Sneak Peeks, Coming Attractions, Works-In-Progress

The Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

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Crossroads
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Crossroads wrote: Fri Sep 05, 2025 5:27 pm Unit List side panel next!
So here we are: first baby steps taken! This is one of the areas still running on quite an old codebase; not much has changed since the original JTCS days.

I’ve doubled the space for the Unit List, it’s now 360 pixels wide. With that, I’m trying to move away from the old "Compass Rose" unit infobox toward more of a unit card view. I thought there’d be a crazy amount of space to play with, but alas, it gets eaten up pretty quickly.

Please don’t focus too much on aesthetics at this stage. Instead: what unit intel would you like to see there?

This is a rather busy picture on purpose.

On the left side, I’m hovering over the map with my mouse, with the 2nd Platoon highlighted as a result. The mouse tooltip properly represents the 2nd Platoon with its complete unit organization data.

On the right, I’ve selected the hex with two platoons: the HMG that double-timed there to provide fire support and is now Fatigued (among other things) as a result. The 1st Platoon, which has already taken some casualties, is in Low Ammo / Conserving Ammo status but is bravely Assaulting the hex next to it.

There isn’t enough space to describe all unit status icons, but I’m trying to highlight the key ones: Low / Out of Ammo, Fatigued, Disrupted...

Also, there’s now space to draw all three thermobars: clicking any of them activates the corresponding unit thermobar on the 3D map as well. I haven’t changed the right-click behavior, where the unit list shows the passenger unit in a similar fashion.

I added some Organization data here as well, but just the platoon and company levels, as that is the space I have without making the unit card taller from what it is now. Stacking limit is six units per hex + a Leader unit, so there might be up to seven unit cards stacked on top of each other.

What do you guys think? Again, what intel would you like to see there that isn’t shown yet—something you’ve always wanted to see?

unit_list_me.jpg
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

For a yet another trip to CS geek land, I present to you:

Adventures with color palettes in Campaign Series

Revising the remaining dialogs and creating the new Unit List, it became obvious that one of the areas where CS code was not optimized was the various definitions and uses of color, which were hardcoded throughout the codebase.

For our games, we have a neat set of standard colors based on US Army camo MERDC standard of the past. This was properly followed in many places, though still often implemented using hardcoded RGB number value sets.

Misc.h provided a solid starting point to enforce the standards once and for all, as it is the header file for most of the hardcoded values used in the game engine. I added the following section there. In future, change any of the RGB sets here and only here for a global effect within all game executables:

Code: Select all

// PHN46: CS Camo color standards

// MERDC camo colors
#define MERDCWHITECOLOR          PALETTERGB(242, 241, 234)    // MERDC White
#define MERDCDESERTSANDCOLOR     PALETTERGB(183, 157, 138)    // MERDC Desert Sand
#define MERDCSANDCOLOR           PALETTERGB(176, 161, 131)    // MERDC Sand
#define MERDCEARTHYELLOWCOLOR    PALETTERGB(195, 155, 105)    // MERDC Earth Yellow
#define MERDCEARTHREDCOLOR       PALETTERGB(135, 72, 64)      // MERDC Earth Red
#define MERDCFIELDDRABCOLOR      PALETTERGB(123, 105, 78)     // MERDC Field Drab
#define MERDCEARTHBROWNCOLOR     PALETTERGB(137, 103, 80)     // MERDC Earth Brown
#define MERDCOLIVEDRABCOLOR      PALETTERGB(85, 79, 68)       // MERDC Olive Drab
#define MERDCLIGHTGREENCOLOR     PALETTERGB(113, 112, 72)     // MERDC Light Green
#define MERDCDARKGREENCOLOR      PALETTERGB(99, 103, 80)      // MERDC Dark Green
#define MERDCFORESTGREENCOLOR    PALETTERGB(89, 92, 78)       // MERDC Forest Green
#define MERDCBLACKCOLOR          PALETTERGB(66, 66, 67)       // MERDC Black

