Show/Hide Show/Hide

Command Ops 2

 
Update Notes for new beta build Apr 25th, 2024Apr 24, 2024 - Community AnnouncementsChangelist: - Polder layer support added to MapMakerGIS; - new attributes dlat_m and dlon_m are now supported, allowing to shift layers arbitrarily in latitudinal and longitudinal directions, respectively; - minor documentation updates in the sample GIS XML. Steam build ID 14166225.Update Notes for new beta build Feb 28th, 2021Feb 27, 2021 - Community AnnouncementsChangelist: - new MapMakerGIS map generator is added. The new tool allows CmdOps2 map generation via ESRI Shapefiles. We have been using it extensively for our in-house DLC map development. The tool is a command-line utility and it requires a certain level of GIS experience, therefore it is intended primarily for advanced users knowing their way with GIS software and spatial data processing. More details can be found (and asked for) at LnL forums and this specific thread. Last beta update this yearDec 23, 2020 - Community AnnouncementsLast major beta branch update this year. All the known stability issues (CTD, performance lag spikes etc) have been fixed, also a number of smaller issues were addressed, too (like CO sometimes freezing in Steam, lag spikes etc). Unfortunately, fixing the stalling attack issue is still in progress, Dave is going to finish that after the holidays. So, while the beta is rather stable now, it would still need to wait until next year to become the official (default) build. Public version 5.2.49, Steam build ID 6009986.New patch goes open betaNov 6, 2020 - Community AnnouncementsGuys, The new patch is now available for public beta testing. Feel free to try it out and provide your feedback. Dave will provide the detailed changelist in due time, but the most important things to mention are: - major AI overhaul fixing a lot of issues like slipping attacks, HQs leading an attack etc, - network fix; - a number of minor things like scenario bugfixing, new Soviet splashscreen etc. Please note that: - open beta is not back compatible with your existing saves and recordings; - neither is the current stable version of the game compatible with saves, recordings and scenarios which you may create with the open beta. We'd like to leave it open for testing for next few days and collect your feedback before we switch the main (default) release version over to the new build. It is optional for you to try the open beta out. You may as well just wait for the official switch. How to switch to open beta: - go to Command Ops 2 on Steam Library and right click; - go Properties -> Betas and select "beta - Work in progress" - wait for the update to conclude.[DevBlog] Battle of Lake Khasan / Changkufeng IncidentSep 7, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/27811682/3d9e03fed4debbc46086e5d1339b96faaa7989c5.jpg Another obscure battle portrayed by Khalkhin-Gol DLC will be the Battle of Lake Khasan, known also as Changkufeng Incident. This short but fierce conflict happened Summer 1938; Japanese troops are presented with a single reinforced infantry brigade (of 19th Infantry Division), whereas Soviets have fully committed 32nd and 40th Rifle Divisions, 2nd Mechanized brigade and some Corps assets. Overall, over 30 000 people and over 250 artillery pieces (both sides combined) took part in the conflict, supported with over one hundred of Soviet tanks, over one hundred of Soviet planes and one Japanese armored train. Unlike the Battle of Khalkhin-Gol that lasted few months, the Khasan Battle was over in just two weeks. However, it was enough for over 1300 people to be killed and over 4000 to be wounded (from both sides). Also Soviets lost over 40 tanks, as well as two planes were shot down. There will be two scenarios representing this bloody campaign: the first will cover initial escalation (July 31st - August 2nd, 1938), and the second will cover then major Soviet counteroffensive (August 6th - 8th, 1938). Both scenarios do have rather imbalanced setups, where small but well-trained and efficient Japanese forces have to face underperforming and poorly organized waves of outnumbering Soviet infantry and tanks. Therefore both scenarios are best suited to be played as IJA, either against Soviet AI or against another human player, and both are rather tough nuts to crack for Japanese. Contrary to barren lifeless Mongolian steppes (of Khalkhin-Gol), Khasan Lake area is rich of terrain features. The overview of the battle area is available below (thumbnail is clickable): {STEAM_CLAN_IMAGE}/27811682/ead6b136e652a4a69535192bf75cc246ceed5d21.pngComing beta updateAug 28, 2020 - Community AnnouncementsGuys, within next few days (probably next week) we're going to update the BETA branch with a new build which will actually be the first release candidate for the next major patch. This new build will introduce a lot of changes into the AI, rendering obsolete all the saves/recordings you may have made so far with the current BETA, so be careful. Regular players not using BETA branch will not be affected (for now).