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CMANO and Northern Inferno updated to version 1.12!

 
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CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 1:39:36 PM   
Daniele

 

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Hi everyone!

Just few days before the release of Chains of War! Are you excited?

In the meantime, brace yourself with this huge upgrade for Command: Modern Air Naval Operations and Northern Inferno!

This update (Version 1.12) improves the game in many ways, introducing four major new features (Communication Disruption, Aircraft damage, Cargo / landing / airdrop operations and new weapons type), numerous tweaks to the User Interface and tons of further enhancements!

The changelog is very long so be sure the check it out entirely below!

EDIT:
The four new features related to Chains of War you'll see under the "GENERAL" section, will be available only if the Chains of War license is active

You can download this update here:
Pub Link: http://ftp.matrixgames.com/pub/CommandModernAirNavalOperations/Command-MANO-NI-CoW-UpdateComp-v112.zip

Members Area
CMANO: http://www.matrixgames.com/members/publicDL.asp?gid=483
CNI: http://www.matrixgames.com/members/publicDL.asp?gid=589

**** UPDATE ************************************************************************

Unfortunately the B936.11 exe included in the v1.12 update does not have the large-address aware flag, and hence may be susceptible to out-of-memory errors. We are preparing a new update pack which will include a properly-flagged copy of the exe.

In the meantime, here is a properly LAA-flagged copy of the very same exe: https://drive.google.com/file/d/0B205vpZC1pGmazZpcXNxSzFSYUE/view?usp=sharing . Just unzip it to your installation folder (overwriting the existing exe) and you should be good to go.

Our apologies for this oversight, and thank you for your understanding!

************************************************************************************

Command v1.12 Changelog


GENERAL
------------------------------
* Major new feature: Communications disruption. (Requires Chains of War)
* Major new feature: Aircraft damage. (Requires Chains of War)
* Major new feature: Cargo / landing / airdrop operations. (Requires Chains of War)
* Major new weapon types:
- Enhanced High-Energy Lasers (HELs) (Requires Chains of War)
- Railguns & High-velocity Projectiles (HVPs) (Requires Chains of War)
- Tactical electromagntic pulse (EMP) weapons(Requires Chains of War)

All new major features are optional (enabled per-scenario, just like the pre-existing features "Detailed gunfire control" and "Unlimited base munitions"), and available for use only when the Chains Of War license is present. Attempting to load a scenario with any of the new features without having the corresponding license results in a block, with a window shown that informs the player of the unlicensed features and how they can be unlocked/enabled.

* Numerous performance improvements


SIMULATION
----------------------
* Addition to passive sonar model: Target masking. When the sub/ship being detected is within X degrees bearing (relative to the sonar sensor) of another one, the (comparatively) louder one may prevent the other(s) from being detected.
(X = a given angular difference referred to as the "bearing gate". This value decreases in more modern sonar sets (as low as 4 degrees) and increases in older ones (as high as 20 deg). To fool a modern passive sonar by masking under another vessel on the same bearing, you need to get very close to the other unit angularly).

* Significant improvements to automatic flight plan generator

* Misc tweaks to tanker & bingo calculations

* Mine navigation updates


USER INTERFACE

-----------------------------------------
* Two significant tweaks on time acceleration:
- An extra time accel setting, "2x", has been added.
- The sim resolution (ie. pulse timeslice) is now 0.1 sec not only when running at 1-1, but also at 2x and 5x accel.
The practical result should be that the player gets a smoother "acceleration curve" when moving from 1x to 2x and 5x time compression.

* Improved support for 4K/UHD screens (no longer necessary to temporarily downscale to 1080p).

