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Download-Beschreibung

Patch 1.08 für die Verkaufsversion von Combat Mission: Shock Force (nicht für die Download-Version von Gamersgate oder Battlefront.com)

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with earlier versions of the game are NOT compatible with v1.08. Please finish your in-progress games before applying this patch.

ONLINE VERSION CHECKER:
New to this patch is the addition of a "Check for Updates" link located under the "Combat Mission Shock Force" Program Group within the Start Menu. By clicking this link, your web browser will connect to our online version checker system and report both the installed version number of your game as well as the current version available. Links to download the available patch or patches as well as important info and version details are also shown. With routine use of this new tool, your games will always be updated and current!

CUSTOM HOTKEYS.TXT NOTE:
If you had assigned custom hotkeys in the past (available in v1.02-v1.07) then you will want to backup your Data\hotkeys.txt file before installing this patch. Once the patch is installed, simply paste your copy of hotkeys.txt file back into the Data folder and you will still have all of your old hotkey assignments.

MANUAL ADDENDUM
The manuals reference to the eLicense licensing and game activation system (pages 12-15 and 194) is ONLY applicable to the Battlefront.com version of the game. The Gamersgate and Paradox Interactive versions of the game each use their own licensing/activation/protection systems and you should contact those companies directly if you have problems licensing or activating those versions of the game.

TROUBLESHOOTING INFO
Included with this patch is the most up to date troubleshooting guide. It is located in the game folder (filename Troubleshooting Guide.html) as well as in the Battlefront\Combat Mission Shock Force Program Group located under the Start Menu.

ONSCREEN UNIT COMMAND MENU:
New to this version of Combat Mission: Shock Force is a selectable Command Menu. In order to view this new onscreen list of clickable commands, select a unit and press the SPACE BAR and a popup menu of available commands will appear. It's similar to the old CM1 command interface.  The menu can be dismissed with another press of the space bar or a mouse click anywhere outside the menu.

HOYKEYS CUSTOMIZATION HELP:
Combat Mission has two distinctly different approaches for using unit Commands via the keyboard; Relative and Direct.  The Relative system involves a set of 9 keys centered around three rows of three consecutive keys each. These 9 keys match the 9 Command Buttons in the user interface's Command Panel.  Each hotkey controls the commands RELATIVE to the position on the screen.  For example, by default the U key activates the Top Row Left-Most key which would be FAST, TARGET, and SPLIT depending on which Command Group is visible (Movement, Combat, and Special respectively).  The Direct system, on the other hand, assigns a unique hotkey for DIRECT access to each Command. No attention is paid to the graphical representation on the screen.  For example, if so assigned, F would issue the FAST command. T would issue the TARGET command, H would control the HIDE command etc... no matter which Command Group is visible on the screen.
 
There are pros and cons to each system.  The Relative system allows the player to keep one hand stationary on the keyboard and does not require any "hunting and pecking" to find the right hotkey.  The downside is that when you wish to use two Commands in a row that are in different Command Groups you have to first switch the proper Command Group (now done using the F5-F8 keys).  The Direct system allows you to string Commands together without concern for which Command Group they are in, but does have the drawback of requiring the hand to move and locate a specific key, which may or may not be easily memorized.  Which is "better" comes down to personal player preference, therefore both are provided.

Whenever possible, the order buttons under the various Command Panels will display the assigned "direct" key in highlighted green text.
 
Note, we recommend that you decide which system you prefer and then assign the keys as you wish by editing the hotkeys.txt file. The default key assignments have all 9 Relative keys assigned (UIOJKLM,.) as well as a selection of the most commonly used commands mapped to new Direct keys (Move Fast, Move Normal, Reverse, Target, Target Light, Face, Deploy, Pause, Hide, Dismount, Vehicle Open Up and Pop Smoke) to give you an idea of how the two systems work. We have found that using one or the other systems exclusively seems to have the best results and do not recommend  mixing the two systems together. While it's possible to do, it could mean getting the worst of both systems and not really getting the benefits.  Therefore, if you wish to use the Direct system we advise that you edit the hotkeys.txt file to unassign the 9 Relative hotkeys.  Also, be aware to not double assign any keys to multiple functions.
 