// Subdued highlight colors
#define W3HIGHWAYBROWNCOLOR      PALETTERGB(99, 53, 23)       // FS595 (10055) w3-highway-brown
#define W3HIGHWAYREDCOLOR        PALETTERGB(166, 0, 26)       // FS595 (11086) w3-highway-red
#define W3HIGHWAYORANGECOLOR     PALETTERGB(224, 96, 0)       // FS595 (12243) w3-highway-orange
#define W3HIGHWAYSCHOOLBUSCOLOR  PALETTERGB(238, 150, 0)      // FS595 (13415) w3-highway-schoolbus
#define W3HIGHWAYYELLOWCOLOR     PALETTERGB(255, 171, 0)      // FS595 (13507) w3-highway-yellow
#define W3HIGHWAYGREENCOLOR      PALETTERGB(0, 77, 51)        // FS595 (14066) w3-highway-green
#define W3HIGHWAYBLUECOLOR       PALETTERGB(0, 71, 126)       // FS595 (15065) w3-highway-blue

// Subdued basic colors
#define OFFWHITECOLOR MERDCWHITECOLOR 
#define OFFBLACKCOLOR MERDCBLACKCOLOR 
#define OFFREDCOLOR W3HIGHWAYREDCOLOR
#define OFFBLUECOLOR W3HIGHWAYBLUECOLOR
#define OFFGREENCOLOR W3HIGHWAYGREENCOLOR
#define OFFYELLOWCOLOR PALETTERGB (255,204,0) // Our yellow font color
I adapted the MERDC FS 595 codes to hex and RGB values using the Encycolorpedia site. I used to build models as a kid - didn't we all - so I also looked through various modeler guides for further assistance. See this guideline document for instance, it lists the MERDC color sets for various applications. This modeler site was a revelation as well. Ah, MERDC. So overly complicated. Love it!

For the Middle East game, dialog borders use the Sand color from the Desert Grey MERDC pattern, while the dialog backgrounds use Field Drab. Dialog text is rendered in MERDC White for a matching feel. See the Scenario launcher, for instance:

Image

(To be precise, I let the windows controls such as titlebars and buttons use system colors, while the text background - and text - for radio buttons and checkboxes follow the OFFWHITECOLOR / OFFBLACKCOLOR definitions that in turn redirect to MERDCWHITECOLOR and MERDCBLACKCOLOR hues.)

For the Vietnam game, the MERDC tropic pattern suggested the Forest Green / Dark Green pairing. But since both colors are quite dark, I decided to tint the dialog borders three steps lighter from MERDC Dark Green. This creates a matching light-border / dark-background dialog look, consistent with the Middle East game:

Image

Now you know.

For the basic border and background colors, the definitions are now clearly stated. Previously, they looked like this, at best:

Code: Select all

#define MEDIUMSANDCOLOR PALETTERGB (176,161,131)    // ScenInfo.bmp frame
#define DARKSANDCOLOR PALETTERGB (127,100,75)       // ScenInfo.bmp background
Now, what was previously defined in a standardized way but often by using raw number sequences, all that is now replaced with references to the above basic set of standard colors.

For instance, the above example in this new format:

Code: Select all

#define MEDIUMSANDCOLOR MERDCSANDCOLOR 
#define DARKSANDCOLOR MERDCFIELDDRABCOLOR
... or:

Code: Select all

#define OFFWHITECOLOR MERDCWHITECOLOR 
#define OFFBLACKCOLOR MERDCBLACKCOLOR 
With the above basic set established, I then reviewed areas in the code where "PALETTERGB" was still being used. This indicated hardcoded color values that needed to be replaced with one of the standardized color definitions.

For instance, the section where map labels are drawn now reads:

Code: Select all

        case BorderLabel:
            switch (color) {
                case Black :
                    dc.SetTextColor(OFFBLACKCOLOR); // (PALETTERGB(0, 0, 0)); // black
                    break;
                case Red :
                    dc.SetTextColor(OFFREDCOLOR); //(PALETTERGB(255, 0, 0)); // red
                    break;
                case Green :
                    dc.SetTextColor(OFFGREENCOLOR); //(PALETTERGB(0, 102, 0)); // dark green
                    break;
                case Blue :
                    dc.SetTextColor(OFFBLUECOLOR);  //(PALETTERGB(0, 0, 255)); // blue
                    break;
            }
One of the many places with locally hardcoded RGB palettes. Now commented out, and replaced by the global define sets per above.

Again, the key improvement was this:
  • dc.SetTextColor(OFFBLACKCOLOR); instead of
  • dc.SetTextColor(PALETTERGB(0, 0, 0));
This is much easier to read, and it ensures a consistent, centralized color definition that uses more subdued shades of colors. In this example: a subdued black rather than pure, deep black, which blends better with the overall palette.