[DevBlog] New Bombardment Missions' mechanicsAug 27, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/27811682/5b86b8de3a57e791dacc9eb00c88124f49ed4214.jpg Next patch will introduce certain new mechanics which we'd like to explain a little bit. The problem As all of you guys surely know, in Command Ops 2 you, a human player, can issue bombardment mission orders directly to artillery units. This feature itself is realistic and quite a natural way to employ your artillery, however, people often have been complaining that it is way too powerful. Some players are even used to have a kind of house rule, when they are not using artillery (directly) at all, keeping all of it attached to battlegroups and thus performing automatic CAS missions only. This house rule, they believe, makes the gameplay more balanced and realistic. So what's the problem with the artillery? Let's see how it is currently functioning in the game. We have here a 122mm battery, which we assign with a 10 min long firing mission: {STEAM_CLAN_IMAGE}/27811682/8e2a2643c09ec60c6d617f922ccbfea8a83e8378.png It is 02:30 now, so the bombardment will start in five minutes and it will hit precisely the designated point. After the bombardment is over (at 02:45) you will be able to create another firing mission and it, again, will take only five minutes to start firing and the shells will land precisely on target. Being able to fire valleys of fire continuously with 100% accuracy is the easiest way to stall en enemy attack or pinpoint their key defensive positions. This is why it is considered a kind of abuse by veteran players and is being often frowned upon. The solution Instead of just increasing the minimal time between bombardment missions, say, to 10 min, which would be the simplest and the quickest solution, we've tried to introduce some more realistic modelling of the artillery mission in general and Forward Observers (FO) in particular. Unfortunately, the game currently does not support modelling of wires, comm links and radio networks (although communications are implemented in the game engine, and you may have actually seen radios in the estabs, the feature is currently turned off for certain practical reasons). Therefore, for now we have to use a simplified way to model the FOs, but it should also not be oversimplistic and allow us to integrate easily the actual communications model, if we ever decide to switch it back on in the engine. The resulting approach is described below. First at all, the game will determine, whether the firing mission is observed or not, meaning if there are any friendly units: being able to see the target location; being able to conduct FO in general; being able to conduct FO for that particular firing unit through the Chain of Command. Basically, an observed mission is (supposed to be) more efficient than non-observed. First topic is simple, a unit must be able to "see" the target location. If there are no units able to "see" the location, then the mission is definitely non-observed. This has an interesting consequence: now it will be sl...Multiplayer beta 5.1.43mp build is availableAug 22, 2020 - Community AnnouncementsThe patch 5.1.43mp (multiplayer fix) is available for beta-testing. Aside of the multiplayer (now supposedly working) there are also some minor new features and bugfixes added. The patch is available as "beta" branch on Steam and has to be switched on manually with the help of Steam client. Participating in beta-testing is voluntary, regular players' saves and gameplay won't be affected. The patch also introduces a number of changes to the engine, rendering it incompatible with the current Steam build 5.1.31. This means your old saves/recordings will not function anymore. The patch also updates official DLC estabs, but custom Estabs have to be upgraded/recompiled manually. The patch is available for public beta-testing, meaning it may still contain some bugs and issues, which has to be fixed until it is officially released as the default game update. Be sure to backup your scenario work etc before using this patch. Any issues found during beta-testing please report via Steam or LnL forums, or (quickest) via the Hex! Discord channel. Command Ops 2 multiplayer still requires a static IP to connect, therefore it is strongly advised to use some state-of-the-art VPN solution, e.g. Hamachi. In case of networking issues please make sure you've checked all the known firewall-specific issues (e.g., in case of Hamachi this is one of the most well known firewall specific problems etc) Changelog (compared to 5.1.31): - bugfix: a number of issues was fixed preventing multiplayer from working; - bugfix: recurring slipping attacks; - configurable manually plotted bombardment dispersion and delay (for future DLCs); - configurable global accuracy coefficients (for future DLCs); - smooth visibility increase/reduction at dusk and dawn hours; - splash screen image from a Soviet post-war movie is replaced with authentic war-time photo.