Download Flashpoint Germany v1.10 Update RIP keygen by TNT

Added to site2006-03-03
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Flashpoint.Germany.v1.10.Updat.keygen.zip (213767 bytes)

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FILE_ID.DIZ 52 52
Flashpoint.Germany.v1.10.Updat.keygen.exe 221184 204367
TNT.nfo 22092 8878

FILE_ID.DIZ

TNT's keygen for Flashpoint Germany v1.10 Update RIP


TNT.nfo

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                   T h e     N o v a     T e a m
 _____________________________________·_________________________________SN/TNT_

⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐
│                                  Presents:                                  │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│                                                                             │
│                    Flashpoint Germany v1.10 Update *RIP*                    │
│                                                                             │
│                            (c)2005 Matrix Games                             │
│                                                                             │
└──────────────────────────────────────┴──────────────────────────────────────⌡

┌─────────────────────────────────────────────────────────────────────────────┐
│                                                                             │
│    Supplied By : TEAM TNT                 Release Date : 03/03/2006         │
│     Cracked By : TEAM TNT                   Protection : Serial Check       │
│    What is it? : Protected Update          OS Required : WinXX              │
│    Packaged By : TEAM TNT                   # of Files : 13 x 5.00 Meg      │
│                                                                             │
├─────────────────────────────────────────────────────────────────────────────┤
│   Requirements : The Game                                                   │
└─────────────────────────────────────────────────────────────────────────────┘

 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■ Release Notes ■
                               ~~~~~~~~~~~~~~~~~

NOTE:
     * This patch will update any older versions of the game.
       As such, no previous patches are required.

     The original Patch does a Serial Number check before it will install the 
     Update.  Since the scene releases of the game do not contain any Serial 
     Numbers, our release is needed for both ISO and RIP users.

     Read below.  Wow those developers are thorough with the patch detail.  
     We like it! :)
-END NOTE


Update Info:
------------
v.1.10 (Revised: 1 Mar 2006)

New Features:

·	Unit orders can now be given in the pre-game setup phase without a 
	command lag time penalty.  You can assign assault, move, barrage, etc 
	orders to take effect as soon as the game starts.  The assumption is 
	that all the planning has been completed just prior to the scenario 
	start.  There is no Staff Order Point cost to giving these orders.

·	There is now a gentle Map and Counter resizing option.  See the new 
	dialog box found via menu item < Graphics > / Enter Loc and Counter 
	sizes.  The intent is to be able to fine tune the sizes of the counters 
	and map squares to what works best for your eyesight and the screen 
	resolution available on your computer.  Changes will be saved from game 
	to game. 

·	When there is a change in weather and / or visibility your staff will 
	now post an explicit notification to you in the middle of the main 
	screen via a standard message dialog.

·	The Staff Diary now breaks out the kills and losses grouped by icon 
	type e.g. tanks, HQ, mech inf, SP Arty, etc. on a new grid that can be 
	viewed at any time.  Totals of the losses are also provided.  

·	We wanted to create a simple way to identify all units that are in 
	urgent need of ammo resupply -> if they are out of ammo points then 
	they will be shown in *red* text in the CoC and Staff Diary treeviews.  
	While we are at it, we will also show all HQ units in *bold* text for 
	extra emphasis.  (This does not apply to the scenario editor treeviews 
	- the underlying plumbing for those is completely different.)

·	In the Staff Diary Chain of Command tree (only) dead units are now 
	shown in *italics* to help the player see the bigger picture at a 
	glance.  Units that are completely out of supply are shown in red.

·	It was often hard to tell what the 'posture' of a unit was at any given 
	moment.  We have now added a "@ POSTURE" indicator at the end of the 
	unit strength report in the unit description panel.  You will now see 
	descriptions like "10 tank @ EXPOSED" or "4 M1A1 Abrams MBT @ 
	COVERED".  Remember that Fortified is the best, followed by Dug In, 
	Covered, Exposed, and Very Exposed in declining order of protection 
	bonus in combat.  

·	A small new plus sign has been added to the upper left corner of the 
	unit counters to denote the presence of 'mixed' subunit types, e.g. 
	some sort of mixture of tank, mech inf, SP arty, etc icon types.  This 
	is an indication that unmarked units are pure units (apart from the 
	necessary HQ vehicles) and marked units are more of a combined arms 
	unit.  

