Translations for our friends around the world.

Author Topic: Strategic Command WWII: World at War  (Read 11647 times)

0 Members and 2 Guests are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Strategic Command WWII: World at War
« on: October 11, 2018, 12:02:27 AM »
Strategic Command WWII: World at War



A new Strategic Command is arriving

The Strategic Command WWII franchise expands and this time the entire globe will be your battlefield!

In Strategic Command WWII: World at War, you’ll have the chance to test the ultimate limits of your strategic skills. Building up your War Machine and leading it into battle won’t be enough. Underestimating the benefits of a well-balanced alliance or forgetting to keep the production running will be the perfect recipe for disaster.

Fight all over the globe in a detailed top-down hex-based map by taking command of the Axis or the Allies, and discover what leadership truly means.

New features, new theatres, new units, and new Decision Events will help you to find your own path to victory!

Building on the success of Strategic Command WWII: War in Europe, Strategic Command WWII: World at War is taking the game series even further forwards!

Get more information about the game 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: World at War
« Reply #1 on: November 23, 2018, 01:32:12 AM »
Strategic Command WWII: World at War Screenshots




Hi everyone!

Strategic Command WWII: World at War development is proceeding very fast, and soon we will be able to reveal the release date.

In the meantime, you can have a look at this new batch of screenshots, featuring different starting positions and situations in 1942 and 1943.

Hope you like them!

Get more information about the game here

















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: World at War
« Reply #2 on: November 26, 2018, 04:08:33 PM »
Strategic Command WWII: World at War - Scenarios


Strategic Command WWII: World at War release is approaching (don’t worry! We will be revealing the date very soon) and we know that many of you are eager to fight WWII on a higher scale.

Today we want to show you the starting positions of both the Axis and the Allies in three different scenarios, featuring the years 1939, 1942, 1943.

Every block will have its own advantages and disadvantages and it will be up only to you to carve the success even of the most difficult situations!

1939









1942







1943










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: World at War
« Reply #3 on: November 28, 2018, 02:29:06 PM »
Strategic Command WWII: World at War Trailer Release Date



Strategic Command WWII: World At War is your chance to re-fight the 20th century’s greatest conflict, from Poland to China, Normandy to the Pacific, on a map encompassing the globe. Building on the success of Strategic Command WWII: War in Europe, this new turn-based game will provide even more opportunities to try out different strategies, maximising re-playability to the utmost! Can Germany, Italy and Japan triumph and construct their new world order, or will triumph turn to disaster as the rest of the world mobilizes to meet force with force?

Release date Dec 6th 2018
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: World at War
« Reply #4 on: December 04, 2018, 02:07:49 PM »
Strategic Command WWII: World at War on Twitch


Join Slitherine/Matrix on their official
at 6 PM GMT as we will play Strategic Command WWII World at War!


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: World at War
« Reply #5 on: December 06, 2018, 02:20:36 PM »
Changes from other titles in the series
By Hubert Cater


Thanks for the query and if you are new to the SC3 engine and haven't played SC3 Europe at War then there will be quite a few changes, fixes and enhancements from the previous release of Global Conflict.  Some of these changes include the following:

A Return to Hexes

Our aim with the Strategic Command series is to make attractive, playable and historical games. Our aim for this release is to make a game that will provide one of the best strategic level re-creations of 20th century warfare, while also being a whole lot of fun to play.
The first and possibly biggest decision for us was to return the series to using hexes rather than tiles. There are pros and cons to both, but it was clear that the majority of those who expressed a preference, preferred hexes, and we didn't disagree. So hexes are back!


Enhanced Decisions

On the European side of the World at War players will now be able to consider the following:

•   Both Germany and the USSR get to negotiate carving up of Poland. The subsequent borders will therefore not necessarily follow their historic path.
•   An Anglo-French Expedition can be sent to support Finland during the Winter War.
•   France can reincorporate Vichy territories following her liberation.
•   The UK and USSR can carve up Persia between them, and the USA can then choose whether to send supplies via Persia to the USSR. This can provide a real boost to the Soviet War Effort!

Players can also minimize the Decision box to examine the map further prior to making their final decision and many decisions have additional notes providing any necessary historical context as needed.


Dynamic Movement

A major change that players of our previous titles will immediately notice is the introduction of Dynamic Movement.
Dynamic Movement allows units that haven't used up all their Action Points to continue to move until they have done so, even if de-selected and re-selected again later. It applies to most unit types, and takes much of the pressure out of trying to plan your moves. Just click and play!
Air units can also now attack and then move a portion of their normal move distance. This can be especially useful when on the offensive, or alternatively when conducting a fighting retreat. Again, it provides more flexibility than in the past when air units could only either move, or attack.


