CMBN: oh, è uscita la patch

Discussione in 'Combat Mission' iniziata da Antigono, 24 Luglio 2011.

  1. Antigono

    Antigono

    Registrato:
    9 Febbraio 2006
    Messaggi:
    934
    Località:
    Milano
    Ratings:
    +11
    Andate e scaricate.

    Lista dei cambiamenti dal sito Battlefront:


    NEW v1.01 GAME FEATURES
    This patch will update your CMBN game to v1.01, which includes many enhancements and improvements. Below is a list of some of the new v1.01 game features.
    Vehicles
    • Moving vehicles fire their weapons with further reduced accuracy.
    • Spotting ability of buttoned-up vehicles is further reduced.
    • Fixed a graphical bug that could cause a Puma crew to rotate outside the vehicle.
    • Vehicles that lose an unbuttoned crewman to small-arms fire are more likely to pop smoke and/or retreat like they typically do when the vehicle itself takes a hit.
    • Armor penetrations through a vehicle's main gun mantlet are not reported as hits on other locations.
    • Hit text for projectiles that enter an open vehicle hatch says "Hit: Opening" rather than turret or hull.
    • Corrected a rare problem that could cause tank drivers to remember "threat locations" for too long and rotate the vehicle inappropriately.
    • In a campaign game, if a tank is in working order but its crew is decimated, the tank will not appear in the next battle only to immediately become "knocked out" due to having a decimated crew.
    • Rhino vehicles are additionally available in August.
    • Fixed a bug that prevented ricochets off a Panther lower mantlet into the hull top (though this intentionally remains rare).
    • The glacis/hull-roof armor plate on the Tiger front is thicker.
    • SPW 250/9, SPW 251/9, and SPW 251/10 halftracks will button up under fire like most other vehicles do.
    • PSW 222 crew is now commander/loader, gunner, and driver.
    • PSW 222 and PSW 223 are capable of firing weapons after losing a crewman, and have slightly improved commander's visiblity when buttoned up.
    Terrain
    • Troops hiding in trenches or foxholes get better protection from shrapnel.
    • Concealment in foxholes is increased.
    • Corrected a problem that protected soldiers when a wall was behind them, but not enough when a wall was in front of them.
    • The distance between a soldier and bocage where the soldier may see through the bocage is slightly shortened.
    • Direct hits do more damage to trees.
    • Trees are less likely to block large projectiles consistently.
    • Tree placement remains precisely consistent each time you load/play a particular scenario.
    Quick Battles
    • Corrected a problem that sometimes switched attacking and defending sides.
    • The unit auto-purchaser is improved.
    • Air support may only be purchased during daytime with clear or hazy weather.
    • The "Random Service" option works properly.
    Artillery
    • Artillery is a little less precise.
    • When a forward observer cannot see where spotting rounds impact, he will usually require another round to be fired rather than skip ahead to fire-for-effect with poor accuracy.
    • Corrected a problem that sometimes caused artillery missions targeted near a TRP to "prepare" indefinitely.
    • Pre-planned missions for on-map artillery won't ever use spotting rounds.
    • Corrected an accuracy problem that could affect the first rounds of pre-planned artillery strikes using the Line pattern.
    • White phosphorous (smoke) does not cause unrealistically high casualties.
    Soldier Behavior
    • Soldiers are less likely to use SMGs at longer ranges.
    • Soldiers are less likely to fire on exposed tank crew.
    • Soldiers can spot anti-tank mines (in addition to anti-personnel mines).
    • Corrected some problems with mortars in direct-fire mode.
    • Soldiers are less likely to use explosive weapons for area-fire at very short range.
    • Soldiers won't set up heavy weapons on the precise edge of the map.
    • The TacAI pays a bit less attention to unarmed vehicle targets.
    • Soldiers aim better when area-firing into an immediately adjacent building.
    • Corrected some problems with soldier placement around heavy weapons in foxholes.
    • Soldiers are quicker to stop attempting to surrender if friendly soldiers are nearby and enemies are not.
    • HMG assistants can cower under fire like the rest of their team.
    Grenades
    • Troops may throw grenades from buildings at open-topped vehicles.
    • Grenade throwing obeys covered arc orders.
    • Grenades won't roll through building walls.
    Bridge Pathfinding
    • Corrected some minor pathing problems across bridges.
    • Troops are more willing to move across nearby fords rather than use distant bridges.
    Anti-tank Guns
    • Antitank guns won't attach to vehicles that are too small to tow them.
    • Corrected a problem that potentially allowed an antitank gun team to move the gun into a building.
    User Interface
    • Keyboard camera controls are smoother (Windows version).
    • When placing troops in a building during setup, if you click on a soldier or its icon (instead of the building) to set the destination, it won't cause the moving troops to float in midair.
    • Trenches and barbed-wires "remember" their rotations if moved to a location that is not adjacent to other trenches or barbed-wire.
    • When attaching targeting orders to a waypoint, the range display is calculated from the waypoint, not the unit's current location.
    • Corrected a problem with area-targeting a non-occupiable roof of a building.
    • Clicking Exit or New in the Editor brings up a confirmation dialog.
    Miscellaneous
    • Less framerate is devoted to showing wind blowing through trees.
    • MP40 ammo pouches display correctly on German soldiers.
    • Fixed a disappearing "gable" on a couple of barns.
    • Updated US rank icons.
    • Fixed some out-of-memory problems.
    • Adjusted the point values for bunkers
     
  2. stciaram

    stciaram

    Registrato:
    30 Maggio 2006
    Messaggi:
    1.066
    Ratings:
    +216
    ....Solo piccole correzioni purtroppo il gioco mantiene tutte le pecche più gravi. Ingestibilità quando si usano molti mezzi, AI con grossi problemi, eccessivo realismo per piccole cose e carenze macroscopiche per altre... è divertente e funziona in piccoli scontri con poca gestione e punti fissi di attraversamento...speriamo in altri e sostanziali miglioramenti
     

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