Translations for our friends around the world.

Author Topic: Strategic Command WWII War in Europe  (Read 16738 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #15 on: March 20, 2017, 06:43:47 PM »
Strategic Command v1.01.04 beta now available

Hello everyone

There is now an updated beta patch available for Strategic Command
This addresses an issue with paratroops found in the v1.01.03 beta.

Further details available in the Strategic Command public beta forum http://www.matrixgames.com/forums/tt.asp?forumid=1602

regards
Ben Wilkins
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #16 on: March 22, 2017, 03:31:26 PM »
Strategic Command Update 1.02 - The Multiplayer is now available!

Since we released Strategic Command in November last year, our next goal was to keep improving the game, making it better and better.

The first official update – the “Garand Update” – brought a huge amount of fixes and improvements but, even if important, the update didn’t include a very anticipated feature, Multiplayer.

Today, your patience has been rewarded, as the PBEM system has been integrated into Strategic Command and it is finally available!

But the news is not over, because alongside the PBEM, the version 1.02 updates the game in many aspects!

Here are some highlights:

- fixed the zoom in and zoom out hotkeys, (+) now zooms in, and (-) now zooms out.
- fixed an Amphibious Transport PROPERTIES screen display error that showed incorrect research level information.
- fixed a naval path spotting error for when naval units are moved from point A to point B, previously only point B had additional spotting when the move was completed.
- fixed a Paratroops crash error when dropping prepared Paratroops on some enemy hexes.
- fixed a right click Transport unit limit display error for when a limit starts at 0 but increases due to Amphibious Warfare research as it was previously not showing the increased limits.
- fixed a bug that allowed players to deploy Transports above the allowable limits whenever a transport was loaded and disembarked on the same turn.
- fixed a supply calculation error with linked HQs that did not calculate the proper supply for adjacent units
- fixed a predicted supply calculation error that did not properly calculate projected supply beyond friendly territory when calculating from friendly HQs.
- resolved a crash for the 'commit_unit_last_unit_move' error
- fixed a rare RESOURCE calculation error that had some resources remain at a higher strength than they should be at when cut off.

Check the entire changelog below

You can download the update (293MB) from here

Get more information on the Strategic Command WWII: War in Europe from its official Product Page

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #17 on: March 22, 2017, 03:33:51 PM »
v1.02 UPDATE AVAILABLE

You can download the update (293MB) from here

v1.02 CHANGE LIST
- implemented PBEM++
-fixed the zoom in and zoom out hotkeys, (+) now zooms in, and (-) now zooms out.
- units in 0 supply will have their morale losses doubled from the typical morale loss calculations.
- fixed an Amphibious Transport PROPERTIES screen display error that showed incorrect research level information.
- fixed a naval path spotting error for when naval units are moved from point A to point B, previously only point B had additional spotting when the move was completed.
- fixed a Paratroops crash error when dropping prepared Paratroops on some enemy hexes.
- fixed a slight graphical glitch at the bottom last pixel row of the game map
- fixed a mouse over information error that did not show info for resources and terrain at the far left edge of the map.
- fixed a MAIN MENU screen button display error for resolutions less than or equal to 1280x1024.
- fixed a right click Transport unit limit display error for when a limit starts at 0 but increases due to Amphibious Warfare research as it was previously not showing the increased limits.
- fixed a bug that allowed players to deploy Transports above the allowable limits whenever a transport was loaded and disembarked on the same turn.
- fixed a supply calculation error with linked HQs that did not calculate the proper supply for adjacent units
- fixed a predicted supply calculation error that did not properly calculate projected supply beyond friendly territory when calculating from friendly HQs.
- fixed a file stamp error for campaign scripts in the Editor as sometimes the scripts were not being shown as changed and in need of recompilation
- linking HQs (rule 7.25.9) now starts with the lowest rated HQs first to the highest. This way a lower rated HQ can potentially increase the supply of a higher rated HQ closer to the front and not vice versa.
- addresses seg violation error when trying to land paratroops
- Improves in some cases the missing dat file error reported by some users (only works if the same campaign is installed that the PBEM game started with)
- Resolved a crash for the 'commit_unit_last_unit_move' error
- fixed a rare RESOURCE calculation error that had some resources remain at a higher strength than they should be at when cut off.
- fixed further graphics loading and memory issues.
- fixed a PBEM++ Lobby selection highlight error
- fixed a PBEM++ Lobby resign from challenge error, now challenges can only be resigned from when it is your turn.
- fixed a PBEM++ 'on_left_button_down' CTD during replays
- fixed a PBEM++ game over interface error that didn't fully disable the 'End Turn' and 'Save' options once a game is over, only Quit should have worked.
- fixed a PBEM++ first turn error where you join a challenge but subsequently have a connection error, games can still now be properly played under this circumstance.
- added a PBEM++ in game chat function.