·	The 'preview' toolbar button has been removed to make room for a much 
	larger and more explicit turn resolution button that says "Fight".  
	There used to be a little stopwatch image on that button but it just 
	was not clear enough - we want the player to know beyond a shadow of a 
	doubt that this is the big important button and what will happen when 
	he presses it!

·	The font size of the 'combat hint messages' can now be varied between 7 
	and 14 points.  This setting can be edited on the Color Editor dialog 
	screen and is saved from game to game.  Thanks to Hank for asking for 
	this one!

·	A new 'Game / Suppress Confirmation Dialogs' menu item has been added.  
	The effect to is stop telling the player 'Sir, turn resolution is about 
	to commence...'.

·	A 'close' button has been added to the LAN player 'chat' panel at the 
	far right edge to minimize the screen footprint if desired.  If the 
	panel is closed and a message arrives then it will pop open 
	automatically and then close after 10 seconds if the player does not 
	start a reply.  There is also a horizontal splitter control to shrink 
	or enlarge the viewable part of the chat panel.

·	Air strikes against empty target locations will now be called off for 
	lack of targets and the aircraft will not be put at risk to ground fire 
	finishing the strike.  The strike aircraft will return to the loiter 
	zone and will be On Call again for another strike mission.  

·	Mech infantry that is dismounted now shows a "1" movement factor if the 
	counter is drawn with a symbol rather than a silhouette.  This makes it 
	more clear when they are embarked and when they are not.  Mech infantry 
	will dismount whenever they are not moving or if the come within 500 m 
	of an enemy unit while moving. 

·	For helicopters to receive emergency resupply they must be within 2 
	locations of their HQ and not be moving.  This is more realistic then 
	letting them resupply in their forward firing positions.

·	Automatic counter battery attrition gives 4 times the power to 'x' 
	rated (saturation fire) platforms such as the Soviet BM-22 and the 
	NATO MLRS rocket launchers.  There is also a 4 times increase for 'i' 
	rated armaments such as the MLRS.  These two benefits are cumulative in 
	appropriate circumstances.

·	In recognition of the special ability of recon units to do their job 
	without becoming a flaming datum, the basic chance of a hit on them by 
	an enemy weapon is hereby cut in half.  This acknowledges the special 
	doctrine and training recon troops (typically highly experienced if not 
	elite manpower) enjoy.  They are now also allowed to move at normal 
	speed while in stealth mode instead of the normal half speed.   

·	Recce units given Hold orders used to dig in and change their SOP which 
	allowed enemy closure to 0m and fire at 500. This caused the recce 
	units to sit still and get overrun by enemy units instead of running 
	for the hills.  The doctrine override for Hold orders has been waived 
	for recce units now.  Their previous doctrine settings will be used 
	unmodified.

·	A number of new special codes have been added to the Platforms table:

o	'r2' - 2nd generation reactive armor (Kontact 5 ERA) that would be on 
	the top T-80's in 89. This is the Kontact ERA which is more effective 
	against HEAT and also can break long rod rounds. We give it 80% chance 
	to reduce HEAT 50% and 20% to reduce AP 25%.. 

o	'rd' - ground to air radar for air defence units.   This allows full 
	participation in air defence even at night or during inclement 
	weather.  Units without radar are cut back in effectiveness at those 
	times now.

o	'w' - Laser Warning Receiver - % chance based on crew skill to reduce 
	the accuracy of laser guided PGMs, ATGM and direct fire by evasive 
	means (smoke / cover / scooting) within the current location. 

o	'qs' - quick scoot in the sense that there is no setup or tear down 
	when moving from position to position.  This particular applies to SP 
	Arty - there is a significant difference between entirely self 
	contained M109 or MLRS versus guns on a chassis (2S5) that require time 
	to prepare for firing and then for moving. 

o	'm' - mast mounted sights and weaponry.  This reduces a chance of a hit 
	on this platform by 75% while the unit is not moving.

·	It is now possible to substitute a single cloud graphic instead of a 
	cloud animation for combat hits and misses.  Use menu item 'Game / Use 
	Static Images Instead of Animations'.  This setting defaults to True 
	for Win9x machines.  The effect is not too bad once you get used to it 
	and the game plays out much faster which is a bonus for those in a 
	hurry to get on with it.

·	The game now ends automatically when the losses of either side reach 
	100%.

