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Battle of Britain II: Wings of Victory English Patch 2.07
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User Rating: Rated by: |
Fair (2.7/5) 20 user(s) |
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Battle of Britain II: Wings of Victory English Patch description |
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Battle of Britain II 'Wings of Victory' recreates the fierce and famous air battles southern England in 1940.
Battle of Britain II "Wings of Victory" recreates the fierce and famous air battles southern England in 1940. The game delivers explosive fun for veteran and casual gamers alike, and occurs over a vast and living world below which will be forever known as one the world's most decisive moments in history.
Battle of Britain II "Wings of Victory" allows the player to either act as the supreme commander of either side, or simply click "fly" and let your generals manage the war below. It's your choice!
As commander, you can control the war down to a single aircraft or building in a world where thousands upon thousands battle for supremacy. Scores of targets including every plane, factory, airfield, and radar station have a specific role and impact on the progress of the war below.
As the enormous campaign plays out below, you will observe both allied and enemy flights carrying out their daily missions. You can take your commanders hat off and jump in the cockpit of the British Hurricane, Spitfire, German Messerschmitt, Stuka dive bomber, or man the gunstations of the Dornier Do17, Heinkel He111, and Ju-88 level bombers. As a pilot, all you need to do is destroy the enemy when you can and get you and your comrades home alive.
Whatever you choose, you will be amidst the relentless and endless waves of German aircraft, taking part in the most authentic historical re-creations of these amazing battles. Get ready to strap yourself in for the fight of your life.home alive.
What's New in This Release:
· 1. Fixed the "L" key (FLOORVIEW) for the JU87 so it will toggle. It was sticking. · 2. Fixed a bad bug in the One-on-One and Turkey Shoot Missions where the enemy AI would not evade with a near miss when the Gun Camera = ON. · 3. Remove all the unused Key commands from the Control->key map GUI that go with the new Key command document thanks to Rob. · 4. Fixed bugs that were causing the JU87s to not dive bomb in the IA Anti-Shipping Mission and the campaign. We tested and confirmed the following: · - When the player flies as the "leader" and manual (not auto pilot), all AI Stuka wingmen dive-bomb. This is true both in manual-control and in AutoPilot. NOTE: in manual control the player must enter the R-6-1 CMD (start your run). You do not need to padlock the target. · - When the player flies as a "wingman", other staffel members (AI Stuka leader, wingmen) dive-bomb. · - When the player flies as an "escort" 109, the whole AI Stuka staffel dive-bombs. · - When the player flies as the RAF "intercept", the whole AI Stuka staffel dive-bombs. · 5. Implemented a new Bdg text parameter (BDG_Values.Campaign_Break_Off_Code) to control the new campaign breakoff code. A "yes" and the break off code will be applied which is the default. Set to "no" and the breakoff is skipped. This was a customer request so that the player can chase the enemy AI back to base and it will fight and evade. Be warned it also permits the enemy AI to chase you back to base. · 6. Fixed a CTD in void LINKEDLIST::Detach (ITEM* item) caused by a NULL pointer, I think. Thanks to Borton for this one. · 7. Implement a specific fix where the player is the shooter and shooting at a retreating AI in a non-combat move code. The retreating AI will take evasive action (he will do one evasive maneuvre and the return to his retreating non-combat move code). · 8. Implemented a Bdg.txt parameter called Permit_Annoying_Radio_chatter which can be used to stop the annoying Radio Chatter that so many have complained about. The default is "TRUE" (same as now). Set the parameter to "FALSE" to stop the two most annoying and unnessary chatter (SHOOTHIM and slow down I can not keep up). I can add other if customer's request it. · 9. Fixed a CTD in OnClickItem caused by the Select Target Dialog being used. I disabled the OK button which will prevent the CTD. All users need to do to change/switch targets is click on a target on the map. The Select Target Dialog is really not needed/required. · 10. Thanks to Borton and a little luck I fixed a CTD in MovePilotEye. The crash was dependent on what was in memory as the call was made to MovePilotEye before 3D. · 11. Fixed the 110 bug in the right engine Mags so that keyboard startup can be used. Also made the keyboard starup keys