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Madmatt

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  1. You don't have to use Paypal. Do you have a credit card (MasterCard or Visa)? If so, just use the Checkout link, instead of the Checkout with Paypal link. Madmatt
  2. Make sure you aren't trying to place your order on a computer with a firewall this is blocking port 8443 or if it is, please adjust the firewall so that port 8443 is now allowed. We have also seen issues with Internet Explorer version 6 for some reason but IE 7 seems to work fine. Madmatt
  3. Basically, the quick answer is that this is an all new order system and not connected to the older system we had been using the last few years. Its also not connected to your forum accounts. If you have NOT placed an order with the new order system (which went live October 1st,2007) then you are not in the order systems database so you won't have any username/login info for the order pages. You can simply go to the order page, fill out the info to place your Pre-Order and a new customer account will be created for you. Madmatt
  4. The second expansion in the acclaimed Strategic Command 2 grand strategy series, Patton Drives East is now available for Pre-Order! This expansion has a special Pre-Order price of just $25 (plus S&H) and is scheduled for an official release in May and only from this website! Patton Drives East explores the "what ifs" of a post WWII conflict between the Allies and USSR as well as including various hypothetical revisions of classic WWII campaigns. Pre-Order now and get all of the following: * Priority Advance Notification of the games release by email * Download the game as soon as it is officially released in May * Hardcopy of the game (on CD) will be sent to you via mail after release * Save $10 on the "Download & Mail" delivery option! After release you will have to pay $35, but as a Pre-Order customer you only need to pay $25 (plus S&H) Pre-Order the Patton Drives East Expansion Today!!!
  5. The second expansion in the acclaimed Strategic Command 2 grand strategy series, Patton Drives East is now available for Pre-Order! This expansion has a special Pre-Order price of just $25 (plus S&H) and is scheduled for an official release in May and only from this website! Patton Drives East explores the "what ifs" of a post WWII conflict between the Allies and USSR as well as including various hypothetical revisions of classic WWII campaigns. Pre-Order now and get all of the following: * Priority Advance Notification of the games release by email * Download the game as soon as it is officially released in May * Hardcopy of the game (on CD) will be sent to you via mail after release * Save $10 on the "Download & Mail" delivery option! After release you will have to pay $35, but as a Pre-Order customer you only need to pay $25 (plus S&H) Pre-Order the Patton Drives East Expansion Today!!!
  6. We are extremely pleased to announce the release of the v1.08 Patch for Combat Mission Shock Force. The patch is available for owners of any of the three published versions of the game (Battlefront.com, Paradox Interactive, Gamersgate). In the past we have always released "all-inclusive" patches (which can be used on any previously patched or unpatched copy of the game) but this time, for the Battlefront.com version only, we are also offering a much smaller "incremental" patch which will upgrade the game from v1.07 to the new v1.08 level. The incremental patch is not available for the Paradox Interactive or Gamersgate versions of the game. Combat Mission Shock Force v1.08 Patch Notes PREVIOUS SAVE GAME COMPATIBILITY NOTE: Save games created with earlier versions of the game are NOT compatible with v1.08. Please finish your in-progress games before applying this patch. ONLINE VERSION CHECKER: New to this patch is the addition of a "Check for Updates" link located under the "Combat Mission Shock Force" Program Group within the Start Menu. By clicking this link, your web browser will connect to our online version checker system and report both the installed version number of your game as well as the current version available. Links to download the available patch or patches as well as important info and version details are also shown. With routine use of this new tool, your games will always be updated and current! COMBAT * Improved calculations for small-arms penetration of buildings,including "shatter gap" for high-speed bullets. * Stryker MGS is more willing to fire main gun (even