* UI tweak: Display "No-Cav" on Unit Status panel for vessel that is reducing speed to avoid cavitation

* If the scenario save path does not "sit under" the \Scenarios folder, the game forcefully defaults to the latter

* Fix for Steam workshop issues


SCENARIO EDITOR:
----------------------------------------
* Lua: Fix manual/desired speed on SetUnit()
* Lua: Enhance EndScenario trigger/action
* Lua: Enhanced "Unit Detected" event trigger


MISC. FIXES / CHANGES
-----------------------------------------------
* Hide speed info for fixed facilities/groups
* Fixed: Helo climbs after last Hellfire and gets killed by SAM
* Fixed: Aircraft with Stand-off enabled doesn't fire all weapons on first pass
* Fixed: Doctrine crash for waypoints
* FIXED: DE Submarine not rising to recharge battery if on plotted course without mission
* FIXED: Diesel subs RTBs when battery empties (with plenty of diesel fuel left)
* Fixed: Air groups not displaying altitude correctly
* Fixed: SH-60 attacking with Hellfires turns away, losing illumination
* Aircraft stand-off adjustments
* FIXED: #11436: [920] VLAD Sonobouy range cause spacing issues with MPA's with mixed sonobouy loadouts
* FIXED: #11554: ASW-only mines triggered by ships
* FIXED: Startup crash by incorrect date parsing in Arabic locale
* ADDED: #4815: Double-clicking on a weapon rec in 'Add Weapon Record' menu should add it to the magazine
* FIXED: #7795: 552 Edit event action window - Hightlight units list needs to be wide enough to accomodate text or growable
* FIXED: #11338 - Possible missile bug (Ships firing more missiles then necessary)
* FIXED: #11441 - [B906.24] Activation Times and Creating New Mission Issue
* FIXED: #11464 - Modifying a ships magazine weapons records and then cloning causes a crash
* FIXED: Unit Cloning causes corrupted scen saves
* FIXED: Creating new mission and opening Mission Editor does not display times correctly
* Fixed: Crash when selecting speed/alt checkbox for waypoint
* FIXED: #11477 - [B923] Aircraft in Weather Shelters not damaged
* FIXED: #11454 - CWDB bug - Early British Diesel Subs not recharging batteries
* Fixed: Mission planner edge case for airborne helo and close (<20nm) target
* Added: Check on submerged contact's age before shooting
* Fixed: Aircraft ordered to refuel crash into NoNav Zones and get stuck
* Fixed: Various sidebar UI fixes
* Added: Set "Unit Status" panel to show a unit on load of scenario
* Fixed: Flightplans without pre-planned times are forced to hold
* Fixed: ASW Strike missions do not launch
* Fixed: [Lua] True/False in LuaWrapper_Mission
* Added: [Lua] Common mission options to SE_SetMission()
* FIXED: Incorrect weapons in Weapon Allocation window
* FIXED: Multiple "contact lost" messages in scenarios with multiple allied sides
* Fixed: [Lua] "Unit enters area" trigger problem when multiple triggers reference the same unit
* FIXED: #11583: Subs on a patrol won't ignore plotted course when attacking, despite doctrine telling it to
* FIXED: Sub not changing course without pressing U key
* #11591 - Merging emissions from allies sometimes can result in emissions not being updated for fixed facilities
* #11589 - EMCON changed event
* #8801 - No-nav zones visible through the planet
* Lua: Added OODA to unit wrapper
* Various speed improvements
* Fixed: Existing Steam workshop scenarios were not getting updated
* Fixed: Mission creation crash (edge case)
* Improved pathfinding in waters with mines
* Fixed: SA-5 shoots at Tomahawk over water
* Revised sonobuoy drop spacing
* FIXED: Irregular exceptions during recording
* Fixed: Fuel panel is not updated correctly
* Fixed: Force Destroyed event on hosted ships
* EnterArea trigger fix for a 'NOT in area' issue
* Fixed: Submarine out of battery goes to wrong speed
* Fixed: ASW on RTB should stop dropping sonobuoys
* Tweaks in MCM and Minehunting sonar evaluation
* FIXED: Abnormal AC turn-rate at below corner velocity
* Fixed: Tankers are less eager to meet clients half-way
* Fixed: Improved RTB logics in presence of tankers
* RE-FIXED: Duplicate log messages
* FIXED: #11586: Harpoons fired on a Bearing Only are not following waypoints
* FIXED: Mission Editor UI problem (cannot assign group members to mission)
* Fixed: Mine navigation improvements
* FIXED: Hosted units not removed when host unit is removed (ScenEdit mode)
* Lua: Fixed 'Destroyed Unit' event kicking in on DeleteUnit()
* Fixed: "Ignore Plotted Course" edge case for A/C on ASW with localization course
* FIXED: Group lead took into account sprint-drifters when slowing down to allow group reform (thus entire group freezing in place)
* Fixed: Aircraft don't turn on radars in patrol zones when using high fidelity
* Fixed: Grouped tankers with "Allow Refuel Tankers" doctrine do all kinds of weird stuff
#11504 - Add paradrop flag to unit 357
#11501 - Ohio SSGN with DDS
#10795 - MGK-608, MGK-608E (export) & MGK-608M SEVER (Imprv Russian SOSUS)
#10169 - KS-139 Belgorod (Project 09852 submarine)
#11556 - DB3k: Add Krasnopol rounds to Chinese Type 66 and PLZ-05 Artillery
#11555 - DB3k: Fix China Smerch and PHL-03 issue
#11549 - DB3k: Complete UAE Army
#11548 - DB3k: Indian Tu-142MK Retired 2017
#11547 - [DB3k Update] BMD weight is 8 tons
#11538 - Burke 2015 torpedo mags
#10918 - CWDB AIM-9C and Talos H issue
#11540 - Juneau fuel issues
#11528 - Gabriel I -- -Yom Kippur 73 is capable vs Land but has Anti-Air range and PoK