[DevBlog] Azuma's Last RideMay 28, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/27811682/467fbe80544c6f9e1e3c063c7f3911bd17ef18bd.jpg Soviet riflemen, Far Eastern region, 1938 Ok guys, here's the second part. I've deliberately made it completely disconnected from the previous one trying not to break the immersion effect. There's no peeking into Japanese side here, the entire post is written from Soviet perspective. Sorry if you find there some stylistic mistakes and typos, I don't have much time to proofread it this evening. Small hint: Komdiv (division commander) is a Major General equivalent; Komkor (corps commander) is a Lieutenant General equivalent; Komandarm 1st rank (army commander 1st rank) is an equivalent to Colonel General, General of the Army, or Field Marshal in other nations. Also, you may find some details about Soviet armored cars here, if you haven't already. Red Army perspective May 15-16th, Alarm 57th Special Corps was Soviet Union's expeditionary force in Mongolia, created and deployed in March 1936 as a part of the broad military co-operation program agreed that year. By mid-May, 1939, its commander, Komdiv Feklenko, was worried about the increasing activity of Manchukuoan and Japanese forces, who continued violating the border of Mongolia. The growing anxiousness and irritation in Moscow was not particularly encouraging, too. Situation at the border was gradually deteriorating for last few months, but it started getting even worse over past few weeks. May 11th, a group of 40 Manchukuoan horsemen, supported with a mortar and several LMGs, have attacked Mongolian border guards at the eastern bank of Khalkhyn-Gol. Mongolian border guards were forced behind the river, but then the arrived reinforcements from 7th Border Guards Outpost helped to repulse the attack and secure the border again. May 14th, about 300 Japanese-Manchukuoan soldiers where spotted near the border and also Mongolian border guards were strafed by two low-flying Japanese planes. May 15th, five Japanese light bombers have bombed 7th Border Guards Outpost, killing 2 and wounding 19 people. These events looked more like the undeclared war, rather than a mere border incident. After May 15th there were no new reports coming from the border anymore, so it was unclear who's in control of the border now and what are those 300 enemy soldiers are doing. {STEAM_CLAN_IMAGE}/27811682/a0321ff4d9465044fbfe057eff2a9443b7ce04b0.png Komdiv Feklenko, CO 57th Special Corps However, for four days May 11-15th HQ 57th Corps did not know anything about these events at all. The phone line from Tamtsag-Bulak (very small town 120 km from the border, actually the only town in the area and also the only Soviet-Mongolian garrison) was out of order quite often. Only four days later, May 15th, Battlegroup Bykov - the only Soviet unit garrisoned in Tamtsag-Bulak, basically a reinforced motorized rifle battalion - got back online and reported Feklenko about the situation. The problem was, that very same day Moscow has learned about the incident - not f...[DevBlog] Azuma's Last RideMay 26, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/27811682/c087f07e4d8f7926b8915a6dbe928008ea0ae9d8.jpg Japanese cavalrymen, Khalkhyn-Gol First off, thank you very much for your contribution and comments regarding the next EF title. I've got the following variants (sorted by date) so far: - Battle of Suomussalvi, 1939/40 - Crimea, 1941 - Battle of Rostov, 1941 - Stalingrad, 1942 - Kursk, 1943 - Korsun, 1944 - 11th Panzer Division, any battle Some of them I actually had in my list of candidates, which means at least one of you will get your proposal fullfilled with next DLC. Then, guys, as I've found I'd like to bring a bit more immersion and details than I planned originally, I've decided to split this devblog story into three pieces. This one will be about IJA (and Manchukuoan) setup and plans, another one will be about Red Army's (and Mongolian) setup and plans the final one will be about the battle