Enhanced Fog of War

We have introduced enhanced Fog of War, a shroud over the map, which makes it possible at a glance to see exactly how far your own units can see. While this might sound very simple, it wasn't in our previous releases, and at the same time we have also introduced a specified graphical Front Line that updates dynamically showing clearly who controls what.


Time your Offensives

We now have two types of road, paved and unpaved. The latter predominate in Eastern Europe and provide no bonuses in bad weather, so when the ground is muddy, offensives will slow.


New Research Concepts

One thing we decided to do with the Research feature is to expand it beyond just enhancing unit Attack and Defense values, and increasing economic output.
So we have introduced new research areas that represent improvements in command systems, unit training, military doctrine and logistics. These can for example increase unit morale, spotting ranges, command abilities and allow units to launch extra attacks.


Naval Cruise and other Naval Enhancements

We've introduced two very significant improvements to naval operations.
The first is to speed up naval movement through the introduction of a new movement mode: Naval Cruise.
This enables naval units to travel double their normal movement distance for a strategic move. The penalty being that they lose 1 supply point when doing so, and cruising units cannot attack enemy vessels.
Players of our previous releases will be familiar with Subs having two modes, Hunt and Silent, and Subs can only Cruise when they are in Hunt mode.
The second big change is that we've added a second category of Amphibious Transport for landings on enemy held shores. This new unit type is specifically designed to be used when planning operations against distant shores like Operation Torch, as now amphibious units can sail across the Atlantic from the USA and land in North Africa.
This new unit type, called Amphibious Transport (Long Range), is only available in limited numbers to select countries like the UK and USA, though the number of units available can be increased through researching Amphibious Warfare.


Diplomacy

It is now possible to block diplomacy towards some countries, e.g. the USSR cannot attempt to influence Franco's Spain. We have also introduced the ability to limit investment towards historically neutral countries, so that, for example, only a small diplomatic effort can be made to swing Switzerland towards one side or the other.


Improved AI

The AI has been extensively overhauled, something we do for every release, and especially for Amphibious Assaults which is especially important in Strategic Command WWII - World at War when considering not only Torch, D-Day but also the island hopping campaigns of the Pacific.


Improved Interface

Not only will the game return to hexes and include new and sharper NATO and 3D unit counters, the interface has been overhauled as well to provide a smoother and more intuitive game play experience while optimizing the amount of the game play area on the screen.


Rule Changes

A number of rule changes and game engine enhancements as well as fixes have been made to again improve the overall game play experience.  This is possible as each release builds on all of our previous releases and even the fix/change list from SC3 Europe to SC3 World at War (built on the same game engine) will have over 70 fixes/changes included.


Hope this helps,
Hubert
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: World at War
« Reply #6 on: December 06, 2018, 02:33:47 PM »
Strategic Command WWII: World at War has been released!



1939. The sand is slipping fast through the hourglass and the clouds of war are gathering all around the globe. While in Europe Germany is ready to finally challenge the order established with the Versailles Treaty and Italy is eager to expand its colonial dominion, in the Far East the Empire of Japan – already embroiled in a bitter war against China – has already proved to be a formidable adversary and soon it will have to face the rising American hostility.

Can Germany, Italy and Japan triumph and construct their new world order, or will triumph turn to disaster as the rest of the world mobilizes to meet force with force?

Strategic Command WWII: World at War has been released!



Are you eager to see the game in action? Join us today on our official Twitch Channel at 6 PM GMT!



Strategic Command WWII: World at War is your chance to re-fight the 20th century’s greatest conflict, from Poland to China, Normandy to the Pacific, on a map encompassing the globe.

Building on the success of Strategic Command WWII: War in Europe, this new turn-based game will provide even more opportunities to try out different strategies, maximizing re-playability to the utmost!

Both experienced wargamers and newcomers will find much to love in this beautiful WWII wargame!

Grab the game now

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

I stand against Racism, Bigotry and Bullying

Offline Selva

  • New member
  • *
  • Posts: 44
  • -= Hk =-
Re: Strategic Command WWII: World at War
« Reply #7 on: December 10, 2018, 05:34:39 PM »
Any good soul up for a review?

IMAO, since HOI and GG:WitE and GG:WitW, ww2 geo strategy game developers need really to put some effort to make something impressionable, or, at least, decent.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions
Archtung Panzer!

