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Digital Gaming => Computer Gaming => Topic started by: Crossroads on December 04, 2015, 02:33:49 AM

Title: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: Crossroads on December 04, 2015, 02:33:49 AM
UPDATED 01/06/15: PBEM Tournament at the Blitz  (http://grogheads.com/forums/index.php?topic=15553.msg413647#msg413647)

UPDATED 12/24/15: 1.02 UPDATE Open Beta (http://grogheads.com/forums/index.php?topic=15553.msg410991#msg410991)

----

The 1.01 UPDATE's been handed out to Matrix / Slitherine. They've got a busy December schedule, but here's hoping the download would be available in a couple of weeks time!

Quote17.1 Middle East Update Log for 1.01

17.1.1 FIXES


•   Under any FOW setting, in any context, enemy Morale does not display (is shown as "?"). Enemy Morale only displays if FOW is unselected.
•   In the game engine (only), implemented Options > Auto Scroll. (Was there previously in the scenario & map editors, but not in the game engine.)
•   With a unit selected, hitting the F3 hot key (etc.) opens the Unit Viewer directly on the info page for that unit. (Before, it would just open on a blank page, and you would have to hunt for the unit.)
•   Fixed a bug where, in the Unit Viewer, for nation IDs < 10, the selected unit would not display.
•   For on-counter unit stats, fixed an issue where the Morale stat was not displaying properly.
•   Under ExtFOW, the Damage Report now displays much, but not quite all, of the info that a non FOW Damage Report would.
•   Fixed a questionable design decision where, under ExtFOW, the Display Disrupted highlight was not highlighting friendlies. Under ExtFOW, enemy disrupts still remain unhighlighted.
•   Removed the multi-saves warning. (A useless, and otherwise offensive, anti-cheat measure.)
•   Fixed a number of bugs involving helos and movement, assaults, overflies, etc.
•   Fixed the OBA crash bug.
•   Fixed a possible crash bug in PBEM play.
•   Fixed a bug where helos overflying unknown enemy units would vanish.
•   Fixed a 3D crash bug involving assaults and overflying helos.
•   Fixed a bug where air strikes were without limit.
•   Fixed a bug where the edorg Append feature was broken.
•   Fixed a bug where in 2D, WR, IP etc. markers would display over any Unknown Unit icon.
•   Fixed a bug where the game engine was failing to remember and restore the preferred Options > Graphical Icons setting from session to session.
•   Fixed a bug where the Infobox Counters setting was not being saved.
•   Fixed a bug where phantom IF crosshairs (in the case of drifting) were not being cleared.
•   Did some code optimizations to mitigate the effects, with Counter Stats toggled ON, of slow scrolling (on some systems only).
•   Prevented possible scenario title text overrun in the Status > Scenario Information dialog. Also, fixed text overruns and other issues in the F2 Unit Handbook display.
•   AutoSave AP's for Firing OFF by default.
•   Added missing background music files
•   Revised the NATO Symbols sheet with White Background modification
•   In various dialogs, clicking Help no longer summons the now non-existent Windows Help, rather the game Manual.

17.1.2 ENHANCEMENTS
•   Implemented on-counter unit stats. For 2D views #4 and #5.
•   Implemented some new LoseConcealment() rules
•   Implemented new reveal rules for the display of counter and Info Box unit stats.
•   The Unit Viewer is newly available from within edorg.
•   Hex Outlines and Contours can now display concurrently.
•   In the 2D modes, counter stacks now display up to a maximum of 6, whereas before the max display was 4 counters.
•   Added a Black 2D Unit Profiles modification
•   Added a NATO Symbols sheet with Transparent Background modification
•   Added Alternate 3D Base modification
•   Cosmetic tweaks to several frontend displays.
•   Added many more diagnostic logreturn() calls.
•   Implemented a new, multi-tiered logging scheme, where the depth and verbosity of logging are specified at the EXE command line.
•   UnitViewer (F3) displays to selected unit

17.1.3 GRAPHICS
•   Revised a few 3D terrain and vegetation tiles
•   Revised 2D View terrain, terrain marker and vegetation art
•   Revised 2D Counter and Graphical Unit Icons art for all nations
•   Revised the F2 Unit Handbook dialogs, also a new InfoBox tile
•   Added new Main Menu graphics matching the CS: Middle East box Art
•   Revised the Blankbox graphics matching the CS: Middle East box art
•   Revised Egyptian 3D graphics
•   Revised Syrian 3D graphics
•   Revised Jordanian 3D graphics

