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Sim/Strategy/War => Games Discussion => Topic started by: Asid on December 09, 2015, 07:11:26 PM

Title: Campaign Series: Middle East 1948-1985
Post by: Asid on December 09, 2015, 07:11:26 PM
(http://www.matrixgames.com/amazon/Logos/CSME_logo.jpg)

 Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

(http://www.matrixgames.com/images/3dbox/170x220/CSME_Box_3D_170.gif)

Official forum: http://www.matrixgames.com/forums/tt.asp?forumid=1515&p=&tmode=1&smode=1

Conflicts Covered:
First Arab-Israeli War in 1948
Suez Crisis of 1956
Six Day War of 1967
War of Attrition
October War of 1973
Invasion of Lebanon in 1982
Algerian War of Independence
Egypt in Yemen
United Kingdom in Aden
Libyan - Egyptian Border War 1977

(http://www.matrixgames.com/files/games/582/20151130015707.jpg?height=1200&width=1600)

The series portrays battles spanning from 1948 to 1982. Each scenario is played on a unique, historical map with seven view modes. Scenario maps are based on topographic maps of from the period created on a hex grid; hexes are 250 metres across.

Each scenario has a variable number of turns in which you and your opponent attempt to achieve the maximum number of victory points, usually by destroying your opponents forces or by capturing objective locations. A wide variety of battle situations are represented in the game, from meeting engagements to trench defences, armoured breakthroughs, battles of attrition, mobile defences, and more!

There are four low-complexity Boot Camp scenarios, designed especially with the new player in mind, with step-by-step instructions on how to play. The remaining scenario vary in size from very short and small to long and large. They can be played against the computer, PBEM, head-to-head, hotseat, or real-time network play.



Features
•   Twelve countries are included with Middle East: France, United Kingdom, Israel, Egypt, Jordan, Syria, Iraq, Lebanon, Algeria, Libya, Generic Pro-West and Generic Pro-East. Each of these countries have a fully functional Order of Battles, based on historical TO&E's, from Company to Corps level. Combined, there are well over a thousand unique platoons available.
•   65 historical scenarios.
•   Three Linked Campaign Games.
•   Seven BattleView map modes: three 3D and four 2D (three and four levels of zoom-in & zoom-out respectively).
•   A massive graphics face-lift, with: new and improved map terrains, hex highlights, night graphics, transparent map labels; and redone 2D counters and graphical unit icons, an expanded set of NATO icons, alternative counter types, multiple 3D unit base types, markers-as-terrain, 2D unit thermometers, and more.
•   Air Levels for helicopter flight. Four unique zones that helicopters operate in; Ground, Nap of the Earth (NOE), Low, and High. Each having their own benefits and limitations.
•   Adaptive A/I, with dozens of game parameters and behaviors varied and set based on nation, year, and scenario. And a much more fully fleshed out Audacious/Cautious A/I improving the solo play experience.
•   Another, still larger toolbar option. Expanded dialog boxes and Jump Map. New Infobox features and options.
•   Map editor, with up to 49 levels of elevation and no limitations on size (dependent on the graphics limitation of the customer's hardware).
•   Order of Battle editor
•   Scenario editor, with the editors above, allows the customer to create any scenario the customer wishes. Now also with dynamically reassigned nation sides.
•   Battle Generator allows you to select some parameters (date, countries involved, type of battlefield, size of engagement, engagement type) and the game randomly generates a battle for you
•   A new file/folder scheme, with support for folders: data, graphics, logs, misc, OOBs, pictures, saves, scenarios, sounds, special, texts.

General Features:
•   Numerous different platoon types; infantry, machine guns, mortars, artillery, trucks, halftracks, APC's, tanks, helicopters, landing craft, etc.
•   3D art, 2D art and 2D NATO icons for all platoons.
•   Sound files for movement and weapons.
•   Armour facing of armoured vehicles.
•   Classification of hard and soft targets.
•   Classification of infantry combat capabilities.
•   Night vision for certain tank types.
•   Hidden Fire for certain unit types.
•   Clear and lay minefields.
•   Build Improved positions and trenches.
•   Lay light and medium bridges.
•   Day and Night transitions during the course of a scenario.
•   Ability to set Opportunity Fire against Hard, Soft, Other and Anti-aircraft platoons.
•   On-map thermometers for Action Points, Morale and Strength for all platoons in all map views.
•   Three Fog of War levels.
•   Desert and Mediterranean terrain classifications within the map editors.
•   Civilians.
•   Comprehensive manual.
•   Numerous display options allowing the customer to set up the game to their requirements/preferences.

Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on December 09, 2015, 07:14:46 PM
CSME 1.01 Update is Available!

You can download the update through your Game Menu by using the "Check for Updates" link, or

Directly through THIS link (42.2MB): ftp://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CSME-Update-v101.zip

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: Campaign Series: Middle East 1948-1985
Post by: Asid on December 24, 2015, 07:13:32 PM
Campaign Series 1.02 UPDATE - Open Beta

Download: https://www.dropbox.com/s/etidv9y01zyb1ti/middle_east_102_20151223_PM.zip?dl=0

PLEASE, utilize the instructions in this post to install it with the JSGME Mod Enabler: http://www.matrixgames.com/forums/tm.asp?m=3994730


The 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.
•  (And maybe also?)
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on June 22, 2016, 09:26:19 PM
Version 1.02 is now available and it brings a lot of improvements and incredible additions!

The graphics have been overhaul improved (in both 3D and 2D mode), several new scenarios have been introduced, the Ode to Arab-Israeli Wars scenario mod has been included, and more!

