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CMSF v1.21 retail patch (Paradox/Gamersgate) PDF Print E-mail
Monday, 09 November 2009

This information is for the current v1.21 patch of Combat Mission Shock Force. This patch is "incremental" and requires at least v1.10 version of the game. You need to first patch the game up to v1.10 (or v1.11, or v1.20) before applying this patch.

This patch is NOT FREE! It is a paid upgrade (for a whopping $1)! Paradox Interactive has stopped support for Combat Mission Shock Force and will not be publishing any more patches. Battlefront.com however continues to improve CMSF, and we want our retail customers not left stranded. This special v1.21 upgrade "converts" your retail game version of CMSF into a "Battlefront version". After you apply this upgrade you will be able to use any future Battlefront.com patches. No special retail patches will be necessary

Please READ CAREFULLY below if this upgrade is applicable to you!

  1. Have you purchased Combat Mission Shock Force from somewhere else then Battlefront.com directly?
    1. If yes, please read point 2 below.
    2. If no, then you do not need this upgrade! Please download the FREE 1.21 patch from www.battlefront.com/patches
  2. Do you own at least one CMSF module, such as the Marines or British Forces module?
    1. If yes, then you do not need this upgrade! Please download the FREE 1.21 patch from www.battlefront.com/patches.
    2. If no, then the v1.21 special upgrade may apply to you. Please read point 3 below.
  3. Do you plan to purchase a module?
    1. If yes, then you do not need this upgrade! If you purchase a Module, your base game will automatically be "converted". Modules work with retail versions as is. There is no need to purchase this upgrade. Simply go to www.battlefront.com/store to buy a module.
    2. If no, then the v1.21 special upgrade applies to you. It will allow you to keep patching your Combat Mission Shock Force base game with any future Battlefront patches. Please make sure that your base game is patched to v1.10 or later, and then proceed to purchase the v1.21 upgrade.

<< TO PURCHASE AND DOWNLOAD THE UPGRADE - CLICK HERE >>

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with version v1.20 of the game ARE COMPATIBLE with v1.21. Just make sure that you save them during the command phase of a turn-based game. Save games created with earlier versions (1.10 or 1.11) are NOT COMPATIBLE with v1.21.

COMPATIBILITY WITH MODS:
Due to the potential of conflicts with pre v1.21 game Mods, we advise uninstalling any mods prior to installing this game patch.  Mod authors will need to update their mods using the v1.21 strings.txt embedded into the new "Version 121.brz" file.

CUSTOM HOTKEYS.TXT NOTE
If you had assigned custom hotkeys in the past (available in v1.02-v1.08), your Data\hotkeys.txt will be renamed to hotkeys_old.txt, and a new hotkeys.txt file will be created during the patch installation. You can now compare the two files and copy your previously assigned hotkeys into the new file. 

Of course, you can still backup your Data\hotkeys.txt file manually before installing this patch. 

V1.11+ SCENARIO AND CAMPAIGN OPTIMIZATIONS
Version 1.11 includes an optimization which potentially speeds up the loading process or large scenarios, campaign battles, and save games. It is most noticeable for scenarios that have a lot of locked (black) elevation points. In order for this optimization to work, existing user created scenarios must be saved out in the Editor using v1.11 or higher. Nothing special is needed... just open the scenario in the Editor and save it again! User created Campaigns should be recompiled after all their individual scenarios have been re-saved.  This patch includes select re-saved (i.e. optimized) versions of scenarios that shipped with CM:SF and CM:SF Marines, as well as an updated and improved version of the Marines campaign. There was no need to optimize the original CM:SF Campaigns.

A full change log for the v1.21 patch is located here!

 


 

 

NEW v1.21 GAME FEATURES

This patch will update your core CMSF game and all modules to v1.21, which includes many enhancements and improvements. Below is a brief list of some of the new v1.21 game features.

Soldiers

  • Soldiers on rooftops receive better cover.
  • Speed difference between Fast and Quick moves is slightly increased.
  • Soldiers tire more quickly moving across difficult terrain or in very hot weather.
  • Split teams that are in close proximity but on different vehicles will not attempt to join.
  • Teams that rejoin will retain the target orders of one of the teams instead of erasing them all.
  • Buddy-aid will not pick up heavy weapons from a different Team.

Vehicles

  • Passengers manning a vehicle weapon may use it even if the crew has bailed out.
  • Top gunner in a Humvee can use a personal weapon if his vehicle-mounted weapon is out of action.
  • Vehicles do a better job using alternate crew to replace MG gunners who become casualties.
  • Tanks won't waste APFSDS ammo on lightly-armored targets when alternative ammo is available.
  • Refinements to vehicle damage from mines.
  • Added radio to UAZ vehicle.
  • Bradley IFVs and CFVs carry some 40mm grenades for their passengers.
  • Vehicles move more smoothly in PBEM and hotseat replay.

Weapons

  • Times to set up SPG-9 and most ATGMs are reduced.
  • Powerful projectiles like sabot can penetrate trees and be slightly deflected rather than stopped.
  • Heavy weapons set up near the edges of buildings won't drop to the ground after an explosion.
  • Corrected a small problem where automatic weapons had a pause between the first and second rounds that was slightly longer than it should have been.
  • MGs on bipods are a bit more stable than before.
  • Corrected a rare instance where ATGMs could fly too low and hit the ground when they should not.

Terrain

  • Roads are smoother when traversing rough ground or steep slopes.
  • Large rocks (flavor objects) are more of a deterrent to navigate over.
  • Flavor objects tilt to fit slopes when necessary.
  • Trees are less resistant to damage from heavy artillery.

Artillery

  • Updated behavior for artillery/air support time-to-target. Conventional Red formation leaders are now allowed to call in artillery from batteries at battalion level or below (e.g. light mortars).
  • Corrected some issues affecting artillery arrival time after target adjustment.
  • Corrected the display of artillery mission type in PBEM games.
  • Artillery battery and aircraft pilot voices use the correct nationality when they differ from that of the spotter.

User Interface

  • Troops may be given simultaneous Hide and Face commands, but changing facing often requires a soldier to change position slightly, during which time he will not be "hiding".
  • When acquiring missiles from a vehicle, it is now possible to take the last missile without its reloadable launcher (e.g. Javelin).
  • "Scenario Author Test" may be selected as a Skill Mode (1-player only). It will cause all enemy units to be fully displayed to the player, but not additionally "known" to player's troops.

Editor

  • AI Plan #0 can be deactivated in the editor provided at least one other plan is active.
  • In the map editor, some buttons were shifted from "Flavor Objects #1" to "Flavor Objects #2".
  • Corrected some small issues with elevation controls in the editor.

Miscellaneous

  • Large saved games that take longer to load do not advance the game clock in the process of loading.
  • Corrected a slow framerate problem on the first PBEM turn.
  • Small bullets kick up a tiny bit of dirt and dust when they hit ground.
  • Computer-player air strikes aim at smaller areas, reducing friendly fire.
  • Corrected a problem where some ATGM teams would appear to leave their ATGM launcher temporarily behind when embarking on a vehicle.
  • Corrected a problem that caused the turn-based computer player sometimes not to dismount troops fully when instructed by the scenario AI plan.
  • Corrected a PBEM synchronization problem caused by saving and reloading the game.

Marines Module Only

  • US Marines sometimes have M203 grenade launchers instead of M32, especially at lower Equipment Quality settings.
  • Added US Marine Mk11 sniper rifle (equivalent to Army M110).
  • The US Marine sergeant in the scout team wears infantry gear, not vehicle crew gear.

British Module Only

  • Jackal GMG (aka grenade launcher) can now be found in the Fire Support Section of the British Infantry Rifle Company, when the equipment rating is good (otherwise they get a WMIK).
  • Loader on Challenger 2 Enhanced will not reload the top-deck MG unless ordered to unbutton.
  • Warrior has slower (hand-cranked) gun elevation.
  • Gunner in LMTV will use his personal night-vision gear when appropriate.
  • LMTV carries more passenger weapons and ammunition.
  • British Engineer Troop has 3 TUM ST vehicles, not 6.
  • Corrected a problem with a US IBCT soldier carrying a British rifle.