17.1.4 DATA
•   Added post 1973 Egyptian Organizations (Company and Battalion levels) that incorporate Western weapons that were received as part of the peace negotiations after the 1973 War.
•   Added post 1982 self-propelled artillery organizations for Syria
•   Revised road/offroad speed of certain Israeli tanks for consistency
•   Revised fire cost for reconnaissance helicopters to 85 Action Points and added limited fire capabilities
•   Revised all combat helicopters (gunships and ATGM armed) so they now will require to rearm after sustained combat
•   Updated Weaon.pdt file, revising existing information and adding new information for new units
•   Updated Unittext file, revising existing information and adding new information for new units

17.1.5 SCENARIOS

•   New Scenarios by Al Sandrik:
o   Duel For The Golan 85-Banias
o   Duel For The Golan 85-Bridges
o   Duel For The Golan 85-Nafakh
o   Duel For The Golan 85-Night
o   Duel For The Golan 85-Rafid
o   Duel For The Golan 85-Valley A
o   Duel For The Golan 85-Valley B
•   New Scenario by Jim Mays:
o   Tourny - Set B01 - Into the Breach

•   New Scenarios by Jason Petho:
o   Position 181 (Batur Track 1967)
o   Textbook Night Assault (Umm Katef 1967)
o   Into the Camps (Rafah 1956)
o   Teaching Set A01 – 1948
o   Teaching Set A02 – 1956
o   Teaching Set A03 – 1967
o   Teaching Set A04 – 1973
o   Teaching Set A05 – 1982

•   Scenario Modifications to:
o   Endgame at Jenin
o   Into Africa!
o   Into the Ring
o   Hot Knife through Butter
o   The Shores of Great Bitter Lake
o   Battle of Abu Ageila (1956)
o   Third Time's a Charm
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 04, 2015, 02:39:48 AM
From the Matrix CS Middle East forum Crazy is as crazy does (http://www.matrixgames.com/forums/fb.asp?m=3976426) thread:

QuoteORIGINAL:  Crossroads

Since my last post I've had scripts running all scenarios over and over with some 300+ individual battles now successfully completed without any crashes. Of course, it is HAL vs HAL, so it might be limited in comparison to all things a human player would try out perhaps. Yet, very encouraging!

QuoteORIGINAL:  berto

Latest automated crash test results here: 79 3D & 82 2D test scenarios completed thus far, no crashes.  Out of a total (in my me.lst) of 85.

Between Petri [Crossroads] and me, in the latest round of ~500 automated test games, no freezes or crashes.  Rock solid!

Fingers crossed!
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 04, 2015, 02:49:16 AM
Among other enhancements, 16 new scenarios. Here's some action from the Into the Breach  (http://www.matrixgames.com/forums/fb.asp?m=3953155)tournament scenario set at Golan. WReck markers detail the path of my Syrian advance!  :knuppel2:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2F61D8201BE50E423FBCEB8606D7711867.jpg&hash=f1cef9171d81751539e792b6a48a1ad30d96abd8)
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 04, 2015, 02:53:32 AM
Quote from: Crossroads on December 04, 2015, 02:49:16 AM
WReck markers detail the path of my Syrian advance!  :knuppel2:

And finally, while waiting for the download becoming available, why not order your own official CS Middle East 1948-1985 WReck Marker T-Shirts. Available in all colors and sizes!  (http://www.matrixgames.com/forums/tm.asp?m=3968850)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi900.photobucket.com%2Falbums%2Fac206%2Fphn_at_cs%2Fwreck-thirst-models_zpsh9r24mib.jpg&hash=a4c19774281f076b4bd7dad6597c95d44ad65c85)

Ha  :D
Title: Re: CS Middle East Update Log for 1.01
Post by: savatee on December 04, 2015, 09:33:10 AM
Really like the game. Update looks good!
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 05, 2015, 01:43:12 AM
Quote from: savatee on December 04, 2015, 09:33:10 AM
Really like the game. Update looks good!

Thanks savatee, it now reflects the game we wanted to release as 1.00 so much better. Enhancements and new stuff takes time, especially as we all are doing this in part time with real jobs to pay the rent.