Campaigns AI
- German AI will now react better to an Allied invasion of Italy

Campaigns
- Command and Control research now automatically increases HQ’s Action Points by 0.5 per level.
- The following Mobilization_2 scripts have been removed: #NAME= Italian Naval Aggression in the Mediterranean (USA->Allies) and #NAME= Allied Naval Units In Italian Waters (Italy->Axis) (Tigercub; Leadwiehgt).
- National Morale script for the Allied liberation of Narvik corrected so that Germany is correctly penalized now when that happens.
- In the 1944 campaign there is now a German Rocket south of Ypres, and Germany now receives an Anti-Tank unit in its Production Queue in October 1944.
- Italy will now surrender to Germany and have her remaining territory taken over by the Germans when her National Morale falls below 20%. The Axis should place German or Axis Minor units in Tirana and Scutari in Albania before Italy's National Morale falls this low, as otherwise Albania will liberate itself.
- Naples and Palmero are now Alternate Italian Capitals. This is so that if Rome is retaken by the Germans it will not make Italy surrender.
- Albanian Partisan Build Limit corrected.
- Italian Partisan activity will now take place in northern Italy after Italy is taken over by the Germans.
- DE 614 now fires if DE 674 is triggered, whereas before DE 657 would trigger it.
- DE 615 is now set to fire at the start of the turn so that it won't happen before Mussolini is rescued.
- In the 1941 campaigns, DE 674 has been changed to DE 675.
- Increased the chance of retreating for all land units eligible to retreat from 30 to 50% if in Non-Resource positions.
- DE 370 and its CONVOY script set to Type= 2 (sPzAbt653).
- Marseilles spelling corrected to Marseille in the National Morale scripts for 1939 and 1940 campaigns.
- London and Liverpool can now spawn Partisan units in the UK (crispy131313).
- The loss of Leningrad now imposes a 5,000 point National Morale penalty on the USSR (sPzAbt653).
- Added Variable Conditions for DE 622 and DE 623 so that Portuguese, Spanish, Turkish, and Vichy French ships serving as Axis Minors can also trigger these Decisions for making the passage through the Gibraltar Strait (fractious celt).
- Renamed Edinburgh port as Rosyth and Rosyth as Ambrose (Kirk23).
- In the 1944 campaign Germany's starting MPPs have been increased from 200 to 400, Production and Industrial Technology levels have been increased from 3 to 4, German Garrisons have been deployed at Venice and Lyon, and Rhodes is now in Axis hands with a German Garrison.
- Extra translations of Map Text included for the French, German and especially Spanish game versions.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #18 on: April 18, 2017, 02:49:05 PM »
Check out these excellent Counter Mods for Strategic Command!

 Strategic Command WWII: War in Europe is easily one of most successfully wargames released recently, and during the last few months a vibrant community has been centered around this game.

So, it is not surprise that a lot of mods have been already created, and we decided to give a proper highlight to some of them, focusing  (but not only) on improving the Counters used in the base game!

Check them out!


Did we forget other important mods of this kind? Point them out in the forum!

"653H Mod"


"Another counter mod"


"Battlefield Europe - Elite Forces"


"Evolutionary counters mod"
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #19 on: April 19, 2017, 01:55:53 PM »
Strategic Command LIVE on Youtube today!

Follow us as we play LIVE on our official Youtube Channel one of the most interesting wargame ever released, Strategic Command WWII: War in Europe!

We will stream the game at 11AM EST / 3pm GMT / 5PM CEST!

Don't miss this incredible occasion!

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #20 on: May 24, 2017, 03:15:22 PM »
Strategic Command goes on Steam in June!


6th of June 1944, the greatest seaborn operation in World War II begins. But there is another 6th of June to keep in mind, this one soon however.

Because on June the 6th 2017 Strategic Command World War II: War in Europe, one of the most intriguing wargames on the market, will be available on Steam

Since its release, Strategic Command has been known to employ a very well designed Historical Decision Event System, where every military decision must be taken very carefully, always balancing the advantages and the disadvantages.

In combination with a smart AI capable of long-term strategies, prioritizing fronts and making good strategic choices, Strategic Command WWII: War in Europe happened to be a very nice addition for both experienced wargamers and newcomers.

With Strategic Command marching straight to Steam, developer studio Fury Software is very proud to announce that an important update has been released for beta testing. This new version adds some needed icons for the UI, Expanded tooltips, an Amended supply distribution system, and many more improvements, making this version of Strategic Command the most playable and enjoyable one ever!

What are you waiting for? Get more information about the game from its official Product Page!

Do you want to see some action? Follow us on our official
Channel today, as we will stream the game at 11 am EST / 3 pm GMT / 5 pm CEST!


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #21 on: October 16, 2017, 06:31:40 PM »
Strategic Command 'Gewehr' Update! (V1.10)




Strategic Command will be 25% off for a whole week! What could you ever want more to buy it?
The sale ends on Sunday 22nd!



Hello Everyone

After several weeks in beta tuning and balancing we are pleased to say that Strategic Command v1.10 is now available.
This is a significant update and includes a wealth of amendments and bug fixes from the impressive amount of feedback and suggestions from you all following the release of v1.04, especially regarding the balance of the game following v1.04.
The change list is extensive (and listed below) but some of the changes to highlight are : Higher penalties for bring out of supply, (so for example reducing pockets should be more effective), Air unit deployment now needs a little more planning and HQ support and there have been a number of airpower tweaks, Ports are a little easier to capture and Supply lines (via chains of HQs) have been tweaked. Of course there are many campaign updates, other balance changes, AI improvements and bug fixes


v1.10 is compatible with save games from v1.08 (and earlier versions back to 1.04)
v1.10 is a comprehensive update (so you don't need to have previously installed v1.08 etc.)

