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Madmatt

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  1. Hot on the heels of the recent v1.03 patch, we now have a v1.04 patch ready to roll out. This patch fixes about a dozen new issues and adds hundereds of different enhancements, tweaks and user suggestion to the original release. This 32 meg patch is all inclusive and includes all the fixes from the earlier v1.01, v1.02 and v1.03 patches. In addition, this patch includes two new user created utilities; a Map Generator and a Script Editor. MapGen.exe is a utility to create tile maps for Strategic Command 2 from a bitmap. This tile map can then be imported into the Strategic Command 2 Editor and used as a starting point for a new scenario. GAME ENGINE CHANGES - Fixed a game freeze "Thinking..." error (BDW) - Fixed an HQ purchase and renaming bug (Terif) - Fixed a bug where transports did not automatically unload when starting in port and without a plan (Edwin P.) - decreased the size of multiplayer save files, this should increase the transfer speed for E-mail and Network games (33-50% faster) - network games now allow the non-active player to scroll around the map, previously this was not possible - Fixed a bug with how the FREE UNIT script was handled, now units can only become Free if the alignment value of #TRANSFER_ID matches their current alignment. For example if Belgian units are set to become Free under the UK this will only happen if Belgium is Allied when it surrenders and not if they were Axis (Honch) EDITOR RELATED CHANGES - Fixed a PARTISAN script error that listed Irish partisans incorrectly for Norway (Winti) - Fixed a convoy path error from Iraq to the UK - Fixed a PLAN Garrison event error for the UK when attempting to Garrison Trondheim after an opportunity invasion - sped up script error processing when using the 'Update' button in the AI and Event script viewer dialogs - made some initial OOB adjustments to the 1944 campaign SAVE GAME COMPATABILITY NOTICE The v1.04 patch is NOT compatible with save games from v1.0, v1.01 or v1.02. It is compatible with v1.03 games. If you have current v1.0, v1.01 or v1.02 game in progress, please finish them before patching. [ View the full v1.04 Patch Changelog Here ] [ Download the Strategic Command 2 Blitzkrieg v1.04 Patch Here ] Madmatt
  2. Sorry for the downtime today guys. I was battling all day with a new Microsoft update that caused us all sorts of issues. It should be okay now. Madmatt
  3. Yeah, a recent security update from MS, that had a huge vulnerability in it, caused me all sorts of headaches on the server today, but it is back up now and should be fine. Madmatt
  4. In addition, please see the part in the troubleshooting guide about removing/disabling the mmswitch codec (on page 15 of the manual). Madmatt
  5. I dont think copying the users folder will work, but to be honest I never thought to try. Backup your current one and give it a shot. As to the configurator resetting to default values, go into your Data\config folder and rename the config.pd file. That should reset everything to default once you relaucnh the configurator. Madmatt
  6. Make sure you have updated your DIVX codec drivers, or launch the game in safe mode. Sounds like the game is halting trying to play the intro video. You can find the latest codes at www.divx.com Madmatt
  7. You should be able to still access the configuration utility by creating your own .bat which has the following statement in it: bin\core.exe i_startmode:startmode, bin, -p:cache\cfgmode.ca Save that batch file and launch it when you want to get into the config mode. The Steam version was not published by Battlefront and I have not seen it myself so I am not sure why they didnt include this. Madmatt
  8. Now available for download, the v1.03 Patch for Strategic Command 2 Blitzkrieg. This 32 meg patch contains nearly 100 different enhancements, tweaks, and user suggestions. In addition, this patch includes two new user created utilities; a Map Generator and a Script Editor. MapGen.exe is a utility to create tile maps for Strategic Command 2 from a bitmap. This tile map can then be imported into the Strategic Command 2 Editor and used as a starting point for a new scenario. The Script Edtior is a handy utility that makes it much more convenient to edit and process multiple scripts. With its intuitive interface and tree listing of all available scripts and events, accessing and editing scripts has never been easier. v1.03 GAME ENGINE CHANGES - fixed an engineers bug that allowed for continual movement if the unit was fortifying and then set to not fortify (Mr. Dozer) - amphibious