itself. I expect to finish posting all three parts until weekend. Hope you don't mind it, because for me it is much easier to handle it in parts like this. The Just Cause One thing you may find particularly interesting is how differently scholars sometimes explain the reason for the conflict. All Soviet-biased studies (including many accounts written in modern Russia) would usually write about Japanese imperialists willing to secure their new railroad and setting this whole incident up to shift the border westwards, away from the railway. Some Western scholars, especially at the Cold War time, would subconsciously - or consciously - align themselves with Japanese, because Japanese became allies by that time and... well, who would side with communists, anyway. One notable exception is Alwin D. Coox, who was certainly very deep into the Japanese version of events and IJA mindset in general, but nevertheless was always trying to stay unbiased and cool-headed when making conclusions. But of course, the conflict was not about the railroad, not about the communist expansion and not about that worthless piece of steppe itself. There have been plenty of border incidents between Soviet Union (together with its satellite state Mongolian People Republic, referred as Mongolia below) and Japan (together with its puppet state Empire of Manchuria, referred as Manchukuo) in 1930s. The bloodiest of them, known as Changkufeng Incident or Khasan Lake Incident, has happened Summer 1938, just less than a year before Khalkhyn-Gol, with more than 5000 casualties combined, and several dozens of Soviet tanks destroyed. But still, the map played very important role in Khalkhyn-Gol developments. Japanese and Manchukuoans were referring to the Chinese Republic GHQ maps, printed in 1918, where the river Khalkhyn-Gol (Halha) itself is shown as the border. Thus everything to the east of the river was considered a righteous Manchukuoan territory by Japanese and their allies. Soviets and Mongolians were referring to the map dated 1887 used to settle the border conflict between Outer and Inner Mongolia. This map ...[DevBlog] Khalkhyn-Gol DLC SITREPMay 24, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/27811682/c8cfe99d7fee9d3e16427ca5c744d479832c6369.jpg It has been a while since we have posted a devblog about the East Front DLC. So now its probably a time to give you some status update, as well as to entertain you a bit in a historical sense. This particular devblog will be about the development status, and the next one will be about the history. DLC Development Status So far we have playtested four scenarios (out of total nine). These are: Azuma's Last Ride (May 28-29th, 1939) Charge of the Light Brigade (July 2-3rd, 1939) Smoking Pyres of Yawata Steelworks (July 3-4th, 1939) Slaughterhouse at Bain-Tsagan (July 2-4th, 1939) The remaining five scenarios are dedicated to mid-June Japanese attacks and, of course, the Soviet major August offensive. These scenarios vary in size from brigade-sized to corps-sized. Despite being relatively short (2-3 days only), they offer a decent mix of infantry and combined arms warfare, so I have decided to play through these four extensively before venturing forth into the rest of the DLC. We have concluded about 50-60 fully automated (AI vs AI) sessions so far, as well as about 20-30 manual (human vs AI) sessions. These playtests offered us some good overview of where we are with the DLC and what our major problems are. Unfortunately, aside of some minor things that were found and fixed, the following new major features were deemed as necessary for new DLC to be released: bridge weight limits; more predictable, more aggressive and focused enemy AI. Several more features were considered as optional (nice to have) as well, but they are not that much important as these two. Therefore we had to spend some time implementing these features first, before resuming playtests or creating new scenarios. As we have now some good progress with these features (one is complete and another mostly done) I hope we could resume the playtest soon. The Future of East Front Speaking of resuming the playtests, I need to start preparing for the next EF DLC. Normally it takes me between few months and a year to get all the literature, archival documents (if these are available), historical maps etc. Remote working in archives is neither cheap nor quick, so I need some time to prepare. As we are hopefully amidst of the second half of the Khalkhyn-Gol DLC development now, I'd like to start collecting the data for the next EF one. I have several candidate battles identified so far, for which I have already collected some preliminary