Panzer Madels H Patch Download Link

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PANZER CAMPAIGNS DECISIVE ACTION OTHER. PURCHASING BUY NOW DIRECT GENERAL INFORMATION PRIVACY STATEMENT RETAILER LIST STANDARD TERMS. PROFESSIONAL MILITARY USAF PROJECT (POA-2) ABOUT US HPS STAFF CONTACT HPS LINKS ©1990-2018 HPS Simulations The HPS Logo and all series/game titles on this site trademark (TM) HPS Simulations. All other logos. Luis Guzman OpenGeneral turn based war-game and tools for SSI Panzer General II (PG2) and Peoples General (PeG) games To download any, click the link in left column Tools summary.

v. 2.0.330

Changelog:

Code Changes

1. Random Battle Generator will no longer consider AT guns as an Infantry unit when the generator creates force mixes.

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2. Eliminate the problem with any long narrow structures being knocked down when hit by Armoured Units.

3. Fixed a bug where Artillery units that ran out of ammo after player canceled current target would be locked and no longer available for player use.

4. Fixed a bug that caused a metal hit sound to be played when a hull down hit was made.

5. Fixed the height used for determining hull down status. Also made it possible for armoured units behind walls to be in hull down state due to the wall.

6. Added dust animation to show the location of the ground deflection of a hit on a hull down vehicle.

7. When objective flags are turned off, the flag flutter sound is now turned off.

8. Fixed the error caused by updates to the Google Maps API. Map Maker can now access and download Google maps without error messages

9. Change the way Map Maker handles tree obstacles. Map Maker will now color trees with the impassable woods terrain color to keep tanks from hitting them. Trees with this color will not be knocked down by large vehicles. Map Maker automatically applies this color to “large” trees.

10. Changed the drawing order that Map Maker uses to draw terrain colors. To avoid having the building structure’s impassible terrain color over laid with other terrain colors, users should sort the structures so that building structures are at the top of the structure list. The building structure color will then be colored last and will overlay other terrain colors. This is important as the building structure color is used to insure that buildings block LOS

11. Changed the default location that Map Maker used for downloading DEMs (digital elevation models) that were not included in the initial game installation. The user is still able to enter another location.

12. Removed display of specific armoured unit damage information on enemy units to players. If a player scores a hit on an enemy armoured unit the HUD will only display that a hit was made, unless the hit results in a kill. The HUD will no longer display unrealistic details of damage caused by a non lethal hit.

13. When players fire and hit soft targets they will only know that the enemy unit was 'driven to ground'. The HUD will no longer display messages indicating that the enemy was stunned or pinned as a result of fire.

14. If a player chooses 'Open Sheaf' when targeting indirect fire on a location, the game will now display full target boxes for each gun in the battery showing the location and spread of the fire.

15. Fixed a bug where the 'Team' attribute was not being taken into consideration when calculating sighting. This resulted in some teams being in LOS even though they should not have been visible.

16. Fixed the height used for determining LOS from unbuttoned and buttoned tanks. Buttoned tanks will now have more restricted LOS than unbuttoned tanks.

17. Fixed the code so that LOS during orders phase uses the correct start of phase conditions. (Except for buttoning and unbuttoning). This should reduce the problem of issuing a target order and having the targeted unit immediately disappear from LOS. NOTE: during the turn resolution phase the target may still fall out of LOS because of actions that occur (either player or enemy).

18. Removed the sighting penalty a tank suffered for buttoning up if the target it is sighting is the same target it fired on just prior to buttoning up.

19. Changed the code so that the sighting factor penalty for firing is not applied to sighting the target being fired on.

20. Changed the code so that the binocular view can now be used even if the tank buttons up. The view height will change slightly to reflect the different viewer height.

21. Fixed a problem with the Scenario Editor for screen resolutions of 1024 x 768 which resulted in one line not being visible in the Scenario Editor.

22. Changed the code so that units using an Engage › Move order who reach their destination early enough in a phase will now target and fire, depending on their ROF and time remaining in the phase.

23. Infantry and other small arms weapons will now be able to target armoured units if the armoured unit is unbuttoned or is an open-topped unit. This fire may result in commander being killed and will probably result in the armoured vehicle buttoning up. The AI opponent will also utilize this feature, so players need will need to be careful with moving their unbuttoned vehicles into range of enemy infantry units.

24. The Scenario Editor now uses the date of the scenario to determine the available ammo load for a unit and displays the correct ammo load for that unit for that scenario date when pressing the PID button.

25. Fixed a bug so that the TacAI didn't open fire with full ROF on long range targets.

26. Changed the code so that TacAI (and the computer opponent) does not open fire at long range ( “poor shot quality” ) if the firing unit is low on ammo. Also reduced the likelihood that a unit that is low on ammo will fire if the target has only an “average” shot quality.