Members Area:
http://www.matrixgames.com/members/publicDL.asp?gid=504

And from the public area :
http://ftp.matrixgames.com/pub/StrategicCommandWWIIWarInEurope/StrategicCommand-UpdateComp-v1.10.zip

Or of course you can obtain it by 'checking for update' when starting the game

Many thanks to all of you for your support, feedback and suggestions that have helped to make this the best version of Strategic Command yet.

Matrix Games & Fury Software


FULL v1.10 CHANGELIST

- units at 0 supply may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 50% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.
- units at 1 supply may now suffer desertion losses if they are adjacent to at least 2 front line ZoC enemy units that have a minimum strength and supply >= 5. They will then have a 20% chance of 1 strength point loss per adjacent unit. If they are reduced to 0 strength then the unit surrenders.

- HQs can now only be linked if the first HQ has a supply value >= 3, lowered from a previous threshold of >= 5.
- Air units will no longer receive supply from an HQ unless they are attached.
  - under supplied Air units, due to not being attached to an HQ, will be indicated by a red hatch beneath the applicable Air unit.
  - under supplied Air units, attached to an HQ but not to the most optimal supply giving HQ, will be indicated by a purple hatch beneath the applicable Air unit.
- fixed a Diplomacy screen error for when there are no active majors in a campaign for a particular side.
- fixed a spotting error that allowed non belligerent and non active Majors such as Italy to spot non friendly units in active Minor territories such as Egypt.
- units that swap will now lose a single entrenchment point rather than being reset to 0.
- fixed a surprised unit movement error for when a unit cannot actually advance at all when attempting to pass through a friendly unit and where it will then be subsequently surprised.
- fixed a PBEM++ Lobby games list error that caused incorrect listings and invalid game loads.
- fixed an air unit de-entrenchment error that caused air units to lose their entrenchment after attacking.
- fixed a recon spotting error that allowed recons to spot into adjacent bad weather hexes.
- fixed an end of game PBEM error that did not allow the current player to review the map once a game over condition had been satisfied and before exiting and sending the final turn to his opponent.
- fixed a unit supply determination error for when a unit is initially assigned to one HQ, and then re-assigned to another more optimal HQ (when HQ attachments are not set to Manual) during the land unit supply calculation phase.
- fixed an AI Carrier unit combat error that caused the AI to hang for up to 30 minutes.
- fixed an AI HQ and other support unit reorganization error that didn't allow the AI to maximize the potential offensive and supply positions of these units.
- fixed a PBEM++ server communication error.
- fixed a convoy MPP transfer amount error in the Convoy Map screen for some custom campaigns.
- fixed a map update issue that did not show the updated fog of war status, and subsequent port strength, for previously hidden ports once a naval unit completed its move adjacent to the port.
- fixed a fog of war shroud display error that did not lift some sections of the shroud due to the spotting range of units.
- fixed an AI naval combat error that had some naval units strike targets beyond their normal strike range.
- units that are temporarily removed from the northern coast of France due to the Atlantic Coastal Gun construction decision, will now be re-placed at the end of the turn on the same turn, instead of a turn later.
- improved AI calculation speeds for when the campaigns near their end dates and there are many hundreds of units on the map.
- Ports will now switch control if you've captured an adjacent resource.  The only exception will be if there is another enemy resource adjacent to the port, that resource will need to be captured as well.  All other port capturing rules remain the same.
- Ports no longer exert automatic control over adjacent and empty enemy hexes.
- units at 0 supply will have their morale, after recalculation, further reduced by 50%.
- units at 1 supply will have their morale, after recalculation, further reduced by 25%.
- added a LARGE ADDRESS AWARE flag to the game EXE that should improve performance and memory issues on systems running at resolutions >= 1920x1080
- improved AI calculation speeds.
- weather information will now display in the lower left hand corner geo locator panel on resolutions >= 1280x1024.  Previously this only displayed on resolutions >= 1680x1050
- HQs will now show their full attachment range when clicking on them a second time, similar to how intercept and escort ranges can be shown with fighter units.
- AI naval is less likely to bombard resources unless it is for an Amphibious assault.
- AI Axis early naval improved for the 1939 and 1940 campaigns.
- AI will attempt to upgrade less during good weather turns which should help it during OFFENSIVE opportunities.