though it doesn't carry a lot of ammo). * Area fire at buildings has fewer "stray" shots. * Troops will automatically cancel area target after they blow a sizeable hole in a wall. * Small tweaks to bomb crater size (slightly decreased) and effects vs. buildings (slightly increased). * Area fire at a wall area targets the wall itself more than the surroundings. * Balconies and roofs offer slightly increased protection. * Suppressed troops show more self-preservation behavior, especially in buildings. * Troops react faster to the cancellation of area fire targets. * Flavor objects disappear if a very large explosion occurs nearby. * Soldiers with low experience and/or low motivation are more likely to rout away. Rout symbols (the ! mark) also last longer. * Corrected a rare problem that allowed projectiles to hit a vehicle and explode, but continue traveling forward. * VIEDs cannot explode a second time if hit by additional fire. * The explosive power used by a Blast Move is increased (so enemies are more likely to take hits). * Corrected a problem where aiming a weapon at a vehicle at very short range could cause the shooter's weapon to "wave around" for a few moments before firing. * Soft-skinned vehicles are a little sturdier versus small-arms fire. MOVEMENT * When reaching a final waypoint, Team B of a squad will usually position itself to the side or rear of Team A. * In internet play, the client player can mount troops during the setup phase and it works properly. * Fixed a T-72 "stuck in wall" bug. * A Hide command attached to a Hunt move works properly. * Corrected some issues with troops inside buildings moving around too much. * Fixed a problem where infantry sometimes wouldn't go into a building through a breached wall. * If you give a team/squad embark orders toward a vehicle in a different setup zone, it will work correctly. * Fixed an embarking problem where some soldiers in the team wouldn't get on board the vehicle. * Corrected a pathing problem around high walls with a 45-degree bend. GRAPHICS * Compatible with Matrox TripleHead2Go, enabling the simultaneous use of three monitors providing wide-screen 3840 x 1024 resolution even if the computer only supports a single display output. * Battle maps with many walls have increased frame rate. * Alt-K hotkey to show/hide smoke graphics. * Walls are visually destroyed correctly in playback. * Tab-locking the camera to a unit does a better job angling the camera to make sure the unit begins in view. * Enemy casualties will not cause the building they are in to become translucent. * Terrain objective labels don't dim when "?" icons are on the screen. * Stryker driver hatch model does not open too far. * T-72 main gun model does not skew horizontally. * Casualties on board a vehicle are not displayed poking through the vehicle's sides. * Flames are correctly placed on post-explosion vehicle IEDs. * Raised the minimum animation threshold for soldiers so there are no more "scarecrows" even if if the scenario is very large. * Corrected a bug where a missile icon would appear in a vehicle's special equipment list for a moment before being fired. ARTILLERY AND AIR SUPPORT * Aerial rockets are used less frequently versus building targets. * Artillery and air strikes targeting a building that collapses will cancel automatically. * The small red/yellow/green icon shown on each unit in the Support Roster window that shows the quality of the connection to the spotting unit, displays properly. * The provisional delivery time initially displayed for an artillery mission while you are in the process of creating it, is now based on a standard mission, not an emergency one. TERRAIN OBJECTIVES * On the end-game screen, the status of a terrain objective worth zero points is displayed (previously it was skipped). * The presence of "stealthy" troops does not block the enemy from receiving points for terrain objectives. SPOTTING & LINE OF SIGHT (LOS) * LOS through two or more floors within the same building is blocked. * It is slightly easier to see over low walls from a kneeling position. * Trees block LOS more, especially tree types A and E. * Corrected a problem where some evening overcast situations would be treated as "too dark" for spotting. * More dust is kicked up when a wall is breached. TAC AI * TacAI regards .50cal MG as a greater threat to light armor like the BMP than previously. * TacAI slightly increases affinity for using HEAT and thermobaric rounds versus infantry in buildings, and slightly decreases