CMSF v1.20 FEATURES

  • "Pop Smoke" can now be aimed using the Face Command or current unit facing. The smoke will not fire until an existing Face Command is executed.
  • Floating icons for friendly units now briefly blink after sustaining a casualty.
  • Some units (currently just the Challenger 2 MBT and 51mm Light mortar, available ONLY as part of the British Forces Module) are capable of firing smoke ammunition. This is  achieved by use of the new Target Smoke command or hotkey.
  • Spotters for indirect support weapons as well as on-map mortars (currently just the 51mm Light mortar available ONLY as part of the British Forces Module) are now able to target areas slightly outside of direct LOS under certain circumstances, such as when firing indirectly over a tall wall or just behind the crest of a hill.
  • Commanding Officers (CO) and Executive Officers (XO) are now represented by large star icons
  • Vehicle Crews may now "Bailout" when in the Editor or during Setup.
  • Soldiers are automatically boarded onto their vehicles in Quick Battles or the Editor when first purchased. Once the Setup Phase (Quick Battle) or Deploy Units (Editor) mode you may unload and reload as before.
  • Muzzle flame, smoke, dust, and other effects directly attached to enemy unit behavior are no longer shown unless the unit is already spotted by at least one friendly soldier.
  • Campaign players now have an option to switch between RealTime and WeGo Modes in between battles.
  • Campaign scripts can now specify a minimum and maximum overall campaign victory level based for any battle that ends the campaign.
  • Scenario game time limit has been increased to 4 hours, and reinforcement times have been adjusted accordingly.
  • AI Editor: landmines assigned to AI unit number 2 and higher move into the AI unit’s painted setup zone.
  • Campaigns started using an earlier version of a Campaign can be continued with newer versions once the current battle being played has been completed.   

CMSF v1.11 FEATURES

Note: some of the features listed below are only applicable if you have the CM:SF Marines Addon installed.

Turn-Based Replay 
  • Turn-based action is pre-computed with a "blue bar" before the action is displayed. This allows for improved performance of large battles on older computers, and for convenient "skipping ahead" in the early turns of a battle before enemy contact.
  • Craters, vehicle bog status, damaged buildings, walls, and trees display correctly (not too early).
  • Smoother vehicle and soldier movement.
  • The Fast-forward and Rewind buttons normally change time by 5 seconds, but will change by 10 seconds if the Control key is pressed, and 20 seconds if the Shift key is pressed.
  • Incoming rounds from air support attacks are displayed at the correct elevation.
  • Moving vehicles sound better in email replay.
  • Cease-fires and surrenders activated in mid-replay don't "forget" what happened later in replay when calculating victory.
  • Correct animation is shown after a soldier switches weapons.
  • Corrected a problem that sometimes caused unbuttoned vehicle crewmen not to be shown in replay.
  • Corrected a rare case where, after replay, a casualty could be shown using the animation he had just before becoming a casualty.
Vehicles
  • Improved pathfinding and obstacle avoidance.
  • Vehicle secondary explosions do not continue for too long in email games.
  • Improved coordination between the rotations of vehicle hulls and turrets.
  • Fixed a bug that sometimes caused vehicle ammo to increase.
  • Stryker MGS uses an improved APFSDS round, the M900, rather than the M833.
  • LAV-25 will use its coax MG, not its 25mm cannon for "Target Light".
  • LAV-A2 series armor thickness reduced.
  • Modified ammo loadouts on early-model T-72 tanks.
  • MTVR trucks have a new floating icon image.
  • In the M7A3 Bradley BFIST and the M1131 Stryker FSV, if an artillery or air spotter/observer/controller is riding as a passenger, he will switch seats with a vehicle crewman so he can use the vehicle's powerful FS-3 optical equipment. Note that the vehicle must unbutton to use the FS-3.
  • The Platoon HQ Stryker ESV, with only one crewman (a driver) will use its MG if a passenger is aboard to man it.
  • Corrected a problem that sometimes caused ricochets off vehicle armor not to be displayed.
  • Fixed "twitchy" vehicle movement when moving to a destination very close to another vehicle.
  • Crews will not retain a pop-smoke targeting order after bailing out of their vehicle.
  • Fixed a potential problem with a BMP-3 crew re-entering the vehicle but then not using its weapons.
  • Passengers consistently close the rear doors on the LAV-25 when required.
  • When a vehicle driver is hit, another crewman takes his place even if there are passengers on the vehicle.
  • Increased time penalty for reloading a vehicle-mounted weapon with a destroyed autoloader.
  • Light vehicles have tighter suspensions.
Infantry
  • Improved soldier pathfinding.
  • Soldiers can "fire on the move" when inside buildings.
  • Fixed a bug that could make soldiers moving in a building suddenly drop down a level, or stand too close to the walls.
  • When a squad splits into teams, the teams divide ammo amongst themselves more evenly.
  • Corrected a problem where a soldier could become "stuck" moving up a steep slope.
  • When a squad splits into teams and later reforms, its original targeting orders from before the split won't still be active.
  • Accuracy of marksmen slightly increased.
  • Split squads reform when aboard vehicles.
  • Grenade throwing between adjacent levels in a building works better.
  • RPG-16 reloads correctly.
  • A slight difference in elevation will not prevent soldiers moving from rooftop to rooftop.
  • Corrected a problem where soldiers could lose a weapon recently acquired from a vehicle on the next turn of an email game.
TacAI
  • Improved infantry team evasive movement logic.
  • Soldiers with area-fire orders are better at taking aimed shots at individual enemies who subsequently appear in the targeted area, especially in buildings.
  • Suppressive fire: when you order direct fire at an enemy infantry unit, and that enemy unit later disappears from sight, the target order is not immediately canceled. Instead, your unit will continue to area-fire sporadically at the enemy's last known location for a short time if the LOS is sufficiently clear for area-style targeting (note that sometimes it won't be). Volume of fire is lighter versus open terrain, and shots will be taken at other targets of opportunity as usual. If the enemy reappears, it will again be targeted directly. If it does not reappear for about 45 seconds, the target order is canceled. A similar behavior applies to individual soldiers who have fired on enemy infantry without targeting orders from the player. They will continue to area-fire at their target's last known location for about 30 seconds.
  • Soldiers are better at moving to advantageous firing positions inside a building.
  • When appropriate, vehicles will attempt to "shoot and scoot" in cases like a BMP-1 where the guided missile takes a long time to reload.
  • Grenadiers are more willing to use their rifles, not just the grenade launchers.
  • Hunting units are not so quick to halt if they encounter distant explosions.
  • Troops crawling behind a wall won't go up to kneeling/firing position while waiting for teammates to catch up.
  • TacAI aims a little lower versus certain vehicles, especially those without turrets, for better accuracy.
  • Soldiers placed near the top of of a steep slope (looking up) are more likely to crouch than lie prone, so they can get a clear LOS/LOF over the rim of the slope.
  • Heavy-weapons gunners and forward observers are less likely to fire their light personal weapons (in order to keep a lower profile).
  • Javelin gunners fire missiles at enemy infantry in buildings less often.
  • Gunners pay slightly less attention to enemy vehicles that are abandoned but not destroyed.
Computer Player
  • Computer player is quicker to surrender when most of its forces are knocked out.
  • Computer player is more aggressive with its artillery and air strikes, and better coordinates its artillery smoke missions.
  • Computer-player units don't arbitrarily change their facing when the battle starts.
  • Computer player does a better job organizing movement destinations of its vehicles.
Bunkers
  • Fixed the "floating bunkers" bug.
  • Bunkers can reliably be placed near trees in a scenario without being shifted.
Medic/"Buddy Aid"
  • Soldiers more reliably pick up "important" weapons from fallen comrades, but marksmen won't drop their scoped rifles to pick up grenade launchers.
  • More likely to happen between soldiers in the same squad/team than in different squads/teams.
  • Works across action spot boundaries.
  • Less likely to happen when under fire.
Air and Artillery Support
  • Building protection versus artillery airbursts is increased.
  • You no longer hear enemy artillery and air support communication even if you have spotted their forward observer.
  • Targeting support fire on building domes works correctly.
  • If an artillery spotter loses sight of the target during the spotting round phase, accuracy of the fire mission is reduced appropriately.
  • U.S. Army JTAC, and U.S. Marine Fire Control teams are faster at calling in air strikes.
  • Incoming rounds from helicopter guns won't impact off-map (too early) when the game map is steeply sloped.
  • Joining teams together to reform a squad when one team is already spotting for air or artillery strikes works correctly.
User Interface
  • Hotkey for toggling floating icons can also toggle display of spotting contact "?" icons.
  • You may change between real-time and turn-based mode between battles of a campaign, or exit to the game intro screen.
  • The automatic prompt to save a campaign game now comes just after clicking away the end-of-battle screen, not after loading the next battle.
  • Pause command increments are: 5sec, 10, 15, 20, 30, 45, 1:00, 1:15, 1:30, (Unlimited) Pause.
  • Camera zoom up to x20.
  • Engineers who are passengers on a vehicle may be given a Blast move order, provided it's not the first waypoint.
  • An enemy unit will no longer remain "selected" in the game interface if it disappears from your units' view.
  • The game won't allow setting area targets that are a little too low for your gunners to see.
  • Split squads that have special names display their team names correctly, e.g. "Havoc 1 / A Team".
  • Target orders given to a double-clicked HQ (which selects its formation) do not apply to reinforcements in that formation that have not yet arrived.
  • In turn-based play, there is no longer a problem with dismounting from a UAZ and immediately plotting a move into a building.
  • The target cursor shows "Reverse Slope Target" instead of "Reverse Slope".
  • "Hint text" is not shown when there is a priority message (like reinforcement arrival) so they don't overwrite.
3D Graphics
  • Faster frame rates in large battles.
  • New blown-out building wall models.
  • Updates to models: BRDM-2, BRDM-2 (AT5), BMP-3, AAV-7, AAVC-7, M1A1 Abrams USMC, and M16 rifle.
  • When walls of different types abut, the sides render correctly.
  • Foxholes are no longer darkened, so they won't give away infantry positions.
  • Columns of smoke look correct in internet/LAN games.
  • Distant dirt and gravel roads display correctly when using Better or Best 3D Texture Quality option.
  • Light from moonrise appears more gradually.
  • Landmark text is more readable when it's positioned below the distant mountains but above the edge of the map.
TO&E
  • New Syrian Mech Airborne Infantry Battalion formation.
  • Updates to Syrian Airborne Rifle Squad, Marine Fire Control Team, and a few US artillery formation names.
  • Marine sniper teams carry more sniper-rifle ammo.
  • Syrian forward observers have binoculars.
  • M4A1 rifle renamed to M4.
Quick Battles
  • Syrian forces always have a forward observer if artillery is available.
  • Troop Quality parameter has a greater effect on force size: low-quality forces are larger than before, and high-quality are smaller.
  • If a map was mistakenly designed with "duplicate" Occupy-Terrain objectives for each force, a Quick Battle won't import two copies of the objectives.
Miscellaneous
  • Smoother internet play.
  • Fixed a bug that caused some newer sound cards not to use enough sound channels.
  • The effect of experience on spotting ability is increased.
  • It's slightly less easy to spot enemies who have just fired their weapons, especially antitank launchers.
  • Scenarios with big maps load faster.
  • Surrender does not necessarily lead to total defeat. The scores for Terrain Touch, Terrain Destroy, and all Unit objectives are preserved.
  • IEDs can be detonated by nearby explosions.
  • Pre-battle Intel "?" icons don't disappear if the associated units are eliminated while not spotted.
  • AT-10, AT-11, and AT-12 missiles have a 100m minimum range.
  • Elite mode allows friendly fire in dark conditions.
  • Trees are tougher to destroy, especially palm trees.
  • Corrected some rare problems with LOS/LOF and buildings.
  • Marine Assault (aka SMAW) squad shows an antitank floating icon.
Last Updated ( Monday, 28 December 2009 )
 
