Edited by MarkEAW
[ GOTO THE MAIN EAWHS PAGE ]
CONTENTS
INTRO
About The Two Official Patches | German or Japanese EAW CD's
v1.20 PATCH
Installing | Compatibility | Flight / Damage Model | Loadout |
Particle | Graphics | Views | Difficulty / Settings
Sound | A.I. | Ground | Controls | Missions | Multiplayer | INI
Entries | Modders Information
v1.2 Updater File List
v1.10 PATCH
Installing | Compatibility | Flight / Damage Model | Loadout |
Particle | Graphics | Views | Difficulty / Settings
Sound | A.I. | Ground | Controls | Missions | Multiplayer | INI
Entries | Modders Information
v1.1 Updater File List
v1.00 CD
HISTORY OF RELEASES
-+-
1.1 VS 1.2
Pro's | Testimonials List | Bullet Drop | Damage Models | Flight
Model | Bomber Gunners | A.I. Aggressiveness
Fighters Shooting and Aiming | About v1.0 |
EAW Versions and FM/DM Add-Ons | Dual Installs
1.1 EXE OVER 1.2
About Naming Your Game EXE
This document has information on the only two official MicroProse patches.
Info is from the patch readme's and some from interviews with EAW
Team members and more from observation. If you find more
changes; fixes and enhancements between versions please let me know as MPS only listed the
most noticeable of them.
For manual installation
instructions of the game see my
Install Help Document for more information. To read about the quarks
of different versions of the MPS game, see the end of this document.
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 or removed in 1.2.)
Presumably, 1.2 keeps the more desirable things, gets rid of
the undesirable, and introduces a number of further improvements.
The EAW 1.2 patch supersedes 1.1. 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.
German or Japanese EAW CD's:
You can apply the English v1.2 patch over installs of these EAW CD language
types. The CD will become English and have all the proper Art.
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…
We did go through one-by-one the hundreds and hundreds of emails,
suggestions and petitions to our customer support, the newsgroups
and message boards, so I hope we covered what most people wanted.
Coming
soon! (6/25/1999 -Chris Coon).
eaw v1-2.exe (released Aug 12 1999) 5.73MB
eaw v1-2f.exe (released Aug 12 1999) 5.73MB
eaw v1-2g.exe (released Aug 12 1999) 5.73MB
eaw v1-2i.exe (released Aug 13 1999) 738kb
eaw v1-2s.exe (released Aug 12 1999) 5.73MB
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:
-
Chris Coon of MPS EAW Team: No tweaks to flight models in
aircraft performance, just some armor values and revisions to
bullet characteristics.
-
Bullet and Armor Values Rebalanced: Bullet modeling has been
adjusted, so in general bullets have more power (somewhere
between V1.0 and V1.1). Additionally, Hurricane, 110,
410 and He-111 lethality and/or armor values were rebalanced.
(some armor lowered compared to v1.1).
Loadout:
Particle:
Graphics:
- Chris Coon of MPS EAW Team: graphical tweak in visibility if
you are in a high-res mode, so now planes will properly appear
as tiny dots sooner than in 640x480.
Views:
-
New HUD feature: For easy identification of flight positions for wingman or squad leader.
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:
Sound:
A.I.:
-
AI Enhanced: Combat tactics have been improved; Chris Coon of
MPS EAW Team: more vertical or turning
fights as applicable, less split-S. It is tough to balance so-called "fuzzy" logic,
with all the different factors and variables involved in their
decisions (accomplishing their mission, protecting their
wingmen, staying away from clusters of enemy, etc). Most of the
adjustments made were in the aggressiveness of lining up for a
shot "now" versus maneuvering to get extra close. I think before
(this patch), there was too much maneuvering and maybe not
enough shooting.
-
Improved gun usage for AI aircraft. Chris Coon of MPS EAW Team:
That was mostly a tweak, their decision process when to use
cannons. Some of the AI skill levels were a little too
conservative.
-
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:
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.
