaria, I actually think the SMP seem pretty appropriate in the game as is.


I regret this would require programming, but how about keeping the minor nations at 1 SMP, but allowing it to accumulate to a max of 3 over the course of time?

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Post #: 9
RE: 1.51 patch info - 8/14/2009 5:15:37 PM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
Status: offline

quote:

ORIGINAL: Wolfe

Thanks for this, looking forward to it.

In regards to the Interface is there any intention of turning off the big blinking blue dots on non-active nation units and active nation units which have 0 AP (those of the active nation which have used all their APs and thus can't participate in a multi-hex attack and those which are currently frozen) i.e. those units which are currently indicated as being able to make multi-hex attacks but can't. It would just make it easier to see at a glance which units you can still do something with and personnaly I find all those blinking dots distracting/irritating.


Big Time!

This is easily my vote for single biggest item I don't see on the list.

Please do something about the BAD (Big Annoying Dot)!



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Post #: 10
RE: 1.51 patch info - 8/14/2009 5:32:46 PM   
willgamer


Posts: 902
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From: Huntsville, Alabama
Status: offline
Two other lesser items:

1. Will cities and resources consistantly have their own unique icon? If not, please add to list.

2. Please add a Fn key to toggle unit names off/on.

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Post #: 11
RE: 1.51 patch info - 8/14/2009 5:33:11 PM   
Bleck


Posts: 741
Joined: 3/8/2009
From: Poland
Status: offline
BBBD (Big Blue Blinking Dot ) issue is also fixed. Now it is visible when:

1) unit is our AND AP>0 AND did not participate in multi-hex attack as attacker
In this case it can blink, but don't have to (can be turned on all the time, depend on info.png graphic)

2) unit is enemy AND did not participate in multi-hex attack as defender
In this case it will not blink (turned on all the time)

For cities we added appearance.csv for them, very similar to the one for units, it defines:
quote:

Zoom level
Background Src
Background Dst
Fortification Level Src
Fortification Level Dst (similar to unit tech level)
Port Icon Src
Port Icon Dst (visible if port in city)
Depot Icon Src
Depot Icon Dst (visible if depot in city)
VP Icon Src
VP Icon Dst (visible if VP>0)
Name Text Dst and Font
PP Amount Text Dst and Font (visible if PP>0)
VP Amount Text Dst and Font (visible if VP>0)
Flag Dst
Sprite Dst (Src is the same as in your current version)


There is also new icon for units - Frozen Icon (visible if unit is frozen), also AP amount and strength value are now separated, so can be placed in any place, have different fonts/colors/sizes



< Message edited by Bleck -- 8/14/2009 5:44:55 PM >


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Post #: 12
RE: 1.51 patch info - 8/14/2009 5:57:27 PM   
Wolfe1759


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Ex-BBBD

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Post #: 13
RE: 1.51 patch info - 8/14/2009 6:12:57 PM   
willgamer


Posts: 902
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From: Huntsville, Alabama
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Woooo Hooooo!!!

Excellent responsiveness in both quality and quantity.

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Post #: 14
RE: 1.51 patch info - 8/14/2009 6:16:04 PM   
PitifulGrunt


Posts: 56
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From: Ohio, USA
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Will previous save games be loadable/playable post patch? I don't mind one way or the other, just curious.

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Post #: 15
RE: 1.51 patch info - 8/14/2009 6:23:38 PM   
doomtrader


Posts: 5321
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From: Poland
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Amount of changes (especially concerning the map) will not allow to load old games.

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Post #: 16
RE: 1.51 patch info - 8/14/2009 7:53:42 PM   
Uxbridge


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Mostly excellent changes and fixes.

Also a bit curious about lowering SMP for minors.

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Post #: 17
RE: 1.51 patch info - 8/14/2009 8:25:14 PM   
Anraz

 

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quote:

Also a bit curious about lowering SMP for minors.


Minors acts better without SMP. It a bit weird at first glance, but they really do better/more historical. Barbarossa still is supported by them, but they also defend better, especially against USSR led by a player. The patch will be tested by betas for one or two weeks and if it is not working at all we will change it.

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RE: 1.51 patch info - 8/14/2009 8:38:18 PM   
jack54


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will there be a discription of what's happening in the event pop-ups?

I don't know what half of them actually mean in gameplay terms.(or is this written somewhere I could read about them.)

please explain german ai buying more 'divisions',...not corps?

otherwise great stuff in this patch; I'm looking forward to it.

oh and thanks for the hard work and support!



