Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on October 11, 2018, 12:02:27 AM

Title: Strategic Command WWII: World at War
Post by: Asid on October 11, 2018, 12:02:27 AM
Strategic Command WWII: World at War

(http://www.matrixgames.com/amazon/Banners/SCWWII_WaW/Strategic Command WWII World At War Announcement GIF.gif)

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 (http://www.matrixgames.com/products/product.asp?gid=777): 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 (http://www.matrixgames.com/products/product.asp?gid=777) is taking the game series even further forwards!

Get more information about the game from its official product page! (http://www.matrixgames.com/products/777/details/Strategic.Command.WWII.World.at.War)

Title: Re: Strategic Command WWII: World at War
Post by: Asid on November 23, 2018, 01:32:12 AM
Strategic Command WWII: World at War Screenshots

(http://www.matrixgames.com/files/spotlight/1273_image.jpg)


Hi everyone!

Strategic Command WWII: World at War (http://www.matrixgames.com/products/product.asp?gid=777) 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 (http://www.matrixgames.com/products/product.asp?gid=777)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-10-56 PM-828.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-12-30 PM-7.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-13-19 PM-254.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-41-04 PM-295.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-43-08 PM-472.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-43-31 PM-462.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-43-59 PM-222.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-44-44 PM-487.png)

(http://www.matrixgames.com/amazon/Screenshots/SCWWIIWaW/Screenshots/Desktop 11-22-2018 3-45-53 PM-158.png)
Title: Re: Strategic Command WWII: World at War
Post by: Asid on November 26, 2018, 04:08:33 PM
Strategic Command WWII: World at War - Scenarios


Strategic Command WWII: World at War (http://www.matrixgames.com/products/777/details/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

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1939/Desktop 11-26-2018 2-30-01 PM-84.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1939/Desktop 11-26-2018 2-30-59 PM-529.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1939/Desktop 11-26-2018 2-37-45 PM-908.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1939/Desktop 11-26-2018 2-38-43 PM-416.png)


1942

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1942/Desktop 11-26-2018 2-40-44 PM-465.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1942/Desktop 11-26-2018 2-41-05 PM-239.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1942/Desktop 11-26-2018 2-41-49 PM-486.png)


1943

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1943/Desktop 11-26-2018 2-54-10 PM-280.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1943/Desktop 11-26-2018 2-54-17 PM-597.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1943/Desktop 11-26-2018 2-54-50 PM-129.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1943/Desktop 11-26-2018 2-55-06 PM-494.png)

(http://www.matrixgames.com/amazon/Screenshots/Strategic Command/Scenarios_Screenshots/1943/Desktop 11-26-2018 2-55-47 PM-318.png)
Title: Re: Strategic Command WWII: World at War
Post by: Asid on November 28, 2018, 02:29:06 PM
Strategic Command WWII: World at War Trailer Release Date

https://youtu.be/Xv7hHmwhtyI

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
Title: Re: Strategic Command WWII: World at War
Post by: Asid on December 04, 2018, 02:07:49 PM
Strategic Command WWII: World at War on Twitch


Join Slitherine/Matrix on their official Twitch Channel (https://www.twitch.tv/slitherinegroup) at 6 PM GMT as we will play Strategic Command WWII World at War!


(https://www.matrixgames.com/files/spotlight/1282_image.jpg) (https://www.twitch.tv/slitherinegroup)
Title: Re: Strategic Command WWII: World at War
Post by: Asid 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
Title: Re: Strategic Command WWII: World at War
Post by: Asid on December 06, 2018, 02:33:47 PM
Strategic Command WWII: World at War has been released!

(http://www.matrixgames.com/files/spotlight/1284_image.jpg)

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! (http://www.matrixgames.com/products/product.asp?gid=777)



Are you eager to see the game in action? Join us today on our official Twitch Channel at 6 PM GMT! (https://www.twitch.tv/slitherinegroup)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34001510/fd7fda9659b393c94b9a9fa819cb4d27a52070db.jpg)

Strategic Command WWII: World at War (http://www.matrixgames.com/products/product.asp?gid=777) 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 (http://www.matrixgames.com/products/product.asp?gid=777)

Title: Re: Strategic Command WWII: World at War
Post by: Selva 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.

Title: Re: Strategic Command WWII: World at War
Post by: Asid 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 
Title: Re: Strategic Command WWII: World at War
Post by: Asid 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.

Title: Re: Strategic Command WWII: World at War
Post by: Zarco 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

Title: Re: Strategic Command WWII: World at War
Post by: Asid on December 19, 2018, 01:25:55 PM
The game runs well for me on an old system.
Title: Re: Strategic Command WWII: World at War
Post by: Asid 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).
Title: Re: Strategic Command WWII: World at War
Post by: Asid 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 (http://ftp.matrixgames.com/pub/StrategicCommandWWIIWorldAtWar/StrategicCommandWWII-WorldAtWar-UpdateComp-v1.03.00.zip)

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.

