Steel Panthers
|
The original game that started it all.
Despite severe engine limitations (only 48 units + 1 HQ unit per side) that made scenario designers (and players) go for armor-heavy slugfests, it was pretty fun and was like having a 1/300 miniature wargame on your computer without having to unpack all the miniatures each time you wanted to play. Two campaign disks were sold, adding in total six new campaigns and 75 new scenarios to the game.
(1997 Interview at Gamasutra with Gary Grigsby on SP)
Stock Campaigns
Poland 1939 (6th Panzer
Division)
France 1940 (2nd Panzer Division)
Normandy 1944 (US
1st Infantry Division)
Operation Market-Garden 1944 (UK Irish
Brigade)
Warsaw 1944 (5th Guards Tank Army)
Battle of the Bulge
1944 (1st SS Panzer Division)
World War III (US vs Soviet Union
1945)
Philippines 1941 (Japanese 48th Infantry Division)
Battle
for North Africa (German Afrika Corps vs British 8th Army) (Campaign
Disk #1)
Operation Barbarossa (Germany's invasion of Russia)
(Campaign Disk #1)
Patton's 3rd Army (Patton battling through
France into Germany with possible Berlin Scenario) (Campaign Disk
#1)
Panzer Command 1935-1945 (Hans von Luck's Career in 20 linked
scenarios) (Campaign Disk #2)
Red Guards (1st
Guards
from Kursk to Berlin in 17 linked scenarios) (Campaign Disk
#2)
Bushido Warriors (Japanese in Asia in the early war years)
(Campaign Disk #2)
This was found thanks to MrFlibble's hard work over at the Beta Archives Forums (LINK).
“It appears that SSI were sending out pre-release versions of some of their games to magazines for preview, and several have ended up on magazine cover disks, mistaken for legitimate demo versions of the respective games. This false impression was probably reinforced by the fact that the betas came with the same type of installer as the regular SSI demo versions.
Steel Panthers Beta
The beta is dated 18 July 1995, the installer files 8 August 1995. The catalogue records four cover-disks with this version: SCORE No. 25 (January 1996), PC Power (March 1996), PC Games (March 1996) and PC Action (March 1996). The main installer file (DATA.A00) is 15 561 910 bytes.
This version appears to be not limited in any way, it contains a large number of scenarios, the campaign mode and mission builder, and several saved games, apparently intended to show gameplay to reviewers. The installer help file contains text in French which suggests that perhaps the beta was originally leaked by a French magazine, but this is not certain.”
Analysis: The installer is titled “Installer for STEEL PANTHERS BETA 7/18/95”.
It installs to the C:\PANTH directory and includes:
AAPLAY.EXE – Autodesk Animator Public Domain Player v1.0 from 1989.
EDITPZ.EXE – Apparently the original SSI editor for SP, used by the dev team.
PZ.EXE – Main program.
To get the demo to run, you have to select NO SOUND.
What's in the Demo:
Four Saves:
US vs Soviet (5/1945)
Jap vs US
(12/1941)
Brit vs Ger (9/1944)
Jap v US (12/1941)
(SP 1 Beta Installer Menu
Screenshot)
(SP 1 Beta Intro
Screen)
(SP 1 Beta Main
Menu)
(SP 1 Beta Campaign
Screen)
(SP 1 Beta Battle
Generator)
Also in the PANTH directory are several LBM files which when viewed reveal “prehistory” about Steel Panthers:
AME.LBM
BRI.LBM
FRE.LBM
GER.LBM
BUT.LBM
RUS.LBM
This is an extremely large ZIP file organized into different folders because due to the way SP1 sees scenarios, it can only see up to a certain number of scenarios. Total number of scenarios is approximately 1,300~.
Hapschott's SP1 Scenario Collection Folder Listing:
WestFront
Middle (171~ scenarios)
Late (153~ scenarios)
Early (38~ scenarios)
Desert (124~ scenarios)
Packs2 (118~ scenarios)
Packs1 (180~ scenarios)
Japan (117~ scenarios)
EastFront
Finland (13~ scenarios)
1945 (52~ scenarios)
1944 (94~ scenarios)
1943 (100~ scenarios)
1942 (46~ scenarios)
1941 (69~ scenarios)
EarlyEuropeOOB (52~ scenarios)
Cyber (28~ scenarios)
6thPanzerOOB (31~ scenarios)
The second game in the series brought it into modern combat with a significantly improved game engine. Instead of the older 50 unit (49 buyable, 1 HQ) limitation, you now had 150 units (149 buyable, 1 HQ). This made it possible to make complex and detailed scenarios that weren't armor-heavy clashes (unlike SP1). A campaign disk was sold, adding three new campaigns and 30 more scenarios.
Stock Campaigns
Germany 1980
Desert Storm
1991
China-War 1997 (Taiwan vs China)
Okinawa 1998 (US vs
Japan)
Golan Heights 1973
Korea 1950
Korea
1998 (Second Korean War) (Campaign Disk)
Battle
for the Low Countries (British vs a resurgent Germany in Belgium)
(Campaign
Disk)
Drive into the
Rhineland (French vs a resurgent Germany) (Campaign
Disk)
This is an extremely large ZIP file organized into different folders because due to the way SP2 sees scenarios, it can only see up to a certain number of scenarios. Total number of scenarios is approximately 700~.
Hapschott's SP2 Scenario Collection Folder Listing:
Western (188~ scenarios)
s_am_africa (52~ scenarios)
middle_east (165~ scenarios)
libya_camp (16 linked scenarios in the Libyan campaign v1.0 that replaces the 1998 Okinawa Campaign)
Europe (101~ scenarios)
Asia (179~ scenarios)
The third game in the series (and the last of the 'original' SSI line) was kind of like the odd cousin in the family that nobody likes to talk about.
It spanned sixty years of combat, from World War II to the immediate post-Cold War period, but there was one teeny tiny problem. The minimum basic unit of size was now the platoon (or section of tanks); and the game map scale moved from the familiar 50 meters per hex to 180 meters per hex and the time scale went from “several minutes per turn” to “six to thirty minutes per turn”.
The reception to these dramatic changes was...lukewarm, and as a result, no official campaign disk was produced, unlike with the prior two games. Unofficially, three extra campaigns and 35 more scenarios were produced for the Steel Panthers: Arsenal version of SP3.
Stock Campaigns
North Africa 1941-42 (German
Player)
Stalingrad 1942 (German Player)
Market Garden 1944
(British Player)
Vietnam 1965-70 (US Player)
NATO 1988 (West
German Player)
Holy War 2000 (Israeli Player vs Egypt and Syria,
1999)
The Bear and Dragon (Russian
Player vs China, 1999) (Only in Steel Panthers: Arsenal Version of
SP3)
Anvil/Dragoon (US Player, Southern France 1944) (Only in
Steel Panthers: Arsenal Version of SP3)
Crossing Suez (Israeli
Player, 1973) (Only in Steel Panthers: Arsenal Version of SP3)
This is an extremely large ZIP file organized into different folders because due to the way SP3 sees scenarios, it can only see up to a certain number of scenarios. Total number of scenarios is approximately 400~ plus 25 campaigns.
