Uncommon Valor 2.0 patch
Moderators: Joel Billings, Tankerace, siRkid
You guys have made my day! LOL! Glad to hear that UV is still a part of your operations though we all I think understand you have other kettles on the fire. This upcoming patch has really got me intrigued.
I am also looking forward to WITP. If it is half as good as UV you guys will be sittin pretty. You might even be able to get that vincent Ross...
PS. Hey Matt, I had a very similar battle but it was the US LRCAP defending a fleet next to finchaven (sic) blockading the port. The Jap air attack was met by a very strong CAP and were whupped bad! It was a glorious day for Allied air.
I am also looking forward to WITP. If it is half as good as UV you guys will be sittin pretty. You might even be able to get that vincent Ross...
PS. Hey Matt, I had a very similar battle but it was the US LRCAP defending a fleet next to finchaven (sic) blockading the port. The Jap air attack was met by a very strong CAP and were whupped bad! It was a glorious day for Allied air.
I Love this country...
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Tuomas Seijavuori
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Which is exactly what I'm trying to accomplish hereOriginally posted by XPav :
...make piles of money for Matrix so they can buy Ferraris for all forum members as a gesture of gratitude?
Seriously...
It will allow me to prioritize the ships getting repair/refit in the ports in the theater of action. I need the N. Carolina along side the Vestal at this moment if you please, and I really don't care if that AV has a problem with their ice cream maker right now.
I presume the repair facilities in ports represents the repair ships and tenders which were afloat in the theater more than the intrinsic capability of some ports. If that is not the case, I would think that Sydney would be a whole lot better at this sort of thing than Noumea.
And while we are at it - it occurs to me that most of the PT's used Allison engines. Ergo, if the P40's and the, uuhmnmph - P39's - can fly from a base with no fueling capacity for ships, why can't the PT's operate?
And finally - it will by random generation of square root of integral numbers allow one, and only one PC, at the turn of the leap year, to actually successfully attack an IJN submarine. This will happen because the USS Enterprise NCC-1701E stumbled into a brown dwarf and was time warped back into 1942 or so, and the IPS taps were so scrambled by the warp field effect that the onboard computer system actually used the holodeck imaging to divinely (as it were) show the presence of a submarine to a young aspiring science fiction writer stationed aboard the PC on the primitive detection devices of the time. The young man, acting upon impulse salvoed all of his available ASW weps because of the utter shock of the vision, and scored a verifiable hit. This was later corrected by disconnecting the computer holo image from the PC's sonar screen to avoid a further violation of the Prime Directive.
I presume the repair facilities in ports represents the repair ships and tenders which were afloat in the theater more than the intrinsic capability of some ports. If that is not the case, I would think that Sydney would be a whole lot better at this sort of thing than Noumea.
And while we are at it - it occurs to me that most of the PT's used Allison engines. Ergo, if the P40's and the, uuhmnmph - P39's - can fly from a base with no fueling capacity for ships, why can't the PT's operate?
And finally - it will by random generation of square root of integral numbers allow one, and only one PC, at the turn of the leap year, to actually successfully attack an IJN submarine. This will happen because the USS Enterprise NCC-1701E stumbled into a brown dwarf and was time warped back into 1942 or so, and the IPS taps were so scrambled by the warp field effect that the onboard computer system actually used the holodeck imaging to divinely (as it were) show the presence of a submarine to a young aspiring science fiction writer stationed aboard the PC on the primitive detection devices of the time. The young man, acting upon impulse salvoed all of his available ASW weps because of the utter shock of the vision, and scored a verifiable hit. This was later corrected by disconnecting the computer holo image from the PC's sonar screen to avoid a further violation of the Prime Directive.
"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer
- LargeSlowTarget
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Allow you to prioritize your naval attack targets so your bombers don't get chewed to pieces attacking an AP unloading in a well protected port while a bombardment TF steams its way unmolested into your port and blows up the runway and radio shack and mess tent and latrine and....Originally posted by Ross Moorhouse
There is a really great new feature in the patch to. It will ....................................................![]()
Quote from Snigbert -
"If you mess with the historical accuracy, you're going to have ahistorical outcomes."
