Lost Victories Patch and SPWaW Patch Coming Soon (NOPE...ITS HERE!)
Moderator: MOD_SPWaW
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
Lost Victories Patch and SPWaW Patch Coming Soon (NOPE...ITS HERE!)
Hi Guys
We have all the files and are testing the final builds. God willing they will be available sometime tonight.
Some of the things we fixed.
A) The Splash Damage Effects.
B) Added Different Armor types.
C) Fixed the Mega Campaign crash.
D) Fixed Waiting for Snyc Bug.
E) Improved OOB's.
F) Adjusted the Prefs for Infantry Toughness against Hard and Soft targets.
G) Adjust the Combat routines dealing with APCR.
H) Adjusted the Tank shirts so they can become damaged and will reduce there protection effects.
I) Command Control will now work in the Mega Campaigns on any OS. (Once again thanks to Arralen for helping us finally nail this one down.
J) Halved the support points in the long campaign
I can not tell you of all the hard work that has gone into this patch. I want to thank all of the playtesters and staff for there non-stop effort in making this version of SPWaW.
We have all the files and are testing the final builds. God willing they will be available sometime tonight.
Some of the things we fixed.
A) The Splash Damage Effects.
B) Added Different Armor types.
C) Fixed the Mega Campaign crash.
D) Fixed Waiting for Snyc Bug.
E) Improved OOB's.
F) Adjusted the Prefs for Infantry Toughness against Hard and Soft targets.
G) Adjust the Combat routines dealing with APCR.
H) Adjusted the Tank shirts so they can become damaged and will reduce there protection effects.
I) Command Control will now work in the Mega Campaigns on any OS. (Once again thanks to Arralen for helping us finally nail this one down.
J) Halved the support points in the long campaign
I can not tell you of all the hard work that has gone into this patch. I want to thank all of the playtesters and staff for there non-stop effort in making this version of SPWaW.
- AbsntMndedProf
- Posts: 1475
- Joined: Fri Jul 06, 2001 8:00 am
- Location: Boston, Massachusetts
- Contact:
>>>>
I) Command Control will now work in the Mega Campaigns on any OS. (Once again thanks to you the gamer for helping us finally nail this one down.
>>>>
This means then we can play with C+C on in Windows XP??
As a hobbyist programmer, I wonder how they figured that one out. Excellent now I don't have to go back to my Win98 machine.
ZoomBoy
Developing a iso-tile 2D RPG with skills, weapons, and adventure. See my old Hex-Tile RPG GAME, character editor, diary, 3D Art resources at My Web Site
I) Command Control will now work in the Mega Campaigns on any OS. (Once again thanks to you the gamer for helping us finally nail this one down.
>>>>
This means then we can play with C+C on in Windows XP??
As a hobbyist programmer, I wonder how they figured that one out. Excellent now I don't have to go back to my Win98 machine.
ZoomBoy
Developing a iso-tile 2D RPG with skills, weapons, and adventure. See my old Hex-Tile RPG GAME, character editor, diary, 3D Art resources at My Web Site
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
- Gen.Hoepner
- Posts: 3636
- Joined: Tue Sep 04, 2001 8:00 am
- Location: italy
MC LV patch oh no not now!
This is just great, tomorrow is the last day of school for my 3 kids. They are off for the next 10 days. So the patch will show up when I have no chance of getting near the computer. You want strategy and tactics? Watch me try and eek out some computer time!
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
New point values
After inputting all the new armor type codes and adjusting the way infantry and anti-armor effectiveness is calculated, I reran teh Spreadsheet form hell and adjusted most of the point valeus (a few seemed better as they were).
The "dynamic range" was increased so that really cheap things are cheaper and there is more seperation at the high end. Some really cheap vehicles are REALLY cheap now, which can lead to some exploitation, but I decised that beter representation of the cost of the cheap stuff for those who use it properly is better than trying to dissuade swarm tactics with somewhat elevated low end prices.
As always with point values this will brings raves fom some and condemnation from others. My hope is it addresses most of teh complaints of inconsistency, though likely raises more. THere is only so much one number can do to represent the "value" of a unit to different people with a single number. The assumption is that you show some semblence of faithfullness to WW2 organization.
Anybody that wants the SFH to tweak with for their own OOBs or for future public consumption, let me know. Its a VERY large Excel spread sheet that uses data from OOBDump.
Now full time to CL...I'm out of the SP:WaW loop for the foreseeable future. Its been a wild ride and the support you folks have shown has pulled us all through it. I encourage those of you with the drive and interest to pick up the OOB ball and run with it! THere is a LOT that can be done to improve the game thropugh OOB development.
Our goal now is to get you a Combat Leader game that will make you forget all about SP:WaW
Thanks Again!!!
Paul V
The "dynamic range" was increased so that really cheap things are cheaper and there is more seperation at the high end. Some really cheap vehicles are REALLY cheap now, which can lead to some exploitation, but I decised that beter representation of the cost of the cheap stuff for those who use it properly is better than trying to dissuade swarm tactics with somewhat elevated low end prices.
As always with point values this will brings raves fom some and condemnation from others. My hope is it addresses most of teh complaints of inconsistency, though likely raises more. THere is only so much one number can do to represent the "value" of a unit to different people with a single number. The assumption is that you show some semblence of faithfullness to WW2 organization.
Anybody that wants the SFH to tweak with for their own OOBs or for future public consumption, let me know. Its a VERY large Excel spread sheet that uses data from OOBDump.
Now full time to CL...I'm out of the SP:WaW loop for the foreseeable future. Its been a wild ride and the support you folks have shown has pulled us all through it. I encourage those of you with the drive and interest to pick up the OOB ball and run with it! THere is a LOT that can be done to improve the game thropugh OOB development.
Our goal now is to get you a Combat Leader game that will make you forget all about SP:WaW

