SPWaW Release of v5.2 Available This Friday.
Moderator: MOD_SPWaW
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
SPWaW Release of v5.2 Available This Friday.
Hi Guys
We will be releasing SPWaW v5.2 on Friday. This will fix quite a few bugs and give you some new options. This will also include the sometime bad small one meg video file that are being reported on some of the Mega Campaign CD's. I post more information tonight on what we done to SPWaW later tonight.
We will be releasing SPWaW v5.2 on Friday. This will fix quite a few bugs and give you some new options. This will also include the sometime bad small one meg video file that are being reported on some of the Mega Campaign CD's. I post more information tonight on what we done to SPWaW later tonight.
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Les_the_Sarge_9_1
- Posts: 3943
- Joined: Fri Dec 29, 2000 10:00 am
whooohoooo 5.2 yeah right on far out.
Hey that aint sarcasm I'm seriously happy here.
Question though. How many numbers do you go through before it gets to be a 6.0.
Just curious and obviously I have to much time on my hands to ask a question like that.
Is 5.2 going to be on the downloads page? Whats going to happen to all the 5.01 stuff there now?
Me I am ready for the download man, can hardly wait. Just bought a 40 gig drive too. Wont have to worry about getting it on a cd as fast this time, I will actually have enough space that I dont have to ditch it for some lame reason again.
Man I can hardly wait.
Oh and for all you grumblers out there waiting for your cd with Mega Campaign, well dont say you havent been given enough chances to just get the darn game. After all you are only buying Maga Campaign. So stop waiting to play 5.01. Its not like it will be the last version eh.
Again whoooohoooo want that 5.2 (hopefully the site isnt so busy like it was last time heheh, I got 5.01 while waiting to get through to get 5.1).
Will the happiness never end
Hey that aint sarcasm I'm seriously happy here.
Question though. How many numbers do you go through before it gets to be a 6.0.
Just curious and obviously I have to much time on my hands to ask a question like that.
Is 5.2 going to be on the downloads page? Whats going to happen to all the 5.01 stuff there now?
Me I am ready for the download man, can hardly wait. Just bought a 40 gig drive too. Wont have to worry about getting it on a cd as fast this time, I will actually have enough space that I dont have to ditch it for some lame reason again.
Man I can hardly wait.
Oh and for all you grumblers out there waiting for your cd with Mega Campaign, well dont say you havent been given enough chances to just get the darn game. After all you are only buying Maga Campaign. So stop waiting to play 5.01. Its not like it will be the last version eh.
Again whoooohoooo want that 5.2 (hopefully the site isnt so busy like it was last time heheh, I got 5.01 while waiting to get through to get 5.1).
Will the happiness never end
I LIKE that my life bothers them,
Why should I be the only one bothered by it eh.
Why should I be the only one bothered by it eh.
Also will the "heat"fix oobs be in this , or do we need to install it seperately?Originally posted by Resisti:
May I know if installing this new patch will corrupt or create any kind of problems for ongoing pbem games?
Will it be necessary for both players to have 5.2 installed or could we play with different versions?
Txs.
thanks, great job men~!
- Charles2222
- Posts: 3687
- Joined: Mon Mar 12, 2001 10:00 am
Thanks David - looking forward to it!!

Nikademus - what does "KMFDM fans" mean.
Figmo
Nikademus - what does "KMFDM fans" mean.
Figmo
"Laws that forbid the carrying of arms...disarm only those who are neither inclined nor determined to commit crimes ...Such laws make things worse for the assaulted and better for the assailants; they serve rather to encourage than to prevent homicides, f
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
Ok Guys
Here is what we did on SPWaW v5.2
1) Fixed HEAT OOB ratings.
2) Adjusted pen for several weapons.
3) Corrected the OOB's
4) Bottom hits use 1/3 side armor rather than 1/4 so MGs shouldn't kill tanks as often
5) HEAT random variable fixed
6) Armor angle calculation tweaked (compound angle is somewhat larger than before)
7) Effects of compound angles tweaked (Slope effect reduced somewhat)
8) Ricochet incidence reduced somewhat Casualty computation scrubbed, better accounting for leadership fire direction, artillery casualties and protection of units entrenched, incover and in protective terrain. Bottom line is artillery casualties are increased and small arms casualties decreased, and exposure for firing reduced for entrenched troops so firing doesn't strip them of cover as much.
