Professional Documents
Culture Documents
txt
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Vehicles
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Passengers manning a vehicle weapon may use it even if the crew has bailed out.
Top gunner in a Humvee can use a personal weapon if his vehicle-mounted weapon is out of action
Vehicles do a better job using alternate crew to replace MG gunners who become casualties.
Tanks won't waste APFSDS ammo on lightly-armored targets when alternative ammo is available.
Refinements to vehicle damage from mines.
Added radio to UAZ vehicle.
Bradley IFVs and CFVs carry some 40mm grenades for their passengers.
Vehicles move more smoothly in PBEM and hotseat replay.
Weapons
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Terrain
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Artillery
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Updated behavior for artillery/air support time-to-target. Conventional Red formation leaders a
Corrected some issues affecting artillery arrival time after target adjustment.
Corrected the display of artillery mission type in PBEM games.
Artillery battery and aircraft pilot voices use the correct nationality when they differ from t
User Interface
o Troops may be given simultaneous Hide and Face commands, but changing facing often requires a s
o When acquiring missiles from a vehicle, it is now possible to take the last missile without its
o "Scenario Author Test" may be selected as a Skill Mode (1-player only). It will cause all enemy
Editor
o AI Plan #0 can be deactivated in the editor provided at least one other plan is active.
o In the map editor, some buttons were shifted from "Flavor Objects #1" to "Flavor Objects #2".
o Corrected some small issues with elevation controls in the editor.
Miscellaneous
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Large saved games that take longer to load do not advance the game clock in the process of load
Corrected a slow framerate problem on the first PBEM turn.
Small bullets kick up a tiny bit of dirt and dust when they hit ground.
Computer-player air strikes aim at smaller areas, reducing friendly fire.
Corrected a problem where some ATGM teams would appear to leave their ATGM launcher temporarily
Corrected a problem that caused the turn-based computer player sometimes not to dismount troops
Corrected a PBEM synchronization problem caused by saving and reloading the game.
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Jackal GMG (aka grenade launcher) can now be found in the Fire Support Section of the British I
Loader on Challenger 2 Enhanced will not reload the top-deck MG unless ordered to unbutton.
Warrior has slower (hand-cranked) gun elevation.
Gunner in LMTV will use his personal night-vision gear when appropriate.
LMTV carries more passenger weapons and ammunition.
British Engineer Troop has 3 TUM ST vehicles, not 6.
Corrected a problem with a US IBCT soldier carrying a British rifle.
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Corrected a problem where soldiers could lose a weapon recently acquired from a vehicle on the
TacAI
Improved infantry team evasive movement logic.
Soldiers with area-fire orders are better at taking aimed shots at individual enemies who subse
Suppressive fire: when you order direct fire at an enemy infantry unit, and that enemy unit lat
Soldiers are better at moving to advantageous firing positions inside a building.
When appropriate, vehicles will attempt to "shoot and scoot" in cases like a BMP-1 where the gu
Grenadiers are more willing to use their rifles, not just the grenade launchers.
Hunting units are not so quick to halt if they encounter distant explosions.
Troops crawling behind a wall won't go up to kneeling/firing position while waiting for teammat
TacAI aims a little lower versus certain vehicles, especially those without turrets, for better
Soldiers placed near the top of of a steep slope (looking up) are more likely to crouch than li
Heavy-weapons gunners and forward observers are less likely to fire their light personal weapon
Javelin gunners fire missiles at enemy infantry in buildings less often.
Gunners pay slightly less attention to enemy vehicles that are abandoned but not destroyed.
Computer Player
Computer player
Computer player
Computer-player
Computer player
Bunkers
Fixed the "floating bunkers" bug.
Bunkers can reliably be placed near trees in a scenario without being shifted.
Medic/"Buddy Aid"
Soldiers more reliably pick up "important" weapons from fallen comrades, but marksmen won't dro
More likely to happen between soldiers in the same squad/team than in different squads/teams.
Works across action spot boundaries.
Less likely to happen when under fire.
Air and Artillery Support
Building protection versus artillery airbursts is increased.