The changelog is very long, so be sure to check it below!

Download the update and get into action now! (163 MB)
http://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CSME-Update-v102.zip

Important! Make sure to deactivate all mods before installing the update

FIXES
• Revised Linked Campaign Game Strength Point carry-over issue
• Revisions to the Unit Viewer (F3)
• Fixed several issues involving airstrikes
• Fixed another off board artillery bug
• Fixed occasional edmap launch crash bug
• Adjusted vertical positioning of 2D bridges and ford for engine, edit and edmap

ENHANCEMENTS
• Implemented Options  Mouse Wheel Zoom
• Implemented Options  Hex Contour Widths  1/2/3
• Implemented Options  Cursor  Small/Standard/Large for varying cursor sizes
• Implemented Options  Cursor  Enhanced for a frosted cursor
• Implemented Options  Details  Persistent, a toggle that indicates whether the Damage Report persists until click (or the Esc key is pressed), or vanishes after a delay automatically
• Added terrain feature: Ditches (hexside anti-tank ditches)
• Added terrain feature: Crests (hexside)
• Added terrain feature: Water Block (hexside)
• Added terrain feature: Industrial (hex, for desert terrain)
• Substituted a new engine toolbar, with new OP FIRE button, revised Climb/Descend buttons
• Revised Top of Stack/Bottom of Stack buttons
• Substituted BoxArt style command and results dialogs
• Substituted square nation flags for roundels in the Organization Editor
• Improved diagnostic logging
• For terrain and counter draws, set compiler option to optimize for speed
• Implemented ON_CYCLE as hot key (TAB) for faying hex’s terrain about available alternatives
• Elevation Delta now saved between sessions for engine, edit and edmap)
• All airborne helicopters flying in the Low or High flight zones now have a spotting capability, even if unarmed reconnaissance or transport

GRAPHICS
• Revised a few 3D terrain and vegetation tiles
• Revised 2D terrain and vegetation tiles
• Revised Iraqi 3D graphics
• Revised United Kingdom 3D graphics
• Special graphics and units that are amphibious have been given appropriate graphics
• Revised all 3D graphics with a muted look, allowing 3D units to stand out clearly against the terrain

DATA
• Updated Weapon.pdt file, revising existing information and adding new information for new units
• Updated 09,14,22,23,24,30 platoon.oob files with additions and corrections

SCENARIOS
o New Scenarios by Jason Petho:
o No Match for the 100 (Bir Gifgafa 1967)
o Tourney - Set A01 - High Noon
o Tourney - Set C01 - Hack and Slash
o Tourney - Set C02 - The Villages
o Tourney - Set D01 - Dancing in the Desert
o New Scenario by Jim Mays:
o Tourney - Set B02 - A Furious Charge
o New Scenarios by Alan R. Arvold (available in the mods folder):
o Arab-Israeli Wars Scenario #1
o Arab-Israeli Wars Scenario #2
o Arab-Israeli Wars Scenario #3
o Arab-Israeli Wars Scenario #4
o Arab-Israeli Wars Scenario #5
o Arab-Israeli Wars Scenario #6
o Arab-Israeli Wars Scenario #7
o Arab-Israeli Wars Scenario #8
o Arab-Israeli Wars Scenario #9
o Arab-Israeli Wars Scenario #10
o Arab-Israeli Wars Scenario #11
o Arab-Israeli Wars Scenario #12
o Arab-Israeli Wars Scenario #13
o Arab-Israeli Wars Scenario #14
o Arab-Israeli Wars Scenario #15
o Arab-Israeli Wars Scenario #16
o Arab-Israeli Wars Scenario #17
o Arab-Israeli Wars Scenario #18
o Arab-Israeli Wars Scenario #19
o Arab-Israeli Wars Scenario #20
o Arab-Israeli Wars Scenario #21
o Arab-Israeli Wars Scenario #22
o Arab-Israeli Wars Scenario #23
o Arab-Israeli Wars Scenario #24
o Arab-Israeli Wars Scenario #25
o Arab-Israeli Wars Scenario #26
o Arab-Israeli Wars Scenario #27
o Arab-Israeli Wars Scenario #28
o Arab-Israeli Wars Scenario #29
o Arab-Israeli Wars Scenario #30
o Arab-Israeli Wars Scenario #31
o Arab-Israeli Wars Scenario #32
o Arab-Israeli Wars Scenario #33
o Arab-Israeli Wars Scenario #34
o Arab-Israeli Wars Scenario #35
o Arab-Israeli Wars Scenario #36
o Arab-Israeli Wars Scenario #37
o Arab-Israeli Wars Scenario #38
o Arab-Israeli Wars Scenario #39
o Arab-Israeli Wars Scenario #40
o Revised Suez Linked Campaign
o Revised all affected scenario/campaign maps with new Industrial terrain hex
o Scenario Modifications to:
o The Crossroads
o Off to Giddi
o Bootcamp 3
o Battlefields of Old
o Raid Into Libya
o Into the Ring
o A Taste of Sa’iqa
o Into Africa!
o The End in the Sahara
o Hot Knife Through Butter

MODS
We have included a number of user made modifications that may enhance your gaming experience. It is recommended to use the JSGME Modification Enabler Software that is included as part of the installation. See Section 16.3 for instructions.