literature, archival documents and maps. I can't tell you who these candidates are, because this would ruin the surprise and also reveal you many potential EF DLCs. But if you'd like to promote your favourite campaign or even battle, you may let me know in comments. If you happen to name one of my candidates, this would definitely increase their chances to become the next one. Please also note that I consider Fall Weiß and Winter War to be a part of "East Front" brand, too. Furthermore, som...Command Ops 2 On SaleApr 18, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/27811682/8d9606c841edd2ec38312a2ca03746469e168b66.jpg Command Ops 2 Series is now on Sale with a 20% discount. LnLP On Steam: https://store.steampowered.com/publisher/LnLP Assess, Plan, Order, and React – The Decisions are Yours! Command Ops 2 is a wargame engine that lets you assess, plan, order and react at the operational level just like a real Corps, Division and Brigade commander. What sets Command Ops 2 apart from the competition is the most advanced and realistic model of command decision-making implemented to date in a commercial wargame. It is based on: * Hi-fidelity modeling of continuous-time and space; * Realistic command structure and process; * Macro management; and * Orders delay. For that, Command Ops 2 is different than any other simulation wargame: no hexes, no turns, no micromanagement, no click fests. That is why it is in a way simpler and more fun to play but at the same time more challenging, because it makes you command as Commanders do. Command Ops sports some of the most advanced and impressive AI ever devised in an operational-level wargame. It is your choice whether to manage every detail of your army or have the friendly AI manage the war on a lower level while you plan the larger scale maneuvers designed to make short work of your enemy. Just as a historical commander, you can choose where you need to step in and when you need to stand back and let your subordinates do their jobs. The enemy AI will use its skill to launch well-timed and coordinated strikes as it probes your lines for weakness while realistically reacting to your movements! In addition, for the enthusiastic mod community awaiting Command Ops, powerful tools like MapMaker and ScenMaker allow for the creation of maps and scenarios further adding to already near-limitless replayability. Command Ops 2 game application has a new user interface (UI) and enhanced artificial intelligence (AI). The smartest and most realistic operational level wargame just got a whole lot better. Command like a real commander in this pausable, continuous-time simulation of WW2 operational warfare, where the emphasis is on planning, anticipating and reacting to enemy developments. This is not a click-fest, and you don’t have to issue orders to every unit. The world’s smartest operational level AI can be trusted to do a reasonable job of managing your forces. Also included are the editors ( MapMaker, EstabMaker, EstabEditor, and ScenMaker ) for modifying or developing your own scenarios. The Core comes with three scenarios, including the tutorial Return to St Vith, Manhay Crossroads, and Greyhound Dash, all focussed on the Epic 1944 Battle of the Bulge. {STEAM_CLAN_IMAGE}/27811682/5750328d52d89df08f43288652be706f009aba48.png {STEAM_CLAN_IMAGE}/27811682/4c456008f10c8131034d38a8db387d8ffc514763.png {STEAM_CLAN_IMAGE}/27811682/9ca7a71398b4e31b64b5ead4c85fe5efb54e2d38.jpg [DevBlog] Uncle Joe's Cavalry on WheelsAug 8, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/0443a831ab400b1378b40752624d96fa4ed52e6d.png Soviet BA-6 medium armored car and its crew, supposedly of 7th Armored Brigade, Khalkhin-Gol area, 1939. Intro If any of you guys do remember Norm Koger's TOAW PC wargame popular in late 90s and early 2000s, then you may also have played his Nomonhan'39 scenario. This scenario was very well designed and very interesting to play (even though it was quite annoying mid-game to click through 25 turns of a cease-fire intended to simulate a supply shortages). What you probably don't remember, though, is that there were three Soviet mechanized formations in the scenario: 7th, 8th and 9th Mech Brigades. Each brigade was assigned with three motorized rifle battalions, also three tank battalions (27 T-26 light tanks each), a recon company (9 armored cars), a mortar battalion (24 mortars) and an artillery battalion (18 guns). https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/98e46ffa3490a202f837b6ce3decc8ba53f5ab7e.png This actually makes sense, right? Back at the time Norm couldn't possibly find any reliable references about the composition of these formations, and "Nomonhan" book (by Alvin