You no longer hear enemy artillery and air support communication even if you have spotted their
Targeting support fire on building domes works correctly.
If an artillery spotter loses sight of the target during the spotting round phase, accuracy of
U.S. Army JTAC, and U.S. Marine Fire Control teams are faster at calling in air strikes.
Incoming rounds from helicopter guns won't impact off-map (too early) when the game map is stee
Joining teams together to reform a squad when one team is already spotting for air or artillery
User Interface
Hotkey for toggling floating icons can also toggle display of spotting contact "?" icons.
You may change between real-time and turn-based mode between battles of a campaign, or exit to
The automatic prompt to save a campaign game now comes just after clicking away the end-of-batt
Pause command increments are: 5sec, 10, 15, 20, 30, 45, 1:00, 1:15, 1:30, (Unlimited) Pause.
Camera zoom up to x20.
Engineers who are passengers on a vehicle may be given a Blast move order, provided it's not th
An enemy unit will no longer remain "selected" in the game interface if it disappears from your
The game won't allow setting area targets that are a little too low for your gunners to see.
Split squads that have special names display their team names correctly, e.g. "Havoc 1 / A Team
Target orders given to a double-clicked HQ (which selects its formation) do not apply to reinfo
In turn-based play, there is no longer a problem with dismounting from a UAZ and immediately pl
The target cursor shows "Reverse Slope Target" instead of "Reverse Slope".
"Hint text" is not shown when there is a priority message (like reinforcement arrival) so they
3D Graphics
Faster frame rates in large battles.
New blown-out building wall models.
Updates to models: BRDM-2, BRDM-2 (AT5), BMP-3, AAV-7, AAVC-7, M1A1 Abrams USMC, and M16 rifle.
When walls of different types abut, the sides render correctly.
Foxholes are no longer darkened, so they won't give away infantry positions.
Columns of smoke look correct in internet/LAN games.
Distant dirt and gravel roads display correctly when using Better or Best 3D Texture Quality op
Light from moonrise appears more gradually.
Landmark text is more readable when it's positioned below the distant mountains but above the e
TO&E
New Syrian Mech Airborne Infantry Battalion formation.
Updates to Syrian Airborne Rifle Squad, Marine Fire Control Team, and a few US artillery format
Marine sniper teams carry more sniper-rifle ammo.
Syrian forward observers have binoculars.
M4A1 rifle renamed to M4.
Quick Battles
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* Soldiers do a better job finding ridgeline positions even when "heavy" cover like trees is also
* Soldiers position themselves better at corners of buildings and walls.
* Soldiers move faster with Fast move, even when carrying heavy loads.
* When soldiers using HUNT get too tired, they stop and pause for 90 seconds instead of changing
* Soldiers move along trench lines better.
* Sound effects for footsteps.
* Squads and teams are a little less likely to "stay pinned" if they have a very short move order
* Soldiers who move Slow (i.e. crawl) will tend to keep their heads down for a little while after
* Soldiers won't move out of good protection into poor protection just to gain a line of fire.
* Faster dismount movement.
* Individuals soldiers will act upon facing orders at the new waypoint without waiting for their
* Waypoints to vehicles are drawn with a slight elevation to make it clear that it's an "embark".
VEHICLES
* New vehicles:
- M1A1SA TUSK Abrams tank
- M1A2 SEP TUSK Abrams tank
- M2A3 IFV Bradley with explosive reactive armor (ERA)
- M3A3 CFV Bradley with explosive reactive armor (ERA)
- M7A3 BFIST Bradley with explosive reactive armor (ERA)
- M1114 HMMV armed with Mk.19 grenade launcher
* Improved damage algorithms for external systems on armored vehicles (e.g. optics, smoke generat
* Secondary explosions for burning vehicles as ammunition "cooks off".
* Dust and smoke from heavy rounds impacting on a vehicle will not hide that vehicle from its att
* Improved vehicle navigation in narrow urban spaces.
* Hiding vehicles that are struck by a projectile, or that spot an enemy vehicle targeting them w
* Humvees upgraded with "Frag-5" armor, carry more ammo, and all have radios.
