Flashpoint Campaigns: Red Storm Player's Edition - Muso;
Hello everyone!

Today we are going to highlight all the amazing work done by our team and especially you guys, our users, for both Flashpoint Campaigns: Red Storm and Flashpoint Campaigns: Germany Reforged!


We created a list to help you find what could be interesting for you and we called it, guess what, Community Content!
You can find the Table of Content HERE! While the complete list of contents can be found HERE!

Just to give you an idea, these are just a bunch of things you will be able to find:
- Blue and Red Destroyed Unit Markers
- Campaign - The Black Rats
- Scenario - A Deadly Meeting v2
- New Maps - Gelnhausen to Schluctern 1962
- Planning Maps - L5914 Weisbaden
- Alternate Maps - OSchmidt Hexdraw Templates


We also wanted to remind you that Flashpoint Campaigns: Red Storm and Flashpoint Campaigns: Germany Reforged are currently 50% off, so this is a great opportunity to buy the game!
Flashpoint Campaigns: Red Storm Player's Edition - Muso;
Hello guys!
We are releasing a new version for Flashpoint Campaigns, you can read the changelog here:

- What’s New, Enhanced, or Fixed for 2.0.13
Here is a list of the items we worked on for this update with a brief summary of the changes in the game to this point. Please use the Matrix Tech Support Forum to report any problems with game play. Thanks and enjoy!

- New – Staff Alerts Tab in the TOC
For the second year in a row, we are adding a new feature from our Origins build into the game. This year it is the Staff Alerts Panel. This is a commander’s one stop shop to see what units have problems. Any unit seen on the list (Counter in area 1, Unit Designation in area 2, and Unit Composition in are 4)) has one or more of its Readiness, Morale, or Ammo stats below 50% (Attributes in area 3). If one of those factors is below 25% then
you get a red warning message (in area 5). Units raising alerts can also have other problems as shown in the Red Message area (area 5). This could be out of special ammo for artillery units, out of command range, insufficient transport (unit moving at leg speed and not IFV speed), and other conditions of concern.

- Enhanced – Enemy AI Movement Mode Selection
We adjusted the way the AI sets up it movement orders when planning. The AI will now choose to move via Deliberate Movement when 4km or greater from an objective area. This change improves the defensive posture of the moving units and slightly reduces the readiness hit compared to an Assault move.

- Fixed – Infinite Infantry ATGM Ammo
There was a bug in the code that allowed ATGM teams (Infantry only) to bypass an ammo check. This error leads to those units being able to have available ATGM rounds to use if their ammo level was okay.

- Fixed – Mechanized Unit Type Assignment
There was an odd bug in the code that would typecast certain mechanized units as leg infantry. This would lead to those units being less prone to launch attacks at range (A good thing for infantry in many cases). Everything works as intended now.

- Fixed – Unit Size Combat Modifier
While dealing with the bugs above, we found an old, deep bug with one of the unit size modifiers. This has been responsible for some of the overly hard to kill single units and in some cases the more brittle look of larger
formations. The outcome of combat is now back where it should be. This bug may also be responsible for the difficulty of some weapons to engage air and helicopter units properly. Be prepared for slightly more NATO losses
and slightly fewer Soviet losses in direct fire engagements.

- Fixed – VP Scoring at End Game
One of the last two updates broke the post-game VP scoring code. When the game ended by sudden death or end game selection, it was scoring the VP locations as they were at game end and not as calculated by end game
conditions. After much rework and testing, we now believe it all to be working as designed. If you choose to continue the game from the Sudden Death screen, the game will reset the VPs to the state they were in before
being scored.

Also, to celebrate this new release we are going to have a 50% discount on both Flashpoint Campaigns Red Storm and Germany Reforged, starting today, 7 PM CEST, until the 7th of September!

We hope you have a lof of fun with this new update!
Flashpoint Campaigns: Red Storm Player's Edition - SlithFox
Flashpoint Campaign Red Storm has been updated to version 2.0.12 and this version brings decisive improvements to the game!

Numerous bugs affecting the Map editor, waypoints, radio traffic – and more! – have been solved, so don’t wait any further and check the entire changelog below!


See you on the battlefield!

Version 2.0.12 Patchnotes

Fixed – HiHQ Teleporting in Setup Phase
While moving units around in the setup phase, the side’s HiHQ might jump (teleport) to a new location near the last moved unit. This is a random behavior and we believe it to be resolved. The best way to avoid this situation, should it still happen, is to check on the location of your HiHQ as the last move during the setup phase and move it last before proceeding on with the start of the game. You can jump to the HiHQ quickly by selecting the top listed unit in the OOB Panel.

Fixed – HQ Radio Traffic Spam
This was a new bug seen by some players after the 2.0.11 update. If an enemy HQ was detected via radio intercepts, the message would be spammed alerting the player multiple times in a row. We corrected this bug and you should only see the message once when each new HQ unit is detected.

Fixed – Map Editor Not Loading JPG file
The Map Editor would crash when loading a JPG map image if it failed to find an associated FP9 file. We have updated the editor and it will now load a JPG image and bring up the editor to build the FP9 file.