• Alan R. Arvold Ode To Arab-Israeli Wars – This is a scenario set based on the Arab-Israeli Wars created by Alan R. Arvold.
• Ode to Arab-Israeli Wars – This is a 2D graphics modification by Petri Nieminen (aka Crossroads) to provide the players of the Ode to Arab-Israeli Wars scenarios an authentic look and feel when playing the scenarios.
• Alternate 3D Bases – This is a 3D graphics modification that simplifies the roundels in the 3D view, making them easier to distinguish against the terrain.
• Black 2D Unit Profiles – This is a 2D graphics modification that converts the coloured unit graphics to black silhouettes.
• Black Unit Info Box – This is a UI graphics modification that removes the background information when using the Unit List, making the unit information easier to read.
• MausMan 3D Graphics – This is a massive 3D graphics modification that converts all 3D terrain graphics to a smaller scale.
• NATO Icons w. Transp. Background – This is a 2D graphics modification for NATO symbols that removes all colour coding and just displays the black outlines.
• NATO Icons w. White Background – This is a 2D graphics modification for NATO symbols that replaces all colour coding with a white background.

MANUAL
The manual has been revised to 1.02 UPDATE standards. It has also been combed through; revising graphics and grammatical errors, in addition to incorporating comments from users (inclusion of 2D and 3D screenshots, for example).
Title: Re: Campaign Series: Middle East 1948-1985
Post by: pzgndr on June 29, 2016, 02:11:05 AM
I've played a couple of the old AH AIW scenarios.  The retro graphics are excellent and it brings back a lot of memories.  I've played some of the old AH PB and PL scenarios in the JTCS game, but they couldn't customize the map and unit graphics like they can now with this new CSME game engine.  One of these days when they get back to updating the new game for WWII, it will be great to play those old scenarios with retro graphics just like the boardgame. 
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Crossroads on September 15, 2016, 07:08:11 PM
Some added content at Matrix CS: Middle East forum (http://www.matrixgames.com/forums/tt.asp?forumid=1515) available, gents:

- Ode to Arab-Israeli Wars V and VI, adding the Ode to AIW tally to 60 scenarios
- Ode to Divided Ground project proceeding, with eight Golan Heights scenarios currently available, one for 1967 and seven for 1973 battles.

With October 6th looming, we're giving out some more stuff as well. Stay tuned!

 :)

Title: Re: Campaign Series: Middle East 1948-1985
Post by: Stardog765 on September 15, 2016, 07:17:44 PM
Middle East of that time period isnt really my gig but you are no doubt getting me jazzed up to play some West Front!

Title: Re: Campaign Series: Middle East 1948-1985
Post by: Crossroads on September 15, 2016, 08:01:35 PM
Middle East of that time period isnt really my gig but you are no doubt getting me jazzed up to play some West Front!

Ha. You should try it out, once you get a feel for busting those tanks with your ATGW armed Gunships there's no turning back  :P
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Crossroads on September 19, 2016, 08:07:59 PM
Some added content at Matrix CS: Middle East forum (http://www.matrixgames.com/forums/tt.asp?forumid=1515) available, gents:

- Ode to Arab-Israeli Wars V and VI, adding the Ode to AIW tally to 60 scenarios
- Ode to Divided Ground project proceeding, with eight Golan Heights scenarios currently available, one for 1967 and seven for 1973 battles.

With October 6th looming, we're giving out some more stuff as well. Stay tuned!

 :)

Ode to October War scenario pack releases on October 6

From Wiki (https://en.wikipedia.org/wiki/Yom_Kippur_War):

Quote
The Yom Kippur War, Ramadan War, or October War (Arabic: حرب أكتوبر‎‎ Ḥarb ʾUktōbar, or حرب تشرين Ḥarb Tišrīn; Hebrew: מלחמת יום הכיפורים‎‎ Milẖemet Yom HaKipurim or מלחמת יום כיפור Milẖemet Yom Kipur), also known as the 1973 Arab–Israeli War, was a war fought by the coalition of Arab states led by Egypt and Syria against Israel from October 6 to 25, 1973. The fighting mostly took place in the Sinai and the Golan Heights, territories that had been occupied by Israel since the Six-Day War of 1967.

To commemorate the date, we are releasing a brand new scenario pack from Alan R. Arvold on 6 October 2016 to mark the 43rd anniversary of the conflict.

From Alan's Design Notes:

October War was a game by SPI that came out in 1977 in the magazine “Strategy & Tactics”, in issue number 61. It was SPI’s answer to Avalon Hill’s game “Arab Israeli Wars”. It was a tactical armored wargame that dealt with battles in the 1973 “Yom Kippur” War. As I have converted the scenarios from “Arab-Israeli Wars” to Divided Ground and Middle East, it seemed only natural that I do the same with the scenarios from “October War”. So here we go.

(http://www.matrixgames.com/forums/upfiles/32195/7957C40DAAC247A181D8E9778AB6F4C7.jpg)

There are fifteen scenarios in "Ode to October War", thirteen that came with the game and two more which were published in Moves magazine #32. The scenario pack also provides four scenarios with an alternative, more historical map in addition to these original 15 scenarios, bringing the number of new scenarios to nineteen.

So, something to wait for then! :)

We're a bit new to this DLC fad, so we thought we'd price this at $0.00. We accept PayPal, major credit cards, and direct bank transfers.  O0

If you feel the price a bit deep for some twenty new scenarios, please remember for the fee you get to download it as often as you want!
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Crossroads on October 06, 2016, 07:40:20 PM
I am happy to announce the immediate availability of Alan's fab Ode to October War scenario pack at Matrix CS Middle East forum (http://www.matrixgames.com/forums/tm.asp?m=4159885).

