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ReadMe v1.21.

txt

24-3-2016 2:47

Combat Mission Shock Force Changelog


V1.11+ SCENARIO AND CAMPAIGN OPTIMIZATIONS:
Versions 1.11+ include an optimization which potentially speeds up the loading process or large s
V1.21 PATCH FEATURE LIST
Soldiers
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Soldiers on rooftops receive better cover.


Speed difference between Fast and Quick moves is slightly increased.
Soldiers tire more quickly moving across difficult terrain or in very hot weather.
Split teams that are in close proximity but on different vehicles will not attempt to join.
Teams that rejoin will retain the target orders of one of the teams instead of erasing them all
Buddy-aid will not pick up heavy weapons from a different Team.

Vehicles
o
o
o
o
o
o
o
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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
o
o
o
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Times to set up SPG-9 and most ATGMs are reduced.


Powerful projectiles like sabot can penetrate trees and be slightly deflected rather than stopp
Heavy weapons set up near the edges of buildings won't drop to the ground after an explosion.
Corrected a small problem where automatic weapons had a pause between the first and second roun
MGs on bipods are a bit more stable than before.
Corrected a rare instance where ATGMs could fly too low and hit the ground when they should not

Terrain
o
o
o
o

Roads are smoother when traversing rough ground or steep slopes.


Large rocks (flavor objects) are more of a deterrent to navigate over.
Flavor objects tilt to fit slopes when necessary.
Trees are less resistant to damage from heavy artillery.

Artillery
o
o
o
o

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
o
o
o
o
o
o
o

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.

Marines Module Only


o US Marines sometimes have M203 grenade launchers instead of M32, especially at lower Equipment
o Added US Marine Mk11 sniper rifle (equivalent to Army M110).
o The US Marine sergeant in the scout team wears infantry gear, not vehicle crew gear.
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British Module Only


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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.

V1.20 PATCH FEATURE LIST (ABBREVIATED)


1. "Pop Smoke" can now be aimed using the Face Command or current unit facing. The smoke will no
2. Floating icons for friendly units now briefly blink after sustaining a casualty.
3. Some units (currently just the Challenger 2 MBT and 51mm Light mortar, available ONLY as part
achieved by use of the new Target Smoke command or hotkey.
4. Spotters for indirect support weapons as well as on-map mortars (currently just the 51mm Light
5. Commanding Officers (CO) and Executive Officers (XO) are now represented by large star icons
6. Vehicle Crews may now "Bailout" when in the Editor or during Setup.
7. Soldiers are automatically boarded onto their vehicles in Quick Battles or the Editor when fir
8. Muzzle flame, smoke, dust, and other effects directly attached to enemy unit behavior are no l
9. Campaign players now have an option to switch between RealTime and WeGo Modes in between battl
10. Campaign scripts can now specify a minimum and maximum overall campaign victory level based f
11. Scenario game time limit has been increased to 4 hours, and reinforcement times have been adj
12. AI Editor: landmines assigned to AI unit number 2 and higher move into the AI units painted
13. Campaigns started using an earlier version of a Campaign can be continued with newer versions
V1.11 PATCH FEATURE LIST
Turn-Based Replay
Turn-based action is pre-computed with a "blue bar" before the action is displayed. This allows
Craters, vehicle bog status, damaged buildings, walls, and trees display correctly (not too ear
Smoother vehicle and soldier movement.
The Fast-forward and Rewind buttons normally change time by 5 seconds, but will change by 10 se
Incoming rounds from air support attacks are displayed at the correct elevation.
Moving vehicles sound better in email replay.
Cease-fires and surrenders activated in mid-replay don't "forget" what happened later in replay
Correct animation is shown after a soldier switches weapons.
Corrected a problem that sometimes caused unbuttoned vehicle crewmen not to be shown in replay.
Corrected a rare case where, after replay, a casualty could be shown using the animation he had
Vehicles
Improved pathfinding and obstacle avoidance.
Vehicle secondary explosions do not continue for too long in email games.
Improved coordination between the rotations of vehicle hulls and turrets.
Fixed a bug that sometimes caused vehicle ammo to increase.
Stryker MGS uses an improved APFSDS round, the M900, rather than the M833.
LAV-25 will use its coax MG, not its 25mm cannon for "Target Light".
LAV-A2 series armor thickness reduced.
Modified ammo loadouts on early-model T-72 tanks.
MTVR trucks have a new floating icon image.
In the M7A3 Bradley BFIST and the M1131 Stryker FSV, if an artillery or air spotter/observer/co
The Platoon HQ Stryker ESV, with only one crewman (a driver) will use its MG if a passenger is
Corrected a problem that sometimes caused ricochets off vehicle armor not to be displayed.
Fixed "twitchy" vehicle movement when moving to a destination very close to another vehicle.
Crews will not retain a pop-smoke targeting order after bailing out of their vehicle.
Fixed a potential problem with a BMP-3 crew re-entering the vehicle but then not using its weap
Passengers consistently close the rear doors on the LAV-25 when required.
When a vehicle driver is hit, another crewman takes his place even if there are passengers on t
Increased time penalty for reloading a vehicle-mounted weapon with a destroyed autoloader.
Light vehicles have tighter suspensions.
Infantry
Improved soldier pathfinding.
Soldiers can "fire on the move" when inside buildings.
Fixed a bug that could make soldiers moving in a building suddenly drop down a level, or stand
When a squad splits into teams, the teams divide ammo amongst themselves more evenly.
Corrected a problem where a soldier could become "stuck" moving up a steep slope.
When a squad splits into teams and later reforms, its original targeting orders from before the
Accuracy of marksmen slightly increased.
Split squads reform when aboard vehicles.
Grenade throwing between adjacent levels in a building works better.
RPG-16 reloads correctly.
A slight difference in elevation will not prevent soldiers moving from rooftop to rooftop.
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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