Hapschott's SP3 Scenario Collection Folder Listing:
pzb_WW3 (66~ scenarios)
pzb_WW2_plt3 (144~ scenarios)
Original (194~ scenarios + unspecified # of campaigns)
Campaigns (25 different campaigns)
This was a mod for SP3 that went through two releases (v1.0 and v1.1) before disappearing from the net; and formed the basis for the abortive Matrix' Games SP: Modern Warfare version (see far below).
(link to post announcing SP3: Moderna v1.1 on 6 June 2000 on the Matrix Games Forum by Ilja Varha)
“It's loaded now, and ready to be downloaded. If someone missed the Moderna 1.0 (with no doubt the best modern SP3 modification... I can say this because it's the only one ), let me tell you what this game is all about: First of all, it's basic SP3 edited and refined. The biggest improvement is the updated missiles/SAMs which now are a LOT more realistic than before! The other big point is that all info the KOB makers found was added to the countries so now they have bigger and more modern armies. Russia and USA and China for example has now so much stuff that more does not simply fit in! 1.0 included 3 new countries, Finland, Sweden and South-Africa and 1.1 includes 2 more, Brazil and Argentina. The pack (1.1) also has aver 1100 new unit pictures and as many new SHPs as I was able to fit in (no room anymore). New sound effects come with the pack too to improve the feel of fighting (not SPWAW quality because SP3 has worse mixing rate). With the 1.1 comes new scenarios and campaigns. 2 scenarios are made by Wild Bill Wilder, and only for Moderna. These two scenarios alone are a reason good enough to download the game (all in all about 15-20 megabytes)! Also there are 3 other stand alone scenarios and 3 campaigns! These campaigns have 18 maps linked all together so you should not run out of playing... and battles are now much more interesting with all the enchanchments made. The Moderna 1.1 is THE FINAL VERSION, so it will not update anymore... The reason is simple: There is something better coming, but that is still classified. But I know you all WILL like the new one (you will if you liked SPWAW)! So, go and get it at: http://members.xoom.com/Zipuli/Moderna.htm I apologize in advance if the site loads slowly. It's not because of pictures (hardly any), but the server is quite slow to connect to. Once you are connected everything is as fast as in here for example. ENJOY!” |
Thanks to the help of Mike Amos on the Matrix Games Forum, I was able to recover a copy of SP3: Moderna v1.1 from his CDROM archives. It turned out to be a fully installed version of SP3 with the mod applied.
I used my copy of Steel Panthers III to compare file dates to figure out what had been modified for SP3: Moderna, and rebuilt a distributable file for the mod which didn't include the (still) copyrighted SSI Steel Panthers III stock files.
Ilja Varha's SP3: Moderna v1.1 (16.6 MB ZIP)
The new scenarios built for this mod are:
064: THE FIRST OF THE SIX
084: Reuniting Cyprus
088: Blow
from the East
160: A HOLY WAR (Wild Bill Wilder)
162: BLOCKADE
BUSTERS (Wild Bill Wilder)
The new campaigns built for this mod are:
020: Taking Thousand Lakes 1999 (Russia Player vs Finland, 11
Scenarios)
021: Defending Finland 1999 (Finland Player vs Russia,
5 Scenarios)
022: The Bear and the Wolf 1999 (Russia Player vs
Chechnya, 3 Scenarios)
There's not much information on this; only fragmentary information recovered from a Russian Language SP site (LINK) and an initial game listing on GameZone (Archival Link) which says:
Steel Panthers IV
Publisher: SSI
Description: The famous series clanks on, this time with a completely new game engine done in Windows 95/98.
There was an interview that was published on TGN (http://www.thegamers.net/) sometime in 1998 or so; which has been lost to history; but “Steel Panthers Russia” (LINK) saved it, albeit in Russian. So we're going English → Russian and now Google Translating back to English, so a lot of “data loss” is involved.
The Gamer's Net (TGN) interviewed Joel Billings, back when he was still the Game Department Producer at SSI/Mindscape; and Joel revealed that:
Work had been carried out during 1998 for “Steel Panthers IV”
Gary Grigsby and Keith Brors were behind it, with support from SSI/Mindscape for artwork (same as it was for SP1 and SP2).
It would have been recognizable as “Steel Panthers” – with a scale of single vehicles and single infantry squads/platoons. At maximum zoom, one pixel on the screen would have corresponded to 10 centimeters on the ground.
Timeframe would have been WW2.
It would have been hexless, with point to point movement.
It would not have been turn based, but “event based principle of movement”.
“There is no turn-by-turn control in the system, however, time will advance continuously even if the remaining units have nowhere to move.” – sounds a lot like real time.
Units would have had “activity points” which could be used to either move or shoot.
The editor(s) would have been derived from the Steel Panthers III codebase.
Campaigns would have a sequence of operations, which in turn would contain scenarios. A hypothetical German campaign in SP4 might have the crossing of the Meuse in 1940, the Battle of Moscow in 1941, the battle of Tobruk in 1942, Kursk (1943) and the Battle of the Ardennes in 1944. During each operation, time will be a condition for the success of the task. Units between scenarios may need to rest and have the opportunity to replenish, however, weapon upgrades will only be possible between operations.
Because of the new game system design, PBEM play was now impossible; but some sort of internet play would have been supported.
They were hoping for a Fall 1999 release date.
In closing, they asked:
TGN - What would you say is the main distinguishing feature of the new SP?
JB - Perhaps this is an event-based game principle with movement points instead of the turn-based principle with movement points and shooting points previously. These changes radically transformed the game. We hope that fans of previous versions of the game will like the new principle of fire control and, above all, the fact that a unit can be assigned several different objects for firing. At the same time, the effectiveness of fire can be controlled: inefficient fire can be stopped in a timely manner.
Around early to mid 1998, the SPCAMO Workshop was born almost by accident.
At the time, Don Goodbrand was PBEMing Steel Panthers 2 with a chap in Italy named Piero Angeli, and they got to talking about how great it would be to play WW2 in the SP2 engine, with its massively increased per side unit cap (200+ vs 48) and the improved artillery routines.
[ED NOTE: PBEM means 'Play By Email', a early form of 'network head to head' in the pre-modern era of computing. Instead of being connected directly, players instead emailed modified save game files to each other to continue their games.]
So they started working on a SP2 to WW2 conversion, because...why not?
Several other people (Nick Papp and Maik Ehrhardt) joined in and they started the arduous task of translating over the SP1 OOB data to the SP2 OOB format and drawing new icons for pretty much everything. After a brief interruption during June and July 1998 brought on by the FIFA 1998 World Cup (a vital necessity, don't you understand?) work resumed. In August 1998, Andrew Gailey – who had created the MOBHack game editor – joined in to help them with the OOB editing tasks.
At the time, they all thought it would last just six months and they'd be done. (TM)
As a teaser to the gaming public, the initial SPCAMO repaints were released (1.18 MB ZIP) which contained the following content:
SP2-3MBNb.ZIP: SP2-3MGNa.ZIP: SP2-3MGYb.ZIP: WW2-SP3.ZIP Our original intent was to re-create exactly the various country's camouflage schemes.....this unfortunately is next to impossible......Too many country's draw Icons from the same file so we have had to compromise and tried to at least make the Grey, Green , and Brown AFV's have a "look" that is not entirely inaccurate and allows relatively easy identification during game play. There will NOT be icons offered for the original Steel Panthers......Sorry.....but we hope to have a playable WWII version of SP2 by the end of the year. |
At some point, Wild Bill Wilder's Raiders joined in on the project, and they picked up The Gamers Net as a distributor/website hoster.
