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		<title><![CDATA[Forums - Campaign Series x2]]></title>
		<link>https://www.theblitz.club/message_boards/</link>
		<description><![CDATA[Forums - https://www.theblitz.club/message_boards]]></description>
		<pubDate>Thu, 16 Apr 2026 08:17:16 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Campaign Series Middle East - YouTube]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=77278</link>
			<pubDate>Sun, 01 Mar 2026 23:58:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=77278</guid>
			<description><![CDATA[Here is the second part for the March 1st stream. We changed games and started with Campaign Series Middle East and began to play The Crossroads scenario as the Israeli's against the Jordanians. The Jordanian Patton's have already decimated the some of our Shermans, which means I had to change my plans instead of the attack into Jenin I was planning. We decided to form a defensive line and then flank the city. It's a mess of a scenario, but we will try to see how it goes. Those Jordanians are well dug in! <br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/0JgZYchwY9E" frameborder="0" allowfullscreen></iframe>]]></description>
			<content:encoded><![CDATA[Here is the second part for the March 1st stream. We changed games and started with Campaign Series Middle East and began to play The Crossroads scenario as the Israeli's against the Jordanians. The Jordanian Patton's have already decimated the some of our Shermans, which means I had to change my plans instead of the attack into Jenin I was planning. We decided to form a defensive line and then flank the city. It's a mess of a scenario, but we will try to see how it goes. Those Jordanians are well dug in! <br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/0JgZYchwY9E" frameborder="0" allowfullscreen></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CSME 3.10 and CSVN 2.10 RELEASED!]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=77193</link>
			<pubDate>Wed, 03 Dec 2025 15:32:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=77193</guid>
			<description><![CDATA[<a href="https://www.matrixgames.com/news/campaign-series-vietnam-and-middle-east-official-updates-are-out-now" target="_blank" rel="noopener" class="mycode_url">https://www.matrixgames.com/news/campaig...re-out-now</a><br />
<br />
<br />
<br />
Campaign Series: Vietnam – Update v2.10.20<br />
<br />
Read the full list of changes here:<br />
<br />
<br />
<br />
Errata<br />
<br />
Numerous typos fixed throughout the manual for 2.10.20<br />
<br />
<br />
Enhancements<br />
<br />
Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
Added a vertical scroll bar to the Unit List.<br />
Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
Added a Delete button to the Scenario Launcher for removing old save files. Deleted files are moved to the Recycle Bin. <br />
Switched to dynamically linked executables (/MD) to benefit from centralized runtime updates and improved security. Requires Visual C++ Redistributable 2015–2022 (x86).<br />
Updated target to .NET Framework 4.8 (previously 4.7.2).<br />
Updated Assault logic: attempting to add a unit that is already committed, lacks action points, or would violate stacking limits triggers an error message but no longer cancels the assault or removes units already committed to it.<br />
Switched back to statically linked executables (/MT) due to occasional Lua state interaction issues during vs-AI play.<br />
<br />
<br />
Fixes<br />
<br />
Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
Fixed a bug where units that had recovered from morale loss or disruption displayed their hex coordinates in double brackets.<br />
<br />
<br />
Graphics<br />
<br />
Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
Fixed French 2D counters that were leaking background color along the counter edges.<br />
Fixed an issue where the M8 Scout Car displayed an incorrect image when crossing bridges.<br />
<br />
<br />
Scenarios<br />
<br />
Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
Corrected objective hex coordinates in VN_651019_Plei_Me CSEE Lua file.<br />
Bootcamp Scenario Lua files were updated to include hyperlinked coordinates in the briefings.<br />
<br />
<br />
Mods<br />
<br />
Fixed the csmklua-generated VN_660608_Ap_Tau.lua file in the Ode to Vietnam mod folder that lacked objectives.<br />
<br />
<br />
Read the full list of changes here: <br />
<br />
Errata<br />
<br />
Numerous typos fixed throughout the manual for 3.10.20<br />
<br />
<br />
Enhancements<br />
<br />
Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
Added a vertical scroll bar to the Unit List.<br />
Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
Added a Delete button to the Scenario Launcher for removing old save files. Deleted files are moved to the Recycle Bin. <br />
Switched to dynamically linked executables (/MD) to benefit from centralized runtime updates and improved security. Requires Visual C++ Redistributable 2015–2022 (x86).<br />
Updated target to .NET Framework 4.8 (previously 4.7.2).<br />
Updated Assault logic: attempting to add a unit that is already committed, lacks action points, or would violate stacking limits triggers an error message but no longer cancels the assault or removes units already committed to it.<br />
Switched back to statically linked executables (/MT) due to occasional Lua state interaction issues during vs-AI play.<br />
<br />
<br />
Fixes<br />
<br />
Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
Fixed a bug where units that had recovered from morale loss or disruption displayed their hex coordinates in double brackets.<br />
<br />
<br />
Graphics<br />
<br />
Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
Added a few missing Iran 3Dxs unit images to CS Middle East.<br />
Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
Fixed French 2D counters that were leaking background color along the counter edges.<br />
<br />
<br />
Scenarios<br />
<br />
Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
Restored seven Al Sandrik scenarios from the Duel in Golan series to the latest standards and added them back to the game.<br />
All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
• Corrected the Best Played As tag for “Into the Valley of Tears” as [H2H/SIDE B]<br />
Fixed the SAM Hunting csmklua-generated Lua file in the Yom Kippur scenario folder that lacked objectives.<br />
Assaulting Budapest had the turn number revised and Lua file updated.<br />
Thorn of Budapest had the turn number revised and Lua file updated.<br />
Sirte 1 had the Lua file updated (event point typo fixed).<br />
<br />
<br />
Mods<br />
<br />
Fixed a total of five csmklua-generated Lua files in the Ode to Divided Ground (2), Ode to Arab-Israeli War (2), and Ode to October War (1) mod folders that lacked objectives.]]></description>
			<content:encoded><![CDATA[<a href="https://www.matrixgames.com/news/campaign-series-vietnam-and-middle-east-official-updates-are-out-now" target="_blank" rel="noopener" class="mycode_url">https://www.matrixgames.com/news/campaig...re-out-now</a><br />
<br />
<br />
<br />
Campaign Series: Vietnam – Update v2.10.20<br />
<br />
Read the full list of changes here:<br />
<br />
<br />
<br />
Errata<br />
<br />
Numerous typos fixed throughout the manual for 2.10.20<br />
<br />
<br />
Enhancements<br />
<br />
Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
Added a vertical scroll bar to the Unit List.<br />
Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
Added a Delete button to the Scenario Launcher for removing old save files. Deleted files are moved to the Recycle Bin. <br />
