If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register or login before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
21 New Scenarios 49 Revised Scenarios 7 Revised Campaigns 20 Revised Campaign files 1 New Map 701 New or revised Photos 194 New or Revised Icons 92 Updated OOB Files 22 New or Revised Icon Graphic files 3 New or Revised Text files 2 New Sound files 16 Revised picklists Upgraded SHPEdit Upgraded MOBHack Upgraded Cost Calculator
Snipers can now target and destroy IED's. However, it is not a "one shot, one kill" type of thing and the heavy anti-material rifles work best.
AI controlled Helicopters will now occasionally pop up to high altitude to "look around" then drop down again.
Problems with close range Z fire scattering too far have been resolved. Firing at 3 hexes or less, even blind fire with no LOS, will not scatter onto the firing unit or stray wildly from the target hex
Destroyed or damaged core units now do not add back their full cost if their core formation is deleted. They will only return their cost minus the damage inflicted. Previously, if your core unit was worth 250 points for example and it was totally destroyed (0) or damaged (-110 damage points for example) then deleting the formation gave you back the *full undamaged value* of 250. This gave you "Free money" for destroyed or damaged units. With the current code, you will get 0 points returned if your formation is completely destroyed and any damage points will be deducted if it is just damaged
The code routine that calculates the number of turns in a game has been re-worked and now the game takes better account of wide (X) and high (Y) maps with extra turns added for large maps, and some deducted from smaller with added turns now given for attack and assault battles
A bug in the main code for regular and campaign games that affected defend battles for players with very large cores has been corrected. In the past if the core was near the maximum there would not be enough points available to assault a force that size. Now, if the core is too large to allow the proper ratio of attacker/ defender in a defend battle defend battles will be rejected and the game will select a different battle type so players with large cores especially in campaigns where they have added to their core force and increased their overall morale and experience levels to the point there were not enough points or unit's/ formations available to attack them with may never see a defend battle. What had been happening was when the core value became too high it broke through the maximum value allowed and wrapped around upon itself creating very small attack forces for the AI
Both games OOBs have been checked and standardized for the following items for ALL units in ALL OOBs in BOTH games
Infantry size. ALL infantry units that are NOT scouts are now size zero if they are 4 men or under and scout units are size zero at 6 men and under. The rest are size 1
Hand grenades have been standardized at 2 grenades per man for regular line infantry, 3 grenades per man for elite or specialist infantry like Paratroops and 1 grenade per man for second rate units like militia or partisans
Infantry rifle and LMG ammo has been standardized to a scheme mechanically determined by code, not whim and has been applied to all applicable units. If, for example, Nation A has a section with 9 men it , every other 9 man section will have the same rifle and LMG ammo. Elite or second-rate classes may have a few more or less than a regular.
Infantry speed checks were made for cavalry =speed 12 , bicycles=speed 9 and infantry limited to 6 movement points max if not a scout . Swim speed checks were done for infantry with all reset to 0 except for a very few specialist frogmen which are now swimspeed =1. Cavalry was standardized at swimspeed=1
Survivability- This field has been zeroed for any Infantry , off-map artillery, or aircraft and helicopter classes that may have had a rating applied over the years for units in these classes do not use this rating
Heat armour- If HEAT armour was less than steel for any facing the error was corrected
MOBHack has had more selective items added to the cut and paste section . Previously there was " Paste armour suite only" and " Paste as target Nation" to that we have added. All of these were added to streamline the process of ensuring a unit used by one nation, and the same unit used by another, stay the same where it is applicable to be so.
"Keep target unit dates" -This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the in service dates for the target unit
"Keep target unit weapons" -This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the weapon slots used for the target unit. Frequently, the same weapons use different weapons slots in different OOBs and this allows you to maintain the existing weapons used by the old unit
"Keep target unit Icons" - This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the Icons used by the target unit. Many vehicles have unique Icons used by different nations even if its just tan Icons used by desert Nations and green Icons by the others.
"Keep target unit UnitClass"- This allows you to copy a unit's data from one OOB and paste it into another existing unit and maintain the UnitClass for the target unit. For example, a tank may be "MBT" class in one OOB and "Medium tank" in another. When faced with dozens of changes made to dozens of units in dozens of OOBs this comes in handy
These additions greatly helped speed up the process of standardizing or changing units and can be used in combination EXCEPT for " Paste armour suite only" which must be used alone.
The code for snow vehicles has been altered so that these vehicle types are also now far less likely to get stuck in soft sand, volcanic ash, mud,water etc. This reflects the multitask use of the BV202/206 vehicles that mainly make up this class
A bug has been fixed where switching between the armour descriptions would change Helicopter altitude.
The Libyan now reverts back to the correct national flag after the fall of Ghadafi.
All on map TOWED arty over 155mm has been removed from the game leaving only off map arty and SP arty in that caliber now. All 150mm-155mm standard arty now has the same ROF. It had been 4 for some and 5 for others and is all 5 ROF for that size now . All towed artillery, both on map and off map, has had the ammo loadouts standardized by caliber so all nations using the same sized gun get the same amount of ammo with smaller caliber's having more ammo than larger caliber but now, all will be the same instead of one unit in one nations OOBs having 40 rounds and another unit with a similar caliber in the same OOB with 50 rounds and the same gun in a different OOB having 30 rounds. As well, all (+) double ammo loaded, on and off map artillery units, have been removed from both games and for winSPMBT 155mm is the maximum caliber for on map TOWED arty. Anything over that is now off map or , in some few cases, SP arty only. This was a major change in both games that took nearly a week to individually comb through every OOB to complete.
There has been a very large number of OOB changes made to the winSPMBT OOBs. The list of items completed this time around ran to 209 pages which is over double the average update. We estimate that there has been, at the very least , 25,000 individual data changes made with nearly 4500 items marked "done" with a great many of those issues requiring multiple data changes in a number of OOBs. This is why all of the new MOBHack utilities exist, to speed up the data changes that have been made to winSPMBT this time around. The end result should be more consistent and accurate OOBs
As usual we remind everyone that on going secure PBEM games WILL fail if this patch is applied while they are being played.