Now, with some time in my hands before next adventures, I believe I will finally get into creating the Avalon Hill's Arab-Israeli Wars boardgame counters and terrain mod...

(https://cf.geekdo-images.com/images/pic1466110_md.jpg)

Map and terrain tiles. Egyptian (and Syrians with same counters too) and Jordanian counters and units vs Israeli ones. Should be fun!
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 05, 2015, 02:20:10 AM
Clear terrain tiles done.  8)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2F5733566EC4D0455FBA5F7B584CF33D8B.jpg&hash=2af08a7cc9ae45a80621cea5948cbb4054c5fdcc)
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 05, 2015, 01:00:30 PM
Quote from: Crossroads on December 05, 2015, 02:20:10 AM
Clear terrain tiles done.  8)

Israeli, Egypt, Syrian and Jordanese counters, and more map and terrain tiles completed. Markers, enbankments, escarpments next.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2FD7AE306DB4B04B7199C208CACCF81773.jpg&hash=9a54715a40aa6c46230abca560024d98ec8964bb)
Title: Re: CS Middle East Update Log for 1.01
Post by: savatee on December 05, 2015, 04:10:54 PM
Can't wait for the update! This is the kind of game I really like. Great job, man!
Title: Re: CS Middle East Update Log for 1.01
Post by: WYBaugh on December 05, 2015, 05:45:25 PM
Hey guys,

Is the UI as bad as the older games in the series?
Title: Re: CS Middle East Update Log for 1.01
Post by: berto on December 05, 2015, 06:18:59 PM
In what way do you consider it "bad"?

In the newer series


Additionally, there are other minor UI tweaks and improvements.

Otherwise, the Series' UI is much the same.

I find the improved UI much more appealing -- especially the hot keys.

Of course, Your Mileage May Vary.
Title: Re: CS Middle East Update Log for 1.01
Post by: WYBaugh on December 05, 2015, 06:19:59 PM
Quote from: berto on December 05, 2015, 06:18:59 PM
In what way do you consider it "bad"?

In the newer series


  • the toolbar has many more buttons
  • the toolbar has four configurations -- None, Small, Standard, Large
  • just about every major game action has an assigned hot key
  • hot key assignments are indicated by toolbar tooltips, also in the game menus, so memorizing them is easy
  • just about every major game action can be achieved by any of:  menu selection, toolbar button click, hot key

Additionally, there are other minor UI tweaks and improvements.

Otherwise, the Series' UI is much the same.

I find the improved UI much more appealing -- especially the hot keys.

Of course, Your Mileage May Vary.

Thank you
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 06, 2015, 05:43:38 AM
Quote from: savatee on December 05, 2015, 04:10:54 PM
Can't wait for the update! This is the kind of game I really like. Great job, man!

Thanks! The finished article below. For now, at least  O:-)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2F56373720B1A94D24A54D70576D94AFD0.jpg&hash=f199779f98ed3b7f661081cd4a8802d23b874fd2)
Title: Re: CS Middle East Update Log for 1.01
Post by: Cyrano on December 06, 2015, 10:06:43 AM
I need a "gimme" emoticon very badly right now...
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 07, 2015, 01:41:11 AM
With the new User Mod the 3D Terrain got a massive face lift too, thanks to Maus Man's dedicated work he now shared with everyone:

Unit Bases OFF:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2F97640A0A6EC6474384061CEC4DDDC4D6.jpg&hash=67cacb8797a0dc842e4406cbfa0f4f75100948b8)

Alternate Unit Bases ON:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2F6CDBAEE9CE0749ABAA3C8AB9D08BBE6E.jpg&hash=5347439e12bb6b68b215974df2ebd567288f504d)

Available at the CS Middle East Mod Forum (http://www.matrixgames.com/forums/tm.asp?m=3982370) for an immediate download (see post #9 for the latests version).

Get them while the supplies last!  :)
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 09, 2015, 01:29:55 PM
Earlier today:



QuoteORIGINAL:  berto

We have handed off ME 1.01 to Matrix/Slitherine.  Vetted the installer too.  Public release should come soon.  It depends on M/S' schedule, however.

Just out:

QuoteORIGINAL:  Tamas

The first major update to the definitive game on modern Middle East conflicts is now available!