Title: Re: Strategic Command WWII: World at War
Post by: Asid on September 17, 2019, 11:07:55 PM
SC WWII: World at War - Community Pack available

(https://www.matrixgames.com/images/news/2282/spotlight_image.jpg)


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 (https://www.matrixgames.com/member/downloads/strategic-command-wwii-world-at-war)

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.

(https://www.matrixgames.com/amazon/Screenshots/SCWAW%20_Community_pack/Iron%20Cross%202D%20Counter/Image3.png)



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

(https://www.matrixgames.com/amazon/Screenshots/SCWAW%20_Community_pack/High%20Res%20counter%20MOD/2.jpg)



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.

(https://www.matrixgames.com/amazon/Screenshots/SCWAW%20_Community_pack/1944%20Mod/Image11.png)



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.     

(http://www.matrixgames.com/amazon/Screenshots/SCWAW _Community_pack/1941 Rostov/1.png)



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.

(https://www.matrixgames.com/amazon/Screenshots/SCWAW%20_Community_pack/Naval%20Mod/1.jpg)

Title: Re: Strategic Command WWII: World at War
Post by: Asid on August 13, 2020, 12:17:57 AM
Version 1.07.00 now available
Wed, 12 August 2020

(https://steamcdn-a.akamaihd.net/steam/apps/957720/ss_f596fc1b9531b89c18019c0da4e8e498400ddf8c.1920x1080.jpg?t=1575555080)

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.


Title: Re: Strategic Command WWII: World at War
Post by: Asid on November 26, 2020, 01:45:00 AM
Join the Tournament Beta
Wed, 25 November 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34001510/d8775335b342c13dfa6314f30180d1ea21ffa6a1.jpg)

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/


Title: Re: Strategic Command WWII: World at War
Post by: Asid on November 27, 2020, 02:50:36 AM
Strategic Command WWII: World at War - v1.08.00
Thu, 26 November 2020

(https://steamcdn-a.akamaihd.net/steam/apps/957720/ss_f596fc1b9531b89c18019c0da4e8e498400ddf8c.1920x1080.jpg?t=1601385024)

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).


Title: Re: Strategic Command WWII: World at War
Post by: Asid on January 21, 2021, 01:47:09 AM
Join the first official tournament
Wed, 20 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34001510/11da62cd913b2a71445f0fadc7c2b0f1db84354a.jpg)


The first official tournament for Strategic Command WWII: World at War (https://www.matrixgames.com/game/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.

(https://matrixgames.com/amazon/Uploads/News/SC_WaW/ww2begin.png)
Title: Re: Strategic Command WWII: World at War
Post by: Asid on January 25, 2021, 03:05:32 PM
Strategic Command WWII: World at War New update - v1.09.00
Mon, 25 January 2021

(https://cdn.akamai.steamstatic.com/steam/apps/957720/ss_f596fc1b9531b89c18019c0da4e8e498400ddf8c.1920x1080.jpg?t=1601385024)


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 (https://ftp.matrixgames.com/pub/StrategicCommandWWIIWorldAtWar/StrategicCommandWWII-WorldAtWar-UpdateComp-v1.09.00.00.zip).

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).

Title: Re: Strategic Command WWII: World at War
Post by: Asid on February 26, 2021, 02:25:34 AM
Strategic Command WWII: World at War - v1.10.00 Update
Thu, 25 February 2021

(https://cdn.akamai.steamstatic.com/steam/apps/957720/ss_f596fc1b9531b89c18019c0da4e8e498400ddf8c.1920x1080.jpg)

A new update for Strategic Command WWII: World at War is now available.

GAME ENGINE CHANGES
• Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.
• Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).
• Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).
• Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).
• Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (USGrant1962).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).

LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=

1939 Campaigns
• Mobilization_2 script Italy Mobilizes In Response To Allied Invasion Preparations (Italy->Axis) corrected to swing Italy rather than the Dutch East Indies (EarlyDoors).
• Chinese HQ Xue moved from 188,60 to 189,63, Chen deployed at 188,60, and Peng removed from 187,55 (Cpuncher).
• Duplicated US unit names for 2nd and 3rd Mar Div removed (Mithrilotter).
• Surrender_2 script amended so that French Somaliland will now only accept the armistice (i.e. if Vichy France is formed) if there is no Allied unit in Djibouti. However, if there is an Allied unit there that should later move out of Djibouti then French Somaliland will automatically accept the armistice unless France has been liberated, so it may be wise to keep one there.
• Notes added to DE 105 explaining that saying yes means that Malaya will join the Allies.
• Increased the chance of New Guinea joining the Allies as well as bringing forward the date of this being possible, so that the Allies will have a much better chance of getting a unit there before the Japanese.
• Strategy Guides updated to mention that Japan can impede the flow of 30 MPPs reaching the USSR by placing naval units in the hexes adjacent to Vladivostok port (Pocus).

