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Desert War Version 1.0.2 Available

 
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Desert War Version 1.0.2 Available - 9/25/2018 11:51:04 AM   
Daniele

 

Posts: 1512
Joined: 2/7/2015
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Hi everybody!

Desert War has been updated to version 1.0.2! This update brings many changes and improvements so be sure to check the Changelog below.

You can download the update from the Member Area or here

And also from the following mirrors:
http://ftp.us.matrixgames.com/pub/DesertWar1940-1942/DesertWar-UpdateComp-v1.0.2.zip
http://ftp.eu.matrixgames.com/pub/DesertWar1940-1942/DesertWar-UpdateComp-v1.0.2.zip
http://ftp.ca.matrixgames.com/pub/DesertWar1940-1942/DesertWar-UpdateComp-v1.0.2.zip


Version 1.0.2
=============

Bug:
====

• HQs - if HQs eliminated, they remain on map (if Display Options is set to show HQs at top of stack at turn start).
• interdiction - In Unit Turn info, interdiction results are not shown correctly.
• Editor AI - In AI Tab, unit names have "Unit" prepended amd unit type appended, so when script runs, the unit is unknown.
• Artillery HQs not implemented (HQs containing a lot of artillery units should use more supply).
• Bug when assigning engineers to battle with no attack value.
• When assiging artillery to an enemy hex into which a friendly unit is moving, the friendly artillery sometimes defends the enemy unit.
• Editor: AI Setup zones not working.

Scenarios:
==========
README

BONUS - THE AMERICANS ADDED. For use by scenario designers, graphics have been added to support construction of scenarios that include American forces in Tunisia 1942-43.

BONUS - NEW SCENARIOS:

* Sidi Bou Zid (Historical). The battle of Sidi Bou Zid was fought as part of the campaign in Tunisia between 14-17 February 1943. On 14 February, the German 10th and 21st Panzer Divisions attacked through the Faid and Maizila mountain passes of the Eastern Dorsal. Their goal was to destroy elements of the U.S. 34th Infantry Division and 1st Armored Division whose defenses centered around the village of Sidi Bou Zid.

* Sidi Bou Zid (Free Set-up). Same as above except this version allows the human player(s) to set-up their units within their start areas as they see fit.


CHANGES/FIXES:

Images

* Added/updated army0, army1, and nato image files.

Scenarios

All scenarios.

* Clarification added to all Scenario Briefings: "Resupply Rate = Given the resupply per turn above, the Axis/Allies will receive enough supply for their entire force to have one turn of Move+ / Combat+ supply every x-number game turns. This calculation is based upon their starting Strength."
* Updated German and Spanish translations to reflect changes.


Operazione E

* Added Axis set-up zone 11 for 2CCNN Division.
* Changed XXII Corps Artillery HQs level from Corps HQ to none.
* Changed XXIII Corps Artillery HQs level from Corps HQ to none.
* Changed WDF Artillery HQs level from Corps HQ to none.
* Corrected typo on scenario brief for arrival turns of 2CCNN and Catanzaro Divisions (with XXII Corps) (GT9 and GT12 respectively).
* Changed 10th Army HQ movement factor from 15 to 1.


Into The Blue

* Changed XXIII Corps Artillery HQs level from Corps HQ to none.


Enter Rommel

* Standardized CounterName for 3rd Armoured Brigade units from 3 Arm X to 3 AR X.
* Changed CounterNames, CounterNames 1 and 2 for D/1st Bn/Lib Arab Force and C/1st Bn/Lib Arab Force to reflect the actual task organization in the scenario.


Battle of Sollum

* Changed CounterNames for 1./606.Flak Bn and 2./39.PzJgr Bn from 5.le Pz XX to 200 Inf III to reflect the actual task organization in the scenario.
* Standardized CounterNames for 4th Armoured Brigade units from 4 Arm X to 4 AR X.