-
No changes to ForceFeedback in this patch.
Missions:
Multiplayer:
-
Chris Coon of MPS EAW Team: Various code optimizations
throughout, but the main focus has been on the network code for
handling lag and warping. No real adjustment to DX6, though the
new patch does utilize DirectPlay in DirectX6 a little better
than the older method for improved networking.
-
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.
Chris Coon of MPS EAW Team: unfortunately, because of the
popularity of modified aircraft, we had to put in this patch a
process in multiplayer mode to check everybody's data against
everybody else's. It will now only let multiplayer games launch
if everybody has the same--either all original EAW flight models
or all with the same modifications, but not a mix (sound add-ons
aren't affected).
This is the only fair way to do it, so that players aren't
flying different aircraft models in online play that might give
them an unfair advantage. But more importantly there were
technical (warping) issues if there were differences, so we had
to put it in. The data checks are encrypted, so I don't think
anybody can modify aircraft without getting detected.
-
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. This file is
in the games main folder (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.
Chris Coon of MPS EAW Team: if you choose this option to create larger battles, say 100 of
your guys versus 100 of them with several waves of bombers,
support or interceptors in a small area with no major framerate
hit. Things are more chaotic and intense, but not as much 1-on-1
dogfighting. It's unsupported because
it's possible to throw the dynamic campaign off balance in a
full career (you will have less personal influence on the outcome,
and you might get 200-versus-6 mincemeat encounters toward the
end of the war), but (otherwise) you do get a lot more action especially in
single missions.
-
AllowRespawn=0
Alt-J command can now be suppressed. Traditionally, in team
battles such as escort missions, we were able to transfer to
another ally AI aircraft by Alt J key command when our aircraft
became unable to fly. However, in 1.2, it is possible for the
host to suppress this by setting "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
When doing team warfare without the AI plane, you can choose
"full realism" to start from the ground base and return home.
Now if you put this under the [Network Options] section
it will allow everybody in a multiplayer coop session to 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.
Chris Coon of MPS EAW Team: starting on the ground in a
multiplayer coop is new, Starting on the ground (StartOnGround=1)
is more for the hardcore enthusiasts or online squadrons who
want to run a full session from start to finish. You can't
accelerate time or ALT-N, so you have to fly it in real time,
and everybody and everything (including bombers you might be
escorting) start at their base.
EAW will try to place everyone at bases as close as possible to
the target area, but with the randomization for different
missions you may have to fly 30-45 minutes until you get to the
action. Or for example, if you are intercepting bombers you may
want to sit on the ground until the enemy gets closer. Any AI
support squadrons at your base or others will wait too, until
you takeoff.
While you're sitting at your home base, your map will show where
everybody is (friend and enemy) to let you time your departure,
but once you take off the enemy icons will disappear and you
will have to rely on ground control to find them as before.
-
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. (team mayhem
option WITHOUT AI-planes is possible, but an "unsupported" new feature).
Team warfare possible without AI machine; Until now, choosing
missions such as fighter sweep or bomber escort has always been
a joint strategy with the AI machine, but now you can omit the
aircraft.
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 (stored
internally).
MODDERS
INFORMATION
To be determined by the community....
eawv1-2 Patch Files (These are the files patched by the Official v1.2
Updater):
3D.CDF 4,895,593 12/15/1998 14:27 d3d.dll 130,560 12/17/1998 14:30 DATA.CDF 1,433,420 12/21/1998 11:29 eaw.exe 1,430,016 7/29/1999 15:24* EXTRA.SPT 3,924 4/13/1999 17:54* FLT.CDF 39,540 12/31/1998 15:59 FONTS.CDF 1,067,664 12/16/1998 13:01 grb_031.snd 105,644 12/15/1998 11:36 Menu_eng.cdf 37,876 12/22/1998 19:55 readme.rtf 44,954 7/26/1999 10:38* TEXT_ENG.CDF 168,743 1/8/1999 11:13* V1.1 Details.rtf 16,801 1/10/1999 21:35
*Files that v1.2 patch update. Other files are the same as v1.1 Note: Individual files with-in the CDF files are not patched, but rather the entire file is replaced.
