Universal Combat CE

Universal Combat CE

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dsmart  [developer] Sep 17, 2018 @ 10:05pm
PUBLIC TEST BRANCH
Please follow the instructions below to use the Public Test Branch builds.

Remember, the DLC and it's branch, both need the base game. So if the base game files aren't correct, then there will be issues regardless of which build you're running.


INSTALLATION

  1. Backup your saved games (.19 games are compatible with .20)
  2. Uninstall the base game. This will also uninstall the DLC
  3. Delete the game folder where Steam installed it
  4. Install the base game
  5. Install the DLC
  6. Run UCCE30_steam_shortcuts.exe* (installs shortcuts to docs)
  7. Switch to the PUBLIC TEST BRANCH if you want
  8. Run cleanup.bat*
  9. Restore your saved games (located in .\SAVE folder)

* Located in Steam game install folder

See the changelog[3000ad.com] for more

STEAM WARNING

The Steam client will sometimes fail to run spawned processes. This means that it most likely won't delete files that it's supposed to delete.

For this major 3.00.20 build, after the above steps, if you see a file named LANGUAGE.LNG in the .\DATA folder, that means Steam didn't run the CLEANUP.BAT file. You should manually run that file so that obsolete files are deleted. This is the same issue where it fails to run the installer for the docs shortcut for the base game (UCCE20_steam_shortcuts.exe) and the DLC (UCCE30_steam_shortcuts.exe), and you have to do them manually after a fresh install.

Later will also get Steam warnings about some files not being validated. This is a known Steam problem related to it not knowing about deleted files in builds.

UNIVERSAL COMBAT CE BUILDS

  1. Universal Combat CE 2.00.0x (base)
  2. UCCE - The Lyrius Conflict DLC 3.00.19
  3. UCCE - The Lyrius Conflict DLC 3.00.20 (via Beta tab)
Last edited by dsmart; Jan 2 @ 4:52pm
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Showing 1-7 of 7 comments
dsmart  [developer] Sep 17, 2018 @ 10:14pm 
Don't forget that you can use the IA test scenarios (scroll to the last page of the scenarios list) to check out the WIP planetary scenes.
dsmart  [developer] Sep 19, 2018 @ 4:40am 
For now, I am going to keep .19 and .20 as separate branches. Once .20 gets to a point where it's stable enough, it will become the new main DLC branch, and .21 will take its place as the bleeding edge public test branch.
rtoolooze Sep 19, 2018 @ 6:27pm 
Copy that.
Gonna go check out the WIP planetary scenes.
dsmart  [developer] Nov 6, 2018 @ 7:23am 
I am working on completing the remaining planetary scenes which will be released in the upcoming test branch which I will later (maybe after a month from release) merge to be the main build.

I don't have a timeline for release because it's still a LOT of work to implement these and test each one. I am shooting for releasing it by the Christmas holiday break.

Most of the work is in testing ALL the mission scripts which use these scenes since some of them rely on specific units in the scene which, if they aren't there, will cause the mission to fail.

FYI to figure out which mission scripts are used in planetary scenes, I had to write a program that spits out the names of all the scenes referenced in the script. Then I printed that out, and manually checked off each script after testing the new scene. The common issue found is that player and unit start locations are different, thus putting those locations inside buildings, too far from objectives etc.
almostpilot Nov 6, 2018 @ 3:34pm 
thanks for the info.
McTosh Nov 10, 2018 @ 8:58am 
Tasty!
-Increased number of fighters that carriers can launch when engaging stations
-Planetary launch pads will now launch capital ships at detected hostile capital ships. Will also now launch intercept fighters against hostile transports
dsmart  [developer] Nov 18, 2018 @ 9:49am 
The increase on CPU/GPU power, as well as some optimizations which I have made, are what prompted those changes.
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