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OT/ SPWW2v4 now available!!!


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Just in case someone is still playing the good old SPWW2 series. SP-Camo has the new version 4 out.

Enjoy!

Download full version:

ftp://204.85.35.53/SPWW2v4.exe

Download update from V3:

ftp://204.85.35.53/V3toV4PATCH.exe

Cheers

Helge

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What is new in SPWW2v4?

New WW2 long campaigns for Poland, USMC, Japan, India, ANZAC There are now eleven countries with Long campaigns in SPWW2v4

The Pacific Front is available as a WW2 long Campaign Theatre, some nations are allowed to transfer between European and Pacific front battles (e.g. ANZAC, USA, Great Britain).

Amphibious assaults have been stabilized and reintroduced to the WW2 Long Campaign. In addition, the code will now attempt to load things onto any existing 'floaters' and 'fliers' before auto buying landing craft to simplify user deployment.

River crossing assaults have been returned to the WW2 and generated campaigns.

Battle Locations will generate city battles at times where appropriate (e.g. Canadians in Caen area)

WW2 Long Campaigns have some scripted areas which may appear (e.g. Meuse river crossing for Germans in France 1940)

Helicopters are back, and are now the only On Map air type. All other air units are offmap assets.

Gliders start on map, to pick up troops, then are automatically removed and come in as a programmed air drop.

Paratroop transports are like gliders, they are On Map during deployment but they are automatically removed and come in as a programmed air drop after the end of the first turn. The troops are dropped by parachute and stay in the air until the end of the turn and take any groundfire that may be directed their way, survivors land at the end of the turn. After dropping their paras, the aircraft fly off map and "return to base". Transport aircraft drop accuracy is greatly effected by visibility. Night drops can be wildly scattered. Flight crew experience also effects drop accuracy

Level bombers go to the target area and then offload their bombs, they do not dive on individual tanks, nor can they use direct fire weapons like cannons or rockets.

Spotter aircraft now are plotted in much the same way as airstrikes have been in the past. The spotter aircraft will enter from a predetermined direction then fly "circuit's" around the area it has been ordered to investigate. If the aircraft survives ground fire it will leave the map and be available again on subsequent turns

We have introduced the ability to change the turn of a pre game bombardment mission from the default 0. This also works with paratroop operations and spotter planes

Introduced new Black Volcanic sand terrain type - mainly for Iwo Jima .

Iwo Jima linked campaign added.

50 new scenarios

DD and Snorkel Tanks - DD tanks and snorkel tanks show a different graphic when afloat, and cannot fire (both are effectively underwater!). Snorkel tanks less easy to spot, but find spotting very hard. DD tanks have spotting ability reduced. Snorkel tanks are difficult targets when swimming. DD tanks can be sunk when swimming (the apron collapses).

Campaign Difficulty modifier - From very easy to very hard, allows user to set difficulty as desired in both the WW2 Long Campaign and the Generated Campaign. (Not the user campaign, as this is set by the designer).

In Contact/Out of Contact - Coloured status line added to unit information for this very important data.

Vehicle Dust Trails - High speed, or high quantity of vehicle movement in a hex in certain weather conditions will lead to dust trails rising above moving vehicles. High visibility conditions in Desert, high visibility and high summer months in Green and Jungle may also give rise to dust trail potential conditions.

Hull gun equipped vehicles will tend to turn to face e.g. in reaction fire - Grants, Char B etc were previously handicapped as only the turret would turn to face.

At short ranges, AI tanks will often turn to bring bow MG to bear on an infantry target.

Infantry can hit the deck, and if successful, take cover, from fire. Hitting the deck makes them more difficult targets, and a good skill roll may break the firer's chain of fire, and a skill check may allow them to break LOS by finding cover as well. A successful taking of cover can reduce suppression. Infantry which are forced to pull back from fire will now sometimes turn and take a pot-shot back at their tormentors, especially if of high morale and/or experience.

Poor morale and/or poor training level infantry, especially those which have no viable or ineffective AT weapons, may retreat in 'tank panic' either when attempting to close assault a passing AFV, or when such arrives in the next or same hex. Bigger, heavier armoured AFV tend to cause more consternation that tin-plated open top recce vehicles. The Japanese are not greatly subject to tank panic.

Water movement allowance is shown in blue, alongside the normal MP allowance.

