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Strategic Command WWII: World at War

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Asid:
Version 1.07.00 now available
Wed, 12 August 2020



GAME ENGINE CHANGES
•   Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565).
•   Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin).
•   Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat).
•   Fixed a transport unload error that would sometimes freeze the rest of the in game interface.
•   Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection.
•   Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo).
•   Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).
•   Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313)
•   Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion.
•   Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).
•   Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See TemplatesEvents POPUP.txt for more details in the NOTES section of the header.
•   Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See TemplatesEvents for more details in the NOTES section of the header of the applicable files.
•   Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface.
•   Added mouse hover information for map convoys.
•   Added mouse hover 'Undersupplied' air unit information text.
•   Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details.
•   Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell).
•   Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott).
•   Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).


1939 Campaigns
•   Pan American Zone will now disappear when the US joins the Allies, and hovering the mouse over the zone icons will now display a warning to not enter the zone (Axis) or to stay within the zone (US).
•   Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 2-3 hexes of key locations.
•   Italian Fighters at Bari increased in starting strength from 5 to 8.
•   Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 6 or more naval units within 12 hexes of Syracuse.
•   New in game messages and Pop Up Events added to better assist the Axis player on how many units need to be kept in the east to avoid Soviet mobilization, and also to advise the Axis which units need to be kept in Manchuria.
•   New in game messages and Pop Up Events added to better assist the Allied player on how many units need to be kept in Mediterranean to avoid Italian mobilization, and also to advise the US not to have too many units on Hawaii or Oahu.
•   Text for the Yugoslav coup Mobilization_3 scripts corrected (Fico Filip).
•   Duplicated Mobilization_1 scripts removed for the Axis declaring war on Belgium triggering the Netherlands 30-50% (pjg100).
•   The Afrika Korps decision will now be presented to Germany in the autumn of 1940, with the exact date being variable (taffjones).
•   Alternative destination of Wadi Halfa set for the Long Range Desert Group in case the Siwa Oasis has already fallen before it arrives (Early Doors).
•   Italian Garrison unit added at Rhodes.
•   Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units have been reduced accordingly.
•   Mobilization_2 scripts for the USSR amended to reduce their upward swing towards the Allies from an Axis Sealion under Green and Novice difficulty levels when playing against the Allied AI.
•   Amended the Unit script for the Flying Tigers so that they will now arrive in the Axis turn 26th September 1941 and therefore they cannot act as interceptors or be attacked before the Allied turn (Boudi).


All Campaigns
•   The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London.
•   Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports.
•   Raiding symbols removed from Willemstad as they weren’t functional.
•   References to Submarines removed from all raiding scripts.
•   Supply scripts updated and symbols removed from the map where necessary as they are now automatically appear in game, with text explaining them when hovering the mouse over the raiding hexes.
•   The text for some raiding scripts has been updated to remove references to U-Boats.
•   Decision 674 corrected to check 7 hexes rather than 15 (Marcinos1985).
•   The Axis can now only attempt to prevent 30 of the 80 MPPs from being delivered to the USSR via Vladivostok by blockading the port. To effect this, DE 352 (1939 campaigns only) and DE 353 no longer check if there are no Axis units outside Vladivostok to fire, while DE 456 (1939 campaigns only) and DE 457 have been added to provide the USSR with 50 MPPs if there is an Axis unit outside Vladivostok.
•   In all Decision files: Hanoi is in Axis hands; #ALIGNMENT_POSITION= 184,69 [1] changed to: ; Haiphong Port is in Axis hands #ALIGNMENT_POSITION= 185,69 [1] so that the Burma Road functions if Japan doesn’t take all of Indochina (sschnar1).
•   DE 616 to split the USSR will now only fire if there is a Japanese unit within 25 hexes of Sverdlovsk or 12 of Krasnoyarsk (Fubarno; Xsillione).
•   Corrected the spelling of Vladivostok in all language files.