affinity for using HEAT versus infantry not in buildings. VEHICLE DEFENSIVE AI * Vehicles will not retreat in response to threats they have been ordered to fire upon, or whom they are spotting for artillery or air strikes. * Reacts to grenade attacks. * Less likely to pop additional smoke if there is already smoke in the direction the vehicle wants. * Will not engage when the vehicle is embarking/disembarking passengers, nor will it be triggered by nonpenetrating hits received when the vehicle is moving. * Retreat distances are slightly shorter. DATA * BTR-60 has improved turn radius. * BMP-2 30mm cannon holds 500 rounds. * M1127 RV Stryker, M1131 FSV Stryker, M7A3 BFIST Bradley, and M707 Humvee have a laser designator that improves efficiency for on-board artillery/air-strike spotting teams. * PG-7V rocket diameter is corrected to 85mm. * PG-7VR explosive content is reduced. ATI COMPATIBILITY MODE * Fixed a problem where you could "find" hidden enemies by pointing the mouse at them. * Improved mouse-cursor precision near vehicles. * Clicks on waypoints inside buildings register better. MISC * Internet games require less data transfer which should correct various problems with large scenarios (this also shrinks PBEM files). * PBEM files are checked in advance for data integrity and the user is warned if the file appears damaged (this only works with PBEM files created with v1.08 or later). * Quick Battle computer-player does a better job setting up its units, especially putting them into buildings. * Fixed a few crash bugs. * "Adequate" supply level is sufficient to give a vehicle a full ammo load for its own weapons. * Fixed a "falling off the roof/balcony" bug. * A saved quick-battle shows correct information on the load-game screen. * Adjusted dawn and dusk start times for quick battles. * Corrected a bug where a soldier might start playback holding the wrong weapon if he switched weapons during the action. * Scream sounds from casualties are quieter at a distance. * Fixed some pathfinding problems that resulted from scenarios with walls "covering" building doors. * When a crew re-mounts a vehicle, their target orders are cleared, including orders to pop smoke. * Fixed the unlimited vehicle smoke bug in turn-based games. * Troops don't say "enemy spotted" when spotting destroyed enemies. * Camera tab-lock (padlock) on an enemy unit is now lost when the unit is no longer spotted. BATTLEFRONT.COM INTERNET BROWSER COMMUNITY TOOLBAR: This new game patch includes the optional install of a new, and we think, exciting tool. This tool seamlessly attaches to your internet browser (currently Microsoft Internet Explorer and Firefox supported) and gives you instant access to Battlefront.com game news, patches, demos, chat channel as well as other popular browser toolbar *gadgets* such as realtime weather reports (unique to your hometown!), a spell checker and pop-up blocker. Fully user configurable and expandable, your new Battlefront.com Community toolbar unlocks the full potential of your internet browser to keep you connected with the ever-growing world of Battlefront.com games and resources! You can find more details on this new free utility here: http://www.battlefront-store.com:8080//index.php?option=com_content&task=view&id=388&Itemid=212 Combat Mission: Shock Force v1.08 Patch Page Madmatt
  7. We are extremely pleased to announce the release of the v1.08 Patch for Combat Mission Shock Force. The patch is available for owners of any of the three published versions of the game (Battlefront.com, Paradox Interactive, Gamersgate). In the past we have always released "all-inclusive" patches (which can be used on any previously patched or unpatched copy of the game) but this time, for the Battlefront.com version only, we are also offering a much smaller "incremental" patch which will upgrade the game from v1.07 to the new v1.08 level. The incremental patch is not available for the Paradox Interactive or Gamersgate versions of the game. Combat Mission Shock Force v1.08 Patch Notes PREVIOUS SAVE GAME COMPATIBILITY NOTE: Save games created with earlier versions of the game are NOT compatible with v1.08. Please finish your in-progress games before applying this patch. ONLINE VERSION CHECKER: New to this patch is the addition of a "Check for Updates" link located under the "Combat Mission Shock Force" Program Group within the Start Menu. By clicking this link, your web browser will connect to our online version checker system and report both the installed version number of