Gazala--First Five Days

* Changed Arko HQs level from Army HQ to none.
* Brescia XX detached from Supercommando Africa and assigned it to XXI Corps.


Gazala--The Cauldron

* Changed Arko HQs level from Army HQ to none.
* Changed Recce Group HQs level from Divisional HQ to none.
* Brescia XX detached from Supercommando Africa and assigned it to XXI Corps.


Gazala--Fall of Tobruk

* Changed Arko HQs level from Army HQ to none.
* Changed Recce Group HQs level from Divisional HQ to none.


Alam Halfa

* Changed XXI Corps Artillery HQs level from Corps HQ to none.


El Alamein

* Changed X Corps Artillery HQs level from Corps HQ to none.
* Changed XXI Corps Artillery HQs level from Corps HQ to none.


< Message edited by VPaulus -- 10/1/2018 12:56:27 PM >
Post #: 1
RE: Desert War Version 1.0.2 Available - 9/25/2018 9:18:17 PM   
Lowlaner2012

 

Posts: 675
Joined: 11/20/2011
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Cheers :)

(in reply to Daniele)
Post #: 2
RE: Desert War Version 1.0.2 Available - 9/25/2018 9:37:18 PM   
MrClock

 

Posts: 50
Joined: 12/13/2014
From: Milan - Italy
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Post #: 3
RE: Desert War Version 1.0.2 Available - 9/25/2018 9:56:52 PM   
GrizzlyKt


Posts: 82
Joined: 5/25/2018
Status: offline
thank you nice

(in reply to MrClock)
Post #: 4
RE: Desert War Version 1.0.2 Available - 9/25/2018 11:26:17 PM   
bootlegger267

 

Posts: 833
Joined: 2/27/2013
Status: offline
Bravo!

(in reply to GrizzlyKt)
Post #: 5
RE: Desert War Version 1.0.2 Available - 9/26/2018 12:37:21 AM   
IslandInland


Posts: 549
Joined: 12/8/2014
From: YORKSHIRE
Status: offline
Great!. Thanks for the update.

With the Americans added to the game I am hoping we will see some DLC covering the battles in Tunisia.



< Message edited by IslandInland -- 9/26/2018 1:01:07 AM >


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I saw generals create imaginary "masses of manoeuvre" with a crayon and dispose of enemy concentrations, that were on the ground and on the map, with an eraser. Who was I to criticise them, hero as I was of a hundred "Chinagraph wars" of make-believe?

(in reply to bootlegger267)
Post #: 6
RE: Desert War Version 1.0.2 Available - 9/26/2018 7:17:26 AM   
DerGrenadier


Posts: 106
Joined: 12/11/2011
From: Germania Superior
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Post #: 7
RE: Desert War Version 1.0.2 Available - 9/26/2018 11:47:07 AM   
ninja81

 

Posts: 40
Joined: 5/16/2016
Status: offline
Many tanks! ^^

(in reply to DerGrenadier)
Post #: 8
RE: Desert War Version 1.0.2 Available - 9/26/2018 3:42:05 PM   
jack54


Posts: 1250
Joined: 7/18/2007
From: East Tennessee
Status: offline
Thank you

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Counter from Bloody April by Terry Simo (GMT)

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Post #: 9
RE: Desert War Version 1.0.2 Available - 9/29/2018 2:23:59 AM   
BletchleyGeek


Posts: 4188
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
The links seem to be fubared:

- On the Members' Area I can only find a 1.0.1 download
- The FTP link, instead of leading to a download, ends up with a connection time out

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Wite2 - Lead Tester

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Post #: 10
RE: Desert War Version 1.0.2 Available - 10/1/2018 10:59:00 AM   
Saint Ruth


Posts: 730
Joined: 12/16/2009
Status: offline
Can you try it again? Works for me.
Thanks,
Brian

(in reply to BletchleyGeek)
Post #: 11
RE: Desert War Version 1.0.2 Available - 10/1/2018 11:56:24 AM   
BletchleyGeek


Posts: 4188
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
Hello there,

this is what I get from the Members Area. Note that the text is okay, but the filename is not.

