OOB patch for Enhanced DV and DVRN ready
Moderator: MOD_SPWaW
RE: OOB patch for Enhanced DV and DVRN ready
My Megaupload link has had a total of 6 downloads. It helps to register for their free service. You wait just 25 seconds, and the d/l speed (depending on your connection) is much faster.
I also have a Sendspace account. Should I put it there, too?
I also have a Sendspace account. Should I put it there, too?

RE: OOB patch for Enhanced DV and DVRN ready
Man, that is a lot of work! Good job. Now give me a hint. I have the first enhanced version already installed to be used with the modswapper. How do I remove the older version and install the new one so that it works with modswapper?
Any hints for this old-timer?
WB
Any hints for this old-timer?
WB

In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
- Contact:
RE: OOB patch for Enhanced DV and DVRN ready
ORIGINAL: Wild Bill
Man, that is a lot of work! Good job. Now give me a hint. I have the first enhanced version already installed to be used with the modswapper. How do I remove the older version and install the new one so that it works with modswapper?
Any hints for this old-timer?
WB
Hi, Wild Bill
First, let me ask you a couple of questions:
1. Do you have the Enhanced DV or Enhanced DVRN Mod file installed in the MODS folder?
2. Have you Uninstalled the older Enhanced Mod?
Run the ModSwapper program and uninstall the older copy of the Enhanced Mod. When the left pane of the program window is empty, the Mod has been uninstalled. Then, on the drop-down menu Files, select Install, choose the DV or DVRN Mod, and run the installation.
That's all there is to it.
RE: OOB patch for Enhanced DV and DVRN ready
I think Bill had the original Enhanced version 1 or something, or at least he did...
he may have to download the entire Enhanced DV or DVRN
then the small patch
he may have to download the entire Enhanced DV or DVRN
then the small patch
RE: OOB patch for Enhanced DV and DVRN ready
Well, what I did, guys, is to load in a second version of SPWAW on my hard drive, lots of space [;)]!
So now I have version 8.4 and the enhanced. I don't ever remember seeing a PDF or a sheet enumerating the changes.
The older scenarios I have opened all seem to be normal, but I have not played any of them in the enhanced version. What do I need to watch out for?
And I think I have the URL for the website for the Enhanced Mod. Are all revised scenarios being posted there?
Thanks for the prompt replies, explanations and the many months of hard work all of the team put into this effort.
WB
So now I have version 8.4 and the enhanced. I don't ever remember seeing a PDF or a sheet enumerating the changes.
The older scenarios I have opened all seem to be normal, but I have not played any of them in the enhanced version. What do I need to watch out for?
And I think I have the URL for the website for the Enhanced Mod. Are all revised scenarios being posted there?
Thanks for the prompt replies, explanations and the many months of hard work all of the team put into this effort.
WB

In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
- Location: Combat Information Center
- Contact:
RE: OOB patch for Enhanced DV and DVRN ready
The two most common problems seen in the older scenarios are incorrect unit icons and incorrect weapons. Both of these are a result of the Unit Icon & Weapon numbers not being included in the scenario data file, but referenced when the scenario is loaded to be played. Some of these may have been changed in the Enhanced OOBs.
We have posted a number of revised scenarios and campaigns at The Depot, in the Enhanced Scenarios section. Others will be added as they are revised, I would guess.
Here's a copy of the List of Changes for the Enhanced DV Mod, including the Patch from May:
We have posted a number of revised scenarios and campaigns at The Depot, in the Enhanced Scenarios section. Others will be added as they are revised, I would guess.
Here's a copy of the List of Changes for the Enhanced DV Mod, including the Patch from May:
- Attachments
-
- All change..anced DV.txt
- (39.4 KiB) Downloaded 16 times
RE: OOB patch for Enhanced DV and DVRN ready
Bill, unfortunately I dont have a list of everything that has been done from Enhanced version 1 up to the most recent patch...
The list Kevin provided above has the list of changes/fixes from Enhanced FV (which was the third installment I think) up to Enhanced DV (and DVRN).
Suffice to say the OOBs sure had become a mess over the years, which is why it took nearly 2 years and 4 versions to finally get to a point where we and the gamers really had to look hard to find any errors.
We felt with this latest and LAST patch that Enhanced DV and DVRN are the cleanest set of oobs for SPWAW since possibly spwaw version 1.0...
[:)]
here is the 'basics' of what SPWAW Enhanced is.....
SPWAW Enhanced is a complete rework of the OOBs, Graphics, Sounds, Gamecode Issues, and many other things too numerous to list.