After nine months of work, the first “official” release – SP2WW2 (Steel Panthers 2 for World War II) – was released to the world on 3 December 1998.
This was found on a internet archive of CDROM images of discs that were included with an old French magazine called Cyberstrategie.
For those of you who aren't fluent in the use of Virtual Machines to safely install old antique EXE installers from the internet without messing up your modern system, here a ZIP archive of it's contents.
You'll have to manually delete everything in your \SCEN folder though.
Remember to use the hacked/edited SP2 executable included with this (SP2WW2.EXE) to get the icons, etc to show up correctly!
As this is a DOS-era game, the use of DOSBox is mandatory.
(Note
use of 1989 as 1939 and 1995 as 1945 to get around hard-coded game
executable limitations)
Built-In
Game Encyclopedia Showing Panther G
The
opening of the “Raiders Ride To Work” Scenario.
There's no campaigns or scenarios at all – just the “Raiders ride to work” demo scenario and a near complete conversion of all the OOB data from SP1 to SP2 format.
Today, this doesn't sound like much, but back in Christmas 1998, it was awesome – you could now play WW2 in Steel Panthers and not be limited to just 48 units per side, and you now could use the SP2/SP3 enhanced artillery routines for more realistic control of artillery.
Sometime in early 1999, the team managed to acquire from SSI the SP2/SP3 source code, following the success of SP2WW2, with the proviso that all future releases based upon the source(s) be available as free downloads.
Unfortunately, during the work on the follow on to SP2WW2, creative differences arose in the team over the direction of future development (and which code base to use) and the development team split into two groups, each using a different codebase:
The SPCAMO group and the SP2 codebase, which led to Steel Panthers: WW2 (SPWW2) and Steel Panthers: Main Battle Tank (SPBMT).
The TheGamers.Net group (which later became the initial core of Matrix Games) and the SP3 codebase, which led to Steel Panthers: World at War (SPWAW).
(How Did the SSI to The Camo Workshop Come to Be? – Shrapnel
Forums – Link
to Site – Link
to PDF Copy)
(Why doesn't SP Camo Workshop and Matrix work
together? – Matrix Forums – Link
to Site – Link
to PDF Copy)
(Follow the history of SPWAW via recovered archival Matrix Games' Press Releases)
Developed from the SP3 codebase, the first release was on 8 May 2000 as a native Windows program using DirectDraw and DirectSound, with screen resolution raised from the DOS-era's 640x480 to 800x600. Additionally, instead of being limited to 14 campaigns and 200 scenarios (SP3 hard limit), the new limitation was 32 campaigns and 1,000 scenarios. Over 60 new buildings, stone, wood and multihex, were added to the engine.
A period of rapid development was undertaken from about 2000 to 2002 (versions 1 to 4 were released in 2000 alone, with version 7.1 coming out in March 2002); after which future patches (the 8.x series) concentrated on minor OOB/Sound fixes and minor bug smashing. Known release windows were:
1.00 – 8 May 2000
2.00 – 26 June 2000
2.10 – 28 June 2000
2.20 – 30 June 2000
2.30 – 10 July 2000
3.0 Beta 23 – (between 30 July 2000 [Beta 20] and 4 August 2000 [Beta 24]). Was included on the PC Gamer October 2000 CD-ROM #2 and “got into the wild”.
(Original Installer – 294 MB ZIP)
4.0 – on 2 September 2000, Matrix Games announced that due to the release of 3.0 beta 23, they were renaming the final 3.0 to 4.0 to avoid confusing people. Version 4.0 was released about 9 September 2000.
4.2 – 2 October 2000
4.3 Beta – 7 October 2000 – so that players could test PBEM/VCR issues.
4.4 – 20 October 2000
4.5 – 21 December 2000
[in between 4.5 and 8.0 – TBD]
8.00 – December 2003
8.01 – January 2004
8.20 – July 2004
8.30 – October 2004
8.40 – June 2005
8.403 – January 2006 – Final official Matrix Version
Currently, SPWAW is dormant, with fans running yearly unofficial OOB Enhancements to fix bugs that are found throughout the years. (LINK to current 2016 Enhancement on the Matrix Games Forum)
Current campaigns in the final v8.403 version of the
game:
Preparing the Way
Heroes
of the Motherland
From
Utah to the Rhine
A Long, Long Road to
Victory
Watchword Freedom
Tulagi
– The First Offensive
Guadalcanal
1942
Normandy Gold
Stalingrad
Campaign
The Victors – USA vs USSR
(two slots)
Rommel to the Rescue (Easy and
Hard versions)
Raiders of the
Sahara
Balkan Crisis
The
Hated Hurtgen (Wild Bill Wilder)
Operation
Weserubung
The Chosin Few
Italians
at War
Flesh and Steel
Yangtze
River Patrol
Dien Bien Phu
A
Moment of Hope
This is for the people who haven't made it to the Depot to see my vanilla campaign super-zip. Here is a link to a zip file that contains all of the files from my SPWAW campaign folder To install, first delete everything in your campaign folder. Then, unzip this file (it is 40 meg) into your campaign folder. That's it! You are done! Included are 59 vanilla campaigns (do not use any mod when playing these). All of the files are renumbered so they display neatly in the first 59 campaign slots and all are fully patched to the latest version. As far as I know these are all of the vanilla campaigns that exist. Seriously, if you know of any others let me know (no "rumors" please, only post about it if you have a link). I know there are a few campaigns out there that are only available for the enhanced mod. If anyone who knows how to do conversions want to convert them to 8.x then I will add them to this collection. For many of them I have edited the initial purchase points so you can afford to buy the recommended core force. No other changes made by me. |
Contains (Bold Red indicated STOCK campaigns from an unknown
version of the game)
Preparing
the Way
Heroes of the Motherland
From
Utah to the Rhine
A Long, Long Road to
Victory
Watchword Freedom
Tulagi
– The First Offensive
Guadalcanal
1942
Normandy Gold
Stalingrad
Campaign
The Victors – USA vs USSR
(two slots)
Rommel to the Rescue (Easy and
Hard versions)
Raiders of the
Sahara
Balkan Crisis
The
Hated Hurtgen
Operation Weserubung
The
Chosin Few
Italians at War
Flesh
and Steel
Guadalcanal
1942 (Duplicate?)