Switched to dynamically linked executables (/MD) to benefit from centralized runtime updates and improved security. Requires Visual C++ Redistributable 2015–2022 (x86).<br />
Updated target to .NET Framework 4.8 (previously 4.7.2).<br />
Updated Assault logic: attempting to add a unit that is already committed, lacks action points, or would violate stacking limits triggers an error message but no longer cancels the assault or removes units already committed to it.<br />
Switched back to statically linked executables (/MT) due to occasional Lua state interaction issues during vs-AI play.<br />
<br />
<br />
Fixes<br />
<br />
Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
Fixed a bug where units that had recovered from morale loss or disruption displayed their hex coordinates in double brackets.<br />
<br />
<br />
Graphics<br />
<br />
Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
Fixed French 2D counters that were leaking background color along the counter edges.<br />
Fixed an issue where the M8 Scout Car displayed an incorrect image when crossing bridges.<br />
<br />
<br />
Scenarios<br />
<br />
Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
Corrected objective hex coordinates in VN_651019_Plei_Me CSEE Lua file.<br />
Bootcamp Scenario Lua files were updated to include hyperlinked coordinates in the briefings.<br />
<br />
<br />
Mods<br />
<br />
Fixed the csmklua-generated VN_660608_Ap_Tau.lua file in the Ode to Vietnam mod folder that lacked objectives.<br />
<br />
<br />
Read the full list of changes here: <br />
<br />
Errata<br />
<br />
Numerous typos fixed throughout the manual for 3.10.20<br />
<br />
<br />
Enhancements<br />
<br />
Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
Added a vertical scroll bar to the Unit List.<br />
Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
Added a Delete button to the Scenario Launcher for removing old save files. Deleted files are moved to the Recycle Bin. <br />
Switched to dynamically linked executables (/MD) to benefit from centralized runtime updates and improved security. Requires Visual C++ Redistributable 2015–2022 (x86).<br />
Updated target to .NET Framework 4.8 (previously 4.7.2).<br />
Updated Assault logic: attempting to add a unit that is already committed, lacks action points, or would violate stacking limits triggers an error message but no longer cancels the assault or removes units already committed to it.<br />
Switched back to statically linked executables (/MT) due to occasional Lua state interaction issues during vs-AI play.<br />
<br />
<br />
Fixes<br />
<br />
Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
Fixed a bug where units that had recovered from morale loss or disruption displayed their hex coordinates in double brackets.<br />
<br />
<br />
Graphics<br />
<br />
Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
Added a few missing Iran 3Dxs unit images to CS Middle East.<br />
Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
Fixed French 2D counters that were leaking background color along the counter edges.<br />
<br />
<br />
Scenarios<br />
<br />
Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
Restored seven Al Sandrik scenarios from the Duel in Golan series to the latest standards and added them back to the game.<br />
All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
• Corrected the Best Played As tag for “Into the Valley of Tears” as [H2H/SIDE B]<br />
Fixed the SAM Hunting csmklua-generated Lua file in the Yom Kippur scenario folder that lacked objectives.<br />
Assaulting Budapest had the turn number revised and Lua file updated.<br />
Thorn of Budapest had the turn number revised and Lua file updated.<br />
Sirte 1 had the Lua file updated (event point typo fixed).<br />
<br />
<br />
Mods<br />
<br />
Fixed a total of five csmklua-generated Lua files in the Ode to Divided Ground (2), Ode to Arab-Israeli War (2), and Ode to October War (1) mod folders that lacked objectives.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Campaign Series: Middle East v3.10.00 Public Beta Now Available]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=77149</link>
			<pubDate>Tue, 21 Oct 2025 16:53:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=77149</guid>
			<description><![CDATA[Hello everyone,<br />
<br />
Please try this new beta and let us know if it helps your game. To install this update you can download from this link <a href="https://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CampaignSeriesMiddleEast-UpdateComp-v3.10.00.zip" target="_blank" rel="noopener" class="mycode_url">HERE</a> or by going to your Campaign Series Middle East <a href="https://www.matrixgames.com/member/downloads/campaign-series-middle-east-1948-1985" target="_blank" rel="noopener" class="mycode_url">File Downloads in the Matrix My Page section of the website </a> or from the game's <a href="https://www.matrixgames.com/game/campaign-series-middle-east-1948-1985" target="_blank" rel="noopener" class="mycode_url">store page</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 3.10.00 (October 21st, 2025)</span><br />
<br />
Enhancements<br />
• Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
• Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
• Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
• Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
• Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
• Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
• Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
• Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
• Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
• Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
• Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
• Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
• Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
• Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
• Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
• Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
• Added a vertical scroll bar to the Unit List.<br />
• Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
• Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
• Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
• Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
• Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
• Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
• Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
• Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
• Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
<br />
Fixes<br />
• Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
• Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
• Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
• Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
• Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
• Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
• Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
• Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
• Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
• Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
• Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
<br />
Graphics<br />
• Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
• Added a few missing Iran 3Dxs unit images to CS Middle East.<br />
• Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
• Fixed French 2D counters that were leaking background color along the counter edges.<br />
<br />
Scenarios<br />
• Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
• Restored seven Al Sandrik scenarios from the Duel in Golan series to the latest standards and added them back to the game.<br />