Here’s a screenshot showing label text colors updated from Pure Blue to Highway Blue, Red to Offcolorred, and Green to Highway Green

labels3.jpg
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(Highway colors? Yes, there’s a set of standard colors that highway signs are meant to use, and there’s a neat connection to our text and label rendering in many places. They’re also nicely subdued and pleasing to the eye. I came across them while browsing through the various camo sets listed on this w3school website, which covers several national color standards including the US FS 595 standard.)

That’s the Transparent Enhanced frosted font (which introduces a noticeable overhead, btw), but it used to be the most aesthetic option.

A pleasant surprise: the Transparent map label texts now render quite nicely as well. They’ve become a genuine option with the new, more subdued color palette in use. To improve performance (over the frosted font), I reintroduced the Opaque Map Labels as well:

labels4.jpg
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(^ opaque text background reintroduces the issue where burning wreck animations in 3D interfere with them. Not a too steep a price to be paid for them, I hope.)

In a related note, while reviewing various 8-bit 256-color bitmaps still used by the game engine, I came across Colors.bmp, a file I had never quite figured out the purpose of. Since 8-bit files don’t support a full color palette, I’ve been gradually removing them as part of the UI revamp.

Turns out, Colors.bmp is actually used for outline drawing. The unit outline files (the Op*.BIT files) are black-and-white images, with the unit outline in black and the background in white. The code takes the BIT file, uses the selected highlight color index, and pulls the corresponding color from Colors.bmp and then displays the black outline using that selected cell color.

Colors.jpg
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Colors.bmp was originally 1600×100 pixels in size, and that turned out to be the clue behind some of the outline discoloration: some of the newer Up/Op pairings are taller, up to 128 pixels even. Then I found out it many cases it was not the height but width that was the issue.

To resolve this, I enlarged Colors.bmp to 2240×140 pixels, which fixed the issue nicely, confirmed with this rather wide unit image of an Egyptian D-46 gun. Previously, the gun barrel extended into the neon green cell to the right of the selected yellow highlight cell. No longer! A most satisfying little win!

outline_x.jpg
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Last edited by Crossroads on Mon Sep 15, 2025 3:08 pm, edited 5 times in total.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Plodder »

Just an FYI, the bottom 4 images won't display.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Plodder wrote: Mon Sep 15, 2025 3:35 am Just an FYI, the bottom 4 images won't display.
Dangit, that's right, I was pointing to pictures at our private Dev Forum, and it showed for me as long as I was logged in for I have access there. But to any one else, or if not logged in, they did not show.

I took some new screenshots with opaque map labels as well. Do you see them now? Thanks for reporting the issue!
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Plodder »

Crossroads wrote: Mon Sep 15, 2025 8:01 am
Plodder wrote: Mon Sep 15, 2025 3:35 am Just an FYI, the bottom 4 images won't display.
Dangit, that's right, I was pointing to pictures at our private Dev Forum, and it showed for me as long as I was logged in for I have access there. But to any one else, or if not logged in, they did not show.

I took some new screenshots with opaque map labels as well. Do you see them now? Thanks for reporting the issue!
Yep, all good now. Looks good!
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Great, thanks!

Back to Unit List....
Crossroads wrote: Tue Sep 09, 2025 5:10 pm
Crossroads wrote: Fri Sep 05, 2025 5:27 pm Unit List side panel next!
So here we are: first baby steps taken! This is one of the areas still running on quite an old codebase; not much has changed since the original JTCS days.

I’ve doubled the space for the Unit List, it’s now 360 pixels wide. With that, I’m trying to move away from the old "Compass Rose" unit infobox toward more of a unit card view. I thought there’d be a crazy amount of space to play with, but alas, it gets eaten up pretty quickly.
For once, our Options Menu becomes less crowded! Now, it is just if you want to see the Unit List, also a Toolbar option; if yes, on which side; and finally: if you want to see the unit Tracking IDs on top of each unit. Tracking IDs are useful for scenario designers in ensuring they have the right unit in its right place, as it compares to scenario.org listing in Scenario Editor.

Note that all this is still very much work in progress towards the first iteration of Unit List in the coming ME 3.10 / VN 2.10 Updates (November, we hope).

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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

... and per popular(!) demand, Unit List now receives a vertical scroll bar to accompany it, when required. (It can still be dragged up and down using the mouse as well.)

In this screenshot, I also have the map scrolling opted with scrollbars, so it gets a tad crowded. If Unit List is on Right, its scrollbar would appear right of it, at game dialog edge.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Here's an alternate screenshot with Unit List sidepanel on right, also: Enhanced Fog of War opted, so enemy intel is partially obscured.