[END v1.2]
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.
The EAW patch (V1.1) is undergoing final testing at QA, so it should
be ready for posting within a couple weeks! (It'll be about a 5MB
download) (posted: 12-22-1998 --Christopher Coon EAW Team)
eaw v1-1.exe (released Jan 11 1999)
eaw v1-1f.exe (released Mar 5 1999)
eaw v1-1g.exe (released Mar 4 1999)
eaw v1-1s.exe (released Mar 9 1999)
"The 1.1 patch is a MUST for anybody flying EAW...it is a great set
of fixes and improvements to an already great sim. It doesn't make
it "a whole new sim," but certainly adds to its reply value and
fixes some aggravating bugs that detracted from the title as a
whole." --John "Spoons" Sponauer , Jan 1999.
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:
-
The flight modeling of some of the aircraft have changed a
bit...
-
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.
-
Bailouts are
modeled more realistically. Bailing out is not a sure thing
anymore...it's best to slow down, get some altitude, and stay
level. When you bail out, you will see yourself separating from
the aircraft, followed by some tumbling freefall, and then
(hopefully) a sudden tug from your chute. If your chute doesn't
open, get ready for a tumbling ride down to Mother Earth.
Jump out of your 262 going 400 MPH + at 200 ft, and not only
will you die, but you'll have a nice view of your ballistic path
to the ground, with wind rushing by your ears and everything!
This is followed by a brief image of you splattered over the
ground, followed by a small dust cloud. 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.
-
Realistic Ditching
(Gear-up landing): You can now more easily survive a belly
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.
Don't let a wingtip to touch the ground either.
-
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.
-
Some stalls are now harder to get into.
-
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.
-
Blackout and
redout effects are reduced.
-
Bomb blast radius
and blast lethality are increased. They have been improved and
now cause a fairly believable amount of damage, including to
yourself....no more dropping bombs at 100 ft. and living to tell
about it!
-
Armor values for bombers are increased slightly, so they are
harder to shoot down than in v1.0.
-
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:
Particle:
Graphics:
-
A fix to show the pilot in a parachute.
-
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) See the eaw.ini topic
below.
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:
- When flying with Realistic gunnery, damage modeling at
long ranges has been reduced. That's not to say that it's
impossible to score kills out far, but it's harder. These
changes do not apply if Realistic Gunnery is turned off.
Sound:
-
A bug in music
loading, which would sometimes crash the game at the debriefing
screen, is fixed.
-
"Out of ammo"
repeating wingmen speech message you hear in v1.0 when a wingman
is out of ammo, bug is fixed.
-
American bombers
in some cases speaking with a British accent is fixed.
-
takeoff and landings, which is now represented by a sound that
represents the tires screeching.
A.I.:
-
AI pilots will now
properly perform ground attacks when ordered.
-
Ground control and
AI squad leader use better logic for ordering retreats. (and
"mission accomplished/failed" messages, e.g. on bomber
intercepts).
-
Bombers defensive
logic is improved. Tail-gunners have improved bogey-tracking
ability making stern attacks are a bit trickier now, 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. Much better
about getting you where you need to be.
-
AI aircraft in the patch will use their aircraft much more
effectively. Some new maneuvering tricks.
-
General
dog fighting 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.
-
Friendly AI isn't always as "green" when starting out, and learn
from experience more quickly.
-
This version made the Split-S the defensive maneuver of choice
for the AI. In fact, this was heavily overused to the point of
being rather tiring. Very rarely the AI would fly into the
ground, it would be because they're not pulling out of their
dive in time.
Ground:
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:
-
Changes that MPS has introduced to multiplayer EAW. It's now
much more manageable for smoothness.
-
Two new options
have been added to the multiplayer game setup start screen: Loadout
and Weather.