assaults (AI) will now check to make sure that 50% of available transports are within 1/2 AP range of the ideal coastal assault position before declaring war (if necessary). This enables much more effective AI amphibious assaults upon DoW. Regular amphibious assaults still only check that 50% of available transports are within full AP range of the ideal coastal assault position before landing (from v1.02) - fixed a unit sprite (research level) error when the AI purchased previously destroyed units (additional related fix from v1.02) - fixed an intercept bug where a friendly AF would intercept multiple times during an AI turn (Desert Dave) - changed diplomacy hit calculations, determined as follows: - cumulative friendly diplomatic pressure (%) - cumulative enemy diplomatic pressure (%) now determines percentage chance for a successful diplomatic hit - diplomatic hits now only happen once per major (per targeted country per turn) and only for the major with the highest diplomatic pressure assigned to the targeted country, i.e. Germany has 15% pressure targeting Spain and Italy has 9% pressure for a total of 24%, if a hit is successful Germany will be credited for the hit and lose a chit if applicable - enemy diplomatic activity is also now reported (partially) under FoW - diplomacy dialog now lists cumulative influence (by each major) per targeted country - fixed a reinforce bug when there were no weather zones in place (John Hugo) - fixed a paratroops bug that allowed for continual movement if the unit was prepared and then un-prepared (Mr. Dozer) - fixed an upgrade bug that did not allow for proper upgrades of discounted units, i.e. those re-purchased at 60% (BioWizard) - fixed a major PLAN script bug that inadvertently canceled multiple plans and as a result caused some unpredictable AI planning behaviour, mostly to do with SEA TRANSPORT and AMPHIBIOUS plans - fixed a bug where transport information was not shown in the unit box when unloading a unit (Randy) - fixed a bug where you were able to purchase units beyond available MPP - fixed an AAR bug that did not apply proper losses to attacking bombers (Terif) - fixed a bug where unit morale never increased once it reached 0%, in this case units will start their turn with a minimum of 10% - fixed a bug where recently unloaded Paratroops were able to re-pepare right away for another drop - fixed a bug where saved games were sometimes listed twice in the SAVED GAME dialog - multiplayer passwords are now set to null whenever a game over condition has been met. This will allow both sides to freely view the final turn - units in a naval loop will also now be removed when the parent country surrenders - fixed a bug where Air Fleets, Bombers and Rockets would sometimes attack friendly resources (Wolfe) - fixed a bug where Amphibious and Sea Transport plans (once activated) did not take into account #CANCEL_POSITION conditions - fixed an amphibious bug that caused a fatal error (Louis, Normal Dude) - fixed a transport bug where transport units without a plan would not unload if they started a turn in port - fixed a bug where HQs would continually load and unload when assigned to a transport plan (Edwin P.) - fixed a bug where amphibious units were not ideally unloading once reaching the 50% (within range of attack position) threshold - fixed a country surrender script bug (Lars-Holger) - fixed a bug related to FoW and friendly resources when moving friendly units off of them (Chris) - fixed a bug related to the Properties dialog giving away too much research info under FoW (Blashy) - fixed a bug related to the repurchase cost of HQs after the 60% discount cost had been applied, re-purchase cost was not properly calculated if a Production Technology discount also applied - fixed a bug where the AI did not repurchase destroyed HQs when available at 60% discount cost - AI now reclaims diplomacy chits when no longer applicable, i.e. targeted country is already at 100% activation - AI now reclaims research chits when a particular research area has been fully achieved - land units that move into a friendly fortress/fortification now automatically entrench up to 1/2 the max entrenchment value - land units that start a turn within a friendly fortress/fortification now automatically entrench up to 1/2 max entrenchment regardless of initial entrenchment value - fixed a bug where free units would surrender if their original parent country surrendered a second time - fixed a bug where unit purchases were still possible in some circumstances under 'Hard Limits' (Major Spinello) - fixed a bug related to UNIT scripts where the game engine did not properly handle the case of units