your game as well as the current version available. Links to download the available patch or patches as well as important info and version details are also shown. With routine use of this new tool, your games will always be updated and current! COMBAT * Improved calculations for small-arms penetration of buildings,including "shatter gap" for high-speed bullets. * Stryker MGS is more willing to fire main gun (even though it doesn't carry a lot of ammo). * Area fire at buildings has fewer "stray" shots. * Troops will automatically cancel area target after they blow a sizeable hole in a wall. * Small tweaks to bomb crater size (slightly decreased) and effects vs. buildings (slightly increased). * Area fire at a wall area targets the wall itself more than the surroundings. * Balconies and roofs offer slightly increased protection. * Suppressed troops show more self-preservation behavior, especially in buildings. * Troops react faster to the cancellation of area fire targets. * Flavor objects disappear if a very large explosion occurs nearby. * Soldiers with low experience and/or low motivation are more likely to rout away. Rout symbols (the ! mark) also last longer. * Corrected a rare problem that allowed projectiles to hit a vehicle and explode, but continue traveling forward. * VIEDs cannot explode a second time if hit by additional fire. * The explosive power used by a Blast Move is increased (so enemies are more likely to take hits). * Corrected a problem where aiming a weapon at a vehicle at very short range could cause the shooter's weapon to "wave around" for a few moments before firing. * Soft-skinned vehicles are a little sturdier versus small-arms fire. MOVEMENT * When reaching a final waypoint, Team B of a squad will usually position itself to the side or rear of Team A. * In internet play, the client player can mount troops during the setup phase and it works properly. * Fixed a T-72 "stuck in wall" bug. * A Hide command attached to a Hunt move works properly. * Corrected some issues with troops inside buildings moving around too much. * Fixed a problem where infantry sometimes wouldn't go into a building through a breached wall. * If you give a team/squad embark orders toward a vehicle in a different setup zone, it will work correctly. * Fixed an embarking problem where some soldiers in the team wouldn't get on board the vehicle. * Corrected a pathing problem around high walls with a 45-degree bend. GRAPHICS * Compatible with Matrox TripleHead2Go, enabling the simultaneous use of three monitors providing wide-screen 3840 x 1024 resolution even if the computer only supports a single display output. * Battle maps with many walls have increased frame rate. * Alt-K hotkey to show/hide smoke graphics. * Walls are visually destroyed correctly in playback. * Tab-locking the camera to a unit does a better job angling the camera to make sure the unit begins in view. * Enemy casualties will not cause the building they are in to become translucent. * Terrain objective labels don't dim when "?" icons are on the screen. * Stryker driver hatch model does not open too far. * T-72 main gun model does not skew horizontally. * Casualties on board a vehicle are not displayed poking through the vehicle's sides. * Flames are correctly placed on post-explosion vehicle IEDs. * Raised the minimum animation threshold for soldiers so there are no more "scarecrows" even if if the scenario is very large. * Corrected a bug where a missile icon would appear in a vehicle's special equipment list for a moment before being fired. ARTILLERY AND AIR SUPPORT * Aerial rockets are used less frequently versus building targets. * Artillery and air strikes targeting a building that collapses will cancel automatically. * The small red/yellow/green icon shown on each unit in the Support Roster window that shows the quality of the connection to the spotting unit, displays properly. * The provisional delivery time initially displayed for an artillery mission while you are in the process of creating it, is now based on a standard mission, not an emergency one. TERRAIN OBJECTIVES * On the end-game screen, the status of a terrain objective worth zero points is displayed (previously it was skipped). * The presence of "stealthy" troops does not block the enemy from receiving points for terrain objectives. SPOTTING & LINE OF SIGHT (LOS) * LOS through two or more floors within the same building is blocked. * It is slightly easier to see over low walls from a kneeling position. * Trees block LOS