Wargame: Ash and Shadows v2.47; ongoing APS update, Yugo upgrade

barendjan
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Re: Wargame: Ash and Shadows v2.38;Holy balls, APS update

Postby barendjan » Mon 9 Apr 2018 16:12

Hi Spectre,

Thanks again for your help, the mod is now running good.
My compliments for the mod, it is amazing how much energy you have put in it, and I think it is a fantastic mod.

I have still one question left, does the mod upgrade automatically or do I have to do it manually?
I also replaced the other files from the mod, but i thing it is stil v2.37 and not v2.38.
Do I have to completely reinstall it or is there some other way?

Thanks again!
Barend Jan

Spaßsoldat123
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Re: Wargame: Ash and Shadows v2.38;Holy balls, APS update

Postby Spaßsoldat123 » Thu 12 Apr 2018 04:30

Hi,

What does the [ELINT] tag on recon units mean? That could be something worth adding to the user guide.
Thanks in advance.

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Spectre_nz
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Re: Wargame: Ash and Shadows v2.38;Holy balls, APS update

Postby Spectre_nz » Mon 16 Apr 2018 08:39

v2.39 is up.

General changes:
Spoiler : :
APS tuning continues. APS ranges have been adjusted downwards, aim times on [DEF] SPAAG has been shortened and some missiles have been slowed down in an effort to improve overall APS 'feel' and performance.

The Czechs have been removed from the New World Order coalition

1400-1500kg bombs have been increased to HE28
The 3000kg bomb has been increased to HE 35

Armored aircraft have been reduced from 3 to 2 frontal armor
The AV2 value has been improved from 0.45 HE damage multiplier to 0.4 HE damage multiplier

Armored aircraft like the A-10 and the Su-25 have been reduced to 1 card of 1 in each case. For nations like the US with 50% Air tab bonus, they'll still be able to get 2 A-10's per card.

M577 and similar HQ vehicles have been adjusted across the board to 100pts in cost

BTR-70's and BTR-80's have been adjusted so they're 8-9 pts for all nations

Most Tube arty units have been reduced to 1 card

APKWS AP has been buffed from 6 to 8

Cobra helocopters have been given across the board points buffs to put them in a better place with respect to redfor hinds.

Aim-9M missile anti-helo range improved

Several recon units that had accidentally received 'very good' recon were put back to 'good' recon

Smaller ATGM carriers have had price buffs

Kornet carrying BRDM's have had cost nerfs to 45pts

Range on the AIM-152 AAM Increased, HE increased to 8



US Changes
Spoiler : :
Tusk command tank price nerfed from 150 to 175 pts
FEP tank price nerfed from 135 to 140pts
Strikers price buffed from 25 to 22pts
Delta force price nerfed from 24 to 25 pts
DAP 30mm cannons AP buffed from 2 to 3
AH-1Z Viper given Aim-9's
Deltaforce and Navy seals given the Blackhawk as a transport option


UK changes
Spoiler : :
Warrior command vehicle re-purposed into an Athena command vehicle, with improved armor.
Stormer APC given to a wider range of infantry as a transport unit
Sarcean APC (which wasn't actually transporting any units, just taking up space) re-roled into the Boxer transport
The Stormer HMV which was causing memory leak crashes has had its skin removed and put on display as a warning to others reroled into the mongoose FSV
Salwart transport buffed from 6 to 4
RARDEN FSV upgraded to mk2 version
Striker ATGM vehicle given Spike NLOS missiles
Warrior transport line costs reduced
FV430 Bulldog mk3 cost nerfed from 4 to 7
Saxon price buffed from 10 to 7
Paratrooper skyguard price nerfed from 22 to 30
Gazelle SNEB recon helo replaced with Wildcat Martlet
WAH-64 MLU price buffed to 120pts


Israel changes
Spoiler : :
Seraph Recon helo added, a version of the Apache longbow with [FF] hellfires and Stinger missiles
Su-25 Mehoar (ugly) added, representing a captured enemy unit refitted for service in the IDF
T-72 Ptzaza (Bomb, or a euphemism for 'really awesome') Added as a captured enemy unit refitted for service in the IDF
Maglan Spike missile made to be top attack
Spike LR range and AP buffed (a change that affects German, Czech and ANZAC units)
Gavnuni Javelin replace with a Spike MR
Gavnuni price nerfed to 30pts
Givarti price buffed to 18
Herev given an improved RPG; the RPG-7VR
Uzi 9mm weapons renamed as MTAR-21 9mm
Hovet ammo bug fixed
Shot Kal Dalet HP improved from 18 to 24
Baz and Akef airspeeds increased to 1150kph in line with US F-15's
Price buffs for the Merkava tanks.


North Korea Changes
Spoiler : :
Air tab bonus increased to 50% for NK national decks
Price buffs across the air tab
Price buffs across the infantry tab
Jeogockdae given a much improved stealth rating (2.2x multiplier)
Jeogockdae 90 given the fictional 12.7mm Zastava 96, and a better stealth value
Yuckjeondae given a much improved stealth rating (2.4x multiplier)
Yuckjeondae 90 given the fictional 12.7mm Zastava 96, and a better stealth value
Gongbyong sappers flame thrower replaced with the RPO rhys
NK Militia have been given a 3HE Anti-infantry and a strela 3 MANPADS


China Changes
Spoiler : :
HJ-12 'double tap' time nerfed from 2.2 sec to 3.4 sec
APS and machine gun overlap issue on the ZBL-08 that made it appear the APS had 1603 rounds of ammo has been resolved by removing the machine gun
ZTZ-96A tank armor reduced, cost nerfed to 60pts
ZTZ-99A1 and 99A2 costs nerfed by 10pts each
Ammo count on the SA 342 reduced from 12 to 4 missiles


Other changes
Spoiler : :
Munja APS ammo corrected
M1107 MKSK HQ cost reduced
T-84D missile and APS overlap issue corrected by removing missile
PT-91 command tank ammo corrected
Polish Krab and AMRAD tweaked so they'll hopefully show tracers when they fire
BTR-T HP increased from 10 to 20
Erroneous amphib value on UK CAMM(L) removed
Krjstjager and Krjstjager commando costs increased
ANZAC Javelin team cost increased
ANZAC Aggro Jacko cost increased
RBS mk2 MANPADS cost buffed to 20 pts
F-15J and F-15J Kai speed increased to 1150kph in line with other F-15's


Sonki3 wrote:Hey there. I got a question.

