Download Airborne Assault Conquest of the Aegean Battles For Greece Crete And Malta v3.1.137 Update RIP keygen by TNT

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TNT presents keygen for Airborne Assault Conquest of the Aegean Battles For Greece Crete And Malta v3.1.137 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:                                  │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│                                                                             │
│   Airborne Assault: Conquest of the Aegean: Battles For Greece, Crete And   │
│                         Malta v3.1.137 Update *RIP*                         │
│                                                                             │
│                    (c)2006 Panther Games / Matrix Games                     │
│                                                                             │
└──────────────────────────────────────┴──────────────────────────────────────⌡

┌─────────────────────────────────────────────────────────────────────────────┐
│                                                                             │
│    Supplied By : TEAM TNT                 Release Date : 10/13/2006         │
│     Cracked By : TEAM TNT                   Protection : Serial Check       │
│    What is it? : Protected Update          OS Required : WinXX              │
│    Packaged By : TEAM TNT                   # of Files : 06 x 5.00 Meg      │
│                                                                             │
├─────────────────────────────────────────────────────────────────────────────┤
│   Requirements : The Game                                                   │
└─────────────────────────────────────────────────────────────────────────────┘

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

NOTE: 

      Upgrades your game from version 3.0.126 to 3.1.137.

      Observe a previous release:

      06-25-2006  Conquest.Of.The.Aegean-RiTUEL

      Matrix Games has blacklisted the Serial Number contained in that 
      release.  This mean that the new patches will say that serial is invalid 
      if you try to enter it when the patch ask for a serial.

      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 *VALID* 
      Serial Numbers, our release is needed for both ISO and RIP users.

      Enjoy another excessively long DirName!  
      And remember, PDF2Text is your friend!

-END NOTE


Welcome to the Conquest of the Aegean ( COTA ) Patch 1 ( Build 3.1.137 ). 
This patch fixes all bugs reported with the initial release build, including 
the crash to desktop ( CTD ) bug in the resupply code. Many minor issues have 
been addressed as well. Please see the items below for more details. 

In addition we have taken this opportunity to enhance the aggression of the 
strategic AI and fine tuned a number of the scenarios. AI controlled sides will 
now be a greater challenge. Their forces will tend to launch attacks sooner and 
more often and call off attacks less. The code that prioritises and culls 
strategic objectives has been overhauled. So the AI is more likely to keep 
pushing for enemy controlled objectives. The force allocation routines have 
been revised, so a better force mix and percentage of force is now assigned to 
each strategic objective. 

The Attack code has also been revised. A complex attack ( ie one with subHQs ) 
in line formation will now see up to three subHQs in each assault line and 
their units will now be spread on a pro-rata basis across the frontage. This 
results in a more even application of force across the entire assault line, 
with no gaps ( well at least initially, though enemy fire can still cause units 
to retreat and gaps to appear - but that is combat ). You will only get a 
second assault line if you have four or more subHQs assigned to the attack. 
This will form up behind the initial assault line and continue past the 
objective. Again it can support up to three subHQs abreast. 

During the attack and when advancing longer ranged direct fire units, such as 
armour, are now more likely to halt and fire as soon as the enemy is within 
their effective range. This "stand-off" capability reduces the likelihood of 
armour rushing headlong into enemy infantry and exposing their flank armour to 
short range AT weapons. It is a more realistic simulation of how armour was 
employed in WW2.  

Note that the Run Until feature is not available in multiplayer. 

Overall we are very happy with the improvements made to COTA. It should 
provide an even greater challenge. 

Enjoy. 


Update Info:
------------
Changes/Fixes 

Here are the individual task tracker ( TT ) items addressed in the Patch: 

