Campaign Series: Vietnam v2.00.00 Public Beta Now Available
Posted: Tue Jan 28, 2025 3:26 pm
Hello everyone,
Please try this new beta and let us know if it helps your game. This is a major update to Vietnam that includes a UI overhaul for scenario selection and the main menu, as well as updates to the map graphics. We're intending this to be the new baseline for future updates for Vietnam. To install this update please go to your Campaign Series Vietnam File Downloads in the Matrix My Page section of the webite or from the game's store page.
IMPORTANT NOTE: this version will not work with older saves. As such, please make sure to finish your current games before installing this new version or start new games after installing this version. For additional details in this build, please see this document: Changes in 2.00.00 (January 19th, 2025)
IMPORTANT NOTE: This version requires uninstalling the previous version before installing the current one. Be sure to complete your ongoing games. Going forward, before installing any new updates, please ensure that all game modifications are disabled using the JSGME tool, if you had previously enabled any of them.
Errata
• Numerous typos fixed throughout the manual for 2.00
Enhancements
• Implemented a new front-end launch dialog, replacing the multiple old interface dialogs.
• Added subfolders to the Scenarios\ folder to organize scenarios by campaign.
• Campaign is a now a column in the new front-end interface for easier navigation.
• With the old front-end code deprecated, the need for the 2008 C++ redistributable has been removed. The lastest redistributable are now in use.
• Updated all Help buttons to open context-specific chapters in the game manual.
• Introduced a new SITREP dialog with a Force Status tab and enhanced the old Strength and Victory dialogs as tabs. The old dialogs are now deprecated.
• Implemented a new Find Locations dialog with a grid view instead of a text area.
• Implemented a new Find Objectives dialog with a grid view instead of a text area.
• Standardized all dialogs with buttons centered in the middle of the interface.
• Enlarged and updated the Artillery Support and Close Air Support dialogs, providing more informative content instead of the many abbreviations used previously.
• Added a new Standing By for Orders dialog for player to choose between available options, as set in Lua.
• Added the Scenario Description template to Scenario Editor's New Scenario dialog.
• Added and updated approximately 40 CSEE functions, both for Lua for interacting with game engine, and game engine interacting with Lua.
• Added a new Check for Orders status menu item and CSEE functionality for player / CSEE interaction. CSEE can now provide options for the player to choose from.
• Created a revised csmklua.pl utility for generating scenario Lua skeletons. In addition to skeleton code, it includes pre-existing functionality, such as supply availability through the Check for Orders dialog, and computer side battle plans for Artillery and Airstrikes.
• Created a new csmkutxt.pl utility for generating Unittext.txt platoon descriptions from platoon*.csv data in the OOBs subfolder (requires converting platoon*.oob files using the csoob2csv.pl utility first).
• Added North Korea to Order of Battle editor for Vietnam.
• Enhanced the Report dialog, used by Scenario Briefing. The dialog is now larger and includes a Copy to Clipboard button.
• Opportunity Fire target selection now considers whether the target stack contains ground-only, air-only, or mixed units and selects targets accordingly.
There is a 50% chance that the maximum number of attacks per hex may be smaller or larger than the set parameter (Adaptive AI parameter #126: max_hex_opfire_attacks).
• Helicopter flight time now defaults to 12 turns (previously: 9) (Adaptive AI parameter #140: helo_turns_until_refuel).
• Updated default values and added new options to the game configuration, which is saved to the Windows Registry. The game now saves the selected options for Visible, Reachable, Landable LZ hexes, and Command Range Hex Highlight settings.
Fixes
• Fine-tuned the error message for Recon Reveal to include a notification if the unit is not capable to perform a recon reveal. Note that not all units categorized as Recon are eligible for this action. The ReconUnit flag under Capabilities in the Unit Handbook indicates whether a unit is qualified.
• Fixed the issue with Scenario Editor not able to save line breaks in Scenario Description dialog.
• Fixed the issue with AI indirect fire having been restricted too much for Vietnam 1.30 and Middle East 2.30.
