• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads
Forums
Campaign Series Middle East - 2.30 UPDATE - Printable Version

+- Forums (https://www.theblitz.club/message_boards)
+-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1)
+--- Forum: Campaign Series x2 (https://www.theblitz.club/message_boards/forumdisplay.php?fid=304)
+--- Thread: Campaign Series Middle East - 2.30 UPDATE (/showthread.php?tid=76117)

Pages: 1 2 3 4 5


Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 06-28-2023

Campaign Series Middle East v2.30 is a free update that features the same improvements released earlier in the year for Vietnam v1.30. Included in both game’s updates are UI and QoL features, graphical improvements, and bugfixes. Download the new launcher here: https://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CampaignSeriesMiddleEast-SetupRelease-v2.30.00.zip

The full changelog is posted below:

[Image: file.php?id=1176340]

Enhancements
• Implementation of new Game Action Speed system for speeding up, slowing down, pausing the AI turns, PBEM replays and human player turns. See Status → Action Speed → AI Play → Slow Down and Status → Action Speed → Replay → Slow Down for setting the AI play and Replay speeds while in the Human Player turn mode with new ALT+ and CTRL+ associated HotKeys.
• Implemented a message to display a confirmation of the changed Action Speed.
• Unit List and Info Box were given makeovers to make it easier to read the information with larger and bolder fonts, revised layout and new graphics.
• Implemented Options → Unit List → Unselected Highlights → White, Black, Alternate, and None options for the Unit List.
• Implemented new side bar Unit List icons, including new icons for Double Time and Slow Time
• Implemented a white halo for red Unit List values.
• Implemented Display → Roaming Mode (CTRL+SPACE) for quickly identifying units as you move the mouse over the map. Clicking anywhere on the map will toggle OFF Roaming Mode.
• Implemented Slow Time for all units except Aircraft that allows units to expend more.
Action
• Points when moving to reduce the likelihood of casualties from Mines and IED’s.
• Updated the Toolbar to incorporate buttons for Slow Time, Roaming Mode, and Game Action.
• Speeds and revised placement of the Jump Map button.
• Implemented new, dynamic, random Hex Info Box CSLogoXX images, with the option to fix images on a per scenario basis by appending [LG##] to the scenario description in the scenario.
Editor
• Implemented Options → Damage Results → Position → Center, Upper Left, Upper Right, Lower Left and Lower Right, allowing the user to display the Damage Results where they prefer.
• Overhaul of Mine/IED system with improved movement effects, including the addition of night.
• and enemy proximity effects, delayed side awareness and several bug fixes.
• IED’s now operate much like Mines in most ways. (For instance, step-down reductions, on activation and removal, not all in one go.)
• Revised the Scenario Information dialog to display the scenario’s map region and biome.
• Implemented the Scenario Information dialog in the scenario editor.
• The Location Dialog will no longer display the ‘=’ and ‘+’ border labels, just the relevant place
Names
• Implemented a new Place All button in the Arrived Dialog for placing all listed reinforcements with a single click.
• Units moving Double Time will be more likely to lose concealment and Units moving in Slow Time will be more likely to remain concealed.
• Implemented single button Opportunity Fire Limit adjustments within the Opportunity Fire Dialog.
• Implemented new XAlliedAttack/XAxisAttack hex flags that has the game engine recording any combat action originating from any hex and for any such hex, the “authorization denied” will not apply to artillery fire and.
• Implemented additional Lua CSEE Debugging capabilities in the scenario editor.
• Updates/improvements in the Find Organization Dialog in game and the Forces Dialog in the scenario editor providing additional information such as the hex location.
• The Units/SPs/Losses Dialog will now also show unit type surviving Strength Points in addition to Strength Point losses.
• Watercraft out in open water and in waterways will no longer have a chance of being concealed.
• Implemented additional testing features, for on the fly toggling ON/OFF new and workinprogress features.
• Implemented several new CSEE functions: fire_indirect_nearest_from(), garrison(), accompany(), order_airstrike(), move_slow(), has_attack()
• In the Scenario Editor, implemented a new, standalone Missions Dialog, for specifying one or more Mission Types for each side. (We anticipate making expanded use of this legacy capability, both in the EAI and the CSEE/SAI.)
• Expanded the list of Mission Types from the legacy 11 to 23.
• Extended the sound categories from 35 to 43, to accommodate the eight new aircraft/helicopter sound types.
• Extended Map Hints to display ‘W’ marker labels at inland Waterway hexes.
• In 2D, when direct firing blindly into apparently empty hexes, the tracer fire and explosion graphics will newly display.
• Trace fire and light arms explosion graphics will no longer display, and map recentering to the target hex will not happen, if the target hex is out of Line of Sight.
• Implemented the new CSEE functions: game(), game_name(), scenario(), missions(), mission_name(), region(), region_name(), biome(), biome_name(), condition(), shuffle().
• Implemented a new CSEE/SAI uber function, attack_sequential().
• Implemented a new CSlint utility, csflgfix.pl, for modifying unit flag values.
• Revised the CSlint utilities csscnchk.pl & csluachk.pl to accommodate the new Mission Types and new CSEE functions.
• With the -V command-line option, every game EXE will display its version # and build time/date.
• Revamped the log system ERRID codes, for better CSEE/SAI debugging.
• Updated several CSlint utilities.
• Ambush situations will now come with assault background sounds.
• Implemented several new CSEE functions: attack_nearest_arc(), hexes_habitat().
• Enhanced Developer debugging.
• In the game engine Status Bar, spread out display elements to mitigate info crowding.
• Implemented new CSEE function: counters_active(), function_name().
• Removed the OK button from most reports, clicking anywhere will dismiss the dialog.
• Added new command-line parameter (-V), for reporting the EXE version and whether or not the built in DEBUG or RELEASE mode.
• Implemented new and improved Tool Bars.
• Implemented colour-coded border map labels.
• Implemented dynamic, customizable message dialog backgrounds (with all such image BMP’s in a new game folder, Backgrounds).
• Implemented two new CSEE message dialogs: Bulletin (between Message & Report in size), and Remark (the smallest, smaller that Note). Also implemented new CSEE functions pertaining to the new dialogs, including an auto sizing, all-purpose dialog function.
• Incorporated the previous Monochrome (“Coin”) bases mod as the new Alternate Bases. The earlier Alternate Bases have been retained as Insignia Bases.
• In user.lua, revised csee_check() with improved CSEE memory management (garbage collection.
• Reinforcement arrival scatter extends to all types of reinforcements, not just paratroops. Implemented Help →Unit Handbook (Passenger) (ALT + F2) to reveal stats of passenger.
• Implemented Higher Organization Highlight (select and press CTRL) in the scenario editor.
• Implemented dialog windows minimize, maximize and restore for many of the larger dialogs.
• Improved Highlighting of selected unit in Unit List.
• Changed and increased font for numbers in the Unit List.
• Implemented Display → Hex Jump for map, scn editors and in game (ALT + X).
• Updated Scrolling Options and Screen Edge default.
• Added new assault sounds to enhance play.
• Added new combat and assault graphics with much more variation.
• Added aircraft ordnance indicators to quickly identify ordnance loads in CAS dialog.
• Airstrikes are centered on the map when they arrive.
• Added “Ambush” feature where 0 Assault value units will potentially suffer losses or eliminations if attempting to perform an assault.
• Implemented Separate Side A and Side B Objective Points displays in Victory dialog.
• Implemented ability for selecting unit in the Organization dialog to find a unit on the map.
• Implemented cycle through currently selected/highlighted company using Next.
• Implemented Option for centering map on combat area.
• Implemented Option → Center on Action to recenter the map to where combat occurs.
• Implemented TrackID Jump (ALT + K) to find and select a unit by its TrackID
• PBEM: With Enhanced Reporting ON, no dialogs are displaying during replay. With
enhanced reporting OFF, dialogs will display with full details.
• Helicopters flying Nap of the Earth at night have an increased movement cost over day time flight

