Quote: |
==Version 0.715==
+ Custom height maps can be used by placing them to the \data\map\height folder, named height001.bmp, height002.bmp etc. Currently the location is selected randomly, based on the Battle Generator "Hilliness" setting - The defending AI places some of its static AT units to forward slopes - The AI dismount range, used when enemy units are detected, is randomized for each battle - New sprites for all US vehicles, including winter camo (One more thank you to Capt Sam) - Added a message about the mission objectives, and the objective locations blink for a while during the setup phase - Adjusted the contour lines and elevation map mode colors ==Version 0.713== * Fixed: : A potential array out of bounds error in map image generation - Modified accuracy algorithm: Small targets, like hull-down vehicles, are easier to hit at close ranges - Trees have higher LOS block values - The maximum number of men per squad increased from 10 to 25 Thermal imaging: - eras.xml: "thermalImagingMinRange" increased from 2000 to 3500 meters (vehicles with a weapon "nightVision" value equal or greater than this have a thermal imaging system) - weapons.xml: "nightVision" 2000 increased to 3500 meters - Adjusted the automatic cost calculator to match the new nightVision values Map Generator: - More trees in the random generated maps, depending on the Vegetation setting: Field edges can have tree lines, and some brush is replaced with trees - Increased the number of fields - Winter maps have empty spaces for the fields, possibly with tree lines ==Version 0.711== * Fixed: A wrong dug-in symbol was used for the partly identified vehicles ==Version 0.710== - When moving in a formation using the Quickest path mode, the units search the adjacent squares next to the waypoints, and move to the one with the best Trafficability New variables in the database (see DATABASE.txt for more info): - aircraft.xml: value - eras.xml: artilleryTRPRadius, artilleryAdjustRadius, HQRadiusInfantry, HQRadiusVehicle, infantryVulnerability, thermalImagingMinRange, unknownArmorKE, unknownArmorCE, aircraftDelay, planeDelayRandom - units.xml: enableTurretScanning, infantryVulnerability, value ==Version 0.708== * Fixed: Planes could sometimes circle endlessly over the target area ==Version 0.707== + Vehicles are affected by the morale rules, and can be abandoned. HQ contact reduces the chance. Damage, suppression, seeing friendly units retreating/destroyed etc reduce morale - The morale and training values affect the purchase costs, 75 being the average value - When moving in a formation using the Covered path mode, the units search the adjacent squares next to the waypoints, and move to the one with the best Cover - Vehicles displace themselves if there's terrain fire in the same location - Map Generator: Steep terrain (The slopes greater than about 30 degrees) is replaced with Rough ground Database: - The formations and flights can have morale and training modifiers - USSR Combat Power modifier is set to zero Added hotkeys: - Covered path, Ctrl+"C" - Quickest path, Ctrl+"Q" - Shortest path, Ctrl+"S" Remapped hotkeys: - Custom fast compression, Shift+"C" - Smoke generator on, "Q" - Smoke generator off, Shift+"Q" - Create a smoke screen, Ctrl+"W" ==Version 0.706== - Non-retreating HQ and radio units can act as artillery and mortar observers, making the fire more accurate. HQ units are the best spotters - Added a "free" formation, hotkey shift+F9, where the units advance without regrouping ==Version 0.705a== + Helicopters have two battle positions - Units can be ordered to use effective ranges (accuracyRange) in the SOP menu - Ctrl+"X" clears all range settings - The unit sprite, or a photo if available, is shown when the unit name is clicked in the purchase phase Database: - An optional photo can be added (spritePhoto. units.xml, aircraft.xml). The photo (or the sprite) is shown when clicking the unit in the purchase phase - Added tracerTypes: BOMB_IRON, ROUND_MORTAR_LIGHT_HE - Renamed tracerTypes: ROUND_NAPALM -> BOMB_NAPALM, ROUND_CLUSTER -> BOMB_CLUSTER - AA-Accuracy spreadsheet updated ==Version 0.703== * Fixed: The scenario generation could freeze if the number of objectives was set to one + New accuracy equation: "accuracyRange" in Ammunition.xml defines the range where accuracy is half of "accuracyBase". The docs folder includes an Excel spreadsheet that provides an overview how accuracyBase and accuracyRange interact Game Mechanics: - Improved fire distribution between units/aircraft, usually between at least two equal targets - Low Training has more effect on accuracy, while it doesn't increase the delay before first shot at all - Command Delay can be set to increase between the first three waypoints (armies.xml, commandDelayMod) - The minimum morale level to become routed has been increased - Infantry is a bit more vulnerable to direct fire - The aircraft spotting capability is affected by the Training level UI: - The time-of-day slider is now centered - Time and objectives are shown in the AAR replay - The event messages have a timestamp - Nationality flags are shown in the Battle Generator and AAR Other: - Desert camo sprites for the US vehicles (Thanks to Capt Sam) - The top-attack capability is less expensive ==Version 0.701== * Fixed: The Battle Generator nationality settings were not saved/loaded ==Version 0.700== + The game data is moved into external XML files (data\xml folder), and can be modified with any text editor. See DATABASE.txt (docs folder) for notes + Time of day is now dynamic. The length of twilight and day can be set in the Battle Generator. During the action there's a "sun" indicator, representing the current level of illumination Game Mechanics: - Added a new level of enemy identification between fully identified and unknown (Tracked, wheeled and half-tracked vehicles only) - Aircraft are affected by the training and morale rules. A low training value reduces weapon accuracy, and low morale aircraft escape more often - Morale, instead of Training, affects the suppression recovery (about 20-60 seconds). Morale is used to calculate how long it takes to recover from the buttoned-up state after a vehicle is no longer suppressed (from 15 seconds to about 10 minutes) - The default armor value for unidentified targets is now 15mm instead of 40mm, so the unidentified units are engaged with less powerful weapons too - The AI opponent is less eager to call air support UI: - Enemy units, as well as friendly aircraft, can be clicked for some info. During the AAR the friendly ground units can be clicked also - Detected guided missiles have a small symbol (green = friendly, red = hostile) - The Battle Generator settings can be saved and loaded |
platoon_michael wrote (View Post): |
With the re-release of CCIV which is now WAR that has many bugs/errors/crappy map codding/same old shitty game play/same old shitty graphics/same old shitty sounds/same old shitty sprites/an actually worse looking strat map/same old shitty online gaming support/same old shitty customer support/same old shitty feel/and basically just downright the same old Shit.(just more of it)
Why the "F__K" are you asking for a new game? And did I mention the same old shit sells for $40-$50 ? |
output generated using printer-friendly topic mod. All times are GMT