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Space05us
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WWIIOL just got a new patch(last week actually), version 1.9. There are a lot of new things, not the least of which are, and not limited to; Depot spawning and Factory bombing.
Depot spawning is where you can spawn at the CPs inside of the city(infantry only), away from the ABs. Limiting camping problems and making it easier to get around. Also if the enemy captures a Depot in a city held by your side and they have an FB to that depot from a city then they can spawn in that city. ie if Allies capture the Lux-Thionville Depot and they have an FB from Thion to Lux then they can spawn Infantry directly into German held Lux.
Im not exactly sure how facotry bombing works, I dont know if it slows R&D or if it decreases the supply limit. But its cool because we can finally conduct stragtegic air raids!
oh and they put knives in.
if you guys want I'll copy and paste the Readme text so you can see all of the updates.
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Space05us
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there are more than enough people playing on both sides, its a challenge to fight for either side of the map. You should re-up your subscription if not for just a month to check it out. Well worth it. Oh and its FAR less buggie.
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Space05us
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quote: =====================
World War Two Online
=====================
ver# 193 (Public)
08-01-03
Global:
-Fixed several client performance issues
=====================
World War Two Online
=====================
ver# 192 (Public)
07-30-03
Global:
-Fixed a shadow related CTD
=====================
World War Two Online
=====================
ver# 191 (Public)
07-30-03
Vehicles:
-Fixed a yaw instability issue with the 109
-Fixed an error with concussive resistance to vehicles
=====================
World War Two Online
=====================
ver# 190 (Public)
07-29-03
Converted DirectX graphics API to OpenGL graphics API
Vehicles: Planes
-Added new plane: French DB7 medium bomber
-Added new plane: British Havoc I medium bomber
-Audited filght model for Bf110 C4
-Audited filght model for Bf110 C4b
-Audited flight model for Bf109E
-Audited flight model for Bf109F (pending 19x)
-Audited flight model for Ju87
-Audited flight model for Hurricane I
-Audited flight model for Hurricane IIc
-Audited flight model for Spitfire I
-Audited flight model for Spitfire Vb (pending 19x)
-Audited flight model for H75
-Audited flight model for Dewotine 520
-Audited flight model for H81
-Fixed a bug where HE-111 crew positions that used 2 weapons did not die when the alternate position died
-Fixed a bug with He111 position 7 not being killed properly
-Added new articulated bombsight to DB7. This bombsight has the ability to move left, right, up, and down and has an indicator for the pilot to correct movment. This sight technology will be retrofitted to the HE-111.
-Reduced MINIMUM convergence on ALL forward firing aircraft guns to 100m
-Finished ground handling pass on SpitVb, should now handle same as SpitI
-Reduced total braking power on HurricaneI and HurricaneII to help reduce nose-over tendencies while applying brakes.
-Reduced bomb drag on all bombs to bring "speed clean vs. speed w/bombs" closer to historic values on aircraft with external bombs
-Changed G-force code so that player cannot achieve brain death state by pulling G's
-Added flag, gear and canopy drag
-Added flap, gear and canopy damage
Vehicles: AFV
-Added new tank: H39 French light tank
-Armored cars audited for stability
-Fixed roll and yaw values for the Matilda to address shaking on some terrain tiles
-Audited Truck and Puller transmission to match historical speed data:
Morris 60kph
Laffly 66kph
SdKfz 50kph
Bedford 70kph
Opel 80kph
-Tweaked S-35 speeds, should now hit historic numbers
-Adjusted fuel loadouts on ALL ground vehicles to reflect historic values
-Changed Char and S35 turret rotation speed to match historical data (audit in progress not final do not report issues)
-Changed French mg drums to 150 rounds to match historical data
-Adjusted Flak 30 reload time from 7 seconds to 4.5 seconds
Infantry:
-Added ability to spawn at depots (infantry only, mission only)
-Added knives to infantry load out
-Added third person binoculars
-Added shell ejection animations in first and third person
-Added new infantry animations for walking backwards, upright and crouched
-Added new relaxed state animation
-Changed muzzle fire and smoke
