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Offline Asid

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Flashpoint Campaigns: Red Storm
« on: February 18, 2015, 08:46:37 PM »
Flashpoint Campaigns: Red Storm



Game Description
You are the commander of either NATO or Soviet forces locked in battle on the ground in 1980’s Central Europe. As commander, it is your task to provide the battle plan orders to your units.  You need to know your mission objectives, strength and weakness of both your forces and you enemy, lay of the land, weather, and time of day in order to come out on the winning end.  Your crews will do their best to follow your orders and execute the plan, but in war, no plan survives first contact. You will need to think on the fly and adjust to the ever changing flow of battle.

Game Features:
    Includes 20+ Scenarios featuring the three NATO forces versus the Soviets.
    Two Campaign games where you manage your core force through a number of battles.
    A crafty AI opponent looking to achieve its mission goals or deny you yours.
    You get 20+ game maps based on real world terrain of Central Europe.
    Variable length turns based on current Command, Control and Communication state (C3) of forces. Unit losses and the level of electronic warfare impact you and your enemy’s C3 state.
    A new and refined combat engine taking into account many factors with weather, sensors, terrain, and troop capability factored in.
    Detailed information before, during and after a scenario to keep you informed and aware of the state of your forces.
    Platforms and weapons from the decade of the 80s for US, UK, West German and Soviet forces including aircraft (various types and loadouts), helicopters (various types and loadouts), tanks, APCs, Self-Propelled Systems (Gun, Anti-tank, Flak, and SAMs), towed guns, trucks ,jeeps, and of course the grunts with their vast array of weapons.
    Built–in editors for Map Parameters, Scenario Creation/Editing, and Campaign Creation/Editing. The game was built around having a very large 3rd party following to supplement our planned expansions to the game.
    Mod friendly design allows for the ability of players to tweak/create/replace many of the default graphics (unit images, badges, map markers and maps), sounds (verbal, movement and combat) and data elements (Units/Weapons/OOB Formations/National Ratings) using common 3rd party software.
    Recon units are given a more important role with the new game engine. They can see further than normal units and are harder to spot by other units. This makes having eyes on the enemy important and blinding the enemy a top priority.
    Dynamic Weather affects weapons and sensors during the battle. Rain and wind degrade thermal systems. Some aircraft and helicopters can’t fly in bad weather or the dark.
    Active FOW system. The fog of war (FOW) will require units to see and identify the enemy. Sometimes they report back incorrect or incomplete intel.
    Artillery Systems can fire a plethora of ammo types including HE, Smoke, Mines, and ICM (to name a few).
    NBC warfare is also on the table with strategic platforms like surface to surface missiles with nuclear or chemical warheads. They pack a punch, but using them comes with a cost.
    Simple Windows style interface. Menus, right click menus, hot keys, hints and dialogs keep you informed and in control of your forces.
    Many setting to adjust the realism to suit beginners and grognards alike.
    Game engine has a number of anti-cheat mechanisms in place to make sure multiplayer games are using the same scenario and associated data.
    The game features an improved infantry model, engineering functions (abstracted, but includes blowing bridges, bridging rivers, clearing mines and obstacles) and the ability to resubordinate units to fit your battle plan.

Award Winning:


Official Site:
http://www.ontargetsimulations.com

Demo: http://grogheads.com/downloads/FlashpointRedStorm-Setup-Promo.exe
Note : Please read this http://grogheads.com/?p=3459

Forum (Matrix):
http://www.matrixgames.com/forums/tt.asp?forumid=1197

Manual:

Image Gallery: http://www.ontargetsimulations.com/?page_id=303

Official playthrough YouTube:

Youtube Video Tutorials:

Buy from Matrix: http://www.matrixgames.com/products/471/details/Flashpoint.Campaigns:.Red.Storm
Buy from Steam: http://store.steampowered.com/app/330720
« Last Edit: April 14, 2015, 04:09:17 PM by Asid »
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #1 on: February 18, 2015, 08:49:35 PM »
Update V2.09

PDF Here:

Update Here: http://www.ontargetsimulations.com/?page_id=28
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Offline Beef

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Re: Flashpoint Campaigns: Red Storm
« Reply #2 on: February 19, 2015, 12:14:54 AM »
Bought this game on Steam for $29.99 (I can still hear my Dad saying. "You mean $30?") and really enjoy playing it. I recommend it. Currently 2.0.8 for the Steam edition. If anyone else has this and wants to PBEM, let me know!

-Beef

Random Quote: "The only time an aircraft has too much fuel on board is when it is on fire."
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #3 on: February 19, 2015, 02:23:43 PM »
Bought this game on Steam for $29.99 (I can still hear my Dad saying. "You mean $30?") and really enjoy playing it. I recommend it. Currently 2.0.8 for the Steam edition. If anyone else has this and wants to PBEM, let me know!