Game ranges can be displayed in hexes, yards or metres, by an INI file setting.

Surrender option - mainly for PBEM games - introduced, ending the game at that point with a massive points bonus to your opponent.

End of game map review feature - roam the map, viewing your and your enemy's troops at the end of play.

PBEM end game data. Now, after the game ends you can zip your files and send them to your opponent, who will, unlike before, be able to review the end game data, and as above, the map with both sides end game positions locked in.

Skilled AT shots allowed to hit vulnerable areas. Very experienced shooters, at close ranges, can generate additional AP over the 'book' value to simulate a skilled aimed shot to a weaker area such as say a vision block, or if insufficient penetration is available, they can direct the shot to hopefully gain a disabling track hit. Very dependant on firer skill, but there to simulate say, skilled German tankers versus French Char B in 1940, or KV later, or Allied tank crews bouncing a shot off the bottom of the panther front glacis down through the driver's hatch.

Hand to hand melee bonuses have been added for some troop types, and certain nations renowned for hand to hand combat ('firing' at range 0, i.e. in the same hex as the enemy). Lancer cavalry have good Hand-to-Hand bonus, and an additional bonus against enemy non-lance cavalry. Irregulars, Commando classes, Paratrooper classes, Ghurkas and Legionaries are enhanced for melee combat. Japanese and Australians are enhanced for Hand-to-Hand combat, US Marines and UK infantry less so though still above "normal".

Scenario editing enhancements - There is more control over the global beach and wide river variables. When selecting a river you will be prompted to enter a width. We have added the ability to easily clear the victory hexes down and/or set all to a common points value in one operation in the editor.

User Campaign Editor - A designer can now edit the number of flights made available to the human player.

Companies can be bigger - Changes to 60 from 40 maximum units in a company.

New integrated glider and Transport aircraft equipped infantry units have been produced, these save you having to calculate the appropriate 'lift' of aircraft required or to buy separate transport plane units. These units are air units, so are only presented when air units are made available to you. They are not effected by any limits to the number of air missions. As long as there is a 1 in the Air Sorties preferences these formations can be purchased

The SP Camo 'shotgun' victory hexes will now appear in delay or defend missions, at 60% of the frequency allocated to the meeting engagement battle in the INI file setting.

In random battles, where the user does not use a specified saved map, then the objective hexes are labelled and the value of each objective is shown as part of the text label.

An "AI Tank Heavy" control has been added to Preferences. When this is ON the AI will select more tanks for itself from it's allotted points

A number of OOB's have been extensively re-worked. You will find big changes and additions to Japan, Hungary, Belgium and Italy and many of the others as well.

There are 144 new unit Icons added to the game as well as 424 new photos to enhance the OOB's

25 new and/or improved sound F/X's have been added

MOBHack has been upgraded and improved

135 new text entries for unit and encyclopedia information

Several cases of the original legacy code addressing illegal memory addresses, or returning out of range values from functions (usually negative values where positives only were expected) etc. have been tracked down and eliminated. This makes the game noticeably much more stable than before. Many playtesters report that they can, for example, download from the Internet in the background, read email and, in my case as the programmer, run the Borland C++ Builder development suite, and also alt-tab in and out of a running game session, without requiring to reboot the machine to play SPWW2v4. SPWW2v4 runs fine in a DOS window on Windows 95, Windows 98, Windows ME, and one of our playtesters uses OS/2.

All this and dozens upon dozens of tweaks and improvements make up SPCAMO's SPWW2v4!

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The SP Camo group is an uncompensated, voluntary group of 12 hobbyists committed to improving the Steel Panthers game system for the benefit of other hobbyists to enjoy. It has now been 28 months since our original game SP2WW2 was conceived and developed. After releasing several upgrades, we still have many new ideas to implement and will continue to develop this game further.

We thank SSI and TGN for the opportunity to do so and hope that you enjoy playing the game as much as we have enjoyed creating it.

On Behalf Of The SP Camo Group:

Don Goodbrand, Andy Gailey

Producers/Programmers

If you have any questions or comments on this or any other project by SP-Camo workshop please send any email to Don, drg@linetap.com or Andy, a.gailey@virgin.net.

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Sbelling chequed wyth MICROSOFT SPELLCHECKER - vorgs grate!

- The DesertFox -

Email: TheDesertFox@gmx.net

WWW: http://www.geocities.com/desertfox1891

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