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First impressions of 1.06


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Not that it's out yet :D

I just wanted a thread on the first page.

(EDIT - Just adding the full patch list to the top of this thread to save confusion as the patch link below only lists a small section - Sorry for the hijack Other Means smile.gif Dan)

CMSF v1.06 FEATURES

LINE OF SIGHT (LOS) & SPOTTING

• Enhanced LOS system takes into account the dynamically changing

heights of soldiers in different stances, and vehicles of varying

heights and the height of their crew positions and attached weapons.

• When a squad/team of soldiers is placing a target command, the line

to the target is light blue if the LOS is clear, part dark blue and

part magenta if it's blocked, and gray if it's mostly clear but not

for every soldier in the squad/team.

• Trees block LOS more strongly.

• Moving vehicles are easier to spot than previously, especially when

kicking up large dust clouds.

• Moving units are less likely to move quickly past an enemy and not

notice him.

• It's no longer as easy to spot enemy soldiers just because they are

standing up (all else being equal).

• Not all the soldiers in an enemy squad/team will necessarily be

spotted when some are spotted, even when there is a clear LOS.

• Spotting in extreme-dark moonless night conditions is handled

correctly.

INTERFACE

• Command Menu: select a unit and press the SPACE BAR and a popup

menu of available commands appears. It's similar to the old CM1

command interface. The menu can be dismissed with another press of

the space bar or a mouse click anywhere outside the menu.

• Artillery and air support missions may be targeted without LOS in

the setup phase.

• Heavy team weapons display their minimum and maximum ranges in the

panel with the name, caliber, etc.

• When an enemy unit is selected, the icons of friendly units that do

not currently spot that enemy are darkened. This way it's easy to tell

which of your units spots a given enemy.

• Autocannon on the Bradley and BMP-2 are used in "Target Light"

commands. This is useful if you want to be certain the vehicle will

not use missiles.

• You can give a Hide command to a moving unit without first having

to click its final waypoint (the hiding begins when the unit reaches

the final waypoint).

• RPG rockets with high-explosive warheads have a new "equipment

icon" to differentiate them from the anti-tank types.

• "?" Spot Contact Markers are shown above buildings, not inside them.

• Control-click to "jump" the camera also works in Air/Artillery

Support mode.

• Vehicle ammo counts update properly in turn-based playback.

• When placing waypoints for a vehicle and you point the mouse too

close to another vehicle, the correct "prohibited" cursor is displayed.

• Artillery/air spotters do not show target lines for completed

missions.

• Group select works correctly when floating icons are switched off.

GRAPHICS

• Roofs and upper floors of occupied buildings are transparent.

• Buildings become transparent when occupied by spotted enemy

soldiers too.

• Soldier and vehicle movement animation in turn-based playback is

smoother.

• Moon and stars are hidden on nights with thick haze.

• Stryker IR-blocking smoke is colored brown (it was this way in the

game originally).

• The 40mm grenade launcher shows a tiny puff of smoke when firing.

• RPG rocket fins don't visually protrude through the launch tube.

• Dead soldiers don't float above craters blown out below them.

VEHICLE BEHAVIOR

• Vehicles have new defensive AI that automatically pops smoke,

rotates to face threats, and retreats away from threats.

• "Direct & Exact" vehicle pathfinding when no obstacles are nearby.

• Vehicle movement paths that involve switching to or from reverse

movement are smoother .

• TacAI estimates armor penetration probabilities better, improving

its selection of ammunition type.

• Vehicle gunners who are also the loaders, are smarter about when to

break off a long reloading action (e.g. reloading a missile tube) to

take a shot at an enemy unit if another loaded weapon is available

(like on the BRDM-2 ATGM vehicle).

• Tanks are more willing to use main guns versus infantry, especially

when given target orders by the player, and also at walls (not just

use their MGs).

• The "crew" of vehicles that do not have dedicated crews can acquire

any onboard ammunition intended for passengers.

• Vehicles are more likely to fire on the move.

