Steel Panthers World At War v6.0 The Release....What Do You Think!

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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Don
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Post by Don »

I patched my 5.01 to 5.2 and then to 6.0, but it still says that I'm running 5.01. Is it Normal? Did the update install properly?
Doesn't sound like it - in the installer, if you use "browse" to find the game file to install to the installer will then add "/Steel Panthers World At War" to the line. If you don't remove that before installing then you have a nested folder and no upgrade.

Delete steel.prf before upgrading!
Don "Sapper" Llewellyn
Nemesis
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Post by Nemesis »

Originally posted by Don:


Doesn't sound like it - in the installer, if you use "browse" to find the game file to install to the installer will then add "/Steel Panthers World At War" to the line. If you don't remove that before installing then you have a nested folder and no upgrade.

Damn, that's exactly the problem! Oh well, off to upgrade again.

Yep, it works now! Thanks for help :)!

And big thank to Matrix!!!! You guys are simply awesome!

[ July 04, 2001: Message edited by: Nemesis ]
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Post by General Mayhem »

Originally posted by Panzer Leo:
one short word to you, General:

I don't know what went wrong in your play, but I testes Panzer Ib and it mowed down 20 out of 40 troops advancing fast on it at a range of 300-400m in the open with 5 shots.
if that's no good MG performence... ;)

I don't know. Currently I have hill that
two Japanese squad advance towards. On
higher ground on 5 hexes I have one unsuppressed mmg that does not cause casualties. Okay it did kill couple when whole squad moved towards it on about distance of 8 hexes. Now as unit is retreating, I got one casualty to it. But basically, I'm lucky if I get from it and another MMG one next to it a one casualty at turn to a advancing Japanese squad.

However US army 11 riflemen shoot from
lower ground on range of 3 hexes, causing
3 casualties in one turn to same Japanese squad in same stance. They're using only 1903 rifle, Browning Automatic Rifle and a rifle grenade. This is basically pattern I've encountered time after time.

Uh, and that same notorious squad also hit
my 2 men mmg on hill, that couldn't hit it either well.

I think from higher ground at 250 yards, MMG should have better chance to cause casualties to moving target than infantry in 150 yards with rifles.

Or I'm I wrong?

[ July 04, 2001: Message edited by: General Mayhem ]
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Igor
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Post by Igor »

I've noticed that improved positions don't seem to provide cover to anyone else in the hex besides the target unit.

Having noticed that other units in the hex seemed to suffer more than the target, I set up a long line of double entrenched soviet infantry, and entrenched MG-34 MMGs to shoot at them. In 21 of the cases, out of 50, someone in the hex suffered a visible adverse result (losses, retreats, elimination). In only 3 of those 21 cases did the actual target unit suffer as badly or worse than the non-target unit.

If I had to hazard a guess, it looks like the game is doing the skill based damage avoidance test without reference to cover. Granted, my shooting gallery was all in the new open terrain (mixed), so I don't know if inherent terrain based cover is considered. Still, I've started to shoot at units I don't care about to hit the units I do...
Panzer Leo
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Post by Panzer Leo »

Well, General, I suppose you play against the AI. So try this:
When your MG is on the hill and the Japs are moving in at let's say 8hexes and the computer asks you op-fire or not, do not fire ! Let them advance their maximum distance they can in the turn - no op-fire. Then, in your turn, open fire on the squad, that should have 3-7mph movement. If you don't get any good results on this try (open ground-no cover for Japs - that's important), I would say you either don't have v6.0 installed or you're the unluckiest person on earth ;)
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Alexandra
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Post by Alexandra »

Well, I've finished my first scen with 6.0 - Bill's 'Flying Chindits'. Got a MV. My MGs were awesome - just mowed down the Japanese as they attacked.

The only thing I've seen that may be a 6.0 glitch is that Soviet Rifle squad's rifle's make no sounds :)

Alex
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MalleusDei
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Post by MalleusDei »

Improved positions appear to be buggy in 6.0.
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Charles2222
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Post by Charles2222 »

General Mayhem: Get this. Playing bit of a USSR campaign with the first battle against the Finns in 12/39 with a visibility of 3.

I'm desperately trying to defend some timed frontal hexes, and as of turn 12 they have been defended well.

The only problem is a rearward flank hex area that isn't timed, but that is being threatened by at least a platoon of ski troops. My whole defense for the area was 2 45mm ATGs and 4 GAZ-4M-AAs (trucks with an AA mount).

My ATGs were pitifully lost and only inflicted like one casualty. I'm desperately sending like 3 sections of armor to the area from what will take at least 7 turns to get there. My scant artillery has accounted for another one or two casualties in that area.

So, here was the big test.....(drum roll). I hadn't expected to use these AA trucks in this battle, and had their destination routed to the back of the board. My last ATG is vaporized and the trucks lie about 5 hexes distant, which are like four hexes north of the objective cluster.