Fixed – Map Editor PNG File Crash
A new bug brought about by the addition of being able to load JPG image files into the Map Editor. We fixed this bug and PGN files will load as designed.

Fixed – Waypoint Editing Added Extra Delay
We have once again jumped into the tangled code that deals with waypoint timings with the waypoint editor and in particular, when dealing with group moves. In certain cases, making changes to set waypoint times would add additional delay into the overall delays of the waypoints. We hope this fix is now working. If you encounter this problem, again let us know. We are rewriting this code for Southern Storm with the changes to how players give orders and the delay timing changes based on HQ proximity.

Fixed – Wrecks causing Black Holes (Lost LOS)
In certain combinations of terrain and wrecks, line of sight (LOS) into those hexes could fail to detect enemy units even if the friendly unit was adjacent to the hex. LOS out was okay in most cases leading to units being attacked without being able to shoot back. The offending code is fixed and spotting into hexes with wrecks now works as intended.

Known Issues – PBEM
We are currently looking into a few reports of odd orders and timing problems during PBEM play. These bugs are random and not very repeatable. This makes troubleshooting them difficult on a good day. We decided to release this update and keep looking into the PBEM items as we work on Southern Storm. If we make any fixes, the plan is to release Hotfixes for these items.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Tim Stone)

A Flare Path flair point to the first person to identify the source

‘Tis the season to be jolly vigilant. With the six-week Matrix/Slitherine Christmas sale underway and Steam in the midst of a five-day autumnal tariff squeeze, several excruciatingly expensive wargames are currently just expensive, quite a few expensive wargames are now affordable, and a handful of cheap wargames are doing passable impersonations of gift horses. Prowling the various bargain basements like an extra-grumpy Philip Serrell, these are the deals that have caught my eye… … [visit site to read more]

Community Announcements - SlithFox
Flashpoint Campaigns: Red Storm gets one final polish as the team jumps headlong into development work on Southern Storm! Version 2.0.11 is availble and it brings tons of improvements to this masterpiece! Among all now is possible to turn Radio Messages on/off, new and improved Red Storm maps, and Radio Intercept Icon is ready and functional!

http://store.steampowered.com/app/330720/

Other improvements featured are the following:

1. New Intel panels from our custom Origins build and the scenarios we used at this year’s Origins Game Fair to do the Army Staff Training Exercises.

2. Many AI enhancements and bug fixes for pathing, attacking, and grouping of AI led forces.

3. A major boost to game speed from code optimization work. Should really be seen in larger scenarios.

4. Several UI fixes and improvements to better show information.

But the list is very long so be sure to check the whole changelog below


v2.0.11

New

• A scroll-able panel called 'Intel – Friendly' that shows information about your forces. Showing a breakdown of your forces by counter with a summary count of the number of platform types and map locations.
• Another called 'Intel – Enemy' shows estimated information about your opponent’s forces. Showing a possible breakdown of spotted enemy forces by group with an estimated count of the number of platform types and estimated area of operation.

Additions
• Added a color overlay to “Show Elevations” function (Ctrl+E) if the Advanced Elevation Colors option is on. The colors are shades of yellow to orange to brown as the elevations get higher. This color scheme does work (mostly) with LOS and other tools. The option check box can be found in on the General Tab of the Set Game, Player, and Unit Defaults dialog via the User Preferences button on the main menu or hitting the F5 key.
• The option check box to use the advanced colors for Line of Sight has moved from the Turn Resolution Tab to the General Tab of the Set Game, Player, and Unit Defaults dialog via the User Preferences button on the main menu or hitting the F5 key. This places it with other similar functions.
• For those of you who dislike all of the informative radio message dialogs that pop up during game turn resolution, there is now an option on the General tab of the Set Game Player and Unit defaults that will turn them off. Use at your own risk since you will miss important game related information. You can always turn them back on by going into the options during the Orders phase of the game.
• As an added bonus for 2.0.11, we are including a revised set of Red Storm maps hot of the press from William that move the Red Storm maps up to a Southern Storm standard seen on the maps used in Germany Reforged. These maps are now JPG instead of PNG and have a smaller memory footprint, but still look awesome. The JPG Revision 2.0.11.4 April 2016 | What’s New, Enhanced, or Fixed 7 version of a map will load in place of the PNG in the maps folder. If you want the older maps, just move all of the JPGs to a new subfolder and the PNG version will load in game. Enjoy!
• If you now load a scenario, save game or PBEM game made from a game version greater than the version you own, the game will display a warning message and then go back to the Main Menu instead of locking the game up. If you wish to play the scenario, you will need to update your game engine to the latest version. NOTE: If you are planning to play a PBEM game, make sure you and your opponent are on the same game version.
• If you hover the mouse over the image in the weather display, a pop up hint will appear and tell you the day, night, dawn, and dusk start and end times for the current scenario.