* Includes the latest versions of the DB3000 and CWDB databases. All standalone, tutorial and Northern Inferno scenarios have been tweaked and rebuilt to the current DBs.




< Message edited by Sunburn -- 7/29/2017 8:53:12 PM >
Post #: 1
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 2:21:30 PM   
Lanzfeld

 

Posts: 63
Joined: 4/21/2017
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nevermind!

Great job!

< Message edited by Lanzfeld -- 5/16/2017 2:25:15 PM >

(in reply to Daniele)
Post #: 2
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 3:06:37 PM   
AlGrant


Posts: 791
Joined: 8/18/2015
Status: offline

Downloaded and installed via the Menu Updater.
All good ..... all loads as expected.

(in reply to Lanzfeld)
Post #: 3
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 3:26:46 PM   
HalfLifeExpert


Posts: 590
Joined: 7/20/2015
From: California, United States
Status: offline
My UI issues on my laptop have been resolved!!! THANK YOU! I cannot wait to start playing Chains of war in two days!!!!

Now if the CSP could get fixed, there is still a number of scenarios that are missing, only the config files for them are there.

(in reply to AlGrant)
Post #: 4
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 3:33:06 PM   
Dan109

 

Posts: 175
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Perfect timing! I just upgraded Ni to full Command with the Steam special. Couldn't wait for a lower price! Steam upgraded the game automatically, although I had to close/re-launch steam, as the game was complaining that steam wasn't running. It might have been a transient error, as I was doing this just after bootup, and maybe steam-command did not yet fully initialize.

(in reply to HalfLifeExpert)
Post #: 5
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 3:38:05 PM   
CCIP-subsim


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Wow! So am I understanding correctly that the big 4 features (comms disruption, aircraft damage, cargo ops, EMP/HEL/HVP weapons) can still be used by players without CoW?

(in reply to Dan109)
Post #: 6
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 3:39:42 PM   
HalfLifeExpert


Posts: 590
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From: California, United States
Status: offline
I'm afraid not. All the stuff from Chains of War is there, including the scenarios, but until you install Chains of War, it is locked.

(in reply to CCIP-subsim)
Post #: 7
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 3:49:17 PM   
CCIP-subsim


Posts: 576
Joined: 11/10/2015
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Well, no big deal on that, not like this guy isn't getting CoW I was just curious if that was a change in position for the patch, since before the new features being exclusive was spelled out very clearly.

(in reply to HalfLifeExpert)
Post #: 8
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 7:43:41 PM   
mavfin

 

Posts: 130
Joined: 6/22/2010
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Anyone know if this is supposed to push to Steam today as well? I won't know till after 7 Central when I get home, so I'm just seeing if anyone else with Steam has checked on this.