CMSF v1.21 incremental patch PDF Print E-mail
Monday, 09 November 2009

This information is for the current v1.21 patch of Combat Mission Shock Force. This patch is "incremental" and requires at least v1.10 version of the game. You need to first patch the game up to v1.10 (or v1.11, or v1.20) before applying this patch. If you have the Marines or British Forces module, your game is already automatically at least at version 1.10 or v1.20, respectively. If you have the base game only, make sure you have the previous patches installed (click here for the v1.10 or v1.11 patches)

Unlike previous patches, the same patch will work for you regardless if you have no modules, one module, or two modules installed, as long as the following applies to you:

You need this patch if you have either one (or more) modules or if you have purchased the base game from Battlefront.com directly. If you have purchased the game elsewhere AND HAVE NO MODULE, this patch is not for you!

Please note: doublecheck if the above applies to you BEFORE applying the patch. If you apply the wrong version patch it will make your game unplayable and you will have to reinstall completely from scratch!

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with version v1.20 of the game ARE COMPATIBLE with v1.21. Just make sure that you save them during the command phase of a turn-based game. Save games created with earlier versions (1.10 or 1.11) are NOT COMPATIBLE with v1.21.

COMPATIBILITY WITH MODS:
Due to the potential of conflicts with pre v1.21 game Mods, we advise uninstalling any mods prior to installing this game patch.  Mod authors will need to update their mods using the v1.21 strings.txt embedded into the new "Version 121.brz" file.

CUSTOM HOTKEYS.TXT NOTE
If you had assigned custom hotkeys in the past (available in v1.02-v1.08), your Data\hotkeys.txt will be renamed to hotkeys_old.txt, and a new hotkeys.txt file will be created during the patch installation. You can now compare the two files and copy your previously assigned hotkeys into the new file. 

Of course, you can still backup your Data\hotkeys.txt file manually before installing this patch. 

V1.11+ SCENARIO AND CAMPAIGN OPTIMIZATIONS
Version 1.11 includes an optimization which potentially speeds up the loading process or large scenarios, campaign battles, and save games. It is most noticeable for scenarios that have a lot of locked (black) elevation points. In order for this optimization to work, existing user created scenarios must be saved out in the Editor using v1.11 or higher. Nothing special is needed... just open the scenario in the Editor and save it again! User created Campaigns should be recompiled after all their individual scenarios have been re-saved.  This patch includes select re-saved (i.e. optimized) versions of scenarios that shipped with CM:SF and CM:SF Marines, as well as an updated and improved version of the Marines campaign. There was no need to optimize the original CM:SF Campaigns.

A full change log for the v1.21 patch is located here!


Battlefront.com v1.21 patch

WARNING! The following patch is for you if

  • you have at least one (or more) modules installed -> DOWNLOAD THIS PATCH
  • OR if you have no modules but the original Battlefront.com base game and it is already patched to version v1.10 (or v1.11) -> DOWNLOAD THIS PATCH

If you purchased the game from Paradox Interactive, in a retail store, or if you downloaded the game from Gamersgate.com, AND YOU HAVE NO MODULES DO NOT INSTALL THIS PATCH! Instead, download the "Plain Jane" patch specific to the Paradox or Gamersgate version you own.

Download links:


NEW v1.21 GAME FEATURES

This patch will update your core CMSF game and all modules to v1.21, which includes many enhancements and improvements. Below is a brief list of some of the new v1.21 game features.

Soldiers

  • Soldiers on rooftops receive better cover.
  • Speed difference between Fast and Quick moves is slightly increased.
  • Soldiers tire more quickly moving across difficult terrain or in very hot weather.
  • Split teams that are in close proximity but on different vehicles will not attempt to join.
  • Teams that rejoin will retain the target orders of one of the teams instead of erasing them all.
  • Buddy-aid will not pick up heavy weapons from a different Team.

Vehicles

  • Passengers manning a vehicle weapon may use it even if the crew has bailed out.
  • Top gunner in a Humvee can use a personal weapon if his vehicle-mounted weapon is out of action.
  • Vehicles do a better job using alternate crew to replace MG gunners who become casualties.
  • Tanks won't waste APFSDS ammo on lightly-armored targets when alternative ammo is available.
  • Refinements to vehicle damage from mines.
  • Added radio to UAZ vehicle.
  • Bradley IFVs and CFVs carry some 40mm grenades for their passengers.
  • Vehicles move more smoothly in PBEM and hotseat replay.