"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
"If you mess with the historical accuracy, you're going to have ahistorical outcomes."
"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
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Basement Command
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- Toro
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Re: Seriously...
Rev, have a seat, relax... You're beginning to scare me.Originally posted by RevRick
And finally - it will by random generation of square root of integral numbers allow one, and only one PC, at the turn of the leap year, to actually successfully attack an IJN submarine. This will happen because the USS Enterprise NCC-1701E stumbled ...
- dpstafford
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- Joel Billings
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We've all been very busy. My understanding about the 2.0 name is because David is having the manual updated with all of the changes since 1.0. Along with this he is remastering the CD so that future production runs will contain this version. We're pleased with sales and it appears that the inventory has run out again, so I know they are rushing to get the new CD made. The patch should be out within a matter of days.
The list of changes in the 2.0 is as follows (there may be a few more last minute items that I have missed):
1) The next/previous buttons for IJN carrier air groups should now work correctly in all instances.
2) The TF orders screen now shows the number of ships in the TF.
3) American dive-bomber groups, which begin the game on aircraft carriers, no longer increase their max ready size when transferred to a land base.
4) PT Boats don’t use fuel when set to patrol (if they don’t move out of their hex).
5) A nationality column has been added to the ship sunk display.
6) A message is now displayed when coast guns are attacking transports. The map is now centered and a naval gun icon is placed in the hex. Specific hits are not reported.
7) Air units on Port Attack will attack without a specific target assigned used to attack ground targets. Now they will attack a port.
8) Coastwatcher spotting is now reported in PBEM play.
9) A phantom mouse hotspot reporting a non-existent base in the upper left corner of the map has been eliminated.
10) Fuel and Cargo capacity should no longer appear on the same line in the ship detail screen.
11) A victory screen will now appear to report an IJN auto victory.
12) A stand down button has been added to the Secondary Mission list on the air unit orders screen. This will set a unit to the Training mission with 0%, thus resting the unit.
13) Duplication of P-39 units in the combat animation screen should no longer occur.
14) Sometimes transport task forces attempting to unload, especially at an invasion hex were not allowed to unload and head home, when they should be allowed to unload. Surface action task forces, carrier task forces or shore batteries may still chase off transport task forces, but if nothing untoward occurs, they will now be allowed to unload.
15) The F2 toggle, which has displayed shallow water hexes, now displays an ‘s’ for shallow water hexes and a ‘c’ for coastal hexes. Coastal hexes are considered to be shallow water hexes for all purposes, except that they contain some land. The player may now load and unload at any coastal hex, but not in a shallow water hex (by definition these contain no land).
16) It has been realized that instances of what appeared to be units suddenly appearing in an enemy base were caused by AI controlled TF’s picking up enemy units. This bug should have been fixed in version 1.40.
17) Casualties to ground units caused by air and naval bombardments have been reduced. Casualties to ground units caused by strafing aircraft have been greatly reduced.
18) Routine Convoys should no longer pick up ground troops.
19) IJN ASW effectiveness has been reduced by 50%.
20) Aircraft skip bombing or strafing TF’s should no longer overconcentrate on one ship.
21) A6M2’s now upgrade to A6M5’s instead of A6M3’s. Japanese aircraft at the start of the August 1, 1942 scenarios should now be A6M2’s instead of A6M3’s.
22) Ships were using a maximum of 900 op points to load troops (saving 100 for supplies). Now they can use up to 1000 op points to load troops if at a large enough port.
23) The bomb load out of Val’s and Judy’s have been changed (increased) and the range of Val’s has been shortened.
24) When the Japanese player captures Brisbane or Noumea, the artificial intelligence for the Allied player will no longer continue to send out routine supply missions and use Japanese ships, if they are in port.
25) The in game data base should no longer show American torpedo bombers using 250kg bombs for extended range missions, instead of 500lb bombs.