Finn player turn sees the first ski troop enter 1 truck's measely 3 LOS, with the truck in woods while the skis are in clear (mixed). The truck fires and kills two, and the ski doesn't return fire.

Another ski in the clear enters LOS and the truck fires, 2 are killed again, and again no return fire.

Now, my player turn, what do I do? The Finns are still those two squads in LOS. If my truck goes towards the rear objective he is safe, and considering the vulnerability of the trucks, they could all escape.

The truck commander decided to open fire, and thought he could perhaps slow them down slightly while the others escape; even though they could all get away.

First shot, wipes out one squad; no return fire from the other. Second shot kills another 2 or 3, with no return fire. Next shot wipes them out.
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Post by General Mayhem »

Originally posted by Panzer Leo:
Well, General, I suppose you play against the AI. So try this:
When your MG is on the hill and the Japs are moving in at let's say 8hexes and the computer asks you op-fire or not, do not fire ! Let them advance their maximum distance they can in the turn - no op-fire. Then, in your turn, open fire on the squad, that should have 3-7mph movement. If you don't get any good results on this try (open ground-no cover for Japs - that's important), I would say you either don't have v6.0 installed or you're the unluckiest person on earth ;)

I'm sure I'd get maximal kills by that
tactic, but point of having mmg is to
be able to give high rate of fire quickly
and cover wide area. Now I don't see it
is anyway making a diffrence.

I think MMG is questionable value, if only
way it can do significantly bigger damage
than a rifle squad, is to wait a enemy
squad run up to it in full speed.

To me it seems that if I'd rely to that tactic to get kills, many cases my machine guns would be overrun by quick infantry
with sufficient numbers. Anyway, I can't
be always fighting on situation and terrain
which allows to use such tactics fully.

Thanks anywa for help.
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General Mayhem
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Post by General Mayhem »

Originally posted by Charles_22:
General Mayhem: Get thisNow, my player turn, what do I do? The Finns are still those two squads in LOS. If my truck goes towards the rear objective he is safe, and considering the vulnerability of the trucks, they could all escape.

The truck commander decided to open fire, and thought he could perhaps slow them down slightly while the others escape; even though they could all get away.

First shot, wipes out one squad; no return fire from the other. Second shot kills another 2 or 3, with no return fire. Next shot wipes them out.
You were using quad 7.62 maxims with firecontrols and rangefinders on range
of 3?
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Charles2222
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Post by Charles2222 »

The commander decided to fight rather than run. The maximum visibility is 3, so there is no choice. They were not ever intended to fight in the first place because of the low visibility, but the line couldn't be held everywhere, there was just too much woods and too little visibility.
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Charles2222
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Post by Charles2222 »

General Mayhem: I'll have to amend my previous report. The truck in question was 'in cover' but in the clear, not woods.

Two turns later saw another Finn ski troop show up during Finn player turn. Truck opens fire again. First opfire misses. Second opfire kills 1.

USSR player turn: Truck opens fire kills 2. Next shot destroys squad. All this time there's been no return fire, almost as though the infantry are instructed to ignore unarmored vehicles. I wonder if I drove the truck towards any future units if they'll fire? If I remember I'll save the game before I do anything, with my plan to open fire again, and make an experimental move forward instead of firing.

With the vulnerability of those trucks, though I've used the somewhat armored German SPAA before, I never thought I would use the USSR ones for direct fire (unless at the most extreme of ranges in very isolated situations. Yeah this Finn situation qualifies). I've been looking over AA units recently, like the deadly 25mm triple AA of Japan's (kill of 18 and range of 40) and I thought that was good. Guess what the USSR truck is? Kill of 28!!!, range of 30.
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Post by Jasper »

4 MMG bursting effect is the worst u can image. A single MMG is easily overrun.

The American later in the war place 4 .5 HMG in a halftruck and they nickname it Meatchopper not for nothing. :o
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Post by Paul Vebber »

I made a test scenario with a 44 German platoon in woods and one entrenched in woods and assaulted by Brits over open (mixed) ground from about 600 yards.

I played it in both 5.3 and 6.0 and found that the basic levels of suppression that cause units to retreat are teh same if "in cover" in teh woods or in entrenchments.

Now teh cover level of entrenchments was a tad higher (97 instead of 95) in 5.3 over 6.0 so What I thnk is happening is that suffering a casualty can cause a retreat if you are suppressed enough, so since its easier to get a kill in 6.0 (especially at close range) you are seeing more entrenched units retreat.

Another tweak to expereiment with to make entrenchments in cover tougher is to reduce searching to 50-70 making units (particularly MGs) entrenched in cover "camoflaged" and very difficult to spot and return fire at.

Also since the AI isn't smart enough to Melee, the 5.3 setup made some scenarios unplayable. The time needed to "root the enemy out" conflicted with a lot of scenarios so we made it so you need to use teh HQ tents to get that same level of "stiffness".

Now we can extend the range of effect of HQ tents, and perhaps reduce the suppression given to entrenched troops nearby as well?