arriving with unavailable destination tiles. For now these units will be skipped by the game engine (Lars) - convoy routes are now shown on the game map - sub raiding has been adjusted to check for subs directly on a convoy route first followed by a range check if the initial check fails. This will allow, for example, Axis subs to raid a US convoy if directly on this route whereby previously if the US convoy was within 1 tile of a Canadian convoy then the Canadian convoy would be raided first until all MPPs are exhausted as a result of convoys being checked in event order. EDITOR RELATED CHANGES - improved Allied AI scripts for handling North Africa - added an Allied Norwegian convoy script (Edwin P.) - adjusted South African UNIT event to take into account Axis naval positions relative to Alexandria - slight increase in US activation when USSR enters the war (ACTIVATION#3), from 3-5 to 5-7% - adjusted Atlas Saharan mountain tiles for improved AI performance in North Africa - adjusted PURCHASE scripts to optimize Allied AI purchases - fixed a map shift error that did not update RESEARCH, DIPLOMACY and PURCHASE scripts properly - changed diplomatic chits for France and Italy to 3 from 5 - changed diplomatic effective range for France, USA, USSR and Italy to 7-10% - changed diplomatic bonus range for France, USA, USSR and Italy to 15-20% - changed Amphibious range default to 4 with the exception of UK, France, USA, Italy and Canada which have a default of 5 - changed Zurich to Bern - changed South African and Indian UNIT script arrivals to #TYPE=1 (Blashy) - fixed AI script update errors when shifting the map (Lucas) - changed Corps SA value to 1 (Blashy) - bumped SD/TD=2 for Canadain Armies to match other minor armies such as Finland, Spain, Sweden and Switzerland - localization text modifications to better accomodate translation efforts - increased default Air Defense Bonus and Bomber Defense Bonus for Cities and Capitals from 1 to 2 (Terif) - added some extra DIPLOMACY scripts (Edwin P.) - Turkey -> Allied - added some extra US/USSR RESEARCH scripts (Edwin P.) - added some UK invasion of Ireland scripts (Edwin P.) - added some additional US invasion scripts for Vichy France, Tunisia as well as for Italy - added some additional UK North African offensive scripts as well as invasion scripts for Italy - adjusted start MPP values for the 1940, 1941, 1942, 1943 and 1944 campaigns (Bill) - fixed a VICTORY script error that did not properly list the Paris #MAP_POSITION - fixed a RESEARCH script issue that did not have the USA, USSR researching prior to war entry (Edwin P.) - changed unit costs for Army=175, Rockets=275, Bombers=325, Subs=225 - changed Cruiser sub attack/defense=4 - changed Leningrad port name to Kronstadt (Kuniworth) - added France to the NAVAL LOOP scripts - changed Romanian 1st Army to Romanian 4th Army for 1941 campaign (Kuniworth) - replaced Manstein in the 1944 campaign with Schorner (Kuniworth) - changed USSR max research MPP to 750 and changed USA initial Amphibious tech level to 1 (Blashy) - added Wolfe's unit mod to the Extras folder - added Fevsi Turkish HQ - added 2nd Turkish Army - removed ACTIVATION#1 events for Axis DoW on Denmark and Norway with a subsequent bump in initial US activation from 15-22% - removed ACTIVATION#1 event for an increase in USA % when Allies DoW Norway - lowered ACTIVATION#1 event for an increase in Swedish % when Allies DoW Norway. #TRIGGER was also lowered to 25% - made adjustments for Axis DoW on Turkey resulting in a higher % increases for Syria, Iran, Iraq towards Allies (ACTIVATION#1) - made adjustment for Axis DoW on Iraq resulting in a higher % increase for Turkey towards Allies (ACTIVATION#1) - made adjustments for Axis DoW on Syria resulting in a higher % increase for Iran and Turkey towards Allies (ACTIVATION#1) - removed a plan for the UK to amphibiously attack Essen if vacant as the automatically calculated ideal coastal landing position was less than ideal - fixed a bug related to setting Amphibious #GOAL_POSITION as an island location (i.e. Malta). Editor no longer complains that it is not within 2 tiles of a coastal position - fixed a bug where the unit name text limit was not the same in the Properties dialog and the Rename dialog. Text limit for unit names is now 15 characters for both dialogs - changed USA ACTIVATION#2 increases for Axis Sealion landings to a #TYPE= 1 event with a one time increase of 15-20% from multiple increases of 5-15% - fixed a bug related to VICTORY scripts that allowed for sea tiles to be selected as a Victory #MAP_POSITION. Only Land or Land + Sea tiles can now be selected (Lars) - adjusted how the CONVOY scripts