MicroProse Patches    7-25-2017
Written and Edited by MarkEAW
Text From: MPS EAW Team readme docs.

Download Link:
-game-patch-official - These are just the official v1.1 and v1.2 MPS patches in different languages. The English patches being the most popular to use for compatibility sake.
 

CONTENTS

INTRO
About The Two Official Patches

v1.20 PATCH | v1.10 PATCH | v1.00 CD


INTRO:


This document has information on the only two official MicroProse EAW Team patches. For manual installation instructions of the game see my Manually Install Help Document for more information. To read about the quarks of different versions of the MPS game, see my v1.1 and v1.2 Help Document. If you find more changes between versions please let me know as MPS only listed the most noticeable of them.

NOTES: About The Two Official Patches:
The official 1.2 patch includes everything from the official 1.1 patch (everything that the programmers wanted to keep. Some things introduced in 1.1 were apparently changed again in 1.2.) The bottom line is that it is NOT necessary to install the 1.1 patch first, If you want to run EAW 1.2, all you have to do is run the single 1.2 patch.

 

 

v1.20 PATCH

v1.2 EAW Team - Official MPS Patch Release (August 12, 1999)

- Special Thanks to Chris, Brandon, Martin, QA and the Beta Testers for making 1.2 happen…


eaw v1-2.exe
eaw v1-2f.exe
eaw v1-2g.exe
eaw v1-2i.exe
eaw v1-2s.exe

 

INSTALLING

-Have a clean install of v1.0 or v1.1.
-Place the patch program in your EAW folder and run it. (You may have to run it as an administrator)



 

Compatibility:

  • This revision primarily improves some multiplayer lag and warping problems, but there are also some new features and functionality.



 

FEATURES/Fixes/Enhancement/Improvements/Changes



 

Flight/Damage Model:

  • Bullet and Armor Values Rebalanced: Bullet modeling has been adjusted, so in general bullets have more power. Additionally, Hurricane, 110, 410 and He-111 lethality and armor values were rebalanced.



 

Loadout:

  • none



 

Particle:

  • none



 

Graphics:

  • none



 

Views:

  • New HUD feature: Next to the plane type in the targeting HUD, a * character will appear (e.g. *Bf-109) if that aircraft is your wingman, or a # if he is your squad leader. To change these characters, add "WingmanChar=42" and "LeaderChar=35" to the [EAW] section of the EAW.INI file, replacing these default numbers with the desired ASCII code.



 

Difficulty/Settings:

  • none



 

Sound:

  • none



 

A.I.:

  • AI Enhanced: Combat tactics have been improved.
  • Tailgunners: Tailgunners are now properly affected by G-forces, and aren't always as accurate. It is still dangerous to park yourself behind one, though.



 

Ground:

  • none



 

Controls:

  • Ending Campaign Missions: After you bail out, ditch the plane, or land and shut off the engine, you are now properly asked if you wish to exit. If you choose to stay, you can use F9 or other view keys to watch the rest of the action. Press Escape when you want to leave.
  • Program Stability: A crash bug involving ALT-N and some other stability issues were fixed.



 

Missions:

  • none



 

Multiplayer:

  • Multiplayer Lag and Warping: These problems have been reduced, and a respawn/framerate bug has been fixed. Lag and warping can still occur, though, so choose your multiplayer sessions wisely. The faster the host's connection, the less warping everybody else will have and the faster the host's framerate will be. Also, the number of planes in the air will affect lag and warping, so if the host has a slow modem make sure (for example) that everybody picks the same plane type (or two) to minimize the number of extra squadrons created. See below for advanced host settings.
  • Version and Data checks in Multiplayer: You will not be able to launch a multiplayer game unless everybody has the same version of EAW (V1.2). Also, the aircraft flight data on each machine is now encrypted online and compared to everybody else's, so if anyone has different modifications or different data than your own you will get a warning message. If everybody has the same modifications, though, you will not get the warning and will be able to launch.
  • Ending Multiplayer (Coop) Missions: If your plane is destroyed, you bail out, or you are killed, you can jump into the next available AI plane in your squadron by using the "Jump to next plane" (ALT-J) key. ALT-J will not work if your plane is still flyable, or if there are no AI planes remaining. (Or, if the host has "AllowRespawn=0" set--see below). In any case, you can remain in the world and watch everyone else with the view keys. Press Escape to exit.



 

INI Entries:

Additionally, there are four new commands recognized in the EAW.INI file (usually found in your Program Files/Microprose/European Air War folder; open it with Notepad or another ASCII text editor). They are experimental, however, so are not officially supported.

