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Universal Combat CE News

3.00.20 INBOUND. AND IT'S MAJOR!

This is a very extensive update which wasn't scheduled to be released until later this year due to the sheer scope.

On the content side, as there will be new scenes mixed in with the legacy ones yet to be removed, it means that any/all scenarios which take place on the planet, will likely not work as expected due to referenced units not being present where they were scripted to be. Particularly since the new scenes are very large. They are 8km x 8km compared to the approx 1.5km x 1.5km sizes of the legacy ones.

The All Aspects engine (used in AAW/AOA games) suite being ported over, also has a vast number of built-in features which have to be ported over or things will either break, or just cause more work to be done. e.g. the character animation system is completely different in AAW as it is skeleton based. Which means that all the characters in UCCE have to support it. Which means that the animation engine can't be ported over until the character models are ready. Similarly, due to the advanced lighting and visuals in AAW not only do the UCCE shaders have to be upgraded or completed deprecated in favor of improved versions of the AAW ones, but the better models being ported over from AAW won't look the same or as good in UCCE until those tweaks are completed.

The AAW engine also has lots of built in features, most of which aren't going to be ported over as that's a different type of game. However, I plan to pick and chose the ones I believe would benefit UCCE. e.g. weapon fire deviation, ability for characters to lean, disabled craft falling to the ground under gravity and being destroyed on ground impact etc. These will be documented in the changelog as always. Remember, these are just features already in the AAW game engine and just being ported over as-needed.

This update - which is due out hopefully within the next 7 -10 days - also has a vast number of AAW assets (the Trello dev board has been extensively updated today) which have been ported over, implemented and tested. Those assets, in combination with on-going improvements to the terrain engine itself, are going to add a whole new visual dimension to the planetary portion of the game. If you already own AAW or AOA, then you should already know what to expect.

This is going to be awesome!

MAINTENANCE UPDATE

  • Minor revision to the description file for “A World Apart Episode 2” (CMDR_C0010) scenario
  • Updated the Game Builder System (GBS) distribution files to include the aforementioned scenario. More info.


See the full changelog for more details.

DEV SCHEDULE


You can now track progress via the dev schedule Trello board

MAINTENANCE UPDATE

  • Minor revision to the description file for “A World Apart Episode 2” (CMDR_C0010) scenario
  • Updated the Game Builder System (GBS) distribution files to include the aforementioned scenario. More info.


See the full changelog for more details.

DEV SCHEDULE


You can now track progress via the dev schedule Trello board

BUILD 3.00.19 RELEASED

  • Minor tweaks and improvements
  • Intruders will no longer be able to board the CC if the Tacyon Anagram Shield (artifact) is installed and is set to 50% or higher level.

    Also, when they do board, they will now drop the CC shields (any kind) automatically. When you hear the shields go down, this should be another warning that you have intruders on board.

    Below is a reminder of all the circumstances under which intruders will never board the CC

    - Tacyon Anagram Shield (TAS) installed and operational at 50% or higher level
    - EMD jammers are on
    - is in hyperjump
    - is cloaked
    - is docked
  • Updated (minor change to Playmod docs) GBS file distribution.
  • Updated game manual pages 1, 16, 83. Go to Control Panel and uninstall the previous version. Then locate and run the UCCE30_steam_shortcuts.exe file in your install folder to update stand-alone PDF files.



See the full changelog for more details.

UPDATE

I created a topic in the modding forum showing how to get the Tacyon Anagram Shield artifact.

BUILD 3.00.19 RELEASED

  • Minor tweaks and improvements
  • Intruders will no longer be able to board the CC if the Tacyon Anagram Shield (artifact) is installed and is set to 50% or higher level.

    Also, when they do board, they will now drop the CC shields (any kind) automatically. When you hear the shields go down, this should be another warning that you have intruders on board.

    Below is a reminder of all the circumstances under which intruders will never board the CC

    - Tacyon Anagram Shield (TAS) installed and operational at 50% or higher level
    - EMD jammers are on
    - is in hyperjump
    - is cloaked
    - is docked
  • Updated (minor change to Playmod docs) GBS file distribution.
  • Updated game manual pages 1, 16, 83. Go to Control Panel and uninstall the previous version. Then locate and run the UCCE30_steam_shortcuts.exe file in your install folder to update stand-alone PDF files.



See the full changelog for more details.

UPDATE

I created a topic in the modding forum showing how to get the Tacyon Anagram Shield artifact.