Weapons

  • Times to set up SPG-9 and most ATGMs are reduced.
  • Powerful projectiles like sabot can penetrate trees and be slightly deflected rather than stopped.
  • Heavy weapons set up near the edges of buildings won't drop to the ground after an explosion.
  • Corrected a small problem where automatic weapons had a pause between the first and second rounds that was slightly longer than it should have been.
  • MGs on bipods are a bit more stable than before.
  • Corrected a rare instance where ATGMs could fly too low and hit the ground when they should not.

Terrain

  • Roads are smoother when traversing rough ground or steep slopes.
  • Large rocks (flavor objects) are more of a deterrent to navigate over.
  • Flavor objects tilt to fit slopes when necessary.
  • Trees are less resistant to damage from heavy artillery.

Artillery

  • Updated behavior for artillery/air support time-to-target. Conventional Red formation leaders are now allowed to call in artillery from batteries at battalion level or below (e.g. light mortars).
  • Corrected some issues affecting artillery arrival time after target adjustment.
  • Corrected the display of artillery mission type in PBEM games.
  • Artillery battery and aircraft pilot voices use the correct nationality when they differ from that of the spotter.

User Interface

  • Troops may be given simultaneous Hide and Face commands, but changing facing often requires a soldier to change position slightly, during which time he will not be "hiding".
  • When acquiring missiles from a vehicle, it is now possible to take the last missile without its reloadable launcher (e.g. Javelin).
  • "Scenario Author Test" may be selected as a Skill Mode (1-player only). It will cause all enemy units to be fully displayed to the player, but not additionally "known" to player's troops.

Editor

  • AI Plan #0 can be deactivated in the editor provided at least one other plan is active.
  • In the map editor, some buttons were shifted from "Flavor Objects #1" to "Flavor Objects #2".
  • Corrected some small issues with elevation controls in the editor.

Miscellaneous

  • Large saved games that take longer to load do not advance the game clock in the process of loading.
  • Corrected a slow framerate problem on the first PBEM turn.
  • Small bullets kick up a tiny bit of dirt and dust when they hit ground.
  • Computer-player air strikes aim at smaller areas, reducing friendly fire.
  • Corrected a problem where some ATGM teams would appear to leave their ATGM launcher temporarily behind when embarking on a vehicle.
  • Corrected a problem that caused the turn-based computer player sometimes not to dismount troops fully when instructed by the scenario AI plan.
  • Corrected a PBEM synchronization problem caused by saving and reloading the game.

Marines Module Only

  • US Marines sometimes have M203 grenade launchers instead of M32, especially at lower Equipment Quality settings.
  • Added US Marine Mk11 sniper rifle (equivalent to Army M110).
  • The US Marine sergeant in the scout team wears infantry gear, not vehicle crew gear.

British Module Only

  • Jackal GMG (aka grenade launcher) can now be found in the Fire Support Section of the British Infantry Rifle Company, when the equipment rating is good (otherwise they get a WMIK).
  • Loader on Challenger 2 Enhanced will not reload the top-deck MG unless ordered to unbutton.
  • Warrior has slower (hand-cranked) gun elevation.
  • Gunner in LMTV will use his personal night-vision gear when appropriate.
  • LMTV carries more passenger weapons and ammunition.
  • British Engineer Troop has 3 TUM ST vehicles, not 6.
  • Corrected a problem with a US IBCT soldier carrying a British rifle.

CMSF v1.20 FEATURES

  • "Pop Smoke" can now be aimed using the Face Command or current unit facing. The smoke will not fire until an existing Face Command is executed.
  • Floating icons for friendly units now briefly blink after sustaining a casualty.
  • Some units (currently just the Challenger 2 MBT and 51mm Light mortar, available ONLY as part of the British Forces Module) are capable of firing smoke ammunition. This is  achieved by use of the new Target Smoke command or hotkey.
  • Spotters for indirect support weapons as well as on-map mortars (currently just the 51mm Light mortar available ONLY as part of the British Forces Module) are now able to target areas slightly outside of direct LOS under certain circumstances, such as when firing indirectly over a tall wall or just behind the crest of a hill.
  • Commanding Officers (CO) and Executive Officers (XO) are now represented by large star icons
  • Vehicle Crews may now "Bailout" when in the Editor or during Setup.
  • Soldiers are automatically boarded onto their vehicles in Quick Battles or the Editor when first purchased. Once the Setup Phase (Quick Battle) or Deploy Units (Editor) mode you may unload and reload as before.
  • Muzzle flame, smoke, dust, and other effects directly attached to enemy unit behavior are no longer shown unless the unit is already spotted by at least one friendly soldier.
  • Campaign players now have an option to switch between RealTime and WeGo Modes in between battles.
  • Campaign scripts can now specify a minimum and maximum overall campaign victory level based for any battle that ends the campaign.
  • Scenario game time limit has been increased to 4 hours, and reinforcement times have been adjusted accordingly.
  • AI Editor: landmines assigned to AI unit number 2 and higher move into the AI unit’s painted setup zone.
  • Campaigns started using an earlier version of a Campaign can be continued with newer versions once the current battle being played has been completed.   

CMSF v1.11 FEATURES

Note: some of the features listed below are only applicable if you have the CM:SF Marines Addon installed.