* Vehicle-mounted automatic weapons tend to fire slightly longer bursts, especially at other vehi
* Tank gunners are quicker at adjusting turret rotation to counterbalance if the hull starts rota
* ATGM-armed vehicles will fire missiles at ground area targets if ordered to do so.
* Light vehicles (like Humvees) start the game "opened up" by default.
* VIED detonation AI improved so it does a better job destroying enemy AFVs.
* Big knock-out hits are more likely to cause vehicles to burn and sometimes blast out a crater b
GRAPHICS
* Big explosions near the camera "flash" the viewscreen briefly.
* Improved airburst graphics.
* Improved highway graphics.
* Collapsed buildings kick up more dust.
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* Frame rate improvement for maps with large numbers of roads, highways, grass, brush, or small r
MISCELLANEOUS
* Internet Play: improved speed and reliability.
* "Elite" mode changed so that friendly troops are always displayed, even when not spotted by the
* Explosions: the simulation of blast and shrapnel effects has been improved. The main thing you'
* Bunkers
- Handled better by computer player
- Protect correctly versus artillery fire
- Correctly simulate top hits from Javelins
* Soldiers' carrying capacity reduced to a more realistic weight limit.
* Spotting info is "passed along" to friendly units that are immediately adjacent (roughly within
* Soldiers in sniper and javelin and forward observer teams (and similar) are less likely to use
* Improved selection and organization of soldiers when splitting into teams, and also when later
* Improved damage model for trees.
* Machineguns may "deploy" inside buildings, though assembly time is 2+ minutes.
* Seriously-wounded (red disc) soldiers who have not received "buddy aid" (i.e. disappeared) by t
* M4 rifles observe the built-in burst limit of 3 rounds.
* Smarter AI for switching weapons (if a soldier has two) for area fire.
* If a soldier becomes a casualty while in the act of throwing a grenade, the grenade will fall t
* Syrian 30mm ammo used by BMP series vehicles is HE-incendiary.
* Aim time for Javelin is longer (roughly 20 seconds depending on the soldier).
* Guided missiles use flatter flight paths.
* On Veteran and Elite levels, you will not hear voices of unspotted enemies.
* Sound effects for weapon reloading.
* New background sounds for day and night.
* RPG-29 rate of fire reduced.
* Added a "special equipment icon" for night vision gear.
* Display is slightly brighter during overcast night conditions (no change to simulation).
BUG FIXES
* Splitting squads into teams works properly in PBEM.
* Blast moves won't blast an already-destroyed wall, and Blast moves through walls that are "fuse
* Spies and other "stealthy" enemies (who are not yet discovered) never appear as generic "?" spo
* Grenades will never explode by hitting the building from which they were thrown.
* Corrected a problem that sometimes caused Teams to ignore waypoints and move back to an old loc
* Fixed a bug that caused skirt and slat armor to be too powerful against HEAT rounds.
* Trenches don't give so much cover to high-angle incoming shots.
* ATGMs whose gunners are unable to guide the missile (e.g. because they were killed) lose guidan
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FIRE SUPPORT
* Shortened delivery times for Syrian rocket artillery.
* The estimated delivery time in the Fire Support Mission Request display initially shows the bes
* Corrected a case where fire support targeted directly at an enemy unit would not initially show
MISCELLANEOUS
* Dynamically changing light conditions at dawn and sunset are displayed correctly in all weather
* The floating icon for friendly Humvees and UAZ-469s shows the silhouette of the infantry team d
* Corrected a problem where an HQ unit would sometimes not be in voice or visual command of its n
* Corrected a problem where occasionally one could spot men in/on a vehicle but not the vehicle i
* Objective labels are moved higher up when around a cluster of buildings so they're easier to se
* Vehicle-borne IEDs do not use AI self-protective behavior.
* In setup phase, you cannot embark a unit from one setup zone onto a vehicle in a different setu
* In the editor, the AI Group number displayed in 3D mode shows the correct value.
* Corrected various issues related to squad behavior when one or more of its component teams was
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.