-
New Loadout weapon selection, (bombs, rockets, or none)
This eliminates those pre-patch problems when you were tasked to
bomb a target and not armed with bombs!
-
Weather settings have been added..
-
The game will now continue. Missions will no longer end
immediately after completing the objective. The game will now last until both sides have moved some
distance away from each other, separated 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 problem that would cause a virtual slide show when a player
dies and was respawned has been fixed.
INI Entries:
-
A way to increase
screen resolution to 800x600 and beyond 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.
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.
The performance tradeoff is negligible when setting a higher
resolution, compared to what you get in increased visual sensation.
Airplanes are no longer dots until they get close; you can make out
the type of airframe at a much greater distance now. In fact, it's
tricky....you will find yourself setting up a shot, only to realize
that the target airplane is much further away than you thought. Also
until you've watched a large bombing mission in 1024x768, you
haven't experienced EAW at its finest.
Direct3D rendering is as smooth, if not smoother, than the Glide
rendering at these higher resolutions. This is good news for TNT video
cards. A single 12Mb Voodoo2 works well also.
Limitations of changing resolution:
-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.
MODDERS INFORMATION
To be determined by the community....
eawv1-1 Patch Files (These are the files patched by the Official v1.1
Updater):
3D.CDF 4,895,593 12/15/1998 14:27 d3d.dll 130,560 12/17/1998 14:30 DATA.CDF 1,433,420 12/21/1998 11:29 eaw.exe 1,411,072 1/11/1999 18:43 FLT.CDF 39,540 12/31/1998 15:59 FONTS.CDF 1,067,664 12/16/1998 13:01 grb_031.snd 105,644 12/15/1998 11:36 Menu_eng.cdf 37,876 12/22/1998 19:55 readme.rtf 35,003 1/8/1999 00:18 TEXT_ENG.CDF 168,738 1/11/1999 09:58 V1.1 Details.rtf 16,801 1/10/1999 21:35
Note: Individual files with-in the CDF files are not patched,
but rather the entire file is replaced.
[END v1.1]
The official v1.0 EAW CD game specs can be found in my 'Full Review Help
Document' which includes detailed information about the game.
Here is a short release list, it doesn't cover all sanctioned
releases and re releases, but most.
-See my 'GOG Patches Help Document' to see their releases.
-???? ?? 2006
EB games sells a downloadable version of the game.
New Custom Installer only works on a Win 9x operating system. EAW
Downloaded from EB Games: If you purchased the 183MB download setup install
file program from EB Games back in 2006/2007, this installer program will not
run under any operating system other than one of the Win 9x operating systems,
even when setting the compatibility tab for the installer program. You will need
to be able to install EAW (using the Full Install option) on a Win 9x system,
then burn the resulting EAW folder to CD or DVD. Take the disc to your system
running Windows 2000 or Windows XP and copy the EAW folder to your hard drive.
-August 2005
...the EAW game community "officially" obtained the full source code...shortly
after, the early Code Group was formed.
-???? ?? 2004 Infogrames (Atari) sells a 179MB/(180MB)
downloadable version of the full game, 30 min trial. New Custom
Installer only works on a Win9x operating system. You can set in
WinNT versions, a shortcut compatibility setting for WinME to get it
to install. Apparently, Infogrames (Atari) has made a deal with
some online store to sell downloadable versions of some of their
titles. However, what was discovered is they have added additional
authentication and file validation code to the exe and numerous
resource archives in the downloadable versions of EAW. It
effectively prevents you from using most of the community mods and
add-ons available.
-???? ?? 2004 The CD (German version) is missing the Flight
School HTML files and folder.
-January 11 2002
Atari re-release ("Hero").
-June 8 2001
Infogrames re-release, (Budget).
The CD Installer was modified, some text in the manual was changed. This release lacked the physical
Quick Reference Guide and User Manual but came with it on the CD,
along with the official MPS v1.2 patch and official Art Kit.
-December 2000
A complete Japanese price revision version will be released.