CAMPAIGNS

- fixed several event popup texts for the French versions of the campaigns
- Changed the trigger on DE 664 - Germany: Dummy Event for Romania to switch sides from 25 to 50% (Mithrilotter).
- Removed the USSR from being a Variable Condition in the US Mobilization_3 script #NAME= 1942 (USA->Allies) that fires from the 1st January 1942.
- The Red Army’s 1st Tanks and 4th Paratroops are no longer assigned to arrive at Moscow in the 1939 and 1940 campaigns, so the player can now deploy them freely on their arrival date.
- Increased the strength of the German Heavy Cruiser Lützow at Kiel from 5 to 6 in the 1940 campaign as this will ensure it joins the correct AI fleet script.
- Added some Fortifications around Moscow in the 1941 campaign and also restored all the missing Fortifications from various German language campaigns (HvS).
- In the 1942 campaign, hexes 209,55 and 209,56 near Novgorod now start in Axis hands so that the German HQ near Leningrad has some supply (HvS).
- Land hex changed to number 563 at Long Island, and the island is now connected by road to the mainland.
- Chance of Storms reduced in the Mediterranean (Mithrilotter).
- Ports’ Sub Defense Bonus increased from 3 to 4. (Leadwieght).
- Vienna is now an Industrial Center, while Breslau, Cologne and Dresden are now Secondary Supply Centers.
- Intelligence & Spying research can now only have 1 chit invested at a time (HvS).
- Increased Germany’s AA Build Limit from 4 to 6 and the UK’s from 2 to 4.
- Increased AA units’ base attack values against Strategic Bombers by 1 (Goodmongo; dave123).
- Increased the base Strategic Bomber Defense values of Capitals and Major Capitals from 1 to 2.
- Starting Fighter Interception Range increased by 1.
- Starting deployment locations of the Finnish HQ and Fighter amended in the 1939-41 campaigns.
- Variable Conditions in the TERRITORY scripts relating to DE 661 and DE 662 amended.
- Removed France from the Variable Conditions in the Volksgrenadier and Volksturm Decisions (Leadwieght; crispy131313).
- Added one more USSR resource (266,57) to the RESOURCE scripts that only fires for the Allied AI when industry is transferred from the Ukraine to the Urals.
- Added one more US resource (0,104) to the RESOURCE script that fires when they join the Allies.
- Amended the Alignment Position in DE 602 and its related National Morale script from Paris being Axis to Toronto being Allied (Leadwieght; Yeremenko).
- Italy’s starting MPPs increased in the 1939 Campaign from 80 to 110 to compensate for having to transport units to North Africa that previously deployed there directly.
- Batumi port added and railway connecting Poti to Tbilisi added (Mithrilotter).
- Trans-Caspian railway added (SPzAbt653).
- verhindern changed to behindern in the German Language Partisan scripts (HvS).
- HQ names corrected in the German Language campaigns so that they match the translated names in the campaigns (HvS).
- German resource names and Map Text corrected (HvS).
- Set up a dummy DE 676 to trigger the Axis Gibraltar Supply Event for all plausible Axis Minors as well as German units occupying Gibraltar, and linked the Supply script to that.
- Surrender_1 script amended for #NAME= DE 105 - UK Moves Government To Toronto, so that:
1) the Port hex at 25,96 at Yarmouth Nova Scotia will no longer transfer to the UK.
2) the coastal hexes at 37,89 and 36,89 and 34,82 and 29,48 will now transfer to the UK.
- Settings expanded for the National Morale script #NAME= USSR - USSR Morale Boosted From Allied Landings In Italy = (Mithrilotter).
- 1939 & 1940 campaigns have had the Date, Condition and Failsafe dates for the event #NAME= British Forces Mobilize In Egypt changed so that these units will generally deploy earlier. The settings are now:
       #DATE= 1940/01/01
       #FAILSAFE_DATE= 1941/02/01
       #CONDITION_POSITION= 204,125 [7,7] [1,1] [1] [0]
- US Mobilization_2 script added to penalize the use of 2 or more US ships in the Atlantic prior to the USA’s entrance into the war (nnason).
- DE 603 corrected so that it now requires Casablanca to be in Axis hands (Sugar).
- Changed #AI= 2 to #AI= 4 in some POP UP scripts so that they will appear in Multiplayer too (Ice).
- Some amendments made to Anti-Tank Research levels and investments from the 1941 campaign onwards (Mithrilotter).
- German Tank unit added near Vyazma in the 1942 campaign (Numdydar).
- Ground Attack Weapons’ attack values for Tactical and Medium Bombers against all ground units and resources now increase by 0.5 per level rather than 1. Their starting values have been increased by 0.5 against these target types so that their quality in the early/mid war isn’t affected. De-Moralization now increases by 10% per level of Ground Attack Weapons research.
- Logistics Research corrected for all Minors so that their HQ Build Limits will not increase.
- Anti-Tank Units' Hard, Light Armour and Tank Defense Values increased by 1, so their new values are respectively 2, 5 and 6.
- Resources upgraded with AA will receive a 0.5 increase in their Rocket Defense value per level (Mithrilotter).
- Reduced Fighters’ Strat Bomber Attack value from 2 to 1, and Strat Bombers’ Fighter Defence value from 2 to 1 (HvS).
- Germany can now build 3 Motor Torpedo Boats, Italy 2 (Ice).
- More Garrison unit names provided for Italy, the USA and the USSR.
- Italy’s Fighter Build Limit reduced from 5 to 4.
- Moved Helsinki port from 196,52 to 194,52 (Jack59).
- Fighters’ Escort Range increased from 7 to 9.
- Strategic Bombers’ Strike Range increased from 12 to 13.
- Long Range Aircraft research will now increase Fighters’ Escort ranges by 4 per level, and Strategic Bombers’ Strike range by 3 per level.

1939 Campaign
- Put the USSR back to having only 1 chit invested in Production Technology.
- Reduced the USSR's starting MPPs back from 150 to 45.
- Gave Germany a chit in Command and Control.
- Removed the UK's Infantry Warfare level 1.

1940 Campaign
- Gave Germany a chit in Command and Control.
- Removed the UK's Infantry Warfare level 1.

1941 Campaign
- Removed the invested chit and gave Germany level 2 in Command and Control instead.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #22 on: October 19, 2017, 03:56:13 AM »
Strategic Command WWII: Community Content



From Matrix

Our incredible users are always striving to create new contents for their favourite games, bringing awesome mods on daily bases that we are always happy to share with all of you.
Today is Strategic Command's turn, with this new Community Content that contains 5 of the best mods that our users have ever created!

