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Offline Asid

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Re: Flashpoint Campaigns: Southern Storm
« Reply #15 on: October 26, 2023, 12:11:45 AM »
Flashpoint Campaigns: Southern Storm Update Announcement and Sale
Wed, October 25, 2023

Hello Colonels and Polkovniks, we have some pretty big news regarding Flashpoint Campaigns.

First off, we have a sale live on Steam right now. Southern Storm is a wopping -40% off. With four campaigns already included and more content on the way, now is a great time to jump into the hyperlethal battlefields of 1989.



We are even are making a tutorial series to help you get started.

Check out the steam page here.

Speaking of more content on the way, we are happy to announce that next month Southern Storm is getting a major update.

The Thanksgiving Update will have new features including improvements to the SOP manager, bugfixes, and four new and original scenarios. Many of these features are already available in beta, so if you want a sneak peak on some of this content check it out on steam by opting into beta participation or via the forums. The update will be going live in the later half of November.

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Offline Asid

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Re: Flashpoint Campaigns: Southern Storm
« Reply #16 on: October 27, 2023, 12:57:06 AM »
FC: Southern Storm - v.2.1.3.7618 Public Beta Now Available
Tue Oct 03,


Hello everyone,

There's a new public beta update installer (v2.1.3.7618) available at the following download link: HERE

What’s New in Version 2.1.3.7618

Lost Transport Indicator

Another quality-of-life addition to the unit counter is the Lost Transport Indicator. When a unit (mechanized or motorized – vehicles and squads/teams) can no longer move its troops due to losses of the transport subunits, the Leg movement indicator (L) turns orange to note this condition. This helps to show the difference between a dismounted unit that shows the “L” indicator when troops are out of the transports in a non-movement order. For additional detail you can see the WhatsNew doc here: FPC What's New-16Oct23.pdf

UI polish:
• Align foreground and background colors of the weather update message with weather colors in the game clock panel.
• Some minor typos were fixed in the game and two of the scenarios.
• Automatically recolor the unit counter to the receiving group's colors when resubordinating.

What’s New in Version 2.1.3.7555

Content Updates
The following new scenarios are being released.
• New standalone Canadian scenario: “High Sticking” by Mike Johnstone
• New standalone Canadian scenario: ‘’Breakaway” by Mike Johnstone
• New standalone French scenario: “The Neckar Line” by Joao Lima.
• New standalone French scenario: “Once More Unto The Breach” by Joao Lima.

New Feature – SOP Management
The following is a summary of the new SOP Menu feature and how to use them. Please see FM FCCW-01 Game Operations for detailed information on this feature. You can also refer to this document for additional details: FPC What's New-26Sep23.pdf

Improvement: Confirmation Dialog prior to ‘Apply SOP’ Changes
All SOP changes made by the SOP Manager can now be confirmed or canceled. When pressing Apply in the SOP Manager, or from any other menu, a dialog will be displayed listing the units involved (in OOB order), with the ability to confirm, cancel and/or change the selection of units.
New SOP application confirmation dialog, supporting cancellation and selection of units to apply the SOP to.
Clicking a counter on the dashboard toggles the selection and highlights that unit’s position on the map (including scrolling the location in view).
The ability to unselect units in the confirmation dialog also allows you to keep a group of units selected, and selectively apply changes (instead of having to deselect/reselect units on the map).
The earlier implementation solely displayed those units whose SOP had changed, without offering the means to cancel or exclude units.

New SOP Menu and Options
The changes consist of two new ways to change or apply SOPs, available from a new SOP menu.
The SOP menu with two new ways to change or apply SOPs.

Adjusting SOP
The top-most menu, ‘Adjust SOP’ allows you to apply changes of one SOP element to the selected unit(s). For example, to quickly change the Relocate When… SOP of a group of units to relocate on receiving direct fire, use the SOP menu, Adjust SOP, Relocate When…, After Receiving Direct Fire.
The image above shows walking the menu structure to solely change the SOP for Relocate When Receiving Direct Fire.
The game will present a confirmation dialog for the Relocate When change, listing all selected units along with their currently active SOP for ‘Relocate When’. The dialog repeats the SOP change you have chosen in bold.
In this dialog, you can select or select units for whom to change the ‘Relocate When’ SOP, by toggling the checkbox underneath the unit counter.
You can also select whether the SOP change applies to the Default SOP, SOPs for movement orders, and SOPs for non-movement (arrival) orders.
To confirm the selection and change, press Proceed. To back out of the change, press Cancel.
To quickly invert the selection, use the small button left of the Proceed button. This comes in handy when you have a large group of on-map units selected and want to make changes to only a few units. It allows you to stick with the same selection of units, instead of having to make different on-map selections for every SOP change.