-Added muzzle light sourcing to the muzzle flash
-Added bullet smoke to troop hits
-Added new infantry emotes, usage is as follows in an open chat buffer:
full body emotes:
.emote salute
.emote cheer
combat emotes:
.emote double
.emote getdown
.emote halt
.emote moveout
Note: You may type these as short cuts (i.e. <.em doub> for <.emote double>)
-Mapped the left ctrl key to be the modifier for the trooper emotes in conjunction with the number keys
-Increased rifle spawn number to 400
-Disbaled emotes while swimming
-Keyboard commands for infantry changed as follows:
External view (offline only):changed from "V" to "Left Control, V"
Crouch: changed from "B" to "F"
Prone: changed from "F" to "V"
Terrain:
-Added bomber fields (may be moved by RDP cycle)
He-111 (Germany):
Dusseldorf
Koln
Monchen-Gladbach
Aachen
DB7 (France):
Reims
Abbeville
St.Omer
Calais
Havoc I (British):
Le Tourquet
Amiens
Ramsgate
Folkstone
-NEW CP's and AF's
England
-------
Canterbury (3 x RD&P facilities)
Wingham
Derringham
Faversham
Eastchurch
Whitstable (3 x RD&P facilities)
Ashford (3 x RD&P facilities)
British deepwater destroyer ports added at Deal, Dover, Dunkerque and Berck-Plage
All English CP's made capturable and links to France extended to include:
Boulogne/Le Touquet -> Folkestone
Dover -> Dunkerque
Germany
-------
Hallschlag - Kronenburger AF
Schleiden
Oplade
Bruhl
Ratingen
Langenfeld
Dusseldorf (4 x RD&P facilities)
Koln (4 x RD&P facilities)
Stadtkyll
Kerpen - (Gwynich AF)
Hahn-Hunsrück AF (Axis rear AF only)
Neider-Mending AF (Axis rear AF only)
Monchen-Gladbach (1 x RD&P facility)
Gorisboek (Zeeland Islands) seaport CP (infantry/fairmile only)
Krabbendijke (Zeeland Islands) seaport CP (infantry/fairmile only)
Gravenpolder (Zeeland Islands) seaport CP (infantry/fairmile only)
Willemstad Harbour (deepwater destoyer)
Hellevoetsluis (deepwater destroyer)
Oosterhout
Waalwijk
S-Hertogenbosch - (Vught Airfield)
Densborn
Gerolstein
Hillesheim
Nettersheim
Wollersheim
Euskirchen
France
------
Wissant
Marquise
Boulogne
Escouilles
Lumbres
Samer
Maninghem
Fruges
Le Crotoy (French destroyer port)
Abbeville (includes French AF) (3 x RD&P facilities)
Bernay
Le Tourquet (includes British AF)
Berck-Plage (includes British destroyer port)
Montreuil (3 x RD&P facilities)
Hesdin
St.Riquier
St.Pol
Frevent
Saulty
Doullens
Albert
Fixecourt
Corbie
Villers-Bretonneux
Chuignolles
Talmas
Amiens (includes British AF) (3 x RD&P facilities)
Tille AF (French rear AF only)
Clermont AF (French rear AF only)
French deepwater destroyer ports also added at Calais, Oostende and Antwerp
Harbour port added to Walsoorden
-Modifed Autogunner machine guns so they have reduced accuracy against a trooper if he is prone
-Added new AA AI
British: 20mm Oklieron, 40mm bofors
French: 25mm CaMle38, 40mm bofors
German: 20mm Flak 30, 40mm Bofors
-Added new bursting rounds to 20mm and 40mm AA AI for flak curtain efect
Game Play:
-Forward Bases now draw their supply from their parent Army Base
-Newly captured facilities no-longer have a full spawn list
-Added EWS to research facilities for aircraft
-Added EWS to depots for ground vehicles
-Incerased time span for initial vehicle delivery to a newly captured AB to 0-30 mins
-Increased capture table initial build time to 15 mins
-Added new cature table dialog which indicates facility spawn status
-Increased capture table capture time to 2 mins
Research Development Production:
-Added new RDP web reporting and story generation
-Added new map icons
-Added new research facility and icon
-Added ability to adjust vehicle levels without restarting the host
User Interface:
-Removed "Display All" facility filter on the UI theater map
-Added new filtering and zoom controls to the UI map
-Removed double-click zoom at map except at 1x zoom level
-Added all non-combat emotes to ".help emote"
Settings and Config:
-Added new Settings.exe
-Added ability to turn off muzzle flashes to Settings.exe
-Added language support for French
-Fixed a bug with French and Italian Keymappers
-Added mouse wheel support
-Moved the Jettision function to "left control + J" in the keymapper
Effects:
-Fire and explosions now appear voluminous and heated
-Enhanced residual fire for bomb explosions and plane crashes
-Added a new texture for 'heat'to explosion effects
-Added "chunks o' debris" for aircraft hits
-Added random sparks trailing from a burning aircraft/bomb explosions
-Added first and third person exhaust to vehicle startup
-Added flap and gear damage sounds to aircraft
-Added muzzle flash/lighting
-Adjusted global fogging variables for a smoother effect, no change to max view distance