- Fall Weiss II, created by Christopher Paton. Fall Weiss II builds off the original 1939 Storm Over Europe Campaign.  The campaign includes new decisions, a new unit structure, updated bitmaps, and a greater focus on minor neutrals and their economic and military importance. Many units can now be built at the Division, Corps or Army Scale & New Mountain Infantry will receive specific bonuses in Mountain Hexes. The mod is fully tested for PBEM or single player but never tested for AI co-operative.

- Calm Before the Storm, created by Mats-Erik Wiktorsson. 1938 Calm Before The Storm starts 1938 during the build-up to WW2. It gives the player many decisions to decide whether the historical path should be followed or if they should choose another.

- 653H, created by Steve Sill. The 653H Mod provides historical orders of battle for the 1939 Campaign. Other modifications have been made to: Research Categories, NATO Icons and Unit Counters, Unit Types, Decision Events, Production, aspects of Movement and Combat, Map and Graphics changes. For full details see the included 'HistModDNotes' text document.

- Advanced Third Reich, created by William Macon. This is an adaptation of Avalon Hill's 1992 board game ADVANCED THIRD REICH (A3R), the sequel to THE RISE AND DECLINE OF THE THIRD REICH originally designed by John Prados in the 1970s. The term "adaptation" is used loosely here because, frankly, while many features are more or less faithful recreations of A3R, there are many other features that are not. This adaptation has roughly the same map scale, the same force pools and scenario orders of battle, and the same relative economic production and unit costs. The scale and scope is essentially the same, so veteran players familiar with A3R should feel right at home – right down to the customized military unit icons. However, many things are different and players may notice elements of the Strategic Command (SC) series, Clash of Steel (COS), A World at War (AWAW), World in Flames (WiF), European Theater of Operations (ETO), Blitzkrieg General (BG) and the more recent John Prados' Third Reich (JP3R). The gameplay itself is fundamentally different because the game mechanics of SC are significantly different than those of the A3R board game. Thus, this adaptation is a melting pot of sorts for the World War Two ETO grand strategy game genre.

- World War 3, 1946, created by Harry Kellog Junior. In May of 1946, Stalin decides to fulfil his deepest ambition. In a lightning and classic Soviet Deep Battle, the Soviet Armed forces quickly break through the weak and untrained US, British and French occupying forces in Germany. The Wasserfall Missile, Seehund Mini-sub, P-80 Shooting Star, Meteor fighter, MiG 9, Yak 15 and X-4 Air to air missile appear on the battlefront for the first time. The fate of Eurasia and the world is in the balance.

The content will be showed in the "Single Player" mode, and the mods will be listed under the official scenarios.

We also wanted to remind you that Strategic Command WWII will be 25% off for the whole week!
And last but not least, today we'll have a stream on our Twitch channel to celebrate this event! Come hang out with us at 10 AM EDT / 3 PM EST / 4 PM CEST!
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII War in Europe
« Reply #23 on: May 03, 2019, 12:17:26 AM »
Strategic Command WWII: War in Europe – The “Panzerfaust Update”




The third official update of Strategic Command WWII: War in Europe is finally available for download.

After the “Garand” and “Gewehr” updates, we are very proud to release the “Panzerfaust Update”, and there are many reasons to be excited about it.

This Update is truly massive, touching hundreds of game elements, bringing the game to its highest level.

NOTE: Before proceeding to download the update and to the changelog below, there are three important things to notice.

1) The first is that all the changes and updates previously released for World at War are now in place for War in Europe as Well. This has been a major effort and we’d like to thank the developer for the constant great support on the game.

2) Previously saved games against the AI or in Hotseat will not be compatible with the Panzerfaust Update.  Do not update until you have completed your games in progress.

3) The third important element to know is about PBEM. With the Panzerfaust Update current PBEM matches won’t be compatible with the latest version so, if you have important battles going on, our advice is to not update until you have completed the session. You’ll have 3 months to play your multiplayer session after which we would turn off PBEM support for older versions.
If you are playing a Steam version, the update to the latest version is automatic, however if you prefer to continue playing for now with the older v1.15.02 version, you can downgrade via the beta branch and you’ll be able to keep playing you sessions in there.  To downgrade, simply right click on the game in your Steam library, click on Properties->Beta and then select the applicable legacy version in the Beta dropdown list.

GoG users will have full control over the download choice.

But let’s not waste any time further and jump straight into the Panzerfaust Update! Click here to download it.

You can check the full changelog below:

v1.16.00

Game Engine Changes/Fixes
•   Fixed a bug that allowed naval units to enter sea ice hexes.
•   Fixed a unit movement error that allowed units to move a second time under a rare combination of circumstances.
•   Fixed an error where an artillery unit with no shells could attack under fog of war during a surprise encounter.
•   Fixed AI Strategic Bomber and Rocket attacks to have a higher priority on available resource targets.
•   Fixed a convoy protection message error that output the same name for the recepient and sender countries.
•   Fixed a unit display error that would show enemy unit experience under FoW when mouse hovering over an enemy unit.
•   Fixed an upgrade error that allowed some instances of upgrades in non cooperative hexes.
•   Fixed a reinforcement error that allowed some instances of reinforcement in non cooperative hexes.
•   Fixed a mouse hover delay error after conducting combat in game.
•   Fixed a Major_01 custom bitmaps retrieval error for mods or other custom campaigns.
•   Fixed a Diplomacy screen text display error when the number of friendly majors investing exceeds 6 majors.
•   Fixed a rare CTD bug in the Convoy Map screen that would happen if there should be a convoy listed for a country completely knocked out of and removed from the war.
•   Fixed some AI transport handling that incorrectly added units to transport plans beyond the scripted size.
•   Fixed a LOOP event issue that caused the scripted loop positions to change locations.