27. Changed the code so that 'low ammo' warning is sent to player HUD if the number of rounds drops to 2 or less of a given ammo type even if the percentage of ammo is not less than or equal to 25%.

28. Changed the code so that the percentage of ammo that a unit has is based on the TO&E for the specific unit for the date of the scenario rather than on the amount that the unit started the scenario with. This allows scenario designers to incorporate ammo shortages into scenarios and some units may start scenarios with 'low ammo' behavior.

29. Improved the AI so that tanks defending in tank trenches are less likely to leave the protection of those tank trenches.

New Models, Units and Data Changes

1. Added battle templates for most of the maps included in the game. This adds 27 more maps that can be used in random battles and random campaigns.

2. Fixed a template file used for Random Battle (and Random Campaigns) that would occasionally stop Random Campaigns from being created.

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3. Added additional decal art for Armoured Units.

4. Improved Unit models for:

1. Pz IVD, IVE, IVF1 & IVF2

2. ISU-122, ISU-152 , STUG IIIF and Ferdinand and added a winter model for Ferdinand

3. Pz IIIL, PzIIIL_Late , Pz IIIM, Pz IIIN. All of these can now have individual unit number decals assigned.

4. Added a PzIIIM(fl) model (Panzer III Flame tank with flame animation)

5. Updated unit data for the following units:

1. Jagdpanzer IV, Jagdpanzer IV-Mid, Jagdpanzer IV-Late, Marder I, Marder II, Marder III-H and Marder III-M, PaK 38, PaK 38-Late, PaK 40, Pz Kpfw IIIN, Pz Kpfw IVD, Pz Kpfw IVE, Pz Kpfw IVF1, Pz Kpfw IVF2, Pz Kpfw IVG, StuG IIIC, StuG III E, StuG IIIF, StuG IIIF0-Late, StuG III F1, StuG IIIF1-Late, T34-57 Model 1941, T34-57 Model 1943, T34-76 Model 1940, T34-76 Model 1941, T34-76 Model 1942, T34-76 Model 1942e, T34-76 Model 1943, T34-85 early, T34-85 special, T34-85. Pz Kpfw III(Fl) Flamm, Pz Kpfw III J Late, Pz Kpfw III J, Pz Kpfw III J1, Pz Kpfw III L, Pz Kpfw III L Late, Pz Kpfw III M

6. Update gun data for the following guns:

1. 50mm L60 , 50mm L60 PaK38, 75mmL24, 75mm L43, 75mm L46, 75mm L48, 75mm L48 PaK

New Scenarios, Maps and Campaigns

1. New Histroric Campaign added: SPzAbt 503: Operation Gypsybaron. This is an 8 battle historical campaign by community member Artur Szekely-Takacs.

2. New Scenarios included:

1. Bad Daugai

2. Myropil

3. Shootout at Outpost

4. The Bridgehead

5. The Train

6. Hard Morning

7. Turkeve

8. Ivan Strikes Back

9. Hide and Seek

10. Fire Brigade

11. Rear Guard

12. Clash of Steel (4 variants)

3. New Maps included:

1. Bad daugai

2. Myropil

3. Mezotur

4. Puszta1

5. Puszta2

6. Puszta3

7. Szajol

8. Turkeve

9. Hill 621

10. Steppe1

Report problems with download to support@gamepressure.com

Name

Type

Size

Date

Total

7 days

Panzer Command: Ostfront - ENGdemo467.6 MB5/17/20112.1K6
Panzer Command: Ostfront - v.2.0.329fpatch646 MB7/16/20126190
Panzer Command: Ostfront - v.2.0.330patch436.5 MB5/14/20156670

version: v.2.0.329f

New Features

Incorporated a modified version of Dazoline's Random Battle/Random Campaign

generators into the official release. These versions of the BG/RCG allow players to

customize how Random Battles and Random Campaigns are generated.

Players can now specify if they want to increase the value of Objectives in the

battles. Increasing the value of objectives can allow players to gain more victory

points through securing Objectives rather than destroying enemy units. This

may shorten some random battles.

Players can generate Random Battles and even Random campaigns using the

Phase structure of their choice.

Players can control whether the Soviet side uses Science of War or Art of War.

The settings allow the player to decide if the Russian side Always uses Science

of War, Never uses Science of War, or, in Random Campaigns, uses Science of

War for battles until June of 1944, and then switches to use Art of War.

Players can determine how the PrePlanned artillery are handled. Players can

choose either side, or both sides or neither side to have PrePlanned artillery

barrage. Players can also choose to allow the Random Campaign Generator to

choose which mode is used based on the each battle's mission.

Players can easily design their own core force for the Random Campaigns.

A new set of files have been created in the folder; Data/Campaign Core Units.