-Beef

Random Quote: "The only time an aircraft has too much fuel on board is when it is on fire."

StarDog (if he can find the time lol) . A PBEM would possibly fit in.

Keep us informed

Regards
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #4 on: March 18, 2015, 03:02:40 AM »
Red Storm 2.09 Beta 2  released

Download here:
http://www.ontargetsimulations.com/?page_id=28

Whats new:

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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #5 on: April 14, 2015, 04:12:07 PM »
Demo

Demo: http://grogheads.com/downloads/FlashpointRedStorm-Setup-Promo.exe
Note : Please read this http://grogheads.com/?p=3459

This is a custom-modified self-contained game and scenario for Flashpoint Campaigns.  This scenario is not available as a part of the standard install, so even if you already have the game (and OTS loves you if you do!) then you still need to download and install this package to play.

GrogHeads has partnered with On Target Simulations and Matrix Games. This was originally part of a competition which has ended.
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #6 on: November 12, 2015, 01:31:37 PM »
Red Storm has been updated to Version 2.0.10

It’s here! Flashpoint Campaigns: Red Storm Version 2.0.10 is finally out, bringing the game to a new level of realism!

New Units Status Markers, improved Radio Message Levels and a lot of Bug fixes (including an issue in PBEM situations) are making Flashpoint Campaigns: Red Storm game experience much deeper than ever!

You can download the patch from here (359MB): ftp://ftp.matrixgames.com/pub/FlashpointCampaignsRedStorm/FlashpointRedstorm-UpdateComp-v2010.zip

Check the full changelog below!

And don't forget that Flashpoint Campaigns: Germany Reforged Battle Pack is releasing today! Stay tuned!

Change History:
v2.0.10

Added
• There are Four Types of Unit Status Markers
• Two Types of On-Map Kill Markers

Enhanced
• Command Cycle Calculation Rebalanced
• Half Sized Mines and Obstacle Markers (Optional)
• HQ Ranges Increased
• Smoke Mission Changes
• Performance Improvements
• Posture Changes Take Time to Implement
• Radio Message Levels
• Revised Crater Graphics
• Scooting for Resupply and Recon Units
• Victory Report Summary

Bug Fixes
• Amphibious Crossing of Minor Rivers
• Confusion with Chemical Attack Types
• DropBox Access Denied Error in PBEM
• Fixed Transparent Crater Graphic
• Jump Map with Non-Standard Aspect Ratio
• Locked Units Not Getting Orders
• Improved Position Marker Visibility
• Off-Map Artillery Kills Bug
• On-Map Artillery AI Movement
• Turning off FSCC Fails
• Unit Counters Missing Section Icons
• Units Plotting Movement into Large River Hexes
• Unlimited ICM Missions for Artillery
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #7 on: November 24, 2015, 11:58:00 PM »
New Flashpoint Campaign 2.0.10b Update Released

The first update for Flashpoint Campaigns after the release of Germany Reforged.

This update is recommended for all customers, as it resolves a number of serious issues related to the 2.0.10 and Germany Reforged releases.

We plan to issue another update in December to address any remaining issues reported by customers to date.

v2.0.10b
Change List

1. Fix for Steam authentication and validation issues relating to the Germany Reforged Battle Pack.
2. Fix for missing map marker artwork
3. Fix for a crash bug in campaign games that stopped the next scenario from loading
4. A recent file naming bug that stopped PBEM++ games from working has also been fixed
5. Scenario Editor: the logic for enabling / disabling the Append Forces button has been improved with respect to certain kinds of units that belong off-map such as artillery and weapons of mass destruction
6. The nebulous “cannot find disk in drive” on game startup has been found and quashed.
7. If something prevents the sound engine from running at the start of the game then it will simply be turned off for the rest of the game.


You can download the update through your Game Menu by using the "Check for Updates" link, or directly through this link (353MB): ftp://ftp.matrixgames.com/pub/FlashpointCampaignsRedStorm/FlashpointRedstorm-UpdateComp-v2010b.zip
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #8 on: January 15, 2016, 07:28:11 PM »
Open Beta for 2.0.11.X is Live

If you are interested in testing out and reporting back on the latest Red Storm Update that is in the pipeline you can down load the zip file with the EXE and Documentation (Installation, reporting, and fixes/known issues-READ THIS FIRST!!!) from the OTS website here:

http://www.ontargetsimulations.com/?page_id=28

These Open Beta files will be posting to Matrix via the Members Club and also via Steam Beta access in the next few days as well.
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #9 on: March 12, 2016, 06:50:56 PM »
2.0.11.2 Open Beta Patch (New 11Mar16)

Currently we are working on getting the Production 2.0.11 release ready to go, but we want to have this Open Beta period to allow players to see if many of the bugs that popped up with the 2.0.10 release have been put to rest. We hope to deploy the official 2.0.11 Update in Early April!