(in reply to CCIP-subsim)
Post #: 9
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 8:42:32 PM   
USSInchon

 

Posts: 40
Joined: 2/17/2014
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quote:

ORIGINAL: mavfin

Anyone know if this is supposed to push to Steam today as well? I won't know till after 7 Central when I get home, so I'm just seeing if anyone else with Steam has checked on this.



It does appear to have pushed to Steam today as well, a 65MB update.

(in reply to mavfin)
Post #: 10
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 8:44:58 PM   
Eggstor

 

Posts: 263
Joined: 1/24/2016
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It's been pushed out to Steam, but I think that the exe file currently is the bugged one. You'll need to download/unzip the updated exe file (at least until the crew says they pushed out the update.

(in reply to mavfin)
Post #: 11
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 8:52:27 PM   
Stardog765


Posts: 146
Joined: 8/12/2010
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Good job gents!

Can't wait for the expansion :)

(in reply to Eggstor)
Post #: 12
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 9:17:36 PM   
redcoat


Posts: 992
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From: UK
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Thanks for another good update!

_____________________________

"Believe me, nothing except a battle lost can be half so melancholy as a battle won."

Arthur Wellesley, 1st Duke of Wellington

(in reply to Stardog765)
Post #: 13
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 10:56:42 PM   
mavfin

 

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Yeah, I had seen that post about the executable, and expected I'd have to get that, but that's no issue. I know where to install the replacement. Thanks for the news, USSInchon and Eggstor.

(in reply to Eggstor)
Post #: 14
RE: CMANO and Northern Inferno updated to version 1.12! - 5/16/2017 11:55:31 PM   
AlexinCT

 

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Joined: 10/31/2015
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I can confirm that there is a Steam update and if you replace the .exe file with the one from the link above you are good. I however have a question about upgrading my own scenarios to the current version of the DB. Do we need to do a deep rebuild like we did for the last release, or can we get away with just doing an upgrade?

And thanks for continuing to make this game more awesome and more fun for us addicts devs! I can't wait for CoW!

Update: I just upgraded one of my home grown scenarios that had an energy laser in it, and the next thing I know it told me I couldn't get into the scenario without the CoW expansion which is not available for purchase/download yet...

Was that intended to be how this works?

< Message edited by AlexinCT -- 5/17/2017 12:36:57 AM >

(in reply to mavfin)
Post #: 15
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 12:53:29 AM   
mavfin

 

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Yes, that is how it is now. Only 2 of the energy/railgun weapons do not require the DLC now.




(in reply to AlexinCT)
Post #: 16
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 1:01:00 AM   
Cik

 

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more accurately, the laser weapons you used to be able to use are still available, the new ones for the DLC are not available as they require the DLC which isn't out yet.

(in reply to mavfin)
Post #: 17
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 3:12:02 AM   
AlexinCT

 

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The content now telling me I can't even open my scenario in edit mode was available before. It was content I found in the DB while doing research to create stuff, and I added it without realizing it would now block the scenario I made until I got the expansion. Note that I definitely plan to buy the expansion, so it is just 2 days of waiting for me. But people not doing that immediately when it comes out, or more importantly, not planning to get the expansion at all, suddenly discovering home made scenarios built with content that was available before but now makes these scenarios I had created suddenly not usable, conceivably would not be happy.

Not really complaining. Just surprised I can't update a lot of my home made scenarios to the latest & greatest for a couple of days until the expansion comes out.

(in reply to Cik)
Post #: 18
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 8:24:43 AM   
Zaslon

 

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Great update.

But in my opinion, this patch added a huge design flaw. Incompatibility between CMANO base and scenarios using CoW-Features. A more elegant solution could be switch off these features if CoW expansion is not present, 100% compatibility with the exception of scenarios with lasers and railguns.

Less than 24 hours!

_____________________________


Kids think about Iran and Amateurs think about Russia, but professionals think about China

(in reply to AlexinCT)
Post #: 19
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 8:40:53 AM   
Dimitris


Posts: 10909
Joined: 7/31/2005
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quote:

ORIGINAL: AlexinCT
The content now telling me I can't even open my scenario in edit mode was available before. It was content I found in the DB while doing research to create stuff, and I added it without realizing it would now block the scenario I made until I got the expansion. Note that I definitely plan to buy the expansion, so it is just 2 days of waiting for me. But people not doing that immediately when it comes out, or more importantly, not planning to get the expansion at all, suddenly discovering home made scenarios built with content that was available before but now makes these scenarios I had created suddenly not usable, conceivably would not be happy.