You can download the update through your Game Menu by using the "Check for Updates" link, or directly through THIS  (http://ftp://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CSME-Update-v101.zip)link

For the list of changes, please check THIS THREAD (http://www.matrixgames.com/forums/tm.asp?m=3979366)


:D
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: -budd- on December 09, 2015, 01:43:25 PM
thanks, impressive turn around time from matrix.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Grim.Reaper on December 09, 2015, 03:57:23 PM
Nice to see released...will have to try and return to playing sometime soon...
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Nefaro on December 09, 2015, 06:54:16 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2F6CDBAEE9CE0749ABAA3C8AB9D08BBE6E.jpg&hash=5347439e12bb6b68b215974df2ebd567288f504d)



WOW!!

:o


That terrain mod looks amazing for wargaming pixel art purposes.  I actually enjoy such well done 2D pixel art.  O0


Really need to move this title up higher on my purchase list. 



Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Boggit on December 09, 2015, 07:19:36 PM
The graphics look much better, and to be honest the release graphics were a substantial improvement over the original Divided Ground. This moves it up a level. O0 Time to get my patch!
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: panzerde on December 09, 2015, 07:50:04 PM
That 3D mod looks absolutely amazing in game. For the first time we have a Campaign Series game that looks great in all views, 2D and 3D. Really nicely done, both by the CS:ME team and modders!

Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 10, 2015, 01:58:42 AM
Quote from: panzerde on December 09, 2015, 07:50:04 PM
That 3D mod looks absolutely amazing in game. For the first time we have a Campaign Series game that looks great in all views, 2D and 3D. Really nicely done, both by the CS:ME team and modders!

Thank you for your kind comment  :)

Yes, while 1.00 was not in anyway a rushed release, there were just so many little details we had to leave for the 1.01 UPDATE. How the game now looks and behaves is so much more in what we wanted to achieve in the first times place.

And the mods are starting to come too  :smitten:

Happy times!
Title: Re: CS Middle East Update Log for 1.01
Post by: Crossroads on December 12, 2015, 03:28:22 AM
Quote from: Cyrano on December 06, 2015, 10:06:43 AM
I need a "gimme" emoticon very badly right now...

Here it is:

Ode To AIW Terrain and Counters Mod (2D Zoom-In View Only)  (http://www.matrixgames.com/forums/tm.asp?m=3986713)

It only supports maps with base elevations of 0, 1 and 2, true to the AIW map boards. I put three scenarios quickly together to try this out (included in the mod):

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2FA02BA7901C2C4EB48DDC77C0C290DFEA.jpg&hash=1c65b88a2efd5a16aae08f78e8af2c2c91837349)

Let me know what you think  :)
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 12, 2015, 03:35:51 AM
CS Middle East is very modder friendly, and among the documents and guides available to modders I did a thread explaining how this was done (http://www.matrixgames.com/forums/tm.asp?m=3981701).

(https://cf.geekdo-images.com/images/pic1466110_md.jpg)

A pic from there:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F32195%2FCA6237F29D9E4A42B88FF25C50760236.jpg&hash=ff5d7bfb0938866bc38bf6c4bf259faed61da5cf)

Was good fun  :D
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: panzerde on December 12, 2015, 12:07:56 PM
So...we really need Panzer Blitz/Panzer Leader mods for CS now. Hint...  ;D
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: savatee on December 12, 2015, 03:49:47 PM
Played Bir Gigafa! Great fun. Now, again, as the Egyptians! Let's have more like this! And YES to PB/PL! Thanks for all your work!
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 12, 2015, 03:58:09 PM
So it is not only me then who's all  :smitten: about this then...

That is great to hear, I am glad you guys are enjoying this too!

Oh yes, having PB  and PL mods available to East Front 3.0 and West Front 3.0 is reason alone to have them done  O0

But meanwhile, it would be great to have all the AIW situations converted. So need to get  :knuppel2: on that then, no excuses.

Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Al on December 12, 2015, 07:53:27 PM
Just got the update installed (was in the middle of a PBEM game) and all I can say is "Nicely done!"   O0
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 13, 2015, 03:58:16 AM
Quote from: Al on December 12, 2015, 07:53:27 PM
Just got the update installed (was in the middle of a PBEM game) and all I can say is "Nicely done!"   O0

Thank you Al, a lot of TLC went to the update (too)  :)
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 19, 2015, 01:27:50 PM
I am about to start a little DAR at the AAR Forum (http://grogheads.com/forums/index.php?topic=15700.msg410074#msg410074) vs Berto, our lead programmer.

