CMO v1.09 Release Candidate (Public Beta) - Build 1817

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Dimitris
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CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Dimitris »

NOTE: Although we are getting very close to the official release, this is still a public beta. Standard disclaimers apply. If you are uncertain, wait for the official release.

DOWNLOAD: https://www.mediafire.com/folder/9m6gx5 ... MO_v1.09RC

Installation: Unzip to any folder (using 7zip) and run it straight from there. (This is a full-fileset pack, so you don't need to overlay it on top of you existing install; in fact it's better if you don't, to avoid duplicate files etc.)
NOTE: You first need to have installed CMO on your system through the Matrix standalone installer. If you have installed CMO only through Steam, wait for it to become available on the Steam public-beta branch.


Command v1.09 Release Candidate - Build 1817 Release Notes (changes from B1776)
----------------------------------------------------------------------------------------------------------------


NEW SIM FEATURE: Intra-salvo simultaneous weapon arrival. The navigation logic on weapons that support TOT (e.g. most modern cruise missiles) has been tweaked so that, within a salvo, all weapons will closely bunch up in order to arrive at the target simultaneously, overwhelming the defences. (Inter-salvo coordination remains the responsibility of the player, either manually or through the MDSP).

NEW SIM FEATURE: Launch speed-dependent variable burnout speed for air-launched boost-coast AAW missiles. (Optional, enabled by default on new-construction scenarios and quick-battles, disabled by default on existing scenarios).
When enabled, the burnout speed (per altitude) of boost-coast AAW missiles now varies according to the launch speed (in addition to the launch altitude). The weapon's nominal range assumes a M1.5 launch at 36000ft. If the launch speed is lower (which is usually the case), the effective burnout speed and kinematic range of the weapon will be lower; if however the launch speed is higher this can significantly boost both the burnout speed and the reach of the weapon, way above nominal.

ADDED: You can now assign an event action to a waypoint.
- The unit can be obtained by the usual ScenEdit_UnitX().
- The waypoint action is a dropdown of the event actions.
- The triggering unit and WP IDs are passed as a local Lua table 'wpAction'. The full details can be accessed thru the SE functions using the unit (wpAction.unit) and wp (wpAction.wp) GUIDs.

ADDED: "Agressive Tile Management" option (available on Game Options). This improves the speed and apparent transition "smoothness" when zooming in/out the map. Basically it pre-fetches tiles from the previous and next zoom level (either from the local cache or remote server) at any given location, so that when the user zooms in/out they are fetched from memory and rendered instead of loaded on-demand. This obviously places much greater strain on VRAM and internet connection.

ADDED: New doctrine option: "Threat Max Distance" (Default: 50nm). This specifies the distance at which units will actively manouver against incoming missile threats.,
ADDED: [Lua] Added new methods to handle datetime arithmetic: Tool_DateTimeToSeconds and Tool_SecondsToDateTime,
ADDED: [Lua] New method (Tool_ConvertDecimalDegreesToDMS) to convert location decimal to DMS,
ADDED: [Lua] New method: addContainerContentUnit(UnitID) for Cargo wrapper-object,
ADDED: [UI] Search text-box for menus and submenus. This can be very useful if you do not remember where a specific menu command is located. Type the command text in the textbox and you will jump right into the appropriate menu.,
ADDED: [Lua] New method for setting a custom path for the current scenario's message log: SetScenarioMessageLogPath(fullpath) - Example: SetScenarioMessageLogPath("D:\LuaTest\JavierTest1.txt"),
ADDED: Right column (Unit Status panel and all other elements) gets cleaned/emptied when no unit is selected,
ADDED: Added Unit Cargo Moved event to trigger editor UI
ADDED: [Lua] Added layer to the zone wrapper for CEZ

ADDED: [Lua] Added 'boost-coast' properties on weapon wrapper,
Example:
local w = ScenEdit_QueryDB('weapon', 1097)
print(w)print('boost = ' .. tostring(w.boost))
if w.fuelType ~= nil then
print('fuel = ' .. w.fuel .. ' seconds, type = ' .. tostring(w.fuelType))
end
print('endurance = ' .. tostring(w.endurance))