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII: World at War
« Reply #8 on: December 10, 2018, 11:23:19 PM »
Any good soul up for a review?


My PC is not feeling well at the moment  :cry2  ...I do have the game though...Sorry 
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: World at War
« Reply #9 on: December 18, 2018, 05:25:48 PM »
v1.01.00 – December 14, 2018


Change History:

v1.01.00 – December 14, 2018

Game Engine Changes/Fixes
• Fixed an error that allowed escorts to fly from bad weather hexes.
• Fixed an error that allowed land units to amphibiously embark from any position as this should have been limited to Special Forces only.
• Fixed several AI GUARD script errors and other AI optimizations.

All Campaigns
• Trigger position for the National Morale script USSR Morale Boosted From Allied Landings In France amended (Mithrilotter).
• Text removed from a Belligerence script when China surrenders, and an additional script added so Italian units could enter a surrendered China (Bryan Hawkins).
• Makassar port in the Celebes moves (Fishbreath).
• San Juan on Puerto Rico’s name corrected (dwrobel).
• Resource.txt files updated for Hunters Point, Bushehr and San Juan (PDL).

1939 World at War & 1939-45 Race to Victory
• Mobilization_2 script for when the Axis seize Kuwait corrected (Bryan Hawkins).
• Increased the per turn chance in the War Entry script for South Africa joining the Allies from 25 to 50% (Xwormwood).
• Reduced the swing for Persia and Turkey when Persia is declared war on from 50-75% to 20-35% towards the other side (Philippe).

1942 Axis High Tide & 1942-45 Race to Victory
• Nauru now starts the campaign in Japanese hands (Mithrilotter).
• India now starts with a chit invested in Mobility research (Mithrilotter).

1943 Allies Turn The Tide & 1943-45 Race to Victory
• India now starts level 1 in Mobility research (Mithrilotter).


v1.00.00 – December 06, 2018
• Initial Release.

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

I stand against Racism, Bigotry and Bullying

Offline Zarco

  • New member
  • *
  • Posts: 33
  • New member
Re: Strategic Command WWII: World at War
« Reply #10 on: December 19, 2018, 12:52:32 PM »
How's perfornance on the game so far? Ive been eyeing it for a while.

Enviado desde mi XT1575 mediante Tapatalk

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

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Strategic Command WWII: World at War
« Reply #11 on: December 19, 2018, 01:25:55 PM »
The game runs well for me on an old system.
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: World at War
« Reply #12 on: February 06, 2019, 11:45:36 AM »
v1.02.00 – December 30, 2019


Change History:
v1.02.00 – December 30, 2019

Game Engine Changes/Fixes
•   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 an error that in some cases did not recon all the hexes along a flight path.
•   Fixed an upgrade, reinforcement and supply error that allowed some instances of upgrades,
reinforcement and supply from non cooperative 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 several text errors on the map for the German language, i.e. Zum Roten Meer to Rotes
Meer.
•   Fixed a bug that did not allow non mobilized major units to force march in occupied territory
such as Italian units in Italian Abyssinia at the start of the war.
•   Fixed a bug that allowed naval units to enter sea ice hexes.
•   Fixed a PBEM++ replay error on the first or second turn that sometimes did not display.
•   Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++.
•   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.
•   Abyssinian unit activation sprites changed from Italian to Commonwealth.

Editor Changes/Fixes
•   Forced march and naval cruise range multipliers are now editable.
•   Max strength for resources amended to 15 from 20.