more, especially tree types A and E. * Corrected a problem where some evening overcast situations would be treated as "too dark" for spotting. * More dust is kicked up when a wall is breached. TAC AI * TacAI regards .50cal MG as a greater threat to light armor like the BMP than previously. * TacAI slightly increases affinity for using HEAT and thermobaric rounds versus infantry in buildings, and slightly decreases affinity for using HEAT versus infantry not in buildings. VEHICLE DEFENSIVE AI * Vehicles will not retreat in response to threats they have been ordered to fire upon, or whom they are spotting for artillery or air strikes. * Reacts to grenade attacks. * Less likely to pop additional smoke if there is already smoke in the direction the vehicle wants. * Will not engage when the vehicle is embarking/disembarking passengers, nor will it be triggered by nonpenetrating hits received when the vehicle is moving. * Retreat distances are slightly shorter. DATA * BTR-60 has improved turn radius. * BMP-2 30mm cannon holds 500 rounds. * M1127 RV Stryker, M1131 FSV Stryker, M7A3 BFIST Bradley, and M707 Humvee have a laser designator that improves efficiency for on-board artillery/air-strike spotting teams. * PG-7V rocket diameter is corrected to 85mm. * PG-7VR explosive content is reduced. ATI COMPATIBILITY MODE * Fixed a problem where you could "find" hidden enemies by pointing the mouse at them. * Improved mouse-cursor precision near vehicles. * Clicks on waypoints inside buildings register better. MISC * Internet games require less data transfer which should correct various problems with large scenarios (this also shrinks PBEM files). * PBEM files are checked in advance for data integrity and the user is warned if the file appears damaged (this only works with PBEM files created with v1.08 or later). * Quick Battle computer-player does a better job setting up its units, especially putting them into buildings. * Fixed a few crash bugs. * "Adequate" supply level is sufficient to give a vehicle a full ammo load for its own weapons. * Fixed a "falling off the roof/balcony" bug. * A saved quick-battle shows correct information on the load-game screen. * Adjusted dawn and dusk start times for quick battles. * Corrected a bug where a soldier might start playback holding the wrong weapon if he switched weapons during the action. * Scream sounds from casualties are quieter at a distance. * Fixed some pathfinding problems that resulted from scenarios with walls "covering" building doors. * When a crew re-mounts a vehicle, their target orders are cleared, including orders to pop smoke. * Fixed the unlimited vehicle smoke bug in turn-based games. * Troops don't say "enemy spotted" when spotting destroyed enemies. * Camera tab-lock (padlock) on an enemy unit is now lost when the unit is no longer spotted. BATTLEFRONT.COM INTERNET BROWSER COMMUNITY TOOLBAR: This new game patch includes the optional install of a new, and we think, exciting tool. This tool seamlessly attaches to your internet browser (currently Microsoft Internet Explorer and Firefox supported) and gives you instant access to Battlefront.com game news, patches, demos, chat channel as well as other popular browser toolbar *gadgets* such as realtime weather reports (unique to your hometown!), a spell checker and pop-up blocker. Fully user configurable and expandable, your new Battlefront.com Community toolbar unlocks the full potential of your internet browser to keep you connected with the ever-growing world of Battlefront.com games and resources! You can find more details on this new free utility here: http://www.battlefront-store.com:8080//index.php?option=com_content&task=view&id=388&Itemid=212 Combat Mission: Shock Force v1.08 Patch Page Madmatt
  8. Spring is in the air and today we are pleased to release the all new v1.03 Patch and Demo for Strategic Command 2 Weapons and Warfare. Featuring AI enhancement, bug fixes and game play balance improvements, the new demo and patch can be found at the links below. GAME ENGINE CHANGES - Fixed a unit reinforcement error that caused them to reinforce backwards and even below strength=0 - Fixed a SURRENDER_1 event error that caused countries that surrendered to themselves to also become annexed, and as a result were no longer making purchases, i.e. UK moves to Egypt via SURRENDER_1 event - Fixed a Transport load error that caused transports to load in disconnected sea zones - Fixed a Strategic Bomber and Rocket bug that in some cases caused the AI to not target resources