SPWaW Manual v4.1 released

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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stevew
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Post by stevew »


Just a stupid question. How can I know what has been fixed or enhanced by the patch v4.1 from the manual 4.1 ?? (I already searched the keywords with "fix" and "bug", but nothing is relevant to v4.1 from the search results.)

Thanks a lot in advance.

Tiger Private

Fuerte
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Post by Fuerte »

Still about the manual...

I downloaded the Pacific War from
ftp://ftp.edome.net/demot/strategia_ja_ ... e_v2_0.exe
The file size is 7 458 561 bytes.

It has a very nice manual, 82 pages, only a few pictures and one cool diagram, and the size is 1 752 497 bytes. It looks very professional; it is probably the original.

Then there is a What's New manual, made by Matrix, 7 pages, size 2 639 381 bytes. That's right, 35% of the download size is in this pdf. I copied the text into clipboard and made a text file, it is only 3 123 bytes. There are unnecessary background and title graphics in the pdf, that's why it is so big.

The point of this message? The manual in SPWaW could be better. It is probably as good as the limited human resources allow, but I would still like to give a few hints:

1) Update graphics, don't use jpeg compression when it is not needed, and if necessary, don't have a too big compress ratio in jpeg. For example, the Selection Screen and Preferences pictures are totally useless as they are now.

2) Game Changes section is confusing, because it does not say which versions are being compared. Are these features new to 4.0 or 2.3 or 1.0? Perhaps this whole section should be removed, and the necessary information moved to appropriate places elsewhere in the manual.

3) Add a campaign tutorial. "We completely revised the User Generated Campaigns..." but in which version? Information like "Players can now have over 1,000 campaigns" is useless. "In campaigns, the number of turns for a battle was randomly determined each time the battle was loaded. It is now determined when the battle is generated and saved with the game." Useless information.

4) New Terrain Types. Why only the new ones? It would be better to have a complete listing and perhaps the version number with each terrain type. Same thing with New Battlefield and Obstacle Effects.

And so on... I hope that I don't offend the manual writer, I know that this is a free game and there is only a limited time to spend on the manual, but after seeing the Pacific War manual I couldn't resist. Sorry! Image
Fuerte
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Post by Fuerte »

Steve, there will most likely be a What's New document with the 4.1 patch.
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Paul Vebber
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Post by Paul Vebber »

And here it is...

Version 4.1
1. Casualties from previous battles that weren’t yet repaired were being counted as kills in the current battle in the WWII campaign and generated campaign. This is now fixed.

2. Reloading a saved game would recalculate the starting number of men in a squad (when Reduced Squads). Caused scoring problems in addition. Fixed.

3. Fixed a bug in the PBEM playback that could cause the vcr replay to end prematurely (which would cause many strange and bad problems).

4. Sniper-class units can no longer capture victory hexes.

5. Fixed problem with online games not starting with same data if reduced squads or combat ammo was chosen.

6. Increased reliability of combat results on remote machines in online games.

7. Differing OOBs or game versions in online play will no longer let you continue the game.

8. Victory hexes that score every turn will score for any turns left unfought in the battle (for example, if the other force breaks or surrenders).

9. Removed OOB cost multipliers for aircraft and artillery from the program. Values in OOBs are now used as-is.

10. Many of the preferences are now locked out during online play like they are in PBEM.

11. Online games now have a different order to the setup sequence -- selection of game type is now after the players join. This allows the next change to work.

12. Specifying “mech.exe /i” in the MGN filename box will allow the skipping of many of the online setup screens. It automatically fills in the correct ip address, uses the saved name, and attempts to connect three times (just in case the server is slower than you). IMPORTANT: make sure that SPWAW knows what your ip address is. Check this by running spwaw.exe and clicking “online”. If the wrong ip address is shown here (for example, if you are using a proxy or NAT to reach the internet), do not use the /i switch!

13. Fixed unit ID tags not showing up.

14. Fixed wrong formation assignment of units during scenario editing. Units of side #1 were sometimes being assigned formation letters that belong to side #2. Because of the nature of this bug, it is only truly fixed for scenarios that start buying units for side #2 from scratch, but it is only necessary to do this if the existing lettering problems bug you; there do not seem to be any ill game effects other than not being listed on the HQ menu or unit list.