-???? ?? 2000
Hasbro (Smile&Buy) release (German)
-July 24 2000
Hasbro re-release, (Classic Series)
-September 1999
'Complete Japanese' version released (EAW Ver1.2J).
It is a complete Japanese version based on the English version
Ver1.2.
-August 16 1999 Japanese Demo released.
-August 13 1999
v1.2 Italian update released Known Bugs: When ESC is pressed to
exit the mission, press the Y key instead of the S key to confirm
the exit. When configuring the game keys, to confirm the change
press the J key instead of the S key.
-August 12 1999
v1.2 patch will be announced / released. (It is the final official MPS version EAW.)
Various options in the Net game
were added, and the level of the AI performance was raised.
-August 4 1999
EAW Paint Kit!! release announcement.
Paint your own plane exteriors, cockpits and terrain. Please note
that modifying the EAW art files is an unsupported feature. This Art
Kit is Not for the German version of European Air War.
A kit that can create and change textures such as exterior of the
body, cockpit, landscape file
-March 26 1999
Final Official MPS EAW Support FAQ text.
-January 1999
Ver1.1 patch will be announced / released.
Will come with
High resolution support, flight model changes etc.... were made.
-October 31 1998
European Air War Ver1.0 CD Box released.
-July 22 1998
European Air War DEMO published....the final version of EAW, [will
be]
arriving this Fall (1998).
-???? ?? 1997
EAW Press Release Text. (Later)
(EAW to be in stores),....announced for Spring 1998.
-???? ?? 1997
EAW Press Release Text.
....Expect to see European Air War in stores during the 1997 holiday
season!....
-???? ?? 1996
2nd EAWTeam to start work on game?.
-???? ?? 1995
Start of Development of game.
This section talks about the differences between the two official popular
versions of the game. Back in the early 2000's era it was popular to
change up or have dual installs of v1.1 and v1.2. Not many people
used v1.0. If your interested
in finding out how the A.I. does behave in the older version, this
section is for you. It will also explain very briefly how to use
either multiple installs of the game or a single install, with an
older version placed over a newer version. For manual installation
instructions of the game see my Install Help document for more information.
Below is the Good and Bad of the two official, un-modded MPS
versions of the game. (and for a list of fixes and updates
that each patch provides, See above in this help document).
Pro's summary of the two versions:
1.2 = You have the "extra squad" feature in the eaw.ini
file
1.2 = You stay alive (A.I. is dumbed down)
1.2 = You can have Ground Starts
1.2 = Some important Multiplayer features and fixes added
1.1 = Bomber gunners hit you, just about every time
1.1 = Fighter pilots hit you almost all times
1.1 = The Pilot in your cockpit is hit often (blood)
1.1 = Your Gun lethality is heavily reduced and more armor on
Bombers
1.1 = Enemy is very aggressive and accurate at aiming
Testimonials List:
- With v1.1 the Escort Mission's bomber group would be attacked
during their penetration into European air space. Pressing Alt+N
would not position you at the start of the bombing run as with v1.2
but rather at the location of the next encounter. In v1.2, these
attacks seem to only occur upon the final approach to the target's
IP and Alt+N delivers your bombers to the target area unmolested.
These early attacks, of v1.1, always made it more difficult to
arrive at the target with more then half of the bomber group still
intact and the trip back home was not without incident either.
- 1.1 randomly chooses if you are intercepted or not on ground
attack missions. I just flew a train busting mission in (non
spinning) Me 110s without getting intercepted at all (and all
without tweaking and cheating). The flak was rather tough, though,
it cost me two Zerstörer.
- Version 1.1 is not perfect, by any means. AI planes pull
impossible stunts, and other minor annoyances. Also, I should
have mentioned that your wingmen may not jettison their bombs,
but the bombs have no effect on the AI flight model-- so it's no
big deal (at least that's what I've been told).
- In v1.1 the overall fell is more realistic and immersive in
my humble opinion. It depends a lot on what you want from the
simulation. The feeling of being there (v1.1) or quick and
furious action in a target rich environment (v1.2).