Dien
Bien Phu
3rd
Reich
Operation
25: Yugoslavia
Crisis at
Fraiture
Kursk Mini-Campaign
The
Battle for Moscow
Peiper
Black
Brigade
Prelude to a World War
Russian
Steel v1.6
Rising Sun
Finland-USSR
1939
Suursaari Island v1.2
The
Black Knight Campaign
Sea Lion
Sea
Lion Chapter Two
Das Reich
A
Deadly Diversion
Yangtze
River Patrol
Fight
along the Merdet River
Slaughter at
Chenuex
Here comes the Hoss! –
1945
1938 – The Czechs Say
“No”
Prague, the first
step
A Hospital on the Front
Line
Death in the Factory
Operation
Downfall
Hill 112 – DCLI
The
Commandos
72 Bridge at Remagen
The
Battered Bastards
A
Moment of Hope
American
Crusaders
Panzergrenadiere
Normandy
Nightmare
Drive to Tunisia
Kowel
Counterattack
39 Pz.Abt. 013 Moshing
This is for everyone who has not made it over to the Depot to see the scenario super-zip file that I created. Finally here it is! This is a link to download a ZIP file (46 meg) that contains all the vanilla scenarios that I have. Installation is simple - delete everything in your scenario folder, including any SPECxx.TXT files if they are there. If you have any non-vanilla scenarios loaded, save those elsewhere. Then, unzip this file into your scenario folder. That's it! You are done. I added every scenario I could find, 971 so far! I renumbered them to display neatly, trying to keep scenarios together that are part of a series. I edited the CMT files so that the in-game scenario list will show the actual scenario names from the TXT file. I did not edit any TXT files. A project this size is bound to have errors. Let me know if you find any and I will fix them up as quickly as possible. 1. Duplicate scenarios - I did my best not to include any duplicates in the collection, but this was very difficult. Several factors made it hard to spot duplicates. There were MANY mis-spellings in the CMT and TXT files. Many scenarios have a different name in the CMT, TXT, and ZIP files. Very often the same scenario was available in different places with different names. If you spot any duplicates in the collection, let me know. 2. Non-vanilla scenarios - My intention is to include only scenarios that do not use any modified OOB or SHP files. This way you can be sure that any scenario that you load will work with the plain vanilla version of the game. But, some people are not very clear about labeling their scenarios for the proper version. If you see a scenario that requires a mod, let me know. 3. Broken scenarios - I loaded many of the scenarios, especially the older ones, to make sure they started up correctly and looked OK initially. But obviously I couldn't completely check every one. If you find a scenario that doesn't work properly, let me know. 4. Missing scenarios - Due to the sheer number of scenarios out there, I will never find them all. If you know of a vanilla scenario that is not in the collection, let me know. No "rumors" please. Just let me know if you can send it to me or show me where to get it. Also, there are a few scenarios out there that are only available to play with mods, such as the enhanced mod. If anyone who knows how, wants to convert them to 8.x, then I will include them. Also, feel free to nitpick, such as telling me about spelling errors in the CMT files, screw ups in the scenario numbering, or scenario slots left empty. |
Description:
(Main Menu
Screenshot)
(Purchase
Menu Screenshot)
(European
Battle Screenshot)
(Vietnam
Battle Screenshot)
I am putting in the finishing touches to a mod for SPWAW that converts the units to use the graphics and OOB data from Steel Panthers 2/3. This will cover the time time period from 1960 - 1979. Currently the mod has 19 nations to play with.
I have modified the original SP2 OOB files to work with SPWAW and also made sure the AI knows what to buy. So it is possible to play random battles and randomly generated campaigns against the computer.
No scenarios or campaigns are included but of course those can be created with the editor.
All pick-lists are documented in the "SPWAW6079 AI Pick lists" folder that comes with the mod.
The following year convention is used in this mod:
1930 = 1960
1949 = 1979
Due to SPWAW being based on SP3 code which handled both WW2 and Modern Battles, the unit/weapons classes for most modern stuff is already in the game, making ATGMs and such possible.
Graphically, the mod comes with the original blue/green/brown unit icon graphics from the SP2/ SP3 days.
However this mod is also compatible with the old SPCAMO repainted icons that were released for SP2 and SP3 games.
(Screenshot of Mod with
SPCAMO Repainted Icons)
(LINK
to SPCAMO Repaint Files)
If you use the SPCAMO icons with the mod you may see an issue with some of the US (green) landing barge graphics. You may avoid this issue by not replacing the following icons with the SPCAMO ones:
Icon0035.shp
Icon0036.shp
SPCAMO Icon Fix for SPWAW 1960-79 (135 kb ZIP)This is a small patch for those who use the SPCAMO repainted icons with the mod. It includes the following corrections: - T-55 and T-62 turrets swapped. "Icon0005.shp" - Infantry icons shadows added. "Icon0010.shp - Icon0013.shp & Icon0028.shp - Icon0031.shp" - T-64 turret position corrected. "Icon0048.shp" - Included the SPWAW compatible Icon0035.shp & Icon0036.shp with camo. (landing barge graphics) To use simply unzip the files into your SHP directory. Only use this patch if you are using SPWAW 1960-1979 mod with the SPCAMO repainted icons! |
Installation:
The installation of the mod is completely manual. You will need to make backups of your original files first as the mod files will override them permanently.
Make backup copies of the "PIC", "SHP" and "SND" -folders and also backup your original OOB files. You may also make a copy of the whole SPWAW folder and use it for the mod instead.
When you have made sure to backup your files just extract the mod files into your SPWAW directory overwriting all the original files.
Forum Post for the FINAL Update:
Final update! (the mod should be complete now). All 27 nations (and 28 OOB files) have been converted to the 1960-1979 time period. This update adds the final 8 nations into the mod.
Some minor fixes here and there in the OOB files. Also added Cargo aircraft to some OOB's (SP2 did not have this unit type at all). The Cargo aircraft graphics are in the icon0215 & icon0315.shp files. The aircraft are C-47, C-123 and Noratlas.
A long time ago, there was a mod for Steel Panthers III called SP:Moderna, and around September 2000, Matrix Games started to work with the people who did it to make a modern (1950-2000) version of SP:WAW and launched a section of their website about it.
Unfortunately, around maybe 2001-ish; the project quietly died.
(Promo for SP:MW in the SPWAW 3.0 beta
23 installer file – 60 kb PNG)
(Link
to Archival Matrix Games Press Releases)
(Link
to USENET post by Paul Vebber)
Around 2000, there was some chatter on the Matrix' Games forums from Wild Bill Wilder which mentioned this project by name. Little else is known about it.
Version History:
DOS-WW2 1.0 [NOT USED] – This version number was reserved for the SP2WW2 release and not recycled for the new SPWW2 project.
DOS-WW2 2.0 – 6 June 1999 – First stand-alone
version based upon the SP2 source code. Over 50,000 downloads of the
game were made.
(Intro Slide #1
– 82~ kb PNG)
(Intro
Slide #2 – 210~ kb PNG)
(Intro
Slide #3 – 310~ kb PNG)
(Original
installer for 2.0b – 29.5~ MB ZIP)
(Installed
Version for 2.0b – 28.1~ MB ZIP)
DOS-WW2 2.07 – About 28 June 1999 – This patch
focused mainly on PBEM crash bugfixing, there were a few small OOB
corrections, plus some bugs smushed, such as M3 Lee/Grant tanks not
having their hull 75mm gun firing in the direction the hull was
facing.
(Original
installer – 29.6 MB ZIP)
(Installed
Version – 32.7 MB ZIP)
DOS-WW2 2.2 – About 4 December 1999 – This patch
added SPCAMO style victory hexes, changed the artillery code further
to more represent WW2 artillery than the original post-WW2 artillery
code of SP2. The maximum formation count was raised to 60 (up from
52), and preliminary testing was underway for development of a
version with 400 units and 160 formations per side, but this was not
executed in the version 2.0 codebase due to problems with already
existing scenarios and PBEM security. Over 120 new batlocs were
added to the game.
