Version 6.0(3.71) of the Patch has been released: Give this download a try if you have had trouble launching with previous versions.
Download location: http://ewarzone.com/aa.html
Any further patch updates to the 6.0 version will be located here:
http://users.cjb.net/aqrit/drawfix.zip
So this download would update your 6.0(3.71) to 6.0(3.72) for example
Patch additions:
-New Video options- May allow those with video issues to play the game once again…I have helped several new players on the Warzone launch with these options.
Show FPS- Show Frame-per-second…displays the frame-rate in the upper-left corner of the game window.
Surface Flipping- While in fullscreen mode: Swap the front and back display buffers.
Flipping is faster than simply copying the back buffer to the front buffer. (and might be better supported by graphic cards as well)
VSYNC- Sync the frame rate with the moniter refresh rate. This prevents screen “tearing”. It also limits Fps Max to your monitor refresh rate (60-75 fps). This feature is not supported by the “Force DirectDraw Emulation” option.
Force DirectDraw emulation- Initialize the DirectDraw object for all features.
Edit Mode Improvements:
-Allows other units of your alliance to be placed on your capital.
-It is now possible to edit several aaguns on a single territory.
-Removal of units no longer requires that the editor be set to ‘all countries’
-Click the “Unit Edit” bar a third time for an even smaller menu
-If 2-Hit battleships are enabled:
Edit in 1-Hit battleships
Move 1-Hit battleships (in edit mode) without healing them
-Kremlin selection menu
Located on the unit edit screen allows a player with the press of a button to select scenarios and setup neutrals for each country. Automatically adjusts ipc victory levels when neutrals are selected.
New game setup options:
Set Allied occupation one of four ways:
1. Off
Rule used before the 6.0 Patch.
2. Second Edition rules
How the game is supposed to be played…this fixes major bugs we have been forced to play with for years. AAWC games must have this setting turned ON.
When liberating a territory and the original owner’s capital is under enemy control, then the liberator assumes ownership of said territory, until said capital is liberated. An ally may use a re-captured industrial complex of his ally until said ally is liberated.
3. Liberation scavenger
If the active country’s capital has NOT fallen then if any of their tanks or infantry units move during the Combat Phase onto, or across a friendly territories whose owner’s capital HAS fallen then that territory is seized for the active country
4. Liberation aggressive
If the active country’s capital has NOT fallen then if any of their tanks or infantry units touch a territory whose owner’s capital HAS fallen then that territory is seized for the active country(no need to move, territories can be captured by moving FROM that territory)
-Set any two countries to be the axis powers.
country= RU, DE, UK, JA, US
Select which two Countries will battle the other three.
-Tinted Combat Units- The graphics for tanks, battleships, carriers, transports, and submarines are no longer the default gray. They are tinted towards the color of their owner Countries (like Infantry already are). In multi-nation battles it will be easier to identify which units belong to which country, easing the assignment of causalities.
-Setting to ensure that taking a neutral will cost 3IPC’s. Taking multiple neutrals in the same turn now costs more than 3IPC’s.
New setup screen chat commands:
-Automatically sets up the following rulesets on the game setup screen.
/Omaha
/Kremlin
/Utah
/Gold
/Anzio
/IPC [filename]
Set the IPC value for each territory
IPC values are defined in the file specified
Files are located in your game-directory’s “TerritoryIPC” folder
Open the file then change territory IPC values to desired levels then hit save
On chatbox in setup screen for example type /IPC neutrals1 to finalize the changes
Bug fixes-
Submerged submarine bug fix- Resurfaced submarines are no longer required to fight enemy ships in the seazone they are in…they can move into and attack adjacent seazones. Some examples: This will mean that the USSR transport can not move over the German sub in Omaha games and force it to remain in the Baltic. If the USSR sub attacks the German sub and misses in the NE Atlantic the German sub can submerge and still attack either British battleship.
Paratroop bug fix- Paratroopers were previously allowed only to paratroop one time…this has been fixed.
Game no longer locks up when attacking submarines retreat from a battle where only enemy air units remain.
Technology Roller bug fix- If one waited too long to roll tech and got his tech at the time the game timer ran out he would not be given the tech…this has been fixed.
Un-placing an Industial Complex on the edit unit screen no longer leaves behind an “invisible IC”
Prevents accidental skipping of in-progress weapon development
A 3 IPC penalty is always applied when a neutral is first captured
Amphib assault w/naval conflict to empty territory freeze is fixed