Not really complaining. Just surprised I can't update a lot of my home made scenarios to the latest & greatest for a couple of days until the expansion comes out.


Hi,

This is something that has come up before; see for example this thread, where certain people had no qualms about labeling the game as "hostageware" (One may hope, in vain probably, that with WannaCry etc. in the news, some people will finally get some much-needed perspective).

Here's a short recap:

* The recent DB versions (last few months) include the new weapon types (railguns/HVPs, Phase-2 lasers etc.). Putting them on the DBs well before v1.12's release was unavoidable because otherwise we wouldn't be able to develop and test the mechanics for the new weapon types.

* To prevent people from using these new toys before their time and without the correct license, we added pre-fire license checks on each of them, both for manual and automatic fire. This "works", but it does mean that if these weapons are the linchpin of a scenario (or simply of the user's plan), suddenly discovering they don't work can be a nasty surprise (see my "axe murdering" post here).

* Beginning with the v1.12 RC, to avoid the axe-wielding problem, we essentially moved the licensing check & block from the weapon pre-fire phase to the scenario-loading step. We have also stated that if anyone has a scenario in which such systems have been inserted, and can thus no longer load it, can send it to us and we'll be happy to remove the offending systems for him, thus making it loadable.

Let me emphasize this: Our priority is to minimize user annoyance. Being blocked at scen-load is irritating, no argument there. Now imagine how much worse it is to be blocked just as you're ready to fire the goddamn weapon (presumably after having invested a significant time on the scenario). Instant REDRUM!

(ALSO: Since the new weapon types were inoperative before v1.12 anyway, any "innocent argument" along the lines of "They are taking back features unless you pay!" is dead-on-arrival. I'm not saying that some people will deliberately try to spin it this way.... perish the thought.)

How to avoid this next time? Only reliable way I can see is to refrain from releasing updated DBs in-between major versions (since the whole thing originated with scen authors using platforms they shouldn't have). Good solution? Bad solution? Depends who you ask. If you can think of a better practical alternative we're all ears.

Thanks.

< Message edited by Sunburn -- 5/17/2017 8:59:25 AM >


_____________________________


(in reply to AlexinCT)
Post #: 20
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 6:12:16 PM   
Cik

 

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it might also be a good idea to insert a little flag or notification somewhere that tells users when they put it into the scenario that it won't work unless they have chains.

it's very easy to just slide this stuff in there (in fact, if you pick a laser system randomly you're more likely to get the COW ones i think)

there's nothing shady about it, but there's no actual warning before you make a scenario that's then unloadable.

granted once it releases it will probably solve a lot of the problems people have with it. still, if you're going to continue making this sort of content (requiring expansions) it might be good to maybe, say, color non-accessible things in the insert unit menu or something.

just a thought.

(in reply to Dimitris)
Post #: 21
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 9:55:31 PM   
lamboman43

 

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quote:

ORIGINAL: Sunburn


Let me emphasize this: Our priority is to minimize user annoyance. Being blocked at scen-load is irritating, no argument there. Now imagine how much worse it is to be blocked just as you're ready to fire the goddamn weapon (presumably after having invested a significant time on the scenario). Instant REDRUM!



Except for the people that can't buy the new DLC for whatever reason are now going to have a ton of their scenarios they like broken once creators update them. At least if you can't fire the weapon, you can open up the editor and replace it with something else or change your tactics. Right now I have several scenarios that I haven't been able to open since you started the 1.12 updates because the scenario creators were stupid and added in stuff that they can't even use. Thank god this finally comes out tomorrow so I can finally play these scenarios.

Letting us at least open the scenario to fix it ourselves makes infinitely more sense to me that locking down the whole scenario, and then forcing us to upload several scenarios to a developer at the wee hours of the morning and waiting for them to notice it and fix it for us. Wastes tons of time for both you and I. That, at least I think, is much more annoying than finding out I can't fire my goddamn railgun. I don't need that "puny" gun when I can just spawn in a bunch of Zircons.