For additional game information, go to the Matrix Games forums to stay up to date with all things Red Storm and Germany Reforged.

NOTE: This is an Open Beta Test for the upcoming 2.0.11 Update to Red Storm. If you are not comfortable with unzipping files to overwrite existing files (especially with the Steam version of the game), we would suggest you wait for the approved update to following in a handful of weeks. If you download and test the Open Beta FPRS.EXE file, we would like you to comment on any issues or improvements you see referenced in the accompanying document. Thanks.

Download (69.2MB): Click Here

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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #10 on: July 14, 2016, 01:03:27 PM »
2.0.11.6 Open Beta Released

Red Storm Action at its best!

Please read the included What's New PDF to see all the fixes, enhancements and additions made for this release and the others in the 2.0.11 Beta.

This release comes in two flavors, Production and Debug. The Production version removes all the debug support and should run smoother.

You can find the files here on our Website: 2.0.11.6 Beta Update

The package was uploaded to Matrix for Steam Beta and Members Club downloads. It could take a number of days to filter through the system and go live in those venues.

Check it out and let us know what you think! The speed boost to game play from Jeff's optimization work should be very noticeable!!

If you are new to the updates, grab 11.2 first to get new maps done by William and then install 11.6.

Enjoy



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Offline Red2112

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Re: Flashpoint Campaigns: Red Storm
« Reply #11 on: September 15, 2016, 05:11:37 PM »
Hi,

Just thought you all might like a PBEM++ session I had not to long a go with a buddy from E69. I didn´t not record the first few turn´s as they wear a bit boring (no spotting yet), so here are the turns once we spotted each other.  The first video is a bit of a mess as I didn´t quite know which was the replay and when the actual turn started, sorry for that. Hope you enjoy  :)

 

 

 

 

--

Care,

Red
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Offline Red2112

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Re: Flashpoint Campaigns: Red Storm
« Reply #12 on: October 27, 2016, 06:14:46 PM »
Hi,

Did see something regarding Flashpoint Campaigns Red Storm (FCRS), but no actual thread for it. Anyway it´s been updated and the team is hard at work with next release "Southren Storm".

Update log on the Matrix forum:
http://www.matrixgames.com/forums/tm.asp?m=4172073

Update is done via the update button on the launcher, update is v2.0.11.

FCRS on Matrix Games:
http://www.matrixgames.com/products/471/details/Flashpoint.Campaigns:.Red.Storm.Player's.Edition

Official site (On Target Simulations):
http://www.ontargetsimulations.com/

Overview:
 

Iam having another PBEM++ game with someone from the SB forum, Iam in my second turn, will see how it works out.

« Last Edit: October 27, 2016, 06:46:28 PM by Red2112 »
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #13 on: April 19, 2017, 01:48:33 PM »
Flashpoint Campaign Red Storm has been updated to version 2.0.12!

Flashpoint Campaign Red Storm has been updated to version 2.0.12 and this version brings decisive improvements to the game!

Numerous bugs affecting the Map editor, waypoints, radio traffic – and more! – have been solved, so don’t wait any further and check the entire changelog below!

You can download the update from here

See you on the battlefield!

Version 2.0.12 Patchnotes

Fixed – HiHQ Teleporting in Setup Phase
While moving units around in the setup phase, the side’s HiHQ might jump (teleport) to a new location near the last moved unit. This is a random behavior and we believe it to be resolved. The best way to avoid this situation, should it still happen, is to check on the location of your HiHQ as the last move during the setup phase and move it last before proceeding on with the start of the game. You can jump to the HiHQ quickly by selecting the top listed unit in the OOB Panel.

Fixed – HQ Radio Traffic Spam
This was a new bug seen by some players after the 2.0.11 update. If an enemy HQ was detected via radio intercepts, the message would be spammed alerting the player multiple times in a row. We corrected this bug and you should only see the message once when each new HQ unit is detected.

Fixed – Map Editor Not Loading JPG file
The Map Editor would crash when loading a JPG map image if it failed to find an associated FP9 file. We have updated the editor and it will now load a JPG image and bring up the editor to build the FP9 file.

Fixed – Map Editor PNG File Crash
A new bug brought about by the addition of being able to load JPG image files into the Map Editor. We fixed this bug and PGN files will load as designed.

Fixed – Waypoint Editing Added Extra Delay
We have once again jumped into the tangled code that deals with waypoint timings with the waypoint editor and in particular, when dealing with group moves. In certain cases, making changes to set waypoint times would add additional delay into the overall delays of the waypoints. We hope this fix is now working. If you encounter this problem, again let us know. We are rewriting this code for Southern Storm with the changes to how players give orders and the delay timing changes based on HQ proximity.