The work on this project has been going on now, in one form or another, for nearly 2 years. Previous Versions (V1, V2, HTH and FV) paved the way for the latest, and last, version: DV (Definitive Version).
Some nations may "look" the same to you, but trust us, they are not. Many, many inconsistancies and errors have been corrected. There are also many new units and formations in your old favorites!!
All nations have been worked on in one way or another. The "Historical Ratings" have also been adusted for better game play. Pricing has all been done using the "Programmer's Conventions" routines Mike Wood included in the latest SPWAW OOB editor. Unit Costs are now based more on "combat efficiency" aspects such as ammo loadouts, armor ratings, speed, rates of fire, numbers of men, and others, as opposed to being based heavily on "Rarity", as in past versions.
These are probably the cleanest, most "historical", and most error-free set of OOBs yet seen!!!
Updated Unit Icons and Terrain Tiles have replaced the standard SPWAW versions.
The "Willy Meter" has been removed. What is the "Willy Meter", you ask? It's the little * that alerts you when you have been spotted. Many players feel that it is "gamey", and allows for unrealistic play. For more suspense and realism, this has been removed from the game.
Additionally, the "Artillery Casualty Report" was removed for unspotted Indirect Fire barrages. You now cannot fire artillery into an area and see messages reporting how many casualties you have inflicted. This has been called "recon by arty" by some players, and is unrealistic. The AI cannot use this "cheat", so we felt that human players should not be able to, either. It makes PBEM games less "gamey" as well.
The opening screen has been changed as well. The Matrix Games emblem and the picture of Wild Bill that used to be in the bottom left-hand corner (making the Online Chat function hard to use), have now been moved to the top right corner.
Desert Camo colors have been added for most nations' AFVs; unfortuately, the German OOB cannot use this, due to code issues we cannot change.
The targeting crosshair has been redone; it is somewhat bigger and looks very nice.
Over 150 new or different sounds and music files, nearly 320 new LBMs (unit picture files), and many, many new or corrected Encyclopedia files have been added!!!!!
The original "team" who first worked on this project:
Mike Wood - Consultant, Lead Programmer of SPWAW, without whom none of this would have been possible
Kevin McFerren (FlashfyreSP) - OOBs, graphics, research
Robert Albertson (Alby) OOBs, organizing. testing
Stuart Millis (Major Destruction) - OOBs, research, testing,
Mike Amos (Warhorse) - OOBs, research,
Lahtinen (aka NOX) - Graphics, OOBs
Maurizio Salvetti (Mau Fox) - Graphics, OOBs, research, translations
Glenn Higginbotham (Gunny Erwin) - OOBs, research, testing
Eric DiNicola (Goblin) - testing, research, beer...lots of beer
TheDesertRat - OOBs, graphics, and making one hell of a useful program (MechEdit)!
Jim Sodano (Tracer) - Graphics
Ken Baran (Orzel Bialy) - OOBs, testing, research, tanslations
Friedrich Klett (losqualo) - Graphics, OOBs
Jeff Edwards (Jeff the Wookie)-Music
The list Kevin provided above has the list of changes/fixes from Enhanced FV (which was the third installment I think) up to Enhanced DV (and DVRN).
Suffice to say the OOBs sure had become a mess over the years, which is why it took nearly 2 years and 4 versions to finally get to a point where we and the gamers really had to look hard to find any errors.
We felt with this latest and LAST patch that Enhanced DV and DVRN are the cleanest set of oobs for SPWAW since possibly spwaw version 1.0...
[:)]
here is the 'basics' of what SPWAW Enhanced is.....
SPWAW Enhanced is a complete rework of the OOBs, Graphics, Sounds, Gamecode Issues, and many other things too numerous to list.
The work on this project has been going on now, in one form or another, for nearly 2 years. Previous Versions (V1, V2, HTH and FV) paved the way for the latest, and last, version: DV (Definitive Version).
Some nations may "look" the same to you, but trust us, they are not. Many, many inconsistancies and errors have been corrected. There are also many new units and formations in your old favorites!!
All nations have been worked on in one way or another. The "Historical Ratings" have also been adusted for better game play. Pricing has all been done using the "Programmer's Conventions" routines Mike Wood included in the latest SPWAW OOB editor. Unit Costs are now based more on "combat efficiency" aspects such as ammo loadouts, armor ratings, speed, rates of fire, numbers of men, and others, as opposed to being based heavily on "Rarity", as in past versions.