  • ExtraSquads=3 Add this under the [EAW] section to create extra-large battles in most missions. The value can range from 0 (normal amount), to 5. The best values to try are probably 2 or 3 for a maximum number of planes in the air but still relatively balanced on both sides. Values of 4 and 5 tend to create encounters with more friendly aircraft than enemy, so the enemy usually retreat sooner and you don't get attacked as often. The ExtraSquads instruction isn't officially supported however, because it could lead to a somewhat unbalanced dynamic campaign, especially toward the end of the war. But, it does tend to make encounters bigger and more intense.
  • AllowRespawn=0 Add this under the [Network Options] section if you are the host of a multiplayer coop session and want to prevent players from jumping into a new plane after dying or bailing out (default is 1). This option doesn't appear in the session details screen when everyone first connects, though, so make sure everybody understands before you launch that they only get one plane and one life (but can still stay and watch the action if they get shot down).
  • StartOnGround=1 Put this under the [Network Options] section to have everybody in a multiplayer coop session start on the ground. (Caution: This is not fully tested, and may cause strange results! Also, with no time acceleration or ALT-N you will have to fly the mission in real time. EAW will try to pick the closest bases to the target, though). While sitting on the ground, all of the enemy plane icons will show up on the map, but once you lift off they will disappear and you will have to rely on ground control or your own reckoning to find them. The mission type will be what the host selects in the multiplayer screen for his side; the opposite side will have the corresponding opposite mission. And as usual, players who select the same plane type will be put in the same squadron at the same home base. The destination target area will be what the host most recently chose in the Single Mission Setup. Thus, to select a specific target city as the host, prior to starting the multiplayer session go into Single Mission, pick the same year, plane type and mission type you'd like for multiplayer, pick a target city, then exit out and start the multiplayer session. As with AllowRespawn, you should make sure all participants know they will be starting at home base instead of in the air, since they will not see this setting in the options screen.
  • NoAI=1 Put this in the [Network Options] section to remove any AI planes from human squadrons in coop sessions. Note, however, that without AI planes you will not be able to respawn regardless of the AllowRespawn setting.

The following settings are for advanced users used to hosting multiplayer internet sessions. No adjustments should be needed in most cases, especially for a LAN or cable modem connection, but you can change these values anyway to optimize performance, by adding them to the [Network Options] section. Ideally, you should have a connection speed of about 10K baud for each player in a coop game, or less for Total Mayhem. This is a very rough value, though, dependent on the number of planes in the air, as well as factors like how close everyone is to everyone else.

  • SendTimeout=50 Maximum length of time (in milliseconds) that EAW should expect to wait for the modem to accept the next packet. If it takes any longer, it assumes the send buffer is overflowed and begins scaling things back. If this value is too low, it may scale back too much and players will get more warping. If the value is too large, the host may not correct for buffer overflows and could get long pauses in the framerate.
  • OverflowWait=70 Length of time (in 70ths of a second) that the host will stop sending packets when an overflow occurs, to let the send buffer clear. This value can be lower (or zero) if buffer overflows are just occasional, but if your system always gets long pauses, this value should be around 50-100. If the value is too large, packets will not be sent as efficiently as possible, and players may see more warping.
  • SendIncrease=5 Length of time (70ths of a second) to increase the time interval for plane updates if the send buffer overflows. If this value is too low, EAW won't adjust its send rate in response to bandwidth problems very much, and if it's too high it may overreact to a single situation (such as when 80 planes suddenly merge) and cut back too much, causing more warping for other players.
  • ExtraPacketDiscard=10 When information changes for an aircraft, but it is almost time for the regular scheduled update, EAW may discard the change and just wait for the regular send to save an extra packet. This value is a multiplier for how close in time to the regular update to wait and just combine the two. It is multiplied by the overflow adjustment intervals that have been made so far, so if you have good bandwith (zero overflow), it will always send these extra packets which reduces player warping. If you have poor bandwidth it will send fewer if any of these extra packets, proportional to how bad the connection is. Lower this to reduce warping on players' machines (but possibly hurt your framerate), or raise it to improve your framerate (but possibly increase warping on players' machines).
  • Remove these from the INI to restore them to the default values.



 

MODDERS INFORMATION

none



 

[END v1.2]



 



 

 

v1.10 PATCH

v1.1 EAW Team - Official MPS Patch Release (January 8, 1999, January 11, 1999)

Patch Special Thanks: The EAW Team would like to thank the following for their help and support in regards to the patch: Microprose U.K. QA team, Mike Dubose, Chrispy Bowling, Andrew Luckett, Gabe Turk, David Vandervoot, Mike Dunn, Rrevved, Andy Hess, Ravi "Raaavi!" Mehta, Karen Ffinch & Matt Ployhar.


eaw v1-1.exe
eaw v1-1f.exe
eaw v1-1g.exe
eaw v1-1s.exe

 

INSTALLING

-Have a clean install of v1.0.
-Place the patch program in your EAW folder and run it. (You may have to run it as an administrator)



 

Compatibility:

  • Game balance issues have been addressed, stability has been increased, various bugs have been fixed, some joystick and keyboard problems have been corrected, and AI has been enhanced among other things.
  • Problem with the game not recognizing CD-Rom drive with drive letter "Z" is fixed.