All Campaigns
•   Road network on Saipan and Tinian improved to improve supply there (Mithrilotter).
•   Terrain on hex 214,94 changed to reduce the chance of bottlenecks between Lae and the Kokoda
Trail, and that on hex 212,92 changed to reduce the chance of bottlenecks between Lae and
Wewak(Mithrilotter).
•   O.S.S. Strength scripts corrected (dhucul2011).
•   The weather effects in the Southeast Asia Tropical Rainforest zone 64 reduced (Mithrilotter).
•   Railway line from Narvik-Tromso-Alta removed (Captjohn757).
•   Land-sea hex at 35,36 in Canada amended to prevent any subs from diving into it (Xwormwood).
•   Correction made to the Strength scripts where Italian Human Torpedoes Attack Allied Shipping At
Malta! (Mithrilotter).
•   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).
•   Increased Japan and Italy’s Anti-Tank Build limits from 1 to 2.
•   India can no longer invest in Anti-Tank Weapons.
•   Decreased land units’ Operational Costs from 15 to 10%; air units from 30 to 20%.
•   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 Motor Torpedo Boats reduced from 100 to 75 MPPs (Mithrilotter).
•   The cost of Kamikazes reduced from 100 to 75 MPPs (Mithrilotter).
•   The cost of Mechanized units has been increased from 200 to 250 MPPs (Pocus).
•   Japanese DE 804 removed; instead Seoul is now an Alternative Capital (Mithrilotter).
•   Removed the mention of Vichy from the Unit script for the deployment of the Lorraine Battleship
(Taxman66).
•   The triggers for DE 106 when the UK moves its capital amended so that it will fire when there
is an Axis unit in either London or Manchester (Aksully; Shahmat Simplex).
•   Dummy DE 453 added to ensure that Axis vessels are only attacked at Vladivostock (see DE 407)
if Vladivostock is still in Allied hands (Xenocide).
•   All Plunder scripts amended so that they will only fire when the plundered country is still in
the war (Bryan Hawkins).
•   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).
•   Soviet National Morale boost for the Allies liberating France amended so that it will only fire
when Paris is in Allied hands (Numdydar).
•   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 15% to zero.
•   Cost of Coastal Guns doubled from 100 to 200 MPPs so as to increase their repair costs.
•   Arakan area in Burma made more accessible through the removal of the coastal jungle strip and
the addition of some dirt roads (Mithrilotter).
•   Effectiveness of the Strength script where Axis naval units outside Vladivostock receive damage
increased (Philippe).
•   Atlantic widened in the area just to the west of Iceland.

1939 World at War & 1939-45 Race to Victory
•   Panama now starts fully mobilized so that US ships can pass through the Panama Canal prior to
the US entering the war (JPFisher55).
•   Italian East Africa is now accessible to Italian units prior to Italy entering the war.
•   Mobilization_1 scripts added for the USA or Italy to immediately enter the war if Panama or
Italian East Africa are declared war upon by the Axis or Allies respectively. If the Allies declare
war on Panama then the US will swing 15-25% towards the Axis, and they will swing 8-15% towards the
Axis if the Allies declare war on Italian East Africa. If the Axis declare war on Italian East
Africa then Italy will swing 25-50% towards the Allies, and the US will swing 8-15% towards the
Axis.
•   Norwegian Batteries’ Strength scripts corrected (dhucul2011).
•   The Capture of Guadalcanal will now increase Japan’s National Morale by 3,000 points (Pocus).
•   The Capture of Batavia will now increase Japan’s National Morale by 5,000 points rather than
2,500.
•   India’s National Morale will now fall by 5,000 points when Singapore falls.
•   Thailand now has a 50% chance per turn of joining the Axis at any time that Indochina and Hong
Kong are in Axis hands (Numdydar; jjdenver).
•   Indian Unit scripts for Homeland Defense Corps In Delhi and Lahore disabled, and the Indian
Tank unit now deploys at half strength when India joins the Allies (EvilSpaceFascist).
•   Strategy Guides updated to reflect that an Axis declaration of war on the USSR will trigger a
pro- Axis Finland to join the Axis (tindillere).
•   Strategy Guides updated to correct the text for DE 805.
•   Text for DE 808 amended to remove any mention of Vichy (Numdydar).
•   Mobilization 2 script Axis Advances In Siberia (USA?Allies) amended so that rather that
swinging the US 30-35% towards the Allies, it will have a 33% chance per turn of swinging the US
5-8% towards the Allies (MrLongleg).
•   Added a German Garrison unit for the Axis AI when it seizes Tunisia (Mithrilotter).
•   If either London or Alexandria have fallen to the Axis when DE 102 fires to deploy the 7th
Armoured, then they will now automatically deploy at Manchester in the UK. If Manchester has fallen
then they will deploy in Newcastle or Glasgow (Pocus).
•   From January 1942 Communist China will now have a 25% chance per turn of swinging 1-5% per turn
towards the Allies providing the USSR is fully mobilized. (Mithrilotter).
•   Dummy Decisions added to check that Iraq will only surrender when Allied units are near Baghdad
when there are also no German units nearby. A separate Surrender_2 script that could have fired
regardless of the Axis sending any aid to Iraq has been deactivated (terje439).
•   Supply scripts reducing Axis supply permanently in Fort de France, Madagascar and Guyana
amended to be one time events only. A Permanent supply reduction event for Madagascar can be turned
on if desired.
•   Changes made to initial fleet starting strengths: Italy now receives the Axum Submarine in her
Production Queue on the 1st March 1940; France’s Paris Battleship’s starting strength reduced from
10 to 8, and the Tourville Heavy Cruiser now deploys from the Production Queue on the 1st March
1940 (BobbyS53; Numdydar; elxaime).
•   Japanese Tone Heavy Cruiser now arrives in the Production Queue in December 1940 with full
research (gdpsnake1979).