(Original
Patch Installer – 5.6 MB ZIP)
(Installed
Version – 30.1 MB ZIP) – Patch applied over
installed 2.07 and then the whole thing is zipped up.
(SPWW2
v2.2 Intro Graphic – 70 kb PNG)
DOS-WW2 2.2b – About 28 January 2000 – This was
meant to be a minor bugfix release for 2.2, but mission creep set
in. You can now purchase “Allies”. The number of save
slots was increased to 1,000.
(Original
Patch Installer – 920 kb ZIP)
(Installed
Version – 30.1 MB ZIP) – Patch applied over
installed 2.2 and then the whole thing is zipped up.
DOS-WW2 3.0 – July 2000 – This version was a major update to the game engine, allowing map sizes up to 200x100 hexes (50km2). Unit count rose to 500 units and 200 formations per side. Generated maps now use up to 24 variables in making a map (as opposed to 6 variables before). 20 new terrain types (Snowdrifts, Light snow, Rice paddies, Mud, Orchards, Impassable Terrain, Hedgerows, Trenches, etc) added. Total batloc count is now 237. 100 new unit classes added (prior versions only had 69 classes). Modifiers were added to the OOB, allowing formations to be created with increased/decreased morale or experience.
DOS-WW2 4.0 – January 2001 – GREEN, YELLOW, BLUE,
and RED user nations added. New generated long campaigns for Poland,
USMC, Japan, India and ANZAC. The PTO is now available in generated
long campaigns for some nations (US, ANZAC, UK) allowing you to
switch to that theatre. Iwo Jima campaign added along with Black
Volcanic sand for Iwo Jima maps. Vehicle dust trails added. Many
illegal memory address / out of range values have been squashed,
vastly improving game stability.
(Original
installer – 36.9 MB ZIP)
(Installed
Version – 35.9 MB ZIP)
DOS-WW2 5.0 – November 2001 – 200+ new/revised unit icons. 31 new scenarios and 1 new campaign. OOB's completely overhauled. AP penetration formula revised and updated. Air parity can now occur. Artillery routines completely revised. Railway terrain added for scenario designers.
DOS-WW2 5.5 – June 2002 – Largely a bugfix release, the waypoint count was raised from 10 to 125 per formation and 63 new scenarios and 3 additional campaigns were added.
DOS-WW2 5.6 – December 2002 – Maps can now go from 20x40 to 160x200. New infantry color was added for China, Czechoslovakia, Belgium and RED. Area fire can be targeted through smoke. Direct HE fire will now inflict splash damage on all units in the target hex.
DOS-WW2 6.0 – July 2003 – 375+ new/revised icons.
30 new scenarios and 2 new campaigns (Langemarck at Narva and Stug
Brigade 276). Many OOB/picklist upgrades (all AI picklists, some
14,991 lines of code, were checked).
(Original
installer – 62.0 MB ZIP)
(Installed
Version – 60.4 MB ZIP)
DOS 6.01 – August 2003 – a/k/a V6 Supplement. 27 new/revised icons. 24 new scenarios.
DOS 7.0 – 20 June 2004 – 933 new/revised icons.
27 new scenarios and 1 new campaign (Paratroopers in the Pacific).
Introduced a completely new OOB format, being able to support 999
units and 999 formations. 13 new terrain features added. 55 new unit
classes added. Map Generator added. Game now supports multiple icons
per unit (Summer/Winter/Desert).
(Original
installer – 85.4 MB ZIP)
(Installed
Version – 82.7 MB ZIP)
(Shrapnel
Games Press Release on DOS 7.0 release)
DOS-WW2 7.01 Supplement – 10 September 2004 –
Supplemental upgrade patch. Various bug fixes, and contained a near
complete rework of the buildings (The original 40 single hex houses
were replaced with 80 new single hex houses and 12 each of the
wooden and stone multi-hex buildings were reworked
(Sample
1 of new buildings)
(Sample
2 of new buildings)
(Sample
3 of new buildings)
At this point, development of the DOS codebase terminated, so that work could be concentrated on a game engine that would work natively in Microsoft Windows, rather than requiring MS-DOS.
Win-WW2 1.0 – 9 June 2006 – [CDs shipping] – Major upgrade from DOS to Windows engine. Graphics no longer limited to 640x480, a new zoom level added, 10 new terrain types, 500 new/revised icons and 63 new scenarios added, plus six nations (Slovak Republic, Manchukuo, Italian Social Republic, Vichy France, Polish Communists (LWP), Chinese Communists). Long campaigns added for France, Chinese Nationalists and Chinese Communists.
Win-WW2 1.1 – 14 July 2006 – Bugfix release. 3 new/revised icons. 13 new scenarios.
Win-WW2 2.0 – 12 March 2007 – 75 new/revised icons. 13 new scenarios. Opfire filtering added for CD owners. Maximum game points raised to 65,000 points. Nationalist/Communist Chinese Long Campaign scripting fixed.
Win-WW2 2.5 – 8 May 2007 – Bugfix release.
Win-WW2 3.0 – 1 May 2008 – 27 new/revised icons. 14 new scenarios. Passenger Capacity now represented in game by [LOADED: 10 ( of 13 )], eliminating guesswork.. Various bug fixes.
Win-WW2 3.5 – 18 December 2008 – 2 new/revised icons. 9 new scenarios. More East Front batlocs added. European Long Campaign now ends May 1945 instead of April 1945. "Tank Rider" passengers now have a greater chance of more casualties if caught on the tank when they are fired on.
Win-WW2 4.0 – 17 December 2009 – 29 new/revised icons. 22 new scenarios and 1 new campaign (ANZAC). Explosives unit class added, representing command detonated stuff. APCalc and ArmorCalc added. Passenger dismount code revised to check for mines in dismount hex. Game end date changed to 1946? More batlocs added for Canadians in Normandy.
Win-WW2 4.25 – 20 April 2010 – 1 new icon. Mini upgrade to fix PBEM errors, plus minor OOB changes etc. New infantry flame graphics added.
Win-WW2 4.5 – 4 March 2011 – 28 new/revised icons. 12 new scenarios. Widescreen support added for CD owners. Game code adjusted to make it more friendly in regards to CPU usage when not actively “thinking”. Romanian v Russian batlocs added, as well as Spanish vs Russian batlocs. Italian long campaign start/end date bug regarding the 1943 Surrender date fixed.
Win-WW2 5.0 – 26 March 2012 – 9 new/revised icons. 10 new scenarios and 2 new campaigns. Snipers can now target/destroy IEDs, etc. Thorough comb-through of OOBs for all sides for infantry characteristics to standardize infantry in the game.
Win-WW2 6.0 – 11 April 2013 – 76 new/revised icons. 7 new scenarios and 1 new campaign. Artillery Overload concept added. Windows 8 support changes. Movement class for snowmobiles added. Map vision algorithm changes. For CD owners; the concept of General/Direct Support artillery was introduced. They are cheaper than regular “full command” artillery, but at the price of slower response times, etc. Timed objectives also added for CD owners, where the value of a victory hex is variable according to the current turn number.