 

FEATURES/Fixes/Enhancement/Improvements/Changes



 

Flight/Damage Model:

  • Realistic Bailouts: You will now free-fall for a period of time before your chute deploys, though it will still deploy automatically. Depending on the plane's orientation and speed when you bail out, there is also a chance you may hit the tail of the plain during egress, injuring yourself and delaying the opening of the chute or even destroying it (or your capability to pull the ripcord). Ideally you should be as slow (under 200-250 mph) and as level as possible, and in any case at least a couple thousand feet above ground before you attempt to bail out.
  • Realistic Ditching (Gear-up landing): You can now more easily survive a gear-up landing. You will still take damage as you slide on the ground, though, so try to be as slow and level as possible when you hit.
  • Combat Flaps: The P-51 and P-38 are now equipped with combat flaps that you can deploy at speeds up to 350-425mph, using the same key as the regular flaps (F key). For all other aircraft, make sure you retract your flaps above 250mph, or they may be damaged.
  • Flaps can no longer be deployed at high speed. Exceptions are P-38 and P-51, which are equipped with combat flaps that can be deployed at speeds up to 350 mph IAS (P-38) or 425 mph IAS (P-51). Non-combat flaps will suffer damage if they are not retracted above 250 mph IAS.
  • Automatic Leading-edge Slats are added to Bf.109, Bf.110, and Me.262, making them slightly less prone to enter accelerated stall.
  • New "wing-leveler" autopilot mode is added. This function (SHIFT-A by default) will maintain current altitude, heading and speed. The original Autopilot still functions as before.
  • Bailouts are modeled more realistically. Depending on the aircraft's orientation, speed and G-forces (level and slow is best), there is a chance for parachute failure, or for various levels of injury (hitting the aircraft) during egress. Once the parachute deploys successfully, the game will continue, so you can use F9 or F12 to toggle between different aircraft and watch the rest of the mission unfold. When you are finished, press Escape to exit.
  • Blackout and redout effects are reduced.
  • Bomb blast radius and blast lethality are increased.
  • Armor values for bombers are increased slightly, so they are harder to shoot down.
  • Landing sound will now play correctly when the gears touch the ground.
  • P-38's engine torque was adjusted to allow flying with only one engine.
  • Ground collision is revised to better permit gear-up landings (ditching).
  • Bullet physics are more realistic at long range (i.e. less destructive power, though a lucky shot in the right place can still do a lot of damage).



 

Loadout:

  • none



 

Particle:

  • none



 

Graphics:

  • 2MB Voodoo Texture Limit: This setting is no longer needed, for those who had to change it to 2MB. You can change it back, if this applied to you.
  • Voodoo-2 2MB texture boundary bug is fixed; you'll no longer need to limit the texture memory to 2 MB.
  • A bug relating to 3d object loading, which would sometimes cause the game to crash when going into the armament board, is fixed.
  • Problem with virtual cockpits on cards not supporting 8-bit textures (such as Riva 128) is now fixed.
  • Problem with some virtual cockpit textures not drawn in correct color during dawn/dusk/night mission is fixed.
  • Problem with some virtual cockpits lamp lighting up the outside left wing is fixed.
  • The yellow band on Bf.109G-6 external color, more common on the Eastern Front than the Western Front, is removed.
  • Problem with the artificial horizon in Spitfire virtual cockpit is fixed.
  • Cockpit lamp in static cockpit now works properly when running the game in GLIDE mode.
  • Menu screens "flickering" on certain video cards is fixed in general.
  • Higher Screen Resolution (Unsupported)

EAW now recognizes higher resolution settings in the EAW.INI file, specifically the "Width=" and "Height=" settings. Your video card needs to have enough frame buffer memory to support any new settings, otherwise you will get an error message when trying to fly a mission. If this happens, you can always restore the settings to the default 640x480.

Some settings you may wish to try are 800x600 (many video accelerator cards should support this--also try D3D mode if you can't get it to work in Glide), 1024x768 (higher-performance boards, or dual Voodoo II's, for example), or 1280x1024. If you get the error message, try the next lower setting.

Limitations:

The viewing area will not be the same as it is in 640x480, depending on the resolution setting. 800x600 mode will have slightly more viewing area, while 1024x768 mode will show slightly less.

There is no loading progress screen (the fuel gauge screen), though the mission will still load as before.

Static cockpits are not available--you are automatically switched to the virtual cockpit.

Text (subtitles, HUD data) are proportionally smaller, so you may need to squint at the higher settings.