1942 Axis High Tide & 1942-45 Race to Victory
•   Finschhafen Port now starts in Axis hands.
•   Japan’s Corps west of Peking, and their Garrison units in Peking and Tsingyuan strengthened
(Mithrilotter).
•   Nanjing’s Capital Guard Corps now starts with Infantry Weapons level 1, and a Nanjing Garrison
unit has been deployed in Tsingtao.
•   Japanese Garrison units deployed at Legaspi in the Philippines and Kushiro in Japan
(Mithrilotter).
•   Japanese Garrison unit in Shanghai given Infantry Weapons level 1.
•   Saratoga replaced by the Hornet (Mithrilotter).
•   Japan now has level 1 Spying & Intelligence (Mithrilotter).
•   India’s NM reduced from 90,000 to 85,000 points, and Japan’s increased to 103,000.
•   War Entry scripts giving Vichy France, Algeria, Tunisia a 10% chance of joining the Axis in an
Axis AI game amended so that these cannot happen before January 1943, and for Spain, Sweden, Persia
and Turkey to not be able to do so until October 1942 (Mithrilotter).
•   War Entry script giving Turkey a 10% chance to join the Allies in an Allied AI game amended so
they will not be able to do so until October 1942 (Mithrilotter).
•   From January 1942 Communist China will now have a 25% chance per turn of swinging 1-5% per turn
towards the Allies providing the USSR is fully mobilized. (Mithrilotter).
•   When France is liberated it will now have Mobility and Anti-Aircraft Defense level 1
(Mithrilotter).
•   Japanese units added to some islands to act as garrisons (Mithrilotter).

1943 Allies Turn The Tide & 1943-45 Race to Victory
•   Japan’s Corps west of Peking, and their Garrison units in Peking and Tsingyuan strengthened
(Mithrilotter).
•   Nanjing’s Capital Guard Corps now starts with Infantry Weapons level 1, and a Nanjing Garrison
unit has been deployed in Tsingtao.
•   Japanese Garrison units deployed at Legaspi in the Philippines and Kushiro in Japan
(Mithrilotter).
•   Japanese Garrison unit in Shanghai given Infantry Weapons level 1.
•   Japan now has level 1 Spying & Intelligence (Mithrilotter).
•   India’s NM reduced from 90,000 to 85,000 points, and Japan’s increased to 103,000.
•   War Entry scripts giving Persia and Sweden a 10% chance to join the Axis in an Axis AI game
amended so they will not be able to do so until October 1943 (Mithrilotter).
•   War Entry script giving Turkey a 10% chance to join the Allies in an Allied AI game amended so
they will not be able to do so until October 1943 (Mithrilotter).
•   When France is liberated it will now have Mobility and Anti-Aircraft Defense level 1
(Mithrilotter).
•   The US now starts with level 2 in both Advanced Tanks and Spying & Intelligence research, with
1
chit invested in each, and with 2 chits rather than 1 invested in Advanced Fighters (Mithrilotter).
•   The USSR now starts with Mobility level 1 (Mithrilotter).
•   Japanese units added to Guam, Saipan, Peleliu, Tinian, Babelthuap, Eniwetok and Iwo Jima, while
Truk now contains an SNLF unit rather than a Garrison (Mithrilotter).
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: World at War
« Reply #13 on: June 27, 2019, 12:16:32 AM »
Strategic Command WWII: World at War version 1.03.00

Hi everybody,

Strategic Command WWII: World at War has been updated to version 1.03.00, and its huge!

This update brings many improvements and changes to the game mechanics, making the gameplay experience better than ever!

Some of the improvements you'll find within the update:
- fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units.
- fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area.
- optimized several AI US/UK GUARD, AMPHIBIOUS, FLEET and TRANSPORT event scripts for better handling in the Atlantic and Pacific.