26) The bombing and general quarters sound should no longer play when a patrol plane spots and identifies a surface ship.
27) Subs should no longer fire torpedoes at barges and PT boats. They should surface to fire guns at barges.
28) Air units will not upgrade plane types until the number of new aircraft in the replacement pool amounts to 125% of the needed aircraft for the upgrade of an IJN unit and 133% of the needed aircraft for the upgrade of an Allied unit
29) Counter strikes by aircraft that originate at a carrier just sunk, should now function normally. They used to go to the combat animation screen but no actual combat would occur.
30) Noumea now provides automatic supply to bases that have a clear road path to it.
31) Damaged planes in an air group that is transferred will always cause a new sub group to be formed (they will not automatically merge with another air unit).
32) The effectiveness of LR-CAP over carrier TF’s has been reduced.
33) The aircraft loss screen now allows all aircraft losses to be shown.
34) The map is now centered and a naval gun icon is placed in the hex when a naval bombardment is in progress.
35) The scrollmouse function should work better than before, although it does not work perfectly in all situations.
36) The range circles for aircraft located on ships now function in the same fashion as range circles for land based aircraft.
37) AV airgroups should no longer grow so that they overload the AV.
38) TF’s that would sometimes get stuck and not move at all over several turns when trying to speed into their destination hex at night (like a minelaying TF with relatively little fuel) should no longer get stuck.
39) Allied ships will no longer arrive in Noumea when controlled by the Japanese player. Supplies and fuel will no longer arrive in Truk, Noumea, or Brisbane when controlled by the enemy.
40) Rule Clarification: Air groups on carriers will not receive replacements unless the carrier is at anchor or in a TF docked in a port.
41) Ground units should no longer be assigned to a base.
42) The AI should no longer move Northern Command units out of Australia.
43) Air units may no longer select Recon as a secondary mission.
44) After clicking on an option in the TF orders screen that would display a short message, the player could experience problems if they clicked on another option before the message finished. This problem has been fixed.
45) Warships in a TF should do a better job keeping submarines from executing attacks with guns on the surface.
46) Program now requires clean start for PBEM execution. If any other saves have been loaded or new campaigns started, before execution of PBEM, the program will now alert the player that "Security Procedures" require a program restart. This will resolve the VCR issue and tighten PBEM security some.
47) Player choice has been automatically changed to human vs. human, when a PBEM game was selected. This has confused some players. The program now remembers the last player choice made before a PBEM game is selected and returns to that choice, when the PBEM game is exited.
48) A method of changing the terrain while playing a game has been removed from the program.
49) Save files are now automatically compressed.
The list of changes in the 2.0 is as follows (there may be a few more last minute items that I have missed):
1) The next/previous buttons for IJN carrier air groups should now work correctly in all instances.
2) The TF orders screen now shows the number of ships in the TF.
3) American dive-bomber groups, which begin the game on aircraft carriers, no longer increase their max ready size when transferred to a land base.
4) PT Boats don’t use fuel when set to patrol (if they don’t move out of their hex).
5) A nationality column has been added to the ship sunk display.
6) A message is now displayed when coast guns are attacking transports. The map is now centered and a naval gun icon is placed in the hex. Specific hits are not reported.
7) Air units on Port Attack will attack without a specific target assigned used to attack ground targets. Now they will attack a port.
8) Coastwatcher spotting is now reported in PBEM play.
9) A phantom mouse hotspot reporting a non-existent base in the upper left corner of the map has been eliminated.
10) Fuel and Cargo capacity should no longer appear on the same line in the ship detail screen.
11) A victory screen will now appear to report an IJN auto victory.
12) A stand down button has been added to the Secondary Mission list on the air unit orders screen. This will set a unit to the Training mission with 0%, thus resting the unit.
13) Duplication of P-39 units in the combat animation screen should no longer occur.