Turn-Based Replay 
  • Turn-based action is pre-computed with a "blue bar" before the action is displayed. This allows for improved performance of large battles on older computers, and for convenient "skipping ahead" in the early turns of a battle before enemy contact.
  • Craters, vehicle bog status, damaged buildings, walls, and trees display correctly (not too early).
  • Smoother vehicle and soldier movement.
  • The Fast-forward and Rewind buttons normally change time by 5 seconds, but will change by 10 seconds if the Control key is pressed, and 20 seconds if the Shift key is pressed.
  • Incoming rounds from air support attacks are displayed at the correct elevation.
  • Moving vehicles sound better in email replay.
  • Cease-fires and surrenders activated in mid-replay don't "forget" what happened later in replay when calculating victory.
  • Correct animation is shown after a soldier switches weapons.
  • Corrected a problem that sometimes caused unbuttoned vehicle crewmen not to be shown in replay.
  • Corrected a rare case where, after replay, a casualty could be shown using the animation he had just before becoming a casualty.
Vehicles
  • Improved pathfinding and obstacle avoidance.
  • Vehicle secondary explosions do not continue for too long in email games.
  • Improved coordination between the rotations of vehicle hulls and turrets.
  • Fixed a bug that sometimes caused vehicle ammo to increase.
  • Stryker MGS uses an improved APFSDS round, the M900, rather than the M833.
  • LAV-25 will use its coax MG, not its 25mm cannon for "Target Light".
  • LAV-A2 series armor thickness reduced.
  • Modified ammo loadouts on early-model T-72 tanks.
  • MTVR trucks have a new floating icon image.
  • In the M7A3 Bradley BFIST and the M1131 Stryker FSV, if an artillery or air spotter/observer/controller is riding as a passenger, he will switch seats with a vehicle crewman so he can use the vehicle's powerful FS-3 optical equipment. Note that the vehicle must unbutton to use the FS-3.
  • The Platoon HQ Stryker ESV, with only one crewman (a driver) will use its MG if a passenger is aboard to man it.
  • Corrected a problem that sometimes caused ricochets off vehicle armor not to be displayed.
  • Fixed "twitchy" vehicle movement when moving to a destination very close to another vehicle.
  • Crews will not retain a pop-smoke targeting order after bailing out of their vehicle.
  • Fixed a potential problem with a BMP-3 crew re-entering the vehicle but then not using its weapons.
  • Passengers consistently close the rear doors on the LAV-25 when required.
  • When a vehicle driver is hit, another crewman takes his place even if there are passengers on the vehicle.
  • Increased time penalty for reloading a vehicle-mounted weapon with a destroyed autoloader.
  • Light vehicles have tighter suspensions.
Infantry
  • Improved soldier pathfinding.
  • Soldiers can "fire on the move" when inside buildings.
  • Fixed a bug that could make soldiers moving in a building suddenly drop down a level, or stand too close to the walls.
  • When a squad splits into teams, the teams divide ammo amongst themselves more evenly.
  • Corrected a problem where a soldier could become "stuck" moving up a steep slope.
  • When a squad splits into teams and later reforms, its original targeting orders from before the split won't still be active.
  • Accuracy of marksmen slightly increased.
  • Split squads reform when aboard vehicles.
  • Grenade throwing between adjacent levels in a building works better.
  • RPG-16 reloads correctly.
  • A slight difference in elevation will not prevent soldiers moving from rooftop to rooftop.
  • Corrected a problem where soldiers could lose a weapon recently acquired from a vehicle on the next turn of an email game.
TacAI
  • Improved infantry team evasive movement logic.
  • Soldiers with area-fire orders are better at taking aimed shots at individual enemies who subsequently appear in the targeted area, especially in buildings.
  • Suppressive fire: when you order direct fire at an enemy infantry unit, and that enemy unit later disappears from sight, the target order is not immediately canceled. Instead, your unit will continue to area-fire sporadically at the enemy's last known location for a short time if the LOS is sufficiently clear for area-style targeting (note that sometimes it won't be). Volume of fire is lighter versus open terrain, and shots will be taken at other targets of opportunity as usual. If the enemy reappears, it will again be targeted directly. If it does not reappear for about 45 seconds, the target order is canceled. A similar behavior applies to individual soldiers who have fired on enemy infantry without targeting orders from the player. They will continue to area-fire at their target's last known location for about 30 seconds.
  • Soldiers are better at moving to advantageous firing positions inside a building.
  • When appropriate, vehicles will attempt to "shoot and scoot" in cases like a BMP-1 where the guided missile takes a long time to reload.
  • Grenadiers are more willing to use their rifles, not just the grenade launchers.
  • Hunting units are not so quick to halt if they encounter distant explosions.
  • Troops crawling behind a wall won't go up to kneeling/firing position while waiting for teammates to catch up.
  • TacAI aims a little lower versus certain vehicles, especially those without turrets, for better accuracy.
  • Soldiers placed near the top of of a steep slope (looking up) are more likely to crouch than lie prone, so they can get a clear LOS/LOF over the rim of the slope.
  • Heavy-weapons gunners and forward observers are less likely to fire their light personal weapons (in order to keep a lower profile).
  • Javelin gunners fire missiles at enemy infantry in buildings less often.
  • Gunners pay slightly less attention to enemy vehicles that are abandoned but not destroyed.
Computer Player
  • Computer player is quicker to surrender when most of its forces are knocked out.
  • Computer player is more aggressive with its artillery and air strikes, and better coordinates its artillery smoke missions.
  • Computer-player units don't arbitrarily change their facing when the battle starts.
  • Computer player does a better job organizing movement destinations of its vehicles.
Bunkers
  • Fixed the "floating bunkers" bug.
  • Bunkers can reliably be placed near trees in a scenario without being shifted.
Medic/"Buddy Aid"
  • Soldiers more reliably pick up "important" weapons from fallen comrades, but marksmen won't drop their scoped rifles to pick up grenade launchers.
  • More likely to happen between soldiers in the same squad/team than in different squads/teams.
  • Works across action spot boundaries.
  • Less likely to happen when under fire.
Air and Artillery Support
  • Building protection versus artillery airbursts is increased.
  • You no longer hear enemy artillery and air support communication even if you have spotted their forward observer.
  • Targeting support fire on building domes works correctly.
  • If an artillery spotter loses sight of the target during the spotting round phase, accuracy of the fire mission is reduced appropriately.
  • U.S. Army JTAC, and U.S. Marine Fire Control teams are faster at calling in air strikes.
  • Incoming rounds from helicopter guns won't impact off-map (too early) when the game map is steeply sloped.
  • Joining teams together to reform a squad when one team is already spotting for air or artillery strikes works correctly.
User Interface
  • Hotkey for toggling floating icons can also toggle display of spotting contact "?" icons.
  • You may change between real-time and turn-based mode between battles of a campaign, or exit to the game intro screen.
  • The automatic prompt to save a campaign game now comes just after clicking away the end-of-battle screen, not after loading the next battle.
  • Pause command increments are: 5sec, 10, 15, 20, 30, 45, 1:00, 1:15, 1:30, (Unlimited) Pause.
  • Camera zoom up to x20.
  • Engineers who are passengers on a vehicle may be given a Blast move order, provided it's not the first waypoint.
  • An enemy unit will no longer remain "selected" in the game interface if it disappears from your units' view.
  • The game won't allow setting area targets that are a little too low for your gunners to see.
  • Split squads that have special names display their team names correctly, e.g. "Havoc 1 / A Team".
  • Target orders given to a double-clicked HQ (which selects its formation) do not apply to reinforcements in that formation that have not yet arrived.
  • In turn-based play, there is no longer a problem with dismounting from a UAZ and immediately plotting a move into a building.
  • The target cursor shows "Reverse Slope Target" instead of "Reverse Slope".
  • "Hint text" is not shown when there is a priority message (like reinforcement arrival) so they don't overwrite.
3D Graphics
  • Faster frame rates in large battles.
  • New blown-out building wall models.
  • Updates to models: BRDM-2, BRDM-2 (AT5), BMP-3, AAV-7, AAVC-7, M1A1 Abrams USMC, and M16 rifle.
  • When walls of different types abut, the sides render correctly.
  • Foxholes are no longer darkened, so they won't give away infantry positions.
  • Columns of smoke look correct in internet/LAN games.
  • Distant dirt and gravel roads display correctly when using Better or Best 3D Texture Quality option.
  • Light from moonrise appears more gradually.
  • Landmark text is more readable when it's positioned below the distant mountains but above the edge of the map.
TO&E
  • New Syrian Mech Airborne Infantry Battalion formation.
  • Updates to Syrian Airborne Rifle Squad, Marine Fire Control Team, and a few US artillery formation names.
  • Marine sniper teams carry more sniper-rifle ammo.
  • Syrian forward observers have binoculars.
  • M4A1 rifle renamed to M4.
Quick Battles
  • Syrian forces always have a forward observer if artillery is available.
  • Troop Quality parameter has a greater effect on force size: low-quality forces are larger than before, and high-quality are smaller.
  • If a map was mistakenly designed with "duplicate" Occupy-Terrain objectives for each force, a Quick Battle won't import two copies of the objectives.
Miscellaneous
  • Smoother internet play.
  • Fixed a bug that caused some newer sound cards not to use enough sound channels.
  • The effect of experience on spotting ability is increased.
  • It's slightly less easy to spot enemies who have just fired their weapons, especially antitank launchers.
  • Scenarios with big maps load faster.
  • Surrender does not necessarily lead to total defeat. The scores for Terrain Touch, Terrain Destroy, and all Unit objectives are preserved.
  • IEDs can be detonated by nearby explosions.
  • Pre-battle Intel "?" icons don't disappear if the associated units are eliminated while not spotted.
  • AT-10, AT-11, and AT-12 missiles have a 100m minimum range.
  • Elite mode allows friendly fire in dark conditions.
  • Trees are tougher to destroy, especially palm trees.
  • Corrected some rare problems with LOS/LOF and buildings.
  • Marine Assault (aka SMAW) squad shows an antitank floating icon.
Last Updated ( Monday, 11 January 2010 )
 
CMSF v1.20 incremental patch PDF Print E-mail
Sunday, 23 August 2009

This information is for the v1.20 patch of Combat Mission Shock Force. Unlike most previous patches, this patch is "incremental" and can ONLY be installed over the previous v1.10 (or v1.11) version of the game. You need to first patch the game up to v1.10 (or v1.11) before applying this patch.

You only need one of these patches if you have no other CMSF Module installed! If you have CMSF and any other module (e.g. Marines or British Forces or both) you do not need this patch.

The v1.20 is available in three basic versions, depending on which game version you have. Please note: doublecheck what version of the game you have BEFORE applying the patch. If you apply the wrong version patch it will make your game unplayable and you will have to reinstall completely from scratch!

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with earlier versions of the game are NOT compatible with v1.20. Please finish your in-progress games before applying this patch.

COMPATIBILITY WITH MODS:
Due to the potential of conflicts with pre v1.20 game Mods, we advise uninstalling any mods prior to installing this game patch.  Mod authors will need to update their mods using the v1.20 strings.txt embedded into the new "Version 120.brz" file.

CUSTOM HOTKEYS.TXT NOTE
If you had assigned custom hotkeys in the past (available in v1.02-v1.08) then you might 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.