Set SOP (aka Apply SOP Preset)
The second menu ‘Set SOP’ allows you to apply a SOP Preset to the selected units based on their type. A collection of SOP Presets has been made available from the menu, organized by unit type.
To apply a ‘APC Ambush’ pre-set to a selection of units, use the SOP menu, ‘Set SOP’, ‘APC’ and ‘APC Ambush’.
The game will then present a confirmation dialog for the ‘APC Ambush’, with a brief description of the key SOP elements being set (in italics), and the same selection mechanism as the other SOP confirmation dialogs.
The preset can be applied to (any combination of) Default SOP, movement order SOPs and Non-Movement order SOPs (i.e., arrival orders).

Tips and Tricks
The following sections note a few tricks to make use of the new SOP Menu feature and make ordering SOPs easier for the user.

Use (large) Unit Selections
The SOP Adjust and Set SOP mechanisms have been designed to work with (large) selections of units. Even when you want to apply different changes to the HQ and ‘line’ units of a group, it typically is quicker to select the whole group (ctrl + click), apply changes to the whole group and confirm, then apply another SOP preset to the line units, exclude the HQ and confirm, finally followed by select an SOP preset for the HQ, invert selection and include the HQ and confirm. That way, you end up with the whole group still being selected, and ready to accept a group move order.

Use the ‘Movement Orders’ and ‘Non-Movement Orders’ Selections
Frequently, you want your units to behave differently ‘on the move’ compared to when arrived and in place. For example, to have your mechanized units quickly move into their screening positions you want them to use roads. But once screening, you want them to fall back via locations and paths offering concealment.
To do so, select the mechanized units, and adjust the SOP to prefer road movement for all SOPs (all checked). Next, issue the movements to the screening positions. Finally, select the mechanized units, and adjust the SOP to not care about road movements, prefer concealed movement, and apply the changes only to the Default SOP and Non-Movement Orders (so uncheck the Movement Orders). That gets the job done.

Abuse the ‘SOP Adjust’ for a quick inspection of specific actual SOP settings in your selection
For example, to check which units are set to not engage, select the relevant units, then use SOP Adjust, and choose any Fire Discipline change. The resulting confirmation dialog will show you the current fire discipline setting for each selected unit.

Major Bug Fixes and Enhancements
The following items are major bug fixes or game enhancements for this update.
• Units were swimming on major rivers rather than taking available roads and bridges. We have reduced the tendency to swim, even when moving in formation lanes, and to avoid defensive support positions in water.
• Reinforcing units were arriving prematurely (the ‘quantum shift’) bug. They now arrive when they should.
• All SOPs and SOP Pre-sets have been changed to default to avoid NBC contamination.
• SOP change menus are unavailable during game pause.
• Artillery default fire mission presets. The ‘Custom’ preset label in the orders drop-down list was missing so it did not show when the player customized the mission. It does now.
• Units with amphibious river crossing capability were sometimes swimming major rivers quite unnecessarily. They avoid this now.
• Next-Unit and Prev-Unit are now global. They were ineffective when the Dashboard or other form was selected. We have added Ctrl-B and Ctrl-N support to the unit Dashboard and to the Spotlight as requested. We also changed the order of the units to match that of the units in the Spotlight (the ‘sorted order’) rather than use the physical order as before.
• Fixed automatic kill of passenger when unit is moving with passengers dismounted.
• In Tutorial 3 a US MLRS unit threw a 'range check error' when the player tried to give it Barrage orders in the Dashboard orders editor. The Barrage order in the Dashboard orders editor did not have the submenu items the way the main Barrage order does in Unit1, so it did not know how to default the arty mission. It guessed "HE" but the MLRS had none, so it threw an error. The proposed barrage order now checks to see what ammo types are actually available rather than assuming HE by default. If the unit only has ICM, FASCAM, any of three types of smoke, etc. it will pick up on this. If multiple types are found, then the FIRST found will become the default and the player can manually change it from there.
• Fix pathfinding to recognize roads as mitigation for steep hills (just as the MCOO displays it).
• A change was made to scenario loading to disable unnecessary computer player processing and this speeds up scenario loading now.
• Combat engineer units have some issues fixed with dropped orders, bridging, and missing Blow Bridge orders.
• Showing and hiding the Core Info Panels also showed or hid the Radio Log. This was overkill since the Radio Log has its own menu items and hotkey, so it is no longer considered part of the core group of info panels.
• Players can now place reinforcing aircraft and arty to "not-under FSCC" control **before** they arrive. The danger, particularly for aircraft, is that the FSCC would use them and lose them before the player had a chance to turn off FSCC control. The 'toggle FSCC control' menu item for reinforcing aircraft and artillery units is now live prior to its arrival so that this can be done by the player.
• Artillery units with SOP to ‘refuse all FSCC requests’ still processed fire missions. Fixed.
• CPU multithreading failed on computers with too many cores. We updated the supporting library, and it works well now.
• Refined the armor ratings calculations for a unit’s turret and hull armor rating by aspect (Flank/Rear/Top) to correct the various top armor ratings on vehicles. This will reduce the top armor on all units to a more realistic level.