[Image: file.php?id=1176341]

Fixes
• Fixed the unscripted (no Scripted AI) artillery blind fire strikes. The AI will no longer fire blindly (to be implemented in the future).
• In the map editor, fixed an issue where the region and biome changes were not saving to the .map file.
• Fixed several LCG issues in the code, including more than one Crash to Desktop.
• Fixed color inconsistency in Command Report and Damage Results Dialogs.
• Fixed a bug in the map editor where the biome would not show properly in Values → Region and where the biome would not show properly in the Values → Biome.
• Updated the frontend code to process the latest version # LCG .scl files properly.
• Fixed a bug possibly preventing an amphibious unit moving from land to water or vice versa.
• Fixed a bug where Landing Zones might be cleared in waterway hexes.
• Fixed a bug where loaded waterway transports may be prevented from moving.
• Fixed several bugs preventing the display of the on-map Unknown Unit marker.
• Fixed a bug where a ferrying watercraft unit may leave a hex and potentially strand a ferried ground unit in the water. Ferrying watercraft will no longer be able to move if any potential
• Ferried units have moved to shore. This action costs 50 Action Points.
• When entering a roadblock hex, the moving side will gain side awareness immediately and the roadblock marker will instantly show.
• Fixed a bug for some Options changes for the Unit List would not update automatically.
• Fixed the broken Static All toolbar option.
• Fixed a bug where the DaisyCutter operations were not working for ground units.
• Fixed a bug where on PBEM (and LAN Play) scenario start, the New Scenario dialog (and Player Dialog), the Rules button was broken.
• Fixed a bug with Units → Move Air Units Off Map in the scenario editor.Revised CSEE counters_weakest() function.
• Fixed several UI color and background pattern issues.
• Extended the game opening splash video by 10 seconds, in case the Windows Media Player is unusually slow to start.
• Fixed other minor bugs and made other code improvements.
Graphics
• Revised Water graphics.
• Revised Dune graphics.
• Fixed several unit display artifacts.
• Cleaned up some game engine and scenario editor dialog display issues.
• Replaced new Toolbar graphics.
• Implemented new “button” monochrome unit bases.
• Tweaks to “coin” monochrome unit bases graphics.
• Minor UI graphics fixes.
• Added ~60 new Backgrounds images.
• Fixed a number of *.bit unit outline files.
• Fixed several minor UI color issues.
• Fixed several 3D map graphic issues.
• Added photos for the new dynamic, random Hex InfoBox CSLogo## images.