• All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
• Corrected the Best Played As tag for “Into the Valley of Tears” as [H2H/SIDE B]<br />
<br />
<br />
<br />
<a href="https://forums.matrixgames.com/viewtopic.php?t=413490" target="_blank" rel="noopener" class="mycode_url">https://forums.matrixgames.com/viewtopic.php?t=413490</a>]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
<br />
Please try this new beta and let us know if it helps your game. To install this update you can download from this link <a href="https://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CampaignSeriesMiddleEast-UpdateComp-v3.10.00.zip" target="_blank" rel="noopener" class="mycode_url">HERE</a> or by going to your Campaign Series Middle East <a href="https://www.matrixgames.com/member/downloads/campaign-series-middle-east-1948-1985" target="_blank" rel="noopener" class="mycode_url">File Downloads in the Matrix My Page section of the website </a> or from the game's <a href="https://www.matrixgames.com/game/campaign-series-middle-east-1948-1985" target="_blank" rel="noopener" class="mycode_url">store page</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 3.10.00 (October 21st, 2025)</span><br />
<br />
Enhancements<br />
• Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
• Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
• Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
• Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
• Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
• Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
• Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
• Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
• Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
• Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
• Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
• Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
• Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
• Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
• Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
• Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
• Added a vertical scroll bar to the Unit List.<br />
• Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
• Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
• Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
• Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
• Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
• Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
• Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
• Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
• Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
<br />
Fixes<br />
• Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
• Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
• Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
• Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
• Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
• Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
• Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
• Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
• Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
• Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
• Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
<br />
Graphics<br />
• Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
• Added a few missing Iran 3Dxs unit images to CS Middle East.<br />
• Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
• Fixed French 2D counters that were leaking background color along the counter edges.<br />
<br />
Scenarios<br />
• Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
• Restored seven Al Sandrik scenarios from the Duel in Golan series to the latest standards and added them back to the game.<br />
• All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
• Corrected the Best Played As tag for “Into the Valley of Tears” as [H2H/SIDE B]<br />
<br />
<br />
<br />
<a href="https://forums.matrixgames.com/viewtopic.php?t=413490" target="_blank" rel="noopener" class="mycode_url">https://forums.matrixgames.com/viewtopic.php?t=413490</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Campaign Series: Vietnam v2.10.00 Public Beta Now Available]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=77148</link>
			<pubDate>Tue, 21 Oct 2025 16:52:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=77148</guid>
			<description><![CDATA[Hello everyone,<br />
<br />
Please try this new beta and let us know if it helps your game. To install this update you can download from this link <a href="https://ftp.matrixgames.com/pub/CampaignSeriesVietnam/CampaignSeriesVietnam-UpdateComp-v2.10.00.zip" target="_blank" rel="noopener" class="mycode_url">HERE</a> or by going to your Campaign Series Vietnam <a href="https://www.matrixgames.com/member/downloads/campaign-series-vietnam" target="_blank" rel="noopener" class="mycode_url">File Downloads in the Matrix My Page section of the website </a>or from the game's <a href="https://www.matrixgames.com/game/campaign-series-vietnam" target="_blank" rel="noopener" class="mycode_url">store page</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 2.10.00 (October 21st, 2025)</span><br />
<br />
Enhancements<br />
• Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
• Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
• Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
• Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
• Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
• Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
• Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
• Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
• Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
• Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
• Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
• Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
• Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
• Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
• Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
• Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
• Added a vertical scroll bar to the Unit List.<br />
• Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
• Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
• Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
• Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
• Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
• Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
• Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
• Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
• Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
<br />
Fixes<br />
• Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
• Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
• Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
• Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
• Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
• Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
• Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
• Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
• Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
• Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
• Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
<br />
Graphics<br />
• Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
• Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
• Fixed French 2D counters that were leaking background color along the counter edges.<br />
<br />
Scenarios<br />
• Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
• All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