The Crossroads (  :coolsmiley: ) , West Bank, 5 June 1967.

(https://dl.dropboxusercontent.com/u/82769465/AARs/The%20Crossroads/01_oob.png)

Wish me luck!
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Jarhead0331 on December 19, 2015, 06:17:43 PM
So that great 3D terrain mod pushed me over the edge and I just purchased this. Game looks outstanding.

I'm confused about something though...I just ran the bootcamp scenario and totally kicked ass. I took no losses, inflicted heavy losses on Side B and captured all strategic objectives, but the outcome was a Major Defeat for Side A. Why is this? I concede I did not play along with the manual, but it seems like this should have been a major victory for my side. What am I missing?
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: panzerde on December 19, 2015, 06:49:01 PM
Quote from: Jarhead0331 on December 19, 2015, 06:17:43 PM
So that great 3D terrain mod pushed me over the edge and I just purchased this. Game looks outstanding.

I'm confused about something though...I just ran the bootcamp scenario and totally kicked ass. I took no losses, inflicted heavy losses on Side B and captured all strategic objectives, but the outcome was a Major Defeat for Side A. Why is this? I concede I did not play along with the manual, but it seems like this should have been a major victory for my side. What am I missing?


There are civilians in that scenario. Did you inflict any civilian casualties? There are major negative VPs for that.

Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Jarhead0331 on December 19, 2015, 07:44:13 PM
^Oh snap! That is totally possible! I may have wasted the civilians...I swear, it was an accident.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: panzerde on December 19, 2015, 07:59:35 PM
They are pretty tough to differentiate in 3D mode, too! Wait until there are some civs parked right on a objective hex you need to take, and you realize that moving your guys in there actually means you're conducting an assault on them.


Having civs in the game is a pretty nice touch though, particularly given the nature of the conflicts modelled.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Jarhead0331 on December 19, 2015, 09:00:14 PM
Quote from: panzerde on December 19, 2015, 07:59:35 PM
They are pretty tough to differentiate in 3D mode, too! Wait until there are some civs parked right on a objective hex you need to take, and you realize that moving your guys in there actually means you're conducting an assault on them.


Having civs in the game is a pretty nice touch though, particularly given the nature of the conflicts modelled.

I agree, but you should be able to occupy space with civilians without having to assault them. Maybe in a patch? Unless it is a limitation of the system.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: -budd- on December 19, 2015, 09:38:47 PM
I think it is a limitations of the system. you have to assault them with lower point units to move them off sometimes. Agreed the game is fantastic, some of the scenarios are tough, that one campaign is brutal, cant remember the name off hand.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 20, 2015, 03:06:13 AM
Quote from: Jarhead0331 on December 19, 2015, 06:17:43 PM
So that great 3D terrain mod pushed me over the edge and I just purchased this. Game looks outstanding.


Thank you for your support Jarhead, it is appreciated!  :)


Quote from: Jarhead0331 on December 19, 2015, 09:00:14 PM
Quote from: panzerde on December 19, 2015, 07:59:35 PM
They are pretty tough to differentiate in 3D mode, too! Wait until there are some civs parked right on a objective hex you need to take, and you realize that moving your guys in there actually means you're conducting an assault on them.


Having civs in the game is a pretty nice touch though, particularly given the nature of the conflicts modelled.

I agree, but you should be able to occupy space with civilians without having to assault them. Maybe in a patch? Unless it is a limitation of the system.

Having no certain way to limit collateral casualties is by design. At the time this was being implemented I argued there should be one, and proposed an Assault would be allowed without a negative Victory Point tally for this. A successful Assault results in Capture, remember. But the consensus was and I agree with it that it should be a huge risk to wage battle with Civilians around, and from that point of view that is how they should be depicted by Scenario Designer too.