[Image: file.php?id=1176342]

Data
• Numerous unit data edits.
• Massive update for French forces.
• Updated all maps with side awareness.
• Revised aircraft statistics based on OOB file enhancements.
• Added additional background sounds.
• Revised movement values in Scrub and Paths for infantry.
• Updated csluachk.pl file with additional functionality for checking Lua files.
• Map Editor – Plain, Water & Forest labels have been renamed Anthro, Hydro & Natural.
• Revised LUA_FUNCTIONS_REFERENCE.txt
• Revised CSlint tools.
• Revised Digging In chance.
• Revised Lua scripting to speed up unit movement.
• Revised the airstrike scatter probability.
• Revised the Weapon.pdt to incorporate the new special forces supply units.
• Raised village TEM to 0.70.
• Added new Special Forces supply unit to France/UK.
• Revised the Weapon.pdt to incorporate the new special forces supply units.
• Revised the Sounds.dat to incorporate the new sounds for aircraft and helicopters.
• Fixed several other sound issues.
• Updated cswpnchk.pl to check for fire capable units with a zero-fire cost
Scenarios
• Fixed Map in Bootcamp 4.
• Revised Sirte scenarios with scripting.
• Removed scripting for all other scenarios.
Mods
• No new mods for the 2.30 UPDATE


RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 06-28-2023

Keep in mind, this is more than just an update, this is a whole new version.


That being said, you should do the following:

1. Back up the CSME 2.01 installation. [optional]

2. Using Windows Add/Remove Programs, uninstall CSME.

3. In File Explorer, manually delete the old "Campaign Series Middle East" folder, which will be crufty after the uninstall. [important]

4. Run the new installer.

Jason Petho


RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 07-20-2023

Here we are along the coast of the northern Sinai. Some fantastic examples of how to assault with armoured vehicles. Like a knife through butter we are tearing through the lines. But then, out of nowhere, night fell. That changes the rest of the scenario. A fascinating turn of events indeed!





RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 08-04-2023

And into Lebanon we go as we attempt to clear the route towards the Beirut airport along the coast. As the Israeli's, we have two mechanized brigades worth of goodies to play with. The primary challenge for the scenario will be learning how to operate heavily mechanized forces in the mountainous and forested terrain, dotted with villages throughout the area. The secondary challenge is to see how I can script the AI to make it a worth opponent, so I am taking notes as I advance.




RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 08-10-2023

Campaign Series Middle East: Back to Lebanon. How fun is this! The terrain is just brutal and there are Syrians and PLO everywhere. I even managed to find some T-62's in the mix. The assaults are making progress, albeit methodically. Some actions are better than others, but I am about to perform a combat assault in the rear with an Israeli infantry company, we shall see how that goes - or doesn't. This is a fun scenario thus far and I could see it being quite challenging versus a human PBEM. Scripting will be an interesting challenge too!





RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 08-17-2023

Campaign Series Middle East: The night assault is going better this session, although I'm still taking some bad losses. As I advance into the weeds along the Umm Katef position, I am running into positions where I am losing tanks to anti-tank guns and recoilless rifles. Due to the limitations in movement and vast array of trenches, the tanks need to get up close and personal, especially as I am using them with assaulting the trenches with Engineers. A very effective tactic indeed. Also assault with a combination of loaded halftracks and tanks - in open terrain.





RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 08-31-2023

The west absolutely brutal, the fighting is close and deadly. The east is going a little smoother as I am running into lighter resistance, but even that lighter resistance is turning out to offer some unique challenges. I continue to learn a lot as I play this, especially in seeing how the Legacy AI will defend and how strong it can be. It gives me a plethora of ideas to make the Scripted AI a living hell. Muhahahaha.




RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 09-04-2023

Campaign Series Middle East: I haven't played by email this with the new version, so here is the first attempt. John had asked if I wanted to play and sent me the first turn. He is playing as the Muslim Brotherhood and attempting to capture the Israeli settlement of Etzion. I have my work cut out for me as he definitely outnumbers me in troops, although the quality and positioning of my troops is superior. This is the entire PBEM game.





RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 09-07-2023

Advancing into the refugee camps in southern Gaza. The area is defended by Egyptian and Palestinian volunteers. The first handful of turns have been nail biting, but I am making progress while I capture positions. It is a challenging scenario so far, even with a defending legacy AI. It is a methodical attack, but I keep finding surprises. I am curious to see if there will be additional movement but is giving me some ideas how to script the Egyptian AI.




RE: Campaign Series Middle East - 2.30 UPDATE - Jason Petho - 09-23-2023

That went right to the wire. I managed to secure the majority of the objectives, but I was still fighting to the bitter end. Exiting some troops also bore some fruit in term of points. I can see how I can make this more interesting with some Event Points and some determined tactics from the Egyptians, but this was a challenging scenario even with just the Legacy AI. The terrain around the crossroads and village areas made this quite a fun scenario!