is quicker to surrender when most of its forces are knocked out.


is more aggressive with its artillery and air strikes, and better coordinates i
units don't arbitrarily change their facing when the battle starts.
does a better job organizing movement destinations of its vehicles.

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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Syrian forces always have a forward observer if artillery is available.


Troop Quality parameter has a greater effect on force size: low-quality forces are larger than
If a map was mistakenly designed with "duplicate" Occupy-Terrain objectives for each force, a Q
Miscellaneous
Smoother internet play.
Fixed a bug that caused some newer sound cards not to use enough sound channels.
The effect of experience on spotting ability is increased.
It's slightly less easy to spot enemies who have just fired their weapons, especially antitank
Scenarios with big maps load faster.
Surrender does not necessarily lead to total defeat. The scores for Terrain Touch, Terrain Dest
IEDs can be detonated by nearby explosions.
Pre-battle Intel "?" icons don't disappear if the associated units are eliminated while not spo
AT-10, AT-11, and AT-12 missiles have a 100m minimum range.
Elite mode allows friendly fire in dark conditions.
Trees are tougher to destroy, especially palm trees.
Corrected some rare problems with LOS/LOF and buildings.
Marine Assault (aka SMAW) squad shows an antitank floating icon.
CMSF v1.10 FEATURES
INTERFACE
* Movement Destination Highlights: When placing a waypoint over ground terrain, the destination "
* New Color for KIA: The colored "highlight disc" for dead soldiers is brown, to distinguish them
* Target Arc and Facing orders may be given with mouse clicks that go "off map".
* When placing a target arc, the distance in meters is displayed.
* Disembarking troops may attach Face, Deploy, and Pop Smoke orders to waypoints.
* "Target" command is available in the editor to check LOS (no targeting orders are saved).
ARTILLERY AND AIR SUPPORT
* New sound effects for incoming rounds, jets, helicopters, cannon fire, bombs, spotters, control
* Computer player uses artillery and air support dynamically throughout the game, not just pre-pl
* Smoke artillery missions (and computer-player AI Support Plans may use it)
* Aircraft no longer drop unguided ("dumb") bombs to reflect recent/current loadout standards for
* F-15, F-16, and FA-18 no longer expend cannon rounds on ground targets.