SOLDIER BEHAVIOR

• Marksmen/snipers have significantly improved accuracy but much

lower ROF (except at very close range where they behave more like

standard riflemen). They also engage at longer ranges.

• Hiding soldiers are more likely to open fire at appropriately

serious targets on their own.

• Soldiers are quicker to follow facing orders, if any, at their

final waypoint.

• Soldiers are better at shifting positions (very short distances

only) to get a clear LOF to a target, or to make better use of cover

after a Facing command.

• Soldiers attempt to hug ridgelines for cover.

• Soldiers do a better job positioning themselves behind trees for

cover.

• Squad/Team members are less likely to become or remain separated

after movement.

• A unit that is moving, and has no explicit combat orders, and has a

"hide" order at its destination, is less likely to open fire at

intermediate waypoints.

• When splitting off an antitank team from a squad, the antitank

specialist is more likely to join it, even if he's not currently armed

with an antitank weapon.

• Marksman specialists are less likely to join assault or antitank

teams.

• In a squad, teams B and C will not "spread out" into buildings.

• Soldiers are not reluctant to fire into trenches at short range.

• Once a soldier goes prone for any reason, he's more likely to stay

prone for at least a little while even if no one is shooting at him.

• Infantry "evade" does not attempt to move to locations that are

nearby but blocked by obstacles like high walls.

• Soldiers acting as "medics" will stop and take cover if there is

significant incoming fire.

• Soldiers won't exit vehicles onto unsuitable terrain.

SIMULATION

• Small arms accuracy and volume of fire are slightly reduced at

medium and long ranges.

• Slightly increased concealment for foxholes, craters, ditches,

trenches, trees.

• Slightly increased cover/protection provided by buildings.

• Effect radius of shrapnel from explosions is increased - you'll

notice this especially with grenades. Exception: shaped-charge

weapons (e.g. RPGs) have a reduced shrapnel effect radius.

• IEDs time their explosions better so the target is closer and more

likely to be damaged.

• Smoke deployed by Abrams tanks and Bradley IFVs deploys

"instantly" (like the Stryker smoke already does).

• Explosions near, but not touching, buildings do slightly less

damage to the buildings.

• Airburst artillery explodes correctly above buildings.

• Improved calculations for the impact location and direction of

projectile ricochets off buildings.

DATA

• Bradley, Abrams, and Stryker are less likely to explode when hit

internally.

• T-72 TURMS has upgraded commander's optical/night-vision equipment.

• BMP-1 and BMP-2 are better able to spot enemies.

• AT-3 missile minimum range is 500m.

• Syrian armored personnel carriers carry extra small arms ammunition

for their infantry squads.

• Stryker armor reduced - the main difference you'll notice is that

30mm rounds from the BMP-2 will usually penetrate.

MISC FEATURES

• Hold down the 'V' key at game startup and the intro video will no longer

play when the game loads. This setting will be saved in the preferences

file. On subsequent startups you can press 'V' again to bring the video back.

• The "display size.txt" file in the CMSF directory now uses a third

number to state the desired monitor refresh rate. Optionally use this

file if you wish to manually select a resolution and refresh rate for

CMSF. Exercise caution and only use a resolution and refresh rate

supported by your monitor as damage to your monitor or display

adapater could occur, especially if you use too high a

setting. The format for this file is Horizontal Resolution (in

pixels), Vertical Resolution (in pixels) and Refresh Rate (in Hertz).

(For example, if you wanted to run the game in 1440x900 @ 75Hz, your

"display size.txt" file would look like this: 1440 900 75)

Use all 0's to allow the game to use the current desktop resolution and

refresh rate. (example: 0 0 0)

MISC BUG FIXES

• Fixed several "stuck" squad and soldier issues.

• Fixed the "heavy weapon left behind" bug.

• Corrected a camera TAB-lock directional problem in playback mode.

• Corrected a problem that caused some flavor objects to disappear in

saved games.