Other Changes:

·	The combat model has been tweaked from top to bottom with countless 
	small changes to improve vehicle and weapon interactions.  Multiple 
	changes have been made to weapon and vehicle characteristics in the 
	database.  Artillery, helicopters, mech inf in good defensive terrain, 
	spotting rules, etc have all seen major changes.  The cumulative change 
	has been dramatic.

·	The pre-game setup phase used to allow unit overstacking.  This design 
	decision has been reversed - stacking limits for units and subunits 
	apply in this phase too.

·	Reinforcements not yet received were being counted towards the current 
	number of runners.  This has been reversed and may lead to sudden death 
	victory if the % number of runners already in the game drops below 20% 
	before the reinforcements are received.

·	There is now a special add-in bonus for mast mounted sights when 
	sighting and also an adjustment for the defensive / cover bonus 
	relating to it.

·	Spotting - rule change - any unit that fires becomes visible to all 
	enemy units within max visible range with a LOS regardless of their own 
	spotting range limit until the firing unit moves or five minutes elapse 
	from the most recent burst of fire.

·	When calling up the Diary screen, the default diary text used to be for 
	the *entire* list of units of the side for the game to date.  It has 
	now been changed so that it defaults to just the current unit for that 
	side (for speed reasons) and this makes it *much* easier to use this 
	function to review the unit history so far and therefore much more 
	useful to the player.  The entire side can still be selected via the 
	"Show All Diary Entries" button and in that case the delay creating 
	that report still remains.

·	Units on Rest and Refit will now say on the Orders tab of the UDP when 
	they will be rested and ready again to rejoin the battle.  Look for a 
	new line that says "-> Ready in x mins".

·	LOS cut back a bit so that forest and built up areas are not within 
	usable LOS unless the spotting unit is adjacent to them.  There were 
	some unlikely LOS areas showing up and this takes care of them.

·	The NATO AI will go through an extra planning cycle whenever an enemy 
	unit is spotted when none at all were spotted before (a 'first contact' 
	situation).  

·	The AI used to lump *all* recon units together into a general purpose 
	screening / probe force. That worked when there were only 1 - 4 recon 
	units per side but now that there are potentially a lot, groups are 
	created instead respecting HQ subordination (if any).  In some 
	scenarios there now can be multiple independent potential probing 
	forces.  This will give more granularity to the ground recon effort.

·	More attention is paid by the AI to out of supply units and scooting 
	them out of danger and then putting them on Rest and Refit orders.

·	The AI was aiming for the bulk of the enemy forces in most attacks 
	rather than the most attractive sector from a broader VP perspective.  
	This has now been changed to see if it will do a better job maxing out 
	VPs by game end.

·	The AI has been changed to go over to the defense if it has already 
	secured the best VP sector rather than chasing after the rest of the 
	enemy forces in other sectors to defeat them.  

·	When the AI is in charge and the % of units with waypoints or TRPs 
	falls below 15% of the active on map unit total then it is assumed that 
	a major AI cycle is substantially done and a new one will be 
	initiated.  It will no longer wait for an arbitrary fixed amount of 
	time to elapse as before.  This should help address the concern that 
	the AI was standing around doing nothing when the situation was ripe to 
	move and gather victory points.

·	The 'spottable range' function was rewritten so that small units in 
	close terrain cannot be seen from so far away.  This should 
	particularly help infantry defending in cities and forests.

·	FSCC arty missions will not be called down automatically now unless 
	there are at least 3 target steps (up from 2), and a random chance 
	based on the current electronic warfare intensity rating.

·	The FSCC wasn't canceling pre-existing artillery fire missions when 
	assigning new ones so sometimes arty units were doubling up their 
	combats improperly.  Fixed.

Minor Fixes:

·	Various irritating PBEM bugs have now been fixed.

·	The "S" short cut key to select a stack now toggles the stack off when 
	pressed a second time.

·	The map no longer scrolls while a dialog box or menu is showing.  
	Thanks to CommC for pointing that out.  Also, it will now scroll when 
	the mouse cursor is hovering over a combat unit.

·	When a H2H game ended not all the unspotted surviving units were 
	revealed on the map.  Fixed.

·	The terrain tell-tale in the bottom right corner of the game screen has 
	'river' and 'stream' descriptors added back in again.

·	Scenario Editor: Supplying a new root name for a duplicate unit (and 
	subordinates) when appending a new unit from the db did not always do 
	a complete job of getting rid of the old root name.  Fixed.