<br />
<br />
<a href="https://forums.matrixgames.com/viewtopic.php?t=413491" target="_blank" rel="noopener" class="mycode_url">https://forums.matrixgames.com/viewtopic.php?t=413491</a>]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
<br />
Please try this new beta and let us know if it helps your game. To install this update you can download from this link <a href="https://ftp.matrixgames.com/pub/CampaignSeriesVietnam/CampaignSeriesVietnam-UpdateComp-v2.10.00.zip" target="_blank" rel="noopener" class="mycode_url">HERE</a> or by going to your Campaign Series Vietnam <a href="https://www.matrixgames.com/member/downloads/campaign-series-vietnam" target="_blank" rel="noopener" class="mycode_url">File Downloads in the Matrix My Page section of the website </a>or from the game's <a href="https://www.matrixgames.com/game/campaign-series-vietnam" target="_blank" rel="noopener" class="mycode_url">store page</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Changes in 2.10.00 (October 21st, 2025)</span><br />
<br />
Enhancements<br />
• Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.<br />
• Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.<br />
• Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.<br />
• Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.<br />
• Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.<br />
• Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.<br />
• Refined the "Damage Results" section in the Options Menu for improved clarity and usability.<br />
• Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.<br />
• Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.<br />
• Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.<br />
• Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.<br />
• Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.<br />
• Revised the Scenario Information dialog: now movable and uses the system font throughout.<br />
• Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.<br />
• Revised the Options – Hex Outlines pop-up menus for improved clarity.<br />
• Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.<br />
• Added a vertical scroll bar to the Unit List.<br />
• Updated the Options – Unit List pop-up menus to align with the new Unit List layout.<br />
• Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.<br />
• Reintroduced Options &gt; Labels &gt; Opaque, enabling map labels with an opaque white background. Combined with Labels &gt; Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.<br />
• Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.<br />
• Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.<br />
• Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.<br />
• Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.<br />
• Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.<br />
• Revised old or missing Leader&lt;nationid&gt;.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.<br />
<br />
Fixes<br />
• Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.<br />
• Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.<br />
• Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.<br />
• Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).<br />
• Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.<br />
• Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.<br />
• Fixed a bug preventing mineclearing units from clearing IEDs as intended.<br />
• Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.<br />
• Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.<br />
• Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.<br />
• Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.<br />
<br />
Graphics<br />
• Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.<br />
• Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers<br />
• Fixed French 2D counters that were leaking background color along the counter edges.<br />
<br />
Scenarios<br />
• Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
• All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
<br />
<br />
<a href="https://forums.matrixgames.com/viewtopic.php?t=413491" target="_blank" rel="noopener" class="mycode_url">https://forums.matrixgames.com/viewtopic.php?t=413491</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Middle East 111]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=77139</link>
			<pubDate>Sat, 04 Oct 2025 10:18:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=11278">itlnprd</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=77139</guid>
			<description><![CDATA[Looking for a battle, either side works for me and usually can do about 5 turns per week, let me know if interested.]]></description>
			<content:encoded><![CDATA[Looking for a battle, either side works for me and usually can do about 5 turns per week, let me know if interested.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[3D Unit Bit File Creation]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=77129</link>
			<pubDate>Sun, 28 Sep 2025 01:38:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=77129</guid>
			<description><![CDATA[Here is a basic introduction for how I make the outline files for the Campaign Series Vietnam game bmp unit graphics. This is a very simplified "For Your Information" style video with a talk through and basic textual steps.  I use CorelDraw (Corel Photopaint) to do this, but you can use other graphics software packages.  NOTE - This is the same process for ALL Campaign Series games.<br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/iy41BRPpuOM" frameborder="0" allowfullscreen></iframe>]]></description>
			<content:encoded><![CDATA[Here is a basic introduction for how I make the outline files for the Campaign Series Vietnam game bmp unit graphics. This is a very simplified "For Your Information" style video with a talk through and basic textual steps.  I use CorelDraw (Corel Photopaint) to do this, but you can use other graphics software packages.  NOTE - This is the same process for ALL Campaign Series games.<br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/iy41BRPpuOM" frameborder="0" allowfullscreen></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help!]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=77015</link>
			<pubDate>Tue, 19 Aug 2025 13:35:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=1162">majog</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=77015</guid>
			<description><![CDATA[I was playing Big Bully against a long time opponent that sent me the game files.   There was weird stuff happening like mounted calvary being able to shoot 34 times etc.<br />
<br />
I want to check the oob programming and found that I cannot bring up any units in the create new or edit existing OOB files greater than company level and for most countries only platoon levels.   I have not downloaded any other files than the Big Bully ones since this was working.<br />
<br />
1.  Is there anyway that down loading just the SCN BTE and OOb files can effect all the OOB generation?<br />
<br />
2.  I went to the matrix / slitheran site to log in and download a copy of WF and the updates.   It would not log me in and gave me a Server 500 error.  Basically means their web servers have issues.   Has anyone else been able to log in?<br />
<br />
3.  Any suggestions from anyone other than reinstalling the Campaign series?<br />
<br />
You can also email me direct at jgrillo1960@hotmail.com with suggestions to try.<br />
<br />
Thanks<br />
<br />
J]]></description>
			<content:encoded><![CDATA[I was playing Big Bully against a long time opponent that sent me the game files.   There was weird stuff happening like mounted calvary being able to shoot 34 times etc.<br />