ADDED: [Lua] Added some additional side options: AutoTrackCivilians, CollectiveResponsibilty, ComputerControlledOnly
Example:
ScenEdit_SetSideOptions({side='a',AutoTrackCivillians=true,collectiveResponsibility='yes',computerControlledOnly='yes'})
s = VP_GetSide({side='a'})
print(s)
print(s.canAutoTrackCivillians)
print(s.collectiveResponsibility)
print(s.computerControlledOnly)


ADDED: [Lua] Support for IsVisible to LuaWrapper_Refpoint and Lua ReferencePoint creation

ADDED: Ships equipped with dipping sonar can now use it (just like helicopters), both manually and as part of an ASW patrol mission

Added: Able to enable "Easy Reference Point" introduction. Use alt key modifier to create RPs and make areas, missions or Reference Points instantly.

Includes the v515 release of DB3000. Additions log: https://drive.google.com/file/d/1mzMTDq ... sp=sharing

MAJOR TWEAK: Whole truckload of fixes and tweaks on Area+Refpoint Manager (and Lua API access to it):
- Merged the duplicated windows for NoNav and Exclusion Zones into the existing Reference Point Manager
- Added altitude envelope parameters for Exclusion zones (and relevant integration with Lua and RTMP for said new parameters)
- Fixed some missing and incorrect Lua interactions with the RefPoints and Areas
- QOL: Newly created area now bein selected right after creation
- QOL: Renamed zone transformation confirmation button not clear, previously only saying "Go" (and rendered as "G")
- QOL: Added "hidden" indicator for RPs that are not visible on map
- QOL: ExcluzionZone rendering draws text for altitude envelope
- QOL: Extended NoNav locking to Standard area