Enjoy!
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Crossroads on October 16, 2016, 08:57:28 AM
Two new Ode to Divided Ground scenario packs available for download in the Matrix Campaign Series Middle East Mods and Scenarios (http://www.matrixgames.com/forums/tt.asp?forumid=1519) subforum:


Add that to the previous set of


Enjoy!   :)
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on February 13, 2017, 10:01:00 PM
Works-In-Progress

Posted by Crossroads
Here's the new 2D Zoom-in View in its full HD glory. Work-in-progress, but getting there!

In a way, the visual is at optimal with an HD (1920x1080) display. For instance, the Toolbar with its Small size as in here fits one row. Neat, if you know them (and hot keys!) most by heart and don't need the big icons.

Here's the Alternate counters with 3D Unit Graphics on show as well. We've removed the shadows and are displaying a white outline so they'd appear more like printed on cardboard counters. Another little trick shown here: note how tanks are on larger chits, while everything else are on smaller ones. They fit much better this way, otherwise we'd might have had to scale these down a bit. An idea I borrowed from Lock'n Load's excellent Tactical board game series

Was quite a nailbiter, this scenario! By turn 15 I managed to exit my motorised reinforcements via the Exit hex, turning the tide of battle definitively on IDF's side. Before that it was quite tough going, with Egyptians doggedly dug in. Patience, and artillery, paid off, so by now it should be about mopping up during the last five turns, for a hard fought Major Victory. HAL put a decent fight here, on Cautious settings, as I wanted them to stay put rather than being too aggressive. They had excellent defence positions, after all.

(http://www.matrixgames.com/forums/upfiles/32195/4F6BBC87A0904AAE9B6BAFFF92ECEE2F.jpg)

Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on September 07, 2017, 05:35:34 PM
(http://www.matrixgames.com/files/spotlight/871_image.jpg)

Hello everyone!

Today, for our “Community Content” format, we wanted to highlight the extraordinary work made by Crossoroads (who is actually one of the developers) for Campaign Serie: Middle East 1948-1985! (http://www.matrixgames.com/products/582/details/Campaign.Series:.Middle.East.1948.-1985)

The devs of Campaign Serie: Middle East 1948-1985 (http://www.matrixgames.com/products/582/details/Campaign.Series:.Middle.East.1948.-1985) always did their best to let their game be as modders-friendly as possible, in order to let the community always have fun playing and creating new contents, and this is why they created this amazing guide (http://www.matrixgames.com/forums/tm.asp?m=3918444) to help everyone, from newcomers to veterans, learn and further their knowledge regarding the modding world.

You can also find a list of a bunch of mods for the game itself, hurry up and check it out!

So go on and enjoy this thread, and if you have any question don’t hesitate and ask! The devs will do their best to answer as soon as possible!
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on January 09, 2018, 07:46:20 PM
(http://www.matrixgames.com/files/spotlight/991_image.jpg)



Since its original release back in 2015, Campaign Series: Middle East 1948-1985 (http://www.matrixgames.com/products/product.asp?gid=582), was praised among wargamers for its ability to represent the tactical and operational challenges of modern warfare.

But developers didn’t rest on laurels! In fact, they kept working on the game, constantly improving the game experience. Today, they are very proud to announce that a massive remaster version of this wargame has now reached the final stages, and players will be able to enjoy Campaign Series Middle East 2.0 very soon!

This new version will come as a free update, and it will involve almost every part of the game, from gameplay enhancements to graphics and visuals.

Just to give you a little taste of what you could expect from 2.0:

Added new NATO unit icons.
o   There’s now 450+ unique symbols to depict the plethora of unit types in the game.

o   Armored Tracked Amphibious Infantry Fighting Vehicle with Anti-Tank Guided Missiles? Check!

Added 13 new Terrain Features
New User Interface
New 3D Terrain Tiles
New 2D Terrain Tiles
New Night Combat colour scheme
Revised and improved 3D unit graphics for all countries.
Revised 2D counters for all countries
9 Mods included directly into the game folder


And to tease you more, here you are some screenshots with the new visuals! Feast your eyes and stay tuned for further updates!

(http://www.matrixgames.com/amazon/Screenshots/CS_Middle_East/Chosen/AdvantageJiradi67_2D_5_Zoom-InView.jpg)

(http://www.matrixgames.com/amazon/Screenshots/CS_Middle_East/Chosen/AdvantageJiradi67_2D_7_Zoom-OutView.jpg)

(http://www.matrixgames.com/amazon/Screenshots/CS_Middle_East/Chosen/IntoTheRing82_2D_7_Zoom-OutView.jpg)
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on January 17, 2018, 06:18:15 PM
Campaign Series Middle East 2.0 will be released tomorrow!

(http://www.matrixgames.com/files/spotlight/997_image.jpg) (http://www.matrixgames.com/files/spotlight/997_image.jpg)

Great news for you, rusty sands lovers, as [link=http://www.matrixgames.com/products/582/details/Campaign.Series.Middle.East.1948-1985]Campaign Series Middle East 2.0[/link]  will be released tomorrow!

We know that many of were waiting for this release, so to satisfy a bit your curiosity before the official launch of the remastered version, we are going to run a Twitch “Preview” of the game today on our Channel (https://www.twitch.tv/slitherinegroup)!

Join us at 11AM / 4PM GMT / 5 CET and let us know what you think of this new version!

Grab the game now! (http://www.matrixgames.com/products/582/details/Campaign.Series.Middle.East.1948-1985)

The 2.0 version will come as a free update, and it will involve almost every part of the game, from gameplay enhancements to graphics and visuals.