Minor Fixes and Improvements
• The default mouse wheel zoom direction has been switched to scroll forward to zoom in and scroll back to zoom out. However, this will take effect only on brand-new installs because this user preference setting is stored in the flashpoint.ini file under "ZoomWheelForward=" to be used each time thereafter. For existing installs, just go to the User Preferences dialog General tab
and reverse the check for “Mouse wheel rolled forward zooms map
out” setting.
• We updated our HTML library to improve very high DPI support.
• Canadian Campaign. The Canadian unit “Bde Recce” was not starting in a valid setup hex by default. Now fixed.
• Fix the misplaced “Fo45” road label on the Forchheim map.
• PBEM++: If you select either the Game Refresh button or the Challenges Refresh button it should really refresh both for player convenience.
• Range check error in Tutorial 2. Fix the problem in the game where it was not consistently setting the active side when setting the active unit. We also made the overlays more robust against a side not being set.
• Hook the speed of the unit counter sliding movement across the map to use the user preference for animation speed.
• The game allows the resubordination of a core unit to a non-core unit despite warning it doesn't do that. We are removing the obsolete warning message now. We still prevent it in the scenario editor (as opposed to game time) though.
• The game can now be ended while paused during turn resolution.
• Standalone scenarios can be saved as .sav files to a Windows folder other than the default now. For example, it can be saved to OneDrive so that other computers you have can see and resume it.
• Fire lines during combat. Sometimes they were drawn but no ammo was used and there were no casualties. Fire lines were drawn when there was a good chance a shot could be taken but at the last instant it was ruled out. Now the fire lines are not drawn unless the shot was actually taken. Also, the units involved will not flash unless a shot is taken.

• UI polish:
• Align foreground and background colors of the weather update message with weather colors in the game clock panel.
• Some minor typos were fixed in the game and two of the scenarios.
• Automatically recolor the unit counter to the receiving group's colors when resubordinating.
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Offline Asid

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Re: Flashpoint Campaigns: Southern Storm
« Reply #17 on: November 05, 2023, 11:15:42 PM »
Flashpoint Campaigns: Southern Storm - Developer Deep Dive
Wed Nov 01, 2023




Hello Colonels and Polkovniks,

The previous versions of Southern Storm's developer logs had their images broken after the last round of Imgur culls. With that in mind, we have re-uploaded every single developer log with fixed images. For those of you who haven't yet taken a look at the features that Southern Storm has and how far things have come since Red Storm, this is a great place to get caught up.


Dev Log #1 - The User Interface - Reupload

Dev Log #2 - The Art of Command - Reupload

Dev Log #3 - Creating Scenarios and Battle Plans - Reupload

Dev Log #4 - AI: Building a Better Brain - Reupload

Dev Log #5 - If You Can See It, You Can Kill It - Reupload

Dev Log #6/7 - Features, Improvements, Editors, and Modding - Reupload

There is a ton of very useful information in these logs that really flesh out how the game actually functions under the hood. Included are things like the difference between the Warsaw Pact and NATO in terms of C&C, artillery call-in times, or how spotting and target selection are handled by the AI.

Flashpoint Campaigns: Southern Storm is out now on the Matrix Store and Steam.

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Re: Flashpoint Campaigns: Southern Storm
« Reply #18 on: November 28, 2023, 11:46:00 PM »
    Flashpoint Campaigns: Southern Storm - Thanksgiving Update
    Tue, 28 November 2023



    The Thanksgiving Update for Flashpoint Campaigns: Southern Storm is now live! You can download the update either with your steam install of the game, or right here from the forum link.

    We have four entirely new scenarios, two Canadian and two French. Although we have it on good authority the French don't celebrate thanksgiving and the Canadians had theirs over a month ago, we figured they deserved some more attention. If you want a complete list of changes, features, and bugfixes, along with some useful tactics straight from the devs, check out the PDF linked below.


