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Combat Mission v1.01 Patch for Windows

This file updates the Windows release of Combat Mission to...

  • Category Turn-Based
  • Size 1.6 MB
  • Program by Battlefront

Combat Mission v1.01 Patch for Windows

This file updates the Windows release of Combat Mission to v1.01.

Combat Mission:Beyond Overlord

v1.01 UPDATE PATCH - Windows

June 14, 2000

www.battlefront.com

This is the version 1.01 update for the original v1.0 "Combat Mission: Beyond Overlord". Please follow these instructions:

1. Note the following files contained in this update:

- Combat Mission.exe (application file, v1.01)

- "New BMP" directory, contains 1720.BMP through 1729.BMP (10 graphics files)

- 00002080.WAV (sound file)

2. Replace the old "Combat Mission.exe" application file with the new one.

3. Move the CONTENTS of the "New BMP" directory into the "BMP" directory. Make sure you move the ten files INSIDE "New BMP" into the BMP directory - do not copy the "New BMP" directory itself.

4. Move 00002080.WAV into the "WAV" directory.

You're all done! Below is the list of changes made in v1.01.

* * * * * * * * * * * * * * * * * * * *

v1.01 6/14/2000

* * * * * * * * * * * * * * * * * * * *

* Play-by-email (PBEM) fixes:

- Both players MUST upgrade to v1.01. v1.01 cannot play PBEM with the original v1.0. This is due to bug and security fixes which changed the format of PBEM files.

- Barbed wire does not lose its ability to slow down infantry.

- Doing a normal save-game no longer causes the occasional skipping of one player's orders phase.

- Units no longer occasionally target smoke toward the map corner.

- There is no longer the occasional problem of being unable to give orders to a vehicle, seemingly for no reason.

- Reinforcements don't arrive differently upon subsequent reloads of a PBEM file.

- Vehicles no longer sometimes switch from 'destroyed' to 'abandoned'.

- Captured vehicle crew are counted properly when one side surrenders.

* TacAI fixes:

- Less fickle with targeting changes, i.e. targeting 'stickiness' increased slightly.

- Buttoned-up tanks are less likely to target low-visibility targets (like hiding infantry) at longer ranges, even when the target *is* spotted by another friendly unit.

- Less likely to fire smoke at less-important targets, especially ones that are already pinned down or panicked.

- Paths made by TacAI no longer occasionally have visually 'floating' waypoints.

- Judges 'cover' behind stone walls and bocage properly, not prematurely forcing units to abandon these positions as if they're too exposed.

* New explosion graphics (when using "high quality smoke" option)

* Camera can rotate on a 'point' rather than around a circle (SHIFT-J option).

* Units can hide during setup.

* Handicapper unit choice is more logical. Can also go to +200%.

* Player can give the AI an "experience bonus" that raises all AI units from 1 to 3 experience levels.

* Infantry "close combat" versus armored vehicles has been reworked:

- Demo charges and grenades thrown at armored vehicles now have a visible blast wave.

- Tossed demo charges vs. armored vehicles are more accurate.

- Various bug fixes

* Some computer-player tweaks, including no longer moving gun-damaged tanks into the map corner.

* Nonmoving infantry is slightly harder to spot (i.e. max range decreased a bit).

* Pillboxes are slightly harder to spot (if in cover), and can 'hide' (which helps save ammo). Also, they are now far more resistant to artillery.

* In hotseat play, uncontacted enemy vehicles' engine sounds are not audible.

* Flamethrowers stop firing once their AREA target is burning.

* Map elevation algorithm is improved, making roads run more smoothly up/down hill faces, not stair-stepped.

* Gun crews won't abandon their (functioning) guns until they're fully ROUTED (rather than BROKEN) provided they have less than 50% casualties.

* Sneaking units, when fired upon in cover, are more likely to stop and return fire rather than keep moving.

* In the action phase the rewind button would sometimes cause a building-destruction animation to play at the incorrect time. This has been fixed.

* Fanatic units are subject to panic (like normal units) when attacked by flamethrower.

* Captured (or escaped) infantry is allowed to move at run speed, regardless of initial weapon type.

* Smoke shells leave a small impact crater.

* When a unit kills an enemy armored vehicle, it now (usually) plays the appropriate voice sound effect.

* "Detailed armor hit text" is not shown to the enemy when a vehicle is hit by a mine or artillery outside of enemy observation.

* When repositioning a unit during setup, the colored line always turns red to indicate that a position is not allowed.

* Sound contacts are no longer indicated (to the enemy) as knocked out or destroyed even if they actually are. And if destroyed, they are not shown on the map at all. And they are never shown as being located off the map edge.

* Armored vehicles are slightly less likely to be immobilized or receive gun damage from nearby blasts (e.g. artillery).

* You can give movement orders to bogged vehicles, which they'll execute if they're able to un-bog.

* Split-squads' casualties are tallied correctly in the after-action report.

* 'Target Next' order works for vehicles with machineguns but no main gun.

* 0 vs. 0 final score is reported as a 'draw' not an Axis victory.

* Units 'notice' more quickly that an enemy unit has surrendered, and don't shoot at them just seconds after surrendering.

* Bailed vehicle crews who are less than 'fully' spotted are drawn with generic infantry uniforms.

* Infantry moves more slowly on slopes.

* Automatic force picker for Quick Battles picks fewer defensive fortifications.

* Captured guns and mortars are tallied correctly in the after action report.

* Interior graphic problem with the SPW 251/1 halftrack fixed.

* If a tank became immobilized while rotating its turret, sometimes the turret would keep spinning. This has been fixed.

* If you move a vehicle carrying passengers during setup, its passengers' command and control links are updated immediately and correctly.

* No 'reinforcements have arrived' message is shown if all of them are airplanes.

* Vehicles in 'hunt' mode are a little more likely to stop before shooting.

* Sometimes the 'hide roofs' and 'transparent buildings' options would interfere with one another. This has been fixed.

* When loading or saving a file in the editor, the dialog

'default' directory is the Saved Games directory.

* Slight problem of diagonal bocage and walls not quite matching 3D placement on map is fixed.

* No prisoner will ever be shown as "reloading".

* Some open-top armored vehicles were suffering crew casualties from nearby explosions, even when buttoned-up. This has been fixed.

* Unit editor allows U.S. Paratroops to carry up to 3 rifle grenades (was 2).

* Bazookas, panzerschrecks, and PIATs display caliber and muzzle velocity in data window.

* Sometimes reloading a 1-player game would have the wrong fog of war setting (it wasn't being reloaded properly). This is fixed.

* Sometimes shells were passing through buildings when firing at the top story. Fixed.

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