14) Sometimes transport task forces attempting to unload, especially at an invasion hex were not allowed to unload and head home, when they should be allowed to unload. Surface action task forces, carrier task forces or shore batteries may still chase off transport task forces, but if nothing untoward occurs, they will now be allowed to unload.
15) The F2 toggle, which has displayed shallow water hexes, now displays an ‘s’ for shallow water hexes and a ‘c’ for coastal hexes. Coastal hexes are considered to be shallow water hexes for all purposes, except that they contain some land. The player may now load and unload at any coastal hex, but not in a shallow water hex (by definition these contain no land).
16) It has been realized that instances of what appeared to be units suddenly appearing in an enemy base were caused by AI controlled TF’s picking up enemy units. This bug should have been fixed in version 1.40.
17) Casualties to ground units caused by air and naval bombardments have been reduced. Casualties to ground units caused by strafing aircraft have been greatly reduced.
18) Routine Convoys should no longer pick up ground troops.
19) IJN ASW effectiveness has been reduced by 50%.
20) Aircraft skip bombing or strafing TF’s should no longer overconcentrate on one ship.
21) A6M2’s now upgrade to A6M5’s instead of A6M3’s. Japanese aircraft at the start of the August 1, 1942 scenarios should now be A6M2’s instead of A6M3’s.
22) Ships were using a maximum of 900 op points to load troops (saving 100 for supplies). Now they can use up to 1000 op points to load troops if at a large enough port.
23) The bomb load out of Val’s and Judy’s have been changed (increased) and the range of Val’s has been shortened.
24) When the Japanese player captures Brisbane or Noumea, the artificial intelligence for the Allied player will no longer continue to send out routine supply missions and use Japanese ships, if they are in port.
25) The in game data base should no longer show American torpedo bombers using 250kg bombs for extended range missions, instead of 500lb bombs.
26) The bombing and general quarters sound should no longer play when a patrol plane spots and identifies a surface ship.
27) Subs should no longer fire torpedoes at barges and PT boats. They should surface to fire guns at barges.
28) Air units will not upgrade plane types until the number of new aircraft in the replacement pool amounts to 125% of the needed aircraft for the upgrade of an IJN unit and 133% of the needed aircraft for the upgrade of an Allied unit
29) Counter strikes by aircraft that originate at a carrier just sunk, should now function normally. They used to go to the combat animation screen but no actual combat would occur.
30) Noumea now provides automatic supply to bases that have a clear road path to it.
31) Damaged planes in an air group that is transferred will always cause a new sub group to be formed (they will not automatically merge with another air unit).
32) The effectiveness of LR-CAP over carrier TF’s has been reduced.
33) The aircraft loss screen now allows all aircraft losses to be shown.
34) The map is now centered and a naval gun icon is placed in the hex when a naval bombardment is in progress.
35) The scrollmouse function should work better than before, although it does not work perfectly in all situations.
36) The range circles for aircraft located on ships now function in the same fashion as range circles for land based aircraft.
37) AV airgroups should no longer grow so that they overload the AV.
38) TF’s that would sometimes get stuck and not move at all over several turns when trying to speed into their destination hex at night (like a minelaying TF with relatively little fuel) should no longer get stuck.
39) Allied ships will no longer arrive in Noumea when controlled by the Japanese player. Supplies and fuel will no longer arrive in Truk, Noumea, or Brisbane when controlled by the enemy.
40) Rule Clarification: Air groups on carriers will not receive replacements unless the carrier is at anchor or in a TF docked in a port.
41) Ground units should no longer be assigned to a base.
42) The AI should no longer move Northern Command units out of Australia.
43) Air units may no longer select Recon as a secondary mission.
44) After clicking on an option in the TF orders screen that would display a short message, the player could experience problems if they clicked on another option before the message finished. This problem has been fixed.
45) Warships in a TF should do a better job keeping submarines from executing attacks with guns on the surface.
46) Program now requires clean start for PBEM execution. If any other saves have been loaded or new campaigns started, before execution of PBEM, the program will now alert the player that "Security Procedures" require a program restart. This will resolve the VCR issue and tighten PBEM security some.