TT3000 - AI - Arty - Ensure mot arty units can fire into woods 
TT3105 - AI - AtStartPers Bug - Ensure bossTask and plan version's match before 
         setting AtStartPersQty of bossTask 
TT3066 - AI - Attacks - AssessForNoEnemy - Increase threat range 
TT3069 - AI - Attacks - Don't call AssessForNoEnemy if poor visibility 
TT1889 - AI - Attacks - Modify TaskAttack::AssessForNoEnemyAtObjective to use 
         assault route 
TT2947 - AI - Bases - Should go through on-map-boss if organic boss off map 
TT3047 - AI - Check out possible bug in In-situ orders 
TT3149 - AI - CTD on Load of AAR Saved Game for MP after autoEnd 
TT3056 - AI - Cull Objectives - Add IsAchieved component to 
         DetermineCullingPriorities() 
TT3054 - AI - Cull Objectives - Ensure Threat Range Set Correctly 
TT3053 - AI - Cull Objectives - Fix Bug in Sort Routine 
TT3055 - AI - Cull Objectives - Reduce APer value to 20 inside 
         kDefaultEnemyCombatValues 
TT3102 - AI - Delay - Ensure waypoints maintained when recalcing route after 
         failure truncating delay route 
TT3098 - AI - Delay - Single Force - RecalcDelayRoute if Initially invalid 
TT3137 - AI - Dud FG in FCB - Check out JeF's recording 
TT1635 - AI - Enemy Intel - Retain reports of stationary forces 
TT2968 - AI - Ensure arty units rest in-situ when Rest After Bombard option 
         checked. 
TT3057 - AI - Ensure Intel initialised on StartSavedGame 
TT2674 - AI - Ensure para units reorg on arrival by para drop 
TT3061 - AI - Exit VCs - Ensure points awarded only while active ( between 
         HHour and End ) 
TT3147 - AI - Fatigue - Increase accrual and decrease reduction when basics low 
TT3037 - AI - Fix bug inside InitializeDocument() when opening saved game and 
         unit exits immediately 
TT3113 - AI - Force Allocation - Don't allocate uniots that cannot reach the 
         objective in time 
TT3068 - AI - Force Allocation - Ensure onMapBoss allocated correctly depending 
         on posture 
TT3059 - AI - Force Allocation - Ensure SourceSubject Base is isolated and 
         allocated correctly 
TT3030 - AI - Force Allocation - Prevent transfer of Bases in Penultimate Pass 
TT3119 - AI - ForceAllocation - Change MoveSuitability to modifier on 
         RangeSuitability 
TT3088 - AI - GetEnemyConcentrations() - Exclude those close to other nearby 
         objectives 
TT3038 - AI - GetGTI() - Prevent selection of locs across rivers where 
         inappropriate - prevent infinite recursions 
TT3092 - AI - Halting - Why do units at their objective display Halting 
         messages? 
TT3043 - AI - Increase AI Aggression - Increased prob of initiating attacks and 
         decreased prob of pullback 
TT3013 - AI - Increase initial reorg times for German Bad Para Drops 
TT3096 - AI - Intel Reports - Age those created in SM from forces that never 
         appear on map 
TT3089 - AI - Make Strategic AI more aggressive 
TT3087 - AI - MoraleCheck - Fix bug with AirStrikeModifier 
TT3049 - AI - Mxd Mode Movt - InSitu Attack - Ensure FUP adjusted where 
         impassable to FG 
TT2985 - AI - No Basics being delivered - From Goodguy ( Gunnar ) 
TT3134 - AI - Occupation points for Linked Secure Crossing Objectives - check 
         Mark's saved games 
TT3067 - AI - Reaction Code - Ensure threats sorted by range and ensure long 
         ranged units stand-off 
TT3064 - AI - Recording - ScenRealForce Line 11628 - Refine FPAssert 
TT3065 - AI - Recording - Task Doctrine Line 7450 - Refine FPAssert 
TT3120 - AI - Rest Task - Resolve SPS line 4989 assert 
TT2972 - AI - Resupply - Determine why transport column reports losses but no 
         trucks actually lost 
TT3035 - AI - Resupply - Fix Assert in SupplyArrivalEvent at line 110 
TT3003 - AI - Resupply - Fix calc of unit vehicle level 
TT3029 - AI - Resupply - Prevent recursion inside GetCurrentSupplyBase() 
TT2804 - AI - Resupply - Review Tanks at Platamon - why no requests 
TT2615 - AI - Resupply - Why no Emergency Request for out of ammo arty - see 
         Mark's SG 
TT3163 - AI - ScenForceFormation - Assert Line 615 - JeF's Recording 
TT3097 - AI - ScenPlanScheduling Line 13686 - RemoveDud missionPlans after 
         AbandonMissionPlan 
TT3084 - AI - ScenPlanScheduling, 13082 - Fix rounding error 
TT3138 - AI - ScenTask 4024 - Recording 001 
TT3099 - AI - SetLocation() - Ensure MoveType of Subject used if formationType 
         is inSitu 
TT3039 - AI - Sort Bases - Cater for those with no boss - ie he's dead 
TT3045 - AI - Stalled Move - Check out MarkShot's Saved Game 
TT3106 - AI - SupplyArrivalEvent- Use podDouble to cater for big vehicleCount 
TT3146 - AI - Surrender - Increase probability if basics low and further tweak 
         supplyMod 
TT3148 - AI - Surrender - Prevent Double Dipping 
TT3140 - AI - TaskDoctrine 7217 - James Recording 