The FTP points to the right file but times out.




Attachment (1)

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Wite2 - Lead Tester

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Post #: 12
RE: Desert War Version 1.0.2 Available - 10/1/2018 11:59:41 AM   
zakblood


Posts: 21426
Joined: 10/4/2012
Status: online
sorted

< Message edited by zakblood -- 10/1/2018 1:18:42 PM >

(in reply to BletchleyGeek)
Post #: 13
RE: Desert War Version 1.0.2 Available - 10/1/2018 12:01:26 PM   
BletchleyGeek


Posts: 4188
Joined: 11/26/2009
From: Living in the fair city of Melbourne, Australia
Status: offline
That's not very helpful, but thanks anyways for trying.

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Wite2 - Lead Tester

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Post #: 14
RE: Desert War Version 1.0.2 Available - 10/1/2018 12:04:47 PM   
zakblood


Posts: 21426
Joined: 10/4/2012
Status: online
sorted

< Message edited by zakblood -- 10/1/2018 1:18:56 PM >

(in reply to BletchleyGeek)
Post #: 15
RE: Desert War Version 1.0.2 Available - 10/1/2018 12:57:22 PM   
VPaulus

 

Posts: 3321
Joined: 6/23/2011
From: Portugal
Status: offline
While the web admins don't fix the links in the memmber's area, you can download from the mirrors below:

http://ftp.us.matrixgames.com/pub/DesertWar1940-1942/DesertWar-UpdateComp-v1.0.2.zip
http://ftp.eu.matrixgames.com/pub/DesertWar1940-1942/DesertWar-UpdateComp-v1.0.2.zip
http://ftp.ca.matrixgames.com/pub/DesertWar1940-1942/DesertWar-UpdateComp-v1.0.2.zip

(in reply to zakblood)
Post #: 16
RE: Desert War Version 1.0.2 Available - 10/3/2018 7:22:29 PM   
duncjons

 

Posts: 3
Joined: 11/16/2017
Status: offline

Great game... Thanks!
My installation, though, is not on my C: drive. There is no option on the update installer to choose another drive. First time I've experienced this... Is it just me?

(in reply to VPaulus)
Post #: 17
RE: Desert War Version 1.0.2 Available - 10/10/2018 3:25:11 PM   
duncjons

 

Posts: 3
Joined: 11/16/2017
Status: offline
Still no option to choose to install update 1.0.2 on another drive than C:..!!... Any thoughts / plans on doing an update of the update installer and adding the 'Browse' option?? It cannot be unheard of in this SSD day and SSD age, that folk need to save space on their C: drive and choose another location.... Can it??

(in reply to duncjons)
Post #: 18
RE: Desert War Version 1.0.2 Available - 10/11/2018 4:31:20 PM   
SamSlitherine

 

Posts: 33
Joined: 2/17/2017
Status: offline
Hi Duncjons,

We are sorry you're having issues, hopefully we can get this sorted for you ASAP!

When you first installed Desert War, was it to the drive in question or to somewhere on the C drive and then it was subsequently moved to save space on your C: Drive?

The way our updates work, is they read where you first installed the game to and updates the files within that folder.

When you run the update what location is given when you reach the 'Ready to Install' page? - the default location is C:\Program Files (x86)\Matrix Games\Desert War 1940-1942 for example

< Message edited by SamSlitherine -- 10/11/2018 4:35:17 PM >


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Post #: 19
RE: Desert War Version 1.0.2 Available - 10/13/2018 2:42:07 AM   
duncjons

 

Posts: 3
Joined: 11/16/2017
Status: offline
Many, many thanks for the help Sam... A fresh install and I'm successfully updated...

(in reply to SamSlitherine)
Post #: 20
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