47) Player choice has been automatically changed to human vs. human, when a PBEM game was selected. This has confused some players. The program now remembers the last player choice made before a PBEM game is selected and returns to that choice, when the PBEM game is exited.
48) A method of changing the terrain while playing a game has been removed from the program.
49) Save files are now automatically compressed.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
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Matt Erickson
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- Admiral DadMan
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Hooray!
I'd go out into the street and dance if I wasn't afraid that I would get run over.
One question though:
Please advice, and great work!
I'd go out into the street and dance if I wasn't afraid that I would get run over.
One question though:
How exactly does this work? If I do a "load combat replay", then a "load pbem turn", I assume that I won't have to restart. If I do a "load combat replay" followed by another "load combat replay" will this trigger the security procedure? Can I choose to ignore the restart? I don't get the VCR error very often, and never when watching 2 replays after the other.Originally posted by Joel Billings
46) Program now requires clean start for PBEM execution. If any other saves have been loaded or new campaigns started, before execution of PBEM, the program will now alert the player that "Security Procedures" require a program restart. This will resolve the VCR issue and tighten PBEM security some.
[/B]
Please advice, and great work!
I love it when a plan comes together.
- Joel Billings
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- Contact:
- Erik Rutins
- Posts: 39759
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
As long as the cat's out of the bag...
I should add the OOB changes from our hard-working data team, Rich, Ron and Gaylon. As with previous updates, the system changes are completely backwards compatible (as is the new file compression) but the data updates will only appear in scenarios started with 2.0.
Uncommon Valor OOB Changes
1) Increased Kongo class BB deck armor rating from 80 to 130.
2) Increased Nagato class BB deck armor rating from 125 to 150.
3) Modified D3A Val as follows: Decreased cruise speed from 214 to 184, increased maneuver from 22 to 24, decreased endurance from 330 to 300, added two 60 kg bomb to external bomb load. Changes altered normal radius from 392 to 307, and extended radius from 294 to 230. Hard coding to provide 250 kg bomb + two 60 bombs at normal radius, and 250 kg bomb at extended radius.
4) Modified D4Y Judy as follows: Decreased cruise speed from 295 to 265, increased endurance from 200 to 220. No significant changes to normal radius or extended radius.
5) Modified B5N Kate as follows: Decreased max speed from 235 to 229, decreased cruise speed from 189 to 159, increase endurance from 330 to 350. Changes altered normal radius from 347 to 309, and extended radius from 260 to 232.
6) Modified B6N Jill as follows: Decreased cruise speed from 237 to 207, increased endurance from 270 to 350. Changes altered normal radius from 356 to 403, and extended radius from 267 to 302.
7) Modified SB2C Helldiver as follows: Increased max speed from 270 to 281, increased endurance from 300 to 380. Changes altered normal radius from 313 to 397, and extended radius from 235 to 298.
8) Changed aircraft 35 from Ki-43-Ia Oscar to Ki-43-Ib Oscar as “b” was more common type in theatre. This changes second 7.7mm Type 89 MG to 12.7mm Ho-103 MG.
9) Adjusted aircraft carrier deck armor ratings as follows:
Class Name Current Deck Armor Rating Altered Deck Armor Rating
Akagi 25 50
Kaga 25 35
Soryu 25 25
Hiryu 25 25
Shokaku 98 65
Junyo 5 5
Hosho 0 0
Ryujo 10 10
Zuiho 5 5
Ryuho 10 10
Lexington 50 50
Yorktown 37 35
Wasp 37 25
Essex 75 50
Independence 50 50
Victorious 75 110
10) Adjusted bomb names, effects, and penetration ratings as follows:
Device Name Current Effect Current Pen Altered Device Name Altered Effect Altered Pen
30 kg Bomb 66 16 30 kg GP Bomb 66 11
60 kg Bomb 132 33 60 kg GP Bomb 132 22
100 lb Bomb 100 25 100 lb GP Bomb 100 17
250 lb Bomb 250 60 250 lb GP Bomb 250 45
500 lb Bomb 500 125 500 lb GP Bomb 500 85
1000 lb Bomb 1000 250 1000 lb GP Bomb 1000 170
2000 lb Bomb 2000 500 2000 lb GP Bomb 2000 340
4000 lb Bomb 4000 1000 4000 lb GP Bomb 4000 670
100 kg Bomb 220 55 100 kg AP Bomb 150 55
250 kg Bomb 551 140 250 kg AP Bomb 370 140
11) Updated Allied aircraft carrier weapon data. Miscellaneous items update includes changes to number and location of 1.1” guns, 40 mm guns, 20 mm guns, and .50 cal MG. Changed Victorious class name to Illustrious. Thanks to Ron for the research.