<br />
I want to check the oob programming and found that I cannot bring up any units in the create new or edit existing OOB files greater than company level and for most countries only platoon levels.   I have not downloaded any other files than the Big Bully ones since this was working.<br />
<br />
1.  Is there anyway that down loading just the SCN BTE and OOb files can effect all the OOB generation?<br />
<br />
2.  I went to the matrix / slitheran site to log in and download a copy of WF and the updates.   It would not log me in and gave me a Server 500 error.  Basically means their web servers have issues.   Has anyone else been able to log in?<br />
<br />
3.  Any suggestions from anyone other than reinstalling the Campaign series?<br />
<br />
You can also email me direct at jgrillo1960@hotmail.com with suggestions to try.<br />
<br />
Thanks<br />
<br />
J]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Campaign Series Cold War]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76970</link>
			<pubDate>Tue, 01 Jul 2025 16:24:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76970</guid>
			<description><![CDATA[The East and West German Border. Nick is making excellent progress on this master map for Cold War. Exciting times are coming indeed! I can't wait to finish the Order of Battles and start building scenarios!<br />
<br />
<img src="https://c10.patreonusercontent.com/4/patreon-media/p/post/133006909/ef3c9fd2694a42a984252767821fb827/eyJ3IjoxMDgwfQ%3D%3D/1.png?token-hash=ttlZTUr8ErdpEtAz6ecesWU2dbFz4KXX0t8yp-AbTyY%3D&amp;token-time=1752624000" loading="lazy"  alt="[Image: 1.png?token-hash=ttlZTUr8ErdpEtAz6ecesWU...1752624000]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[The East and West German Border. Nick is making excellent progress on this master map for Cold War. Exciting times are coming indeed! I can't wait to finish the Order of Battles and start building scenarios!<br />
<br />
<img src="https://c10.patreonusercontent.com/4/patreon-media/p/post/133006909/ef3c9fd2694a42a984252767821fb827/eyJ3IjoxMDgwfQ%3D%3D/1.png?token-hash=ttlZTUr8ErdpEtAz6ecesWU2dbFz4KXX0t8yp-AbTyY%3D&amp;token-time=1752624000" loading="lazy"  alt="[Image: 1.png?token-hash=ttlZTUr8ErdpEtAz6ecesWU...1752624000]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Looking for opponents [matchmaking]]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76831</link>
			<pubDate>Wed, 26 Mar 2025 14:35:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=22740">zhuangcheng</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76831</guid>
			<description><![CDATA[I'm looking for an opponent for the World War II series of works of Combat Mission. Set it to Quick Battle, with a random map and random terrain]]></description>
			<content:encoded><![CDATA[I'm looking for an opponent for the World War II series of works of Combat Mission. Set it to Quick Battle, with a random map and random terrain]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CS Vietnam - 1.31 to 2.00]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76819</link>
			<pubDate>Sun, 09 Mar 2025 01:28:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76819</guid>
			<description><![CDATA[I took a few minutes to create a quick tutorial for those that had ongoing PBEM games or scenarios (Like A WEEK IN BINH LONG) that they wanted to continue with the Vietnam 2.00 UPDATE. This procedure will not work with Middle East. Let me know if you have any questions and don't forget to delete the files when you're done! <br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/1qI62M3IC_Q" frameborder="0" allowfullscreen></iframe>]]></description>
			<content:encoded><![CDATA[I took a few minutes to create a quick tutorial for those that had ongoing PBEM games or scenarios (Like A WEEK IN BINH LONG) that they wanted to continue with the Vietnam 2.00 UPDATE. This procedure will not work with Middle East. Let me know if you have any questions and don't forget to delete the files when you're done! <br />
<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/1qI62M3IC_Q" frameborder="0" allowfullscreen></iframe>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Campaign Series Middle East 3.00]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76818</link>
			<pubDate>Mon, 03 Mar 2025 00:12:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76818</guid>
			<description><![CDATA[We are excited to announce the release of the Remastered free update for Campaign Series: Middle East Version 3.00.01 it brings a host of new features, enhancements, and fixes, ensuring an even deeper and more immersive tactical wargaming experience.<br />
<br />
What is new?<br />
<br />
Revamped 3D Map Graphics: the game’s visuals have been improved for better readability and an overall enhanced look, making it easier to analyze the battlefield at a glance. <br />
A completely new Main Menu Interface: the front-end UI has been redesigned to streamline navigation, making it easier than ever to jump into your favorite scenarios. <br />
Expanded Order of Battle: Iran and Iraq is now fully integrated into the Order of Battle editor.<br />
IMPORTANT NOTE: This version requires uninstalling the previous version before installing the current one. Be sure to complete your ongoing games. Going forward, before installing any new updates, please ensure that all game modifications are disabled using the JSGME tool, if you had previously enabled any of them.<br />
<br />
You can download the Remastered Update from the store page or by navigating to the File Downloads section under My Page and downloading it from there <a href="https://www.matrixgames.com/member/downloads/campaign-series-middle-east-1948-1985" target="_blank" rel="noopener" class="mycode_url">https://www.matrixgames.com/member/downl...-1948-1985</a><br />
<br />
Here is the full changelog:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Errata</span><br />
<br />
Numerous typos fixed throughout the manual for 3.00<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Enhancements</span><br />
<br />
*Implemented a new front-end launch dialog, replacing the multiple old interface dialogs.<br />
*Added subfolders to the Scenarios\ folder to organize scenarios by campaign.<br />
*Campaign is a now a column in the new front-end interface for easier navigation.<br />
*With the old front-end code deprecated, the need for the 2008 C++ redistributable has been removed. The latest redistributable are now in use.<br />
<br />
*Updated all Help buttons to open context-specific chapters in the game manual.<br />
*Introduced a new SITREP dialog with a Force Status tab and enhanced the old Strength and Victory dialogs as tabs. The old dialogs are now deprecated.<br />
*Implemented a new Find Locations dialog with a grid view instead of a text area.<br />
*Implemented a new Find Objectives dialog with a grid view instead of a text area.<br />
*Standardized all dialogs with buttons centered in the middle of the interface.<br />
*Enlarged and updated the Artillery Support and Close Air Support dialogs, providing more informative content instead of the many abbreviations used previously.<br />
*Added a new Standing By for Orders dialog for player to choose between available options, as set in Lua.<br />
*Added the Scenario Description template to Scenario Editor's New Scenario dialog.<br />
*Added and updated approximately 40 CSEE functions, both for Lua for interacting with game engine, and game engine interacting with Lua.<br />
*Added a new Check for Orders status menu item and CSEE functionality for player / CSEE interaction. *CSEE can now provide options for the player to choose from.<br />