with units on top of them and as a result Strategic Bombers now do a much better job spreading out attacks on enemy resources - Fixed an Air unit retreat error that also fixed a unit placement error for units such as HQ's, Artillery, Anti-Air etc. where each of these units will do a much better job staying out of strike range of enemy units - Fixed a transport embarkation error during E-Mail replay - Fixed a Garrison unit replacement bug - Fixed a set of Transport and Amphibious Transport movement errors that often caused them to continually bump into the same enemy naval unit - Fixed an animate replay bug - Fixed a unit mirroring bug - Enemy units can now capture adjacent ports when there are no friendly units in the immediate vicinity, should help in Crete - Fixed a reinforcement error - improved AI naval movement under FoW that will help it to avoid spotted enemy naval units, i.e. improved stealth movement - Retreating air units will also try and maintain good supply, i.e. in North Africa they should no longer retreat deep into the desert unless no other option exists - Assignment of existing map Transport units for AMPHIBIOUS scripts now looks to see if they are in the same naval zone, i.e. connected, as the #COASTAL_POSITION - Assignment of existing map Transport units for TRANSPORT scripts now looks to see if they are in the same naval zone, i.e. connected, as the #GOAL_POSITION - Assignment of naval units for FLEET scripts now looks to see if they are in the same naval zone, i.e. connected, as the top listed #FRIENDLY_POSITION - Fixed an AI planning assignment bug where the AI may have generically assigned an OFFENSIVE plan to a similar scripted BUILD_UP_OFFENSIVE plan causing the BUILD_UP_OFFENSIVE plan to be subsequently cancelled - BUILD_UP_OFFENSIVE plans now properly allocate units (on the first pass) nearest the top #FRIENDLY_POSITION specified in the scripted event - Tactical and strategic bomber units are now likely to attack a target, despite high initial losses, if they are well supported by friendly air, i.e. this should help mimic human ability to accept initial losses to break through limited enemy air and achieve the desired strikes - Engineers can no longer Fortify on a Land + Water tile as this prevented naval movement through the tile EDITOR RELATED CHANGES - Fixed a Battle for Russia 2D military sprite error - Fixed an error with Vichy France in the 1940, 1941, 1942 campaigns as it was set to Neutral and not Axis alignment - Fixed a few Combat Target Table typos in the WaW Expansion Manual - Fixed a fortification destroy on overrun error for the 1941-1944 campaigns - Fixed a Hitler Suicide POPUP error - Removed a Soviet Anti-Air from the Siberian Transfer and added it to the P/Q instead. Increased Soviet Anti-Air builds from 2 to 3 - Reduced German Anti-Air builds from 5 to 3 - Increased Rockets cost from 100 to 200 - Decreased Rocket Land and Naval unit attack values from 1 to 0 - Increased Soviet Artillery builds from 2 to 3 - Added a French surrendered check for some pre-Barbarossa German AI unit bonuses - Added a French surrendered check for some Axis AI WAR ENTRY events - Fixed a UNIT script error that did not properly assign a UK bonus unit to Alexandria once the AI went on the OFFENSIVE towards Tobruk - Added a Swedish Destroyer to the map - TERRITORY scripts can now be set for countries that do not yet exist such as Vichy France - Entire subdirectory structure of a campaign including Bitmaps, Interface and Sound directories etc., is now copied over when using "SaveAs" PREVIOUS SAVE GAME COMPATIBILITY NOTE Save games created with earlier versions of the game are NOT compatible with v1.03. Please finish your in-progress games before applying this patch. [ Download the Weapons and Warfare v1.03 Patch here ] [ Download the v1.03 Weapons and Warfare Demo here ] Madmatt [ March 26, 2008, 02:47 PM: Message edited by: Madmatt ]