V1.11+ SCENARIO AND CAMPAIGN OPTIMIZATIONS
Version 1.11 includes an optimization which potentially speeds up the loading process or large scenarios, campaign battles, and save games. It is most noticeable for scenarios that have a lot of locked (black) elevation points. In order for this optimization to work, existing user created scenarios must be saved out in the Editor using v1.11 or higher. Nothing special is needed... just open the scenario in the Editor and save it again! User created Campaigns should be recompiled after all their individual scenarios have been re-saved.  This patch includes select re-saved (i.e. optimized) versions of scenarios that shipped with CM:SF and CM:SF Marines, as well as an updated and improved version of the Marines campaign. There was no need to optimize the original CM:SF Campaigns.


Paradox (Retail) v1.20 patch

The following patch is ONLY for the Paradox Interactive release CD versions of the game and ONLY if you have no other module installed and your game is patched to version v1.10 already. If you pre-ordered, ordered or downloaded the game directly from Battlefront.com or downloaded from Gamersgate, YOU DO NOT NEED THIS PATCH!

Download links:

Gamersgate v1.20 patch

The following patch is ONLY for the Gamersgate download version of the game and ONLY if you have no other module installed and your game is patched to version v1.10 already. If you pre-ordered/ordered the CD version or downloaded the game directly from Battlefront.com or received the CD version from Paradox Interactive, DO NOT USE THIS PATCH!

Download links:


CMSF v1.20 FEATURES

Below is a brief list of some of the new v1.20 game features.

  • "Pop Smoke" can now be aimed using the Face Command or current unit facing. The smoke will not fire until an existing Face Command is executed.
  • Floating icons for friendly units now briefly blink after sustaining a casualty.
  • Some units (currently just the Challenger 2 MBT and 51mm Light mortar, available ONLY as part of the British Forces Module) are capable of firing smoke ammunition. This is  achieved by use of the new Target Smoke command or hotkey.
  • Spotters for indirect support weapons as well as on-map mortars (currently just the 51mm Light mortar available ONLY as part of the British Forces Module) are now able to target areas slightly outside of direct LOS under certain circumstances, such as when firing indirectly over a tall wall or just behind the crest of a hill.
  • Commanding Officers (CO) and Executive Officers (XO) are now represented by large star icons
  • Vehicle Crews may now "Bailout" when in the Editor or during Setup.
  • Soldiers are automatically boarded onto their vehicles in Quick Battles or the Editor when first purchased. Once the Setup Phase (Quick Battle) or Deploy Units (Editor) mode you may unload and reload as before.
  • Muzzle flame, smoke, dust, and other effects directly attached to enemy unit behavior are no longer shown unless the unit is already spotted by at least one friendly soldier.
  • Campaign players now have an option to switch between RealTime and WeGo Modes in between battles.
  • Campaign scripts can now specify a minimum and maximum overall campaign victory level based for any battle that ends the campaign.
  • Scenario game time limit has been increased to 4 hours, and reinforcement times have been adjusted accordingly.
  • AI Editor: landmines assigned to AI unit number 2 and higher move into the AI unit’s painted setup zone.
  • Campaigns started using an earlier version of a Campaign can be continued with newer versions once the current battle being played has been completed.   

CMSF v1.11 FEATURES

Note: some of the features listed below are only applicable if you have the CM:SF Marines Addon installed.