- When you attack a bomber in 1.1 and make it smoke, the bomber leaves
the formation, breaking left or right which I think is more
realistic than staying on the same course and getting slaughtered.
- A bug in v1.1 where there are strange loud bang sounds
whenever a plane is killed. It seems to be tied to the Aircraft
Explosion sounds.
Bullet Drop
- A LOT more bullet drop in 1.1 as opposed to 1.2: that means that
you have to improve your deflection skills and get in close to score
the kill. This drop off was indeed fixed with v1.2 and it allows
the average pilot to make better shots.
Damage Models
- With 1.1 all the planes, specially the bombers can sustain a lot
more of damage than in 1.2 and are very hard to shoot down.
- In v1.1 Friendly AI seems to fly in a "holding pattern" until you
tell them to engage then they really go at it!
- 1.1 still gives you the aggressive AI but makes shooting down
bombers less of a cakewalk
- EAW-1.1 is absolutely more demanding. it's MUCH harder to score a
kill.
- In v1.1 it cuts your scoring in half.
- In v1.1 the flaps don't damage from high speed.
- In v1.1 bailing out is always possible without killing the
pilot, no matter the angle or speed of your plane.
Flight Model
- In v1.2 it drives me crazy seeing AI do a violent, energy
bleeding, evasive maneuver, followed almost immediately by a rocket
vertical climb which puts it above me after I have zoomed back up to
plan my next attack. And then hang on it's prop - at 60/70 mph - for
several seconds, nose over without stalling or spinning, and
immediately execute another miraculous evasion.
-
If you are using EAW v1.2 you will notice a general lift
degradation for all aircraft over v1.1. For the British types this is
unimportant because they could generate enough surplus lift
already. For pre v1.2 many people criticized Spitfire modeling
because it was to hard to fly without constantly blacking out or
even get some wings ripoff. The solution was just throttling
back a little. For German and some American types the changes
introduced by v1.2 made them struggle to simply fly, don't
mention dogfighting. Now is hard to blackout in a Spitfire.
A quick fix to restore the balance to v1.1 levels is by simply reducing
all aircraft mass to 90% of initial values, keeping all the
other benefits brought by v1.2. You need to be a Modder with
special tools to do this.
Bomber Gunners
- In 1.1 As for accuracy of the bomber gunners, I believe that if
they were really as accurate as in 1.1 then they wouldn't have
needed escorts.
- In v1.1 I deliberately flew
slowly through a flight of Stukas and got my engine shot out in
about 2 mins and flying behind HE111's is a dangerous thing to do!
but it is refreshing not to bring down 6-7 heavy bombers in a
mission like you can in 1.2.
- In 1.1 the superior ability of the bomber gunners to always get
exact hits on you (blowing out your engine) even when they are
influenced by high G-forces (though still better than those complete
sleepers in 1.2)
- The only gripe I have with 1.1 is the Me110 gunners are Deadeye
even in high G-maneuvers.
- 1.1 is like a totally different game. It's shocking! (I'm getting
killed so often in version 1.1 sometimes I feel like I should just
kamikaze into an enemy bomber and get it over with!) Just getting
back alive is a BIG challenge.
- 1.2 changed the accuracy of AI (back seaters) gunnery. In
1.1 they were deadly accurate and flying behind an Me-110 was a
recipe for disaster. This lead to many complaints and the team
who designed 1.2 changed it.
A.I. Aggressiveness
- a very noticeable difference with v1.1. The attackers were more
persistent and the defenders were much more evasive. Also, the
defenders typically reversed their turns when one of their wingmen
were on your six.
- I found that I could fly straight and level in version 1.2 and
just IGNORE the enemy and the AI would (almost) never hit me.
Boring.
- testing offline concluded that v1.1 had the most challenging AI,
v1.2 seems to be a turkey shoot
- In 1.1 The attackers were more persistent and the defenders were
much more evasive. Also, the defenders typically reversed their
turns when one of their wingmen were on your six.