In order to change the hotkey assignments, please see the hotkeys.txt file located in the game DATA folder.

CHANGING GAME RESOLUTION:
By default, the first time the game is launched, the games internal resolution and refresh rate are set to whatever your desktop display is currently set to. We have added two ways to make adjustments to this settings.

From inside the game, go to the Main Menu, then select the Options panel. From there you can select the game to run at the following resolutions:
     Desktop = (the game will run at whatever resolution your desktop is set to)
     1024x768
     1152x864
     1280x960
 
If you want to run the game in a resolution and refresh rate not listed, you can manually configure these settings by editing the "display size.txt" file located in your game directory. Simply change the numbers that you see there with the width (in pixels) and height (in pixels) and refresh rate (in Hertz) you wish to run the game.
 
Example: For 1440x900 at 75Hz refresh rate, you would delete the numbers in that file and replace with "1440 900 75" (without quotes).
 
If you put in all zeroes example: 0 0 0, the game will revert to using your desktop resolution and refresh rate.

Exercise caution and only use a resolution and refresh rate supported by your monitor as damage to your monitor or display adaptor could occur, especially if you use too high a setting.

MULTIPLAYER INFO:
Combat Mission: Shock Force uses the UDP and TCP port 7023 for all multiplayer games. If you are trying to HOST a TCP-IP game make sure and open port 7023 for both UDP and TCP traffic.

GAME LANGUAGE INFO:
You can change between the available languages from within the Options panel however we have only included scenarios and campaigns for English, German, Spanish and French. If you select Italian or Polish languages you may (depending on what version of the game you own) have to copy the scenarios and folders files from inside the Game Files\Scenarios and Game Files\Campaigns folders and place them into the appropriately named folders for your selected language.

If you make a change to the language setting, be sure and immediately exit the game and then reload in order for the game to properly prepare the language setting and files.

CMSF v1.08 PATCH FEATURES

COMBAT
* Improved calculations for small-arms penetration of buildings,including "shatter gap" for high-speed bullets.
* Stryker MGS is more willing to fire main gun (even though it doesn't carry a lot of ammo).
* Area fire at buildings has fewer "stray" shots.
* Troops will automatically cancel area target after they blow a sizeable hole in a wall.
* Small tweaks to bomb crater size (slightly decreased) and effects vs. buildings (slightly increased).
* Area fire at a wall area targets the wall itself more than the surroundings.
* Balconies and roofs offer slightly increased protection.
* Suppressed troops show more self-preservation behavior, especially in buildings.
* Troops react faster to the cancellation of area fire targets.
* Flavor objects disappear if a very large explosion occurs nearby.
* Soldiers with low experience and/or low motivation are more likely to rout away.  Rout symbols (the ! mark) also last longer.
* Corrected a rare problem that allowed projectiles to hit a vehicle and explode, but continue traveling forward.
* VIEDs cannot explode a second time if hit by additional fire.
* The explosive power used by a Blast Move is increased (so enemies are more likely to take hits).
* Corrected a problem where aiming a weapon at a vehicle at very short range could cause the shooter's weapon to "wave around" for a few moments before firing.
* Soft-skinned vehicles are a little sturdier versus small-arms fire.


MOVEMENT
* When reaching a final waypoint, Team B of a squad will usually position itself to the side or rear of Team A.
* In internet play, the client player can mount troops during the setup phase and it works properly.
* Fixed a T-72 "stuck in wall" bug.
* A Hide command attached to a Hunt move works properly.
* Corrected some issues with troops inside buildings moving around too much.
* Fixed a problem where infantry sometimes wouldn't go into a building through a breached wall.
* If you give a team/squad embark orders toward a vehicle in a different setup zone, it will work correctly.
* Fixed an embarking problem where some soldiers in the team wouldn't get on board the vehicle.
* Corrected a pathing problem around high walls with a 45-degree bend.