9) "Save" for men killed reduced for larger warheads.
10) Special opfire multipliers increased for close range and decreased for long range
11)Dial to control the amount of special opfire added.
12) "Light infantry" and "ski troops" classes now able to melee and be overrun.
13) Elite/poor status on formations now taken into account on unit cost.
14) Fixed "random start line" w/custom maps not working when map has river or
beach settings.
15) Fixed reinforcement & retreat hexes not appearing with custom maps
(these are not saved with the maps, so they appear in the default location).
16) Removed "view map" button from reinforcement screen (was causing mines to
disappear and other oddities).
17. Fixed unit costs calculating wrongly when "True Troop Cost" was on and
"Historical Ratings" were off.
18) Average visibility in random battles is increased.
19) Fixed reloaded online/timed games getting all ammo back.
20) Added preference setting for special op fire frequency.
21)Sound files re-recorded to make sure they do not crash the game while playing.
Here is what we did on SPWaW v5.2
1) Fixed HEAT OOB ratings.
2) Adjusted pen for several weapons.
3) Corrected the OOB's
4) Bottom hits use 1/3 side armor rather than 1/4 so MGs shouldn't kill tanks as often
5) HEAT random variable fixed
6) Armor angle calculation tweaked (compound angle is somewhat larger than before)
7) Effects of compound angles tweaked (Slope effect reduced somewhat)
8) Ricochet incidence reduced somewhat Casualty computation scrubbed, better accounting for leadership fire direction, artillery casualties and protection of units entrenched, incover and in protective terrain. Bottom line is artillery casualties are increased and small arms casualties decreased, and exposure for firing reduced for entrenched troops so firing doesn't strip them of cover as much.
9) "Save" for men killed reduced for larger warheads.
10) Special opfire multipliers increased for close range and decreased for long range
11)Dial to control the amount of special opfire added.
12) "Light infantry" and "ski troops" classes now able to melee and be overrun.
13) Elite/poor status on formations now taken into account on unit cost.
14) Fixed "random start line" w/custom maps not working when map has river or
beach settings.
15) Fixed reinforcement & retreat hexes not appearing with custom maps
(these are not saved with the maps, so they appear in the default location).
16) Removed "view map" button from reinforcement screen (was causing mines to
disappear and other oddities).
17. Fixed unit costs calculating wrongly when "True Troop Cost" was on and
"Historical Ratings" were off.
18) Average visibility in random battles is increased.
19) Fixed reloaded online/timed games getting all ammo back.
20) Added preference setting for special op fire frequency.
21)Sound files re-recorded to make sure they do not crash the game while playing.
- Charles2222
- Posts: 3687
- Joined: Mon Mar 12, 2001 10:00 am
Thanks guys, looks like y'all did a lot of work for that short a period. I particularly like the attempt to fix the visibility and the bottom hits on tanks. I didn't run into the bottom hit problem that much, because I wasn't trying to fight that close, generally, but it sure is annoying when it seems every small arms fire is busting that area off an elevation advantage. The problem is/was, that a tank though at the height advantage, isn't perpetually hanging off edge of the slope, but could still be higher and have none of the bottom exposed. As things were it was a bit extreme to always assume it's over an edge, but it was a good start to a new feature anyway.
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
Any Hints on how big this puppy is?
that part about sound files sounds kinda scary ....thats ok, i mean, rent video tapes and dust off getright or what ?
that part about sound files sounds kinda scary ....thats ok, i mean, rent video tapes and dust off getright or what ?
"For Americans war is almost all of the time a nuisance, and military skill is a luxury like Mah-jongg. But when the issue is brought home to them, war becomes as important, for the necessary periods, as business or sport. And it is hard to decide which
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
You should both have the same mech.exe and OOBs - just email the OOBs and mech.exe with your turn after you install.
I'm not sure the size, but only the worst snd offenders will be included in the patch.
For those that want a full sound upgrade all the sound files there will be a package of reformatted sounds available as a seperate download from the patch - it will be like 100+MB, but the patch should be much smaller.
I'm not sure the size, but only the worst snd offenders will be included in the patch.
For those that want a full sound upgrade all the sound files there will be a package of reformatted sounds available as a seperate download from the patch - it will be like 100+MB, but the patch should be much smaller.
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:






