WinSPWW2

Many
of the following points will be new to anyone familiar
with the DOS version of SPWW2 but they are shared
additions with WinSPMBT.
Conversion
of the old MSDOS game engine to Microsoft Windows.
Complete
removal of all the old problematical MSDOS sound, mouse
and graphics problems.
Optional
DirectX or Windows GDI based graphics.
Option
to use DirectX Full screen mode, or operate in a window
on the desktop.
Windows-compliant
sound and mouse routines.
Game
size is no longer restricted to merely 640 by 480 pixels.
User can choose from 640x480, 800x600, and in the enhanced
CD version 1024x768, 1152x864, 1280x1024 and 1600x1200
modes.
Completely
re-organised game screens
Arid
and Savannah type terrains added to the map generator.
They replace many maps that used to be desert but really
shouldn't have been
New
zoom-in level added
10
NEW terrains added
- Bare
Earth (Arid Soil)
- Red
Earth
- Brick
Cobblestones
- Stone
Cobblestones
- Beach
Sand
- Sparse
Grass
- Grass
( variant )
- Leaves
( Forest Groundcover )
- Autumn
trees ( October )
- Autumn
Orchards ( October )
The
Map Autogenerating routine has been upgraded to use
the 10 new Terrain types
12
Terrain tile sets totally re-done
- Green
Grass
- Rough
- High
grass
- Snow
- Soft
Sand
- Desert
Rough
- Sand
- Paved
Roads
- Pavement
- Winter
light snow
- Winter
Snow Drifts
- Mud
CLICK
HERE for information on the Terrain types used
in the game
Items
specific to WinSPww2 v1.0

- 66
New Scenarios ( 332 scenarios are now included with
the game )
- 69
New Maps
- 294
new photos added..
- Six
new nations added ( Slovak Republic, Manchukuo,
Italian Social Republic, Vichy France, Polish Communists
(LWP), Chinese Communists)
- Over
500 New and Revised Vehicle/Aircraft Icons
- Infantry
squads will now display up to 19 men ( was 13 )
- Full
WW2 scripted Long Campaigns added for France, Chinese
Nationalists, Chinese Communists
The game's
AI opfire and reaction fire routine has been re-written
to make it more selective in targeting based on the
weapon firing , target type and range.
A retire
function for APCs/Halftracks/carriers and trucks has
been added . Unarmed APCs/Halftracks/carriers or
trucks with no passengers will retire 1km ( approx 20
hexes ) after dropping off their passengers. For armed
APC/Halftracks/carriers etc. they will retire a few
hexes (if any MP left of course!), then turn and face
enemy. If they are close to the enemy and have sufficient
MP they will occasionally reverse instead.
A new
load up function for APC and trucks under AI control
has been added . The game will now cycle through
all APCs/Halftracks/carriers and trucks . If the carrier
is unloaded and not within 20 hexes of enemy (at start)
and it can move and is not retreating etc it will look
for a target infantry unit or team to pick up (within
a 1 km or 20 hexe range of the carrier). The target
infantry/team must itself not be within 20 hexes
of enemy. On the first pass the APC only looks for grunts
of its platoon. On pass 2 it will look for any unloaded
infantry or team (this allows trucks or APCs in a MISC
platoon purchase etc to get in on the action) if the
carrier decides there is a target infantry unit or team
it motors towards it, and if it gets to the location
of the passenger it loads it up
Plus dozens
of other small tweaks, bug fixes and adjustments to
game play such as.....
-
A button has been added to the artillery menu to
access the blast circles routine
-
fix to spotter planes (direction 6 was broken)
-
delete last formation - properly relinking subordinate
formations to HQ (A0) if co HQ is deleted
-
delete core formations now allowed (on the expand
core screen of the core upgrade menu)
-
German and Italian WW2 Long Campaign for taly and
N Africa - allow Indians as opponents
-
base
morale now shown on purchase screen
-
maps - ability to set battle location and access
to the map generator with added buttons in the map
editor (inc extended CD map editor)
-
Included
waypoint mechanism to linked scenarios.
-
New
properties for rough terrain.
-
Minor
modification for Z fire triggering AI OP fire.
-
Fix
on Preference bug (pbem).
-
New
code for AI APC vehicles.
-
New
Waypoint technique.
-
"Z"
( area ) fire will now draw reaction fire
-
Modified path-finding code (extended).
-
Option
to delete Core force units and refund the cost.
-
Modified
the Bicycle class and added the snow benifits to
the light Ski class
-
A
new set of ID flags with their positioning lowered
-
New
ScenHack program
-
New
CampaignHack program
-
New
CostCalculator program
-
The
batloc was not being displayed in campaigns, if
the default loc was not being used - fixed
-
The
game was putting severely crippled vehicles on map.
Now fixed to immobilize severely crippled core vehicles
(damage >= 1/2 cost).
-
There was some tinkering with UK/Ger batlocs in
North Africa in 1941 - should not go to Crete in
LC.
-
A
campaign marginal victory gets min of 300 points,
a decisive 500 (for smaller cores), before difficulty
adjustment.
-
When
displaying the entry/exit hexes of air units in
the bombardment screen, zooming in or out will cause
them to disappear from view. And reappear when you
move the cursor over them."----FIXED
-
The
"generate Campaign" screen had problems with some
of the buttons....FIXED
-
The games costing routine in the mainscreen was
only incrementing cost at 90+ morale, and had a
minor bug as well. FIXED
-
Rough
will now cause disablements on ROUGH+SLOPE hexes.
It will NOT disable on regular flat rough terrain
-
Wagons
are now treated like cavalry and not trucks
and many
more..