Fixed – Wrecks causing Black Holes (Lost LOS)
In certain combinations of terrain and wrecks, line of sight (LOS) into those hexes could fail to detect enemy units even if the friendly unit was adjacent to the hex. LOS out was okay in most cases leading to units being attacked without being able to shoot back. The offending code is fixed and spotting into hexes with wrecks now works as intended.

Known Issues – PBEM
We are currently looking into a few reports of odd orders and timing problems during PBEM play. These bugs are random and not very repeatable. This makes troubleshooting them difficult on a good day. We decided to release this update and keep looking into the PBEM items as we work on Southern Storm. If we make any fixes, the plan is to release Hotfixes for these items.
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Offline Asid

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Re: Flashpoint Campaigns: Red Storm
« Reply #14 on: September 01, 2017, 04:54:03 PM »
Flashpoint Campaigns receives a final update! And is on sale too!





Today, we are releasing a final update for Flashpoint Campaigns: Red Storm and Germany Reforged, that will take us to version 2.0.13!

This update brings an already extraordinary wargame to the next level, and to celebrate this important announcement, we are putting both Flashpoint Campaigns: Red Storm and Germany Reforged on sale!
Starting from today September 1st to 7th, the series is 50% off! Don’t miss this chance!

Well then, let’s get back to the update (which you can download from the Member’s area or just clicking on this url)!

Version 2.0.13 is going to add many new features, among all:
1. New Scenarios and Mission PowerPoint files from the Staff Exercises at Origins 2017.
2. Added the new Staff Alerts Tab to the TOC. This is a feature added to the Origins Red Storm build brought over into the regular game. The tab shows all units having some manner of problems and there is a hyperurl to the map for the unit.
3. Enhanced the AI movement mode selection. The AI will use a deliberate move if it is a good distance from the objective. This will be less fatiguing and off a bit better awareness when on the move over the normal assault moves.
4. Fixed a couple of long standing bugs related to certain combat functions. Combat should now behave as intended with small formations being a bit more brittle and larger formations being a bit less fragile.
5. There was also a bug introduced in 2.0.12 that caused the end game VP scoring to be incorrect in some cases, mainly continuations past sudden death. That is now fixed.

The rest of the changelog is available below
Don’t forget to check out the offers and be sure to have fun with this new update!
You can find Flashpoint Campaigns on Steam too!


A quick note: The game IS NOT on sale over on Steam. You can, however, buy the MAtrix version and then register the game on Steam.


What’s New, Enhanced, or Fixed for 2.0.13
Here is a list of the items we worked on for this update with a brief summary of the changes in the game to this point. Please use the Matrix Tech Support Forum to report any problems with game play. Thanks and enjoy!

New – Staff Alerts Tab in the TOC
For the second year in a row, we are adding a new feature from our Origins build into the game. This year it is the Staff Alerts Panel. This is a commander’s one stop shop to see what units have problems. Any unit seen on the list (Counter in area 1, Unit Designation in area 2, and Unit Composition in are 4)) has one or more of its Readiness, Morale, or Ammo stats below 50% (Attributes in area 3). If one of those factors is below 25% then
you get a red warning message (in area 5). Units raising alerts can also have other problems as shown in the Red Message area (area 5). This could be out of special ammo for artillery units, out of command range, insufficient transport (unit moving at leg speed and not IFV speed), and other conditions of concern.

Enhanced – Enemy AI Movement Mode Selection
We adjusted the way the AI sets up it movement orders when planning. The AI will now choose to move via Deliberate Movement when 4km or greater from an objective area. This change improves the defensive posture of the moving units and slightly reduces the readiness hit compared to an Assault move.

Fixed – Infinite Infantry ATGM Ammo
There was a bug in the code that allowed ATGM teams (Infantry only) to bypass an ammo check. This error leads to those units being able to have available ATGM rounds to use if their ammo level was okay.

Fixed – Mechanized Unit Type Assignment
There was an odd bug in the code that would typecast certain mechanized units as leg infantry. This would lead to those units being less prone to launch attacks at range (A good thing for infantry in many cases). Everything works as intended now.

Fixed – Unit Size Combat Modifier
While dealing with the bugs above, we found an old, deep bug with one of the unit size modifiers. This has been responsible for some of the overly hard to kill single units and in some cases the more brittle look of larger
formations. The outcome of combat is now back where it should be. This bug may also be responsible for the difficulty of some weapons to engage air and helicopter units properly. Be prepared for slightly more NATO losses
and slightly fewer Soviet losses in direct fire engagements.

Fixed – VP Scoring at End Game
One of the last two updates broke the post-game VP scoring code. When the game ended by sudden death or end game selection, it was scoring the VP locations as they were at game end and not as calculated by end game
conditions. After much rework and testing, we now believe it all to be working as designed. If you choose to continue the game from the Sudden Death screen, the game will reset the VPs to the state they were in before
being scored.
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