On some systems, 800x600 appears to cause a backlog of undrawn data that can clog the system and slow everything down, which will also cause the sound to distort or crackle. 1024x768 doesn't seem to have that problem, though--switch to that mode if you encounter this problem, or return to 640x480.

Target selection for the HUD (next/previous targets) may not recognize targets at the edges of the screen--wait until they're closer to the center to select them.

If you push the settings further, like 1600x1200 or beyond, the edges of some views may not render correctly (stray triangles), plus the "fisheye lens" effect becomes more pronounced. For this reason you should stick to 1280x1024 or probably 1024x768 for the best results.

The main benefit, of course, is a sharper resolution and better ability to see targets at further distances, which many people prefer and requested. It is an unsupported enhancement because not all video cards support it, and EAW really wasn't designed for those modes, but it is an interesting enhancement nevertheless.



 

Views:

  • Continuing after Bailout, Landing or Ditching: If you are still alive in a regular mission, you will be asked if you wish to exit. If you choose No, you can use the various external view keys (like F9 or F12) to jump around and watch the other aircraft in action as the mission continues without you. When you are finished, press Esc to exit as usual.



 

Difficulty/Settings:

  • none



 

Sound:

  • A bug in music loading, which would sometimes crash the game at the debriefing screen, is fixed.
  • "Out of ammo" repeating speech bug is fixed.
  • American bombers in some cases speaking with a British accent is fixed.



 

A.I.:

  • AI pilots will now properly perform ground attacks when ordered.
  • Ground control and AI squad leader use better logic for ordering retreats.
  • Bombers defensive logic is improved. Tail-gunners have improved bogey-tracking ability, and dive-bombers use proper evasive maneuvers when attacked.
  • Bomber Escort and Bomber attack AI is improved. Escorts will try to stay in more strategic positions during combat, and attackers will be more aware of the escorts.
  • Retreating enemy AI will no longer attempt to land if under attack.
  • AI rocket aim point adjusted for better accuracy.
  • Ground control uses better vectoring and bogey-spotting logic.
  • General dogfighting AI is adjusted to take more advantages of individual aircraft's capabilities.
  • AI and autopilot landing logic is improved, though don't trust your life on it if your aircraft is damaged.



 

Ground:

  • none



 

Controls:

  • Wing Leveler Autopilot: This new function (shift-A by default) will toggle the wing leveler, which will hold your current altitude, speed and heading. Note that if you are not in stable flight (e.g. too slow to hold your altitude), the wing leveler may adjust the speed or altitude slightly to try to achieve stability. You may use this command in both single and multiplayer mode.
  • Game sometimes hanging when using Alt-N at low altitude is fixed.
  • Game sometimes losing keyboard/mouse input focus is fixed.



 

Missions:

  • British 1943/44 Campaign will no longer run out of targets and exit to desktop with "Unable to find Campaign Target" message.
  • British 1943/44 Campaign Squadrons will have the correct supply (fuel tanks, bombs, rockets) available when Limited Supply is ON.
  • 1940 Campaigns with Campaign Length LONG and Limited Aircraft/Supply settings ON will now receive replacement/resupply correctly.
  • 1940 German Erpro. 210 Squadron will receive more bombing missions.
  • Targets in liberated Europe will now show up correctly as Allied targets instead of German targets, and German bombing missions against these targets can now be completed successfully.
  • The enemy patrol placement is adjusted to increase the chance of encountering them during Fighter Sweep missions.
  • The enemy bombers starting position is adjusted to give more time on Intercept missions.
  • The mission rating ("terrible/poor/average/good/excellent") system now allows good ratings even on failed missions.
  • The campaign difficulty setting no longer affects starting AI level as much for friendly AI pilots. (previously, they would mostly start out at "green" level if HARD campaign is selected). This also improves general friendly AI levels.
  • On Single Mission Parameters clipboard, target range is now displayed in correct unit (km for German, mi for US/UK)



 

Multiplayer:

  • Multiplayer: New Loadout (weapon selection) and Weather settings have been added, and missions will no longer end immediately after completing the objective. They will now last until both sides have moved some distance away from each other and are no longer in close contact.
  • The radio menu should now correctly gray-out positions occupied by human teammates. To issue orders to human wingmen, use the chat function instead.
  • Mission accomplished message is now sent to all players correctly.
  • The game will now continue even after the mission is accomplished until everyone from both sides have separated and are no longer in close contact.
  • Two new options have been added to the multiplayer game setup screen: Loadout and Weather.



 

INI Entries:

  • A way to increase screen resolution to 800x600 and beyound has been added. Edit your eaw.ini file, Use My Computer/C:/Program Files/Microprose/European Air War (if you used the default directory setup) to find and open this file.



 

MODDERS INFORMATION

none



 

[END v1.1]



 

 

v1.00 CD


For details about the official v1.0 of EAW, see my Full Review Help Document for detailed information about the game.

 

[END]