You can download the update from here

Update v1.03.00 Changelog

GAME ENGINE CHANGES/FIXES
- fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units.
- fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area.
- fixed a CTD error when selecting naval units within a campaign that has no set weather zones.
- fixed a CTD when entering a PURCHASE screen for a Major that has no available unit types to build for itself or for an applicable Minor.
- fixed a FoW reveal error during the last turn replay for some players when they switched computers between turns.
- fixed a Transport naval cruise, controlled path, and end move in a Port but no disembarkation CTD error when attempting to scroll the map after that.
- fixed a spotting issue under fog of war that did not have Amphibious Transports reveal hidden enemy adjacent land unit targets, after they have moved to a coastline, in some cases.
- 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 a rare AI naval combat error that did not have AA guns or regular interceptors activate against some Carrier attacks.
- 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.
- fixed a combat error that applied a weather penalty to Coastal Guns attacking naval units in frozen coastal waters.
- fixed an attrition loss error that did not properly occur for land units isolated on a single land hex in some cases.
- fixed a CTD error when selecting naval units within a campaign that has no set weather zones.
- fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.
- fixed a STRENGTH script handling error that did not reduce unit morale as expected.
- fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.
- optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when there are a lot of land units on the map later in the war.
- HOTSEAT games now have the option to view a replay of your opponent's last turn.
- 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 has been changed to the following:
      - 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.
- HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.
       - the HQ to be linked must have a supply value < 5 and is now automatically boosted 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.
- SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.  Suppression as opposed to outright capture of locations such as Malta will now be possible in order to negate the supply reduction effects.
- Subs that dive from an attack will no longer pass through an enemy Land + Sea hex.
- Research/Diplomatic investments will now highlight which country you are purchasing for when the investment confirmation question screen displays.
- intelligence spotted units will now report a little quicker with only the first spotted unit playing the report sound effect, and the subsequent spotted units in the same sequence will be revealed quicker on screen.
- players can now de-select a unit by pressing the space bar on their keyboard.
- friendly non cooperative majors will now provide a maximum supply of 3 to friendly units from resource supplying towns, cities and ports.  Previously it was 0 supply.
- double strike naval units such as Carriers will now only lose 0.5 supply per attack instead of a full supply point as was previously the case.
- players now have the option to play past the default end date via the OPTIONS->ADVANCED screen. All victory scripts designed to run only at the end game date will also be automatically skipped, however those that are set to run at any time once in game conditions are satisfied, will still fire as expected.
- Amphibious Transports will now display the number of 'strikes' available when selecting or mouse hovering above the unit.
- Amphibious Transports will now automatically re-calculate and re-highlight any available unload hexes after moving adjacent to a shoreline as well as after attacking a coastal defender.
- 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.
- a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement.
- added a load and apply custom MOD screen under the SETTINGS screen, allowing players to turn on or off installed graphical 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
- fixed a CTD when attempting to zoom in on small map sized custom campaigns.
- fixed an issue where minor nation HQ flag bases were not being properly shown when displaying 3D units.
- added a load and apply custom MOD screen option, allowing editors to turn on or off installed graphical MODS at anytime in the Editor.
   - 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.

STRATEGY GUIDES
- Mention of Resistance Activities that can’t be prevented by occupying forces has been added to all Strategy Guides (Christolos).
1939 Strategy Guides
- A note has been added to mention that non-French Allied units in Algeria, Tunisia or Syria will be interned and lost when Vichy France is formed (Protosszocker).