Civilians do change the nature of combat quite in a fundamental way. Especially in urban environments, for one it forces you to switch your Opportunity Fire OFF. Otherwise, it is bound to happen a Civilian moves on your LOS, your unit Op Fires at it, poof! , it is gone. At -9VP per Strength Point, a full 6SP Civilian and bang that's 54VPs in the negative!  >:(

Also, use of artillery becomes very difficult. Target a legit hex, then during the opponent / AI turn watch a hapless Civilian unit enter the very hex, then on your next turn, observe your Artillery Phase to destroy them completely. It hurts for sure.

Finally, use of Air Strikes which tend to stray off a few hexes in an urban environment is a definite risk. Air strikes are quite random, and to use them in abundance (in scenarios where Air Power is available) and see them hitting a wrong target can again swing a Victory into a Loss.

Bootcamps are quite small scenarios, so they quickly swing one way or another. In larger scenarios, it is often good to look for alternatives instead of holding Objectives. Often, a key to Major Win is a successful encirclement and destruction of enemy units. So bypassing that Objective with Civilians there might not be the end of it. Or, you might just risk at straying bullets over them from distance, and hoping they would retreat. But that's you firing at Civilians, not a happy thought and designed to be so!

Yes, they are tough to have around.

They are around for the first time, so please keep your observations and feedback coming, let us see if there should be some alternatives of having them off compared to now. For now, there's none
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: jomni on December 20, 2015, 03:17:40 AM
Looks like a nice feature. Will definitely buy this game.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 20, 2015, 03:29:07 AM
Quote from: jomni on December 20, 2015, 03:17:40 AM
Looks like a nice feature. Will definitely buy this game.

Thank you for your support jomni!

A nice feature they are, and a total nuisance when loitering around your nice and clean battle field  :D
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Pinetree on December 20, 2015, 03:32:48 AM
Arab-Israeli wars doesn't float my boat but having the civvies in the Vietnam game definitely perks my interest up in that one.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: Crossroads on December 20, 2015, 05:12:55 AM
Quote from: Pinetree on December 20, 2015, 03:32:48 AM
Arab-Israeli wars doesn't float my boat but having the civvies in the Vietnam game definitely perks my interest up in that one.

We'll start the CS: Vietnam development first thing in January, while for now we continue to give Middle East our undivided eye for support. Civilians tend to change things quite dramatically, especially so as a more contemporary weaponry has such destructive effect to targets.

Meanwhile, I will remind you CS: Middle East covers quite an period in 1948-1985, and especially the 1980's scenarios have quite an NATO vs WP conflict feel to them  ^-^

It is all good of course. Thank you for your input and we are hopefully soon posting CS: Vietnam sneak-peeks for everyone to see and comment upon!
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.01
Post by: berto on December 20, 2015, 06:16:50 PM
Quote from: Crossroads on December 20, 2015, 05:12:55 AM

We'll start the CS: Vietnam development first thing in January, while for now we continue to give Middle East our undivided eye for support. Civilians tend to change things quite dramatically, especially so as a more contemporary weaponry has such destructive effect to targets.

Well, actually we will resume CS: Vietnam development first thing in January.  Vietnam has been in development for several years, right alongside Middle East.

(Among other reasons, Middle East was released first because helicopters don't play such a significant part in those conflicts.  Helo ops are not quite ready yet for Vietnam:  no helo-aware A/I.  But there will be.)

At last count, there are already 53 scenarios for Vietnam in various stages of development.  There should be many more than that by the time Vietnam is released, hopefully by year's end 2016.

Of course, any new features and bug fixes we apply to Vietnam will be back ported, free of charge, to Middle East.  (And so too with any future games after VN & ME.)  "Living games" -- they're what we develop, sell, and pledge to support.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: Crossroads on December 24, 2015, 01:57:32 AM
Campaign Series 1.02 UPDATE - Open Beta

We're trying something new here to create a even closer interaction with our users by having our next 1.02 UPDATE available as an early open beta.

See below for list of enhancements and bug fixes.

Download available here. (http://www.matrixgames.com/forums/fb.asp?m=3994730)

QuoteThe 1.02 Update Open Beta Patch includes (as of 20151223):

OBA and airstrikes bug fixes.
New feature: Options > Cursor > Small/Standard/Large, also Options > Cursor > Enhanced.
New feature: Options > Details > Persistent.
Air Model revisions.
Scenario edits due to above.
Scenario nomenclature edit based on user note.
Revised manual.
Revised terrain graphics from Crossroads.
More UI elements adapted to the new Box Art motif.
Other minor UI tweaks.
Revised platoon file based on a comment from Warhorse.
A new augmented logging system, for facilitating remote debugging.
Revised UK graphics from Warhorse/papalazaru5.
New scenario from vonkrieg.
New scenario from Jason Petho (Historical, No Match for the 100, Bir Gifgafa 2 1967 - night battle. nasty).

