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RE: SPWAW Executable Patch and Editor Beta Release

Posted: Fri Dec 16, 2005 1:56 pm
by Mau Fox
Hello Mr. Wood, hey guys. [:)]

I'd like to insert my two cents into this thread.

Speaking as an old boardgames grognard I was thinking if it wouldn't be a good add to this game including another class of Victory Hexes.
I mean, a VH that can ends up a scenario as soon as gamers can take its control. Just like the broken morale routine.

Take for example a "coup de main" scenario where a commando party or partisans have to capture and/or destroy, say, a bridge or a crossroad or any other main target.
Once the attacking side reaches its goal there is no need to continue the scenario up to its natural conclusion. This would avoid "last turn tricks" and other unrealistic situations.
Also time would be paramount in such a scenario.

Another thing that I'd like to see into this game is an increased number of unit classes.
Actually there are very few of them if compared with other games.
For example adding Colonial or Mountain classes as well as Support Weapons, Militia or Native classes, IMHO, it would improve the OOB and TOE, as well as allowing a better organization into the purchase screen.

What about this, guys? Mr. Wood?

Thanks for your attention,
ciao!

Mau Fox. [:)]

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Fri Dec 16, 2005 2:06 pm
by omegaall
Nice concepts.

The clases though shoud be actuall classes not just a different name for an existing class to be really useful.

VH idea sound great!
ORIGINAL: Mau Fox

Hello Mr. Wood, hey guys. [:)]

I'd like to insert my two cents into this thread.

Speaking as an old boardgames grognard I was thinking if it wouldn't be a good add to this game including another class of Victory Hexes.
I mean, a VH that can ends up a scenario as soon as gamers can take its control. Just like the broken morale routine.

Take for example a "coup de main" scenario where a commando party or partisans have to capture and/or destroy, say, a bridge or a crossroad or any other main target.
Once the attacking side reaches its goal there is no need to continue the scenario up to its natural conclusion. This would avoid "last turn tricks" and other unrealistic situations.
Also time would be paramount in such a scenario.

Another thing that I'd like to see into this game is an increased number of unit classes.
Actually there are very few of them if compared with other games.
For example adding Colonial or Mountain classes as well as Support Weapons, Militia or Native classes, IMHO, it would improve the OOB and TOE, as well as allowing a better organization into the purchase screen.

What about this, guys? Mr. Wood?

Thanks for your attention,
ciao!

Mau Fox. [:)]

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Fri Dec 16, 2005 3:41 pm
by RockinHarry
Getting notice of this thread a little late (currently off for other things), I would have asked to make map sizes "optional" as well. Mike (and others) are off course right with historic unit frontiers, but sometimes one wishes to be confronted with problems like those the germans were confronted with at the eastern front: Too wide defense sectors to be defended with inadequate forces. Similar things happened when Btl. sized units were on the attack. Just think of the Recon Battailions that oftenly operated into enemy territory without beeing framed by neighboring units. Late war the russians had similar opportunities and the desert war offered some as well. At last it might offer more fun to campaigning players, no matter if you think of "historic" relation or not.

I see different possibilities for implementation (Mike surely knows which is best). One would be to expand the "Preferences" screen with the small/medium/wide map option. yet another could be a simple addition of an ingame hot-key to trigger the same function. I guess the latter would require the least programming efforts, since no changes to the graphical interface would be required.

I like Mike´s other plans/efforts too. Good to see SPWAW is not yet dead. :)

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Sat Dec 17, 2005 6:59 pm
by Korpraali V
One thought that came into my mind was that can HQ be promoted? It would be nice to get promotion after the long hard fighting period. Not for units personal kills but if troops have been performed really well under its command.

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Sun Dec 18, 2005 3:01 am
by soldier
very happy to hear about the changes in place and those being looked at in the future.
Cheers Mike... The Sp lifeline is still ticking and the Doctor is in

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Sun Dec 18, 2005 3:10 am
by KG Erwin
ORIGINAL: Korpraali V

One thought that came into my mind was that can HQ be promoted? It would be nice to get promotion after the long hard fighting period. Not for units personal kills but if troops have been performed really well under its command.

Hmm-- interesting thought. When I set up a long campign force, one of the things I do is demote myself as battalion commander from full Colonel to Lt Colonel, which is the proper rank. I've seen Captains promoted to Majors and such, but no "light colonel" bumped up to "bird colonel". IF that happened, I would also expect to move up to a regimental command, which effectively takes you out of the game. [X(]

Medals are awarded in the Mega Campaigns, but not in the long campaigns. Michael's got a "'wish list" for the long-term, but after 8.403 I wouldn't expect any more changes for a few months.

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Sun Dec 18, 2005 12:51 pm
by Puukkoo
In SP3 my Colonel was once promoted to General. If the engine has not been changed the same may happen in SPWAW too. Program gives random promotions to the core force and the choices are just weird.

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Sun Dec 18, 2005 8:12 pm
by m10bob
ORIGINAL: KG Erwin
ORIGINAL: Korpraali V

One thought that came into my mind was that can HQ be promoted? It would be nice to get promotion after the long hard fighting period. Not for units personal kills but if troops have been performed really well under its command.

Hmm-- interesting thought. When I set up a long campign force, one of the things I do is demote myself as battalion commander from full Colonel to Lt Colonel, which is the proper rank. I've seen Captains promoted to Majors and such, but no "light colonel" bumped up to "bird colonel". IF that happened, I would also expect to move up to a regimental command, which effectively takes you out of the game. [X(]

Medals are awarded in the Mega Campaigns, but not in the long campaigns. Michael's got a "'wish list" for the long-term, but after 8.403 I wouldn't expect any more changes for a few months.
In games............I'm all about glitter and eye-candy..............

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Mon Feb 27, 2006 8:18 am
by Jullutin
Hi
Finally some panzers to nazis... tired to shootdown infrantry with mg´s & big guns
Where I can download this 8.41 patch?
from members club?

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Mon Feb 27, 2006 4:08 pm
by Alby
8.403 is in the members downloads area

RE: SPWAW Executable Patch and Editor Beta Release

Posted: Tue Feb 28, 2006 7:08 am
by Jullutin
Hi again
It doesnt open that 8.403 download or that patch pdf. this is an old computer with win98, so maybe there is some is issue in security level of the browser... I try later from another place. thanks anyway [&o]

downloaded fine w/ win2000pro...