Map scrolling by screen edge opted, as well as normal Toolbar, and not with camo colored button groupings. Unit cards were updated to ones using the Phase Box art for continuity.

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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by benpark »

Thank you massively for these unit box updates.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

benpark wrote: Mon Sep 15, 2025 6:42 pm Thank you massively for these unit box updates.
Good times! If you - or anyone! - have any wish list items regarding unit lists, be it unit cards or terrain info, let me know.

(Note: I wish to have more complete hex and hex side info present in mouse tooltip when hovering over a hex, while Unit List terrain info box does not have access to all detail that is in the map.)
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Plodder »

While I like the look of the new unit list, it looks too wide for my liking. It just feels like it taking up too much map space.

My suggestion would be to the place thermometers underneath their respective stat so you could reduce that dead space. Here's a quick mock up:
example.jpg
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Plodder wrote: Mon Sep 15, 2025 8:37 pm While I like the look of the new unit list, it looks too wide for my liking. It just feels like it taking up too much map space.

My suggestion would be to the place thermometers underneath their respective stat so you could reduce that dead space. Here's a quick mock up:

example.jpg
Cheers, Plodder, that’s definitely an efficient use of the previous "Compass Rose"-sized unit cards!

Here’s a busier example of the new format, with key unit states/flags written out for clarity.

Some flags still don’t display here. For instance, if a unit is Fixed, that would appear to the left of where Fatigued is shown at the moment.

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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by mian5678 »

Balancing mechanics in strategy games is always a challenge, since small tweaks can shift the whole experience. I’ve come across similar situations while exploring projects like https://carsparkingmultiplayer.com/beta-version/, where getting the right balance is key to keeping players engaged.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by budd »

Plodder wrote: Mon Sep 15, 2025 8:37 pm While I like the look of the new unit list, it looks too wide for my liking. It just feels like it taking up too much map space.

My suggestion would be to the place thermometers underneath their respective stat so you could reduce that dead space. Here's a quick mock up:

example.jpg
I'm with Plodder on this, for selfish reasons, I game on a laptop and that takes up a lot map space. Probably pretty nice for those 4k , 27 inch+ size monitor people though, which is probably a bigger percent of people these days.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Wartwo »

I agree with Plodder and Budd, map real estate, regardless of resolution, is top priority for me in being able to make tactical decisions on the map. I prefer to see the maximum amount of units and map area as possible in the 2D and 3D zoom in.

Too many games limit field of vision. I would prefer the tight units boxes and have more map FOV.

Overall this is looking fantastic. You guys are nailing it.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

I hear you guys. FWIW, you can easily toggle Unitlist on and off with "U" or with toolbar button. Or from Options menu.

Would it be helpful if I add some Unitlist intel to unit tooltips? Action points you can see with thermometers. Or relative morale, strenght status if you so wish.

Would adding like unit strenghtpoints to on-map tooltips be helpful? Or something similar?

Edit: here's a fresh screenshot of a unit tooltip

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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by budd »

What about instead of writing out unit flags/status have more representative icons along the left side of the unit card.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Plodder »

budd wrote: Fri Sep 19, 2025 11:28 pm What about instead of writing out unit flags/status have more representative icons along the left side of the unit card.
This. I was going to say the same thing. Give them tooltips as well to make it clear what they are.
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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

I use a teeny tiny 13" Asus Zenbook as my test bed for laptop use. It’s a 4K display, but I set it to Full HD for CS since that gives me the best balance of detail and clarity, at least on my setup.

Here’s yesterday’s build running at Full HD, with the Intel Feed dialog tucked to the right. If you continue to opt for the Damage Results pop-up dialog instead, there is that much more map area available then. (Intel Feed is resizable so it don't need to take that much space, either.)

I also opened the Unit Handbook dialog since it’s one of the largest around. Even with that open, I feel there’s still plenty of screen estate to go around. Of course, your mileage may vary and I totally get that.

The larger Unit List side panel has been topping the wish list for a while now, so maybe please give it a shot once the Public Betas hopefully roll out toward late October.

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Re: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by benpark »

This looks great. I like the new design, it is clear in what is graphically represented and the specific information the player needs is more readable. The old boxes were also causing me to squint too much, and (I'm telling myself) I'm not quite that old yet.

I'm enjoying these updates. It's going to be an entirely new engine by the time EFIII hits.
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