  9. Spring is in the air and today we are pleased to release the all new v1.03 Patch and Demo for Strategic Command 2 Weapons and Warfare. Featuring AI enhancement, bug fixes and game play balance improvements, the new demo and patch can be found at the links below. GAME ENGINE CHANGES - Fixed a unit reinforcement error that caused them to reinforce backwards and even below strength=0 - Fixed a SURRENDER_1 event error that caused countries that surrendered to themselves to also become annexed, and as a result were no longer making purchases, i.e. UK moves to Egypt via SURRENDER_1 event - Fixed a Transport load error that caused transports to load in disconnected sea zones - Fixed a Strategic Bomber and Rocket bug that in some cases caused the AI to not target resources with units on top of them and as a result Strategic Bombers now do a much better job spreading out attacks on enemy resources - Fixed an Air unit retreat error that also fixed a unit placement error for units such as HQ's, Artillery, Anti-Air etc. where each of these units will do a much better job staying out of strike range of enemy units - Fixed a transport embarkation error during E-Mail replay - Fixed a Garrison unit replacement bug - Fixed a set of Transport and Amphibious Transport movement errors that often caused them to continually bump into the same enemy naval unit - Fixed an animate replay bug - Fixed a unit mirroring bug - Enemy units can now capture adjacent ports when there are no friendly units in the immediate vicinity, should help in Crete - Fixed a reinforcement error - improved AI naval movement under FoW that will help it to avoid spotted enemy naval units, i.e. improved stealth movement - Retreating air units will also try and maintain good supply, i.e. in North Africa they should no longer retreat deep into the desert unless no other option exists - Assignment of existing map Transport units for AMPHIBIOUS scripts now looks to see if they are in the same naval zone, i.e. connected, as the #COASTAL_POSITION - Assignment of existing map Transport units for TRANSPORT scripts now looks to see if they are in the same naval zone, i.e. connected, as the #GOAL_POSITION - Assignment of naval units for FLEET scripts now looks to see if they are in the same naval zone, i.e. connected, as the top listed #FRIENDLY_POSITION - Fixed an AI planning assignment bug where the AI may have generically assigned an OFFENSIVE plan to a similar scripted BUILD_UP_OFFENSIVE plan causing the BUILD_UP_OFFENSIVE plan to be subsequently cancelled - BUILD_UP_OFFENSIVE plans now properly allocate units (on the first pass) nearest the top #FRIENDLY_POSITION specified in the scripted event - Tactical and strategic bomber units are now likely to attack a target, despite high initial losses, if they are well supported by friendly air, i.e. this should help mimic human ability to accept initial losses to break through limited enemy air and achieve the desired strikes - Engineers can no longer Fortify on a Land + Water tile as this prevented naval movement through the tile EDITOR RELATED CHANGES - Fixed a Battle for Russia 2D military sprite error - Fixed an error with Vichy France in the 1940, 1941, 1942 campaigns as it was set to Neutral and not Axis alignment - Fixed a few Combat Target Table typos in the WaW Expansion Manual - Fixed a fortification destroy on overrun error for the 1941-1944 campaigns - Fixed a Hitler Suicide POPUP error - Removed a Soviet Anti-Air from the Siberian Transfer and added it to the P/Q instead. Increased Soviet Anti-Air builds from 2 to 3 - Reduced German Anti-Air builds from 5 to 3 - Increased Rockets cost from 100 to 200 - Decreased Rocket Land and Naval unit attack values from 1 to 0 - Increased Soviet Artillery builds from 2 to 3 - Added a French surrendered check for some pre-Barbarossa German AI unit bonuses - Added a French surrendered check for some Axis AI WAR ENTRY events - Fixed a UNIT script error that did not properly assign a UK bonus unit to Alexandria once the AI went on the OFFENSIVE towards Tobruk - Added a Swedish Destroyer to the map - TERRITORY scripts can now be set for countries that do not yet exist such as Vichy France - Entire subdirectory structure of a campaign including Bitmaps, Interface and Sound directories etc., is now copied over when using "SaveAs" PREVIOUS SAVE GAME COMPATIBILITY NOTE Save games created with earlier versions of the game are NOT compatible with v1.03. Please finish your in-progress games before applying this patch. [ Download the Weapons and Warfare v1.03 Patch here ] [ Download the v1.03 Weapons and Warfare Demo here ] Madmatt [ March 26, 2008, 02:46 PM: Message edited by: Madmatt ]
  10. Submarinex1, That sounds correct, do you have the original DVD in your drive? This patch now requires that as I recall. Madmatt