12) Added 4.5in/45 QF Mk I Gun to slot 151 of device data. This gun is utilized in the Illustrious class CV main armament. Thanks to Ron for the research.
13) Updated Allied battleship weapon data. Miscellaneous items update includes changes to size and caliber of some guns, number and location of 40 mm guns, 20 mm guns, and 5 inch guns. Changed Maryland class name to Colorado. Thanks to Ron for the research.
14) Updated Australia, Leander, and Arunta class weapon data. Miscellaneous items update includes changes to location, number, size and caliber of some guns. Thanks to Ron for the research.
15) Updated Japanese destroyer class weapon data. Miscellaneous items update includes changes to location, number, size and caliber of some guns. Thanks to Gaylon for the research.
Regards,
- Erik
Uncommon Valor OOB Changes
1) Increased Kongo class BB deck armor rating from 80 to 130.
2) Increased Nagato class BB deck armor rating from 125 to 150.
3) Modified D3A Val as follows: Decreased cruise speed from 214 to 184, increased maneuver from 22 to 24, decreased endurance from 330 to 300, added two 60 kg bomb to external bomb load. Changes altered normal radius from 392 to 307, and extended radius from 294 to 230. Hard coding to provide 250 kg bomb + two 60 bombs at normal radius, and 250 kg bomb at extended radius.
4) Modified D4Y Judy as follows: Decreased cruise speed from 295 to 265, increased endurance from 200 to 220. No significant changes to normal radius or extended radius.
5) Modified B5N Kate as follows: Decreased max speed from 235 to 229, decreased cruise speed from 189 to 159, increase endurance from 330 to 350. Changes altered normal radius from 347 to 309, and extended radius from 260 to 232.
6) Modified B6N Jill as follows: Decreased cruise speed from 237 to 207, increased endurance from 270 to 350. Changes altered normal radius from 356 to 403, and extended radius from 267 to 302.
7) Modified SB2C Helldiver as follows: Increased max speed from 270 to 281, increased endurance from 300 to 380. Changes altered normal radius from 313 to 397, and extended radius from 235 to 298.
8) Changed aircraft 35 from Ki-43-Ia Oscar to Ki-43-Ib Oscar as “b” was more common type in theatre. This changes second 7.7mm Type 89 MG to 12.7mm Ho-103 MG.
9) Adjusted aircraft carrier deck armor ratings as follows:
Class Name Current Deck Armor Rating Altered Deck Armor Rating
Akagi 25 50
Kaga 25 35
Soryu 25 25
Hiryu 25 25
Shokaku 98 65
Junyo 5 5
Hosho 0 0
Ryujo 10 10
Zuiho 5 5
Ryuho 10 10
Lexington 50 50
Yorktown 37 35
Wasp 37 25
Essex 75 50
Independence 50 50
Victorious 75 110
10) Adjusted bomb names, effects, and penetration ratings as follows:
Device Name Current Effect Current Pen Altered Device Name Altered Effect Altered Pen
30 kg Bomb 66 16 30 kg GP Bomb 66 11
60 kg Bomb 132 33 60 kg GP Bomb 132 22
100 lb Bomb 100 25 100 lb GP Bomb 100 17
250 lb Bomb 250 60 250 lb GP Bomb 250 45
500 lb Bomb 500 125 500 lb GP Bomb 500 85
1000 lb Bomb 1000 250 1000 lb GP Bomb 1000 170
2000 lb Bomb 2000 500 2000 lb GP Bomb 2000 340
4000 lb Bomb 4000 1000 4000 lb GP Bomb 4000 670
100 kg Bomb 220 55 100 kg AP Bomb 150 55
250 kg Bomb 551 140 250 kg AP Bomb 370 140
11) Updated Allied aircraft carrier weapon data. Miscellaneous items update includes changes to number and location of 1.1” guns, 40 mm guns, 20 mm guns, and .50 cal MG. Changed Victorious class name to Illustrious. Thanks to Ron for the research.