•   Fixed a PBEM++ Lobby error where if there were no entries in the Join list and you pressed the Enter key, it would cause a CTD.
•   Fixed a TERRITORY event error that could lead to the creation of more than one Capital for a new country.
•   Fixed a mouse hover resource MPP display error that did not show MPP values for Fortresses if they were assigned a value.
•   Fixed a Reports screen error that did not count Major Cities and Major Capitals when mouse hovering over the bar chart for Cities.
•   Fixed an error that did not take into account an enemy crossing action point penalty value for Major Rivers.
•   Fixed an error that did not take into account general action point penalties for River terrains.
•   Fixed a Diplomacy screen error where friendly majors not yet at 100% were not showing in the list.
•   Fixed a Diplomacy screen error that did not list fully mobilized Minor countries that are not yet at war with the currently selected Major.
•   Fixed a National Morale error that saw large decreases of National Morale during Strategic Bombing attacks.
•   Fixed an HQ attachment error that allowed you to attach/detach units that had attacked but not yet moved.
•   Fixed a hidden unit error that had Subs attacking other Subs when an AI Sub was surprised by an enemy Sub.
•   Fixed an issue where some DECISION TYPE=3 events were not firing on AI turns.
•   Fixed an issue where Amphibious Transports could remain at sea and attack adjacent land units over subsequent turns, now they can only attack once without the ability to attack again on a new turn.
•   Fixed an issue where Special Forces could not load into an Amphibious Transport in an available coastal hex if it was located next to an adjacent Port that was full of naval units.
•   Fixed an error that allowed Paratroops units to air drop into bad weather hexes.
•   Fixed an error that allowed UNIT event Garrison units to arrive with strengths > 5.
•   Fixed a position check error that led to some unwanted POPUP events triggering when they shouldn't have.
•   Fixed a bug where an enemy naval unit trapped in a friendly port, after hex ownership change, could not be attacked.
•   Fixed a bug where Coastal Guns could not fully spot adjacent enemy naval units under FoW.
•   Fixed an error relating to declaring war on all available nations and then attempting to launch the Diplomacy screen which led to a CTD.
•   Fixed a 3D model unit sprite error for some AI units coming off of the production queue.
•   Fixed an issue where a Sub would dive and disappear from view under FoW despite ending its dive next to another eligible attacking unit.
•   Fixed an issue where naval units that took refuge along neutral major country coastlines could not be attacked.
•   Fixed an AI reorganizational issue that led to it placing air units adjacent enemy borders when it was at 100% but not mobilized.
•   Fixed a Carrier move and strike range error that did not allow Carriers to recon once they moved their maximum AP and had no visible targets in range.
•   Fixed an escort error that allowed fighters from bad weather tiles to escort.
•   Fixed a unit desertions/surrender error for units with supply < 5 that had them incorrectly re-appear on the purchase list at a discounted price.

•   Fixed a combat error that did not list destroyed units that were in good supply for possible repurchase at a discounted price.
•   Fixed several AI Carrier combat issues as Light Carriers were never attacking and Carriers were avoiding enemy naval units in port.
•   Fixed reinforce tool error that did not allow you to elite reinforce the aircraft portion of a Carrier.
•   Fixed a hide/show unit error that kept units hidden when you elected to end a turn.
•   Fixed a bomber flying over neutral territory error.
•   Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++.
•   Fixed a rare AI Carrier combat error that led to a Carrier restrengthening itself prior to a follow up strike if intercepted and it had acted as its own escort.
•   Fixed a minimum shell reloading for artillery error at the start of each turn.
•   Fixed a rare AI naval combat error that led to a CTD.
•   Fixed an error that led to zero strength units not being destroyed in some rare cases.
•   Fixed a spotting error that did now allow units to have a proper FoW shroud reveal at sea relative to their spotting range.
•   Fixed a spotting error that allowed some units such as Carriers to have a full range shroud reveal as well as spotting within rain/storm hexes.
•   Fixed a Carrier movement issue that set Carrier strikes to 0 when full AP had been expended under FoW.
•   Fixed an end of game error that would lead to a CTD when navigating sub menus after the game has ended.
•   Fixed a MOBILIZATION#4 DECISION linking error that did not properly fire linked events from other scripts.
•   Fixed a MPP losses calculation error for when the defender was a Transport, actual unit type MPP losses were not taken into account.
•   Fixed and better optimized several issues related to AI transport escorts and screens with naval units.
•   Zero supply units, HQs excluded, automatically lose 1 strength point per turn if and only if they are at least one hex beyond traceable supply.
•   Automatic interception will now select fighters with an optimal combination of high readiness and advanced aircraft research level.
•   Information tips added to Diplomacy screen to help further indicate the diplomatic status of the majors listed at the top of the country list.
•   Upper left country flag selection in the game screen will now default to the first non AI controlled friendly major country ID on your side when playing an AI game.
•   Selecting a major in the upper left country flag selection area of the game screen will now determine the first major country ID selected when navigating the various interface screens.
•   AI will no longer disproportionately focus on Coastal Guns with its navy, and will try and avoid Kamikaze attacks on enemy subs since they are likely to dive.
•   POPUPs specific to AI controlled Majors on your side will no longer appear during your turn.
•   FoW will no longer be recalculated before a friendly Major is controlled by the AI on your turn.
•   Hidden resources on the map will no longer appear in any reports screens and/or totals.
•   Reclaiming a diplomatic chit will now warn you before finalizing the action.
•   NATO sprites will now also mirror their facings as needed, similar to 3D units, which will be useful in some mods.
•   PBEM++ in game messages to opponents now increased to 130 characters from 65.
•   PBEM++ games will seamlessly work if you switch from one computer to another between turns.