  11. Started by Forum Member Timskorn in the regular discussion fourm, the StratCom Design Challenge has quickly attracted a lot of activity and led to some really awesome design ideas for future Strategic Command games. Frankly, it's been noticed by Hubert and we have now decided to turn this into an officially supported community contest with prizes to win! So give it your best shot! Or multiple! Post your best design ideas and let others rate them. If your idea makes it into a future game, or among the top 5 rated designs, you're going to win a free copy of a future StratCom game and a spot on the beta testing team. [ Read all the details on the StratCom Design Contest Here ] Madmatt
  12. We have looked at the files sent to us and in two of the objectives ("Causeway" and "Route Dodge"), they were assigned zero points by the scenario author. This means they aren't being shown in the AAR screen. We will change that in v1.08 so even though they're worth nothing, at least they will be displayed. We are also looking at implementing a further change to prevent the gamey use of certain units (like a hidden spy or VIED driver, which are extremely hard to spot unless they are actively doing something) from preventing a force from "claiming" the points from an objective. Madmatt
  13. This is weird because its uncommon for just this one component to not work when everything else does. My only suggestion at this point would be to go ahead and uninstall and reinstall from scratch, or you could even just install the game to a new directory and see if the map editor works on this new install. If it does, it would point to a simple file corruption issue with your original install. Madmatt
  14. Clockdva, It sounds like he just redownloaded the patch from a different site. With a file this size, its possible that it got corrupted during the download so downloading from a different site is a simple way to see if it changes/fixes anything. Madmatt
  15. We aren't apathetic at all, but the fact remains that Kaylpso is a different publisher than us, and they have their own priorities and schedules. We did and continue to do all that we can to expedite the release of all the other "Uber" patch versions. Madmatt [ February 29, 2008, 09:58 AM: Message edited by: Madmatt ]
  16. I will ask 1C whats going on with this. Madmatt
  17. Crazy, does the game itself ever crash while your playing or is it just then lobby? Do you run any firewall or proxy software? If so, try and disable them to see if that makes any difference. I have seen where in some cases a firewall package likes to popup a message about a game when it tries to open a port, those types of pop-ups can trigger application crashes so I am wondering if maybe thats what your seeing. Madmatt
  18. Make sure that both Windows and your Bios show the correct, day, date, month and year. If those are incorrect, you will not be able to license your game. The hours can be off a little bit, but not the day, month or year. Madmatt
  19. What email did you send to? Please send your email to elicense@battlefront.com or if that still doesn't work, send it directly to me at support@battlefront.com Be sure to include the full license code in your email. Madmatt
  20. If you see this again, please save the game and send it to us at support@battlefront.com Please include both your password and your opponents password (yup, you will have to ask them for it!) so we can fully review the issue. Madmatt
  21. Amazing what happens when people don't use cracks isn't it? Madmatt
  22. Also, if you have Vista, the save games could end up in a different folder. Vista appears to have this annoying habit of trying to store all game config and save files in one unified spot, regardless if the game wants the files there are not. To locate those files, just do a system wide file search using the file name you specified. That should locate the files. Madmatt
  23. While these were originally meant as suggestions to help Nvidia video cards run Theatre of War, you might want to apply the same settings to see if they help with your issue in CMSF: **** For people with Nvidia video cards, try setting the following options in the Nvidia Control Panel. Your results may vary so try them one at a time to judge if there is any difference. Set "Threaded Optimizations" to OFF Set "Extension Limit" to OFF Set "Triple Buffering" to ON **** Before you try that though, I would recommend that you first reinstall your Nvidia drivers (be sure and uninstall them first to be sure they update properly), and then reinstall DirectX 9, which you can get from here: http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en Madmatt
  24. Jezza, Please send us a save game so we can have a look. Send that to support@battlefront.com Madmatt
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