    FPCWhat'sNew-19Nov23.pdf
    https://www.matrixgames.com/forums/download/file.php?id=1189526


    To summarize the key points of the update, significant improvements to the SOP manager have been made. You will now be able to do the following.



    Create and apply SOP's according to the formations unit type.
    This feature will allow you to apply an SOP to every unit of IFV's, Tanks, Headquarters units etc. This will save you time apllying a custom SOP to a large force like a NATO Brigade with a large number of units.



    Quickly adjust the SOP of a group of units.
    If you discover you made a mistake in your SOP, or want to quickly change your posture as circumstances change, this tab will allow you to quickly modify your unit's SOP.



    Apply several pre-made SOP types to your formations if you won't want to create a custom procedures.
    Additionally, we have made several pre-set SOP's designed for specific roles you are likely to use your units in, such as ambushing and screening.

    There are also new animations for shooting with different types of weapon systems. We posted a few here but there are several more included in the game itself and in the PDF linked at the start.



    ATGM's from both vehicles and infantry launchers



    Cannons and Machine Guns

    In addition, we have included numerous major bugfixes including fixing the pathing issues where formation had a bad tendency to prefer swimming, rather than taking existing bridges. We also have fixed the bug where infantry would be killed if their parent transport was destroyed while they were dismounted.

    We hope you enjoy this update and look forward to showing off some cool new features next year.
    [/list]
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    Offline Asid

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    Re: Flashpoint Campaigns: Southern Storm
    « Reply #19 on: December 07, 2023, 12:03:50 AM »
    Flashpoint Campaigns: Southern Storm Tutorial Series Episode 3
    Wed, 6 December 2023




    Hello Colonels and Polkovniks.

    Today we have just uploaded episode 3 of the Flashpoint Campaigns Tutorial Series.

    With Episodes 1 and 2 covering reconnaissance and mechanized infantry, we have made episode 3 all about tanks and how to use them. Nearly every Cold War formation is built and equipped to fight or destroy tanks. Every national army considered the armored thrust to be one of the most important kinds of attacks to counter and repel, with this video you will find out just how useful armor can be.




    We will be organizing a livestream in the near-future to cover the contents of this episode with developers Jeff and Kevin from On-Target Simulations. Keep an eye on our twitch calendar for all the latest news and updates.

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    Offline Asid

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    Re: Flashpoint Campaigns: Southern Storm
    « Reply #20 on: December 20, 2023, 12:01:38 AM »
    Flashpoint Campaigns: Southern Storm Subunit Inspector
    Tue, 19 December 2023



    Today we have a video for Flashpoint Campaigns. If you have been watching our tutorial series you will know we have been going through the different kind of units modeled in the game, and how you can best use them. The subunit inspector gives you a detailed look at your units and goes over what their actual technical capabilities are, from weapon ranges to armor stats.




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    Re: Flashpoint Campaigns: Southern Storm
    « Reply #21 on: January 30, 2024, 12:03:39 AM »
    Flashpoint Campaigns: Southern Storm Tutorial Series Episode 4
    Mon, January 29, 2024



    Hello Colonels and Polkovniks.

    Today we have just uploaded episode four of the Flashpoint Campaigns Tutorial Series.

    This episode is all about artillery, likely the most destructive tool you will have in your arsenal. Artillery lets you create opportunities to maneuver with suppressing and destructive fire missions. As a tool in your arsenal it's more important even than armor. By targeting enemy AT units with barrages and laying thick smokescreens, you can completely negate the enemies capability to resist an attack from range. Your batteries embody a significant portion of your combat power, and deserve as much attention as the rest of your maneuver units.




    We will be organizing a livestream in the near-future to cover the contents of this episode with developers Cap'n Darwin and SgtZdog from On-Target Simulations. Keep an eye on our twitch calendar for all the latest news and updates.


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    Re: Flashpoint Campaigns: Southern Storm
    « Reply #22 on: February 14, 2024, 12:27:52 AM »
    Flashpoint Campaigns: Southern Storm Livestream 4
    Tue, 13 February 2024



    Livestream 4 of the Flashpoint Campaigns: Southern Storm tutorial series is now live. Watch SgtZdog, lead developer Jeff, and brand manager Liam show off the power of guns, rockets, and chemical weapons in a gap-crossing over a wide river. This tutorial will help teach you the finer points of using artillery to suppress and destroy the enemy, and enable your forces to maneuver effectively.


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