Pilots have informed u

* Respond faster to "cease fire" orders.


* Missions cannot be "adjusted" while they are still being "received".
* "Emergency" missions are not available for pre-planned artillery strikes because they are not n
* Hydra-70 rockets are slightly more accurate.
INFANTRY MOVEMENT
* Fire on the Move: Moving soldiers will sometimes stop and take a quick shot at nearby/exposed e
- Soldiers are more likely to stop and shoot at enemies in front of them, less to the sides and r
- Accuracy is modestly reduced.
- Pause to fire most often: SLOW and MOVE (and HUNT stops the whole unit to engage).
- Pause to fire least often: FAST, and the moving soldiers in ASSAULT.
- If moving FAST or ASSAULT the soldier will not stop to reload. He will keep on moving.
* Moving Under Fire: Moving troops that come under heavy fire will only switch to Slow (i.e. craw
* Moving infantry does a better job of spotting enemies.
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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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* Casualty icons do not appear for unspotted enemies in turn-based games.


* Fixed a "floating ceiling" graphical bug in buildings with their top floors destroyed.
* Fixed a "nuclear explosion" bug.
* Corrected a problem that showed mission briefing text improperly inside the editor.
* Formations with very long names fit better into the game interface.
* Corrected a pathfinding bug with waypoints placed too close to marshes.
* Fixed some issues with fire-support vehicles not reducing artillery delay times.
CMSF v1.08 PATCH FEATURES
COMBAT
* Improved calculations for small-arms penetration of buildings,including "shatter gap" for high* 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 incre
* 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
* Corrected a rare problem that allowed projectiles to hit a vehicle and explode, but continue tr
* 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 shoo
* 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 r
* In internet play, the client player can mount troops during the setup phase and it works proper
* 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
* 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
* 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 beg
* 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 i
* Corrected a bug where a missile icon would appear in a vehicle's special equipment list for a m
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
* The provisional delivery time initially displayed for an artillery mission while you are in the
TERRAIN OBJECTIVES
* On the end-game screen, the status of a terrain objective worth zero points is displayed (previ
* The presence of "stealthy" troops does not block the enemy from receiving points for terrain ob
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 s
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* 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 buil
VEHICLE DEFENSIVE AI
* Vehicles will not retreat in response to threats they have been ordered to fire upon, or whom t
* Reacts to grenade attacks.
* Less likely to pop additional smoke if there is already smoke in the direction the vehicle want
* Will not engage when the vehicle is embarking/disembarking passengers, nor will it be triggered
* 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 designato
* 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 scen
* PBEM files are checked in advance for data integrity and the user is warned if the file appears
* Quick Battle computer-player does a better job setting up its units, especially putting them in
* 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 we
* Scream sounds from casualties are quieter at a distance.
* Fixed some pathfinding problems that resulted from scenarios with walls "covering" building doo
* 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.
CMSF v1.07 PATCH FEATURES
PATHFINDING / NAVIGATION
* Corrected some pathfinding problems that caused units to "go the long way around", especially i
* Corrected some "stuck soldier" issues.
* Corrected some issues related to Assault moves, both during and afterward.
* Improved vehicle navigation in dense urban areas (note that vehicles may not enter extremely na
* Blown-out ground-floor walls set in the scenario editor are correctly navigable in game.
TURN-BASED REPLAY
* Fixed a crash bug.
* Soldiers and vehicles move/animate more smoothly.
* Soldiers are shown carrying the correct weapon after switching weapons.
* Team ammo displays correctly.
* Smoke columns/clouds are shown immediately upon loading a saved game, and correctly retain thei
COMBAT
* Fixed a bug where it was more accurate to area-fire in front of a building than to shoot direct
* Squads/Teams are additionally suppressed when suffering casualties (on top of the morale hit).
* ATGMs are more likely to fire on tanks even when they are unlikely to cause damage.
* Troops are more likely to fire on targets inside a Target Arc even when unlikely to cause damag
* RPG-29 is more willing to do "area fire".
* TOW missile failure rate is reduced.
* Tanks hit by depleted-uranium APFSDS (such as from Abrams tanks) explode slightly less often.
* Trees receive more damage from direct-hit explosions.
QUICK BATTLES
* 32 new Quick Battle maps added for a greater variety of combat settings.
* In Quick Battles played by email, units are initially placed in setup zones correctly.
COMPUTER PLAYER
* Corrected a problem in the campaign game where computer units were not placed in ideal position
* After computer-player units move, they are smarter about choosing the direction they face.
* Computer-player vehicle crews whose vehicles have been knocked out are less aggressive in movin
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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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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.
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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.