*Created a revised csmklua.pl utility for generating scenario Lua skeletons. In addition to skeleton code, it includes pre-existing functionality, such as supply availability through the Check for Orders dialog, and computer side battle plans for Artillery and Airstrikes.<br />
*Created a new csmkutxt.pl utility for generating Unittext.txt platoon descriptions from platoon*.csv data in the OOBs subfolder (requires converting platoon*.oob files using the csoob2csv.pl utility first).<br />
Added Iran to Order of Battle editor for Middle East.<br />
*Enabled the Middle East Orders of Battle for Angola, Portugal, Rhodesia, South Africa, Tanzania, and Uganda nations for the planned Subsahara mod.<br />
*Enhanced the Report dialog, used by Scenario Briefing. The dialog is now larger and includes a Copy to Clipboard button.<br />
*Opportunity Fire target selection now considers whether the target stack contains ground-only, air-only, or mixed units and selects targets accordingly.<br />
*There is a 50% chance that the maximum number of attacks per hex may be smaller or larger than the set parameter (Adaptive AI parameter #126: max_hex_opfire_attacks).<br />
*Helicopter flight time now defaults to 12 turns (previously: 9) (Adaptive AI parameter #140: helo_turns_until_refuel).<br />
*Updated default values and added new options to the game configuration, which is saved to the Windows Registry. The game now saves the selected options for Visible, Reachable, Landable LZ hexes, and Command Range Hex Highlight settings.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fixes</span><br />
<br />
*Fine-tuned the error message for Recon Reveal to include a notification if the unit is not capable to perform a recon reveal. Note that not all units categorized as Recon are eligible for this action. The *ReconUnit flag under Capabilities in the Unit Handbook indicates whether a unit is qualified.<br />
*Fixed the issue with Scenario Editor not able to save line breaks in Scenario Description dialog.<br />
*Fixed the issue with AI indirect fire having been restricted too much for Vietnam 1.30 and Middle East 2.30<br />
*Fixed the Line-of-Sight Hex Highlight bug when playing without Enhanced Fog of War.<br />
*Fixed the Enhanced Assault Optional Rule always on.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Graphics</span><br />
<br />
<br />
*Map 3D images are now completely revised into 250 metre per hex scale by Bill “MausMan” Blake. Old legacy graphics continue to be available as well (require a simple folder rename).<br />
*Fixed the Lebanon and Pro East 3D Unit Base graphics that were broken in version 2.30.<br />
*Adjusted all background images to the same Sepia effect, brown for Middle East.<br />
*Revised Iranian bases graphics.<br />
*Replaced various Iraqi vehicles from Schlonz.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Data</span><br />
<br />
*Order of Battle: Iran added with historical information covering 1948-1985.<br />
*Order of Battle: Iraq rebuilt with historical information covering 1948-1985.<br />
*Order of Battle: added Mujahideen to Pro West nation 14 from the late 1970’s to 1985.<br />
*Numerous platoon edits, tweaking assignments for NATO and 2D symbols to ensure consistency.<br />
*Numerous platoon edits, tweaking infantry type units, ensuring consistency with values, in particular movement and firecost.<br />
*Unified the init.ai Adaptive AI base file, although with the init.lua and user.lua CS Event Engine base files, into single versions for all Modern Wars series games, replacing the previous game specific versions for Middle East and Vietnam.<br />
*Standardized the platoon OOB file column CounterCell2d to store the unit category in twelve unit categories.<br />
*Middle East now also uses the Counters file template, which includes the four identical rows of twelve-unit categories, allowing up to four armed forces branches to be depicted in a standardized manner.<br />
*Fixed the issue where init.ai previously had a too low threshold for allowing indirect fire by the map.<br />
*New CSlint tools in the Tools folder: csoob2csv.pl and cscsv2oob.pl scripts for converting Platoon data between the proprietary in-game format and common comma-separated value (CSV) files.<br />
*Completely reworked CSlint tools in the Tools folder: an enhanced csmklua.pl script for creating CSEE Lua files for scenarios. The current version will generate a skeleton file and also adds advanced Scripted AI logic, including support for Scenario Briefings, Logistics and Artillery and Airstrike management. Expect this to be enhanced in the future!<br />
*Fixed duplicate Iraqi ID’s including in weapon file.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenarios</span><br />
<br />
*Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
*Restored seven Al Sandrik scenarios from the Duel in Golan series to the latest standards and added them back to the game.<br />
*All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, *Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
*Corrected the Best Played As tag for “Into the Valley of Tears” as [H2H/SIDE B]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mods</span><br />
<br />
*Upgraded Gary Collins’ 3D Alternative Unit Base mods to align with the current graphics template standards.<br />
*Added Jason Petho 3D Marker and Map Mod that utilizes the classic map markers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Manual</span><br />
<br />
*The manual has been revised to the 3.00 UPDATE.]]></description>
			<content:encoded><![CDATA[We are excited to announce the release of the Remastered free update for Campaign Series: Middle East Version 3.00.01 it brings a host of new features, enhancements, and fixes, ensuring an even deeper and more immersive tactical wargaming experience.<br />
<br />
What is new?<br />
<br />
Revamped 3D Map Graphics: the game’s visuals have been improved for better readability and an overall enhanced look, making it easier to analyze the battlefield at a glance. <br />
A completely new Main Menu Interface: the front-end UI has been redesigned to streamline navigation, making it easier than ever to jump into your favorite scenarios. <br />
Expanded Order of Battle: Iran and Iraq is now fully integrated into the Order of Battle editor.<br />
IMPORTANT NOTE: This version requires uninstalling the previous version before installing the current one. Be sure to complete your ongoing games. Going forward, before installing any new updates, please ensure that all game modifications are disabled using the JSGME tool, if you had previously enabled any of them.<br />
<br />
You can download the Remastered Update from the store page or by navigating to the File Downloads section under My Page and downloading it from there <a href="https://www.matrixgames.com/member/downloads/campaign-series-middle-east-1948-1985" target="_blank" rel="noopener" class="mycode_url">https://www.matrixgames.com/member/downl...-1948-1985</a><br />
<br />
Here is the full changelog:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Errata</span><br />
<br />
Numerous typos fixed throughout the manual for 3.00<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Enhancements</span><br />
<br />
*Implemented a new front-end launch dialog, replacing the multiple old interface dialogs.<br />
*Added subfolders to the Scenarios\ folder to organize scenarios by campaign.<br />
*Campaign is a now a column in the new front-end interface for easier navigation.<br />
*With the old front-end code deprecated, the need for the 2008 C++ redistributable has been removed. The latest redistributable are now in use.<br />