Can you bring back Norad? (Maybe instead of Turkey + Sweden/Denmark alliance)

Reason is that Turkey and Sweden/Denmark are not in an alliance in real life and it would geographically not provide them a lot of support.

Thanks.


No. The US and Russia have no coalitions for the sake of balance.

I'm aware its not a real world alliance. I added it to be an interesting combo.

What does the [ELINT] tag on recon units mean? That could be something worth adding to the user guide.
Thanks in advance.


ELINT vehicles have the ability to spot RADAR AA units at a distance, much like a SEAD aircraft can.
Last edited by Spectre_nz on Mon 16 Apr 2018 23:45, edited 1 time in total.

Spaßsoldat123
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Re: Wargame: Ash and Shadows v2.39;Holy balls, APS update

Postby Spaßsoldat123 » Mon 16 Apr 2018 09:46

Cool, thanks for the response. New update looks nice, hopefully I can try it tomorrow. Is the Fuchs FÜfu supposed to have the picture of a Boxer on the card? Or is it supposed to be a boxer? Also, are there any plans to add updated ATGM teams for the Germans? The F2 is nigh unusable :(

Also, is there a reason the L/55 doesn't get upgraded range? I noticed a higher range than 2250 on some other nations tanks, but nothing seems to have changed for the Germans. I won't be upset or anything if you don't change them, but I think it would be more accurate to the real thing's purpose (precise fire at long range).

barendjan
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Re: Wargame: Ash and Shadows v2.39;Holy balls, APS update

Postby barendjan » Mon 16 Apr 2018 11:41

Hi,

I now have the 2.38 installed,

How do I have to upgrade it to 2.39? manually?

Thanks again Spectre for the enormous effort you put into this mod, it really is fantastic!

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Re: Wargame: Ash and Shadows v2.39;Holy balls, APS update

Postby Spaßsoldat123 » Mon 16 Apr 2018 21:39

barendjan wrote:Hi,

I now have the 2.38 installed,

How do I have to upgrade it to 2.39? manually?


Uninstall the previous version with that installer, then install the new version with the new installer. :)

barendjan
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Re: Wargame: Ash and Shadows v2.39;Holy balls, APS update

Postby barendjan » Mon 16 Apr 2018 22:04

installer doesn't work. it says it it unable to copy the new file win.dat.
so do it al manually?
same files to same places?

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Re: Wargame: Ash and Shadows v2.39;Holy balls, APS update

Postby Spaßsoldat123 » Mon 16 Apr 2018 23:00

Hm, I'm not sure. Mine worked just fine using that method, so you'll have to wait for an answer from someone else. Sorry man

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Re: Wargame: Ash and Shadows v2.39;Holy balls, APS update

Postby X42-C1 » Tue 17 Apr 2018 00:36

Spaßsoldat123 wrote:
barendjan wrote:Hi,

I now have the 2.38 installed,

How do I have to upgrade it to 2.39? manually?


Uninstall the previous version with that installer, then install the new version with the new installer. :)


Uninstallation is not required, you can just run the new installer over the old version of the mod

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Spectre_nz
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Re: Wargame: Ash and Shadows v2.39;Holy balls, APS update

Postby Spectre_nz » Tue 17 Apr 2018 14:26

barendjan wrote:installer doesn't work. it says it it unable to copy the new file win.dat.
so do it al manually?
same files to same places?


Same files, same places.

Cool, thanks for the response. New update looks nice, hopefully I can try it tomorrow. Is the Fuchs FÜfu supposed to have the picture of a Boxer on the card? Or is it supposed to be a boxer? Also, are there any plans to add updated ATGM teams for the Germans? The F2 is nigh unusable :(

Also, is there a reason the L/55 doesn't get upgraded range? I noticed a higher range than 2250 on some other nations tanks, but nothing seems to have changed for the Germans. I won't be upset or anything if you don't change them, but I think it would be more accurate to the real thing's purpose (precise fire at long range).


There isn't really a compelling reason to upgrade the range on the German tank guns, specifically. Keeping the majority of tank guns with an in game range of ~2275m keeps the Armor vs AP match ups more understandable. Because of range compression in game, 2275 game meters reflects ranges of around 4000m for a 'real world' comparison. Essentially, in game, all of the top end tanks in the world, thanks to their fire controls and ammunition, are roughly in the same ball park when it comes to effective firing range. Close enough at least, that for game purposes, while their accuracy may differ, their range does not.
Aside from guns with Extended range munitions, like the US XM-1111 or the Korean KSTAM, representing effective firing ranges of 5-6km.

The Fuchs Fufu, in an earlier edition of the mod, was converted into a boxer. The icon has been retained. I probably should update it back to a boxer.

I was under the impression the Bundeswehr does still use the Milan F2 in limited numbers. I'll think about swapping it out for a spike.

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