A Long Long Road

After action reports/During Action Reports on your SP:WaW battels!

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Alby
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RE: A Long Long Road

Post by Alby »

This is how my Luck is going, my Airstrike flys right over 2 German SP Flakveirlings
Tracers look to be on target but fortunately miss

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Alby
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RE: A Long Long Road

Post by Alby »

And of course it misses the Tiger!!
[:@]

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Alby
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RE: A Long Long Road

Post by Alby »

An 81mm Mortar round lands in same hex as a German Flamer

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Alby
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RE: A Long Long Road

Post by Alby »

Rangers hit the Beach

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Alby
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RE: A Long Long Road

Post by Alby »

Things are going badly, German armor and Infantry in coming in the town at the North, now German units are trying to sneak in from the South, but an Entrenced M10 makes them pay


The South
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Alby
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RE: A Long Long Road

Post by Alby »

More Units come in from the South and the M10 fights valiently until its gun is shot off.


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Alby
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RE: A Long Long Road

Post by Alby »

The M10 Stats

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Alby
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RE: A Long Long Road

Post by Alby »

One bit of good luck, A rifle shot must have hit the Fuel Tank on this Flamer.
[:)]
As you can see My paratroopers are taking a beating and turning and Falling back.

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Riun T
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RE: A Long Long Road

Post by Riun T »

OOOOOOHHHHHHH ALBY I think they've got ya!! start poping smoke and make them chase you into other units!!
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Alby
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RE: A Long Long Road

Post by Alby »

what other units??
[:(]
LOL


Riun T
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RE: A Long Long Road

Post by Riun T »

do me a fav ALB and repost what changes were made between 8.3 and 8.4 versions ??
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Alby
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RE: A Long Long Road

Post by Alby »

ORIGINAL: Riun T

do me a fav ALB and repost what changes were made between 8.3 and 8.4 versions ??

SPWaW 8.403 Patch Notes

1) In some screens(like the artillery targeting screen), the scroll delay was not functioning. Fixed.
2) Fire effectiveness of infantry primary weapons in slots 2 to 4 have been reduced, unless the firing unit passes a special experience check. This reduction always applied to infantry primary weapons in slot 1, but the code assumed that none of these would be found in later slots. The experience check for slot one assumed some troops would be goofing off, drinking tea or for some other reason, would not be firing effectively. This limitation now applies to these primary infantry weapons in other slots, as it is assumed that these would be fired by ammo carriers, squad leaders or some one else who might be otherwise occupied. Secondary or crewed weapons are handled in a different part of the code.
3) Reduced hex radius of secondary damage applied from attacks to units in the same or nearby hexes (the random artillery splash radius has been reduced).
4) Reduced effect of secondary damage to units in the same or nearby hexes from direct fire attacks (firing direct fire at unit and hitting other units in hex has been reduced, somewhat).
5) The default Bulgaria morale values were not being set properly (the values were core garbage, array problem). Fixed.





SPWaW 8.41 Patch Notes

1) Made it a bit harder to spot enemy units, especially at range one or zero.
2) Allowed the German artificial intelligence purchase routine a little more armor.
3) Sniper units may no longer close assault vehicles.
4) Sometimes the player setup side was incorrect, when assaulting beaches. Fixed.
5) The in game save menu button now automatically saves the Mega-Campaign. This might be useful, if the player has been experiencing CTD and wishes to save without having to exit the scenario.





SPWaW 8.40 Patch Notes


1) Fixed a bug which could allow size zero units with only one man left to appear as snipers in some combat and spotting routines.
2) Fixed a bug that sometimes caused the program, when generating maps in the editor, for any campaign or battle, with the Victory Frontage option turned off, to place the three victory hex clusters in unexpected locations. Please note that Victory Frontage off is useful for company to battalion sized battles and Victory Frontage on is useful for regimental or brigade sized battles.
3) Fixed a bug that sometimes caused the game to crash when starting a battle in the long World War II campaign, if playing or fighting the Germans.
4) Fixed a bug which prevented units riding on vehicles or in soft vehicles from taking damage, when the vehicle was hit by fire.
5) Fixed a bug in the OOB editor that prevented the unit text file value from saving properly.
6) Adjusted base experience and morale values used for creation of leaders and units. These are minimum values, to which a random number is added. See tables, below.
7) Made it a bit easier to spot enemy units, especially at range one or zero.
8) Rewrote the code that chooses if the player mission is advance or assault in the long WWII Campaign and campaigns created using the Campaign Generator. Decreased the likelihood of Allied armies in the early war and Axis powers in the late war.
9) Changed the way reinforcement points are generated in the long WWII Campaign. Instead of having a maximum of 1/15th the value of the players force, the value is now 1/10th of the enemy force. The reasoning here is that reinforcements are more needed when the player is outnumbered, such as in a defend mission, than when he has the dominate force, such as in an advance mission.
10) In 1944 of the long WWII campaign, the computer opponent will receive more troops, if the human is playing Axis and fewer, if he is playing Allied. This effect becomes greater in 1945.
11) Rewrote bit of code that determines where a unit will move. In meeting engagements, if a unit was closer to a friendly hex than an enemy hex, it would move towards that hex. When visibility was high, that put most friendly units closer the friendly hex and most would move to that friendly hex and mill around. Now they will only move towards a friendly hex if there are no enemy hexes left or they are very close to the friendly hex, else they will move towards an enemy hex.
12) Altered the equations some for determining visibility in random battles. Extreme and very short ranges are less frequent (less than 5 or more than 40). Computer opponent artificial intelligence was having difficulty setting up, in these cases.
13) Reduced visibility in sand storms in the desert by a significant amount in random battles.
14) Modified how the German computer opponent picks troops in the long World War II campaign. Uses same pick lists, but picks in a slightly different fashion. Very small battles were using odd choices, since the unit costs have arisen in some orders of battle.


Riun T
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RE: A Long Long Road

Post by Riun T »

Thanks much my friend I wanted to review what I'm actually playing,,and didn't do the 8.41 patch because I like my snipers able to close assault.[:'(]
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Alby
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RE: A Long Long Road

Post by Alby »

ORIGINAL: Riun T

Thanks much my friend I wanted to review what I'm actually playing,,and didn't do the 8.41 patch because I like my snipers able to close assault.[:'(]
actaully the 8.41 one turned into 8.403
I even have an 8.42 mech...
8.41 was not released by itself IIRC
snipers do not assualt in 8.403 either.
evrything in list is in 8.403

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Goblin
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RE: A Long Long Road

Post by Goblin »

Alby,
 
Did you get Greer and his Wolverine out of there alive? He deserves a medal; the man can fight!
 
 
 
Goblin
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Alby
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RE: A Long Long Road

Post by Alby »

ORIGINAL: Goblin

Alby,

Did you get Greer and his Wolverine out of there alive? He deserves a medal; the man can fight!



Goblin

Yes I pulled him back...
[:D]

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Alby
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RE: A Long Long Road

Post by Alby »

I am up to turn 13 now
Fighting in the city now, last lines of defense
Rangers, a few M10s, an M4 and a few odd infantry squads...
We are making victory for the Germans worse than defeat!!

A Tiger moves into line of sight of one of my waiting M10s and causes the crew to bail

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Alby
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RE: A Long Long Road

Post by Alby »

I even am using my Landing barges for defense now


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Alby
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RE: A Long Long Road

Post by Alby »

Sneaky German sneaks up on my landing Brages

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Alby
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RE: A Long Long Road

Post by Alby »

A tiger runs into some Rangers and is hit and destroyed by Satchel charge

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