Enhanced

• We made some adjustments and improvements to the AI pathing for ground assault and helo movements. In both cases, the AI will look to use better approaches and avoid diving over exposed hills. Helicopters in deliberate movement (attack profile) will seek out low terrain to mask their approach to targets. Hasty moving helos (Returning to base or looking to cover ground) with look to stay low, but will crest hills if it is faster to the objective.
• We also caught and fixed a bug were the pathfinder would crash if the path went over a lake/large river hex.
• We were able to make a few tweaks to the AI to improve its ability to send better-formed combine arms groups to objectives. This should make things a bit more entertaining as the Red Storm rolls in.
• We made numerous cosmetic improvements to campaign game screens to make them easier to read and work with.
• The game can now be closed by clicking on the top right Windows close icon (X) during turn resolution or during and AI vs AI game. Before it would stop the turn but not exit properly. Clicking on the close button again risked an access violation. It should be well behaved now.
• Fixed a bug that was preventing units “unknown” units (shown with a “?” on the counter) from showing in player versus AI games. There does seem to be some spotting oddness with this that we are investigating in order to correct it for the official release.
• We have made a change to the range finding routine to help speed up turn resolution in scenarios. This will be more noticeable in big scenarios.
• The rate of these notification messages has been reduced to a reasonable level. You should not see the same HQ being “detected” every couple of minutes.
• We added a standoff range to helo deliberate movement. Three hexes for Soviets and four hexes for NATO Attack helicopter units. This should help them from sitting on top of enemies. Scouts have a much larger standoff and will tend to back off if they fly into the standoff range.
• The Scenario Editor and game will now load JPG maps just like PNG. JPG maps have a much smaller memory footprint. You can have both in the maps folder and the game will take the JPG version first. File names must be the same to load properly in a scenario.
• We added some better feedback for users to help when you need a serial number (Matrix game version) or not (Bought game on Steam) when setting up the PBEM account.
• We also fixed an issue where the interface could crash if certain buttons were clicked when the game was already making an information query from the server.
• All popup forms were given a proper Owner control to preserve Z order of forms (what dialog shows above another). This should reduce the chance of a dialog box or other form 'popping under' the main screen or other form and force the game to have to be closed from Task Manager. On the off chance this does happen, you may be able to recover by hitting the escape key and closing the offending form/dialog. Once closed, you can attempt to reopen the form you were looking for.
• The Reinforcements and Withdrawals panel has been revised to put everything in strict chronological order and to display time offsets from “now” rather than the start of the scenario. For example, if the entry says a unit will arrive in 30+ minutes then that will be 30 minutes in the future from the current game time.
• Do not show the FPGR ‘thank you’ message more than once per session.
• Saturation (7x) rocket artillery fire no longer shifts fire if the target unit moves at the last minute like certain spotted artillery barrage missions. This allows the commander to place that expanded impact area where they want.
• Units that are marked as ‘locked’ can now be relocated by the scenario author in the scenario editor. This was blocked before and forced unlocking, move, and lock to reposition.
• You can now put/move a unit into a hex that is not a defined setup hex during scenario creation. This makes it much easier to position units in a general way and then tidy up the setup zones at the end of the unit placements. You will still need to have all units in a “painted” setup zone in order to save the scenario.
• The following changes have been made the UDP panel for game play.
◦ The UDP would change to show the unit currently moving but it did not show the currently firing unit (or friendly unit receiving fire if appropriate). This has been added.
◦ At the bottom of the bullet list is a new entry for “Kills Claimed”. This adds some color and gives the player attachment to units that have been doing well so far.
◦ Fixed up apparent corruption for Air Unit UDP reports but did not find any memory corruption issues.
• The force name at the very top of the information panel could be cropped on both ends if the name was too long. The game will now display part of the name and truncate with ellipses if it is too long. We will look for a better solution in Southern Storm.
• We made a few minor adjustments to the weighted values used to change the weather to reduce the amount of time and the chance of Heavy Rain. It will still happen, but at a reduced chance from Light Rain. If the weather is at Heavy Rain, there is now a greater chance to fall off to light rain. Best we can do for now until Southern Storms new weather model.