TWEAK: Improved the basic mechanics for limpet mines. These mines can be placed by their carrier platforms on ships or submarines, as long as the target is not moving. After being placed, the mines remain attached to the target hull and detonate after the delay (default is 2 hrs) has expired. Because of their direct attachment to the target, the damage efects of limpet mines are similar to impact-detonated weapons (e.g. iron bombs or rockets) rather than the underwater-shock damage incurred by other mine types or torpedoes.
TWEAK: Weapons with a loft trajectory can zoom-climb to an altitude higher than the ceiling of their propulsion-defined altitude, as part of their trajectory arc. This leads to a more efficient intercept trajectory.
TWEAK: Ramjet-powered boost-coast missiles have a higher "Minimum Desired Average Speed" (ie. higher energy-at-impact) than other types
TWEAK: [UI] Greater visibility for letting the user know from which POV they are looking from (ie. selected unit's POV or no-unit-selected)
TWEAK: [Lua] Updated methods to use common set of locale-independent date/time parsers.
TWEAK: [Lua] Mission parameters corrected to use the new flexible date parsing
TWEAK: [Lua] Updated function to parse date/time
TWEAK: Significant fixes & improvements on aircraft AI logics, particularly in relation to mission and RTB contexts.
TWEAK: Modified the target speed vs modified PH curve for ABM/ASAT engagements (ref: https://forums.matrixgames.com/viewtopic.php?p=5254897)
TWEAK: [Lua] Improved error handling on ScenEdit_DeleteUnit
TWEAK: [UI/Map] NoNav zones' perimeter segments that are longer than 100 nm are drawn following earth's curvature
TWEAK: [QOL] Boat-Ops window - show load % for boats w/cargo or cargo mission
TWEAK: [QOL] Air-Ops window - show ac load % for cargo loadouts
TWEAK: A sinking ship needs to receive 500% of its original DP value in order to "disintegrate". (Practical effect: Sinking/burning hulks stick around for longer, unless they are pumelled)
TWEAK: Updated Event-Editor (Edit Action) text consoles to reflect main Lua console syntax handling
TWEAK: locking/unlocking a zone also locks/unlocks RPs in it's area
TWEAK: The temp folder for WebView2 cache data is [User Profile]\AppData\Local\CMO_WebView2Cache
TWEAK: [ScenEdit] Allow selecting unit direct from Ops forms and showing in Unit panel for ease of scenario building
TWEAK: The QBG form auto-scales to 80% of the main window's dimensions. Also the QBG HTML pages have been improved in presentation.
TWEAK: Completely removed "No Nav Zones" and "Exclusion Zones" windows (they are now functionally merged into Reference Point Manager)
TWEAK: [Lua] Various additions/tweaks related to min/max altitude envelopes for areas:
- AltitudeEnvelopeMin and AltitudeEnvelopeMax are stored and lua-editable for all area types
- Added AltitudeEnvelopeMin and AltitudeEnvelopeMax to ReferencePointManager's import/export of exclusion zones
- Added AltitudeEnvelopeMin and AltitudeEnvelopeMax to ScenEdit_AddZone and ScenEdit_SetZone
- Added AltitudeEnvelopeMin and AltitudeEnvelopeMax properties to LuaWrapper_Zone
TWEAK: The player-facing "Scenario Realism Features" window (when starting playing a scenario) has been improved in appearance (also added tooltips for the feature explanations)
TWEAK: When detecting OWA-UAVs (e.g. Shahed-136), classify them as "weapon" contacts, not air
TWEAK: #17088: Patrols only clamp attack altitude to weapon release envelope if attack altitude preset is none or loadout
TWEAK: [Lua] Allow WP script to be set by action description or GUID
TWEAK: Improved "DLC license missing" UI
TWEAK: Updated new Lua console screen
TWEAK: Color coded Command methods in Lua script console
TWEAK: Numerous performance tweaks on scenario load/save
TWEAK: Numerous sim-speed and UI/Map speed tweaks
TWEAK: [Lua] Update Event Consoles to reflect main Lua console syntax handling
TWEAK: Added Log warning when tanker reaches fuel state and has to disconnect all clients
TWEAK: Clearer and distinct messages for dropping refuelling queue and disconnecting clients, category is no longer AI emergency but AirOps
TWEAK: On startup, if in Steam mode and the steam_appid.txt file is not present, try to create it manually