have been implemented... now you can set multiple scripts for the same #COUNTRY_ID and/or #TRANSFER_ID essentially allowing for several convoys between countries. Note, there can still only be one convoy at a time but should a destination port no longer be available due to occupation or a strength level less than 5 then the secondary convoy script will be used. This will also allow, for example, for Canadian MPP convoys to be redirected to Egypt from Canada should the UK become Axis occupied. Under this new system, validation checks for valid source and destination ports relative to #COUNTRY_ID and #TRANSFER_ID respectively are no longer performed by the Editor during complilation but rather by the game engine at game time - following lines were added to the localization.txt file: - #CAMPAIGN_DATA_TEXT_14= Advanced - #IMPORT_MAP_INDEXES= Import Map Indexes - #EXPORT_MAP_POSITIONS= Export Map Positions - fixed a few AI scripts relating to Amphibious assaults and the lack of proper cancelation checks, i.e. USA sending units to liberate the UK and not checking to see if mainland USA has Axis units - fixed a few AI scripts so now the AI will re-try D-Day should the original assault fail via a change from #TYPE=1 to #TYPE=2 (Blashy) - many thanks to the Beta team, forum members as well as Terif and Jollyguy for their inputs on this patch Download the v1.03 Patch Here Madmatt
  9. Now available for download, the v1.03 Patch for Strategic Command 2 Blitzkrieg. This 32 meg patch contains nearly 100 different enhancements, tweaks, and user suggestions. In addition, this patch includes two new user created utilities; a Map Generator and a Script Editor. MapGen.exe is a utility to create tile maps for Strategic Command 2 from a bitmap. This tile map can then be imported into the Strategic Command 2 Editor and used as a starting point for a new scenario. The Script Edtior is a handy utility that makes it much more convenient to edit and process multiple scripts. With its intuitive interface and tree listing of all available scripts and events, accessing and editing scripts has never been easier. v1.03 GAME ENGINE CHANGES - fixed an engineers bug that allowed for continual movement if the unit was fortifying and then set to not fortify (Mr. Dozer) - amphibious assaults (AI) will now check to make sure that 50% of available transports are within 1/2 AP range of the ideal coastal assault position before declaring war (if necessary). This enables much more effective AI amphibious assaults upon DoW. Regular amphibious assaults still only check that 50% of available transports are within full AP range of the ideal coastal assault position before landing (from v1.02) - fixed a unit sprite (research level) error when the AI purchased previously destroyed units (additional related fix from v1.02) - fixed an intercept bug where a friendly AF would intercept multiple times during an AI turn (Desert Dave) - changed diplomacy hit calculations, determined as follows: - cumulative friendly diplomatic pressure (%) - cumulative enemy diplomatic pressure (%) now determines percentage chance for a successful diplomatic hit - diplomatic hits now only happen once per major (per targeted country per turn) and only for the major with the highest diplomatic pressure assigned to the targeted country, i.e. Germany has 15% pressure targeting Spain and Italy has 9% pressure for a total of 24%, if a hit is successful Germany will be credited for the hit and lose a chit if applicable - enemy diplomatic activity is also now reported (partially) under FoW - diplomacy dialog now lists cumulative influence (by each major) per targeted country - fixed a reinforce bug when there were no weather zones in place (John Hugo) - fixed a paratroops bug that allowed for continual movement if the unit was prepared and then un-prepared (Mr. Dozer) - fixed an upgrade bug that did not allow for proper upgrades of discounted units, i.e. those re-purchased at 60% (BioWizard) - fixed a major PLAN script bug that inadvertently canceled multiple plans and as a result caused some unpredictable AI planning behaviour, mostly to do with SEA TRANSPORT and AMPHIBIOUS plans - fixed a bug where transport information was not shown in the unit box when unloading a unit (Randy) - fixed a bug where you were able to purchase units beyond available MPP - fixed an AAR bug that did not apply proper losses to attacking bombers (Terif) - fixed a bug where unit morale never increased once it reached 0%, in this case units will start their turn with a minimum of 10% - fixed a bug where recently unloaded Paratroops were able to re-pepare right away for another drop - fixed a bug where