Bug Fixes

• Fixed a bug that broke AI helo aggressive movement (helos were defending or not plotting forward movement at all). AI Attack and Recon helicopters will now move forward after objectives again.
• In some cases, a unit would be caught shuttling back and forth between two hexes when the AI evaluated the route and there was a change is best path. Plotted units should now follow the initial path better and not dance about. Unit pathfinding around minor rivers had become wonky. It was also avoiding reasonable bridge choices in certain cases. This is fixed now as well.
• Air Units in some cases were not fully resupplied by a resupply order. This is now corrected.
• We fixed the artillery reporting times in the diary that were reversed.
• We fixed a bug where the Autosave toggle in Game Options did not set if accessed from the Main Menu. It did work fine from the menu in game when a scenario was active.
• We fixed a bug in Line of Sight/Line of Fire (LOS/LOF) that was causing some odd attacks that should not have been occurring and some rare cases of missing a good LOS/LOF. Combat should be a lot better now.
• We have fixed a bug where the setup zone warning hint would go off even when the unit was in a setup zone.
• We fixed the Force Roster hyperlinks that we broke in Beta. They should work fine now.
• Found and fixed what may have been the killer memory corruption bug in campaign games, fingers crossed.
• We fixed a bug corrupting the effect of certain HEAT attacks with tandem warheads to calculate out incorrectly versus composite armors (ACA specials). The armor will now reduce HEAT penetration as intended.
• We corrected a rare bug that would offset the last counter moving onto a stack in the wrong direction.
• Upon exiting a PEBM game, a PBEM++ exit routine was invoked that could cause a game crash in certain situations.
• We found and fixed two deep bugs in parts of the direct fire combat code. This error was causing medium to long ranged shots in many cases to be greatly reduced in accuracy. Tank combat will be more effective and brutal now with kills being made more often at ranges over 1500m.
• We tracked down a bug that was causing false delay times to get calculated for units moving in groups and receiving new orders with part of the group still moving.
• We shut off AI “Move Delayed” hints seen in Beta 11.1.
• We fixed a major memory leak with the Scenario Editor and main game when switching from one to the other.
• We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us.
• We fixed a problem in Setup whereby a user loads a saved game and half the display blanks out for a few seconds.
• The Show All Movement Paths command had been inadvertently turned off. It is now working again as originally intended.
• We fixed bugs that broke the AI stacking limits for ground and Helo units. The AI will now try to limit two ground units and one helo unit in a hex at a time. Recon units will be limited to one per hex. AI units will plot paths around congested hexes to reach objectives. This should fix the “skyscraper” unit stacks made by the AI and allow helicopters to move over ground unit stacks without being stopped.
• We fixed a few odd and rare bugs that affected a few players. These are bugs that most players never see or experience in the game.
◦ On game exit when running under Vista (we hope).
◦ When checking for map zoom when a game was not actually loaded.
◦ Assertion failure when the program was looking for local friendly units.
◦ Access violation when saving information to the VCR replay.
◦ Crash when attempting to change the timing of a FSCC ordered airstrike.
Community Announcements - andrewl
Hello All,

v2.0.11.4 Open Beta is now available. Below is a comprehensive change log for this Beta.
Please check it out and give us your feedback.

Change History:

v2.0.11.4 Beta – 27 April, 2016

Additions

  • Added a color overlay to “Show Elevations” function (Ctrl+E) if the Advanced Elevation Colors option is on. The colors are shades of yellow to orange to brown as the elevations get higher. This color scheme does work (mostly) with LOS and other tools. The option check box can be found in on the General Tab of the Set Game, Player, and Unit Defaults dialog via the User Preferences button on the main menu or hitting the F5 key.
  • The option check box to use the advanced colors for Line of Sight has moved from the Turn Resolution Tab to the General Tab of the Set Game, Player, and Unit Defaults dialog via the User Preferences button on the main menu or hitting the F5 key. This places it with other similar functions.
  • For those of you who dislike all of the informative radio message dialogs that pop up during game turn resolution, there is now an option on the General tab of the Set Game Player and Unit defaults that will turn them off. Use at your own risk since you will miss important game related information. You can always turn them back on by going into the options during the Orders phase of the game.
  • As an added bonus for 2.0.11, we are including a revised set of Red Storm maps hot of the press from William that move the Red Storm maps up to a Southern Storm standard seen on the maps used in Germany Reforged. These maps are now JPG instead of PNG and have a smaller memory footprint, but still look awesome. The JPG Revision 2.0.11.4 April 2016 | What’s New, Enhanced, or Fixed 7 version of a map will load in place of the PNG in the maps folder. If you want the older maps, just move all of the JPGs to a new subfolder and the PNG version will load in game. Enjoy!
  • If you now load a scenario, save game or PBEM game made from a game version greater than the version you own, the game will display a warning message and then go back to the Main Menu instead of locking the game up. If you wish to play the scenario, you will need to update your game engine to the latest version. NOTE: If you are planning to play a PBEM game, make sure you and your opponent are on the same game version.
Enhanced
  • We also made some adjustments and improvements to the AI pathing for ground assault and helo movements. In both cases, the AI will look to use better approaches and avoid diving over exposed hills. Helicopters in deliberate movement (attack profile) will seek out low terrain to mask their approach to targets. Hasty moving helos (Returning to base or looking to cover ground) with look to stay low, but will crest hills if it is faster to the objective. We also caught and fixed a bug were the pathfinder would crash if the path went over a lake/large river hex.
  • We were able to make a few tweaks to the AI to improve its ability to send better-formed combine arms groups to objectives. This should make things a bit more entertaining as the Red Storm rolls in.
  • We made numerous cosmetic improvements to campaign game screens to make them easier to read and work with.
  • The game can now be closed by clicking on the top right Windows close icon (X) during turn resolution or during and AI vs AI game. Before it would stop the turn but not exit properly. Clicking on the close button again risked an access violation. It should be well behaved now.
  • Fixed a bug that was preventing units “unknown” units (shown with a “?” on the counter) from showing in player versus AI games. There does seem to be some spotting oddness with this that we are investigating in order to correct it for the official release.
  • We added a standoff range to helo deliberate movement. Three hexes for Soviets and four hexes for NATO Attack helicopter units. This should help them from sitting on top of enemies. Scouts have a much larger standoff and will tend to back off if they fly into the standoff range.
  • The Scenario Editor and game will now load JPG maps just like PNG. JPG maps have a much smaller memory footprint. You can have both in the maps folder and the game will take the JPG version first. File names must be the same to load properly in a scenario.
  • All popup forms were given a proper Owner control to preserve Z order of forms (what dialog shows above another). This should reduce the chance of a dialog box or other form 'popping under' the main screen or other form and force the game to have to be closed from Task Manager. On the off chance this does happen, you may be able to recover by hitting the escape key and closing the offending form/dialog. Once closed, you can attempt to reopen the form you were looking for.
  • The rate of these notification messages has been reduced to a reasonable level. You should not see the same HQ getting “detected” every couple minutes.
  • Do not show the FPGR ‘thank you’ message more than once per session.
  • The following changes have been made the UDP panel for game play.
    • The UDP would change to show the unit currently moving but it did not show the currently firing unit (or friendly unit receiving fire if appropriate). This has been added.
    • At the bottom of the bullet list is a new entry for “Kills Claimed”. This adds some color and gives the player attachment to units that have been doing well so far.
    • Fixed up apparent corruption for Air Unit UDP reports but did not find any memory corruption issues.
  • The force name at the very top of the information panel could be cropped on both ends if the name was too long. The game will now display part of the name and truncate with ellipses if it is too long. We will look for a better solution in Southern Storm.
  • We made a few minor adjustments to the weighted values used to change the weather to reduce the amount of time and the chance of Heavy Rain. It will still happen, but at a reduced chance from Light Rain. If the weather is at Heavy Rain, there is now a greater chance to fall off to light rain. Best we can do for now until Southern Storms new weather model.
Bug Fixes
  • Fixed a bug that broke AI helo aggressive movement (helos were defending or not plotting forward movement at all). AI Attack and Recon helicopters will now move forward after objectives again.
  • In some cases, a unit would get caught shuttling back and forth between two hexes when the AI evaluated the route and there was a change is best path. Plotted units should now follow the initial path better and not dance about.
  • Air Units in some cases were not fully resupplied by a resupply order. This is now corrected.
  • We fixed the artillery reporting times in the diary that were reversed.
  • We fixed a bug in Line of Sight/Line of Fire (LOS/LOF) that was causing some odd attacks that should not have been occurring and some rare cases of missing a good LOS/LOF. Combat should be a lot better now.
  • We have fixed a bug where the setup zone warning hint would go off even when the unit was in a setup zone.
  • We fixed the Force Roster hyperlinks that we broke in Beta. They should work fine now.
  • Found and fixed what may have been the killer memory corruption bug in campaign games, fingers crossed.
  • We fixed a bug corrupting the effect of certain HEAT attacks with tandem warheads to calculate out incorrectly versus composite armors (ACA specials). The armor will now reduce HEAT penetration as intended.
  • We corrected a rare bug that would offset the last counter moving onto a stack in the wrong direction.
  • Upon exiting a PEBM game, a PBEM++ exit routine was invoked that could cause a game crash in certain situations.
  • We found and fixed two deep bugs in parts of the direct fire combat code. This error was causing medium to long ranged shots in many cases to be greatly reduced in accuracy. Tank combat will be more effective and brutal now with kills being made more often at ranges over 1500m.
  • We shut off AI “Move Delayed” hints seen in Beta 11.1.
  • We fixed a major memory leak with the Scenario Editor and main game when switching from one to the other.
  • We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us.
  • We fixed a problem in Setup whereby a user loads a saved game and half the display blanks out for a few seconds.
  • We fixed bugs that broke the AI stacking limits for ground and Helo units. The AI will now try to limit two ground units and one helo unit in a hex at a time. Recon units will be limited to one per hex. AI units will plot paths around congested hexes to reach objectives. This should fix the “skyscraper” unit stacks made by the AI and allow helicopters to move over ground unit stacks without being stopped.
Community Announcements - andrewl
Hello All,

v2.0.11.2 Open Beta is now live, choose to join the Beta on the Properties window beta tab.

Change History:

v2.0.11.2 Beta – 17 March 2016

  1. As an added bonus for Beta 11.2, we are including a revised set of Red Storm maps hot of the press from William that move the Red Storm maps up to a Southern Storm standard seen on the maps used in Germany Reforged. These maps are now JPG instead of PNG and have a smaller memory footprint, but still look awesome. The JPG version of a map will load in place of the PNG in the maps folder. If you want the older maps, just move all of the JPGs to a new subfolder and the PNG version will load in game. Enjoy!

  2. We also made some adjustments and improvements to the AI pathing for ground assault and helo movements. In both cases, the AI will look to use better approaches and avoid diving over exposed hills. Helicopters in deliberate movement (attack profile) will seek out low terrain to mask their approach to targets. Hasty moving helos (Returning to base or looking to cover ground) with look to stay low, but will crest hills if it is faster to the objective.

  3. We were able to make a few tweaks to the AI to improve its ability to send better-formed combine arms groups to objectives. This should make things a bit more entertaining as the Red Storm rolls in.

  4. We added a standoff range to helo deliberate movement. Three hexes for Soviets and four hexes for NATO Attack helicopter units. This should help them from sitting on top of enemies. Scouts have a much larger standoff and will tend to back off if they fly into the standoff range.

  5. Fixed a Beta 11.1 bug that broke AI helo aggressive movement (helos were defending or not plotting forward movement at all). AI Attack and Recon helicopters will now move forward after objectives again.