Turn-Based Replay 
  • Turn-based action is pre-computed with a "blue bar" before the action is displayed. This allows for improved performance of large battles on older computers, and for convenient "skipping ahead" in the early turns of a battle before enemy contact.
  • Craters, vehicle bog status, damaged buildings, walls, and trees display correctly (not too early).
  • Smoother vehicle and soldier movement.
  • The Fast-forward and Rewind buttons normally change time by 5 seconds, but will change by 10 seconds if the Control key is pressed, and 20 seconds if the Shift key is pressed.
  • Incoming rounds from air support attacks are displayed at the correct elevation.
  • Moving vehicles sound better in email replay.
  • Cease-fires and surrenders activated in mid-replay don't "forget" what happened later in replay when calculating victory.
  • Correct animation is shown after a soldier switches weapons.
  • Corrected a problem that sometimes caused unbuttoned vehicle crewmen not to be shown in replay.
  • Corrected a rare case where, after replay, a casualty could be shown using the animation he had just before becoming a casualty.
Vehicles
  • Improved pathfinding and obstacle avoidance.
  • Vehicle secondary explosions do not continue for too long in email games.
  • Improved coordination between the rotations of vehicle hulls and turrets.
  • Fixed a bug that sometimes caused vehicle ammo to increase.
  • Stryker MGS uses an improved APFSDS round, the M900, rather than the M833.
  • LAV-25 will use its coax MG, not its 25mm cannon for "Target Light".
  • LAV-A2 series armor thickness reduced.
  • Modified ammo loadouts on early-model T-72 tanks.
  • MTVR trucks have a new floating icon image.
  • In the M7A3 Bradley BFIST and the M1131 Stryker FSV, if an artillery or air spotter/observer/controller is riding as a passenger, he will switch seats with a vehicle crewman so he can use the vehicle's powerful FS-3 optical equipment. Note that the vehicle must unbutton to use the FS-3.
  • The Platoon HQ Stryker ESV, with only one crewman (a driver) will use its MG if a passenger is aboard to man it.
  • Corrected a problem that sometimes caused ricochets off vehicle armor not to be displayed.
  • Fixed "twitchy" vehicle movement when moving to a destination very close to another vehicle.
  • Crews will not retain a pop-smoke targeting order after bailing out of their vehicle.
  • Fixed a potential problem with a BMP-3 crew re-entering the vehicle but then not using its weapons.
  • Passengers consistently close the rear doors on the LAV-25 when required.
  • When a vehicle driver is hit, another crewman takes his place even if there are passengers on the vehicle.
  • Increased time penalty for reloading a vehicle-mounted weapon with a destroyed autoloader.
  • Light vehicles have tighter suspensions.
Infantry
  • Improved soldier pathfinding.
  • Soldiers can "fire on the move" when inside buildings.
  • Fixed a bug that could make soldiers moving in a building suddenly drop down a level, or stand too close to the walls.
  • When a squad splits into teams, the teams divide ammo amongst themselves more evenly.
  • Corrected a problem where a soldier could become "stuck" moving up a steep slope.
  • When a squad splits into teams and later reforms, its original targeting orders from before the split won't still be active.
  • Accuracy of marksmen slightly increased.
  • Split squads reform when aboard vehicles.
  • Grenade throwing between adjacent levels in a building works better.
  • RPG-16 reloads correctly.
  • A slight difference in elevation will not prevent soldiers moving from rooftop to rooftop.
  • Corrected a problem where soldiers could lose a weapon recently acquired from a vehicle on the next turn of an email game.
TacAI
  • Improved infantry team evasive movement logic.
  • Soldiers with area-fire orders are better at taking aimed shots at individual enemies who subsequently appear in the targeted area, especially in buildings.
  • Suppressive fire: when you order direct fire at an enemy infantry unit, and that enemy unit later disappears from sight, the target order is not immediately canceled. Instead, your unit will continue to area-fire sporadically at the enemy's last known location for a short time if the LOS is sufficiently clear for area-style targeting (note that sometimes it won't be). Volume of fire is lighter versus open terrain, and shots will be taken at other targets of opportunity as usual. If the enemy reappears, it will again be targeted directly. If it does not reappear for about 45 seconds, the target order is canceled. A similar behavior applies to individual soldiers who have fired on enemy infantry without targeting orders from the player. They will continue to area-fire at their target's last known location for about 30 seconds.
  • Soldiers are better at moving to advantageous firing positions inside a building.
  • When appropriate, vehicles will attempt to "shoot and scoot" in cases like a BMP-1 where the guided missile takes a long time to reload.
  • Grenadiers are more willing to use their rifles, not just the grenade launchers.
  • Hunting units are not so quick to halt if they encounter distant explosions.
  • Troops crawling behind a wall won't go up to kneeling/firing position while waiting for teammates to catch up.
  • TacAI aims a little lower versus certain vehicles, especially those without turrets, for better accuracy.
  • Soldiers placed near the top of of a steep slope (looking up) are more likely to crouch than lie prone, so they can get a clear LOS/LOF over the rim of the slope.
  • Heavy-weapons gunners and forward observers are less likely to fire their light personal weapons (in order to keep a lower profile).
  • Javelin gunners fire missiles at enemy infantry in buildings less often.
  • Gunners pay slightly less attention to enemy vehicles that are abandoned but not destroyed.
Computer Player
  • Computer player is quicker to surrender when most of its forces are knocked out.
  • Computer player is more aggressive with its artillery and air strikes, and better coordinates its artillery smoke missions.
  • Computer-player units don't arbitrarily change their facing when the battle starts.
  • Computer player does a better job organizing movement destinations of its vehicles.
Bunkers
  • Fixed the "floating bunkers" bug.
  • Bunkers can reliably be placed near trees in a scenario without being shifted.
Medic/"Buddy Aid"
  • Soldiers more reliably pick up "important" weapons from fallen comrades, but marksmen won't drop their scoped rifles to pick up grenade launchers.
  • More likely to happen between soldiers in the same squad/team than in different squads/teams.
  • Works across action spot boundaries.
  • Less likely to happen when under fire.
Air and Artillery Support
  • Building protection versus artillery airbursts is increased.
  • You no longer hear enemy artillery and air support communication even if you have spotted their forward observer.
  • Targeting support fire on building domes works correctly.
  • If an artillery spotter loses sight of the target during the spotting round phase, accuracy of the fire mission is reduced appropriately.
  • U.S. Army JTAC, and U.S. Marine Fire Control teams are faster at calling in air strikes.
  • Incoming rounds from helicopter guns won't impact off-map (too early) when the game map is steeply sloped.
  • Joining teams together to reform a squad when one team is already spotting for air or artillery strikes works correctly.
User Interface
  • Hotkey for toggling floating icons can also toggle display of spotting contact "?" icons.
  • You may change between real-time and turn-based mode between battles of a campaign, or exit to the game intro screen.
  • The automatic prompt to save a campaign game now comes just after clicking away the end-of-battle screen, not after loading the next battle.
  • Pause command increments are: 5sec, 10, 15, 20, 30, 45, 1:00, 1:15, 1:30, (Unlimited) Pause.
  • Camera zoom up to x20.
  • Engineers who are passengers on a vehicle may be given a Blast move order, provided it's not the first waypoint.
  • An enemy unit will no longer remain "selected" in the game interface if it disappears from your units' view.
  • The game won't allow setting area targets that are a little too low for your gunners to see.
  • Split squads that have special names display their team names correctly, e.g. "Havoc 1 / A Team".
  • Target orders given to a double-clicked HQ (which selects its formation) do not apply to reinforcements in that formation that have not yet arrived.
  • In turn-based play, there is no longer a problem with dismounting from a UAZ and immediately plotting a move into a building.
  • The target cursor shows "Reverse Slope Target" instead of "Reverse Slope".
  • "Hint text" is not shown when there is a priority message (like reinforcement arrival) so they don't overwrite.
3D Graphics
  • Faster frame rates in large battles.
  • New blown-out building wall models.
  • Updates to models: BRDM-2, BRDM-2 (AT5), BMP-3, AAV-7, AAVC-7, M1A1 Abrams USMC, and M16 rifle.
  • When walls of different types abut, the sides render correctly.
  • Foxholes are no longer darkened, so they won't give away infantry positions.
  • Columns of smoke look correct in internet/LAN games.
  • Distant dirt and gravel roads display correctly when using Better or Best 3D Texture Quality option.
  • Light from moonrise appears more gradually.
  • Landmark text is more readable when it's positioned below the distant mountains but above the edge of the map.
TO&E
  • New Syrian Mech Airborne Infantry Battalion formation.
  • Updates to Syrian Airborne Rifle Squad, Marine Fire Control Team, and a few US artillery formation names.
  • Marine sniper teams carry more sniper-rifle ammo.
  • Syrian forward observers have binoculars.
  • M4A1 rifle renamed to M4.
Quick Battles
  • Syrian forces always have a forward observer if artillery is available.
  • Troop Quality parameter has a greater effect on force size: low-quality forces are larger than before, and high-quality are smaller.
  • If a map was mistakenly designed with "duplicate" Occupy-Terrain objectives for each force, a Quick Battle won't import two copies of the objectives.
Miscellaneous
  • Smoother internet play.
  • Fixed a bug that caused some newer sound cards not to use enough sound channels.
  • The effect of experience on spotting ability is increased.
  • It's slightly less easy to spot enemies who have just fired their weapons, especially antitank launchers.
  • Scenarios with big maps load faster.
  • Surrender does not necessarily lead to total defeat. The scores for Terrain Touch, Terrain Destroy, and all Unit objectives are preserved.
  • IEDs can be detonated by nearby explosions.
  • Pre-battle Intel "?" icons don't disappear if the associated units are eliminated while not spotted.
  • AT-10, AT-11, and AT-12 missiles have a 100m minimum range.
  • Elite mode allows friendly fire in dark conditions.
  • Trees are tougher to destroy, especially palm trees.
  • Corrected some rare problems with LOS/LOF and buildings.
  • Marine Assault (aka SMAW) squad shows an antitank floating icon.
Last Updated ( Wednesday, 02 December 2009 )
 
CMSF v1.10 standalone patch ("Plain Jane") PDF Print E-mail
Friday, 03 October 2008

This information is for the current v1.10 patch of Combat Mission Shock Force. All patches listed here are "all-inclusive" and can be installed over any previous version of the game (v1.00-v1.08).

You only need one of these patches if you have no other CMSF Module installed! If you have CMSF and any other module (e.g. Marines) you do not need this patch.

The v1.10 is available in three basic versions, depending on which game version you have. If you purchased from Battlefront.com directly, you need the Battlefront.com patch. If you bought your game in retail, you most likely need the Paradox patch. If you purchased from GamersGate, you need the Gamersgate patch. Please note: doublecheck what version of the game you have BEFORE applying the patch. If you apply the wrong version patch it will make your game unplayable and you will have to reinstall completely from scratch!

PREVIOUS SAVE GAME COMPATIBILITY NOTE:
Save games created with earlier versions of the game are NOT compatible with v1.10. Please finish your in-progress games before applying this patch.

COMPATIBILITY WITH MODS:
Due to the potential of conflicts with pre v1.10 game Mods, we advise uninstalling any mods prior to installing the v1.10 game patch.  Mod authors will need to updated their mods using the v1.10 strings.txt embedded into the new "Version 110.brz" file.

CUSTOM HOTKEYS.TXT NOTE
If you had assigned custom hotkeys in the past (available in v1.02-v1.08) then you might 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.

A full change log for the v1.10 patch is located here!


Battlefront.com patch

WARNING! The following patches are only for the Battlefront.com release versions of the game and ONLY if you have no other module installed. If you purchased the game from Paradox Interactive, in a retail store, or if you downloaded the game from Gamersgate.com, or if you have a CMSF module installed (e.g. Marines), DO NOT INSTALL THIS PATCH!!! Instead, download the v1.10 patch specific to the Paradox or Gamersgate version, or if you have a module, download the patch for that Module (if any).

Download links:


Paradox (Retail) patch

The following patch is ONLY for the Paradox Interactive release CD versions of the game and ONLY if you have no other module installed. If you pre-ordered, ordered or downloaded the game directly from Battlefront.com or downloaded from Gamersgate, YOU DO NOT NEED THIS PATCH!

Download links:

Gamersgate patch

The following patch is ONLY for the Gamersgate download version of the game and ONLY if you have no other module installed. If you pre-ordered/ordered the CD version or downloaded the game directly from Battlefront.com or received the CD version from Paradox Interactive, DO NOT USE THIS PATCH!

Download links:

CMSF v1.10 FEATURES

INTERFACE

* Movement Destination Highlights: When placing a waypoint over ground terrain, the destination "action spot" is highlighted in yellow. Teams B and C (if any) also have their adjacent destinations highlighted when plotting moves and when giving facing orders attached to a final waypoint. Note that final facing is important for positioning "wing man" teams, so you should attach facing orders to final waypoints as needed.
* New Color for KIA: The colored "highlight disc" for dead soldiers is brown, to distinguish them from seriously wounded soldiers whose disc remains red. "Buddy aid" can still be given to dead soldiers, but all it does is reclaim their ammo and weapons if possible. "Aid" to dead soldiers is pretty quick.
* Target Arc and Facing orders may be given with mouse clicks that go "off map".
* When placing a target arc, the distance in meters is displayed.
* Disembarking troops may attach Face, Deploy, and Pop Smoke orders to waypoints.
* "Target" command is available in the editor to check LOS (no targeting orders are saved).