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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v1.05 BUG FIXES:


* Line of sight to buildings and rooftops works correctly now.
* Corrected a bug that allowed LOS/LOF to pass through the tops of tall walls.
* Corrected a problem that sometimes allowed spotting of vehicles through buildings.
* Corrected a "stuck soldier" animation issue (e.g. a soldier who could not move out of a trench)
* Corrected issues where individual soldiers would incorrectly move away from their teams.
* Improved stability for Internet/LAN games.
* Corrected a problem where some members of a vehicle team would take an unrealistically long tim
* When firing antitank rockets and missiles, soldiers who are not antitank specialists receive an
* Corrected a problem where certain external doors to buildings would never be used.
* Soldiers make proper use of "interior" doors and open spaces between building units instead of
* "Group box selecting" works better in Elite mode.
* Grenades explode correctly on building roofs.
* Vehicles are not shielded by hiding behind knocked-out armored vehicles.
* Smoke from a burning vehicle does not block mouse clicks to place waypoints.
* Fixed a bug that caused battles in Elite mode, on maps with lots of trees, to run very slowly.
* Corrected a problem in Elite mode where one could spot friendly soldiers but not the vehicle th
* Vehicles with badly shot-up engines and/or running gear (but not quite immobilized) can still m
* Corrected a slight aiming problem versus buildings as area fire targets.
* Victory points are awarded for an "Occupy" objective only if the objective is totally cleared o
* Corrected some problems with awarding points for Destroy, Preserve, and Touch Terrain Objective
* Fixed a crash problem that affected artillery in internet/LAN games.
* In turn-based mode replay, the 3D icon for vehicles does not prematurely show an infantry symbo
* Fixed a bug where in turn-based playback, sometimes a vehicle passenger's position would "lag"
* Fixed various problems with 3D objects not reverting to their original states when replaying a
* Soldiers animate correctly when prone and turning to the left; when exiting down a vehicle ramp
* Corrected a problem where some squads suddenly lost Command &

Control for no good reason.

* 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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--v1.04 Patch Features-* CM:SF is more multi-processor/multi-core friendly.

Workarounds like "setting affinity" to sing

* Improved frame rate, especially on large maps.


* Improved vehicle pathfinding.
* Various "stuck units" problems fixed.
* Corrected a problem with shots coming through ridgelines.
* Soldiers are much quicker to take up fighting stances and/or open fire when reaching a movement
* When ordered to stop moving, soldiers halt immediately rather than look for best positions.

Th

* Vehicles correctly respond to non-Movement Commands assigned to Waypoints.


* Area fire versus buildings properly spreads fire versus all locations on the indicated level.
* Soldiers are more likely to move through breaches blasted in building walls rather than close b
* The TacAI is generally more likely to open fire, especially with heavy grenade launchers.

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.

It is important to note, however, that the slower speed commands

* 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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* TacAI is more likely to open fire on enemy armored vehicles.


* Commands may be issued when paused in Elite mode.
* Fixed a bug that sometimes caused smoke to not block LOS when it should have.
* Fixed a bug that caused parts of weapons to be positioned in strange ways during the reload ani
* Support units (e.g. artillery) in the process of receiving a cease fire command cannot be given
* F5-F8 keys
- F5 Brings
- F6 Brings
- F7 Brings
- F8 Brings

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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