  6. We fixed bugs that broke the AI stacking limits for ground and Helo units. The AI will now try to limit two ground units and one helo unit in a hex at a time. This should fix the “skyscraper” builds seen in Beta 11.1. Recon units will be limited to one per hex. AI units will plot paths around congested hexes to reach objectives.

  7. Added a color overlay to “Show Elevations” function if the Advanced Colors option is on. The colors are shades of yellow to orange to brown as the elevations get higher. This color scheme does work (mostly) with LOS and other tools.

  8. Scenario Editor will now load JPG maps just like PNG. JPG maps have a much smaller memory footprint. You can have one or the other in the maps folder. File name must be the same to load properly in a scenario.

  9. We fixed the artillery reporting times in the diary that were reversed.

  10. We fixed the Force Roster hyperlinks that we broke in Beta 11.1. Doh!

  11. We corrected a rare bug that would offset the last counter moving onto a stack in the wrong direction.

  12. We shut off AI “Move Delayed” hints seen in Beta 11.1.

  13. We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us.

  14. Fixed a bug that was preventing units “unknown” units (shown with a “?” on the counter) from showing in player versus AI games. There does seem to be some spotting oddness with this that we are investigating in order to correct it for the official release.
New from Beta 2.0.11.1
  1. Found and fixed what may have been the killer memory corruption bug in campaign games, fingers crossed.

  2. We made numerous cosmetic improvements to campaign game screens.

  3. We fixed a major memory leak with Platforms in the Scenario Editor and main game use.

  4. Give all popup forms a proper Owner control to preserve Z order of forms. This may fix the problem where sometimes a dialog box or other form would 'pop under' the main screen and force the game to have to be closed from Task Manager.

  5. When exiting a PEBM game, the PBEM++ exit routine was invoked and could cause a game crash.

  6. UDP Enhancement – The UDP would change to show the unit currently moving but it did not show the currently firing unit (or friendly unit receiving fire if appropriate). This has been added.

  7. UDP Enhancement – At the bottom of the bullet list is a new entry for “Kills Claimed”. This adds some color and gives the player attachment to units that have been doing well so far.

  8. Fixed up apparent corruption for Air Unit UDP reports but did not find any memory corruption issues.

  9. Fixed a problem in Setup where user loads a saved game and half the display blanks out for a few seconds.

  10. Fixed a bug where Air Units were not fully resupplied by a resupply order.

  11. Raise an error if too new a saved game version is attempted to load.

  12. Do not show the FPGR ‘thank you’ message more than once per session.

  13. We fixed a bug in Line of Sight/Line of Fire (LOS/LOF) that was causing some odd attacks that should not have been occurring.

  14. Fixed two deep bugs in parts of the direct fire combat code that was causing medium to long ranged shots in many cases to be greatly reduced in accuracy.

  15. Fixed a bug that was corrupting the effect of certain HEAT attacks with tandem warheads to calculate out incorrectly versus composite armors (ACA specials).
Known Issues in 2.0.11.2
Here is a list of the items we worked on for this final major Red Storm update with a brief summary of the changes. Please use the Matrix Tech Support Forum to report any problems with game play. Thanks and enjoy!
  1. Game Skin Issues:
    • The main menu bar sometimes disappears or is not refreshed when it should be. This appears to have vanished recently as sudden as it showed up. This could be an OS update, video drive, other update that both broke and fixed the issue. If you have any graphics glitching, please let us know and try to get screen shots. Thanks.

    • If a unit is selected in the Chain of Command tree and then dragged up or down far enough to scroll the tree, the units passed over will get the highlight but not lose it when they should.
  2. There is an occasional ghost unit drawn. It can be seen if Ctrl-U is used to clear the map of units. The very first selected unit will sometimes be visible as a ghost. Intermittent bug.

  3. “Popcorning” units – With fog of war turned on we sometimes see units pop in and out of visibility that should be visible the whole time, at least show a “?”, or still be hidden. We are still working on this behavior.
Community Announcements - andrewl
Hello All,

v2.0.11.2 Open Beta is now live, choose to join the Beta on the Properties window beta tab.

Change History:

v2.0.11.2 Beta – 17 March 2016

  1. As an added bonus for Beta 11.2, we are including a revised set of Red Storm maps hot of the press from William that move the Red Storm maps up to a Southern Storm standard seen on the maps used in Germany Reforged. These maps are now JPG instead of PNG and have a smaller memory footprint, but still look awesome. The JPG version of a map will load in place of the PNG in the maps folder. If you want the older maps, just move all of the JPGs to a new subfolder and the PNG version will load in game. Enjoy!

  2. We also made some adjustments and improvements to the AI pathing for ground assault and helo movements. In both cases, the AI will look to use better approaches and avoid diving over exposed hills. Helicopters in deliberate movement (attack profile) will seek out low terrain to mask their approach to targets. Hasty moving helos (Returning to base or looking to cover ground) with look to stay low, but will crest hills if it is faster to the objective.

  3. We were able to make a few tweaks to the AI to improve its ability to send better-formed combine arms groups to objectives. This should make things a bit more entertaining as the Red Storm rolls in.

  4. We added a standoff range to helo deliberate movement. Three hexes for Soviets and four hexes for NATO Attack helicopter units. This should help them from sitting on top of enemies. Scouts have a much larger standoff and will tend to back off if they fly into the standoff range.