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Post #: 19
RE: 1.51 patch info - 8/14/2009 8:39:24 PM   
Gloo

 

Posts: 272
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From: Chapelle-Guillaume
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I know there's a lot to do but I'm disapointed not to see mention of some of the most missing functionalities (from my PoV):

- A toggle button to ignore a unit for the rest of the turn.
- An interactive OoB => access any unit info from the list with one click and center the screen on it.
- A toggle to cycle backwards through the unit list.

Including these are a must do to me and would make my day !

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RE: 1.51 patch info - 8/14/2009 8:42:22 PM   
Anraz

 

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quote:

orignal:Joram
naval shore bombardment


quote:

Shore bombardment effectivity dependble on Naval technology


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RE: 1.51 patch info - 8/14/2009 10:40:40 PM   
gdrover

 

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I didn't see a fix for Gibraltar on the list. It is currently a mountain and NOT a coastal hex, which does not make sense. The impact is that parachute landings are not possible, nor is an amphibious landing, so even when air units pummel the defenders and eliminate them, the axis cannot occupy it.

One other AI tweak (maybe). I noticed that Britain didn't keep many troops to defend the Homeland after France fell. All of her troops were either in Egypt or had been eliminated in France. After Paris falls, perhaps an 'England in Danger' event could trigger a buildup of troops in England.

Cheers,

Glenn

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Post #: 22
RE: 1.51 patch info - 8/15/2009 2:47:36 AM   
swatter555

 

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I like the aggressive changes. This game could polish up very well, not that it wasn't in good shape in the first place.

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Post #: 23
RE: 1.51 patch info - 8/15/2009 3:05:39 AM   
JFalk68


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Thanks for posting the changes, they look great. Can't wait to try them out

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Post #: 24
RE: 1.51 patch info - 8/15/2009 3:35:11 AM   
oldspec4

 

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Lookin' good  .

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Post #: 25
RE: 1.51 patch info - 8/15/2009 6:38:42 AM   
Bronze

 

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Many more of the events need to be looked at/expanded on. A couple of examples:
1. In the "German's don't support border wars" the go with Romania option gives the wrong result
2. German Atlantic Wall event - nothing seems to happen with one of the choices - I believe build Atlantic Wall - should we get forts popping up?
3. When I, as Germany" attack Greece the event pops up that reads "Italy attacks Greece" even though I have attacked via former Yugoslavia


< Message edited by Von Hindenburg -- 8/15/2009 6:41:01 AM >

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Post #: 26
RE: 1.51 patch info - 8/15/2009 2:55:37 PM   
Joram

 

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quote:

ORIGINAL: Anraz

quote:

orignal:Joram
naval shore bombardment


quote:

Shore bombardment effectivity dependble on Naval technology



Actually I was referring to the fact that the AI just doesn't seem to do it. To be honest, I'm not sure I see technology as a big driver of shore bombardment at this level but won't complain if it's not too drastic.

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Post #: 27
RE: 1.51 patch info - 8/15/2009 5:43:13 PM   
dooya

 

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quote:

ORIGINAL: Anraz

quote:

Also a bit curious about lowering SMP for minors.


Minors acts better without SMP. It a bit weird at first glance, but they really do better/more historical. Barbarossa still is supported by them, but they also defend better, especially against USSR led by a player. The patch will be tested by betas for one or two weeks and if it is not working at all we will change it.
Maybe it is an option to only reduce minor SMP if they are AI controlled and leave them as they are now if they are under human control?


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Post #: 28
RE: 1.51 patch info - 8/15/2009 11:43:38 PM   
carnifex


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Well, I guess a fix to the human-controlled SMP minor issue, I suppose I can hit F11 and give that minor 3 SMP worth of PPs when I assume control of it.


Couple of other things I'd like to see in the patch:

1) The fleet selection dropdown always defaults to the first fleet. I'd like to not reset after every action, just retain the last fleet chosen. Frequently I have to perform a series of actions to one fleet and I have to keep reselecting it.

2) Make transports unable to exit and enter a port the same movement phase no matter how close the two ports. There needs to be a chance of intercepting these.



< Message edited by carnifex -- 8/15/2009 11:45:14 PM >

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Post #: 29
RE: 1.51 patch info - 8/16/2009 1:51:53 PM   
borsook79


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quote:

ORIGINAL: gdrover

I didn't see a fix for Gibraltar on the list. It is currently a mountain and NOT a coastal hex, which does not make sense. The impact is that parachute landings are not possible, nor is an amphibious landing, so even when air units pummel the defenders and eliminate them, the axis cannot occupy it.

Cheers,

Glenn

I think e.g. HOI1/2 had it the same....

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Post #: 30
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