The final, official 1.02 UPDATE will also eventually include:

Additional Scenarios (probably a few).
More revised terrain graphics from Crossroads.
More revised unit graphics from Warhorse/papalazaru5.
Any bugs fixed noted by users.

Please let us know if you spot anything, and keep those ideas and suggestions coming  :)

Merry Christmas / Season's Greetings everyone!
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: Crossroads on December 24, 2015, 05:51:39 AM
Among the new stuff included is a completely revised 2D terrain. I prefer my maps to have that genuine watercolored look, so with this version I decided to take a good few steps towards that direction.

There's been a couple of comments this might be a step too far. Ha, like that would be possible! Always appreciate the feedback, so  please do let me know how you find the 2D side of things with 1.02 beta.

For comparison;

1.00 / 1.01 Desert View:

(https://dl.dropboxusercontent.com/u/82769465/CSME%20Stuff/stock_des.png)

1.02 Desert View:

(https://dl.dropboxusercontent.com/u/82769465/CSME%20Stuff/saturated_des.png)

1.00 / 1.01 Mediterranean View:

(https://dl.dropboxusercontent.com/u/82769465/CSME%20Stuff/stock_med.png)

1.02 Mediterranean View:

(https://dl.dropboxusercontent.com/u/82769465/CSME%20Stuff/saturated_med.png)
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: berto on December 24, 2015, 08:34:52 AM
Ditch the neon yellow maps, yes!
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: -budd- on December 24, 2015, 09:44:44 AM
The pics don't show for me.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: Crossroads on December 24, 2015, 11:25:53 AM
Quote from: -budd- on December 24, 2015, 09:44:44 AM
The pics don't show for me.

I managed to mess up with the first post links, but thought I fixed them now. They point to PNG files at my public Dropbox folder. Should work now.

Anyone else with problems?
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: panzerde on December 24, 2015, 11:32:51 AM
^ Agree completely. I like the coloring of the 1.02 version. Much, much better.

Title: CS Middle East PBEM Tournament Now Recruiting!
Post by: Crossroads on January 06, 2016, 02:00:12 PM

CS Middle East PBEM Tournament Now Recruiting!

Tired of being getting your teeth kicked out playing AI? Well now there's a chance to have them kicked out by a fellow player instead :D

I just started a thread recruiting for players to play through the Tournament Set A and Set B scenarios that come out with a game. While at it maybe then continuing with some Duel For Golan 1985 scenarios, to keep the ball rolling!

I am running it under The Blitz Wargaming Club this time around. To participate you need to register to Blitz, so if not done so yet just get that callsign generator up and running and register there. Make sure to mark CS Middle East as a game you own. This will get you into the so called Bootcamp roster, and with the first reported game you'll be one of the veterans in no time.

The purpose of the Tournament is to have fun first and foremost, and maybe introduce new players to PBEM gaming so anyone interested please join in.


Looking forward meeting many of you in the electronic battle fields then!

ENLIST TO TOURNAMENT HERE (http://www.theblitz.org/message_boards/showthread.php?tid=69004)

Any questions please let me know :)
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: Jason Petho on February 02, 2016, 08:39:19 PM
The 1.02 Update Open Beta Patch has been revised today and includes (as of 20160202):

1.02 OPEN BETA (20160202) (http://www.matrixgames.com/forums/tm.asp?m=3994730)


Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: panzerde on February 02, 2016, 08:41:28 PM
Some important fixes and nice graphics improvements in this one. Definitely worth picking up.

Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: jomni on February 02, 2016, 09:20:12 PM
So still beta eh?
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: Jason Petho on February 02, 2016, 09:56:43 PM
This will probably be the last open 1.02 release before we send it to Matrix/slitherine.
Title: Re: -- NOW AVAILABLE -- CS Middle East Update 1.02 Open Beta
Post by: Crossroads on February 03, 2016, 06:58:35 AM
Our thanks to everyone who've participated with in this open beta. You're input has sure been appreciated  O0  :smitten: