======================================================================================
NEW SIMULATION FEATURE: GNSS jammers.
- The "Vehicle - Generic GNSS jammer" unit (facility #4582 in the DB) can now be used as intended, by activating any of its onboard generic GNSS jammers. These act on any GNSS-guided weapon within LOS and can disrupt its PNT fixes. When active, their estimated 10%-chance disruption radius is displayed on the map as a semi-transparent yellow circle.
- The way that GNSS disruption affects terminal weapon accuracy has changed. Instead of measuring the "time without a PNT fix" and using that to calculate the INS drift, we now actually keep track of the last 50 PNT-fix attempts (both successful and unsuccessful) and use a simulated Kalman filter to derive the final internal drift. This should provide a more true-to-life effect on disruption, as (for example) a single PNT fix is not sufficient to "reset" the navigation precision to nominal status.
- GNSS jammers are AI-controlled through existing EMCON settings, specifically through the "OECM" setting.
- GNSS jammers can be detected by suitable ESM/ELINT receivers and attacked by compatible ARM weapons. All relevant emitters use portions of the old "L" - new "D" band, so any receiver that covers that part of the spectrum should be able to detect them, as long as the basic ESM equation and LOS are satisfied.
NEW SIMULATION 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 SIMULATION 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: Major improvements in A2A-refueling, Multi-Domain Strike planner (particularly on the coordination of manned assets, weapons and OWA-UAVs) and improved behavior of flight plans in Patrol/Support missions.
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: Effects of natural coolant circulation on nuclear-powered submarines (signaled via the submarine flag "Advanced Propulsor"):
1) Natural-circulation completely negates the "nuclear boats make some noise even when sitting still, due to reactor circulation" clause, at low speeds.
2) At up to 10 knots shaft speed, natural circulation shaves off 8 decibels from the emitted powerplant noise. At between 10 and 15 knots shaft speed, the benefit is 4 decibels.
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: Added HighSimSpeedTimeSync setting in Command.ini (Optional; Allows throttling of flame and double-flame sim speeds to stay in sync with clock time while running in the GUI, making them equivalent to 30x and 150x respectively)
ADDED: Incremental save ability; shortcut is Alt+Ctrl+S . (This saves timestamped copies of the played scenario, instead of overwriting the existing scen/save file. This takes up more disk space, but makes it easy to undo / rollback to a past version)
ADDED: [QOL] The various map-settings menu options have been duplicated on a dedicated "Map Settings" window (accessible through top menu --> Map Settings --> Map Settings Window). This makes it much faster & simpler to change multiple settings in quick succession. << This is still under evaluation.
ADDED: [QOL] You can now load a scen/save file simply by drag-&-dropping it into the main map window. (A message box will show up for confirmation (in case the file was dropped by mistake)). NOTE: This is possible only if Command is NOT running in Administrator context.
ADDED: [Lua] New method: Tool_QuerySoundLevel for returning the sound SL of naval units.
Valid input table parameters:
* targetunitname - name of unit of interest, must be a naval one),
* targetside - optional; name of unit side,
* frequency ('VLF'/'LF'/'MF'/'HF') - optional; sound band of interest; LF is default,
Usage example:
ADDED: Ability to define custom expiration time per contact type. Example (on Command.ini):print(Tool_QuerySoundLevel({targetunitname="SSN 768 Hartford"}))
[ContactExpire]
Air = 300
Missile = 300
Orbital = 300
Torpedo = 600
Surface = 7200
Mobile = 7200
Submarine = 21600
ADDED: [Lua] add option for satellite specific data. Example:
ADDED: #16767: [Lua] Add the ability to send a unit to refuel. Example:c = ScenEdit_GetUnit({name='USA 133', guid='CY41MA-0HNF84AT3QM0J'})
print(c)
print(c.SatelliteData)
print(c.SatelliteData['launchDate'])
ADDED: [Lua] Added 'boost-coast' properties on weapon wrapper,ADDED: #16311: [Lua] Feature Request - Query Sensor Propertieslocal u = ScenEdit_GetUnit({name='MiG-31BM Foxhound', guid='NZZYVJ-0HM0G1F7MPTLQ'})
print( u:ReplenishUnit() )
print( u:ReplenishUnit({ tanker = 'd5eedc59-2541-4b7a-b540-607e84e579f8'}) )
print( u:ReplenishUnit({ tanker = '1530d502-69b2-4fa6-9145-c1f55dd39701', mission={'test support'}}) )
Example:
local unit = ScenEdit_GetUnit({name='MH-60R Seahawk', guid='CY41MA-0HNG2QEM6OL9B'})
print(unit.sensors[5])
print(unit:GetSensor(unit.sensors[5].sensor_guid).technology)
print(unit:GetSensor(unit.sensors[5].sensor_guid).properties)
print(unit:GetSensor(unit.sensors[5].sensor_guid).abilities)
print("-----")
print(unit.sensors[3])
print(unit:GetSensor(unit.sensors[3].sensor_guid).technology)
print(unit:GetSensor(unit.sensors[3].sensor_guid).properties)
print(unit:GetSensor(unit.sensors[3].sensor_guid).abilities)
{ sensor_type = 3001, sensor_role = 3011, sensor_name = 'AN/ALQ-210', sensor_status = 'Operational', sensor_dbid = 2632, sensor_maxrange = 500, sensor_isactive = 'No', sensor_guid = 'CY41MA-0HNG2QEM6OL9H' }
Early 2000s Technology
{ }
{ [1] = 'DF (Direction Finding)', [2] = 'Air Search', [3] = 'Surface Search', [4] = 'Specific Emitter ID' }
-----
{ sensor_type = 2004, sensor_role = 2891, sensor_name = 'AN/AAR-47A(V)2', sensor_status = 'Operational', sensor_dbid = 2017, sensor_maxrange = 5, sensor_isactive = 'No', sensor_guid = 'CY41MA-0HNG2QEM6OL9F' }
Late 2000s Technology
{ [1] = 'Continuous Tracking Capability [Visual]' }
{ [1] = 'Missile Approach Warning' }
Example:
ADDED: [Lua] Added some additional side options: AutoTrackCivilians, CollectiveResponsibilty, ComputerControlledOnlylocal 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))
Example:
ADDED: [Lua] Flight editor buttonsScenEdit_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] Added methods to unit wrapper: deployDippingSonar and dropSonobuoy
ADDED: [Lua] Added desiredAltitude and desiredSpeed properties to AU wrapper (Also moved .desiredRoll and .desiredPitch from the SE-wrapper to the normal one)
ADDED: Ability to change color of borders, coastlines and the sea ice
ADDED: [Lua] Added method (flight.refreshWaypoints) to force a flight to update its times, fuel, etc
ADDED: [Lua] Added ActiveUnite.SubTypeN
ADDED: Possibility to define custom WebView2 cache folder in Command.ini. (Example: CustomFolder_WebviewCache = C:\Users\pc\Desktop\Unnamed_5814\Stuff)
ADDED: Show quick turnaround values in DB viewer (If ready time has a blue background, then it has available quick turnaround with details shown when hovered over)
ADDED: [Lua] Added .quickTurnaround to loadout wrapper
ADDED: [Lua] Added .quickTurnaround property to unit wrapper
ADDED: [Lua] Added loadout wrapper to unit.loadout property
ADDED: [Lua] Added method SE_GetZone(sidename, zonename, zonetype)
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: Ability to enable "Easy Reference Point" introduction. Use alt key modifier to create RPs and make areas, missions or Reference Points instantly.
ADDED: Ability to convert an airbase installation to a single-unit airfield (Right-click --> Scenario Editor --> Convert to single-unit airfield). This can be useful during scenario creation to keep the unit count manageable in large scenarios.
ADDED: [Lua] Added some wrapper methods to handle FlightPlan waypoints:
* Flight.insertWaypoint
* Flight.deleteWaypoint
* Waypoint.ToTableWrapper
* Waypoint.FromTableWrapper
MAJOR UI TWEAK: An "Execute" button has been added to the Manual Weapon Allocation (aka "Shift+F1") window. Now when the player creates weapon salvos through this window, by default they are scheduled to be executed "far into the future". If the player then clicks on "Execute" or closes the window, the created salvos are re-scheduled to be fired as soon as feasible. The change causes salvos that are created when using this form to be scheduled impossibly far in the future. When the user clicks 'Execute' or closes the form then the salvos are all updated to fire as soon as possible.
Therefore, the units assigned to these salvoes won't start executing them (or even maneuvering towards the targets if necessary) until the execution is signaled. This gives the user the ability to delete the salvo, plot a course of the salvo, etc. without having to try and do it before the assigned units start firing.
MAJOR UI TWEAK: [QOL] "One third Rule" Setting update: The One Third Rule (OTR) and "Number of Class" settings for Patrol, Support, Mining, and Mine Clearing missions now include new unit grouping options. Players can choose to group aircraft by Loadout (same class + same loadout), group all units by Unit Class, or use No Grouping, which allows grouping strictly by flight size without filters.
MAJOR UI 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: NCTR-JEM is not possible against weapons without propellers (micro-jets do not produce sufficient reflection, and gliders/coasters do not produce any reflection at all)
TWEAK: [QOL] On Game Options --> Message Log, list the message types in sorted order
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
TWEAK: Various search-bars now have Watermark Text
TWEAK: #16391: Revise IR signature modifiers based on Mach
TWEAK: Mission status change moved in status evaluation change
TWEAK: The "Set orientation" menu item is now available also in normal-play mode, if the selected unit is a non-fixed facility. (Because it may be used in normal play, it has been moved out of the ScenEdit-only menu and placed under "Hold Position".)
TWEAK: Improvement on altitude/pitch calculation for missiles in BMD shots against diving ballistic targets
TWEAK: On the DB viewer, show operating bands also for ESM sensors
TWEAK: [Lua] Force mission to use flight plans on SE_CreateMissionFlightPlan
TWEAK: By default, the only message types that reset time-accel to 1x are: New (guided) weapon contact, new mine contact, unit lost and special message
TWEAK: [DB viewer] Indicate if a weapon uses the boost-coast model or the constant-propulsion abstraction
TWEAK: Moved some UI elements to better accomodate the name of units with long loadout name
TWEAK: Add link to DB viewer from Unit Sensor window similar to weapons window
TWEAK: Color-code the sensor name column to show it can be linked to DB Viewer
TWEAK: Add double click to call up DB Viewer on both sides of Edit Boats and Edit Aircraft forms (This makes it more user friendly and consistent across these 2 forms)
TWEAK: Added some consistency to Add Sensor, Weapon, Mount (Double-clicking a line will add 1 of the selected item. Clicking on the name of an item will bring up the DB Viewer for that item if possible.)
TWEAK: Automatic cargo handling uses towing when necessary
TWEAK: #16350: [QOL] "Subtype" Dropdown in "Add Units" window is now ordering the subtypes by Description instead of ID
TWEAK: #16775: [QOL] You can click on the Target's name in the "Unit Stats" panel in order to select and focus on the contact
TWEAK: "Jettison" button now gives you more options of weapon type for you to drop
TWEAK: When changing a flight plan waypoint type to "Refuel", also set "Use Replenisment" doctrine option to "Always - Including Tankers Refuelling Tankers"
TWEAK: Changed prioritization of tankers to choose as last resort from "closest" to "earliest availability"
TWEAK: Aircraft adjust speed (not throttle) to meet WP arrival time
TWEAK: Tweaked the logic of sim-loop execution in order to more precisely match elapsed sim-time and wall-time when running in realtime (1x). This fixes a reported problem where e.g. a 1-minute of sim time could take 1m6sec of wall-time while running in real-time mode.
TWEAK: Lua call optimization: Lua calls (not interactive) are now cached when first compiled (string parsing and compilation of a lua is one of the worst offender for Lua performance); this should significantly improve performances for recurring calls (such as events) especially long chunks. Also replaced Lua method's name splitting to a GC-free technique.
TWEAK: [Lua] Show mission AAR options as available in UI
TWEAK: [Lua] Removed SE_PlayVideo as a selectable command from menu
TWEAK: Improved the way images are fetched on-demand from the server and populate the unit image thumbnail (on the unit status panel) (It is no longer necessary to select another unit and then back the original one in order to see the downloaded image)
TWEAK: Added hyperlink to "Aircraft Stores" section in the aircraft pages in DB Viewer
TWEAK: Adjusted estimated cargo requirements for finned missiles
TWEAK: Made Map Setttings window scrollable
TWEAK: [Lua] Updated "side" wrapper to drop from 'units' list those that have been destroyed
TWEAK: Matched canal color to custom border color
TWEAK: Reworked ambigious contacts eligibility to take into account all land unit types, decoys, water surface facilities
TWEAK: [SBR] On scen migration, retain the mount GUIDs
TWEAK: Added pitch-up limit for loitering weapons based on DB climb rate (Assumes DB climb rate is for weapon at max speed)
TWEAK: Units tasked with SEAD patrol will engage not only detected radars but also jammers (both radar- and GNSS-jam emitters)
TWEAK: Adjusted the WRA type description for ground emitters: "Emitter (Radar)" and "Emitter (Jammer)"
TWEAK: Display the "JAM" symbol also on emitting GNSS jammers
TWEAK: The hitherto named "Radar - Unspecified" WRA category has been renamed to "Emitter - Unspecified" and has two child subcategories, "Emitter - Radar" and "Emitter - Jammer".
TWEAK: Lower CPU usage when the GUI client is idle (sim paused, map/UI not rendering).
TWEAK: On the "Engage With:" right-click menu, do not list decoy items
TWEAK: [QOL] On scenario load screen, show DB being used
TWEAK: On anti-weapon engagements, if the target's speed is much higher than the weapon's max design target speed, PH drops to 1% (pure luck)
TWEAK: Skip 1/3rd rule deactivation for non 1/3rd rule mission classes
TWEAK: Null check for Selected Mission when validating 1/3rd rule
TWEAK: PESA and AESA radars' crank slack amount (in degrees) now scaling with total coverage instead of being a fixed amount
TWEAK: Units that are within the relevant engagement range of another unit (e.g. aircraft inside nominal range of SAM site) and are being illuminated (for weapon fire control / guidance) by that unit will consider themselves under attack (and take relevant action, e.g. evade if allowed) even if no distinct weapon is detected incoming.
TWEAK: Land-strike weapons that nominally have only fixed targets as valid (e.g. JDAMs), can also be used against mobile vehicles if they are stationary
TWEAK: [Lua] Added command ("StationGroupingType") for changing on station Grouping Logic (for Patrol and Support missions)
TWEAK: When a unit drops a target, the reason for dropping the target is now always added to the message log, and if the order is manual (with or without weapon alloc), a bark is also shown
TWEAK: Show multi-weapon cell loads in DB viewer
TWEAK: [Lua] A few tweaks: (a) Retain the cell reference when adding weapons (b) Add SE_SetFormation method
TWEAK: Drop blank line on 'bottom' cursor box for over land
TWEAK: A message log 'notification' didn't show flight plan name
TWEAK: Increased turn-rate when close to the "Landing Marshal" FP Waypoint to prevent wingmen from occasionally getting stuck circling around that waypoint
TWEAK: When trying to mouse-plot a course to a point where the selected unit(s) cannot go, raise a bark with the feedback (reason why not), once for each unit
TWEAK: Drawing "DIP" while Dipping sonar only on selected units
TWEAK: Added ability to override popup on "Special Actions" window
TWEAK: Removed duplicated CSS styles in DB viewer
TWEAK: [Lua] Tweak on unit.quickturnaround
TWEAK: Flight plans are now drawn as orthodromic lines (ie. correctly curving over the globe; most clearly evident on long-range routes)
TWEAK: Resized support mission area editor to cover available space
TWEAK: Resized patrol mission areas editor to cover available space
TWEAK: Show zone description for ships when unable to plot course
TWEAK: Added appropriate anchors to Area-Editor's controls to make it responsive
TWEAK: [QoL] Formation Editor (group of groups): Double-clicking on a group item opens its formation editor
Includes the v513, v514 & v515 releases of the DB3000 and CWDB databases.
DB3000 v513 additions: https://drive.google.com/file/d/1LZzz5R ... zqVz5/view
DB3000 v514 additions: https://drive.google.com/file/d/1t65saT ... leL1m/view
DB3000 v515 additions: https://drive.google.com/file/d/1mzMTDq ... BFZJ2/view
CWDB v513 additions: https://drive.google.com/file/d/1qOWjHo ... 825Tq/view
Includes updated DB description files by CV60 & kgambit.
Includes refreshed official scenarios & tutorials.
All QuickBattle templates updated by Kushan & Blu3s.
Includes updates to Import-Export (.inst) files by Kushan.