12) Added 4.5in/45 QF Mk I Gun to slot 151 of device data. This gun is utilized in the Illustrious class CV main armament. Thanks to Ron for the research.
13) Updated Allied battleship weapon data. Miscellaneous items update includes changes to size and caliber of some guns, number and location of 40 mm guns, 20 mm guns, and 5 inch guns. Changed Maryland class name to Colorado. Thanks to Ron for the research.
14) Updated Australia, Leander, and Arunta class weapon data. Miscellaneous items update includes changes to location, number, size and caliber of some guns. Thanks to Ron for the research.
15) Updated Japanese destroyer class weapon data. Miscellaneous items update includes changes to location, number, size and caliber of some guns. Thanks to Gaylon for the research.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Yeah, baby
I continue to marvel at the degree of support given this game by Matrix/2by3. I suspect that they are as fond of it as we are.
And no wonder. Nobody, and I mean NOBODY, has ever tried to create something like this (let alone extend it onward to such an undertaking as WITP - not to mention the Mediterranean theater game I so earnestly hope to see). And nothing in the computer wargaming world has ever come close to being as successful.
Cry havoc and let slip the dogs of war.
Just one question. Is there any way those of us who have owned the game from the beginning can get our hands on the remastered CD for cheap?
And no wonder. Nobody, and I mean NOBODY, has ever tried to create something like this (let alone extend it onward to such an undertaking as WITP - not to mention the Mediterranean theater game I so earnestly hope to see). And nothing in the computer wargaming world has ever come close to being as successful.
Cry havoc and let slip the dogs of war.
Just one question. Is there any way those of us who have owned the game from the beginning can get our hands on the remastered CD for cheap?
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
- Admiral DadMan
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Re: As long as the cat's out of the bag...
Excellent, but Rich told me that the OOB stuff I gave him a month ago would also make it.Originally posted by Erik Rutins
I should add the OOB changes from our hard-working data team, Rich, Ron and Gaylon...
...Regards,
- Erik
Instead of rehashing, here's the thread:Curious if The Following Have Been Addressed...
Some of them were already taken care of, like Halsey's role, Scott and Callaghan KIA, as well as AKAGI's skipper.
Things I see still outstanding:
- Jocko Clark to be demoted at least to Capt.
- Marc Mitscher promoted to RAdm
- Forrest P. Sherman CO of WASP (not Fredrick C. Sherman CO/ LEXINGTON or Reeves who was promoted before deployment to SOPAC)
- The 2 G. Davis's
- The LEXINGTON class AA issue
- CV-10 BON HOMME RICAHRD available in PH for deployment
- CV-16 CABOT available in PH for deployment
- Erik Rutins
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- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
Response..
Admiral,
That may not be the absolute final list - it's the latest I had handy, but I know for a fact I've had Mitscher and Reeves commanding my TFs lately and Lexington's AA is definitely updated so those at least are in there.
Go with what Rich said over what I posted, would be my bet.
Regards,
- Erik
That may not be the absolute final list - it's the latest I had handy, but I know for a fact I've had Mitscher and Reeves commanding my TFs lately and Lexington's AA is definitely updated so those at least are in there.
Go with what Rich said over what I posted, would be my bet.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.





