If you currently can't play EF at 2.2.1.0 (patch 2.2.2.0 shouldn't be installed, if that's really the case) on your first version of the new Steam CoH, it means you don't have the first, but actually you have the second, where custom DLLs were disabled and EF was completely dead. Talonsoft East front II, West Front. We have recently released a new patch with some improvements. Talonsofts Eastern Front 2 was a really nice Game. Before IL-2 Sturmovik came along I was deeply involved in playing the platoon level computer game called East Front II by Talonsoft.
v. 2.02
Changelog:
This patch brings a couple of bug fixes and added new user modification content called Forgotten Battles 2.0.
World at War exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning Campaign Series. Containing TalonSoft's West Front, East Front, and Rising Sun epic platoon-level combat series, as well as all of the official add-ons and expansion packs, World at War allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion.
Improvements
• Added new user modification content (Forgotten Battles 2.0).
Bug Fixes
• Fixed the night visibility bugs, and also the resultant day visibility bug.
• Fixed the Soviet campaign Order of Battle files
Report problems with download to [email protected]
Name
|
Type
|
Size
|
Date
|
Total
|
7 days
|
---|---|---|---|---|---|
John Tiller's Campaign Series - v.2.02 | patch | 207.8 MB | 8/25/2014 | 2.8K | 7 |
John Tiller's Campaign Series - v.1.04 | patch | 223.1 MB | 9/16/2008 | 2K | 0 |
John Tiller's Campaign Series - v.2.01 | patch | 189.2 MB | 6/13/2014 | 1.9K | 0 |
Posts: 418Joined: 8/6/2013From: The NetherlandsStatus: offlineWe are pleased to share with you that John Tiller’s Campaign series has been updated to version 2.02. This patch brings a couple of bug fixes and added new user modification content called Forgotten Battles 2.0.World at War exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning Campaign Series.
Posts: 19276Joined: 3/13/2002From: metro Chicago, Illinois, USAStatus: offlineIn, I had written:quote:You might know that, soon, we will be releasing a JTCS 2.02 bug-fix update. For various reasons, we are being conservative with the JTCS changes, fixing what really needs fixing, but holding back on the non-essentials and/or the stuff with the potential to break things, hence requiring lots of testing. Which we don't have time for right now. No, we need to focus on new game development now.In the 2.02 Update, the only EXE changes are these:. Fixed the night visibility bug(s). For new scenarios, the default, hard-coded GFV (gun flash visibility) is now 6.(In the 2.02 Update, there are several data fixes, and much new content. Posts: 13906Joined: 6/22/2004From: Terrace, BC, CanadaStatus: onlinequote:John Tiller’s Campaign Series™WelcomeThank you for playing John Tiller’s Campaign Series™!
We are always looking for ways to improve your gaming experience. For the latest information on the game, please go to the Matrix Games web site atBelow you will find the latest and greatest information on John Tiller’s Campaign Series™. Information in this document supersedes that in the official game manual.TroubleshootingEnsure that your system meets the minimum system requirements.
These are found on page 8 of the manual. Also, ensure that you have the latest video and sound drivers available for your system and that you have upgraded to the latest version of DirectX from Microsoft.
Posts: 4658Joined: 2/14/2006Status: onlineI'm glad these night scenarios are getting updated. It renders my 'WF Night Scenario' Mod obsolete which is totally fine by me.I notice however that corresponding pre-RS Night Scenarios for the Linked Campaign Games (Screaming Eagles, Sealion for example) have the old basic night rule, which was simply 1 hex visibility.
Perhaps the next patch could address these as well?Thanks,. Posts: 13906Joined: 6/22/2004From: Terrace, BC, CanadaStatus: onlineThe initial random map generator options was removed in 2.02, leaving just the blank template to start.If you would like a randomly generated map that you can build off of, choose to Generate Battle, choose a corps size battle, choose your map type and it will generate something you can resize later. Keeping in mind that you will have to add the details to the resized portion.It will create a Random0.map file that you can edit. Keep in mind, it will only be around 120 x 100 in size.Jason Petho.
Posts: 19Joined: 1/2/2008Status: offlineAh, so this in the Manualquote:After you have selected a region, the Map Editor screen will appear. At this screen, you can choose to use the various controls and slider bars to create a new, random map, or you can press the “Edit Existing Map” button to bring up a Dialog box listing all.map files contained in the Rising Sun directory.If you are starting a new map, you have two basic choices:–Use the various controls (slider bars, toggle switches and up/down arrows) of the Map screen to set basic parameters for the map. These parameters include the map dimensions, base level of the terrain, and whether or not you want the map to have a coastline, lake, or a major river. Also provided are “slider bars” for each terrain type. The higher the value of the slider Bar, the more prevalent that terrain type will be on the map (or the wider the river).
When you have adjusted these levels to your satisfaction, press the “Make Map” button and the program will create a random map based on your settings. You can then edit this map in the map editor programis no longer operable? That is what was throwing me.