saved games were sometimes listed twice in the SAVED GAME dialog - multiplayer passwords are now set to null whenever a game over condition has been met. This will allow both sides to freely view the final turn - units in a naval loop will also now be removed when the parent country surrenders - fixed a bug where Air Fleets, Bombers and Rockets would sometimes attack friendly resources (Wolfe) - fixed a bug where Amphibious and Sea Transport plans (once activated) did not take into account #CANCEL_POSITION conditions - fixed an amphibious bug that caused a fatal error (Louis, Normal Dude) - fixed a transport bug where transport units without a plan would not unload if they started a turn in port - fixed a bug where HQs would continually load and unload when assigned to a transport plan (Edwin P.) - fixed a bug where amphibious units were not ideally unloading once reaching the 50% (within range of attack position) threshold - fixed a country surrender script bug (Lars-Holger) - fixed a bug related to FoW and friendly resources when moving friendly units off of them (Chris) - fixed a bug related to the Properties dialog giving away too much research info under FoW (Blashy) - fixed a bug related to the repurchase cost of HQs after the 60% discount cost had been applied, re-purchase cost was not properly calculated if a Production Technology discount also applied - fixed a bug where the AI did not repurchase destroyed HQs when available at 60% discount cost - AI now reclaims diplomacy chits when no longer applicable, i.e. targeted country is already at 100% activation - AI now reclaims research chits when a particular research area has been fully achieved - land units that move into a friendly fortress/fortification now automatically entrench up to 1/2 the max entrenchment value - land units that start a turn within a friendly fortress/fortification now automatically entrench up to 1/2 max entrenchment regardless of initial entrenchment value - fixed a bug where free units would surrender if their original parent country surrendered a second time - fixed a bug where unit purchases were still possible in some circumstances under 'Hard Limits' (Major Spinello) - fixed a bug related to UNIT scripts where the game engine did not properly handle the case of units arriving with unavailable destination tiles. For now these units will be skipped by the game engine (Lars) - convoy routes are now shown on the game map - sub raiding has been adjusted to check for subs directly on a convoy route first followed by a range check if the initial check fails. This will allow, for example, Axis subs to raid a US convoy if directly on this route whereby previously if the US convoy was within 1 tile of a Canadian convoy then the Canadian convoy would be raided first until all MPPs are exhausted as a result of convoys being checked in event order. EDITOR RELATED CHANGES - improved Allied AI scripts for handling North Africa - added an Allied Norwegian convoy script (Edwin P.) - adjusted South African UNIT event to take into account Axis naval positions relative to Alexandria - slight increase in US activation when USSR enters the war (ACTIVATION#3), from 3-5 to 5-7% - adjusted Atlas Saharan mountain tiles for improved AI performance in North Africa - adjusted PURCHASE scripts to optimize Allied AI purchases - fixed a map shift error that did not update RESEARCH, DIPLOMACY and PURCHASE scripts properly - changed diplomatic chits for France and Italy to 3 from 5 - changed diplomatic effective range for France, USA, USSR and Italy to 7-10% - changed diplomatic bonus range for France, USA, USSR and Italy to 15-20% - changed Amphibious range default to 4 with the exception of UK, France, USA, Italy and Canada which have a default of 5 - changed Zurich to Bern - changed South African and Indian UNIT script arrivals to #TYPE=1 (Blashy) - fixed AI script update errors when shifting the map (Lucas) - changed Corps SA value to 1 (Blashy) - bumped SD/TD=2 for Canadain Armies to match other minor armies such as Finland, Spain, Sweden and Switzerland - localization text modifications to better accomodate translation efforts - increased default Air Defense Bonus and Bomber Defense Bonus for Cities and Capitals from 1 to 2 (Terif) - added some extra DIPLOMACY scripts (Edwin P.) - Turkey -> Allied - added some extra US/USSR RESEARCH scripts (Edwin P.) - added some UK invasion of Ireland scripts (Edwin P.) - added some additional US invasion scripts for Vichy France, Tunisia as well as for Italy - added some additional UK North African offensive scripts as well as invasion scripts for Italy - adjusted start MPP values for the 1940, 1941, 1942, 1943 