Thanks Again!!!
Paul V
- AbsntMndedProf
- Posts: 1475
- Joined: Fri Jul 06, 2001 8:00 am
- Location: Boston, Massachusetts
- Contact:
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- Posts: 1644
- Joined: Fri Mar 31, 2000 10:00 am
- Location: Atlanta, GA 30068
Re: Lost Victories Patch and SPWaW Patch Coming Soon (NOPE...ITS HERE!)
May I ask:Originally posted by David Heath
Hi Guys
W...
Some of the things we fixed.
A) The Splash Damage Effects.
B) Added Different Armor types.
...
F) Adjusted the Prefs for Infantry Toughness against Hard and Soft targets.
...
A) How was this changed?
B) What are they and what makes them unique or a new type?
F) What was the adjustment? Is the new base 120% of the old or what? Was this a single change or does it vary by unit type?
Never take counsel of your fears.
v7.1 and lost leaders
First things first.
Thanks a lot for releasing it before Easter.
Easter equals vacation which equals time to play MCNA which equals fun.
But one question remains:
Does v7.1 get rid of the "lost leader/leaders get dumb" problem?
Thanks a lot for releasing it before Easter.

Easter equals vacation which equals time to play MCNA which equals fun.
But one question remains:
Does v7.1 get rid of the "lost leader/leaders get dumb" problem?
homo homini lupus est
A big thank you and good luck for the future
Thank you, Paul, Dave and the rest of the SPWaW team for giving us 7.1. As Paul indicated, the future of SPWaW is now in the hands of the gamers. Best of luck to Matrix as they move into "Phase II", i.e., concentrating on CL and getting down to the business of making some hard-earned cash.

-
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- Joined: Tue Mar 02, 2004 12:00 am
Geee-Man!!
I got sort of a skinny file for you on current developments with the NY Football Giants - when do you come marching home?
Soon, we hope.
Bing
I got sort of a skinny file for you on current developments with the NY Football Giants - when do you come marching home?
Soon, we hope.
Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
From the 101st Airborne Division Association Website
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
The splash damage fix took away the "bubble of invulnerability" around the target unit. This lead to circumstances where it was better to shoot at a unit other than the one you wanted kill, to get max casualties.
This lead to making the default inf toughness 120 and HE vs soft 80 to "even out" the additional casualties this lead to. The item was not worded very well
The armor types are implemented as a code in the skirt element:
skirt values < 40 = skirt thckness in mm
skirt values 4X = high quality/face hardened armor with skirt X cm thick
skirt values 5X = high hardness OR low quality/flawed armor
skirt values 6x = high hardness AND low quality/flawed armor
skirt values 7X = cast armor
The predominant armor type is used. The armor type effect is a function of thickness and T/D and ranges from 1.3 to .65 multiplier on the ballistic thickness of the armor.
7.1 does not address the LV problems, but the LV specific patch does.
This lead to making the default inf toughness 120 and HE vs soft 80 to "even out" the additional casualties this lead to. The item was not worded very well

The armor types are implemented as a code in the skirt element:
skirt values < 40 = skirt thckness in mm
skirt values 4X = high quality/face hardened armor with skirt X cm thick
skirt values 5X = high hardness OR low quality/flawed armor
skirt values 6x = high hardness AND low quality/flawed armor
skirt values 7X = cast armor
The predominant armor type is used. The armor type effect is a function of thickness and T/D and ranges from 1.3 to .65 multiplier on the ballistic thickness of the armor.
7.1 does not address the LV problems, but the LV specific patch does.