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v1.05 EXTRAS
* Two new Mod Tools (RezExplode and RezPack) along with a 'how-to' doc file included in the Mod T
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* Two new Scenarios (Following the Euphrates and Guarding the Far Flank). Note: Scenario text has
* Eight all new Quick Battle Maps plus Seven updated and improved original Quick Battle Maps.
* Added all of the Quick Battle Maps for Spanish language version.
v1.05 NEW FEATURES:
* Flashes of light appear on objects near gunfire, explosions, rocket/missile flame, and burning
* When placing a Target order, the LOS line turns yellow if it's generally clear, but not perfect
* If you point the cursor at a weapon in the "soldier display" user interface panel, the name of
* A radio "squawk" sound plays when reinforcements arrive, when a "Touch" objective is touched, a
* Artillery and air support targeting lines "highlight" to match the currently selected support u
* Added a hotkey to toggle camera shake on/off.
v1.05 IMPROVEMENTS:
* Soldiers do a better job moving to the "near" side of an exterior building corner not "beyond"
* Soldiers do a better job recovering important weapons and equipment from fallen comrades.
* Soldiers do a better job regrouping when separated from team members.
* Soldiers will make minor position adjustments to gain clear line of fire when possible.
* Soldiers using Hunt movement react quicker to incoming fire.
* Improved ammo selection logic versus armored targets whose armor has a mix of strong and weak p
* During the process of placing waypoints, if you choose the Face command the last waypoint will
* Heavy weapons may now Deploy their weapons on rooftops.
* Marksmen, SAW and MG gunners open fire at longer ranges.
* M4A1 and AK-74 series small arms have effective range increased to 500m (from 400m).
M4A1 rifl
* Troops try not to fire more than one guided missile at a time against a single enemy vehicle.
* Crew and passenger survivability increased when vehicles are knocked out, especially for Stryke
* Effectiveness of slat armor versus RPGs is increased.
* When acquiring (passenger) antitank weapons from a vehicle, infantry units use better logic to
* Conscript and green troops have less discipline to conserve ammunition.
* It's slightly easier to spot soldiers who are firing their weapons than before.
* Buildings are harder to demolish by explosions.
* Accuracy of M229 Hydra-70 air-to-ground rockets (carried by US helicopters) is improved.
* Squads and Teams with orders to embark-move to a vehicle that has movement orders normally move
* Gunners on vehicles with autoloaders (M1128 Stryker MGS and T-72 tank) are less likely to switc
* "Unit Lock" camera angles are improved, and track a vehicle's turret more than its hull facing.
* When a targeted unit disappears from line of sight, the targeting order is canceled (there is n
* For nearby trees, the Alt-T tree hiding option does not hide the tree entirely; it just hides t
* When plotting artillery and air strikes, an invalid map click (e.g. out of LOS) is simply ignor
* You can embark troops on a vehicle by clicking the vehicle's icon (as well as the vehicle itsel
* Control-clicks on buildings move the camera position just like control-clicks on terrain (this
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* Weapons acquired from a vehicle are correctly loaded (e.g. M136AT4 launcher stored on Bradley).
* Fire and smoke from a burning vehicle appear in the correct location.
* In two-player games, player #2's initial camera view is placed correctly according to the scena
* Fixed a problem with the choice of "mixed branch" in Quick Battles.
* Javelin flight path improved for short-range shots.
* Corrected an issue with the muzzle flash on the M1114-M240 vehicle.
* T-72M1V tank commander buttons up to use the remote-controlled 14.5mm MG.
* Haze graphics smoothly fade as the camera view moves up to higher elevations, allowing for bett
* Fixed an issue that was causing the in-game FSAA option not to activate FSAA if the video card'
* Intro video plays on certain video cards where it was previously not visible.
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Th
Prev
* Troops do a better job facing in the direction implied by the end of a movement path.
* Troops cannot disembark through walls.
* "Target Light" works properly for infantry.
* Corrected a problem where a vehicle would button up due to incoming small arms fire, but then b
* Corrected a problem where troops would not exit a vehicle because some other troops onboard wer
* When units are pinned (i.e. they can shoot but will not respond to movement orders) it is shown
* Corrected some problems where teams within a squad were not properly coordinated for movement.