Just to give you a little taste of what you could expect from 2.0:

- Added new NATO unit icons.
  o   There’s now 450+ unique symbols to depict the plethora of unit types in the game.

  o   Armored Tracked Amphibious Infantry Fighting Vehicle with Anti-Tank Guided Missiles? Check!

- Added 13 new Terrain Features
- New User Interface
- New 3D Terrain Tiles
- New 2D Terrain Tiles
- New Night Combat colour scheme
- Revised and improved 3D unit graphics for all countries.
- Revised 2D counters for all countries
- 9 Mods included directly into the game folder


Middle East 2.00 Update Log

Fixes
• Fixed various Unit database issues
• Fixed several issues involving airstrikes
• Fixed high level attacks for helicopters
• Made numerous other minor fixes
• Also: Revisions on the CS Unit Viewer (F3) community tool by ‘Arkady’ to use the new folder, data, and graphics formats now in Middle East 2.00

Enhancements
• Implemented standard windowed application (no longer fixed full screen)
• Implemented new Field Drab - Sand colour scheme for all windows, dialogs, and UI elements
• Implemented new frontend User Interface
• Implemented new in-game dialogs to replace many old dialogs
• Revised the Extended Info (F2 Unit Handbook) dialog
• Revised the in-game Scenario Information dialog
• Implemented Campaign Series Event Engine
• Extended Campaign Series Adaptive AI
• Implemented new 3D Zoom Levels
• Implemented new 2D Zoom Levels
• Implemented new Night colour scheme for battles taking place during night turns
• Implemented Recon Reveal
• Implemented a bridge laying AI
• Implemented new short cut keys
• Added new Adaptive AI parameters
• Added terrain feature: Major Canal
• Added terrain feature: Canal
• Added terrain feature: Major River
• Added terrain feature: Major River (Shallow)
• Added terrain feature: River
• Added terrain feature: River (Shallow)
• Added terrain feature: Produce Field
• Renamed terrain feature: Field to Grain Field
• Added terrain feature: Thicket
• Added terrain feature: Colored Dirt
• Added terrain feature: Airfield
• Added terrain feature: Stream Join (hexside)
• Added terrain feature: Minor River Join (hexside)
• Added terrain feature: Water Block (hexside)
• Implemented new game engine and map editor toolbars
• Implemented new feature where the game engine, launched from the frontend, defaults to use non-encrypted data files for solo, Hot Seat & campaign play (while for PBEM and LAN Play, use of encrypted files still applies)
• Implemented new 3D objective markers
• Implemented Options  Unit List Position  Left/Right
• Implemented Options  Hex Highlights  Hex Block
• Implemented Options  3D Unit Shadows (toggles unit shadow displays in 3D Map Modes)
• Implemented Display  Terrain Combat Modifiers
• Implemented Display  Concealment Modifiers
• Implemented Display  Morale Modifiers
• Implemented Display  Command Range now also display “(re)supply probability values
• Implemented red, Special map labels
• Map labels now display via Display > Labels (hot key `)
• Implemented several Alt+# hot key variants, for international keyboards lacking some of the standard English-language punctuation keys
• Implemented 3D unit graphics on 2D counters option
• Maps are now specified by both Region and Biome
• In the Map Editor toolbar, implemented a new functionality, RevCycleSel, for reverse cycling through the map selections
• In Map Editor, implemented Terrain > Lock Terrain (L), for locking the current (Cycle) Selection value
• Implemented the new Map Editor Display > Map Hints feature
• Improved diagnostic logging
• Implemented Statically linked EXEs; no longer dynamically linked, and no longer reliant on Microsoft Visual C++ Redistributables to run

Graphics
• New User Interface
• New 3D Terrain Tiles
• New 2D Terrain Tiles
• New Night Combat colour scheme
• Revised and improved 3D unit graphics for all countries.
• Revised 2D counters for all countries

Data
• Updated Weapon.pdt file, revising existing information and adding new information for new units
• Updated all Platoon##.oob files with additions and corrections
Scenarios
• New Scenarios by Jason Petho:
  o Bootcamp 5 – Reconnaissance
• New Scenarios by Petri Nieminen:
  o Crisis in Sirte 1985 Scenario Pack
    4 Head to Head
    4 vs AI
• New Scenarios by Alan R. Arvold (available in the mods folder):
  o Ode to October War
    19 scenarios, design notes
  o Ode to Arab-Israeli Wars
    60 scenarios, design notes
  o Ode to Divided Ground
    71 scenarios, design notes
  o Note: These scenarios are historically as accurate as contemporary sources allow them to be. However, these sets have not been through the rigorous BETA Brigade Playtesting phase, and as such the victory conditions are per original design assumption. Your feedback appreciated.
• Revised all affected scenario/campaign maps with new Airfield terrain hex
• Scenario Modifications to:
  o All Scenarios
• Scenario Modifications for Campaign Series Event Engine:
  o Bootcamp 1
  o Bootcamp 2
  o Bootcamp 3
  o Bootcamp 4
  o Bootcamp 5
  o Long Road Home
  o Teaching Set 1
  o Teaching Set 2
  o Teaching Set 3
  o Teaching Set 4
  o Teaching Set 5
  o Crisis in Sirte 1985 scenario pack (four H2H and four Side A scenarios)

Mods
Here are the included mods, in \mods folder, with CS: Middle East 2.00:

• 2D Black Unit Profiles (updated) – This is a 2D graphics modification that converts the coloured unit graphics to black silhouettes
• 2D Board Game Mapboards (new) – This is a 2D graphics modification that converts the 2D mapboard terrain tiles with those with a classic board game type of texture, with Line-of-Sight dots in the middle of hexes, for instance
• 2D Textured Mapboards (new) – This is a 2D graphics modification that converts the 2D mapboard terrain tiles with those with stronger textures. Looks more at par with 3D color scheme, and more lively all in all, but makes observing elevation changes more difficult
• 3D Classic Unit Bases (new) – This modification brings back the classic button profiled 3D unit bases (stock with Middle East 1.02) with country insignias on them
• Alan R. Arvold's Ode To Arab-Israeli Wars 2.0 (updated) – This modification by Alan R. Arvold introduces sixty Arab-Israeli Wars boardgame inspired scenarios with Design Notes to CS: Middle East game format. Now compliant with CSME 2.0.
• Alan R. Arvold's Ode to Divided Ground 2.0 (new) – This modification by Alan R. Arvold introduces a completely revised set of Divided Ground scenarios with Design Notes into CS: Middle East game format. Compliant with CSME 2.0.
• Alan R. Arvold's Ode to October War 2.0 (updated) – This modification by Alan R. Arvold introduces nineteen October War boardgame inspired scenarios with Design Notes to CS: Middle East game format. Now compliant with CSME 2.0.
• Skip Intro Music – This modification by 'harry_vdk' replaces the music file playing during the scenario selection dialogs with an empty one. Silence it is.

Manual
The manual has been revised to 2.00 UPDATE standards. It has also been combed through; revising graphics and grammatical errors, in addition to incorporating comments from users (inclusion of 2D and 3D screenshots, for example). All new features have been added to the manual.
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on January 17, 2018, 07:18:24 PM
Campaign Series: Middle East 2.0 Manual is now available: download it from  here (https://www.dropbox.com/s/30zirr1dsburfhu/CSME_Manual_200.pdf?dl=0)

Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on January 17, 2018, 07:21:58 PM
Here's the video from Twitch: https://www.twitch.tv/videos/219494149
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on January 18, 2018, 04:50:14 PM
(http://www.matrixgames.com/files/spotlight/999_image.jpg)

Campaign Series: Middle East Version 2.0 is OUT

Campaign Series: Middle East 1948-1985 has reached what can be easily considered a tremendous milestone!

Version 2.0 is massive. It contains over 50 implementations and new features added, a completely revised UI, new graphics and visuals, new terrains, improvements on an already challenging AI, and a lot more!

To celebrate this important achievement, Campaign Series Middle East is on sale for a week! 50% discount from today to January 25th!

Waste no time and join the fight!

Important information for the installation! This update is completely free but in order to play with the new version, please make sure to uninstall the old version of the game. You can find the Uninstall option in the game's Start menu folder.
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on March 21, 2018, 12:26:40 PM
Campaign Series: Middle East has been updated to version 2.0.1!

You can download the update from here (http://www.matrixgames.com/members/publicDL.asp?gid=582)

Check out the full changelog below!

Errata
• When loading a Pontoon Ferry or Crewed Boat to an Engineering Truck, Unit List sidebar omits one of the units in the hex and shows a blank tile instead.

Enhancements
• Added a new frontend variant, Middle East no3D.exe, to run on low-powered systems.
• Added a new multi-colored game engine toolbar option (Options > Toolbar > Color).

Fixes
• Finished implementing the edmap Display > Map Hints feature.
• Set Options > Smooth Scroll to OFF by default.
• Fixed a bug where CycleSel #s > 12 were not saving/reloading properly.
• Adjusted the timeline defaults for EF III etc. (should not impact ME at all).
• Fixed a bug where changes in exit objective hex values were discarded on phase turnover, thus exit hex objective points were not recording properly.
• In the frontend random battle generator, company size engagements are no longer possible (fixing a possible crash if company size engagements were selected).
• Fixed a bug where, if PBEM no side replay were selected, the .bte file might be corrupted, and the game might crash.
• Crewed boats (and rafts etc.) were not loadable on engineering trucks. This has been corrected.
• In PBEM play, with side replay selected, Side B was shown Side A's private beginning-of-mission (Lua EE) briefing. This should no longer happen.
• Low probability AI reinforcements were always arriving with 100% certainty. This has been fixed.
• Fixed several CSEE issues (involving set_reinforcement_turn() in PBEM, and other bugs).
• Re-encrypted Platoon*.OOB files to fix a bug where previous *.OBX files missed the last line of each file.
• Bootcamp 4.lua event engine coding error fixed.
• Fixed a few typos in Unittext.txt
• Removed accented letters from *.OOB files that did not show properly in Organization Editor.