show up in the controller keys list. · 12. Prevented a error message in GetLauncherPos that Borton had during SPC testing. · 13. Prevented an error message in RadioChatter::LoadSample that Trumper had in RadioChatter::LoadSample during SPC testing. · 14. Enabled the movement of RAF squads duing SPC from the North to the South to enhance game play. · 15. Prevented/Fix a CTD in ParticleNode::Run by checking for NULL pointer that Nealg had during SPC testing. · 16. Prevented/Fix a CTD in SetLandingTime by checking for NULL pointer that Nealg had during SPC testing. · 17. Prevented/Fix a CTD in RDialog::OnLButtonDown by checking for NULL pointer that was found by sek_hakuna and reported on the general forum during his game play. · 18. Prevented the Radio Messages Regroup and SendEveryOneHome from being executed when the player is on the ground with the gear touching. · 19. For SPC (Single Pilot Campaign) gameplay only (will not affect/impact the commander campaign), you can now set the skill level for each 3D mission and there will be no random skill assigned. You will see the new Bdg.txt parameters (SPC_Skill_RAF, SPC_Skill_LUF). You can select a skill for both the RAF and LUF. Be sure to spell the permitted options for skill correctly as it will default to "NONE" (no change to skill) if misspelled. The default is "none" and this will leave the skill levels as assigned in the Commander campaign. · SPC_Skill_RAF=NONE # valid modes: HERO, ACE, REGULAR, VETERAN, POOR, NOVICE, NONE (NONE is default means no forced skill level) · SPC_Skill_LUF=NONE # valid modes: HERO, ACE, REGULAR, VETERAN, POOR, NOVICE, NONE (NONE is default means no forced skill level) · 20. I added the skill level at the Beta Testers request to the Movecode Labels (if you set it in the Bdg.txt, Show_MoveCodes=ON). It is added to the end of the displayed movecode. · 21. Added a random heading, pitch, roll change to the death sequence (after death) which considers the wings getting clipped, roll in both directions, and heading in both directions. The roll is started quick for wings getting clipped but a 1 second delay is used otherwise. The after death maneuvers are now very random. · 22. Prevented the "sack" for the SPC. · 23. Added a BDG.txt option Allow_Commander_Campaign_Sack with a "ON" default (same as today). To prevent the commander campaign sack set Allow_Commander_Campaign_Sack = OFF. · 24. Added a Bdg.txt parameter "Padlock_Enemy_AI_Targeting_Player = OFF" (OFF is the default). I am using the AIUNFRIENDLYVIEW (ALT+F1) key for this new feature and also for the key's default feature depaending on the Padlock_Enemy_AI_Targeting_Player switch. · So if you want to padlock the enemy AI that is targeting the player as I do for both testing and survival (this is a internal parameter that points to the AI assigned to kill the player) then you need to set Padlock_Enemy_AI_Targeting_Player = ON and press the ALT+F1 key. · Remember that only time a enemy is targeting the player is during combat (movecode = AUTOCOMBAT). · If no enemy AI is targeting the player you will get the "View Not Available" message at the lower left of the screen as usual. · If the default is used (OFF) then the ALT+F1 key will do its default function (Padlock the enemy AI leader most of the time, using the player's enemy pointer (called ai.unfriendly). So when Padlock_Enemy_AI_Targeting_Player is set to "OFF" (the default), no change. · 25. I added code to reduce the Air-to-Air collisions. I have had this complaint on my list for years and I have also worked on this complaint off/on for years. · I think this fix should help get rid of the A/C-to-A/C collisions that are visually just too far apart yet still permit air collisions that seem more visually accurate. · The user control is through the Bdg parameter Air_To_Air_Collision_Bubble_Size. The default is 10 which was determined through testing. A smaller interger value permits fewer collisions and a larger interger value yields more collisions. A setting of 16 results in no change. · 26. When you have a broken outer wing (left or right) or both tail fins are broken, you will not be able to envoke AUTOPILOT. You should get a message AUTOPILOT Deactivited. Just a small "hole" close and another off my endless worklist. · 27. AI can now land the player's plane in AUTOPILOT.Fixed the code so that gear will lower when using Auto pilot (control+A) for a landing. I also fixed the flaps (they would sort of go in rapid up/down) to stay down when landing. Two other bugs were also fixed (1) flaps raised after parking and (2) stopped the engine sound after the engine was stopped. I also fixed the bug where the gear would not go up after a take-off using auto pilot.
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