* Smoke grenades don't damage vehicles.
* Grenades are used properly (fixed a bug that made the range used too short).
* Antitank weapons like Javelins are less likely to be used during area fire (except versus build
* Improved ground textures.
* Distant terrain looks smoother and less "blocky".
* Trenches and roads show up better at longer distances.
* Map elevations are displayed more accurately when viewed from long distances.
* Brush terrain is drawn out to greater distance.
* Computer player won't hold armored vehicles back so far in the rear.
* Antitank specialist is more likely to be the man who picks up an antitank weapon (say, when unl
* Moving vehicles have reduced spotting capability.
* Blown-out building walls don't cause lots of ricochets as if the wall was still there.
* Fixed a bug that caused problems with splitting squads multiple times in turn-based games.
* Fixed a bug that sometimes caused a crash during game-save.
* Corrected a problem where multi-unit selecting a shaken/panicked unit would cause the multi-uni
* Stryker smoke is now the correct color (white).
* "Game Paused" message is smaller and less obtrusive.
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-- v1.03 Patch Features -* LOS/LOF issues improved around areas like walls, buildings, and earthen berms.
* Fixed a bug that caused orders given in the setup phase to be ignored in Play-By-Email games.
* Vehicle pathfinding improved.
* Infantry no longer tends to wander into buildings except when specifically ordered to.
* Improved terrain graphics (the degree of improvement depends on your Texture Quality option, bu
* Better unit placement in Quick Battles.
* A new "Show All Move Paths" key added to the Hotkeys Menu.
* Fixes to the "stuck soldier" problem.
* Fixes to the "stuck unit" problem.
* By default, infantry moving "Slow" (i.e. crawling) do not stand up and run to their destination
* "Adjust Artillery Mission" function is fixed, along with other minor artillery bugs.
* Gunners are less likely to use high-explosive rather than armor-piercing ammo against armored t
* Improved anti-tank missile accuracy, especially with the Javelin ATGM.
* Clicking on enemy soldiers that were not previous spotted are no longer shown.
* Very slight downward adjustment to M1 Abrams tank front armor strength.
* Javelin missile armor penetration increased modestly.
* Speed of the autoloaders on the T-72 and the Stryker MGS are reduced.
* Soldiers do a better job staying prone when under fire in the open.
* TacAI is more likely to fire on prone infantry.
* Computer player is less likely to use slow/crawling movement with its troops.
* Syrian troops (except forward observers) cannot call in artillery.
* Blast movement now works properly.
* Fixed a bug where a soldier sometimes uses a Blue Force specialty icon in the UI when it should
* Improved seated poses for certain crewmen of M1 MBT, pickup trucks, taxis.
* MMGs rarely, if ever, fire single-round bursts.
* Clicking on an enemy's C2 display no longer switches to its HQ unit.
* Fixed "choppy" sound from vehicles when turning.
-- v1.02 Patch Features -* For recent ATI video cards a new option for "ATI left-click compatibility" has been added in th
* New game "Priority Setting" option setting has been added in the game Option Panel. This option
* Alt-Tab now resets the screen to the original desktop display resolution (and back again) if di
* Better vehicle defensive TacAI.
* Corrected a longstanding problem with sporadic inaccuracy of ATGMs. It was the result of the du
* Corrected bugs in smoothness of ATGM flight path.
* Infantry ATGMs reload more slowly.
* Shaped-charge explosives (such as ATGMs) have a reduced radius of effect for shrapnel/fragments
* Infantry will often seek better nearby cover on their own if they come under heavy fire.
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are now Command Category Keys and will jump directly to the Command Panel.
up the Movement Command Group
up the Combat Command Group
up the Special Command Group
up the Admin Command Group
* New customizable hotkeys with more "direct keys" added. These keys issue a specific command no
* Blank entries are now allowed in the hotkeys.txt file. In the past this would cause a crash whe
* After using a "high level" menu button (e.g. Save) in the command panel, the display flips back
* Replaced English language Tutorial Campaign with a native French language one for the French ve
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