Panzer Command: Ostfront Patch v.2.0.329f


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Description
version: v.2.0.329fNew FeaturesIncorporated a modified version of Dazoline's Random Battle/Random Campaigngenerators into the official release. These versions of the BG/RCG allow players tocustomize how Random Battles and Random Campaigns are generated.Players can now specify if they want to increase the value of Objectives in thebattles. Increasing the value of objectives can allow players to gain more victorypoints through securing Objectives rather than destroying enemy units. Thismay shorten some random battles.Players can generate Random Battles and even Random campaigns using thePhase structure of their choice.Players can control whether the Soviet side uses Science of War or Art of War.The settings allow the player to decide if the Russian side Always uses Scienceof War, Never uses Science of War, or, in Random Campaigns, uses Science ofWar for battles until June of 1944, and then switches to use Art of War.Players can determine how the PrePlanned artillery are handled. Players canchoose either side, or both sides or neither side to have PrePlanned artillerybarrage. Players can also choose to allow the Random Campaign Generator tochoose which mode is used based on the each battle's mission.Players can easily design their own core force for the Random Campaigns.A new set of files have been created in the folder; Data/Campaign Core Units.The files in this folder are named to exactly match their counterparts in thefolder: Data/Random Campaigns. These files allow players to edit RandomCampaign Core forces that will be used in the corresponding RandomCampaigns. Players can even create an entirely different core force. Features ofthese new Campaign Core unit files:You only have to edit one file to affect all key core units across all of thebattles in a Random Campaign.The modded files support upgrades. If you look in one of the longerCampaign Core Unit files such as the "1st Infantry Div 1941-44 Long"you will see multiple core tags inside the coreunit tag. Each tag has adate and scenario attribute which describes when that upgrade takesplace. In the core tag are unit tags, corresponding to the core units in thatscenario. Remember that the unitname attribute of a unit tag is whatkeeps track of that unit between battles and provides the upgrade path.A file, in (Data/Campaign Core Units) will provide some of the units foreach of that campaigns battles subject to:The Core Unit Files included with this patch replicate the existingRandom Campaigns. If you make no changes to these Core UnitFiles, Random Campaigns will have the original Core Forces andUpgrades as originally designed.Before making changes to these Core Unit Files you should makebackup copies so that you can return them to their original state.When editing the core units you are changing the "Key Core"units in a campaign. You should also make changes to theCampaign description in the Core Unit File to match thosechanges. You should also make sure to update the correspondingunits in each of the "core" sections of the file. You can 'upgrade"your equipment using these other sections in the file.Any non key core units in Battles files will not be affected, sothere will be variability retained in the units used from battle tobattle in a campaign.The Random Campaign description will display the key coreunits described in the CCU not the original key core units fromthe campaign file, so remember to make the appropriate changesto the description in the Core Unit File.Code ChangesFixed minor problems with Niemirow map.Fixed a series of bugs with how retreated units behaved. Retreating units will nowcontinue to retreat until they rally.When an armored vehicle targets an infantry unit the Tactical AI will now select theweapon and ammo that has the most chance to inflict losses on the target. This selectionwill consider the range to the target as well as the Firepower. If the firer and/or target ismoving, the weapon selection may change. In most cases this will result in an armoredvehicle choosing to use HE shells, then MG AP.Map Maker has been adjusted to provide more portability of maps between systems.This will make it easier for users to work on maps on more than one computer withouthaving to have the same directory structure and simplify the process if multiple usersare collaborating on a map project.Map Maker will now insert a map size attribute into Random Battle Templates.Regional settings issues should be fixed.Fixed a bug that could cause the unit�s weapon data to not refresh when cycling betweenunits. This could cause a crash if a targeting order was issued with the incorrectweapon.Light Buildings now reduce firepower by -1. Heavy Buildings reduce firepower by -2.There is a chance for incoming fire of all types to completely ignore the protection thatbuildings provide, which scales up based on the penetration value of the incoming fire.There is now a small chance for incoming HE and HEAT shells to ignore the protectionprovided by trenches and foxholes, reflecting the chance of a shell landing close enoughfor the blast to directly enter the trench or foxhole.Infantry units that are mounted on vehicles will now not always dismount whensuppressed. The implementation of this rule is now as follows:Infantry units mounted on the outside of vehicles, with no protection (i.e. TankRiders) will be more vulnerable to enemy fire and will dismount as soon as theyare suppressed by incoming fire.Infantry units mounted in enclosed transports (i.e. Trucks) that are not armoredwill also dismount as soon as they are suppressed by incoming fire.Infantry units mounted in protected transports (i.e. Halftracks) that are armoredwill not dismount when suppressed. However, if they take casualties and fail amorale check, they will dismount.Artillery animations were sometimes displayed far away from their actual location. Abug that caused this