• Quick Battle troops are correctly placed in their setup zones.

• Computer player does a better job setting up vehicles so they're

not in unsuitable terrain.

• Fixed a bug that allowed shots to be fired at targets that had

disappeared from view a moment earlier.

• Corrected some problems caused by balconies being placed directly

over separate buildings.

• Corrected some pathfinding and LOS problems related to "internal"

doors and "open" walls between connected buildings.

• No message is displayed when an objective is "touched" by enemy

forces.

• IEDs may not use the target command if all friendly soldiers are

casualties.

• Corrected a bug where an MG crewman could "fall off the roof" when

the MG changes position or facing.

• Fixed a bug that allowed two vehicles to have the same movement

destination and "merge together" upon arrival.

* Plus all the fixes and changes from the previous patches....

[ February 05, 2008, 03:04 AM: Message edited by: KwazyDog ]

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I don't know where they take their time from.

Its 0623 on Tuesday here.

Given that what Steve said inter alia here The inevitable 'when's the 1.06 patch coming?' thread was:

Originally posted by Battlefront.com:

My guess, and PLEASE... it's only a guess, is that it will be ready for Monday late in the day US time. It's so hard to peg the exact time it will go out, especially because of coordinating with a partner that is in a very different timezone.

If you don't hear anything to the contrary before then that's our planned for release time. If for some reason we miss that window it won't be far off. Weekends can sometimes slow things down more than we would like because about a half dozen people in two different parts of the world have to do things to make patches happen.

Steve

Then I'd say all that has happened is that Steve got his guess wrong, but in the meantime everyone has decided that it must come out on Monday.
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Originally posted by flamingknives:

Pfft, like a lynch mob would bother going to Liverpool. :rolleyes:

I think that the scouse dialect translation for "Lynch mob" approximates "Rescue Party"

tongue.gif

Food.

Originally posted by dpabrams:

What are you a child? It gets here when it gets here! I can only hope you clowns who start these " Oh Mommy, Mommy when will Santa Claus get here threads" are either children or mentally retarded.

{Insert middle finger here}

Nice to have you on the forum, stick around, maybe you'll get some manners by osmosis.
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Originally posted by Other Means:

</font><blockquote>quote:</font><hr />Originally posted by flamingknives:

Pfft, like a lynch mob would bother going to Liverpool. :rolleyes:

I think that the scouse dialect translation for "Lynch mob" approximates "Rescue Party"

tongue.gif

Food.

Originally posted by dpabrams:

What are you a child? It gets here when it gets here! I can only hope you clowns who start these " Oh Mommy, Mommy when will Santa Claus get here threads" are either children or mentally retarded.

{Insert middle finger here}

Nice to have you on the forum, stick around, maybe you'll get some manners by osmosis. </font>
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Originally posted by dpabrams:

</font><blockquote>quote:</font><hr />Nice to have you on the forum, stick around, maybe you'll get some manners by osmosis.

Sarcasm- is stating the opposite of an intended meaning especially in order to sneeringly, slyly, jest or mock a person, situation or thing. It is strongly associated with irony. smile.gif [/QB]</font>
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http://www.gamershell.com/download_23071.shtml

Description:

• Enhanced LOS system takes into account the dynamically changing heights of soldiers in different stances, and vehicles of varying heights and the height of their crew positions and attached weapons.

• When a squad/team of soldiers is placing a target command, the line to the target is light blue if the LOS is clear, part dark blue and part magenta if it's blocked, and gray if it's mostly clear but not for every soldier in the squad/team.

• Trees block LOS more strongly.

• Moving vehicles are easier to spot than previously, especially when kicking up large dust clouds.

• Moving units are less likely to move quickly past an enemy and not notice him.

• It's no longer as easy to spot enemy soldiers just because they are standing up (all else being equal).

• Not all the soldiers in an enemy squad/team will necessarily be spotted when some are spotted, even when there is a clear LOS.

• Spotting in extreme-dark moonless night conditions is handled correctly.

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