Graphics
• Map 3D images are now completely revised into 250 metre per hex scale by Bill “MausMan” Blake. Old legacy graphics continue to be available as well (require a simple folder rename).
• Fixed the Lebanon and Pro East 3D Unit Base graphics that were broken in version 2.30.
• Adjusted all background images to the same Sepia effect, brown for Middle East.
Data
• Order of Battle: North Korea added with historical information covering 1948-1985.
• Numerous platoon edits, tweaking assignments for NATO and 2D symbols to ensure consistency.
• Numerous platoon edits, tweaking infantry type units, ensuring consistency with values, in particular movement and firecost.
• Unified the init.ai Adaptive AI base file, although with the init.lua and user.lua CS Event Engine base files, into single versions for all Modern Wars series games, replacing the previous game specific versions for Middle East and Vietnam.
• Standardized the platoon OOB file column CounterCell2d to store the unit category in twelve unit categories.
• Middle East now also uses the Counters file template, which includes the four identical rows of twelve-unit categories, allowing up to four armed forces branches to be depicted in a standardized manner.
• Fixed the issue where init.ai previously had a too low threshold for allowing indirect fire by the map.
• New CSlint tools in the Tools folder: csoob2csv.pl and cscsv2oob.pl scripts for converting Platoon data between the proprietary in-game format and common comma-separated value (CSV) files.
• Completely reworked CSlint tools in the Tools folder: an enhanced csmklua.pl script for creating CSEE Lua files for scenarios. The current version will generate a skeleton file and also adds advanced Scripted AI logic, including support for Scenario Briefings, Logistics and Artillery and Airstrike management. Expect this to be enhanced in the future!
Scenarios
• Several Tet Offensive related scenarios are included that deal with the assault on Hue 1968.
• Several LAM SON 719 related scenarios are included that deal with the Invasion of Laos 1971.
• The above scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.
Mods
• Upgraded Gary Collins’ 3D Alternative Unit Base mods to align with the current graphics template standards.
• Added Jason Petho 3D Marker and Map Mod that utilizes the classic map markers and modifies the Thicket graphics.
Manual
• The manual has been revised to the 2.00 UPDATE.
Please try this new beta and let us know if it helps your game. This is a major update to Vietnam that includes a UI overhaul for scenario selection and the main menu, as well as updates to the map graphics. We're intending this to be the new baseline for future updates for Vietnam. To install this update please go to your Campaign Series Vietnam File Downloads in the Matrix My Page section of the webite or from the game's store page.
IMPORTANT NOTE: this version will not work with older saves. As such, please make sure to finish your current games before installing this new version or start new games after installing this version. For additional details in this build, please see this document: Changes in 2.00.00 (January 19th, 2025)
IMPORTANT NOTE: This version requires uninstalling the previous version before installing the current one. Be sure to complete your ongoing games. Going forward, before installing any new updates, please ensure that all game modifications are disabled using the JSGME tool, if you had previously enabled any of them.
Errata
• Numerous typos fixed throughout the manual for 2.00
Enhancements
• Implemented a new front-end launch dialog, replacing the multiple old interface dialogs.
• Added subfolders to the Scenarios\ folder to organize scenarios by campaign.
• Campaign is a now a column in the new front-end interface for easier navigation.
• With the old front-end code deprecated, the need for the 2008 C++ redistributable has been removed. The lastest redistributable are now in use.
• Updated all Help buttons to open context-specific chapters in the game manual.
• Introduced a new SITREP dialog with a Force Status tab and enhanced the old Strength and Victory dialogs as tabs. The old dialogs are now deprecated.
• Implemented a new Find Locations dialog with a grid view instead of a text area.
• Implemented a new Find Objectives dialog with a grid view instead of a text area.
• Standardized all dialogs with buttons centered in the middle of the interface.
• Enlarged and updated the Artillery Support and Close Air Support dialogs, providing more informative content instead of the many abbreviations used previously.
• Added a new Standing By for Orders dialog for player to choose between available options, as set in Lua.
• Added the Scenario Description template to Scenario Editor's New Scenario dialog.