<br />
*Updated all Help buttons to open context-specific chapters in the game manual.<br />
*Introduced a new SITREP dialog with a Force Status tab and enhanced the old Strength and Victory dialogs as tabs. The old dialogs are now deprecated.<br />
*Implemented a new Find Locations dialog with a grid view instead of a text area.<br />
*Implemented a new Find Objectives dialog with a grid view instead of a text area.<br />
*Standardized all dialogs with buttons centered in the middle of the interface.<br />
*Enlarged and updated the Artillery Support and Close Air Support dialogs, providing more informative content instead of the many abbreviations used previously.<br />
*Added a new Standing By for Orders dialog for player to choose between available options, as set in Lua.<br />
*Added the Scenario Description template to Scenario Editor's New Scenario dialog.<br />
*Added and updated approximately 40 CSEE functions, both for Lua for interacting with game engine, and game engine interacting with Lua.<br />
*Added a new Check for Orders status menu item and CSEE functionality for player / CSEE interaction. *CSEE can now provide options for the player to choose from.<br />
*Created a revised csmklua.pl utility for generating scenario Lua skeletons. In addition to skeleton code, it includes pre-existing functionality, such as supply availability through the Check for Orders dialog, and computer side battle plans for Artillery and Airstrikes.<br />
*Created a new csmkutxt.pl utility for generating Unittext.txt platoon descriptions from platoon*.csv data in the OOBs subfolder (requires converting platoon*.oob files using the csoob2csv.pl utility first).<br />
Added Iran to Order of Battle editor for Middle East.<br />
*Enabled the Middle East Orders of Battle for Angola, Portugal, Rhodesia, South Africa, Tanzania, and Uganda nations for the planned Subsahara mod.<br />
*Enhanced the Report dialog, used by Scenario Briefing. The dialog is now larger and includes a Copy to Clipboard button.<br />
*Opportunity Fire target selection now considers whether the target stack contains ground-only, air-only, or mixed units and selects targets accordingly.<br />
*There is a 50% chance that the maximum number of attacks per hex may be smaller or larger than the set parameter (Adaptive AI parameter #126: max_hex_opfire_attacks).<br />
*Helicopter flight time now defaults to 12 turns (previously: 9) (Adaptive AI parameter #140: helo_turns_until_refuel).<br />
*Updated default values and added new options to the game configuration, which is saved to the Windows Registry. The game now saves the selected options for Visible, Reachable, Landable LZ hexes, and Command Range Hex Highlight settings.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fixes</span><br />
<br />
*Fine-tuned the error message for Recon Reveal to include a notification if the unit is not capable to perform a recon reveal. Note that not all units categorized as Recon are eligible for this action. The *ReconUnit flag under Capabilities in the Unit Handbook indicates whether a unit is qualified.<br />
*Fixed the issue with Scenario Editor not able to save line breaks in Scenario Description dialog.<br />
*Fixed the issue with AI indirect fire having been restricted too much for Vietnam 1.30 and Middle East 2.30<br />
*Fixed the Line-of-Sight Hex Highlight bug when playing without Enhanced Fog of War.<br />
*Fixed the Enhanced Assault Optional Rule always on.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Graphics</span><br />
<br />
<br />
*Map 3D images are now completely revised into 250 metre per hex scale by Bill “MausMan” Blake. Old legacy graphics continue to be available as well (require a simple folder rename).<br />
*Fixed the Lebanon and Pro East 3D Unit Base graphics that were broken in version 2.30.<br />
*Adjusted all background images to the same Sepia effect, brown for Middle East.<br />
*Revised Iranian bases graphics.<br />
*Replaced various Iraqi vehicles from Schlonz.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Data</span><br />
<br />
*Order of Battle: Iran added with historical information covering 1948-1985.<br />
*Order of Battle: Iraq rebuilt with historical information covering 1948-1985.<br />
*Order of Battle: added Mujahideen to Pro West nation 14 from the late 1970’s to 1985.<br />
*Numerous platoon edits, tweaking assignments for NATO and 2D symbols to ensure consistency.<br />
*Numerous platoon edits, tweaking infantry type units, ensuring consistency with values, in particular movement and firecost.<br />
*Unified the init.ai Adaptive AI base file, although with the init.lua and user.lua CS Event Engine base files, into single versions for all Modern Wars series games, replacing the previous game specific versions for Middle East and Vietnam.<br />
*Standardized the platoon OOB file column CounterCell2d to store the unit category in twelve unit categories.<br />
*Middle East now also uses the Counters file template, which includes the four identical rows of twelve-unit categories, allowing up to four armed forces branches to be depicted in a standardized manner.<br />
*Fixed the issue where init.ai previously had a too low threshold for allowing indirect fire by the map.<br />
*New CSlint tools in the Tools folder: csoob2csv.pl and cscsv2oob.pl scripts for converting Platoon data between the proprietary in-game format and common comma-separated value (CSV) files.<br />
*Completely reworked CSlint tools in the Tools folder: an enhanced csmklua.pl script for creating CSEE Lua files for scenarios. The current version will generate a skeleton file and also adds advanced Scripted AI logic, including support for Scenario Briefings, Logistics and Artillery and Airstrike management. Expect this to be enhanced in the future!<br />
*Fixed duplicate Iraqi ID’s including in weapon file.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenarios</span><br />
<br />
*Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.<br />
*Restored seven Al Sandrik scenarios from the Duel in Golan series to the latest standards and added them back to the game.<br />
*All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, *Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.<br />
*Corrected the Best Played As tag for “Into the Valley of Tears” as [H2H/SIDE B]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mods</span><br />
<br />
*Upgraded Gary Collins’ 3D Alternative Unit Base mods to align with the current graphics template standards.<br />
*Added Jason Petho 3D Marker and Map Mod that utilizes the classic map markers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Manual</span><br />
<br />
*The manual has been revised to the 3.00 UPDATE.]]></content:encoded>
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		<item>
			<title><![CDATA[Campaign Series Vietnam 2.00 UPDATE]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76805</link>
			<pubDate>Wed, 19 Feb 2025 15:45:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=625">Jason Petho</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76805</guid>
			<description><![CDATA[The official Campaign Series Vietnam 2.00 UPDATE has gone LIVE!<br />
<br />
<a href="https://www.matrixgames.com/forums/viewtopic.php?f=10167&amp;t=409147" target="_blank" rel="noopener" class="mycode_url">Campaign Series Vietnam 2.00 UPDATE</a>]]></description>
			<content:encoded><![CDATA[The official Campaign Series Vietnam 2.00 UPDATE has gone LIVE!<br />
<br />
