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Old 10-21-16, 09:33 PM   #6079
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
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Originally Posted by vdr1981 View Post
Because of my revision of all imported dat objects , this megamod version should bi significantly more stable than anything before. You'll noticed that American airplane rooster now misses several airplane types (I used British planes to fill the gap) but also I've added several new merchant types from SH4/SH3...

Some environmental units are still problematic (mines and buoys) so make sure to save the game when approaching or leaving the areas where these units can be encountered, just like before ( all in game ports, coastal waters, narrow straights ect...). Further more, one full game restart in mentioned areas should decrease any possible CTD chances practically to 0...

Note that the test version should be savegame compatible but any changes will be visible only after fresh Campaign start or advancement to the next campaign chapter...If everything is OK with this one I think we are ready for new official TWoS v 1.06...



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Quote:
TWoS 1.06 - release candidate version 3 changelog:

RC1/RC2
- Added several new merchant types (Check TWoS: New Merchant Fleet mission)
- Added few different ship variation of already present ships in the game.
- Fixed LoD setting for all imported ships.
- Added animated crew for imported ships.
- SH5 wake trail for all imported ships
- Fixed "New Merchant Fleet" historical mission.
- Added Rec manual Additional Informations for several more merchant ships (more stuff to read during long and boring patrols ).
- Reorganized air/sea units roster and appearance intervals in order to assure the highest possible level of game stability.
- In game appearance of certain ship types moved for later war years, like Landing Ships, newly added Harris class Attack Transport, Liberty ships ect...
- Adjusted Campaign files in order to meet new changes.
- Adjusted player's new sub offers date intervals in order to avoid CTD resulting "collisions" between certain submarine types and some problematic sea units (VIIC available after early 1941, U-FLaK early 1943, VIIC41 mid 1943)
- Removed faulty submarine paints/coating upgrade packs and edited description for some (ex. player will be noted if paint is applied only to conning tower or if upgrade only works with certain tower type ect). Edited point costs.
- Few tweaks in cfg files responsible for AI detection abilities.
- "Silent running/state" ability is now available on surface too in order to compensate a bit for increased hearing abilities of escorts when sub is surfaced.
- Fixed game freeze when R2 node radars (rotating) is destroyed while rotation is active.
- Revised non-scripted campaign agents report in order to decrease expressed possibility of upcoming event and to simulate counterintelligence operations but at the same time to give player rough picture of current sea traffic state (ex. "Agents report, Convoy HX1, possible departure from...")

RC3
- Fixed occasional duplicated words in radio message files.
- Crash dive command set to 150m.
- Removed old Generic patcher files from Aplications folder (not to create confusion with valid files).
- Added water surface reflections for all imported ships and removed unused textures.
- Updated/added mod's, gen.patcher and OFEV instructions to the appropriate folders.
- Two new merchant types
- Slightly decreased bosun's CO2 built up bonuses.
- Fixed CO2 gauge in control room to show correct values.
- Few tweaks in Menu.txt file regarding crew contact reports.
- Revised gameplay realism percentage values depending of used optional addons.
- Added Silentmichal's interior mod 1.2.4 (The Beast's No Food and Fixes version), removed Library folder in order to get rid of some error messages on game exit...

The Wolves of Steel 1.06 - Subsim Community SH5 Expansion Pack_RC3




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