•   Majors that reach 100% will now still appear in the Diplomacy screen list enabling declarations of war against them, but diplomacy will still be inapplicable as they've reached 100%.
•   Abandoned Ports adjacent an enemy City/Town will now switch to enemy control.
•   Clicking on a location in the Convoy Map will now have the game jump to this location.
•   Implemented support for UNICODE (UTF-8 BOM).
•   Re-typed internal data types to use less memory bits wherever applicable.
•   Increased the number of MAJORS from 8 to 10.
•   Supply rule changes: ◦ Subs can no longer dive at 0 supply.
•   All raiders can no longer raid at 0 supply. ▪ Defending units at 0 supply will receive 50% more damage from a successful attack against them.

•   Fighters and carriers cannot intercept/escort when at 0 supply.
•   Maximum reinforcement points is now 5 strength points per turn for all naval units except Motor Torpedo Boats.
•   Naval units positioned top of a small island sea enemy hex will no longer be fully revealed under FoW.
•   Minor nation Capitals, Fortresses with 3 or more adjacent enemy units will now have their supply reduced by one strength point per turn.
•   Neutral majors can no longer load units onto Amphibious Transports.
•   Research and intelligence breakthroughs have been amended to simply increase the development advance percentage by a random 10-20% rather than a full development breakthrough as was implemented in previous games.
•   Defending subs at zero supply, or defending land units defending from ground attack at zero supply, will now have their morale fully recalculated after any defending strength losses are applied.
•   Research progression report popup alerts now display the percentage advance in the popup.
•   Research breakthrough advancements doubled from 5-10% to 10-20%.
•   Operational movement cost for air units is now double that of land units.
•   Zoomed map that shows the entire map will now recognize if the 'hide' unit option is enabled and only show unit activation symbols if units are not selected to be hidden.
•   Scrolling of map when mouse cursor is along map edges will no longer occur if a player has left clicked the map to drag the map instead.
•   Computer income bonus (MPP %) has been changed to 5% increments from 10%.
•   Special Forces units, after amphibiously unloading, now maintain supply for up to 5 turns with a drop of 2 supply points per turn.
•   Free French units can now be attached to British HQs.
•   Subs will now have a 25% chance of receiving at least a single strength point loss when diving from attack.
•   Ports no longer provide supply to land units if there is an enemy land unit adjacent to the port.
•   Improved AI HQ landings which now better attempt to consider adjacent enemy units before landing.
•   Improved AI Amphibious landings in general.
•   Fortifications that have a lower defense value than the terrain they are located on, will now adopt the terrain defense value + 1. Otherwise the regular Fortification defense value will apply.`
•   National Morale losses and bonuses due to naval combat will now be doubled for all naval units except for Destroyers, Subs, Motor Torpedo Boats and Transports.
•   NEW UNITS screen will no longer be displayed unless there is at least one new unit that can be placed on the map.
•   Intelligence spotting of hidden units under FoW now capped at 5 units per turn.
•   New units that cannot be placed on the map will now have the OK button shown as disabled, with a tool tip over the OK button providing further information.
•   tile_highlights_sprites.png file amended to add an extra highlight which separates the ZoC highlight, 7th sprite, from the sometimes used extra attached HQ highlight.
•   Added a load and apply custom MOD screen under the SETTINGS screen, allowing players to turn on or off installed MODS at anytime in game. ◦ Mods must be installed in the USER folder for the game, typically Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods
•   Mods must be installed in the following format: ▪ Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>
•   Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Bitmaps
•   Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Interface etc.

Editor Changes/Fixes
•   Forced march and naval cruise range multipliers are now editable.
•   Max strength for resources amended to 15 from 20.
•   Dramatically improved script compilation speeds
•   New View button to help with editing and viewing POPUPs and DECISIONs to see how they will appear in game
•   More powerful display options for POPUP and DECISION events, see header notes at the top of these files for more details.
•   POPUP events now have a #MAP_POSITION field that if specified will center the map on this position before the popup image appears.
•   Added a #NAVAL_CRUISE= flag for AI TRANSPORT and FLEET events.
•   Fixed a v1.15 -> v1.16 conversion error that did not properly convert the turn/economic data from modded campaigns when using the CampaignConversionTool.exe
•   • Fixed a CTD when attempting to zoom in on small map sized custom campaigns.