Win-WW2 7.0 – 25 March 2014 – 67 new/revised icons. 12 new scenarios and 2 new campaigns. All 15 levels of terrain are now represented by different colors on the mini map. Previously only the first 10 levels were with level 11-15 the same color as level 10. CD owners now have the programmed barrage option for artillery – CD owners can plot programmed barrages, while free game owners can cancel programmed barrages, since they may be playing scenarios made by CD owners. The Italian Long Campaign end date has been extended to 9/43 with Germany added as a possible opponent in that last month. The Balkans option [in the Italian LC] now runs from 10/40 to 4/41. During the time period 10/40-3/41 the "Balkan" opponent is Greece and in 4/41 it is Yugoslavia. Eastern Front is now available only from 9/41 to 5/43.
Win-WW2 8.0 – April 2015 – 92 new/revised icons. 10 new scenarios. Shallow water code changes. Long campaign set up screen revamped.
Win-WW2 8.1 – May 2015 – 2 new/revised icons. Bugfix release, fixing a “bailout” bug for destroyed units – they wouldn't bail unless they were on a lake hex. Japanese leader names revised.
Win-WW2 9.0 – April 2016 – 407 new/revised icons. 6 new scenarios and 3 new campaigns. OOB changes, ScenHack has SQL sorting added.
Win-WW2 10.1 – March 2017 – 73 new/revised icons. 20 new scenarios. Map sizes now increment/decrements by 5 hex increments, not 10 as before giving players more control over map size. New terrains added to the game (only CD owners can edit them in), and older terrains have had their artwork revised.
Win-WW2 11.0 – March 2018
Win-WW2 12.0 – March 2019
Win-WW2 13.0 – April 2020
Win-WW2 14.0 – April 2021
Win-WW2 15.0 – April 2022
Win-WW2 16.0 – April 2023
WHAT YOU GET: Four data files for Germany and the Soviet Union containing about 750 different units for the two nations, more than 400 new LBM side-views for these units as well as more than 200 new and additional SHP icons for representation on the battlefield! This bunch of material covers the period from 1/1930 to 12/1949. This means you can play also hypothetical battles of the early 30s to the late 40s with the war not ended historically. This includes a lot of 'what if' of course, but we know that a lot of wargamers like to try a bit beyond history. Therefore our add on includes a lot of stuff, which never saw any combat (like the late Soviet IS tanks) or even didn't reach beyond prototype stage (like the German E-series). It includes units of the German Reichswehr and early Red Army from the end of the Russian war, dozens of additional aircraft and their versions covering such mostly unknown projects like the Soviet Autogiro helicopter/plane hybrid, German Drache helicopter or Fw-190 jet. For those preferring authentically used material only, we offer a lot of missing low production models of AFV like German early PzKw-IIIA, PzKw-IID, different early Tiger I & II versions or Soviet KV-8s flame tanks, early BT-models, SMK and T-100 super heavy tanks not to forget all the work we spent on most realistic data. For detailed lists see the unit list files included in this package. Furthermore we drastically changed infantry and the use of support weapons. Cause the US were the only to equip their men with one LMG per squad, we decided to include somewhat historical amounts for Germany and the Soviet Union reflecting e.g. the 1941 losses of the Soviets and their recovery from this in the following. As a result we designed a modified formation system and included a new infantry type not to mix Waffen SS or Soviet Guard with normal infantry. With the Soviet data prepared by a Russian and the German one by a German you can expect to get a balanced set of units showing the result of a lot of discussion! |
NOTE: Due to this being in the v2.2 OOB format; the mod designers split up the OOBs into two different sets; you have to run a BATCH file to select the era that you want:
Early_War.bat
Late_War.bat
(Original Files – 3.91 MB
ZIP)
(Installed
onto SPWW2 v2.2 for ease of use – 30.8 MB ZIP)
“SPMBT was supposed to be a simple extension to SPWW2 that would only take 3 or 6 months work.” (TM)
The original SPMBT Website circa 2002 was at (http://www.wargamer.com/spcammo/page4.asp) and as of June 1, 2002 had this message:
Steel Panthers - Main Battle Tank
(SPMBT)
(Due Late Spring 2002)
[Updated 30/03/2002]
SPMBT will return to the original theme of SSI's Steel Panthers II - Modern Battles.
Date range covered by the game is 1946 to 2020.
SPMBT is a re-coding of the SPWW2 Version 5.0 code to address modern combat.
New code features that should be in the released product include multiple charge and top attack ATGM, Kontakt advanced ERA, Drozd/Arena active ATGM defences and Visual and Infra-Red Screening Smoke (VIRSS) anti-ATGM countermeasures.
There are about 90 countries in SPMBT. The current list is: Egypt, Poland, Syria, Israel, Japan, France, Great Britain, PLO, Jordan, Iran, Russia, USA, USMC, China, Australia, Gulf States, Iraq, India, N Korea, S Korea, Taiwan, Mujahadeen, NVA, ARVN, Pakistan, Afghanistan, Belgium, Netherlands, Norway, Canada, Greece, Turkey, Spain, Italy, Denmark, E Germany, Czechoslovakia, Hungary, Romania, Libya, Yugoslavia, Green, Red, W Germany, Argentina, Austria, Cyprus, Brazil, Cuba, Pathet Lao, Slovakia, South Africa, Switzerland, Thailand, Albania, Angola, Bosnia-Herzogovina, Cambodia, Chile, Croatia, East Timor, Myramar, Ethiopia, Saudi Arabia, Finland, Sweden, Laos, Lebanon, Macedonia, Chechnya, Indonesia, Viet Cong, Portugal, Slovenia, Zimbabwe, South Yemen, North Yemen, Eritrea, Ukraine, UN, Mozambique, Ecuador, El Salvador, Nicaragua, Peru, Rhodesia, Bulgaria, Somalia, Tanzania, Uganda. Note that national flags will change as time goes by - Afghanistan has about 14 flag changes in the game time frame!. (Some minor adjustments and/or additions may be made to this list).
The usual modern stuff removed from WW2 is back - cluster artillery, SAMS, artillery minelets, SEAD planes, ERA armour etc.
The World War 2 Long Campaign has gone, but we may be able to replace this with post WW2 historical Long Campaigns, however these may not make version 1. The normal campaign Generator is in of course, and some battle locations are scripted for this use, for example the USSR vs. Afghanistan follows a set of locations taken from the progress of that conflict. NATO Central Front nations versus the Warsaw Pact will fight in appropriate areas - e.g. Gelnhausen or Steinau for USA vs Warpact, Koenigslutter or Hameln for BAOR vs WP. Therefore, NATO vs WP campaigns using the generator are fine - just pick 3 valid opponents for your area to play a Big Mistake III 'what if' campaign at any start date you like.
The User campaign Editor is available of course - we may be able to bring you a couple of user Campaigns by release date, but no promises.
Currently (End March 2002) the OOB data is being finalised - once this is done, scenario and User Campaign Work can be started in earnest. We are working to try to get the first release of the game out to you by about the end of April or May, but this is only a target - as SP Camo is focussed on quality rather than throwing buggy trash out the door to meet some artificial deadline date, we will only be releasing it when we feel it is good enough to be played. Version 1 will be an initial release - version 2 will have an OOB work-over with input from the player community - we will be setting up a new Yahoo EGroup specifically for MBT discussion.
Sometime in 2003, the “official” SPCAMO website changed to (http://linetap.com/www/drg/SPCamo.htm), away from The Wargamer.