and 1944 campaigns (Bill) - fixed a VICTORY script error that did not properly list the Paris #MAP_POSITION - fixed a RESEARCH script issue that did not have the USA, USSR researching prior to war entry (Edwin P.) - changed unit costs for Army=175, Rockets=275, Bombers=325, Subs=225 - changed Cruiser sub attack/defense=4 - changed Leningrad port name to Kronstadt (Kuniworth) - added France to the NAVAL LOOP scripts - changed Romanian 1st Army to Romanian 4th Army for 1941 campaign (Kuniworth) - replaced Manstein in the 1944 campaign with Schorner (Kuniworth) - changed USSR max research MPP to 750 and changed USA initial Amphibious tech level to 1 (Blashy) - added Wolfe's unit mod to the Extras folder - added Fevsi Turkish HQ - added 2nd Turkish Army - removed ACTIVATION#1 events for Axis DoW on Denmark and Norway with a subsequent bump in initial US activation from 15-22% - removed ACTIVATION#1 event for an increase in USA % when Allies DoW Norway - lowered ACTIVATION#1 event for an increase in Swedish % when Allies DoW Norway. #TRIGGER was also lowered to 25% - made adjustments for Axis DoW on Turkey resulting in a higher % increases for Syria, Iran, Iraq towards Allies (ACTIVATION#1) - made adjustment for Axis DoW on Iraq resulting in a higher % increase for Turkey towards Allies (ACTIVATION#1) - made adjustments for Axis DoW on Syria resulting in a higher % increase for Iran and Turkey towards Allies (ACTIVATION#1) - removed a plan for the UK to amphibiously attack Essen if vacant as the automatically calculated ideal coastal landing position was less than ideal - fixed a bug related to setting Amphibious #GOAL_POSITION as an island location (i.e. Malta). Editor no longer complains that it is not within 2 tiles of a coastal position - fixed a bug where the unit name text limit was not the same in the Properties dialog and the Rename dialog. Text limit for unit names is now 15 characters for both dialogs - changed USA ACTIVATION#2 increases for Axis Sealion landings to a #TYPE= 1 event with a one time increase of 15-20% from multiple increases of 5-15% - fixed a bug related to VICTORY scripts that allowed for sea tiles to be selected as a Victory #MAP_POSITION. Only Land or Land + Sea tiles can now be selected (Lars) - adjusted how the CONVOY scripts have been implemented... now you can set multiple scripts for the same #COUNTRY_ID and/or #TRANSFER_ID essentially allowing for several convoys between countries. Note, there can still only be one convoy at a time but should a destination port no longer be available due to occupation or a strength level less than 5 then the secondary convoy script will be used. This will also allow, for example, for Canadian MPP convoys to be redirected to Egypt from Canada should the UK become Axis occupied. Under this new system, validation checks for valid source and destination ports relative to #COUNTRY_ID and #TRANSFER_ID respectively are no longer performed by the Editor during complilation but rather by the game engine at game time - following lines were added to the localization.txt file: - #CAMPAIGN_DATA_TEXT_14= Advanced - #IMPORT_MAP_INDEXES= Import Map Indexes - #EXPORT_MAP_POSITIONS= Export Map Positions - fixed a few AI scripts relating to Amphibious assaults and the lack of proper cancelation checks, i.e. USA sending units to liberate the UK and not checking to see if mainland USA has Axis units - fixed a few AI scripts so now the AI will re-try D-Day should the original assault fail via a change from #TYPE=1 to #TYPE=2 (Blashy) - many thanks to the Beta team, forum members as well as Terif and Jollyguy for their inputs on this patch Download the v1.03 Patch Here Madmatt [ August 25, 2006, 10:57 AM: Message edited by: Madmatt ]
  10. August 15th, 2006 Eastern Front Expansion for Down in Flames announced Take to the skies over the Eastern Front with this new expansion for the critically acclaimed Down in Flames computer game. Eastern Front adds new planes, pilots, skills, campaigns, AI enhancements and more to expand the war in the skies of World War II. For the first time, you can fly as either Polish or Russian pilots and command new exciting planes like the LA-7 and IL-2M or take to the skies in Polish P.11C's and P.37's. But it's not just Russia and Poland that get updated planes, 29 new planes have been added, including the awesome German ME-262 jet fighter and the British Tempest V. Eastern Front also offers over a dozen new online campaigns featuring battles over Russia, North Afrika, Europe, Japan and the Pacific and all of the new campaigns have been designed to feature the new planes. Click here to read more details on the Eastern Front expansion!