Campaigns
•   Successful diplomacy against Majors will now move them only 4-8% towards your side, and the cost of a chit has consequently been reduced from 175 to 150 MPPs.
•   Successful diplomacy against Minors can move the targeted country 4-24% towards your side.
•   Tanks De-Moralization value increased to 35% and Heavy Tanks' to 50%.
•   Tactical Bombers' De-Moralization value increased to 30%, and their attack values reduced from 2.5 to 1.5 against Soft and Hard targets.
•   Medium Bombers' De-Moralization value increased to 50%, and their attack values reduced from 1.5 to 0.5 against all land targets.
•   Strategic Bombers' De-Moralization value increased to 15% and their Fighter Defense value decreased from 1 to 0.
•   Chance of all types of Transport retreating increased to 75%, with the potential retreat range for Transports and Amphibious Transports (Long Range) increased from 2 to 3 hexes.

•   Subs’ Hidden Attacker Readiness Bonus reduced from 25% to zero.
•   Decreased land units’ Operational Costs from 15 to 10%; air units from 30 to 20%.
•   Division; Corps; Paratroops; Cavalry Division; Cavalry Corps moved to be second line units when assessing Zone of Control rules.
•   Shock Army’s upgrades for Infantry Weapons will now improve their Light Armor and Tank Defense by 1.5 per level rather than 1 per level.
•   Aircraft occupying Marsh or Mountain now benefit less from the terrain’s defensive bonus if they are attacked by infantry or armoured units (room).
•   The cost of Mechanized units has been increased from 200 to 250 MPPs (Pocus).
•   Cost of Coastal Guns doubled from 100 to 200 MPPs so as to increase their repair costs.
•   The cost of Motor Torpedo Boats reduced from 100 to 75 MPPs (Mithrilotter).
•   The cost of the UK’s Fighters has been reduced from 250 to 225 MPPs.
•   O.S.S. and Norwegian Batteries’ Strength scripts corrected (dhucul2011).
•   O.S.S. Strength scripts’ effects increased to bring them in line with WorldAtWar.
•   Trigger date for Mobilization_2 scripts Sealion (Turkey?Axis); Axis Advance To Sevastopol (Turkey?Axis) and Axis Conquer Egypt (Turkey?Axis) amended so they can fire from 1st September 1939 (Taxman66).
•   Italy’s National Morale will now fall by 5,000 points if Germany surrenders, providing Italy is still on the Axis side.
•   If the UK moves its capital to Canada then Halifax Town and Port no longer switch ownership to the UK, instead Yarmouth does.
•   Removed the mention of Vichy from the Unit script for the deployment of the Lorraine Battleship (Taxman66).
•   National Morale script boosting Soviet morale when France is liberated no longer requires Moscow to be in Allied hands when it fires, but it does now require Paris to be in Allied hands (Numdydar).
•   The wording of the Soviet National Morale boosts when Allied forces are in France and Italy amended, so they will also feel right when these forces haven’t landed but have instead marched into France or Italy from elsewhere (Xwormwood).
•   Strategy Guides updated to reflect DE 603 where Germany can entice Franco to enter the war requires Spain to have a pro-Axis leaning of 60% to fire.
•   All air units deployed via DE 301 now arrive with full research and the 1939 and 1940 Strategy Guides have been updated to reflect that (Taxman66).
•   Research progression to levels 4 and 5 is now at an average of 4% per turn.
•   Patton’s base rating increased from 6 to 7 (JJRambo).
•   Fortification’s Maximum Entrenchment increased from 3 to 4.
•   DE 619 now provides 4 rather than 2 Volksgrenadier Corps, and their formation boosts German National Morale by 5,000 rather than 2,500 points (LLv34Mika).

1939 Campaign
•   France’s Tourville Heavy Cruiser now deploys from the Production Queue on the 1st March 1940.
•   The time delay between the UK ordering Operation Fork and it being carried out has been removed.
•   Improved AI handling of a post Sealion situation.
•   Germany’s starting MPPs increased from 50 to 100.

1939 and 1940 Campaigns
•   Alternative deployment locations added for the Afrika Korps so that if the original location is not available, the units can deploy elsewhere.

•   1939-41 Campaigns
•   #BELLIGERENCE_CONDITION= corrected in the Belligerence script AXIS AI: Germany Declares War On The USA (sPzAbt653).
•   The cost of DE 627 for Germany to deploy Coastal Guns corrected so that it matches the Decision text (sschnar1).
 Strategy Guides updated to reflect that DE 113 fires 1st September 1941 rather than on the 1st December 1940.

1941-1944 Campaigns
•   When France is liberated it will now have Mobility and Anti-Aircraft Defense level 1 (Mithrilotter).
•   defender losses would be greater than the remaining defender unit strength, i.e. unit will be beyond destroyed.
•   unit count totals in the Reports screen will now include units in a naval loop.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Tags:
     

    Chains of War - Command Modern Air Naval Operations: By JC

    Started by Asid

    Replies: 0
    Views: 3018
    Last post May 23, 2017, 03:08:17 PM
    by Asid
    Home of Wargamers Live Dec 2020

    Started by Asid

    Replies: 3
    Views: 5495
    Last post December 04, 2020, 02:39:35 PM
    by Asid
    Strategic Mind: Spectre of Communism

    Started by Asid

    Replies: 45
    Views: 10534
    Last post February 25, 2021, 03:33:39 AM
    by Asid
    Empire in Arms the Napoleonic Wars of 1805 - 1815

    Started by pzgndr

    Replies: 63
    Views: 26712
    Last post October 12, 2021, 11:08:23 PM
    by Asid
    Command Ops 2: Rescuing Cavalry

    Started by Asid

    Replies: 0
    Views: 3723
    Last post January 03, 2017, 07:47:56 PM
    by Asid