Coox, the primary source of Norm's inspiration) was portraying these brigades as mechanized formations. So he have made some educated guess and designed them as if they were mech brigades in a WW2 sense, mixing some motorized infantry, infantry support tanks, and artillery. This composition may make sense, but it is rather far from reality. These three formations weren't a mechanized infantry (in the WW2 meaning) at all, but rather an armored cavalry, having a very specific purpose and organization. And this is where our story begins. Soviet Armored Cars of Interwar Period In the early 30s, Red Army was on the rise. Among the fruits of Soviet industrialization (accompanied by the severe famine of 1932-1933, when 5..8 millions Soviet people lost their lives) were hundreds of new planes, tanks and armored cars of domestic production. BA-27 became the Soviet first armored car design. Being a typical post-WWI 4x2 armored car, BA-27 featured 37mm short-barreled gun and a machinegun, some decent armor (7mm thickness was pretty good at the time) and some sloping of the front plates, but it also was clearly underpowered (a Soviet copy of FIAT 53A engine was capable of 35 hp only) and rather slow. Over 200 these armored cars were produced in 1928-1931, when more advanced designs were adopted. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/76ac957a485599ffd43cc556c21bb8b5847f0052.jpg A column of BA-27 (leading) and BA-I armored cars BA-I became a significant improvement over BA-27. Having the same armament (an additional bow machinegun was only a marginal improvement) as BA-27, it was featuring new 6x4 Timken chassis combined with Ford Model AA engine. The new chassis, known as GAZ-AAA in Soviet Union, allo...[DevBlog] Weapons and Vehicles of Khalkhin-Gol DLCMar 9, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/fc431de8bc95f6f44ca3acc7a95bd7810882ea5c.jpg Soviet soldiers and tankers inspect captured Japanese equipment Today is another post from dev blog series. This time we'll talk about weapons and vehicles available with Khalkhin-Gol DLC. As usually, everything we mention or describe below is a work in progress. Any methods, numbers, figures and visuals posted in devblogs are not final and may change by the time DLC will be released officially. Intro Khalkhin-Gol pack will be using new "Eastern Front 1930-1940" estab. This estab we plan to utilize not only for Khalkhin-Gol, but also for other (possible) DLCs of that era, like Soviet-Finnish War, Blitzkrieg in Poland, hypothetical campaigns wars like Soviet-Polish war in 1930s etc. For now we'll be limiting the scope of Estab to the systems which were used at Khalkhin-Gol (however there are few exceptions to this rule). Infantry Weapons and Autocannons Japanese light infantry weapons are remarkable for being represented with two distinct calibres: 6.5mm and 7.7mm. Although all Japanese units at Khalkhin-Gol probably have used 6.5mm weapons, 7.7mm weapons will be included into Estab as well. Players will surely value 13.2mm Type 93 AAMGs, 20mm Type 97 AT rifles and Type 98 AA guns high. Even if they are relatively short-ranged, they are still quite effective against hordes of Soviet lightly-armored tanks and armored cars. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/f311575ea793b14cab1789cf67eb8b8140b67792.png Soviet arsenal is probably well-known to most of you military history fans, so there should be no surprises. Weapons there are ranging from old Mosin-Nagant bolt-action rifles to devastating M4 quad AAMGs. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/b74f68b3f6525ecf7f18341032d397dcc7a6439b.png Artillery Japanese field artillery are ranging from elderly pre-WWI pieces like 75mm Type 38 and Type 41, to modern and very effective Type 92 105mm and Type 90 75mm guns. The latter also proved to be very efficient in AT role, although Japanese had only few of them at Khalkhin-Gol. Japanese dedicated AT guns are limited to 37mm Type 94, which are, despite their caliber, nevertheless very effective against thin Soviet armor. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/27ac676f6e44f1f413e565b145e6b8f9758aa1fe.png Like Japanese, Soviet players will have to use both older and newer weapon systems alike. The backbone of Soviet artillery are 45mm AT guns and 76mm obr.1927 (regimental) and obr.1902/30 (divisional) guns. One may miss notorious 122mm M-30 howitzers and 6-inch ML-20 gun-howitzers which will become a symbols of Soviet artillery in WW2, but there were none of these at Khalkin-Gol. Older 122mm obr.1910/30 howitzer and 152mm obr.1910/34 gun were used instead. Last, but not least, are 122mm obr.1931 guns. Just one battery of these rare a...