- in 1.2, Friendly AI is a 'little' bit better than v1.1
- The AI in v1.1 is more balanced and acting more
intelligently. They just don't go after every target they wait
to get some advantage first. For example when intercepting
bombers the escorts stay more with the bombers and jump you on
the last instant.
Fighters Shooting and Aiming
- The AI's aiming in 1.2 has been dumbed down to a large degree.
They'll fire at you, but they just cannot seem to hit you. The AI in
1.1 can aim better at the vulnerable points of your aircraft, ie the
engine or fuel lines or you. It certainly makes it a better game, no
doubt.
- It's the shooting accuracy that destroyed the single player
game, moving from 1.1 to 1.2. The AI in 1.2 can't hit the broad
side of a barn. Without the ability to shoot you down, the AI is
no threat.
- The enemy A.I. in 1.1 are more aggressive and 'intelligent'. They
are much better at Shooting and Aiming than in 1.2, and that makes a
world of a difference for the challenge of the game. If you hear
"enemy plane on your six" you had better maneuver out of the way NOW
or you will die.
- your wingmen can hit their targets much more effectively in
v1.1
NOTES:
About V1.0 , Some Pro's and Con's
Not much has been researched or tested for v1.0 so information is
limited with that version.
The 1.0 version contains some random encounters. It's great fun,
especially on escort missions, to start scanning the clouds when
approaching the French coast looking for any sign of bandits, and
sometimes they actually show up.
The only problem is, when you play 1.0 the screen resolution is
limited, your wingman don't perform ground attacks when ordered, you
black/red out way too much, you can survive the most violent
bailouts every time, and you can't belly land your plane.
EAW Versions and FM/DM Add-Ons
Unfortunately, some things do not go well when a custom community
made Flight Model/Damage Model (FM/DM) add-on is used with an
earlier exe, such as modified data files made for v1.2 are used with
v1.1
For
an example; Moggy's Midway Add-on; he beefed up the damage factor on the planes, to try to
correct the known problems or limitations with 1.2. However, this
will make it practically
impossible to shoot one down using the 1.1 patch, since the armor
becomes is
thicker and bullet damage is lower. See my 'Files Help Document' for
more details...somewhere in that document there is more information
about this subject...
Dual Installs:
You can have two separate folders, each
a different patched version of the game on your hard drive, a 'dual installation'
(or triple, or even more is possible). If you do a Dual "Install", Just make sure you patch one game folder
to v1.1 and the other to v1.2.
See my 'Troubleshoot Help Document' in the section titled 'Windows Registry' for instructions and details about having
more than one EAW Game Folder. That document should provide you with
more details if you need them.
Some virtual pilots prefer to have an installation of EAW with 1.1 eaw.exe
running on top of the 1.2 patched game. This is for Offline single
player use only, well mostly.
This will allow you to experiment with a separate single installation
of a sorta half arse update, by copying an old v1.1 eaw.exe over
the v1.2 exe. This is because the properties that most people seem to want from 1.1 are
contained only in the eaw.exe file. (Such as harder programmed AI).
So after patching your EAW game with the
official v1.2 patch, you can place just the 1.1 exe
into the 1.2 install by overwriting the newer eaw.exe with the older
version.
The game will then use the updated FM/DM data (and other
files) of v1.2 but re-introduce the v1.1 A.I. programmed behavior
contained in the exe...
NOTES:
About Naming Your Game EXE:
Its
ideal to have only one run able eaw.exe in your game folder, so if
you remember from the old
Win9x/ME methods of renaming the eaw.exe to something else and
running it seemed to worked fine. However on newer Windows OS's this
will remove any compatibility fixes that the Windows OS applies to
it, thus causing problems and headaches for you. So don't have more
than one game executable with any other name than "eaw.exe" in the
game's main folder.
If you wanted to, you
will be able to go back to 1.2 by placing a 1.2 eaw.exe over the old
one and delete any saved games as I think they are not compatible.
[END] |