FIXED: Doctrine cloning was not working
FIXED: #17088: [1777] Patrols with wrong altitudes
FIXED: (1777) Suicide drones assigned to strike mission don't hit target, fly past and RTB. Attack as intended if told to auto-attack
FIXED: When checking for the vertical boresight limitation, the aircraft's pitch was taken into consideration (subtracted from the vertical boresight delta) twice
FIXED: #17086: [1777] Aircrafts enter standoff mode with stand-in weapons and circle targets
FIXED: Cruise missile with dual (anti-surface & land-attack) capability being considered as non-TF
FIXED: #17049: Loadout times now respect residual time when changing loadout while preparing another.
FIXED: #16960: Custom Icons not showing for identified contacts
FIXED: Visible reference points checkbox in area setting updating only for NoNav zones
FIXED: Concurrency issue when loading a scenario
FIXED: #17105: Unable to generate multiple flight plans against the same target
FIXED: Elements of the area configurations not updating, showing/hiding properly
FIXED: Switching from NoNav or Exclusion zone to Standard or CustomEnviroment zone left zone fo wrong tyoe selected
FIXED: Incorrect handling of locked Zone setting keeping some of the setting disabled even when switching to an unlocked zone
FIXED: Exclusion zone Violators settings visible and editable for NoNav zones (but still referencing the previously selected exclusion zone)
FIXED: Locked Zone setting not actually locking all zone settings
FIXED: "Visible reference pts" checkbox in zone configuration not working (ported over visible reference points functionality from NoNavZones window)
FIXED: Missing way to set ReferencePoint.IsVisible, now added "visible on map" checkbox to RPs configuration
FIXED: Changing Exclusion zone Violators stance was not preserving the selection, instead selecting first Side in list
FIXED: Adding or removing tags from RPs was not preserving the selection, istead selecting first RP in list
FIXED: Being able to create RP tags with the same name
FIXED: Exclusion zones not being rendered
FIXED: "HIDDEN" Lua zone creation parameter hiding ReferencePoints with the old method
FIXED: Validate zone area erro message only being shown the first time
FIXED: Crash when removing a RP from zone after having just added it in Reference Point Manager
FIXED: Units never took shots against aerospace targets outside weapon nominal range. (While this is OK against surface/land/sub targets, air targets may frequently be approaching (or be approached by the shooter) at high closing speed, which both wastes early engagement opportunity and may deny a shot at all (e.g. incoming RVs, hypersonics or even Kh-22/32s))
FIXED: Unable to clear takeoff time and time-on-target in mission wrapper
FIXED: AC without an assigned mission incorrectly exiting "Wait For Pathfinder" status
FIXED: #17111: [1783] Mission ignore max num of flights setting
FIXED: -1 Shooter Quantity not being evaluated as not configured but as literal value, in certain cases preventing Units from firing
FIXED: #17114: [1782] Fuse on loading scenario (Deserialization)
FIXED: 'Pickup Unit' fails if unit is group or pickup target is group
FIXED: #17116: "Player Editable" (Doctrine option) toggle remained visible outside of scen editor mode
FIXED: #17120: (1788) Units ignoring 50% WRA range doctrine setting
FIXED: [B1784] Event trigger boxes have overlapping fields
FIXED: Logic flaw in dynamic AAW-missile fuel-burn calculation: The airborne firing unit and incoming target assumed speeds (Mach 1.5 and Mach 1 respectively) were calculated for sea-level atmosphere, not 36Kft
FIXED: [Cargo] Container parent unit not always set correctly
FIXED: Date parser for "yyyy-MM-ddTHH:mm:ss", "yyyy-MM-ddTHH:mm:ssZ" (ISO) was no working
FIXED: #17121: WRA/Salvo not working for special contacts (surfaced subs, torpedoes, decoys etc..)
FIXED: [Lua] Added "H:mm:ss" and "H.mm.ss" as valid time format (parsing)
FIXED: Side not having a parentscen setted was causing issues when plotting a course or defining altitude-speed
FIXED: Plotted course waypoints being rendered at incorrect altitude for groups
FIXED: Aircraft in RTB not clearing pathfinder generated course that was not leading to assigned host
FIXED: Pathfinder-generated RTB course being dropped by aircrafts
FIXED: Endless pathfinder generation caused by same threshold being used for path generation and path interruption check
FIXED: #17123: Fire control tracking of local contacts failed
FIXED: Bug with unloading cargo containers with units inside to map
FIXED: #17126 - Cargo edit red rows turn white after sort by column
FIXED: The "Scenario Features" (ScenEdit mode) window not adjusting its height correctly when more scenario feature items are added
FIXED: AAR issues when following Strike flightplan
FIXED: #17039: AAW interceptions different behaviors
FIXED: #17110: (1795) Significant TOT discrepancy for aircraft when using flame speed, some aircraft stay at hold WP longer than other flights
FIXED: Manual-launched drones won't take off without runway
FIXED: Various issues in fuel replenishment and percentage calculation
FIXED: [Lua] Fixed incorrect keyword for waypoint scripts
FIXED: #17138: Multi-unit airfields do not appear in mission editor "Airbase" menu
FIXED: #17130: Air intercept strike all aircraft always engage nearest
FIXED: #17133: Helicopter groups stuck hovering
FIXED: #17139: Side bar contact information not shown
FIXED: Unsafe string conversion causing the custom exception handler to crash
FIXED: Unable to change number of units on station while using flightplans
FIXED: #17098: [1778] Ships and Subs move automatically in a strike mission
FIXED: Spamming of messagebox "One Or more aircraft will be ready on [...]""
FIXED: Pretty clear request of lowering the default volumes
FIXED: #17134: (1797) Mission editor/flight planner doesn't distinguish active/readying aircraft when assigning aircraft to mission with TOT
FIXED: The notification for unwanted program was warning for legitimate programs
FIXED: #17164: SAMs not activating radar to fire against targets
FIXED: #17099: Units on TOT strike still fire after mission deactivated
FIXED: Unhandled exception with the custom exception handler
FIXED: #17166 Aircraft on patrol mission only use guns
FIXED: Incorrect logic to reschedule refuel for clients that are being disconnected mid-refuel
FIXED: "Collection changed while being enumerated" exception when validating refueling connections
FIXED: #17100: Ship/sub unit only fires at 1 target for TOT strike
FIXED: Message spamming caused by advanced grouping to be enabled
FIXED: "Will disconnect clients" message being printed for non tanker reaching bingo state
FIXED: Issues with saving personal map settings profile being non-obvious
FIXED: #17177: WRA window doesn't populate for ground units
FIXED: #17169: Aircraft engaged defensive long after threat is gone
FIXED: Limit messages related to missions editor to when the ME is opened + message text improvement
FIXED: #17173: [1813] Mission flight plan generation ignoring Enforce Flight Size check
FIXED: #17179: Strike intercept ignores max flights allowed
FIXED: #16985: ASW strike failed due to contact stance cache
FIXED: #17183: Flight plan warning popup spam every minute
FIXED: Don't check group weapons while populating WRA form
FIXED: Bogus weapon-rec causes crash in WRA/magazine UI
FIXED: #17148: Some OOB windows not displaying units
FIXED: Pathfinder generating path inside of areas with long perimeter segments
Emp_Palpatine
Posts: 88
Joined: Sun Jan 01, 2006 10:49 am