Graphics
• Added new 3D Minefield markers
• Color Coded Toolbar
• Provided a set of Unit Picture defaults with a background color that does not show in Unit Viewer like the previous Magenta background color did.
• Fixed the French DUKW unit graphics that had white artifacts

Data
• Added a correct Front End background music file xbackg1.ogg version.
• Added Grenade launcher sound files

Scenarios
• Added Leaders to Teaching Sets 1-5
• Fixed a AIW20.scn helo reinforcement to arrive at NoE air level.
• Fixed typos in Jerusalem48, Khanyunis56, and Khanyunis67 map files
• Added a missing commander entry to As_Suez73.org


Mods
• Added a set of 3D Alternate Bases mods for all nations by XLVIII PzKorp.
Title: Re: Campaign Series: Middle East 1948-1985
Post by: Asid on July 05, 2023, 12:07:21 AM
Campaign Series Middle East - Update v2.30
June 23, 2023

(https://www.matrixgames.com/images/news/3312/spotlight_image.jpg)

Campaign Series Middle East v2.30 is a free update that features the same improvements released earlier in the year for Vietnam v1.30. Included in both game’s updates are UI and QoL features, graphical improvements, and bugfixes. Over five years of changes and improvements are now available in this massive update. Download the new launcher here: https://ftp.matrixgames.com/pub/CampaignSeriesMiddleEast/CampaignSeriesMiddleEast-SetupRelease-v2.30.00.zip

The full changelog is posted below:

(https://www.matrixgames.com/forums/download/file.php?id=1176340)


Enhancements
    • Implementation of new Game Action Speed system for speeding up, slowing down, pausing the AI turns, PBEM replays and human player turns. See Status → Action Speed → AI Play → Slow Down and Status → Action Speed → Replay → Slow Down for setting the AI play and Replay speeds while in the Human Player turn mode with new ALT+ and CTRL+ associated HotKeys.
    • Implemented a message to display a confirmation of the changed Action Speed.
    • Unit List and Info Box were given makeovers to make it easier to read the information with larger and bolder fonts, revised layout and new graphics.
    • Implemented Options → Unit List → Unselected Highlights → White, Black, Alternate, and None options for the Unit List.
    • Implemented new side bar Unit List icons, including new icons for Double Time and Slow Time
    • Implemented a white halo for red Unit List values.
    • Implemented Display → Roaming Mode (CTRL+SPACE) for quickly identifying units as you move the mouse over the map. Clicking anywhere on the map will toggle OFF Roaming Mode.
    • Implemented Slow Time for all units except Aircraft that allows units to expend more.
Action
    • Points when moving to reduce the likelihood of casualties from Mines and IED’s.
    • Updated the Toolbar to incorporate buttons for Slow Time, Roaming Mode, and Game Action.
    • Speeds and revised placement of the Jump Map button.
    • Implemented new, dynamic, random Hex Info Box CSLogoXX images, with the option to fix images on a per scenario basis by appending [LG##] to the scenario description in the scenario.
Editor
    • Implemented Options → Damage Results → Position → Center, Upper Left, Upper Right, Lower Left and Lower Right, allowing the user to display the Damage Results where they prefer.
    • Overhaul of Mine/IED system with improved movement effects, including the addition of night.
    • and enemy proximity effects, delayed side awareness and several bug fixes.
    • IED’s now operate much like Mines in most ways. (For instance, step-down reductions, on activation and removal, not all in one go.)
    • Revised the Scenario Information dialog to display the scenario’s map region and biome.
    • Implemented the Scenario Information dialog in the scenario editor.
    • The Location Dialog will no longer display the ‘=’ and ‘+’ border labels, just the relevant place
Names
    • Implemented a new Place All button in the Arrived Dialog for placing all listed reinforcements with a single click.
    • Units moving Double Time will be more likely to lose concealment and Units moving in Slow Time will be more likely to remain concealed.
    • Implemented single button Opportunity Fire Limit adjustments within the Opportunity Fire Dialog.
    • Implemented new XAlliedAttack/XAxisAttack hex flags that has the game engine recording any combat action originating from any hex and for any such hex, the “authorization denied” will not apply to artillery fire and.
    • Implemented additional Lua CSEE Debugging capabilities in the scenario editor.
    • Updates/improvements in the Find Organization Dialog in game and the Forces Dialog in the scenario editor providing additional information such as the hex location.
    • The Units/SPs/Losses Dialog will now also show unit type surviving Strength Points in addition to Strength Point losses.
    • Watercraft out in open water and in waterways will no longer have a chance of being concealed.
    • Implemented additional testing features, for on the fly toggling ON/OFF new and workinprogress features.
    • Implemented several new CSEE functions: fire_indirect_nearest_from(), garrison(), accompany(),  order_airstrike(), move_slow(), has_attack()
    • In the Scenario Editor, implemented a new, standalone Missions Dialog, for specifying one or more Mission Types for each side. (We anticipate making expanded use of this legacy capability, both in the EAI and the CSEE/SAI.)
    • Expanded the list of Mission Types from the legacy 11 to 23.
    • Extended the sound categories from 35 to 43, to accommodate the eight new aircraft/helicopter sound types.
    • Extended Map Hints to display ‘W’ marker labels at inland Waterway hexes.
    • In 2D, when direct firing blindly into apparently empty hexes, the tracer fire and explosion graphics will newly display.
    • Trace fire and light arms explosion graphics will no longer display, and map recentering to the target hex will not happen, if the target hex is out of Line of Sight.
    • Implemented the new CSEE functions: game(), game_name(), scenario(), missions(), mission_name(), region(), region_name(), biome(), biome_name(), condition(), shuffle().
    • Implemented a new CSEE/SAI uber function, attack_sequential().
    • Implemented a new CSlint utility, csflgfix.pl, for modifying unit flag values.
    • Revised the CSlint utilities csscnchk.pl & csluachk.pl to accommodate the new Mission Types and new CSEE functions.
    • With the -V command-line option, every game EXE will display its version # and build time/date.
    • Revamped the log system ERRID codes, for better CSEE/SAI debugging.
    • Updated several CSlint utilities.
    • Ambush situations will now come with assault background sounds.
    • Implemented several new CSEE functions: attack_nearest_arc(), hexes_habitat().
    • Enhanced Developer debugging.
    • In the game engine Status Bar, spread out display elements to mitigate info crowding.
    • Implemented new CSEE function: counters_active(), function_name().
    • Removed the OK button from most reports, clicking anywhere will dismiss the dialog.
    • Added new command-line parameter (-V), for reporting the EXE version and whether or not the built in DEBUG or RELEASE mode.
    • Implemented new and improved Tool Bars.
    • Implemented colour-coded border map labels.
    • Implemented dynamic, customizable message dialog backgrounds (with all such image BMP’s in a new game folder, Backgrounds).
    • Implemented two new CSEE message dialogs: Bulletin (between Message & Report in size), and Remark (the smallest, smaller that Note). Also implemented new CSEE functions pertaining to the new dialogs, including an auto sizing, all-purpose dialog function.
    • Incorporated the previous Monochrome (“Coin”) bases mod as the new Alternate Bases. The earlier Alternate Bases have been retained as Insignia Bases.
    • In user.lua, revised csee_check() with improved CSEE memory management (garbage collection.
    • Reinforcement arrival scatter extends to all types of reinforcements, not just paratroops. Implemented Help →Unit Handbook (Passenger) (ALT + F2) to reveal stats of passenger.
    • Implemented Higher Organization Highlight (select and press CTRL) in the scenario editor.
    • Implemented dialog windows minimize, maximize and restore for many of the larger dialogs.
    • Improved Highlighting of selected unit in Unit List.
    • Changed and increased font for numbers in the Unit List.
    • Implemented Display → 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 → 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