Many of these downloaded install files were “rescued” from oblivion through the Internet Archive, and game demo CD-ROM archives from now extinct magazines such as Cyberstrategie and PC4WAR.
Version History:
DOS-MBT 1.0 Preview – 14 June 2002 -- Essentially a
“Public Beta” version with about 70 nations. Was
originally intended to release on 7 June 2002, but the SPCAMO team
felt they needed an extra week to correct various little details
that came up at the last minute.
(Original
Installer – 45.7~ MB ZIP)
(Installed
Version – 45.7~ MB ZIP)
(Install
Screen Image – 260 kb PNG)
DOS-MBT 1.01 – 3 July 2002 – Upgrade Patch. Major number of OOB corrections and various bug fixes, including one for a Y2K style bug in the campaign generator, among others.
DOS-MBT 1.5 – 4 December 2003 – Upgrade Patch.
Adds four new nations (Nigeria, Eritrea, Tanzania and Uganda). 300
new icons; maps can now go up to 160x200 hexes. A new infantry color
has been added to the game. Six new scenarios and one
campaign.
(Original
installer – 7.5~ MB ZIP)
(Files
from Installer – 7.5~ MB ZIP) – place into your MBT
1.0 directory and overwrite all files.
DOS-MBT 2.0 – 6 June 2003 – First “full”
version. 16 nations (Japan, Australia, Canada, Algeria, Thailand,
Bosnia-Herzegovina, Cambodia, Croatia, Chad, Ethiopia, Sudan,
Lebanon , Kenya, Indonesia, Malaysia and Somalia) added, 400 new
icons; 40 new scenarios and one campaign added.
(Original
installer – 56 MB ZIP)
(Installed
Version – 55.4 MB ZIP)
DOS-MBT 2.01 – 4 August 2003 – Supplemental
upgrade patch. Fixed various minor bugs found. 2 new scenarios and
120 new/revised icons.
(Original
installer – 4.9~ MB ZIP)
DOS-MBT 3.0 – 18 July 2004 – Now has the large
format OOB system (999 units and 999 formations). 420 new icons. Map
Generator added. 13 new terrain types (Ice, Frozen Streams, Marsh,
Ploughed Field, Red Sand, Red Sand Rough, Grey Sand, Grey Sand
Rough, Arid/Fall Grass, Arid/Fall High Grass, Winter Crop Field,
Mid-Winter Snow Field, and Bare Winter/Late Fall Trees). 28 new
scenarios.
(Original
installer – 77.5 MB ZIP)
(Installed
Version – 75.8 MB ZIP)
DOS-MBT 3.01 – September 2004 – Supplemental
upgrade patch. Various bug fixes, and contained a near complete
rework of the buildings (The original 40 single hex houses were
replaced with 80 new single hex houses and 12 each of the wooden and
stone multi-hex buildings were reworked
(Sample
1 of new buildings)
(Sample
2 of new buildings)
(Sample
3 of new buildings)
(Original
installer – 6.6~ MB ZIP)
At this point, development of the DOS codebase terminated, so that work could be concentrated on a game engine that would work natively in Microsoft Windows, rather than requiring MS-DOS.
WinMBT 1.0 – 28 July 2005 [when CDs began shipping] – Major upgrade from DOS to Windows engine. Graphics no longer limited to 640x480, a new zoom level added, 10 new terrain types, 66 new icons and three new scenarios and one new campaign.
WinMBT 2.0 – September 2005 – Continuing bug fixes; 34 new scenarios and Artillery/Bomb routines modified – Pushing R or Z will show the blast radius now. White circles show the maximum blast radius of the weapon, and if you know that an enemy unit is at that location, a yellow circle will show if it is damaged or not by the blast effects.
WinMBT 3.0 – January 2007 – Continuing bug fixes. 400+ new/revised icons. FO now can use GPS/Laser rangefinders to reduce artillery dispersion when calling fire in. Retreat/Rally hexes added. Opfire filtering added (for paid version). Multi charge HEAT added as weapon class. Artillery code regarding armor adjusted to reduce lethality. Maximum game points raised from 50,000 to 65,000 points. Iran/Iraq War battle locations added.
WinMBT 3.5 – April 2007 – Hovercraft class added to game. 153 new/revised icons. Various bug fixes.
WinMBT 4.0 – 1 May 2008 – Major OOB work done and bug fixes. 210 new/revised icons. All units in the game [at this time] now have a photo assigned to them. New top attack HEAT weapon class. Passenger Capacity now represented in game by [LOADED: 10 ( of 13 )], eliminating guesswork.
WinMBT 4.5 – March 2009 – Some more OOB work, mainly on Russia. 99 new/revised icons. 25 new scenarios. New weapon class: Top attack inertial guidance weapon. Cluster munitions will occasionally leave unexploded bomblets, which are treated in-game as mines. 3,686 icon slots added to the core game engine.
WinMBT 5.0 – March 2010 – 159 new/revised icons. 19 new scenarios. New demolition class added to game, allowing command detonated IEDs. Building collapse code revised to have stone buildings be more dangerous in a collapse. Dismounting passengers into a hex will trigger a mine check. ArmourCalc and APCalc tools now included with game.
WinMBT 5.5 – March 2011 – 40 new/revised icons. 15 new scenarios. Widescreen support added for CD Owners. Game code adjusted to make it more friendly in regards to CPU usage when not actively “thinking”. Georgia and South Ossetia added as battle locations.
WinMBT 6.0 – March 2012 – 194 new/revised icons. 21 new scenarios. Thorough comb-through of OOBs for all sides for infantry characteristics to standardize infantry in the game. On-Map towed artillery over 155mm removed from game as part of OOB comb-through; over 25,000~ individual data changes were made.
WinMBT 7.0 – April 2013 – 106 new/revised icons. 13 new scenarios. Artillery Overload concept added. Windows 8 support changes. New weapon class for HESH firing weapons. France vs Mujahideen batlocs added to reflect ongoing French operations in Africa. Chile vs Argentina batlocs added to represent the 1978 war that almost happened. Movement class for snowmobiles added. Map vision algorithm changes. For CD owners; the concept of General/Direct Support artillery was introduced. They are cheaper than regular “full command” artillery, but at the price of slower response times, etc. Timed objectives also added for CD owners, where the value of a victory hex is variable according to the current turn number.
WinMBT 8.0 – March 2014 – 66 new/revised icons. 21 new scenarios. 2 new campaigns. USMC OOB/picklist completely redone and scenarios/campaigns involving the USMC rebuilt to the new OOB standard. All 15 levels of terrain are now represented by different colors on the mini map. Previously only the first 10 levels were with level 11-15 the same color as level 10. CD owners now have the programmed barrage option for artillery – CD owners can plot programmed barrages, while free game owners can cancel programmed barrages, since they may be playing scenarios made by CD owners.
WinMBT 9.0 – April 2015 – 36 new/revised icons. 19 new scenarios and 3 new campaigns. Batlocs involving the current Syria/Iraq war against ISIS (Mujihadeen) have been added into the game. CD owners get Georgia as a new in game nation starting May 1991. Changes involving shallow water and units in the game code. HTML manual/game guide(s) merged into a single file to simplify CTRL-F-ing information.