CAMPAIGNS
- Fixed Norway’s convoy from Narvik so that it won’t travel through ice (sschnar1; pjg100).
- fixed several German MAP translations (ha-voc).
- optimized several AI US/UK GUARD, AMPHIBIOUS, FLEET and TRANSPORT event scripts for better handling in the Atlantic and Pacific.
- Reduced the cost of Anti-Tank research for Germany and the USSR from 150 to 125 MPPs per chit.
- Spelling of the Tyrrhenian Sea corrected (Philippeatbay).
- Erzurum added as a third Capital and Industrial Center for Turkey (Markiss; gamer78; ewr).
- Air Op. Restriction for Iceland set to be Home Country Only.
- Map Text saying Aitape in hex 212,89 changed to Hollandia (Robert24).
- Fortification’s Maximum Entrenchment increased from 3 to 4.
- Patton’s base rating increased from 6 to 7 (ElvisJJonesRambo).
- Soviet Shock Army Build time increased from 1 to 3 months (sschnar1).
- Curaçao is now a UK Minor and it starts the 1942 and 1943 campaigns fully mobilized (Robert24).
- The chance of storms in the Atlantic and Mediterranean has been reduced (Bylandt11).
- Brazil can now build a Motor Torpedo Boat (Mithrilotter).
- Anti-Tank units’ Light Armour and Tank attack values increased from 4 to 5, and their Light Armour Defense Value increased from 5 to 6.
- Historical War Entry scripts added for Ecuador and Paraguay (Robert Carver).
- The mention of Benghazi in the French Decision text for the Afrika Korps has been corrected, as it should have said Italy (anton.verniol).
- Surrender_2 script headings updated to bring them in line with the template (Robert24).
- The P Hotkey now correctly shows that Tbilisi 135,52 will deploy a Partisan unit rather than just disruption (Mithrilotter).
- Scripts for Turkish Partisans added (Markiss).
- Added a dirt road from Wewak to Lae (Mithrilotter).
- US convoy added via Archangelsk for if Murmansk has fallen to the Axis, and the UK has moved its capital to Canada or Australia (Xenocide).
- The surrender of China, the UK, India or the USSR will now boost Japan’s National Morale (rob89).
- The surrender of the UK or USSR will now boost Germany and Italy’s National Morale (rob89).
- The surrender of India will also boost Germany’s National Morale.
- Text added to Decision Event 623 to make it clear that the game only ends when the player hits end turn (Mithrilotter).
- Pop Up added to advise when Axis vessels are impeding the flow of US supplies via Vladivostok to the USSR (Spartacus).
- The USSR now has a fully uncooperative setting.
- German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
- All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
- Additional FREE UNIT scripts added so that units belonging to Communist China will, if it surrenders, be more likely to reassign to a Major that is fully mobilized and belligerent with Japan (FearlessLeader).

1939 World at War & 1939-45 Race to Victory
- Poznan Army strengthened (LuciusSulla).
- The Red Army now deploys 2 Corps at Moscow, Stalingrad and Rostov when it mobilizes, whereas previously it was only 1 at each location (Pocus).
- Reduced a US mobilization penalty from 40-50% to 8-15% for Allied pre-emptive attacks on Japan.
- Reduced Axis AI unit bonuses for Barbarossa at the Veteran level, these bonuses are now only applied at the Expert level.
- O’Connor’s starting strength increased from 5 to 8.
- War Entry scripts for Thailand no longer contain any references to Malaya’s political status.
- Mobilization_2 scripts responding to Axis Advances in Siberia reduced in effect.
- Nigeria will now automatically join the Allies providing it has a pro-Allied leaning and both India and the USA are fully mobilized (Easter80).
- Mobilization_3 scripts added for New Guinea and the Solomons so that they can enter the war (elxaime).
- Corrected Mobilization_1 scripts affecting the USSR if the Axis declare war on Mongolia.
- Mobilization_1 script added so that an Allied Declaration of War against Mongolia will swing the USA 5-12% towards the Axis (MrLongleg).
- Burma’s starting pro-Allied leaning increased from 25 to 65% so that Allied investment in diplomacy can lead to supplies being via the Burma Road to China before Japan attacks the country (Ancient One).
- Unnecessary Surrender_2 script for Operation Countenance removed (Kipsta).
- USSR’s starting MPPs increased from 75 to 125.
- DE 602 for Germany to form Vichy France will no longer fire if there are any Axis units within 2 hexes of Algiers (David Stoeckl).
- The cost of Decision 105 to prepare Singapore for war corrected so that the cost is 200 over 4 turns as per the text. (crispy131313).
- Spain will now swing 20-25% towards the Axis when France surrenders; 8-15% towards the Allies if France is liberated, and 8-15% towards the Allies if Italy surrenders (pjg100).
- Increased starting entrenchment for French units in the Maginot Line, and also increased the starting strength and experience of the French Army in Strasbourg (Taxman66).

1942 Axis High Tide & 1942-45 Race to Victory
- fixed a GUARD event for the Leclerc Corps in French West Africa.
- optimized several AI UNIT event scripts.
- Nigeria now starts fully mobilized, though the UK’s starting MPPs have been decreased from 375 to 355 to go towards offseting the benefit of this.

1943 Allies Turn The Tide & 1943-45 Race to Victory
- fixed a GUARD event for the Leclerc Corps in French West Africa.
- Railway added between Bangkok and Moulmein (Mithrilotter).
- Entrenchment values of the US Garrisons at Honolulu and Hilo increased, and these units now start with Anti-Aircraft Defense level 1 (Mithrilotter).
- Japan now starts with an Engineer unit arriving in the first turn (Mithrilotter).
- Japan starts with a strength 5 Tank unit in Manchukuo (Mithrilotter).
- Nigeria now starts fully mobilized, though the UK’s starting MPPs have been decreased from 375 to 355 to go towards offseting the benefit of this.
- Increased China’s starting MPPs from 150 to 200 MPPs.