has been fixed.A bug that prevented cupola hits has been fixed.The targeting logic was not correctly considering all armor locations, which led to a fewrare issues, especially involving infantry targeting anti-tank guns from beyond closeassault range. This has been fixed.The in-game settings now default to have floating icons on, all movement and targetinglines on and limit infantry off.A bug that prevented area fire from working in some cases against infantry in buildingshas been fixed.A bug that caused air support to prioritize targets incorrectly has been fixed.Various issues related to infantry routing and retreating when in buildings, in vehicles orpinned and suppressed have been fixed. A few issues still remain, but retreating androuting is working much better.LOD models are now working at about 75% of the range of terrain fade-out. Somevisual issues with LODs remain and are being worked on, but this should have apositive impact on performance.Some infantry animation issues relating to SOP and firing and walking animations wereresolved, which should result in more realistic animations for squads.An issue that could cause tanks to stop auto-targeting their machine guns when the maingun ran out of ammunition is fixed.Quite a few new widescreen resolutions have been added to the initial resolutionconfiguration, to better support systems with displays that span multiple monitors.New Models, Units and Data ChangesArmor ratings for the Elephant, Ferdinand and Pz VI - Tiger II have been updated toincorporate new data.The ability to have individual ID decals has been added to the T-28 Models 1936, 1937,1938.The factors used to determine 'variable penetration' have been improved.Models have been updated for BA-64, Pz IVD. New late camo versions have beenadded for Sd Kfz 222, 222_5, StuG III late, StuG F1 late, Stug F8 late, OpelBlitz and PzIIF late.Fixes and improvements have been incorporated for Pz IV E, F1, F2, G, G Late, H and Jand the T-4 PzKpfw IV.Incorporated Camo version and uniform updates for 105mm S10cm K18 late, 150mmsIG33 late, FlaK 36 late, PaK 36 late, PaK 38 late, Pak 40 late, and PaK 41 late.Some scenario fixes/updates were incorporated into Railway Station, 13th CrossingGuard, and Achtung: Panzer Jaeger.Battle files and Presets were updated to take advantage of late war camo models.Random Battle Presets were adjusted to improve the Random Campaign Battles.A new map and Random Battle Template were added for Wilkowischken.A new StuG IV has been added.Two new Russian random campaigns have been added: 1st Tank Corps 1942 Short(Battles on the Chir River) and the 29th Tank Corps 1944 Short.Ammo loadouts for several off-map artillery units have been updated.Map size attributes have been added to RB Templates for future use.A new sand texture by szartur has been added for use in making desert maps.Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. Theseinclude making these units decal capable by the scenario designer and the inclusion ofmultiple commanders so that not all tank commanders are the same.Fixed a problem where grass was too high in a small area on the map for Their toughestBattle.Fixed a problem where RR tracks were tipping over when crossed on The Biggest andthe Baddest map. This is actually a work around for a problem with how knockdownfences were implemented.Fixed a problem with how map maker was drawing AI map colors around Telephonelines. Map Maker now only draws selected terrain around the base of one of thetelephone poles, rather than along the entire length of the telephone line.Added several new houses styled in the manner common to the style found in ruralHungary.Updated and improved models and crews for the 122MM M1938, F-22 M1936, F-22USV M1939, PaK 38, PaK 39, PaK 40, s10cm K18, the sIG 33, the ZIS-2 and ZIS-3.Ammo loadouts were updated for almost all ArmouredUnits.The killpower for some offmap artillery guns was reduced. This will reduce theeffectives of artillery strikes against armoured units, resulting in fewer armoured unitskills resulting from artillery barrages, but more stunned results.Models were added and the map updated for the Stalingrad railway station. The RailwayStation and the 13th Crossing scenarios were updated.New units were added for the German PaK 36 and Pak 36 Late, and for the Russian45mm ATG M-1937 and M-1942. These units have been added as Mobile versions ofthe above units in the Infantry unit type. Existing scenarios will continue to use thestatic versions of these units. Scenario designers can choose to use either the stationaryversion of these units from the Armoured units folder, or the Mobile versions from theInfantry folder. The mobile versions have 'Mobile' after the unit type to make themdistinguishable. Random battles will use only the mobile type of these units.Major overhaul of all German infantry, including improved uniforms, equipment andanimations for many units.Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tankFixed an issue with the SIG33 CrewAdded a description for the 88mm FlaK36Fixed a problem with line of sight and the depth of the tank pits on the Kolomak mapand updated the Kolomak scenarioImprovements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD modelsImprovements to recoil, exhaust and decals on some modelsFixed problems with some start dates for random battles and campaigns for Lend Leasevehicles and SS HMG teamsFixed an issue with AT gun armor values interfering with infantry targetingFixed a problem with the Winter version of the Panzerschreck teamExtra heavy artillery is no longer available by default in random battles and campaigns,as it could cause balance issues, especially in random campaigns.Heavy artillery is now less prevalent in random battles and campaigns.The dates on rocket artillery have been corrected and the cost of rocket artillery hasbeen increased.The German PaK 36 can now be moved by its crew, albeit slowly.
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