Asid:
Join the Tournament Beta
Wed, 25 November 2020



Strategic Command WWII: World at War joins the list of games which support a tournament system and we’re now ready to start our first tournament. It’s the first game ever in the franchise with tournament support. The tournament will be using the 1939 World at War campaign map.

The Tournament will begin on November 30th and it will last 2 rounds, each lasting two weeks.

All you need to do is own the game and sign up here https://www.matrixgames.com/tournaments . The system will then pair you with opponents and create your PBEM games for you. You will be notified by mail of when the tournament is starting and when it will be time to play your turns.

It is a Beta tournament so there might be bugs. If you encounter any, please report them in the dedicated thread and we will address them https://steamcommunity.com/app/957720/discussions/0/2963894618453035146/


Asid:
Strategic Command WWII: World at War - v1.08.00
Thu, 26 November 2020



A new patch for Strategic Command WWII: World at War is now available and it brings a long list of improvements to the game.

GAME ENGINE CHANGES
- Fixed a Maritime Bomber error that did not take into account its ASW when attacking a sub (Mithrilotter).
- Fixed a FoW error that would cause subs to disappear from the screen when they were in Silent mode and within a shroud lifted area after a friendly Carrier would move within spotting range but not adjacent to the sub (Mithrilloter).
- Fixed a convoy path checking error that did not consider control of Land + Sea hexes when checking for proper convoy path validity (sschnar1).
- Fixed a combat error that did not have friendly artillery return fire from an controlled Heavy Artillery attack if within range (Mithrilotter).
- Fixed an enemy raider unit display error under fog of war if the raider unit was a Tactical or Medium bomber (Mithrilotter).
- Fixed a port control switching error for when a country surrenders as it was switching under some rare conditions when it should not have been (Mithrilotter).
- Fixed a supply map display error (from pressing the 'S' key in game) that showed an incorrect supply distribution value from HQs from nations above #COUNTRY_ID = 100, e.g. Sudan or similar (Mithrilotter).
- Fixed an error that had naval units reduced to 1 AP when there would be ice on their current hex, but there was no ice visible on the map due to the 'Weather' option being disabled (Ken Schultz).
- Fixed an error that had some countries lose their Primary and Secondary supply positions when their capitals had moved (MJY).
- Fixed an error that did not properly boost an HQs supply, via HQ linking and boosting, in some rare cases when it should have otherwise been boosted.
- Fixed an error that allowed armored trains or rail guns to be placed upon non rail hexes (PvtBenjamin).
- Renamed Naval/Tactical mode for Carriers to Bombers (epekepe).
- User saves versus the AI will now remember the last map position and center on that position when loading the save (John Fireheart).
- HQ supply rules, plus boosting/linking rules recap:
- HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.
- HQ distribution supply:
- HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
- HQ supply 1 or 2 will have a distribution supply value of 5.
- HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
- HQ supply 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
- HQ boosting can only be achieved if the first HQ has a supply value >= 3 (previously it was > 0).
- the HQ to be boosted must have a supply value < 5 and is now automatically increased to a supply value of 5 which caps its distribution supply at 8.
- this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
- LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1 and < 3.
- the HQ to be boosted must have a supply value < 3 and is now automatically increased to a supply value of 5 which caps its distribution supply at 6.
- Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source of the boost.
- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- Air units do not 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.

EDITOR CHANGES
- Fixed a Help File launch error (OnlineGeneral).
- Fixed a unit renaming/properties screen issue that incorrectly added duplicate names to the unit build lists.
- Fixed an issue whereby HQs that were set to not be reformable, were still reforming in game once destroyed.
- Added a #VICTORY_PERCENTAGE= line for the VICTORY scripts to be used for tournament point calculations.