<a href="https://www.matrixgames.com/forums/viewtopic.php?f=10167&amp;t=409147" target="_blank" rel="noopener" class="mycode_url">Campaign Series Vietnam 2.00 UPDATE</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Web Survey - Campaign Series: Cold War]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76794</link>
			<pubDate>Fri, 07 Feb 2025 07:37:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=7116">Crossroads</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76794</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">With the reimaged Campaign Series: Vietnam 2.00 and Middle East 3.00 updates soon released, it’s time to look ahead once more.</span><br />
<br />
Please find below a set of questions where we’d appreciate your insights regarding our next Campaign Series game: Cold War 1948–1985.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">&gt;&gt; <a href="https://docs.google.com/forms/d/e/1FAIpQLSeuDneb3sHAT8vt40zmeukw1KlGtrDnD67GzoLgiT1w0rUYiw/viewform?usp=header" target="_blank" rel="noopener" class="mycode_url">Link to Campaign Series: Cold War Survey</a> &lt;&lt; </span>(Opens Google Forms page)<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Your feedback is highly valued and will help guide our design decisions during development.</span><br />
<br />
Note: All answers are optional. If you prefer not to answer a particular question, simply move on to the next one.<br />
<br />
<br />
As with the previous survey, we’ll share the results oncw they are available<br />
<br />
Thank you in advance! <br />
<br />
Best regards,<br />
<br />
- Campaign Series Legion]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">With the reimaged Campaign Series: Vietnam 2.00 and Middle East 3.00 updates soon released, it’s time to look ahead once more.</span><br />
<br />
Please find below a set of questions where we’d appreciate your insights regarding our next Campaign Series game: Cold War 1948–1985.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">&gt;&gt; <a href="https://docs.google.com/forms/d/e/1FAIpQLSeuDneb3sHAT8vt40zmeukw1KlGtrDnD67GzoLgiT1w0rUYiw/viewform?usp=header" target="_blank" rel="noopener" class="mycode_url">Link to Campaign Series: Cold War Survey</a> &lt;&lt; </span>(Opens Google Forms page)<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Your feedback is highly valued and will help guide our design decisions during development.</span><br />
<br />
Note: All answers are optional. If you prefer not to answer a particular question, simply move on to the next one.<br />
<br />
<br />
As with the previous survey, we’ll share the results oncw they are available<br />
<br />
Thank you in advance! <br />
<br />
Best regards,<br />
<br />
- Campaign Series Legion]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Vietnam 2.00 and Middle East 3.00 Public Betas out now]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76786</link>
			<pubDate>Sat, 01 Feb 2025 07:19:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=7116">Crossroads</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76786</guid>
			<description><![CDATA[New, reimaged baselines are now available for both games as the Public Betas are now out.<br />
<br />
Old saves are not compatible, so please finish old games first. Matrix installer will uninstall the previous version, and install the new one in one smooth process, without a need to find your license keys. <br />
<br />
That said, I recommend manually deleting any cruft once the installer reports the uninstall phase has completed. Typically, at leat Logs, Saves and Mods folders are left behind, as installer only uninstalls what the previous installer has put in. <br />
<br />
Vietnam Public Beta announcement: <a href="https://www.matrixgames.com/forums/viewtopic.php?f=10167&amp;t=408766&amp;sid=9bf353041a81db96c425dc8d8e905057" target="_blank" rel="noopener" class="mycode_url">Campaign Series: Vietnam v2.00.00 Public Beta Now Available - Matrix Games Forums</a><br />
<br />
Middle East Public Beta announcement: <a href="https://www.matrixgames.com/forums/viewtopic.php?f=10348&amp;t=408829" target="_blank" rel="noopener" class="mycode_url">Campaign Series: Middle East v3.00.00 Public Beta Now Available - Matrix Games Forums</a><br />
<br />
Download intel available on those posts. <br />
<br />
Please share your feedback with us, this is a big version update  <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" />]]></description>
			<content:encoded><![CDATA[New, reimaged baselines are now available for both games as the Public Betas are now out.<br />
<br />
Old saves are not compatible, so please finish old games first. Matrix installer will uninstall the previous version, and install the new one in one smooth process, without a need to find your license keys. <br />
<br />
That said, I recommend manually deleting any cruft once the installer reports the uninstall phase has completed. Typically, at leat Logs, Saves and Mods folders are left behind, as installer only uninstalls what the previous installer has put in. <br />
<br />
Vietnam Public Beta announcement: <a href="https://www.matrixgames.com/forums/viewtopic.php?f=10167&amp;t=408766&amp;sid=9bf353041a81db96c425dc8d8e905057" target="_blank" rel="noopener" class="mycode_url">Campaign Series: Vietnam v2.00.00 Public Beta Now Available - Matrix Games Forums</a><br />
<br />
Middle East Public Beta announcement: <a href="https://www.matrixgames.com/forums/viewtopic.php?f=10348&amp;t=408829" target="_blank" rel="noopener" class="mycode_url">Campaign Series: Middle East v3.00.00 Public Beta Now Available - Matrix Games Forums</a><br />
<br />
Download intel available on those posts. <br />
<br />
Please share your feedback with us, this is a big version update  <img src="https://www.theblitz.club/uploads/users/eb381113d6m1helmet.gif" alt="Helmet Smile" title="Helmet Smile" class="smilie smilie_85" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[WF/EF/RS update issue]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=76761</link>
			<pubDate>Tue, 07 Jan 2025 22:14:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=259">Blaze2</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=76761</guid>
			<description><![CDATA[I recently downloaded <a href="https://www.theblitz.club/message_boards/showthread.php?tid=76552" target="_blank" rel="noopener" class="mycode_url"><span style="color: #000000;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">WF/EF/RS</span></span></span></span></a> which is a V2.0. plays fine in that version. When I updated to V2.02, none of the games(<a href="https://www.theblitz.club/message_boards/showthread.php?tid=76552" target="_blank" rel="noopener" class="mycode_url"><span style="color: #000000;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">WF/EF/RS</span></span></span></span></a>) will load. Assistance required.]]></description>
			<content:encoded><![CDATA[I recently downloaded <a href="https://www.theblitz.club/message_boards/showthread.php?tid=76552" target="_blank" rel="noopener" class="mycode_url"><span style="color: #000000;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">WF/EF/RS</span></span></span></span></a> which is a V2.0. plays fine in that version. When I updated to V2.02, none of the games(<a href="https://www.theblitz.club/message_boards/showthread.php?tid=76552" target="_blank" rel="noopener" class="mycode_url"><span style="color: #000000;" class="mycode_color"><span style="font-size: x-small;" class="mycode_size"><span style="font-family: Tahoma, Verdana, Arial, sans-serif;" class="mycode_font"><span style="text-decoration: underline;" class="mycode_u">WF/EF/RS</span></span></span></span></a>) will load. Assistance required.]]></content:encoded>
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