TT3036 - AI - TryToReorg and TryToRest - Ignore if duration of rest/reorg less 
         than 5 mins 
TT3122 - AI - UI - CTD on Auto-End - check out MarkShot's saved game 
TT3133 - AI - Units Stuck - Check out Mark's Saved Games 
TT3110 - AI - Victory - Ensure VCs that end prior to scenarioEnd get awarded 
         their completion VPs 
TT3048 - AI - Victory Points - Fix bug in Exit VPs 
TT3004 - AI - Resupply - DetermineInitialStockRequirements - Ensure attachments 
         for on-mapBoss included 
TT3024 - AutoTest Error - at EstabForce::GetTaskDoctrineType() EstabForce.inl 
         line 215 
TT2986 - CTD - DudSupplyRoute - From CaptSkillet et al 
TT3044 - Estab - Change symbol colour of Au/NZ bases to white 
TT3008 - Estab - Conversion to recount Ammo 
TT3062 - Estabs - Add Bicycle version of It Bers Bn HQ 
TT2975 - Estabs - Set sMG34 to Must Deploy to Fire 
TT3150 - Installer - Remove Estab.xml file 
TT3151 - Installer - Remove non-related MapPattern files 
TT2956 - Maps - Partial Map Edge Bug - Check out ability of mot units to move 
         through woods on eastern edge 
TT3033 - Maps - Recalc Terrain Tables for all maps 
TT3006 - Maps- Platamon - Check out Road move rates 
TT2964 - MM - Confirm option to rescale ground scale of maps for developers 
TT2333 - MM - Fix bug in display code for MoveTable that ignores "no crossing" 
         setting 
TT2997 - MM - Multi-Layer Select - Should not select hidden layers 
TT3159 - Patch Read Me - Add Note re Disabling of Run Until in MP games 
TT3072 - Scenarios - Battle of the Maltese Cross - Review stubborness values 
         for AA units 
TT3020 - Scenarios - Charge of the Centaurs - Review Arrival Loc of 
         Reinforcements 
TT3111 - Scenarios - Elasson Rearguard - Review Allied VCs and Arrival of Bases 
         in all Reinf Schedules 
TT3082 - Scenarios - FCAV - Revise Briefing to remove reference to three Gk 
         Regts 
TT3090 - Scenarios - FCAV - Revised objectives 
TT3060 - Scenarios - First Clash at Veve - New version with alternate reinf 
         schedules & revised objectives 
TT3041 - Scenarios - First Clash at Veve - Revise Objectives and Initial Allied 
         Deployments 
TT2949 - Scenarios - Para over Corinth - Add bridge to Bridging Tp 
TT3015 - Scenarios - Para over Corinth - Add in alternate Reinf Schedules 
TT2935 - Scenarios - Para over Corinth - Missing Br Bridge form Bridging Column 
TT3126 - Scenarios - Rename ER #4 to just ER 
TT3040 - Scenarios - Revised Initial Intel Reports 
TT3028 - Scenarios - Take the Pass - Add 12th Gk Div Base 
TT3042 - Scenarios - Tempe Gorge Crisis - Add Unit History for Au 2/2nd Bn and 
         Cmdr details for Au Bns 
TT3027 - SM - CTD - On Export of Force List 
TT3021 - SM - CTD - On Import Force List 
TT2990 - SM - ForceList Import - Find out why unit supply levels zeroed on 
         import of ForceList 
TT2996 - SM - LOS Tools - Use Standard Daylight Good Visibility Weather rather 
         than Current Weather 
TT2957 - UI - Default Folders - Ensure default for Save As dialog is the Saved 
         Games directory 
TT3011 - UI - Depot Tab - Increase width of text boxes to avoid truncating 
         numbers 
TT2594 - UI - Disable Terrain Popup during Recalcs of MoveTable after Blown 
         Crossings 
TT3157 - UI - Enable New Game, Load Game and Choose Saved Game buttons after 
         cancelling MP load saved game 
TT3160 - UI - Ensure Command Screen buttons enabled after cancelling out of 
         Load Game window 
TT3046 - UI - Ensure that enemy SEPs cannot be selected. 
TT2860 - UI - Ensure User pref sticks for Reverse Mouse Zoom and for Show 
         Crosses 
TT3155 - UI - Fix Typo in MP Save Password dialog heading text 
TT3145 - UI - Game Startup - FindErrors() - Ignore timing check if autoEnd 
TT2991 - UI - Make sure SaveFileLocPref.cfg is not included with the installer 
TT3070 - UI - Reattach Button - Ensure enabled for newly arrived reinforcements 
TT3079 - UI - Retain Settings from Display Toolbar 
TT2916 - UI - Reverse Mouse Zoom Setting not saved 
TT2761 - UI - RunUntil - Rollover with time running till when button depressed 
TT3086 - UI - Save Prefs - Ensure done when Quitting 
TT3114 - UI - Task Data - Ignore InSitu Formation button for mobile Tasks - 
         beep 
TT3100 - UI - Terrain Popup - Abort if no Terrain or Move Tables 


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■ 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]───⌡

                       " Tripping The Light Fantastic! "
---------------------------------TNT DIR INFO---------------------------------
Airborne_Assault_Conquest_of_the_Aegean_Battles_For_Greece_Crete_And_Malta_v3.1.
137_Update_RIP-TNT
---------------------------------END TNT INFO---------------------------------


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