The latest version of Steel Panthers II is v1.1
The version number is displayed when the cursor is moved over the Battle button.
Note: This patch will only work with the MEDIUM or FULL installation of Steel Panthers II.
To Install:
DOS USERS
Go to the directory where the file was downloaded.
Type SP2V1_1.EXE.
Follow the on-screen prompts.
Windows 95
Double-click on SP2V1_1.EXE in Windows Explorer.
Follow the on-screen prompts.
Corrections for v1.1:
Units moving in water hexes formerly fired with no penalty to their accuracy. Units moving through water hexes should now fire with a noticeable reduction in their chances to hit.
A unit, which ended a scenario of a campaign immobilized, frequently began the next scenario immobilized as well. Immobilized units now repair between campaign scenarios.
A unit, which expended all its' smoke ammunition in a campaign scenario, began the next scenario without smoke as well. Smoke ammunition now replenishes between scenarios.
When a transport unit carried more than one passenger, only one of those passengers was listed. Now, when the user right - clicks on the transport, all passengers appear on the Unit Command screen.
When routed infantry - type units had no retreat route, they stood in place. Infantry should now surrender or disperse [see below] if they have no retreat alternatives.
When the Autodeploy feature was used at the start of a scenario, it frequently stacked units up to four deep. Except in the most extreme circumstances [a small map, with maximum number of units, or a map where the bulk of the eligible deployment hexes are taken up by water], the Autodeploy will deploy units in a more dispersed manner.
When set in the two-player mode, player preferences could be accessed and changed at any time by either side. Player preferences now lock down, once the two-player mode has been selected.
When players were selecting units for an upcoming scenario, no option to view the map appeared. That option now exists, although it should be noted that in campaigns, the user must purchase a "core" unit before the first campaign scenario map will appear.
Transport units now display load capacities and costs on the Unit Command screen.
When a generated scenario began, all the objective hexes in the center of the map appeared under the control of one side. Center objective hexes now appear evenly distributed, or neutral.
Units dismounting from transport immediately lost all cover benefits from that transport. Units now attain some cover from the presence of a vehicle in the same hex.
Units dismounting from transport frequently were displayed as still moving at the speed of the vehicle; dismounting units no longer "move" faster than 10mph.
The "F" key multiple-shots bug which occurred in the indirect fire menu has been fixed.
Custom maps now load in PBEM games
When entrenchments are placed using the "dig-in" option, then their occupants moved and re-"dug-in", the first set of entrenchments disappear.
When a multi-hex building was placed on the map, then deleted, some hexes retained the "building" designation even though a building icon no longer appeared. Now, when a multi-hex building is removed from a map by "clearing" it's upper-left hand hex, all building references are deleted with it.
When the user purchased units, then exited the purchase menu and returned, all the units were erased. Purchased units now remain until the user completely exits the generator.
Purchased mines now may only be deployed by the player who purchased them.
Syrian names now appear properly.
Saved FASCAM minefields now appear with the proper icons when reloaded.
Airstrike missions now appear in the proper quantity for both sides in PBEM games.
The map generator will no longer place buildings on rough hexes. Users may, if they wish, place buildings in rough hexes using the map editor, but those buildings frequently will not block LOS, fire, or movement.
Smoke round allotments have been reduced for all units. Infantry other than engineers will carry few, if any rounds, while armorwill normally carry no more than their HQ.
PBEM games can now be saved to any open save slot. With this change, the old "E-Mail" folder becomes no longer available from the save menu. A result of the change to the PBEM function is that the "Player Preferences On/Off" switch no longer appears on the preferences screen. Preset player and realism preferences are now automatically locked in when the user selects to play in two player mode, as in STEEL PANTHERS III: Brigade Command.
SAM missile launchers - especially towed and self-propelled versions - frequently ignored helicopters as targets. SAM launchers now detect and begin lunch routines against helicopters at the same distances that they do fixed wing aircraft.
Airstrikes frequently ignored plotted targets such as infantry in favor of more "glamorous" targets like tanks. Air spotting and targeting routines have been adjusted to improve the liklihood that an aircraft will spot and attack units in a targeted hex, regardless of unit type.
Features in v1.1:
The patch automatically provides the user with enhanced infantry and artillery routines much like those used in SSI's new Steel Panthers III: Brigade Command, which, without compromising any of the playability of Steel II, allow a more effective role to both.
Infantry in cover will take noticeably fewer losses, hold longer, and when in range, prove even deadlier to armored units. On the other hand, infantry units that are reduced to below 2/3 of their starting manpower will surrender if they are forced to retreat and cannot retreat to a hex that is either occupied by a friendly unit or not adjacent to an enemy unit. Note here that depending upon the angle they were fired upon and the retreat path selected by the computer, they may surrender despite the presence of a "legal" retreat hex anyway. Infantry units that are reduced to 1/3 their starting manpower and are forced to retreat will disperse and be removed from the game.