(https://www.matrixgames.com/forums/download/file.php?id=1176341)


Fixes
    • Fixed the unscripted (no Scripted AI) artillery blind fire strikes. The AI will no longer fire blindly (to be implemented in the future).
    • In the map editor, fixed an issue where the region and biome changes were not saving to the .map file.
    • Fixed several LCG issues in the code, including more than one Crash to Desktop.
    • Fixed color inconsistency in Command Report and Damage Results Dialogs.
    • Fixed a bug in the map editor where the biome would not show properly in Values → Region and where the biome would not show properly in the Values → Biome.
    • Updated the frontend code to process the latest version # LCG .scl files properly.
    • Fixed a bug possibly preventing an amphibious unit moving from land to water or vice versa.
    • Fixed a bug where Landing Zones might be cleared in waterway hexes.
    • Fixed a bug where loaded waterway transports may be prevented from moving.
    • Fixed several bugs preventing the display of the on-map Unknown Unit marker.
    • Fixed a bug where a ferrying watercraft unit may leave a hex and potentially strand a ferried ground unit in the water. Ferrying watercraft will no longer be able to move if any potential
    • Ferried units have moved to shore. This action costs 50 Action Points.
    • When entering a roadblock hex, the moving side will gain side awareness immediately and the roadblock marker will instantly show.
    • Fixed a bug for some Options changes for the Unit List would not update automatically.
    • Fixed the broken Static All toolbar option.
    • Fixed a bug where the DaisyCutter operations were not working for ground units.
    • Fixed a bug where on PBEM (and LAN Play) scenario start, the New Scenario dialog (and Player Dialog), the Rules button was broken.
    • Fixed a bug with Units → Move Air Units Off Map in the scenario editor.Revised CSEE counters_weakest() function.
    • Fixed several UI color and background pattern issues.
    • Extended the game opening splash video by 10 seconds, in case the Windows Media Player is unusually slow to start.
    • Fixed other minor bugs and made other code improvements.
Graphics
    • Revised Water graphics.
    • Revised Dune graphics.
    • Fixed several unit display artifacts.
    • Cleaned up some game engine and scenario editor dialog display issues.
    • Replaced new Toolbar graphics.
    • Implemented new “button” monochrome unit bases.
    • Tweaks to “coin” monochrome unit bases graphics.
    • Minor UI graphics fixes.
    • Added ~60 new Backgrounds images.
    • Fixed a number of *.bit unit outline files.
    • Fixed several minor UI color issues.
    • Fixed several 3D map graphic issues.
    • Added photos for the new dynamic, random Hex InfoBox CSLogo## images.

(https://www.matrixgames.com/forums/download/file.php?id=1176342)


Data
    • Numerous unit data edits.
    • Massive update for French forces.
    • Updated all maps with side awareness.
    • Revised aircraft statistics based on OOB file enhancements.
    • Added additional background sounds.
    • Revised movement values in Scrub and Paths for infantry.
    • Updated csluachk.pl file with additional functionality for checking Lua files.
    • Map Editor – Plain, Water & Forest labels have been renamed Anthro, Hydro & Natural.
    • Revised LUA_FUNCTIONS_REFERENCE.txt
    • Revised CSlint tools.
    • Revised Digging In chance.
    • Revised Lua scripting to speed up unit movement.
    • Revised the airstrike scatter probability.
    • Revised the Weapon.pdt to incorporate the new special forces supply units.
    • Raised village TEM to 0.70.
    • Added new Special Forces supply unit to France/UK.
    • Revised the Weapon.pdt to incorporate the new special forces supply units.
    • Revised the Sounds.dat to incorporate the new sounds for aircraft and helicopters.
    • Fixed several other sound issues.
    • Updated cswpnchk.pl to check for fire capable units with a zero-fire cost
Scenarios
    • Fixed Map in Bootcamp 4.
    • Revised Sirte scenarios with scripting.
    • Removed scripting for all other scenarios.
Mods
    • No new mods for the 2.30 UPDATE