These are probably the cleanest, most "historical", and most error-free set of OOBs yet seen!!!
Updated Unit Icons and Terrain Tiles have replaced the standard SPWAW versions.
The "Willy Meter" has been removed. What is the "Willy Meter", you ask? It's the little * that alerts you when you have been spotted. Many players feel that it is "gamey", and allows for unrealistic play. For more suspense and realism, this has been removed from the game.
Additionally, the "Artillery Casualty Report" was removed for unspotted Indirect Fire barrages. You now cannot fire artillery into an area and see messages reporting how many casualties you have inflicted. This has been called "recon by arty" by some players, and is unrealistic. The AI cannot use this "cheat", so we felt that human players should not be able to, either. It makes PBEM games less "gamey" as well.
The opening screen has been changed as well. The Matrix Games emblem and the picture of Wild Bill that used to be in the bottom left-hand corner (making the Online Chat function hard to use), have now been moved to the top right corner.
Desert Camo colors have been added for most nations' AFVs; unfortuately, the German OOB cannot use this, due to code issues we cannot change.
The targeting crosshair has been redone; it is somewhat bigger and looks very nice.
Over 150 new or different sounds and music files, nearly 320 new LBMs (unit picture files), and many, many new or corrected Encyclopedia files have been added!!!!!
The original "team" who first worked on this project:
Mike Wood - Consultant, Lead Programmer of SPWAW, without whom none of this would have been possible
Kevin McFerren (FlashfyreSP) - OOBs, graphics, research
Robert Albertson (Alby) OOBs, organizing. testing
Stuart Millis (Major Destruction) - OOBs, research, testing,
Mike Amos (Warhorse) - OOBs, research,
Lahtinen (aka NOX) - Graphics, OOBs
Maurizio Salvetti (Mau Fox) - Graphics, OOBs, research, translations
Glenn Higginbotham (Gunny Erwin) - OOBs, research, testing
Eric DiNicola (Goblin) - testing, research, beer...lots of beer
TheDesertRat - OOBs, graphics, and making one hell of a useful program (MechEdit)!
Jim Sodano (Tracer) - Graphics
Ken Baran (Orzel Bialy) - OOBs, testing, research, tanslations
Friedrich Klett (losqualo) - Graphics, OOBs
Jeff Edwards (Jeff the Wookie)-Music
RE: OOB patch for Enhanced DV and DVRN ready
Have you noticed that Kübelwagen which is armed with MG34 costs only 8 points? Now compare this to 4 men whose main weapons is MG34. Cost for this group is 22 points! [X(]
Something seems bit off here...
Something seems bit off here...
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.
MekWars
MekWars
RE: OOB patch for Enhanced DV and DVRN ready
ORIGINAL: Matti Kuokkanen
Have you noticed that Kübelwagen which is armed with MG34 costs only 8 points? Now compare this to 4 men whose main weapons is MG34. Cost for this group is 22 points! [X(]
Something seems bit off here...
Matti, that's because of the unit class. The Kubelwagen is a scout vehicle. All scout vehicles and utility vehicles are pretty cheap. As for the MG 34 Truppe, well, that's self-explanatory. Compare this to the MG34 Kradschuetzen (3 men). That Motorcycle class unit costs 82 points!

RE: OOB patch for Enhanced DV and DVRN ready
the motorcycle unit costs more because of the speed and LMG classed as a 'primary' weapon...Kubels are cheap because of unit class, unit size, and also the fact that one rifle shot will brew them up..
[:D]
they were not 'manually' priced...programmers conventions were used.
[:D]
they were not 'manually' priced...programmers conventions were used.
- FlashfyreSP
- Posts: 1192
- Joined: Sat Jul 06, 2002 9:39 am
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- Contact:
RE: OOB patch for Enhanced DV and DVRN ready
The MG Kubelwagen is priced low because its combat effectiveness is almost nil compared to a MG Truppe. It's fragile, is spotted easily, and gets huge negative moderators for firing while moving.
The LMG Motorcycle unit is high-priced because of one thing: the main weapon, the MG34, is classed as a Primary Infantry weapon, which the game assumes is being carried by each man in the Crew, and it calculates the Cost based on the cumulative combat effectiveness of the weapon.
This has been pointed out a few times already...
The LMG Motorcycle unit is high-priced because of one thing: the main weapon, the MG34, is classed as a Primary Infantry weapon, which the game assumes is being carried by each man in the Crew, and it calculates the Cost based on the cumulative combat effectiveness of the weapon.
This has been pointed out a few times already...