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: World at War
« Reply #14 on: September 17, 2019, 11:07:55 PM »
SC WWII: World at War - Community Pack available




Hi everybody,

Strategic Command WWII: World at War has received a tremendous update.

Five Mods have been integrated within the base game, for free. These mods change the look of the counters, add new historical scenarios and special mechanics. Kudos to all the creators for this fantastic job!

You can download the update from here

IRONX Graphics Mod, by Andrew Glenn

Iron Cross is a major graphic overhaul of the game’s 2-D counters and map tiles and also incorporates some interface changes. The mod replaces many of the standard NATO symbols with custom silhouettes of weapon platforms accurate to the era that change as research advances. Similarly, the map has been completely reworked to produce a more classic board wargame look. Various interface changes have also been made, some of which are designed to help players better understand some of the game’s rules in relation to headquarters, air units and the costs of certain moves. Iron Cross gives the game a completely new look and feel while at the same time leaving the original gameplay unchanged.





High Res Counter Mod, by Christophe SIPRES

Alternative 2D Counters with upgrades display for all Majors and Minors
Historical colorized silhouettes for Vehicles, Aircrafts, Navies, Artillery's
historical colorized portraits for Infantry's units
Counters shaped system for better map identification
All ground units are squared shaped (HQ round corners shaped)
All air units are circle shaped
All naval units are hexagon shaped





1944 Triumph and Tragedy, by Robert Carver

This mod covers the global war from June 1944 onwards.  The Allies are on the offensive in almost every theater.  In the Philippine Sea the US Navy is facing the remnants of the Japanese fleet attempting to intervene in the American invasion of the Marianas.  Elsewhere in the Pacific General MacArthur and the Allies are clearing New Guinea; and in Burma the Japanese attack on Kohima is falling apart, with the Indian Army poised for a decisive counter-attack.  It is only in China that the Japanese are in a position to make some advances, but a Decision Event can reinforce the Japanese in China or alter this so more forces are sent to face the Americans in the Pacific.  In Europe the second front has arrived.





1941 Rostov, by Robert Carver

This mod covers the German attack across the Dnieper and Donets rivers towards Rostov in the fall of 1941.  The attack on Rostov is ordered by Berlin despite Army Group South’s depleted resources.  In fact, additional German forces are diverted south into the Crimea.  The Germans managed to occupy Rostov for a short while before a determined Russian counter-attack forced them to withdraw.  In the mod you will notice the Russians start with a single defensive line the length of the map.  The Russian units are many, but their quality is much lower than the Germans, however the Russians are reinforcing continually throughout the course of the game.  The Germans are limited in numbers, receive few reinforcements, but are superior in experience and technology.  The objective is Rostov, so while the map is large with many tempting targets, it is this one city that will determine victory.     





Naval War Mod, by Harry Kellog

This is a Modification of the Strategic Command Three World at War naval combat system. It attempts to enhance the naval combat portion of this fine simulation. The biggest changes are “Naval Zones of Control”, “Task Force” centered operations and “Naval Defensive Evasion”. The intent is to reduce the number of "hit and run" attacks, give a greater role for Screening Forces and deliver an enhanced historical experience.



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

I stand against Racism, Bigotry and Bullying

Tags:
     

    This is a World Of Darkness RPG assistant app

    Started by gameleaper

    Replies: 0
    Views: 2524
    Last post December 17, 2016, 06:01:11 AM
    by gameleaper
    Wars of Succession, My Wig is Bigger Than Yours, And So Is My Army: By JC

    Started by Asid

    Replies: 0
    Views: 3528
    Last post February 06, 2018, 01:01:04 PM
    by Asid
    General Staff Game of Military Tactics & Wargaming System

    Started by General Sandman

    Replies: 3
    Views: 3216
    Last post May 06, 2018, 04:37:20 PM
    by Asid
    Command Modern Air and Naval Operations - Command Live: You Brexit, You Fix it!

    Started by Asid

    Replies: 0
    Views: 4800
    Last post August 26, 2016, 08:46:36 PM
    by Asid
    Clash of Command: Campaign of 1863

    Started by Asid

    Replies: 1
    Views: 4104
    Last post February 07, 2021, 04:40:16 AM
    by Asid