1939 Campaigns
- The Finnish Armies at Helsinki and Viipuri now start with entrenchment level 2 (Sugar).
- The British Fighter that arrives on the 1st May 1940 now deploys at Birmingham rather than Reading (Cpuncher).
- German Decision DE 601 to seize Denmark no longer includes a check for France’s status (Aussiematto).
- Dummy Decisions DE156 and DE 157 to deploy the 7th Armoured in the UK if London or Alexandria are in Axis hands will no longer deduct any MPPs (Cpuncher).
- Added alternative deployment locations to the USSR's Baltic Fleet and Baltic Front units, while removing the latter’s link to the Baltic States Decision Event to ensure that they can deploy even if the USSR is invaded prior to June 1940 (pjg100).
- The two Unit scripts entitled US Navy on the East Coast on US Mobilization no longer deploy the units with 1 experience point, however they will now deploy with Full Research (Mithrilotter).
- The Italian Destroyer that arrives in Italian East Africa will now arrive at Mogadishu in 50% of games and at Massawa in the other 50% of games, and its starting strength has also been increased from 5 to 6 (JJRambo).
- Mobilization_1 scripts for An Axis Declaration of War on Latvia or Estonia now swing the USSR 25-40% towards the Allies for each, whereas it was previously 25-35 and 15-20% respectively (smckechnie).
- Mobilization_4 scripts triggering DE 1010 and DE 1011 added for an Axis Declaration of War on Latvia or Estonia respectively. Each will trigger the mobilization of a half strength Soviet Corps in Leningrad.
- Mobilization_4 script triggering DE 1005 will now lead to the deployment of a full strength Soviet Army with full research at Leningrad and another at Moscow if Bulgaria is neutral when the Axis declare war on the USSR.
- Updated the mention of the Lorraine Battleship to correctly reflect its unit type (Mithrilotter).
- Added a note to DE 602 to reflect that in games against the Axis AI there are War Entry scripts giving Vichy France and Vichy Algeria a chance of automatically joining the Axis, as well as instructions on how to turn these scripts off should that be desired (Mithrilotter).
- Surrender_2 script #NAME= AXIS AI: Sarawak Surrenders To Japan now has a new TAG_24 to denote that Sarawak is surrendering (sschnar1).
- Changed the Belligerence script for India to be at war with Japan to require the US and Japan to be at war (Marcinos1985).
- Added a Free Unit script for the Dutch navy to have a 25% chance to fight on after the fall of the Netherlands (Sgt. York).
- Changed the timing of Yugoslavia joining the Allies via DE 104 so that it happens on an Axis turn (HarrySmith). It can happen at the start of the Axis turns of the 14th March, 11th April or 9th May 1941.
- Amended the French National Morale script "Germans Near Paris" so that it is not triggered by the Axis seizing hex 93,41 south west of Luxembourg (pjg100).
- Amended the text that appears when the British support the Yugoslavian coup (pjg100).
- Amended the wording slightly of a Japanese Pop Up advising them of when their reinforcements will be deploying in 1941 (Mithrilotter).

1939 Race To Victory
- HQ unit purchase dates corrected in the 1939 Race to Victory campaign (Judgementday).

1942 and 1943 Campaigns
- Removed the duplicated Unit scripts for the Bretagne and Jean Bart Battleships (Dazo).

All Campaigns
- Port and Major Port Sub Defense bonus increased to 5 (ReinerAllen).
- The chance of rain in Weather Zone 3 (British Isles) reduced in Fall from 25 to 20%, in Winter from 30 to 15%, in Late Fall from 35 to 15% and in Late Winter from 45 to 20%. The chance of snow in Late Fall has also been reduced from 30 to 10% (JJRambo).
- The chance of rain in Weather Zone 30 (Western Europe) reduced in Fall from 25 to 20% and in Late Fall from 40 to 20% (JJRambo).
- Reduced the ability of naval units to gain experience from bombarding resources from 0.1 to 0.05 (ThunderLizard2).
- The effect of losing Hsinking in Manchuria on Japan’s National Morale has been increased from 3,000 to 5,000 points (Mithrilotter).
- San Francisco and Los Angeles are now National Morale Objectives.
- Manchester is now a National Morale Objective (Tanaka).
- The fall of Calcutta now triggers a penalty of 2,500 points to British National Morale (Tanaka).
- The fall of Bombay now triggers a penalty of 2,500 points to British National Morale (Tanaka).
- The fall of Canberra now triggers a penalty of 2,500 points to British National Morale (Tanaka).
- The fall of Wellington now triggers a penalty of 2,500 points to British National Morale (Tanaka).
- DE 106 now triggers National Morale scripts boosting British National Morale by 10,000 points if London, Birmingham and Manchester are all in Allied hands and there are no Axis units within 5 hexes of Birmingham, i.e. if the Allies liberate the UK (Cpuncher).
- War Entry script #NAME= Spanish Guinea Joins The Allies corrected (taffjones).
- Railway added joining Erzurum to Kars and Leninakan (Captjohn757).
- Providing Moscow is in Allied hands, Germany has not surrendered and the US is in the war, then from January 1943 the USSR will receive 100 National Morale points per turn, in addition to the one-off boost they receive at this time (Jackmck).
- If the British lose Egypt and are driven from it, but then manage to retake Cairo their National Morale will be boosted by 5,000 points (Marcinos1985; pjg100).


Asid:
Join the first official tournament
Wed, 20 January 2021




The first official tournament for Strategic Command WWII: World at War is about to begin. Take on other players and play both sides to see who will come out on top in three maps. Every map will cover one round, each lasting six weeks.


[*]1939 - World at War: Challenge your opponent from the very beginning of the greatest war the world has ever seen.   [*]1942 - Axis High Tide: Germany prepares to advance on Stalingrad while Japan pushes for Midway.   [*]1943 - Allies Turn the Tide: Play for ultimate victory as the Allies close in on defending Axis forces.

If you’re not familiar with Slitherine’s PBEM system, here’s how it works: the system will pair you with opponents and create your PBEM games for you automatically. You will be notified by mail of when the tournament is starting and when it is time to play your turns. The tournament follows the Swiss Tournament rules.

Sign up for the Race to Victory to test your skills and climb the leaderboard! All you need to do is own the game and opt in here.

Have fun!

Asid:
Strategic Command WWII: World at War New update - v1.09.00
Mon, 25 January 2021




A new patch for Strategic Command WWII: World at War is now available and it brings a long list of improvements to the game.

You can download the Matrix version directly from here.

GAME ENGINE CHANGES
- Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1).
- Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952).
- Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors).
- Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).
- Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.
- Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka).
- Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes.
- Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber).
- Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason).
- Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor).
- Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus).
- Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo).
- Improved an AI HQ position vulnerability issue (Joseph).
- Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).

EDITOR CHANGES
- Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2).

All Campaigns
- The French, German and Spanish language versions of the POP UP and DECISION scripts have been improved.
- Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).
- HQs can now upgrade AA to level 3 (Will952).
- Removed the ability for China to research Heavy Bombers as they cannot build any Strategic Bombers (taffjones).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).
- Added a CONDITION_POSITION for DE 250 French liberation helper so that it will now only provide a liberated France with extra MPPs if there are no Axis units within 3 hexes of Paris (Mithrilotter).
- Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.
- Axis AI Unit script added for a Japanese Kamikaze unit to arrive in Japan (Mithrilotter).
- Increased the chance of Germany investing in Ground Attack Weapons in 1939-41 and Japan investing in Anti-Submarine Warfare in 1942 (Mithrilotter).

1939 Campaigns
- Alternative deployment locations added for the Unit script #NAME= DE 806 - Indochina Expedition Army UNIT (angriff).
- While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.
- If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (122,68) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
- Amended the Japanese AI to exclude several positions from OFFENSIVE planning deep in China and along the Indian border until the AI is in a better supply position to do so (Mithrilotter).

1939 Race to Victory Campaign
- Victory Conditions amended; please see the last page of the Strategy Guide for details.

1941 Rostov Campaign
- Fixed a VICTORY script error that did not properly recognize German or USSR victories by the correct end date (petedalby).

Strategy Guides
- changed Beirut to Damascus in the section regarding Turkey mobilizing (jjdenver).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).

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