GRAPHICS
* Compatible with Matrox TripleHead2Go, enabling the simultaneous use of three monitors providing wide-screen 3840 x 1024 resolution even if the computer only supports a single display output.
* Battle maps with many walls have increased frame rate.
* Alt-K hotkey to show/hide smoke graphics.
* Walls are visually destroyed correctly in playback.
* Tab-locking the camera to a unit does a better job angling the camera to make sure the unit begins in view.
* Enemy casualties will not cause the building they are in to become translucent.
* Terrain objective labels don't dim when "?" icons are on the screen.
* Stryker driver hatch model does not open too far.
* T-72 main gun model does not skew horizontally.
* Casualties on board a vehicle are not displayed poking through the vehicle's sides.
* Flames are correctly placed on post-explosion vehicle IEDs.
* Raised the minimum animation threshold for soldiers so there are no more "scarecrows" even if if the scenario is very large.
* Corrected a bug where a missile icon would appear in a vehicle's special equipment list for a moment before being fired.


ARTILLERY AND AIR SUPPORT
* Aerial rockets are used less frequently versus building targets.
* Artillery and air strikes targeting a building that collapses will cancel automatically.
* The small red/yellow/green icon shown on each unit in the Support Roster window that shows the quality of the connection to the spotting unit, displays properly.
* The provisional delivery time initially displayed for an artillery mission while you are in the process of creating it, is now based on a standard mission, not an emergency one.


TERRAIN OBJECTIVES
* On the end-game screen, the status of a terrain objective worth zero points is displayed (previously it was skipped).
* The presence of "stealthy" troops does not block the enemy from receiving points for terrain objectives.


SPOTTING & LINE OF SIGHT (LOS)
* LOS through two or more floors within the same building is blocked.
* It is slightly easier to see over low walls from a kneeling position.
* Trees block LOS more, especially tree types A and E.
* Corrected a problem where some evening overcast situations would be treated as "too dark" for spotting.
* More dust is kicked up when a wall is breached.


TAC AI
* TacAI regards .50cal MG as a greater threat to light armor like the BMP than previously.
* TacAI slightly increases affinity for using HEAT and thermobaric rounds versus infantry in buildings, and slightly decreases affinity for using HEAT versus infantry not in buildings.


VEHICLE DEFENSIVE AI
* Vehicles will not retreat in response to threats they have been ordered to fire upon, or whom they are spotting for artillery or air strikes.
* Reacts to grenade attacks.
* Less likely to pop additional smoke if there is already smoke in the direction the vehicle wants.
* Will not engage when the vehicle is embarking/disembarking passengers, nor will it be triggered by nonpenetrating hits received when the vehicle is moving.
* Retreat distances are slightly shorter.


DATA
* BTR-60 has improved turn radius.
* BMP-2 30mm cannon holds 500 rounds.
* M1127 RV Stryker, M1131 FSV Stryker, M7A3 BFIST Bradley, and M707 Humvee have a laser designator that improves efficiency for on-board artillery/air-strike spotting teams.
* PG-7V rocket diameter is corrected to 85mm.
* PG-7VR explosive content is reduced.


ATI COMPATIBILITY MODE
* Fixed a problem where you could "find" hidden enemies by pointing the mouse at them.
* Improved mouse-cursor precision near vehicles.
* Clicks on waypoints inside buildings register better.


MISC
* Internet games require less data transfer which should correct various problems with large scenarios (this also shrinks PBEM files).
* PBEM files are checked in advance for data integrity and the user is warned if the file appears damaged (this only works with PBEM files created with v1.08 or later).
* Quick Battle computer-player does a better job setting up its units, especially putting them into buildings.
* Fixed a few crash bugs.
* "Adequate" supply level is sufficient to give a vehicle a full ammo load for its own weapons.
* Fixed a "falling off the roof/balcony" bug.
* A saved quick-battle shows correct information on the load-game screen.
* Adjusted dawn and dusk start times for quick battles.
* Corrected a bug where a soldier might start playback holding the wrong weapon if he switched weapons during the action.
* Scream sounds from casualties are quieter at a distance.
* Fixed some pathfinding problems that resulted from scenarios with walls "covering" building doors.
* When a crew re-mounts a vehicle, their target orders are cleared, including orders to pop smoke.
* Fixed the unlimited vehicle smoke bug in turn-based games.
* Troops don't say "enemy spotted" when spotting destroyed enemies.
* Camera tab-lock (padlock) on an enemy unit is now lost when the unit is no longer spotted.

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