• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


CSVN UPDATE v1.10
02-26-2022, 01:12 AM,
#1
CSVN UPDATE v1.10
CSVN UPDATE v1.10 available here:

https://ftp.matrixgames.com/pub/Campaign....10.00.zip

1.1.1 Errata
No errata for 1.10

17.1.2 Enhancements
Improved Highlighting of selected unit in Unit List.
Changed and increased font for numbers in the Unit List.
Implemented Display à Hex Jump for map, scn editors and in game (ALT + X).
Updated Scrolling Options and Screen Edge default.
Added new assault sounds to enhance play.
Added new combat and assault graphics with much more variation.
Added aircraft ordnance indicators to quickly identify ordnance loads in CAS dialog.
Airstrikes are centered on the map when they arrive.
Added “Ambush” feature where 0 Assault value units will potentially suffer losses or eliminations if attempting to perform an assault.
Implemented Separate Side A and Side B Objective Points displays in Victory dialog.
Implemented ability for selecting unit in the Organization dialog to find a unit on the map.
Implemented cycle through currently selected/highlighted company using Next.
Implemented Option for centering map on combat area.
Implemented Option à Center on Action to recenter the map to where combat occurs
Implemented TrackID Jump (ALT + K) to find and select a unit by its TrackID
PBEM: With Enhanced Reporting ON, no dialogs are displaying during replay. With Enhanced Reporting OFF, dialogs will display with full details.
Helicopters flying Nap of the Earth at night have an increased movement cost over day time flight

17.1.3 Fixes
Fixed bug allowing unrestricted helicopter transport load if at LZ.
Fix bug triggering indiscriminate op-fire directed at Civilians (when in same hex).
Fixed Line of Sight issue in some situations.
Fixed Fog of War unit reveal issues in some situations.
Updated sounds to streamline play.
Removed odd sound files for assaults.
Fixed reconnaissance by assault issue.
Fixed several airstrike issues: where airstrikes never happen, where “authorized denied” airstrikes might mistakenly remove an aircraft from the\
availability pool; where bogus airstrikes might be assigned; where MultiStrike aircraft might be confined to a single strike.
Fixed issue where sometimes the Toggle Display of Units (hotkey K) would break.
Fixed commando flagged units being unable to scale cliffs.
Removed ability for the AI to conduct any form of friendly fire.
Removed ability for loaded unit to load onto another unit.
Fixed a movement cost bug.
Fixed other minor bugs and made code improvements.
Fixed issue where underground units were occasionally impacted by above ground fire
Fixed text overrun in Scenario Information dialog for the A Week In scenarios with multi-day visibility.
Fixed a PBEM bug where Side B could not start the scenario if it was a Side B starting scenario.

17.1.4 Graphics
Updated Ontos graphic when moving over full hex bridge.
Added SA-2 PAVN graphics.
Options à Elevation Delta default changed from 3 to 1.

17.1.5 Data
On-map AC Gunships revised stats to be direct fire, not indirect fire
Revised US Army ATG units in mid-60’s with Scorpion.
Added SA-2 to PAVN and associated org files.
Added SA-2 to China and associated org files.
Replaced NVA RPG2 with VC RPG2 where appropriate.
Updated weapon values for M60A3.
Updated unittext with new units above.
Added additional organizations to the US OOB’s at the Brigade, Division, Corps and Army level.
Updated Cambodian Leader to be able to load.
Updated US and ARVN Jeep w/MG graphics when loaded.
Added ARVN Rice Cache, District Leader, Local Leader
Added VC Rice Cache, District Leader, Local Leader

17.1.6 Scenarios
Fixed Map Labels in Bootcamp 4
Fixed Map Labels in Ap Bac 67
Adjusted Scripting in Bootcamp 4 to correct messaging error
Adjusted Scripting in Tu Vu for more variety
Adjusted Scripting in Giong Dinh for more variety
Adjusted Scripting for Mao Khe to make VM mine aware
Adjusted Scripting in Ben Tre Rebellion to correct ferry error
Added Construction Engineers/Dozers in Into the Hills and other tweaks
Updated Scripting A Week in Mekong
Updated reinforcements for Street Without Joy
Updated Scripting/Scenario A Week in Binh Long
Updated Scripting/Scenario Saigon 55
Updated Scripting/Scenario Long Walk Home
Adjusted many scenario/org files to replace NVA with VC RPG2

17.1.7 Mods
3D – US M35 and Huey Mod for different visuals
2D – Boardgame Vibe Mod

17.1.8 Manual
Added abbreviation list of Map Hints
Added new menu items where appropriate
Revised Scrolling section of manual
Revised other sections, adding additional details
Quote this message in a reply
02-26-2022, 01:47 AM,
#2
RE: CSVN UPDATE v1.10
Thank You Sign

Irish Dance Bagpipe
Quote this message in a reply
02-26-2022, 02:07 AM, (This post was last modified: 02-26-2022, 04:11 AM by Jason Petho.)
#3
RE: CSVN UPDATE v1.10
Fair warning that ongoing games with the 1.00 release may not work with the 1.10 UPDATE.
Send this user an email
Quote this message in a reply
02-26-2022, 02:50 AM,
#4
RE: CSVN UPDATE v1.10
(02-26-2022, 01:12 AM)berto Wrote: CSVN UPDATE v1.10 available here:

https://ftp.matrixgames.com/pub/Campaign....10.00.zip

1.1.1 Errata
No errata for 1.10

17.1.2 Enhancements
Improved Highlighting of selected unit in Unit List.
Changed and increased font for numbers in the Unit List.
Implemented Display à Hex Jump for map, scn editors and in game (ALT + X).
Updated Scrolling Options and Screen Edge default.
Added new assault sounds to enhance play.
Added new combat and assault graphics with much more variation.
Added aircraft ordnance indicators to quickly identify ordnance loads in CAS dialog.
Airstrikes are centered on the map when they arrive.
Added “Ambush” feature where 0 Assault value units will potentially suffer losses or eliminations if attempting to perform an assault.
Implemented Separate Side A and Side B Objective Points displays in Victory dialog.
Implemented ability for selecting unit in the Organization dialog to find a unit on the map.
Implemented cycle through currently selected/highlighted company using Next.
Implemented Option for centering map on combat area.
Implemented Option à Center on Action to recenter the map to where combat occurs
Implemented TrackID Jump (ALT + K) to find and select a unit by its TrackID
PBEM: With Enhanced Reporting ON, no dialogs are displaying during replay. With Enhanced Reporting OFF, dialogs will display with full details.
Helicopters flying Nap of the Earth at night have an increased movement cost over day time flight

17.1.3 Fixes
Fixed bug allowing unrestricted helicopter transport load if at LZ.
Fix bug triggering indiscriminate op-fire directed at Civilians (when in same hex).
Fixed Line of Sight issue in some situations.
Fixed Fog of War unit reveal issues in some situations.
Updated sounds to streamline play.
Removed odd sound files for assaults.
Fixed reconnaissance by assault issue.
Fixed several airstrike issues: where airstrikes never happen, where “authorized denied” airstrikes might mistakenly remove an aircraft from the\
availability pool; where bogus airstrikes might be assigned; where MultiStrike aircraft might be confined to a single strike.
Fixed issue where sometimes the Toggle Display of Units (hotkey K) would break.
Fixed commando flagged units being unable to scale cliffs.
Removed ability for the AI to conduct any form of friendly fire.
Removed ability for loaded unit to load onto another unit.
Fixed a movement cost bug.
Fixed other minor bugs and made code improvements.
Fixed issue where underground units were occasionally impacted by above ground fire
Fixed text overrun in Scenario Information dialog for the A Week In scenarios with multi-day visibility.
Fixed a PBEM bug where Side B could not start the scenario if it was a Side B starting scenario.

17.1.4 Graphics
Updated Ontos graphic when moving over full hex bridge.
Added SA-2 PAVN graphics.
Options à Elevation Delta default changed from 3 to 1.

17.1.5 Data
On-map AC Gunships revised stats to be direct fire, not indirect fire
Revised US Army ATG units in mid-60’s with Scorpion.
Added SA-2 to PAVN and associated org files.
Added SA-2 to China and associated org files.
Replaced NVA RPG2 with VC RPG2 where appropriate.
Updated weapon values for M60A3.
Updated unittext with new units above.
Added additional organizations to the US OOB’s at the Brigade, Division, Corps and Army level.
Updated Cambodian Leader to be able to load.
Updated US and ARVN Jeep w/MG graphics when loaded.
Added ARVN Rice Cache, District Leader, Local Leader
Added VC Rice Cache, District Leader, Local Leader

17.1.6 Scenarios
Fixed Map Labels in Bootcamp 4
Fixed Map Labels in Ap Bac 67
Adjusted Scripting in Bootcamp 4 to correct messaging error
Adjusted Scripting in Tu Vu for more variety
Adjusted Scripting in Giong Dinh for more variety
Adjusted Scripting for Mao Khe to make VM mine aware
Adjusted Scripting in Ben Tre Rebellion to correct ferry error
Added Construction Engineers/Dozers in Into the Hills and other tweaks
Updated Scripting A Week in Mekong
Updated reinforcements for Street Without Joy
Updated Scripting/Scenario A Week in Binh Long
Updated Scripting/Scenario Saigon 55
Updated Scripting/Scenario Long Walk Home
Adjusted many scenario/org files to replace NVA with VC RPG2

17.1.7 Mods
3D – US M35 and Huey Mod for different visuals
2D – Boardgame Vibe Mod

17.1.8 Manual
Added abbreviation list of Map Hints
Added new menu items where appropriate
Revised Scrolling section of manual
Revised other sections, adding additional details

The upgrade did not fix the problem where you can't select side B in a scenario.
Quote this message in a reply
02-26-2022, 04:11 AM,
#5
RE: CSVN UPDATE v1.10
If the scenario is a SIDE A start, then the SIDE A player must start the PBEM. 

If the scenario is a SIDE B start, then the SIDE B player must start the PBEM. 

This is by design and necessary due to Lua.
Send this user an email
Quote this message in a reply
02-26-2022, 04:17 AM,
#6
RE: CSVN UPDATE v1.10
Scenarios are hard-coded to begin either Side A or Side B, whether PBEM or any other form of game play. There is no skipping the hard-coded designated First Side and immediately being playing the Second Side. It is that way by design.

If you want to play the Second Side in a PBEM (where the Second Side might be either Side A or Side B, it depends), you must get your PBEM partner to launch the PBEM (where your partner would begin playing as the First Side).
Quote this message in a reply
02-26-2022, 07:29 AM,
#7
RE: CSVN UPDATE v1.10
(02-26-2022, 04:11 AM)Jason Petho Wrote: If the scenario is a SIDE A start, then the SIDE A player must start the PBEM. 

If the scenario is a SIDE B start, then the SIDE B player must start the PBEM. 

This is by design and necessary due to Lua.

What is Lua?
Quote this message in a reply
02-26-2022, 07:37 AM, (This post was last modified: 02-26-2022, 07:38 AM by Jason Petho.)
#8
RE: CSVN UPDATE v1.10
Lua is the scripting language we are using to give new depth to the AI and to the scenario enhancements.

Every scenario now has a .lua file associated to it.
Send this user an email
Quote this message in a reply


Forum Jump:


Users browsing this thread: 4 Guest(s)