Artillery is more effective against unprotected units, inflicting more kills and affecting target morale even more than it already did. When the user cycles through his units, artillery with plotted bombardment hexes will appear with shot values of X:X to signify their bombardment status, warning the user that if they do direct fire their bombardment capability will be reduced or lost for the remainder of the turn. Last, artllery that moves will not be able to shoot in the same turn.
In conjunction with this patch, there are new OOBs files, courtesy of Gary Grigsby and Jim Wirth, that include minor corrections and updates to the unit data, and are intended to replace the original OOB files provided in Steel II. Users are encouraged to try the new ones, but if for some reason you wish to return to the 1.01 OOBs, you may download these from the website.
Fixes in v1.01:
- Aircraft leave after one pass.
Aircraft now remain "on station" after delivering their main armament. They do not re-arm, but will be available to make more passes with any remaining armament until:
Winchester (out of ordnance)DestroyedDamagedSeverely suppressed by Anti-aircraft fire
- The bombardment screen displays inappropriate units.
Only your own air and indirect firing artillery units will display in the indirect fire screen.
- Unit I.D. tags appear and disappear or won't display for A.I. units.
This is better, but still occasionally happens. Some reports of changing zoom levels fixing this problem have been received, but this only works sporadically.
- Invisible buildings appear and large buildings vanish suddenly.
The invisible buildings is fixed. Large buildings are somewhat out of scale, and the fact that you can 'drive on top' of them at points is intentional. They are scaled to the unit icons, which are also larger than exact scale so that vehicle types are immediately distinguishable. In order to put in these large buildings, a programming trick was used that results in the top left corner of the building being a 'key hex' that, if destroyed, becomes rubble. The rest of the building then is not displayed - "vanishing".
- I was winning a battle in the 'Long Campaign' 'made by the Campaign Generator, or a pre-generated campaign, and suddenly I lost and the game quit.
There is a file that seems to have commonly gone missing in the SCEN directory called spec99.txt. When playing in a campaign, if your Headquarters unit is lost, you the player are "killed" - the spec99.txt file notifies you of this.
- My West German artillery has no icon, and is invisible.
The art is now linked to the unit.
- My units spill off the map, and do not display when I buy a lot of them.
Maximum unit purchases are now fixed at 133 units of all types per player.
- In an e-mail game there was a way to see the other player's side using an incorrect password.
Not any more.
- The F-8 Crusader displays in the buy screen and encyclopedia when a bunker is selected.
A black box is displayed now.
- Little gray dots in the strategic map showed me where the enemy was moving. Right clicking in unspotted hexes would reveal the presence of enemy units.
Both have been fixed.
- Helicopter movement inspired a number of objections.
There is now a cost for the altitude changes and the helicopter status becomes 'moved' when height changes. Some terrain type would not allow helicopters. All terrain now permits helicopter movement. One note: a helicopter always moves above the terrain on the map - there is not as a few people asked a way to move 'among' trees and buildings other than the selection of NOE (nap-of-earth) movement height. This fix includes helicopters' "unwillingness" to enter hexes with friendly wreck markers. Helos can not stop in a hex with two units in it, but can pass over such hex.
- Escape should allow you to abort an unwanted save.
Fixed.
- Mines cannot be seen by the owning player. Mines sometimes change ownership.
Both fixed.
- After consulting with real live tankers, we found out (to our surprise!) that a helicopter can sometimes be in real danger from the main tank gun of a modern Main Battle Tank (MBT).
After considerable discussion we went with the following formula: If the tank has a Fire control rating of 25 or higher, a Stabilization rating of 3 or higher and the helicopter is NOE or landed then the tank can fire its main gun at the helicopter. Note that the original setting we wanted, based on advice from actual practitioners, was a stabilization of 4, but that eliminates all the Russian, Pact and non-Western equipment. The western forces do not really need a lot more advantages...
- My tanks are using up the sabot rounds on light armor.
The problem is a complicated one. Simply put, what moves gets shot at. When the AI tries to scout you with its fast, light armored vehicles, the opportunity fire routines are invoked. That part remains unchanged, but the choice of rounds is now weighted toward HEAT for vehicles with thinner armor.
- My tank or other turreted vehicle spots based on the position of the hull, rather than the turret.
The visible hexes 'front facing' is now based on the turret in a turreted vehicle.
- My infantry pop smoke, but stay in the hex and die.
A special movement allowance has been included to allow more frequent movement by infantry under fire when they pop smoke. There are still cases where the infantry have moved their full allowance, already run once and similar where they are stuck. As most of these situations are rare and represent tactical nightmares, they are fair enough. Sometimes, no run, no hide is the truth.
- AA units are not getting credit for their kills.
They do now. The marker is a tank like any kill.
- Immobilized vehicles can be turned.
Not any more.
- When units target an enemy but cannot fire due to range, ammo limitations etc. they are treated as firing for opportunity fire purposes.
The actual fire event or movement is required to invoke the op fire routines.
- Evading helicopters reveal hidden units.
Now they do not.
- The AI attacks with the HQ forward, and gets it killed.
The chief problem arises when the HQ is mounted on a fast vehicle. This should be much less frequent now.
- I set the range to max, but my missiles do not engage, my range settings do not seem to work etc.
Range settings used to base on the #1 weapon, now the program looks for the longest weapon range. Makes ultramodern Infantry and Cavalry fighting vehicles more flexible and dangerous.
- I can do an Undo and gain some benefit.
Any change in unit status now disables Undo.
- I was playing the 'Long Campaign' and got a message giving me a chance to "prove myself against the fleeing enemy" but no Yes/No dialog appeared and the game locked up.
This should work now.
- Why can't I select the number of points in games.
This was the single most frequent request of all. First, we did it. Secondly, we left in the default settings. The reason for putting in these settings is that you can play how you want. If you are looking for a serious challenge to your modern armored tactics, try the Germany 1980 campaign unmodified. If it stomps you, try doubling the starting points, and give it right back! Note that forces in the pre made campaigns are fixed in the code and cannot be modified - the AI does not 'buy' anything, the forces are fixed. In the long campaign you can set both sides' point levels. And if you play the unmodified German 1980 campaign, use smoke and terrain and you'll have much more success. Several reviews of the game in magazines and online have stated that this campaign is unwinnable but the authors of these reviews failed to use smoke and terrain driving; standards learned at Fort Knox. Note also that due to requests by our external beta testers, we have made the number of 'air sorties' configurable. This determines the number of times you can buy either Attack Helicopter units - two helos per buy, usually - or Strike Elements. If you leave it set at "XXX" the random settings will kick in. This will let you play with air units on both sides. Be wary of too many helicopters, they can dominate the game.
- My AH-64 or similar helicopters can carry infantry. What's up, are the soldiers clinging to the pylons?
Amusing as the image may be, it was wrong and has been fixed. A number of the carry capacities have been changed. This leads to an unfortunate situation in the PRE MADE scenarios.
- My tank in a PRE MADE scenario began with infantry loaded, but when the infantry got off, and I tried to reload them, the message said "Infantry squad (or whatever) too heavy".
This is due to changes in the carrying capacity of certain unit types in the .mob files. We got some feedback from folks who had served in U.S. and foreign military about this subject. Some represent actual improvements in our specific information about the vehicles. In the case of MBT's the change is sometimes due to information that doctrine (the rules of tactical behavior) does not allow the carrying of these various unit types on a tank, for example.
- The Egyptian and Syrian flags are reversed.
The Egyptian and Syrian flags are correct now.
- I clicked on my HQ unit in the buy screen and deleted it and the game froze.
The HQ unit is 'gold-plated' now and cannot be deleted.
- I can do some strange tricks and fire my Self Propelled Artillery over and over etc.
Fixed.
- Many people wanted the moving, moving fast, and such status lines put back in.
Put back in, and there is even a bit that shows the speed you move.
- I was playing in Korea (1950's decade, basically) and some more modern weapons showed up and slaughtered me.
The 'time traveling' Bradley's and such are gone now.
- My AA units are too inaccurate. My AA units attack at low percentages and reveal themselves unwisely.
AA fire has been re-worked. Anti Aircraft Artillery (AAA) units are now more effective. Airplanes and helicopters are definitely at greater risk from well planned air defenses.
- (Weapon X) is too weak/too strong etc.
We have reviewed a number of the weapons systems as some very helpful volunteers with actual experience on these weapon systems contacted us. In most cases the changes are small. If we weren't sure about whether to make a change we were pretty conservative about changes. The main areas changed were AAA and aircraft weapons. Both are now more effective.
- My infantry cannot seem to effect tanks. I always lose close assaults.
The routines for infantry assaults have been completely reworked. Simply put, the infantry want to attack targets on which they can penetrate the armor, while stationary, from hiding. Open topped and soft targets are more vulnerable.
- My troops will not reman their equipment after being routed.
They will now, once morale is recovered, if they have not lost too many men.
- The artillery chases me around the board, shoots more accurately, and hunts my HQ.
Not any more. The famous 'arty cheat' for the AI has been removed. This was one of the most requested fixes. We listened.
- I win a campaign but the message says I lost.
The pointers have been fixed.
- Non-stabilized ATGM's are getting the benefit of the main gun's stabilization.
Not exactly, but the rate at which shots decline for externally mounted ATGM's on vehicles is greater now.
- No Vision Rating information is displayed.
We added the Vision rating to the Unit information screen, which is what comes up when you right-click on a selected unit.
- No Vision Rating information on the Purchase screen.
We added the Vision rating to the Purchase screen.
- My priority artillery targets persist between scenarios in a campaign.
This was intentional but the 'mail' ran about 3 to 2 against, so it resets now. Note that the other persistent setting, unit ranges still persists. That is intentional too.
- My 'Wild Weasel' aircraft (planes armed with anti-radar missiles like HARM, ARM, Standard ARM, SADARM) come in after the radar equipped stuff is dead.
To give your WW aircraft priority in when they attack during a turn, purchase them before any other aircraft. |