15. Added a third setting to the Unit Numbers preferences, “All Units” (renamed the others “Your Infantry” and “Your Units&#8221 Image. This setting displays unit numbers on enemy infantry, and cannot be modified once a PBEM game or online game starts.

16. Random vic hexes now only put every-turn scoring hexes in the middle third of the map (east-west axis).

17. Fixed Done button sometimes not moving second player on side forward to deployment, also put in text for that player to explain how the process works.

18. Disabled some more of the side buttons in online games when it’s not your turn (was not behaving well when anything interesting happened while you were not on the map screen).

19. Fixed bug with random numbers used in combat results.

20. Saying ‘n’ to surrender prompt no longer ends your turn.

21. Answering ‘n’ to quitting the game would sometimes end your turn. Fixed.

22. Prevented “too many people to fit” message from popping up on other players’ screens in online play.

23. Prevented line of sight showing up on other players’ screens in deploy phase when changing facing.

24. Fixed bug that could get online game out of sync when op fire confirm was not being used.

25. Fixed units teleporting and problems with rocks appearing in online play.

26. Made default points for generated online battles same as in single player.

27. Removed breakdown & malfunction messages for the other side’s units.

28. Changed the end-of-buying process in online games with 3 or more players. Now, each person must press Done before it moves on.

29. You can no longer move your teammates’ units around in the deploy phase. (Unless you specifically grab them on the HQ menu).

30. Fixed some overlapping text on the save screen in online play.

31. Fixed problems with op fire being prematurely interrupted in online play.

32. Fixed AAA not firing at planes in online play.

33. Fixed caves, coastal guns, and immobilized units able to change facing by clicking on enemy unit.

34. Near blast damage reduced to 67% of current value vs. infantry.

35. Smaller generated battle map sizes now have shorter default turn lengths.

36. Custom maps now use 3-digit numbering system; the old 2-digit ones will still load if a 3-digit map is not found (so you don’t have to rename all the 2-digit files).

37. Made rough map graphics appear in appropriate generated battle locations.

38. Fixed inability to say ‘n’ to bail out prompt.

39. Fixed problem with reloading online autosave if one player continued for some of the next turn before quitting. It was not properly checking to make sure both people had the same saved game.

40. Fixed syncing problems with reloading online saved games.

41. Made F1, F5, i, and / keys work when it isn’t your turn in online games.

42. Plays a more noticeable sound when someone loses their connection in online play.

43. The cost of elite and second line troops is calculated as though their average morales are 80 and 60, respectively, when purchasing them (unless True Troop Cost is turned off).

44. Fixed problem with abandoned tanks not being counted as destroyed.

45. Fixed random battles always being on day 0 of the month.

46. Counter-battery fire is now synced properly in online play.

47. Fixed reinforcements not being available in PBEM generated battles.

48. Fixed problem with computer AI not using proper sighting routine in one place, and therefore acting strangely towards hidden units.

49. Vehicle breakdown chance is halved.

50. Fixed 5-foot slope around plowed fields.

51. Changed cost of moving across slopes.

52. Changed movement costs in bad weather.

53. Renamed some unit classes, changed some units’ movement classes.

54. Inf SAM class is now Ski troops. They pay half movement cost in winter.

stevew
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Post by stevew »


Thank you, Fuerte and Paul.
It's very appreciated.

Steve

Bonzo
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Post by Bonzo »

Just to keep flogging away at the manual "file size" issue Image

IIRC, the actual manual is composed in MS Word. Word is a pig (like so much of the Evil Empire's product) when it comes to images. I did a small presentation in Word - 2 pages of text with about 10 photos inserted. Jpegs were about 200kb each, so total raw size was about 2.2 mb. Actual finished word file size? 24 mb. Word converts images to .bmp for insertion. Can you say "File Bloat"? I'm not a Word Wizard (so I'll look to the folks on the forum), but could using object linking result in smaller file size (& fewer file format conversions) by keeping the images in their original compressed forms? Or perhaps going to an HTML format rather than Word & creating the PDF from the HTML?

Brent, can you use my (limited) skills to help with this manual & other projects?

Bonzo

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John T_MatrixForum
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Post by John T_MatrixForum »

Originally posted by Bonzo:
<snip>Word converts images to .bmp for insertion. Can you say "File Bloat"?
Bonzo
I haven't seen that problem since word 6.



/John T
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