The files in this folder are named to exactly match their counterparts in the

folder: Data/Random Campaigns. These files allow players to edit Random

Campaign Core forces that will be used in the corresponding Random

Campaigns. Players can even create an entirely different core force. Features of

these new Campaign Core unit files:

You only have to edit one file to affect all key core units across all of the

battles in a Random Campaign.

The modded files support upgrades. If you look in one of the longer

Campaign Core Unit files such as the '1st Infantry Div 1941-44 Long'

you will see multiple core tags inside the coreunit tag. Each tag has a

date and scenario attribute which describes when that upgrade takes

place. In the core tag are unit tags, corresponding to the core units in that

scenario. Remember that the unitname attribute of a unit tag is what

keeps track of that unit between battles and provides the upgrade path.

A file, in (Data/Campaign Core Units) will provide some of the units for

each of that campaigns battles subject to:

The Core Unit Files included with this patch replicate the existing

Random Campaigns. If you make no changes to these Core Unit

Files, Random Campaigns will have the original Core Forces and

Upgrades as originally designed.

Before making changes to these Core Unit Files you should make

backup copies so that you can return them to their original state.

When editing the core units you are changing the 'Key Core'

units in a campaign. You should also make changes to the

Campaign description in the Core Unit File to match those

changes. You should also make sure to update the corresponding

units in each of the 'core' sections of the file. You can 'upgrade'

your equipment using these other sections in the file.

Any non key core units in Battles files will not be affected, so

there will be variability retained in the units used from battle to

battle in a campaign.

The Random Campaign description will display the key core

units described in the CCU not the original key core units from

the campaign file, so remember to make the appropriate changes

to the description in the Core Unit File.

Code Changes

Fixed minor problems with Niemirow map.

Fixed a series of bugs with how retreated units behaved. Retreating units will now

continue to retreat until they rally.

When an armored vehicle targets an infantry unit the Tactical AI will now select the

weapon and ammo that has the most chance to inflict losses on the target. This selection

will consider the range to the target as well as the Firepower. If the firer and/or target is

moving, the weapon selection may change. In most cases this will result in an armored

vehicle choosing to use HE shells, then MG AP.

Map Maker has been adjusted to provide more portability of maps between systems.

This will make it easier for users to work on maps on more than one computer without

having to have the same directory structure and simplify the process if multiple users

are collaborating on a map project.

Map Maker will now insert a map size attribute into Random Battle Templates.

Regional settings issues should be fixed.

Fixed a bug that could cause the unit’s weapon data to not refresh when cycling between

units. This could cause a crash if a targeting order was issued with the incorrect

weapon.

Light Buildings now reduce firepower by -1. Heavy Buildings reduce firepower by -2.

There is a chance for incoming fire of all types to completely ignore the protection that

buildings provide, which scales up based on the penetration value of the incoming fire.

There is now a small chance for incoming HE and HEAT shells to ignore the protection

provided by trenches and foxholes, reflecting the chance of a shell landing close enough

for the blast to directly enter the trench or foxhole.

Infantry units that are mounted on vehicles will now not always dismount when

suppressed. The implementation of this rule is now as follows:

Infantry units mounted on the outside of vehicles, with no protection (i.e. Tank

Riders) will be more vulnerable to enemy fire and will dismount as soon as they

are suppressed by incoming fire.

Infantry units mounted in enclosed transports (i.e. Trucks) that are not armored

will also dismount as soon as they are suppressed by incoming fire.

Infantry units mounted in protected transports (i.e. Halftracks) that are armored

will not dismount when suppressed. However, if they take casualties and fail a

morale check, they will dismount.

Artillery animations were sometimes displayed far away from their actual location. A

bug that caused this has been fixed.

A bug that prevented cupola hits has been fixed.

The targeting logic was not correctly considering all armor locations, which led to a few

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rare issues, especially involving infantry targeting anti-tank guns from beyond close

assault range. This has been fixed.

The in-game settings now default to have floating icons on, all movement and targeting

lines on and limit infantry off.

A bug that prevented area fire from working in some cases against infantry in buildings

has been fixed.

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A bug that caused air support to prioritize targets incorrectly has been fixed.

Various issues related to infantry routing and retreating when in buildings, in vehicles or

pinned and suppressed have been fixed. A few issues still remain, but retreating and

routing is working much better.

LOD models are now working at about 75% of the range of terrain fade-out. Some

visual issues with LODs remain and are being worked on, but this should have a

positive impact on performance.

Some infantry animation issues relating to SOP and firing and walking animations were

resolved, which should result in more realistic animations for squads.

An issue that could cause tanks to stop auto-targeting their machine guns when the main

gun ran out of ammunition is fixed.

Quite a few new widescreen resolutions have been added to the initial resolution

configuration, to better support systems with displays that span multiple monitors.