ARTILLERY AND AIR SUPPORT

* New sound effects for incoming rounds, jets, helicopters, cannon fire, bombs, spotters, controllers.
* Computer player uses artillery and air support dynamically throughout the game, not just pre-planned strikes.
* Smoke artillery missions (and computer-player AI Support Plans may use it)
* Aircraft no longer drop unguided ("dumb") bombs to reflect recent/current loadout standards for tactical combat air support.  All bombs are laser- or GPS-guided.
* F-15, F-16, and FA-18 no longer expend cannon rounds on ground targets.  Pilots have informed us that in a high-threat environment it would be rare for cannon to be used against ground targets.
* Respond faster to "cease fire" orders.
* Missions cannot be "adjusted" while they are still being "received".
* "Emergency" missions are not available for pre-planned artillery strikes because they are not necessary.
* Hydra-70 rockets are slightly more accurate.

INFANTRY MOVEMENT

* Fire on the Move: Moving soldiers will sometimes stop and take a quick shot at nearby/exposed enemy troops, then resume moving.
    - Soldiers are more likely to stop and shoot at enemies in front of them, less to the sides and rear.
    - Accuracy is modestly reduced.
    - Pause to fire most often: SLOW and MOVE (and HUNT stops the whole unit to engage).
    - Pause to fire least often: FAST, and the moving soldiers in ASSAULT.
    - If moving FAST or ASSAULT the soldier will not stop to reload. He will keep on moving.
* Moving Under Fire: Moving troops that come under heavy fire will only switch to Slow (i.e. crawling) if they are so tired that they could otherwise only use walking speed (i.e. not even Quick). Otherwise they try to move faster. And sometimes they cancel their move altogether and seek nearby cover.
* Moving infantry does a better job of spotting enemies.
* Soldiers do a better job finding ridgeline positions even when "heavy" cover like trees is also present.
* Soldiers position themselves better at corners of buildings and walls.
* Soldiers move faster with Fast move, even when carrying heavy loads.
* When soldiers using HUNT get too tired, they stop and pause for 90 seconds instead of changing to MOVE.
* Soldiers move along trench lines better.
* Sound effects for footsteps.
* Squads and teams are a little less likely to "stay pinned" if they have a very short move ordered to better cover than they are in.
* Soldiers who move Slow (i.e. crawl) will tend to keep their heads down for a little while after reaching the destination even if there is no incoming fire and no enemies are spotted.
* Soldiers won't move out of good protection into poor protection just to gain a line of fire.
* Faster dismount movement.
* Individuals soldiers will act upon facing orders at the new waypoint without waiting for their teammates to arrive first.
* Waypoints to vehicles are drawn with a slight elevation to make it clear that it's an "embark".

VEHICLES

* New vehicles:
    - M1A1SA TUSK Abrams tank
    - M1A2 SEP TUSK Abrams tank
    - M2A3 IFV Bradley with explosive reactive armor (ERA)
    - M3A3 CFV Bradley with explosive reactive armor (ERA)
    - M7A3 BFIST Bradley with explosive reactive armor (ERA)
    - M1114 HMMV armed with Mk.19 grenade launcher
* Improved damage algorithms for external systems on armored vehicles (e.g. optics, smoke generators, lasers, missile launchers).
* Secondary explosions for burning vehicles as ammunition "cooks off".
* Dust and smoke from heavy rounds impacting on a vehicle will not hide that vehicle from its attackers.
* Improved vehicle navigation in narrow urban spaces.
* Hiding vehicles that are struck by a projectile, or that spot an enemy vehicle targeting them will automatically un-hide.
* Humvees upgraded with "Frag-5" armor, carry more ammo, and all have radios.
* Vehicle-mounted automatic weapons tend to fire slightly longer bursts, especially at other vehicles. Exception: the BMP-2 cannon can't fire long bursts without needing aim adjustments.
* Tank gunners are quicker at adjusting turret rotation to counterbalance if the hull starts rotating.
* ATGM-armed vehicles will fire missiles at ground area targets if ordered to do so.
* Light vehicles (like Humvees) start the game "opened up" by default.
* VIED detonation AI improved so it does a better job destroying enemy AFVs.
* Big knock-out hits are more likely to cause vehicles to burn and sometimes blast out a crater beneath the vehicle.

GRAPHICS

* Big explosions near the camera "flash" the viewscreen briefly.
* Improved airburst graphics.
* Improved highway graphics.
* Collapsed buildings kick up more dust.
* Frame rate improvement for maps with large numbers of roads, highways, grass, brush, or small rocks.

MISCELLANEOUS

* 35 New Quick Battle Maps
* Internet Play: improved speed and reliability.
* "Elite" mode changed so that friendly troops are always displayed, even when not spotted by the current unit.  A new mode called "Iron" behaves like the old Elite mode.
* Explosions: the simulation of blast and shrapnel effects has been improved. The main thing you'll likely notice is that huge weapons like airplane bombs are a bit less able to cause casualties at long range.
* Bunkers
     - Handled better by computer player
     - Protect correctly versus artillery fire
     - Correctly simulate top hits from Javelins
* Soldiers' carrying capacity reduced to a more realistic weight limit.
* Spotting info is "passed along" to friendly units that are immediately adjacent (roughly within 25m or so) much like it already works with passing it along the chain of command.
* Soldiers in sniper and javelin and forward observer teams (and similar) are less likely to use their weapons aggressively except in self-defense (not including the "main weapon" soldier, e.g. the sniper or javelin gunner).
* Improved selection and organization of soldiers when splitting into teams, and also when later rejoining.
* Improved damage model for trees.
* Machineguns may "deploy" inside buildings, though assembly time is 2+ minutes.
* Seriously-wounded (red disc) soldiers who have not received "buddy aid" (i.e. disappeared) by the end of the game have a 25% chance of becoming KIA in the final tally.
* M4 rifles observe the built-in burst limit of 3 rounds.
* Smarter AI for switching weapons (if a soldier has two) for area fire.
* If a soldier becomes a casualty while in the act of throwing a grenade, the grenade will fall to the side (not too far away) and explode, generally with bad consequences for friendly troops.
* Syrian 30mm ammo used by BMP series vehicles is HE-incendiary.
* Aim time for Javelin is longer (roughly 20 seconds depending on the soldier).
* Guided missiles use flatter flight paths.
* On Veteran and Elite levels, you will not hear voices of unspotted enemies.
* Sound effects for weapon reloading.
* New background sounds for day and night.
* RPG-29 rate of fire reduced.
* Added a "special equipment icon" for night vision gear.
* Display is slightly brighter during overcast night conditions (no change to simulation).

BUG FIXES

* Splitting squads into teams works properly in PBEM.
* Blast moves won't blast an already-destroyed wall, and Blast moves through walls that are "fused" to buildings work properly.
* Spies and other "stealthy" enemies (who are not yet discovered) never appear as generic "?" spot contacts.
* Grenades will never explode by hitting the building from which they were thrown.
* Corrected a problem that sometimes caused Teams to ignore waypoints and move back to an old location to which they had previously Assault-moved.
* Fixed a bug that caused skirt and slat armor to be too powerful against HEAT rounds.
* Trenches don't give so much cover to high-angle incoming shots.
* ATGMs whose gunners are unable to guide the missile (e.g. because they were killed) lose guidance.
* Casualty icons do not appear for unspotted enemies in turn-based games.
* Fixed a "floating ceiling" graphical bug in buildings with their top floors destroyed.
* Fixed a "nuclear explosion" bug.
* Corrected a problem that showed mission briefing text improperly inside the editor.
* Formations with very long names fit better into the game interface.
* Corrected a pathfinding bug with waypoints placed too close to marshes.
* Fixed some issues with fire-support vehicles not reducing artillery delay times.
Last Updated ( Monday, 24 August 2009 )
 
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