  11. August 15th, 2006 Eastern Front Expansion for Down in Flames announced Take to the skies over the Eastern Front with this new expansion for the critically acclaimed Down in Flames computer game. Eastern Front adds new planes, pilots, skills, campaigns, AI enhancements and more to expand the war in the skies of World War II. For the first time, you can fly as either Polish or Russian pilots and command new exciting planes like the LA-7 and IL-2M or take to the skies in Polish P.11C's and P.37's. But it's not just Russia and Poland that get updated planes, 29 new planes have been added, including the awesome German ME-262 jet fighter and the British Tempest V. Eastern Front also offers over a dozen new online campaigns featuring battles over Russia, North Afrika, Europe, Japan and the Pacific and all of the new campaigns have been designed to feature the new planes. Click here to read more details on the Eastern Front expansion!
  12. Warpy! Will you kiss my fluffy big boned bunny? Email me you fool, I may have some work for ya! Madmatt
  13. You know what really sucks? That field cannon never called me back... I feel so used... So cheap.... Madmatt
  14. For SO MANY obvious reasons, I am locking this thread up. Madmatt
  15. Yup, and Moon was wrong. Not like he would know anyway, he is still stuck on the first Polish Campaign mission! Madmatt
  16. Guys, there is no hard limit that I have seen. Somehow my comment about ONE battle that I played having ABOUT 150 units in it seemed to have been misinterpreted to mean that there is a 150 unit/man cap. There isn't. Of the fourty plus battles in the game, some are small and some are big. The average size seems to be equivalent to about a companies worth of guys (roughly 150 men a side) but thats not a set limit. Its just how the scenario designers made the battles that are in the game so far. Madmatt
  17. Madmatt

    Linear Game

    Actually, access to different unit types can affect subsequent battles so if you did particullary well in one battle, in the next you may be able to pick from a different pool of units than if you didn't do so well. So yes, the battles in general would be the same (with regards to objectives), but the units you have access to could be different by a lot. Madmatt
  18. Links to that video are now available on our ToW site. Madmatt
  19. I will doublecheck but I thought that the screenshots were saved as uncompressed Targa files (.tga) and were placed in the Data folder or maybe even in the root directory for the game. Madmatt
  20. If its jumping immeditately to the Purcahse screen the problem is either a missing DiXV codec needs to be installed or you have the MMSwitch codec installed on your system somewhere and it needs to be disabled. Each issue is easy to fix. First, lets update your DIVX codecs. Just go to http://www.divx.com/divx/windows/ and download the DivX Codec pack. Next do a search on your computer for this file MMswitch.ax, if you find it, delete or rename it (Its an old codec that is not really used anymore). That should do the trick. Madmatt
  21. Rariety is beyond the scope of the game as is, since you will be only playing pre-designed scenarios and battles. The battle selection is very balanced though and while in some of the later war offerings, the German player may get some rare units to play with (like King or JagdTigers), its never too onesided. Madmatt
  22. Europe (East and West Fronts) only. Madmatt
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