For General Mayhem, are you playing with inf toughness on 150? You are comparing results with everyone else playing at 100 I think.

MMgs will not have the number of multiple hits at that setting - try 125 inf toughness and turnig searching down to 60-70 and you will get fewer caualties in open ground, but the hidden units will be harder to keep targeted.
Jasper
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Post by Jasper »

Can the next version be added with a shortcut key for disable and enable the main gun?

Pls refer to new post msg for details........ :p
Panzer Leo
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Post by Panzer Leo »

Maybe the extended range of tents would help a bit, but I think what you described (taking one casualty when you already got a lot of suppression and then rout) is the main problem. If I understood it right, the tent decreases your suppression at the end of your turn. The problem occurs in the enemy turn and even with a tent it will only have the effect of delaying the rout, as you need two or three shots more, that produce suppression till you rout them with one kill.
Also I always thought these tents are higher level HQs. I think tents will not appear on battlefield below batallion level HQ and that makes for a maximum of one in SPWAW scale.
To me the easiest way (o.k. it's no big deal for me to say this, cause I don't know the codes/routines you got to deal with) seems to be to put in a factor for suppression a unit takes from an attack. For units with the status entrenched *0.3 and in cover *0.7 (just an example). That way, the units won't get so much suppression and will not rout, when they get a kill (and they still will get enough suppression to be realistic, cause casualties are now more frequent in entrenchements, then before).
This will solve the problem of fleeing from entrenchements and giving up positions (but it can still happen), that are usually a better garant for surviving then headless running around in green and getting mowed down... :D
To me it sounds quite logical, that troops in prepared defenses receive less suppression then troops that just went down and took some improvised cover.
Except you're about to get erased by heavy support weapons like big guns or so, it is very unlikely any soldier would leave the trenches, cause he knows, the chance for surviving is way better in the trench, then in the fields behind it...and did you never wonder, why officers are equiped with pistols ? It's to keep your guys in the trenches... :D :D :D
(and I want that damned melee back - I love it) :D
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General Mayhem
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Post by General Mayhem »

Originally posted by Paul Vebber:
For General Mayhem, are you playing with inf toughness on 150? You are comparing results with everyone else playing at 100 I think.

MMgs will not have the number of multiple hits at that setting - try 125 inf toughness and turnig searching down to 60-70 and you will get fewer caualties in open ground, but the hidden units will be harder to keep targeted.
OK. I'll tweak to that direction.

140 was the inf toughness setting.

However, I feel that at level of below 130 kills are bit too easy for my taste.
Not just in open ground. Also the tweaking searching propably affects me too if I want to be fair?

Whatever the case, thanks for input. I appareciate it. :)
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Kharan
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Post by Kharan »

I'm glad small units aren't invincible anymore... Also it's interesting that destroyed infantry units finally give points according to their cost and not just the number of men. Should make the player be a little more careful.

Since you are concentrating on play balance, how about modifying the infantry routine which causes routed or retreating units
revert back to pinned? I understand the rationale of it, but it just happens way, WAY, WAAAYY too frequently (like with a 95% chance). Since it causes the player to just not shoot routed/retreating units, and generally destroys the sense of being there, it should be cut down to about a third or half.

Can the retreat logic be tweaked also? It's really annoying when your partisans or flanking force have only your retreat hex in mind and retreat directly towards the enemy. Why can't they just retreat the opposite direction where the fire that caused them to retreat came from?

And could you finally take an another look at counter-battery fire? I have a hard time believing it's meant to be as useless as it is.

BTW, bomber strikes aren't still shown, with or without Fast arty.


A few questions I've asked before but haven't gotten answers:

Shouldn't there be an asterisk setting in the preferences, or am I just blind? Otherwise how do you tell your opponent isn't using it?

How should a timeout work? The manual probably incorrectly states it's identical to a command intervention, but in practise it only pauses the game for the duration of the fanfare (3 seconds).

Shouldn't there be a greater chance of a breakdown in forests or is the text just missing from terrain.txt?

Oh yeah, there's another trivial bug to add to the list: if you play with the same countries, victory hexes aren't shown.

[ July 05, 2001: Message edited by: Kharan ]
TheZel66
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Post by TheZel66 »

love it!!!!!!
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Post by General Mayhem »

Originally posted by Kharan:

Can the retreat logic be tweaked also? It's really annoying when your partisans or flanking force have only your retreat hex in mind and retreat directly towards the enemy. Why can't they just retreat the opposite direction where the fire that caused them to retreat came from?


[ July 05, 2001: Message edited by: Kharan ]
I agree. Another thing that bit bothers is
tanks retreating. Few times my tanks have
started to retreat through buildings and other obstacles that immobilize them.

I could understand if they in panic turn around, and rush few tens of yarsd to building. But it is bit funny to look unit
that moves 4 hexes, and misses seeing building front of it, finally ramming itself to it. I say, eye glasses to tank rews! :cool:

Not big worry, but at some stage(when time)
tank issue could be fixed.
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