It's going to be even worse once a creator finds out they can add Professional Edition only weapons (HGV). We can't even buy that if we wanted to. That is honestly what I am worried about most since I'll be buying COW as soon as Steam puts it up.

< Message edited by lamboman43 -- 5/17/2017 10:09:41 PM >

(in reply to Dimitris)
Post #: 22
RE: CMANO and Northern Inferno updated to version 1.12! - 5/17/2017 10:57:26 PM   
AlexinCT

 

Posts: 68
Joined: 10/31/2015
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Hey Sunburn,

First off, let me make it very clear that I am neither criticizing the strategy employed (early release of content that would get locked) nor the fact that this content is tied to a new release. This game is awesome, and us die hard fans just love it and want more. I am not a naïve idiot that wants free stuff, and it is very obvious that the amount of work you guys put in to provide us with both a quality and enjoyable product has to come with some ability to make enough money to keep doing more of that. My concern/consternation was more about having to wait 2 days to actually get COW after this upgrade because it temporarily made content I was working on unusable. No big deal in the grand scheme of things, but when you are dying to get your command groove on and test out the new cool stuff, it was a bit of a letdown.

That having been said, I like the idea proposed that content added to a DB that will become part of a future update get marked as such. That way nobody can complain when they do what I did and have to wait for the new content to go live.

Anyway, thanks for all your hard work and I can't wait to get the update and try out the new stuff.

(in reply to lamboman43)
Post #: 23
RE: CMANO and Northern Inferno updated to version 1.12! - 5/18/2017 3:15:17 PM   
GBS

 

Posts: 903
Joined: 7/3/2002
From: Southeastern USA
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Ok I down load after purchase. The zip has three files. I start up the one that looks like all other exes. 60% through the install it as for disk #2...WTF???dont understand why this has to be only for very computer savy people. This happened to me at Battlefront and I never did get the update. Just wrote off what I paid. Dont know what to do now....

(in reply to Daniele)
Post #: 24
RE: CMANO and Northern Inferno updated to version 1.12! - 5/18/2017 3:16:47 PM   
mikmykWS

 

Posts: 11531
Joined: 3/22/2005
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quote:

ORIGINAL: GBS

Ok I down load after purchase. The zip has three files. I start up the one that looks like all other exes. 60% through the install it as for disk #2...WTF???dont understand why this has to be only for very computer savy people. This happened to me at Battlefront and I never did get the update. Just wrote off what I paid. Dont know what to do now....


Ok reason this usually happens in the installer is outside the folder or zip file where the rest of the files are.

So solution is to unzip all files into one folder and then run the executable.

Let us know how it goes.

Mike

_____________________________


(in reply to GBS)
Post #: 25
RE: CMANO and Northern Inferno updated to version 1.12! - 5/18/2017 7:29:27 PM   
Dimitris


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AlexinCT, lamboman43 : You are both raising fair points, and we are listening. We are examining a few options at the moment.

_____________________________


(in reply to mikmykWS)
Post #: 26
RE: CMANO and Northern Inferno updated to version 1.12! - 5/18/2017 8:29:28 PM   
mavfin

 

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Perhaps keep the pop-up warning, but allow clicking through said warning if loaded in editor mode. That way they get a warning before trying to play, but can still edit the unlicensed things out.


(in reply to Dimitris)
Post #: 27
RE: CMANO and Northern Inferno updated to version 1.12! - 5/19/2017 8:52:01 AM   
Dimitris


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See here: http://www.matrixgames.com/forums/tm.asp?m=4287380

I think this is a reasonable compromise for the immediate future, and we can further refine the system going forward.

_____________________________


(in reply to mavfin)
Post #: 28
RE: CMANO and Northern Inferno updated to version 1.12! - 5/19/2017 11:13:02 PM   
mavfin

 

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Joined: 6/22/2010
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Sounds very reasonable to me. Ample warning, and a chance to fix the scenario if needed.

(in reply to Dimitris)
Post #: 29
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