  5. Fixed a Beta 11.1 bug that broke AI helo aggressive movement (helos were defending or not plotting forward movement at all). AI Attack and Recon helicopters will now move forward after objectives again.

  6. We fixed bugs that broke the AI stacking limits for ground and Helo units. The AI will now try to limit two ground units and one helo unit in a hex at a time. This should fix the “skyscraper” builds seen in Beta 11.1. Recon units will be limited to one per hex. AI units will plot paths around congested hexes to reach objectives.

  7. Added a color overlay to “Show Elevations” function if the Advanced Colors option is on. The colors are shades of yellow to orange to brown as the elevations get higher. This color scheme does work (mostly) with LOS and other tools.

  8. Scenario Editor will now load JPG maps just like PNG. JPG maps have a much smaller memory footprint. You can have one or the other in the maps folder. File name must be the same to load properly in a scenario.

  9. We fixed the artillery reporting times in the diary that were reversed.

  10. We fixed the Force Roster hyperlinks that we broke in Beta 11.1. Doh!

  11. We corrected a rare bug that would offset the last counter moving onto a stack in the wrong direction.

  12. We shut off AI “Move Delayed” hints seen in Beta 11.1.

  13. We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us.

  14. Fixed a bug that was preventing units “unknown” units (shown with a “?” on the counter) from showing in player versus AI games. There does seem to be some spotting oddness with this that we are investigating in order to correct it for the official release. Revision 2.0.11.2 March 2016 On Target Simulations | What’s New, Enhanced, or Fixed in the Betas 7
New from Beta 2.0.11.1
  1. Found and fixed what may have been the killer memory corruption bug in campaign games, fingers crossed.

  2. We made numerous cosmetic improvements to campaign game screens.

  3. We fixed a major memory leak with Platforms in the Scenario Editor and main game use.

  4. Give all popup forms a proper Owner control to preserve Z order of forms. This may fix the problem where sometimes a dialog box or other form would 'pop under' the main screen and force the game to have to be closed from Task Manager.

  5. When exiting a PEBM game, the PBEM++ exit routine was invoked and could cause a game crash.

  6. UDP Enhancement – The UDP would change to show the unit currently moving but it did not show the currently firing unit (or friendly unit receiving fire if appropriate). This has been added.

  7. UDP Enhancement – At the bottom of the bullet list is a new entry for “Kills Claimed”. This adds some color and gives the player attachment to units that have been doing well so far.

  8. Fixed up apparent corruption for Air Unit UDP reports but did not find any memory corruption issues.

  9. Fixed a problem in Setup where user loads a saved game and half the display blanks out for a few seconds.

  10. Fixed a bug where Air Units were not fully resupplied by a resupply order.

  11. Raise an error if too new a saved game version is attempted to load.

  12. Do not show the FPGR ‘thank you’ message more than once per session.

  13. We fixed a bug in Line of Sight/Line of Fire (LOS/LOF) that was causing some odd attacks that should not have been occurring.

  14. Fixed two deep bugs in parts of the direct fire combat code that was causing medium to long ranged shots in many cases to be greatly reduced in accuracy.

  15. Fixed a bug that was corrupting the effect of certain HEAT attacks with tandem warheads to calculate out incorrectly versus composite armors (ACA specials).
Known Issues in 2.0.11.2
Here is a list of the items we worked on for this final major Red Storm update with a brief summary of the changes. Please use the Matrix Tech Support Forum to report any problems with game play. Thanks and enjoy!
  1. Game Skin Issues:
    1. The main menu bar sometimes disappears or is not refreshed when it should be. This appears to have vanished recently as sudden as it showed up. This could be an OS update, video drive, other update that both broke and fixed the issue. If you have any graphics glitching, please let us know and try to get screen shots. Thanks.
    2. If a unit is selected in the Chain of Command tree and then dragged up or down far enough to scroll the tree, the units passed over will get the highlight but not lose it when they should.
  2. There is an occasional ghost unit drawn. It can be seen if Ctrl-U is used to clear the map of units. The very first selected unit will sometimes be visible as a ghost. Intermittent bug.
  3. “Popcorning” units – With fog of war turned on we sometimes see units pop in and out of visibility that should be visible the whole time, at least show a “?”, or still be hidden. We are still working on this behavior.
Community Announcements - andrewl
Hello All,

v2.0.11.2 Open Beta is now live, choose to join the Beta on the Properties window beta tab.

Change History:

v2.0.11.2 Beta – 17 March 2016

  1. As an added bonus for Beta 11.2, we are including a revised set of Red Storm maps hot of the press from William that move the Red Storm maps up to a Southern Storm standard seen on the maps used in Germany Reforged. These maps are now JPG instead of PNG and have a smaller memory footprint, but still look awesome. The JPG version of a map will load in place of the PNG in the maps folder. If you want the older maps, just move all of the JPGs to a new subfolder and the PNG version will load in game. Enjoy!

  2. We also made some adjustments and improvements to the AI pathing for ground assault and helo movements. In both cases, the AI will look to use better approaches and avoid diving over exposed hills. Helicopters in deliberate movement (attack profile) will seek out low terrain to mask their approach to targets. Hasty moving helos (Returning to base or looking to cover ground) with look to stay low, but will crest hills if it is faster to the objective.