-Adjusted ranged icon color to distinguish it from the fog
Sounds:
-Changed sound reduction if your vehicles engine is running (Mac only)
-New engine sounds for Havoc and DB7
-Added knife sounds
System:
-Radio icons should now correctly indicate on which channels you receive a message
-Added "arenaLock" - this feature alows the GM to lock players from spawning, a sys message will repeat in the chat buffer
Global:
-Added fix for "side Swap" bug
-Fixed a cause for the continuous fire bug
-Fixed a bug where explosives were delivering joule damage to terrain objects twice
-Fixed bug where Eind and Panningen were not captureable
-Adjusted AI to have less impact on frame rate
-Fixed reported CTDs |
Its a biggy
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Space05us
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The new colour scheme for my Char will be blaze orange! I never have problems while driving around in my good 'ole Char. Rennys are a bit of a hassle to drive, and usually fall prey to P-2s and 38(t)s, but if you use them correctly they can be quite effective and devastating! Nothing like imagining the look on a PIV driver's face when they see the deathcam with a renny right on thier bumper
if its been a while since you played you want to make sure you play with the toys on all sides! The brits have a decent scout car, and a bad ass AA gun. Thier armour selection still leaves me craving more. Of course they have the Spit and Hurri, but Im not an aviator so I cant really comment on them.
The Germans have a nice selection of armoured vehicles, though it sucks when its down to the 38(t)s, 232s, and PIIs. You have to stick pretty much to keeping the flies off of PIIIs and IVs. (They really got the shaft on the scout cars as far as Im concerned, but its about damn time they got the shaft on something ) Once the first R&D phase is complete you will no doubt be seeing the PIIIH, the "Uber PIII", its toe-to-toe with the P4 if not better. (though you will most likely also lose the Stug because the regular German player has NO idea how to use it properly and GHC is more concerned with looking like its winning than actually winning)
And of course theres the French armour, not recommended for the claustrophobic. Horrible for moving fast or viewing the scenery, but when it comes time for battle it matches up with the German equipment far better than the tinfoil covered golf carts the Brits use. The Char, is of course, the most deadly armoured vehicle in the game (when put in the right hands). With an alright main gun and a kick ass hull gun, good armour, and a decent speed(you get used to the slowness) its my baby! Much of the French player base would sooner trade in effectiveness for speed which brings us along to the S-35. It has a so-so main gun, and an okay machine gun. Light armour, and good speed. Its the average tank of the game. Then there is the R-35, the good 'ole renny! The shittiest tank in the game, I love it! Its like playing on uber hard mode. The French also recieved a scout car, the Panhard. Its a mean lean Panzer eating machine (once again, only when place in the right hands) Great speed, awsome main gun (considering how light a vehicle it is) and did I mention it looks good!? The other newewt toy the French got was the H39. You can call it an R35 on steroids. Good for taking out Stugs, and lightly armoured German vehicles, but mainly used for keeping flies away from the S35s and Chars. (at least thats how it should be used). The French also got a new fighter plane and a new bomber, again I cant really comment on them.
sorry I got carried away, I was only going to tell you about the new toys, but I just love this game so much! I could talk about it all day long. But I'll stop for now.
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Space05us
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yes binocs are rank restricted, though I cant remember what rank you need because when they came out I was already past it.
Im pretty sure each base gets one stug, so yeah they are limited. They are a moving artillery piece, they should be tought of at an AT gun with an engine and a problem where it cant hide. Just like the R-35s. It is meant for a support role. Its supposed to help take out the heavier allied tanks, just like how the PII and 232 are meant to take out infantry and lightly armoured vehicles such as the Laffly and R35s. But the average German player will take one and go crusing alone, deadly mistake as the things are very very vulnerable, its easy to manuever behind them even in an R35.
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