• Added and updated approximately 40 CSEE functions, both for Lua for interacting with game engine, and game engine interacting with Lua.
• Added a new Check for Orders status menu item and CSEE functionality for player / CSEE interaction. CSEE can now provide options for the player to choose from.
• Created a revised csmklua.pl utility for generating scenario Lua skeletons. In addition to skeleton code, it includes pre-existing functionality, such as supply availability through the Check for Orders dialog, and computer side battle plans for Artillery and Airstrikes.
• Created a new csmkutxt.pl utility for generating Unittext.txt platoon descriptions from platoon*.csv data in the OOBs subfolder (requires converting platoon*.oob files using the csoob2csv.pl utility first).
• Added North Korea to Order of Battle editor for Vietnam.
• Enhanced the Report dialog, used by Scenario Briefing. The dialog is now larger and includes a Copy to Clipboard button.
• Opportunity Fire target selection now considers whether the target stack contains ground-only, air-only, or mixed units and selects targets accordingly.
There is a 50% chance that the maximum number of attacks per hex may be smaller or larger than the set parameter (Adaptive AI parameter #126: max_hex_opfire_attacks).
• Helicopter flight time now defaults to 12 turns (previously: 9) (Adaptive AI parameter #140: helo_turns_until_refuel).
• Updated default values and added new options to the game configuration, which is saved to the Windows Registry. The game now saves the selected options for Visible, Reachable, Landable LZ hexes, and Command Range Hex Highlight settings.
Fixes
• Fine-tuned the error message for Recon Reveal to include a notification if the unit is not capable to perform a recon reveal. Note that not all units categorized as Recon are eligible for this action. The ReconUnit flag under Capabilities in the Unit Handbook indicates whether a unit is qualified.
• Fixed the issue with Scenario Editor not able to save line breaks in Scenario Description dialog.
• Fixed the issue with AI indirect fire having been restricted too much for Vietnam 1.30 and Middle East 2.30.
Graphics
• Map 3D images are now completely revised into 250 metre per hex scale by Bill “MausMan” Blake. Old legacy graphics continue to be available as well (require a simple folder rename).
• Fixed the Lebanon and Pro East 3D Unit Base graphics that were broken in version 2.30.
• Adjusted all background images to the same Sepia effect, brown for Middle East.
Data
• Order of Battle: North Korea added with historical information covering 1948-1985.
• Numerous platoon edits, tweaking assignments for NATO and 2D symbols to ensure consistency.
• Numerous platoon edits, tweaking infantry type units, ensuring consistency with values, in particular movement and firecost.
• Unified the init.ai Adaptive AI base file, although with the init.lua and user.lua CS Event Engine base files, into single versions for all Modern Wars series games, replacing the previous game specific versions for Middle East and Vietnam.
• Standardized the platoon OOB file column CounterCell2d to store the unit category in twelve unit categories.
• Middle East now also uses the Counters file template, which includes the four identical rows of twelve-unit categories, allowing up to four armed forces branches to be depicted in a standardized manner.
• Fixed the issue where init.ai previously had a too low threshold for allowing indirect fire by the map.
• New CSlint tools in the Tools folder: csoob2csv.pl and cscsv2oob.pl scripts for converting Platoon data between the proprietary in-game format and common comma-separated value (CSV) files.
• Completely reworked CSlint tools in the Tools folder: an enhanced csmklua.pl script for creating CSEE Lua files for scenarios. The current version will generate a skeleton file and also adds advanced Scripted AI logic, including support for Scenario Briefings, Logistics and Artillery and Airstrike management. Expect this to be enhanced in the future!
Scenarios
• Several Tet Offensive related scenarios are included that deal with the assault on Hue 1968.
• Several LAM SON 719 related scenarios are included that deal with the Invasion of Laos 1971.
• The above scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.
Mods
• Upgraded Gary Collins’ 3D Alternative Unit Base mods to align with the current graphics template standards.
• Added Jason Petho 3D Marker and Map Mod that utilizes the classic map markers and modifies the Thicket graphics.
Manual
• The manual has been revised to the 2.00 UPDATE.