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Author Topic: Strategic Command WWII War in Europe  (Read 1617 times)

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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


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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



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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.


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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"


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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!



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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 Twitch Channel today, as we will stream the game at 11 am EST / 3 pm GMT / 5 pm CEST!




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