  3. We were able to make a few tweaks to the AI to improve its ability to send better-formed combine arms groups to objectives. This should make things a bit more entertaining as the Red Storm rolls in.

  4. We added a standoff range to helo deliberate movement. Three hexes for Soviets and four hexes for NATO Attack helicopter units. This should help them from sitting on top of enemies. Scouts have a much larger standoff and will tend to back off if they fly into the standoff range.

  5. Fixed a Beta 11.1 bug that broke AI helo aggressive movement (helos were defending or not plotting forward movement at all). AI Attack and Recon helicopters will now move forward after objectives again.

  6. We fixed bugs that broke the AI stacking limits for ground and Helo units. The AI will now try to limit two ground units and one helo unit in a hex at a time. This should fix the “skyscraper” builds seen in Beta 11.1. Recon units will be limited to one per hex. AI units will plot paths around congested hexes to reach objectives.

  7. Added a color overlay to “Show Elevations” function if the Advanced Colors option is on. The colors are shades of yellow to orange to brown as the elevations get higher. This color scheme does work (mostly) with LOS and other tools.

  8. Scenario Editor will now load JPG maps just like PNG. JPG maps have a much smaller memory footprint. You can have one or the other in the maps folder. File name must be the same to load properly in a scenario.

  9. We fixed the artillery reporting times in the diary that were reversed.

  10. We fixed the Force Roster hyperlinks that we broke in Beta 11.1. Doh!

  11. We corrected a rare bug that would offset the last counter moving onto a stack in the wrong direction.

  12. We shut off AI “Move Delayed” hints seen in Beta 11.1.

  13. We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us.

  14. Fixed a bug that was preventing units “unknown” units (shown with a “?” on the counter) from showing in player versus AI games. There does seem to be some spotting oddness with this that we are investigating in order to correct it for the official release. Revision 2.0.11.2 March 2016 On Target Simulations | What’s New, Enhanced, or Fixed in the Betas 7
New from Beta 2.0.11.1
  1. Found and fixed what may have been the killer memory corruption bug in campaign games, fingers crossed.

  2. We made numerous cosmetic improvements to campaign game screens.

  3. We fixed a major memory leak with Platforms in the Scenario Editor and main game use.

  4. Give all popup forms a proper Owner control to preserve Z order of forms. This may fix the problem where sometimes a dialog box or other form would 'pop under' the main screen and force the game to have to be closed from Task Manager.

  5. When exiting a PEBM game, the PBEM++ exit routine was invoked and could cause a game crash.

  6. UDP Enhancement – The UDP would change to show the unit currently moving but it did not show the currently firing unit (or friendly unit receiving fire if appropriate). This has been added.

  7. UDP Enhancement – At the bottom of the bullet list is a new entry for “Kills Claimed”. This adds some color and gives the player attachment to units that have been doing well so far.

  8. Fixed up apparent corruption for Air Unit UDP reports but did not find any memory corruption issues.

  9. Fixed a problem in Setup where user loads a saved game and half the display blanks out for a few seconds.

  10. Fixed a bug where Air Units were not fully resupplied by a resupply order.

  11. Raise an error if too new a saved game version is attempted to load.

  12. Do not show the FPGR ‘thank you’ message more than once per session.

  13. We fixed a bug in Line of Sight/Line of Fire (LOS/LOF) that was causing some odd attacks that should not have been occurring.

  14. Fixed two deep bugs in parts of the direct fire combat code that was causing medium to long ranged shots in many cases to be greatly reduced in accuracy.

  15. Fixed a bug that was corrupting the effect of certain HEAT attacks with tandem warheads to calculate out incorrectly versus composite armors (ACA specials).
Known Issues in 2.0.11.2
Here is a list of the items we worked on for this final major Red Storm update with a brief summary of the changes. Please use the Matrix Tech Support Forum to report any problems with game play. Thanks and enjoy!
  1. Game Skin Issues:
    1. The main menu bar sometimes disappears or is not refreshed when it should be. This appears to have vanished recently as sudden as it showed up. This could be an OS update, video drive, other update that both broke and fixed the issue. If you have any graphics glitching, please let us know and try to get screen shots. Thanks.
    2. If a unit is selected in the Chain of Command tree and then dragged up or down far enough to scroll the tree, the units passed over will get the highlight but not lose it when they should.
  2. There is an occasional ghost unit drawn. It can be seen if Ctrl-U is used to clear the map of units. The very first selected unit will sometimes be visible as a ghost. Intermittent bug.
  3. “Popcorning” units – With fog of war turned on we sometimes see units pop in and out of visibility that should be visible the whole time, at least show a “?”, or still be hidden. We are still working on this behavior.
Community Announcements - Cap'n Darwin
We just put up the Red Storm Open Beta 2.0.11.2 on our website. Download now for a better game and a surprise! Read the attached PDF for all the info. Seriously, there is some important stuff in there explaining fixes and game engine changes and improvements. Worth a few minutes to look over.

Grab the file here: http://www.ontargetsimulations.com/?page_id=28
...

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