New Models, Units and Data Changes

Armor ratings for the Elephant, Ferdinand and Pz VI - Tiger II have been updated to

incorporate new data.

The ability to have individual ID decals has been added to the T-28 Models 1936, 1937,

1938.

The factors used to determine 'variable penetration' have been improved.

Models have been updated for BA-64, Pz IVD. New late camo versions have been

added for Sd Kfz 222, 222_5, StuG III late, StuG F1 late, Stug F8 late, OpelBlitz and Pz

IIF late.

Fixes and improvements have been incorporated for Pz IV E, F1, F2, G, G Late, H and J

and the T-4 PzKpfw IV.

Incorporated Camo version and uniform updates for 105mm S10cm K18 late, 150mm

sIG33 late, FlaK 36 late, PaK 36 late, PaK 38 late, Pak 40 late, and PaK 41 late.

Some scenario fixes/updates were incorporated into Railway Station, 13th Crossing

Guard, and Achtung: Panzer Jaeger.

Battle files and Presets were updated to take advantage of late war camo models.

Random Battle Presets were adjusted to improve the Random Campaign Battles.

A new map and Random Battle Template were added for Wilkowischken.

A new StuG IV has been added.

Two new Russian random campaigns have been added: 1st Tank Corps 1942 Short

(Battles on the Chir River) and the 29th Tank Corps 1944 Short.

Ammo loadouts for several off-map artillery units have been updated.

Map size attributes have been added to RB Templates for future use.

A new sand texture by szartur has been added for use in making desert maps.

Updates to the Pz IVE, IVF1, IVF2,IVG, IVH, and IVJ were incorporated. These

include making these units decal capable by the scenario designer and the inclusion of

multiple commanders so that not all tank commanders are the same.

Fixed a problem where grass was too high in a small area on the map for Their toughest

Battle.

Fixed a problem where RR tracks were tipping over when crossed on The Biggest and

the Baddest map. This is actually a work around for a problem with how knockdown

fences were implemented.

Fixed a problem with how map maker was drawing AI map colors around Telephone

lines. Map Maker now only draws selected terrain around the base of one of the

telephone poles, rather than along the entire length of the telephone line.

Added several new houses styled in the manner common to the style found in rural

Hungary.

Updated and improved models and crews for the 122MM M1938, F-22 M1936, F-22

USV M1939, PaK 38, PaK 39, PaK 40, s10cm K18, the sIG 33, the ZIS-2 and ZIS-3.

Ammo loadouts were updated for almost all ArmouredUnits.

The killpower for some offmap artillery guns was reduced. This will reduce the

effectives of artillery strikes against armoured units, resulting in fewer armoured units

kills resulting from artillery barrages, but more stunned results.

Models were added and the map updated for the Stalingrad railway station. The Railway

Station and the 13th Crossing scenarios were updated.

New units were added for the German PaK 36 and Pak 36 Late, and for the Russian

45mm ATG M-1937 and M-1942. These units have been added as Mobile versions of

the above units in the Infantry unit type. Existing scenarios will continue to use the

static versions of these units. Scenario designers can choose to use either the stationary

version of these units from the Armoured units folder, or the Mobile versions from the

Infantry folder. The mobile versions have 'Mobile' after the unit type to make them

distinguishable. Random battles will use only the mobile type of these units.

Major overhaul of all German infantry, including improved uniforms, equipment and

animations for many units.

Added historical flamethrowers for the Soviet side and the Panzer III flamethrower tank

Fixed an issue with the SIG33 Crew

Added a description for the 88mm FlaK36

Fixed a problem with line of sight and the depth of the tank pits on the Kolomak map

and updated the Kolomak scenario

Improvements to the Panzer IIJ, Panzer IIIM&L, Panzer IVD models

Improvements to recoil, exhaust and decals on some models

Fixed problems with some start dates for random battles and campaigns for Lend Lease

vehicles and SS HMG teams

Fixed an issue with AT gun armor values interfering with infantry targeting

Fixed a problem with the Winter version of the Panzerschreck team

Extra heavy artillery is no longer available by default in random battles and campaigns,

as it could cause balance issues, especially in random campaigns.

Heavy artillery is now less prevalent in random battles and campaigns.

The dates on rocket artillery have been corrected and the cost of rocket artillery has

been increased.

The German PaK 36 can now be moved by its crew, albeit slowly.

Report problems with download to support@gamepressure.com

Name

Type

Size

Date

Total

7 days

Panzer Command: Ostfront - ENGdemo467.6 MB5/17/20112.1K6
Panzer Command: Ostfront - v.2.0.329fpatch646 MB7/16/20126190
Panzer Command: Ostfront - v.2.0.330patch436.5 MB5/14/20156670