WinMBT 9.1 – May 2015 – Bugfix release, fixing a “bailout” bug for destroyed units – they wouldn't bail unless they were on a lake hex. Additionally, units with more than 13 men weren't showing on the map. They will now show with 13 men.
WinMBT 10.0 – April 2016 – 16 new/revised icons. 22 new scenarios. Game end date is now 2025, because we are approaching 2020 rather rapidly. Setting unit survivability to 7 now gives that unit the same crew survivability as the MRAP unitclass – the vehicle is just as vulnerable, it's just that the crew has a better chance to live! New batlocs for Turkey vs ISIS/ISIL, generalized middle east batlocs also added for almost everyone in the middle east to fight ISIS/ISIL. Mujahadeen vs Mujahadeen batlocs for Syria also added to represent the nastier sides of the Syrian Civil War. New NLOS missile weapon class added for CD owners representing non-line of sight guided weapons guided in by FOs. Scenhack now has SQL sorting.
WinMBT 11.0 – March 2017 – 138 new/revised icons. 15 new scenarios. Map sizes now increment/decrements by 5 hex increments, not 10 as before giving players more control over map size. Batlocs added for post-2014 battles for NATO vs Russia in the Baltics. Any nation that signed the Ottawa land mine treaty will no longer be able to purchase and place mines in defense after 1999. Additionally, any nation that signed the Convention on Cluster Munitions will no longer have cluster munition weapons in their game OOB's after the date that nation put the convention ban into effect. New terrains added to the game (only CD owners can edit them in), and older terrains have had their artwork revised.
WinMBT 12.0 – March 2018
WinMBT 13.0 – March 2019
WinMBT 14.0 – April 2020
WinMBT 15.0 – April 2021
WinMBT 16.0 – April 2022 – The Afghan flag changes once again.
WinMBT 17.0 – April 2023 – All Nations can now lay mines again but Nations that signed the Ottawa Treaty will only generate Anti-vehicle mines. Size 0 Drones cannot be targeted by SAMS with warhead > 8.
This was done by Donovan Borman many years ago (circa 2007). It adds a functional 40k Imperial Guard (with many Icons) to OBAT080 (United Nations).
NOTE: This was designed for SPMBT Version 3.01 (DOS), but works (somewhat) in the latest WinMBT.
The following countries have been changed to the following armies.
Egypt to Eldar
Poland to Tyranids
Israel to Necrons
Syria
to Dark Eldar
Japan to Orks
France to Tau
UK to Imperial
Space Marines
PLO to Chaos Space Marines
Belgium to Imperial
Guard
To Play: Just select the Nations flags as normal and buy as normal.
Under the Preferences button you should set the following depending on who you're playing.
Rally/Rout preference:
Tyranid (Poland): 250%
Imperial Marines (GB): 200%
Chaos
marines (PLO): 170%
Notes:
1. These are not complete army lists, So don't expect everything, like Titans, etc. The Necron, Dark Eldar and Tyranid OOBs are extremely sparse.
2. I've had to use motorcycle and bicycle infantry to deal with some units, this produces oddities in movement, But these don't seem too overwhelming.
3. Being unable to hack into the game code I've had to use the basic infantry Icon for many different unit's even those that wouldn't use them, for example all Tyranid small creatures use the same Infantry Icons.
4.IMPORTANT: Weapon's in this game have turned up a lot more deadly than you may be used to in SPMBT, with lots of big explosions. This is entirely accidental as I worked out a basic set of weapons then worked up using the game stat's. If you compare the stats to the game they mostly are accurate, however in game it seems not to work as smoothly.
Changes to this Mod over previous versions
1. 2 new Races
2. New units for most existing races
3.
Smoothed EW values on Aircraft and AA units, to correct mistakes (for
example the Space marine whirlwind had a EW value of 0 and the Ork
flakwagon had EW 50...)
4. Reworked several weapon fits (mostly
aircraft).
(Version 1.0P for WinSPMBT v9.1) (120~ MB ZIP)
(Version 1.1P for WinSPMBT v10~) (122~ MB ZIP)
(Version 1.1.6P for WinSPBMT v10~) (106.2~ MB ZIP) (February 2017 Update)
“The core of the Das Reich mod for WinSP:MBT replaces the Danish (35) and German (44) OOBs with two German OOBs. These OOBs represent a German order of battle from 1946-2020 based upon the premise that Germany was not defeated in WWII. As such the mod contains a large number of hypothetical weapon-systems and loadouts, which I have endeavoured to render to the best of my abilities as realistically/practically as possible. OOB 35 represents the conventional forces of the German Heer. As such it contains regular Heer infantry (on foot and motorised), Panzergrenadiers (mechanised), Gebirgsjäger (on foot and motorised) and Waffen-SS/Gardekorps formations. Engineers are also available (foot, mechanised, SS/Gardekorps and Gebirgsjäger). The armoured forces range from medium to very heavy tanks. Air support is provided by two types of fighter-bombers and heavy area bombers also. Artillery support (conventional and mechanised) is provided exclusively by cannon (from 7,5cm - 24cm). Assault helicopters are included. Naval support is available (12,7cm - 38cm). Naval transports and fixed emplacements are likewise available.* OOB 44 is the equivalent of a QRF in modern terms. It contains a colonial analogue of the regular Heer known as Schutztruppen (on foot, motrised and mechanised), Fallschirmjäger (foot, motorised, airmobile and airborne), Marines (foot and amphibious) and, last but not least, Brandenburgers (foot, mechanised and airmobile). Engineers are also available (Marines, Paras and Brandenburgers). Armour support ranges from light to medium tanks and TDs. Air support is limited to two types of fighter bomber (from the late fifties exclusively VSTOL projects). In addition to the conventional spread of cannon (7,5cm - 15,5cm) rocket artillery (conventional and mechanised) and SAM units (static and mobile) are also available. Assault helicopters are included. Naval support is available (12,7cm - 40,6cm) as are naval transports.** In addition to these units a range of gunboats, cavalry and heavy FlaK are available in OOB 42. I recommend using these units as "captured" units in your scenarios to avoid complications. I have also made light alterations to OOBs 11 (Russia) and 22 (Mujahideen) - see file named "INFO" in "OOBs" folder.” |
For those who don't know the Cold War 2020 mod already, the idea is the following: The USSR has not gone bust, the East-West standoff has continued uninterrupted from 1990 all the way to 2020. Nothing too original, but this means three decades of unfettered force consolidation and military development, FMS and shifting alliances. Now think about it in wargame terms... There come Comanches, T-95s, Marder-II, Block-III MBT, and a lot more! No force reduction, no oldies kept in service for decades without replacement, no Shinseki doctrine (well, not too much), now you can have fun wreaking havoc in Germany with the best technology that will never be available! Now including 30 modified OOBs: -USA Also included are: -315 new IA picklists To play, just install a new, clean version of WinSPMBT v5.0 (that's to prevent wrecking your custom files or your PBEM games), and run the mod installer over it. then open the game utilities and install the custom OOB set. Please refer to the Readme files for more details on installing and playing. Also, don't forget the official disclaimer: “This mod contains highly altered or additional files that may or will cause interference with the master game files and it is HIGHLY RECOMMENDED that this mod be installed and played ONLY in a separate copy of the game and NOT run from the master game” |