·	Scenario Editor:  Deleting a unit would delete it and its children, but 
	not its grandchildren.  Fixed.

·	Scenario Editor NEW: the right click popup menu now lets you delete 
	just the unit selected but not the subordinates, or the unit AND its 
	subordinates.

·	Careful testing found a bug that caused certain conventional HE arty 
	barrages to be treated as harassing attacks only.  This inadvertently 
	reduced arty effectiveness over the course of a game.

·	Fixed: when hosting a LAN game the UDP would usually disappear and not 
	be redrawn, leaving an unhelpful gray box instead.

·	The data table FP2 (Platforms) contained a picture of every vehicle.  
	This increased the FP2 file sizes from 115k to about 25 megabytes total 
	and they had to be redistributed in its entirety for every little 
	change.  All of the pictures have now been spun off as separate jpg 
	files that are loaded as needed by the Hardware Inspector and do not 
	need to be constantly redownloaded when updates are made.  All of these 
	new .jpg files are to be found in the \Data subdirectory.

·	From time to time the NATO-style counters would show a *negative* 
	reported number of vehicles for the AI player.  The cause has been 
	found and fixed.  Also, if the number of spotted steps is 0 then a "?" 
	will now be shown instead of a "0".

·	Sometimes the AI would keep firing every 30 minutes and force a 
	replanning of assaults that would then be replanned before their 
	planning interval was up.  Assaults were being replanned as many as 
	four times before they were actually allowed to proceed.  Now if a new 
	order is of the same type (eg. Assault and assault) then the time 
	already run will be credited to the new planning time.

·	Red 'line of fire' game option restored to Windows 98 users.  A new way 
	of drawing that line no longer wastes GDI resources.

·	Scenario Editor Bug: Identifying a Mission Briefing directory would 
	change the current working directory and cause the scenario to not save 
	properly.  The original proper directory is now restored on exit from 
	that dialog and the scenario saves properly again.  .

·	Arty losses to general counterfire were not being attributed to any 
	particular counterfire unit - this has been rectified so that the new 
	claims killed chart adds up properly.

Additions:

·	A handful of additional units have been placed into the game. They 
	include the following: M-60A1, M-60A3, SA-9, SA-13,  ZSU-23-4, BMP-1. 
	The NATO and WP CSV files have been cleaned up with these new units and 
	the layout has been revised. This will be visible in the scenario 
	editors.

·	We have added an Advanced LOS feature which shows a units LOS in a five 
	color arrangement. You can turn it on and off from the Game menu tab.


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■ Installation  ■
                               ~~~~~~~~~~~~~~~~~

1. UnZIP all archives to a temporary directory.

2. UnRAR all archives to a temporary directory.
   Always unRAR with full paths!

3. Update your game version:
   UnRAR UPDATE.RAR to your game directory, overwriting any existing files.
   Always unRAR with full paths!

4. Import TNT.REG into your Windows Registry.

5. Play as usual.


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  TNT    News  ■
                               ~~~~~~~~~~~~~~~~~
  zipscript-c (aka project-zs) ruins all the nice SFV files in the scene!  
  Screw that lame-ass retarded script and all you noobies who use it.

  Egotism is good in small doses.

  There is nothing wrong with flaming code/crack thieves.  We encourage it.

  Quality and quantity are both possible simultaneously, yet often difficult.

  We continue our journey...


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  Joining TNT  ■
                               ~~~~~~~~~~~~~~~~~
  TNT works in all languages.

  If you feel that you have something useful to offer us, such as the ability 
  to contribute to our scene releasing efforts, then see below.


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  Contact TNT  ■
                               ~~~~~~~~~~~~~~~~~
  Those who seek TNT will find a way to get in touch with us.
  Just ask around for the #1 Dox group.

  TNT has no email address, nor a web site.  Any you find are surely fake.

┌────────────────────────────────────╦═╦═╦────────────────────────────────────┐
│  Header Logo : Super Nova [TNT]      ║      NFO Layout : Super Nova         │
│                                      ╩                                      │
└────────────────────────────> Last Update by [Super Nova] <───[12/31/2005]───⌡

                          " There can be only one! "
---------------------------------TNT DIR INFO---------------------------------
Flashpoint_Germany_v1.10_Update_RIP-TNT
---------------------------------END TNT INFO---------------------------------


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