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Emp_Palpatine »

No fixes for tacview issues (missiles not showing, contacts not updating)?
I am the Senate!
Dimitris
Posts: 15492
Joined: Sun Jul 31, 2005 10:29 am
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Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Dimitris »

Emp_Palpatine wrote: Fri Feb 13, 2026 7:33 am No fixes for tacview issues (missiles not showing, contacts not updating)?
Please don't do this. This is not a tech support thread. Point us to the actual report thread for the issue you are describing, and we can discuss it there. Thanks.
morphin
Posts: 756
Joined: Fri Apr 26, 2002 6:51 pm
Location: Switzerland

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by morphin »

Great Thank's :D
Knightpawn
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Joined: Mon Dec 02, 2024 12:28 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Knightpawn »

Much appreciated. Will this be on steam as well?
Dimitris
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Joined: Sun Jul 31, 2005 10:29 am
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Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Dimitris »

We are trying to also get it released on the Steam "public beta" branch, yes.
tylerblakebrandon
Posts: 497
Joined: Mon May 11, 2020 5:16 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by tylerblakebrandon »

Awesome, looking forward to trying it out this weekend
Boppel2001
Posts: 12
Joined: Tue Feb 06, 2007 2:06 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Boppel2001 »

Hello, I would like to install this beta version, but unfortunately I cannot unzip the format
CMO_v1.09RC.7z.001. When I rename the file to COM_v1.09RC001.7z, I get an error message saying “File corrupted, unreadable, etc.” even when I use the original program 7-Zip Manager.
Please use file formats that can be unzipped easily and simply.
User avatar
blu3s
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Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by blu3s »

You don't need to rename it, just download all the file parts and extract.
schweggy
Posts: 204
Joined: Tue Feb 03, 2015 8:24 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by schweggy »

Installation: Unzip to any folder (using 7zip) and run it straight from there. (This is a full-fileset pack, so you don't need to overlay it on top of you existing install; in fact it's better if you don't, to avoid duplicate files etc.)
Has this always been the case with beta versions? If so... I feel pretty stupid for going through the convoluted process of backing up the current version and/or overlaying on a copy of it and so on. This.... "just works." Awesome. I've got it up and running now. Going to do some testing over the weekend.

