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Campaign Series Middle East 3.00
Yesterday, 10:12 AM,
#1
Campaign Series Middle East 3.00
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.

What is new?

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.
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.
Expanded Order of Battle: Iran and Iraq is now fully integrated into the Order of Battle editor.
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.

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 https://www.matrixgames.com/member/downl...-1948-1985

Here is the full changelog:

Errata

Numerous typos fixed throughout the manual for 3.00

Enhancements

*Implemented a new front-end launch dialog, replacing the multiple old interface dialogs.
*Added subfolders to the Scenarios\ folder to organize scenarios by campaign.
*Campaign is a now a column in the new front-end interface for easier navigation.
*With the old front-end code deprecated, the need for the 2008 C++ redistributable has been removed. The latest redistributable are now in use.

*Updated all Help buttons to open context-specific chapters in the game manual.
*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.
*Implemented a new Find Locations dialog with a grid view instead of a text area.
*Implemented a new Find Objectives dialog with a grid view instead of a text area.
*Standardized all dialogs with buttons centered in the middle of the interface.
*Enlarged and updated the Artillery Support and Close Air Support dialogs, providing more informative content instead of the many abbreviations used previously.
*Added a new Standing By for Orders dialog for player to choose between available options, as set in Lua.
*Added the Scenario Description template to Scenario Editor's New Scenario dialog.
*Added and updated approximately 40 CSEE functions, both for Lua for interacting with game engine, and game engine interacting with Lua.
*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.
*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.
*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).
Added Iran to Order of Battle editor for Middle East.
*Enabled the Middle East Orders of Battle for Angola, Portugal, Rhodesia, South Africa, Tanzania, and Uganda nations for the planned Subsahara mod.
*Enhanced the Report dialog, used by Scenario Briefing. The dialog is now larger and includes a Copy to Clipboard button.
*Opportunity Fire target selection now considers whether the target stack contains ground-only, air-only, or mixed units and selects targets accordingly.
*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).
*Helicopter flight time now defaults to 12 turns (previously: 9) (Adaptive AI parameter #140: helo_turns_until_refuel).
*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.

Fixes

*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.
*Fixed the issue with Scenario Editor not able to save line breaks in Scenario Description dialog.
*Fixed the issue with AI indirect fire having been restricted too much for Vietnam 1.30 and Middle East 2.30
*Fixed the Line-of-Sight Hex Highlight bug when playing without Enhanced Fog of War.
*Fixed the Enhanced Assault Optional Rule always on.

Graphics


*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).
*Fixed the Lebanon and Pro East 3D Unit Base graphics that were broken in version 2.30.
*Adjusted all background images to the same Sepia effect, brown for Middle East.
*Revised Iranian bases graphics.
*Replaced various Iraqi vehicles from Schlonz.

Data

*Order of Battle: Iran added with historical information covering 1948-1985.
*Order of Battle: Iraq rebuilt with historical information covering 1948-1985.
*Order of Battle: added Mujahideen to Pro West nation 14 from the late 1970’s to 1985.
*Numerous platoon edits, tweaking assignments for NATO and 2D symbols to ensure consistency.
*Numerous platoon edits, tweaking infantry type units, ensuring consistency with values, in particular movement and firecost.
*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.
*Standardized the platoon OOB file column CounterCell2d to store the unit category in twelve unit categories.
*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.
*Fixed the issue where init.ai previously had a too low threshold for allowing indirect fire by the map.
*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.
*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!
*Fixed duplicate Iraqi ID’s including in weapon file.

Scenarios

*Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.
*Restored seven Al Sandrik scenarios from the Duel in Golan series to the latest standards and added them back to the game.
*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.
*Corrected the Best Played As tag for “Into the Valley of Tears” as [H2H/SIDE B]

Mods

*Upgraded Gary Collins’ 3D Alternative Unit Base mods to align with the current graphics template standards.
*Added Jason Petho 3D Marker and Map Mod that utilizes the classic map markers.

Manual

*The manual has been revised to the 3.00 UPDATE.
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Yesterday, 10:12 AM,
#2
RE: Campaign Series Middle East 3.00
With the release of the Campaign Series Middle East 3.00 UPDATE last week, we went over some of the goodies and changes that are to be found in the new REMASTERED version of the game. There are a lot of little tidbits in here to go over and then we fired up Advantage Jiradi and had a taste of the new scripted artillery. Ugh, it was a rough go but fun nevertheless!

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