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SPWaW v5.0b18 Features Rev 8 Now Posted

Posted: Wed Mar 21, 2001 4:43 am
by David Heath
We posted the changes added to Rev8 on our SP World At War features page.
http://www.matrixgames.com/games/sp-worldatwar/features.asp

Posted: Wed Mar 21, 2001 5:13 am
by Latka
Thank you for the updates!

-Andy

Posted: Wed Mar 21, 2001 5:39 am
by MindSpy
Originally posted by David Heath:
We posted the changes added to Rev8 on our SP World At War features page.
http://www.matrixgames.com/games/sp-worldatwar/features.asp
MINDSPY

The nice thing about SPWAW is that no matter what is done it will be good.

this is one of those REAL life instances where the rally cry is to get in your suggestions and contribute to making the game even better, yet meanwhile I just trust it will be taken care off and stick to playing it for fun all the while.

MINDSPY

Posted: Wed Mar 21, 2001 5:52 am
by Greg McCarty
Originally posted by David Heath:
We posted the changes added to Rev8 on our SP World At War features page.
http://www.matrixgames.com/games/sp-worldatwar/features.asp
I am stunned and gratified at the work that
has gone into this. Not only will I buy
--I may even add a gratuity.

Posted: Wed Mar 21, 2001 5:59 am
by Alby
Once again...
Everything looks great, kinda dont understand this one?
Is this concerning the "bum rush" move??

95) We have broken down Op-Fire to three levels. Point Blank Op-Fire is triggered when ever a moving unit moves moves next. If the unit is in a defense stance it will be triggered from 1 - 3 hexes away.

Posted: Wed Mar 21, 2001 6:29 am
by BruceAZ_MatrixForum
Looking good Matrix!!

Posted: Wed Mar 21, 2001 7:18 am
by ZinZan
The entire list looks great but of the new stuff I must say the Rarity availability change and out of production options look wonderful.

Posted: Wed Mar 21, 2001 7:30 am
by Krec
everyday something new.......just cant wait for v5 and mega......thanks for all your hard work

Posted: Wed Mar 21, 2001 11:50 am
by Eagle-Talon
Well done Team. Thank you all very much for all your hard work.

Posted: Wed Mar 21, 2001 11:50 am
by Fuerte2
It seems that the only bug that I notice every day (recon unit movement range is not displayed correctly when the unit is clicked for the first time and command & control is on) is not fixed.

Posted: Wed Mar 21, 2001 1:35 pm
by Fabs
Am I the only one experiencing the problem of AI units attacking blindly after turn 5 in Assault/Defend games where the AI is defending?

I asked a question about this in the previous thread, but got no answer.

Posted: Wed Mar 21, 2001 9:37 pm
by Spike
Sounds great!, Definately like having rarity/true troop cost options seperate.

Fabs - I think someone said on the other thread that that has been fixed since 4.6.. so I'd guess it's been gone for awhile (we just haven't seen it because 4.5 was the last we have!)

Posted: Wed Mar 21, 2001 9:44 pm
by Fabs
4.6? I was on holiday in January for two weeks, have I missed something? My latest version is 4.5.

I do hope it's been fixed. The "Banzai bug", as I like to call it, has taken 60% of the pleasure out of playing solitaire. :(

Posted: Wed Mar 21, 2001 10:01 pm
by Warhorse
Sorry Fabs, I'm on the beta team, and have had 4.6 for awhile, you didn't miss a version, it wasn't released, it was instead changed into v5.0!!

Posted: Thu Mar 22, 2001 7:00 am
by Alby
Originally posted by Alby:
Once again...
Everything looks great,Appreciate the hard work!
kinda dont understand this one?
Is this concerning the "bum rush" move??

95) We have broken down Op-Fire to three levels. Point Blank Op-Fire is triggered when ever a moving unit moves moves next. If the unit is in a defense stance it will be triggered from 1 - 3 hexes away.
bump