Cheers.
- schweggy -

Montani Semper Liberi - Mountaineers are always free
nanni
Posts: 50
Joined: Wed Jun 08, 2005 4:54 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by nanni »

I tried unzipping with 7-zip, Winzip and Peazip, but to no avail. Sometimes, when trying with Peazip, it even asks for a password. Otherwise cryptic error messages. Nothing's wrong with my PCs; after failing with this download I did one for RTW3, smooth as silk in both machines.
Kushan04
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Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Kushan04 »

schweggy wrote: Fri Feb 13, 2026 2:42 pm Has this always been the case with beta versions?
No, most betas are just an exe update and maybe a few updated files. Normally you unzip into the install folder and replace the files.
FifthDomain
Posts: 495
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by FifthDomain »

Looks really good, looking forward to it's arrival on steam.
Eagle2046
Posts: 27
Joined: Mon Jul 19, 2021 2:18 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Eagle2046 »

I am also unable to unzip the file with 7zip. Tried downloading again but still can't unzip the file. Never had this problem before. The file is about 8gb. Only error message is " Unexpected End of data ". Evidently nanni you got it going. what do you mean by " RTW3 " Thanks your help.
Uzabit
Posts: 146
Joined: Fri Jul 13, 2018 6:03 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Uzabit »

Eagle2046 wrote: Fri Feb 13, 2026 7:07 pm I am also unable to unzip the file with 7zip. Tried downloading again but still can't unzip the file. Never had this problem before. The file is about 8gb. Only error message is " Unexpected End of data ". Evidently nanni you got it going. what do you mean by " RTW3 " Thanks your help.
There are four 7z files you need to download:

CMO_v1.09RC.7z.001 (7,93 GB)
CMO_v1.09RC.7z.002 (7,93 GB)
CMO_v1.09RC.7z.003 (7,93 GB)
CMO_v1.09RC.7z.004 (304 MB)

These are multipart archives that you can, for example, extract with WinRAR. Seems like a lot more data* is included with this RC than with the prior updates.

Edit: *It's the full installation as described in the initial installation notes.
JFS737
Posts: 174
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Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by JFS737 »

Unable to unzip using 7zip on Win 11. The first file unzipped.... the other 3 refuse with an error message like this...
"Cannot open the file as [7x] archive....


It downloads as CMO_v1.09RC.7z.001 ... . 002 ... 003 ... 004 . ONLY 001 unzipped (I made a new folder to unzip them to).
1,2 and 3 are all 8,323,072 KB. 4 is 312,132KB

Here it is
Clipboard_02-13-2026_01.jpg
Clipboard_02-13-2026_01.jpg (53.28 KiB) Viewed 140 times
Uzabit
Posts: 146
Joined: Fri Jul 13, 2018 6:03 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Uzabit »

Did you try extracting the .002 file individually?

Usually, you only need to extract the .001 file, as long as all parts are located in the same folder. The extraction software will then automatically process all parts of the split archive.

Split archives are typically used for large file packages to reduce the risk of corruption during download. However, if even one part of the archive is corrupted, the extraction process may fail or stop.

I use WinRAR, and it works as expected.
Knightpawn
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Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Knightpawn »

Why not also offer the executable alone as a lighter alternative? After all, it is a beta.
Eagle2046
Posts: 27
Joined: Mon Jul 19, 2021 2:18 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Eagle2046 »

I put all 4 files in a dedicated folder then proceeded to only extract CMO_v1.09RC.7z.001 using 7z, extracted W/O errors, thanks Uzabit. Total size was about 37gb. Are the extracted files like a " new " install for CMO ? Or should I just overwrite my previous 1776 install ?
Uzabit
Posts: 146
Joined: Fri Jul 13, 2018 6:03 pm

Re: CMO v1.09 Release Candidate (Public Beta) - Build 1817

Post by Uzabit »

This is the complete installation package. Before deleting the old installation and copying the new files into the installation folder, you may want to back up any custom scenarios, custom images, and description files from your current installation directory.
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