A special note regarding
the scenarios in WinSPww2v1
The scenarios included with this
game that were designed for earlier version
of the game have been checked, rechecked, adjusted
and tweaked in a number of ways. Quite a few
man hours have gone into this and all the scenarios
released with this game should play as they
were originally designed to be played ( or even
better! ). We have also revised the OOB's in
the Windows version to eliminate many of the
old, unused entries and because many of the
older scenarios still used them it meant we
had to go in an buy new units to replace the
ones that were removed. As well, we found when
we converted to Windows that some of the scenarios
using Germany still had some info dating back
to when Germany was OOB00. This too has been
corrected and these sceanrio corrections extend
to all the scenarios that were used to build
the User Campaigns in the game. In the case
of campaigns, not only have the scenarios that
make them up been revised but also the point
structure to ensure players can purchase what
we suggest you can purchase for the campaign
AS A RESULT of these changes
and the conversion to Windows players who download
scenarios from various places on the Internet
that carry scenarios for SPWW2 **MAY**
find the older ones are "broken" in
WinSPww2 and will require upgrading either by
the original sceanrio designer or the player
themselves. The changes we added to the game
to make it better made this unavoidable and
we apologize for any inconvenience this may
cause but we hope this inspires people to upgrade
and re-issue their old scenarios for this new
version of the game.
|
Some
notes on the new AI "Artillery Interest" routines.
Previously,
the AI arty routines targeted those troops which were
spotted in its own phase and would then fall-back to
the routines to beat up objectives, or approach roads
etc. Thus you could do the "hill dance" of
moving up from behind a ridgeline, firing and popping
back down, drawing only normal return op-fire while
exposed but ending your move out of LOS, so the AI would
not assign arty on these units. The new AI artillery
interest routine is linked to events which the human
player is told about during game play, but which previously
the AI was ignorant of. Basically - anything which generates
a message that your human opponent (in a PBEM) could
use against you, the AI now knows about as well. The
AI artillery interest routine takes events which the
human player would spot, and assigns a chance for the
AI to assign available artillery to the general area
of this event. Trigger events include flipping an objective
hex, making direct fire smoke, making smoke from dust
trails from vehicle movement, direct fire events (including
direct area fire with the Z key), normal on-map artillery
firing indirect fires (which generate smoke in the hex),
and engineering clearance operations. All things reported
to a human opponent, and now available for the AI to
assign delivery of a few "presents" to as
well, just as your human PBEM opponent would.
Also previously
the AI was a bit reluctant to plot its on-map artillery
assets, usually mortars. Often, a mortar unit with 60
or so original rounds would end the game with perhaps
45 or so rounds remaining. There is now a routine to
check for possible mortar (includes all on map arty
including say SP-MRL) targets, with the AI focussing
on detected enemy units close to objective hexes as
the prime search criteria. The on map arty assignment
also tends to fall-back on enemy held objectives if
nothing better is located, so it then drops searching
fires around these. Thus, "camping out" near
objective hexes will be somewhat more interesting for
the human player!.
Addition
features of the enhanced CD version only
-
Cut
and paste Map editor
-
Secure
Tournament play
-
640x480,
800x600, 1024x768, 1152x864, 1280x1024 and 1600x1200
windowed and full screen modes.
-
250
Secure PBEM save slots
-
Encyclopaedia
Sorting functions
-
ScenHack
scenario editor
.For more information click HERE
-
CampaignHack
campaign editor
For more information click HERE
- Opfire
Filtering
for
V2 For more information about Opfire Filtering
click HERE
-
PBEM Campaigns for
V3.

The
WinSPWW2 V1.0 installer is 125mb
Click
HERE
more information on downloading the free version or
purchacing a CD version of the game as well as information
about the patches and supplements for the game. |