[DevBlog] Direct firing gun accuracy for Eastern Front DLCsFeb 16, 2019 - Community AnnouncementsAs we have mentioned before, we will be posting regular devblogs about the progress of our Eastern Front DLC development. Here is the first one (and sorry: it's really big). https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/f90dc533ff8a09ea95cd30cb2f989285b9d313c9.jpg Disclaimer Everything we mention or describe below is a work in progress. Any methods, numbers, figures and visuals posted in devblogs are not final and may change by the time DLC will be released officially. Problem Weapon accuracy is one of the challenges we are faced with the development of Khalkhin-Gol pack. As this will be our first Eastern Front DLC, the Estab will likely be used later as the base for other EF packs, so we should be very careful about decisions we make and steps we take. New pack will bring two whole new nations into the game: Soviet Union and Japan. While some captured Soviet equipment was already introduced in previous packs and custom scenarios, this is nowhere near the introduction of the whole Japanese and Soviet arsenal. At first we thought we could reuse the Soviet 1942/1943 Estab we have been developing during late 2000s (and which never resulted in official DLCs). However, as it quickly turned out, values there were coming from different people who were creating that Estab over several years, and those people had different ideas in mind, and also they have been using different sources. Names for weapons and vehicles were inconsistent sometimes, but, what's even worse, we have identified some very different approaches for defining weapon accuracies and penetration figures. So this was definitely not the way we wanted to go. As we are not only going to add two new nations, but also later we would like to have added also Germany, Poland, Finland, Hungary, Romania, Czechoslovakia (and may be other nations of the Eastern European Theater), we have concluded that we need to develop completely new accuracy calculation system. The system that will be: - consistent across all the weaponry of all the Eastern Front nations; - transparent; - based on a reasonable scientific methodology; - simple and quick to use, so that it may be reused by any Eastern Front DLC developer without any special knowledge or skill. Consistent would mean, that we need to create the generic approach to define weapons not only for this particular DLC, but also for all the other (future) Eastern Front DLC. That means, whenever we decide to add German Eastern Front weapons later, we will need to re-define their accuracies according to the new model (so they may be a bit different to what we have been using with old DLCs, but consistent with the rest of EF data). Transparent would mean the methodology is well-defined, documented and is independent of any subjective opinions, "secret documents" or religious beliefs (which you could sometimes find in Internet battles between e.g. Wehrmacht and Red Army fanboys). Scientific methodology means the following. There are ...Our first Eastern Front DLC pack to be released in 2019Feb 2, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/0a81b4b62fa40f26dba140efa059f4db81b3d656.pnghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/92c655262214ff71d1307b1ec2b56001ef29f1a6.png Guys, We are happy to announce that we are resuming our Eastern Front scenario pack development. The first one we plan to release later this year and it will be covering Soviet - Japanese border conflict in May - August 1939, known as Battle of Khalkhin-Gol or Nomonhan Incident. Command Ops 2 Steam Workshop goes liveJan 26, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27811682/7dc2dd438fffec0907015a42d2490fe55f17b526.png Our Steam Workshop goes live this weekend, new functionality is already in place and the guide is up to date. Please give us your feedback, also don't hesitate to send your bugreports and suggestions. In the Workshop there is an excellent Caen scenario pack by Bie available for subscription.The Flare Path: FlotsamFeb 24, 2017 - Rock, Paper, ShotgunUBOOT, the Das Boot-inspired WW2 sub game with cutaway Type VIIs and fallible submariners, is going to be a few months late. Nudged onto a new course by Kickstarter backers accustomed to Silent Hunter-calibre realism, the Polish devs have spent the last nine months adding features, reworking visuals and poring over copies of Iron Coffins. New thinking means crewmen can now be cajoled in a stem-to-stern first person mode, torpedo slinging will involve target identification, stopwatches and stadimeters, subs can circumnavigate the globe, and UBOOT is to have a cardboard sister game. …