All Campaigns
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• The spelling of the US sub Archerfish has been corrected.
• Made Vladivostok a Secondary Supply Center and corrected all spellings of the place in the game.
• The spelling of Schukow corrected to Zhukov in the German language version of the game (IIo4Tu).
• Road of Bones in Siberia added.
• Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
• Hex 176,73 changed from Jungle to Hill in order to provide some more frontage for combat east of Rangoon (Mithrilotter).
• Rome has been added to the Victory text that appears in the image for the Axis Decisive Victory.
• Axis AI Unit scripts amended so that if the Allies have captured the Philippines before 1944 then some of the Kamikaze units that were to deploy there may deploy in Japan instead. The condition of the Philippines having a surrendered status has also been removed (Mithrilotter).
• The ability of China to research Advanced Subs and Heavy Bombers has been removed (IIo4Tu).
• The ability of India to research Advanced Subs, Naval Warfare and Heavy Bombers has been removed (IIo4Tu).
• Some Fortification scripts added for the Japanese AI (Mithrilotter).
• Sound file battle3.ogg is now associated with the Supply scripts for Resistance Activity in Manchuria and Communist Partisan Activity in China (Mithrilotter).
• Tool tip updated for Naval Weapons research (Christolos).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).

Title: Re: Strategic Command WWII: World at War
Post by: Asid on April 20, 2021, 11:36:13 PM
Strategic Command WWII: World at War - v1.11.00 update
Tue, 20 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/957720/ss_f596fc1b9531b89c18019c0da4e8e498400ddf8c.1920x1080.jpg)

A new update for Strategic Command WWII: World at War is now available. Check out the full changelog.

GAME ENGINE CHANGES

- Fixed a controlled unit movement error that led to a CTD when attempting to end the move along several hidden enemy units (EQFL_Sapare).

- Fixed an error that did not properly allow Kamikaze attacks to damage adjacent enemy units. Normally a Kamikaze attack has a 25% chance of also damaging an adjacent naval unit by 1 strength point.

- Fixed an outstanding issue that still did not allow some Free units to upgrade relative to their current controlling major nation (Gilber).

- Fixed an issue where upon surrender, FREE naval units were being bumped out of non surrendering territorial ports (Gilber).

- Fixed an Amphibious Transport error that did not reduce movement action points when the amphibious transport moved adjacent to an enemy capital ship that then attacked it (EQFL_Sapare).

- Fixed a rare CTD that would occur when attempting to place a new unit right at the start of your turn.

- Fixed an issue where Special Forces amphibious transports would auto load into a dead end Land + Sea enemy hex (rocketman71).

- Fixed an error where Subs caught in ice could increase their action points > 1 by switching modes (APrusty).

- Fixed an error where if a Transport unit was selected, the Operational Action buttons would sometimes not be clickable (ruskicanuk).

- Fixed an error that prevented Axis players from being able to shift the Murmansk convoy to Arkhangelsk when cutting off the applicable rail line running from Murmansk to Belomorsk (Aprusty).

- Fixed an error where the game engine would incorrectly move a currently occupied capital to its previous location if liberated. Now the capital will not move back unless the current capital is also liberated (EQFL_Sapare).

- Purchase screen no longer has a unit pre-selected to help avoid accidental purchases when clicking the Purchase or Production button (rocketman71).

- Mods with zero cost units can now have units upgraded and purchased (stalkerbrumikcz).

- Enemy targets and estimated losses for fully visible units/resources can now be highlighted when selecting a friendly unit to attack via the OPTIONS->ADVANCED settings.

- Units can now be put to sleep for one turn via the Sleep Tool mouse hover and pressing the space bar instead of a left mouse button click (EQFL_Sapare).

- Units set to sleep will now also be skipped by the AI when it is controlling friendly countries and units on your turn (EQFL_Sapare):
- Left mouse button click will still perform the regular 'sleep' function.
- Units set to sleep for one turn will have this indicated with a black dot instead of a white dot which indicates regular 'sleep'.

- Naval units can now have a maximum supply that matches the max port strength providing supply, previously naval units were capped at 10 supply even if a port provided 12 supply. All other naval supply rules remain the same, e.g. a 5 strength port can still provide maximum 10 supply to naval units.

- Air units will now gain maximum supply from any source, so long as they are attached to an HQ (Pocus).

- Supply map overlay will now display any mismatched supply values, e.g. if a unit has less than the overlay value, it will show in brackets in red alongside with the overlay value.

- Improved AI HQ amphibious landings where the AI will actively try and land in a pocket of friendly units and not next to enemy unit positions if possible (Mithrilotter).

- AI scripts can now be accessed in the OPTIONS->ADVANCED->SCRIPTS screen via 'Advanced (AI)' for review as well as to disable any disagreeable planning events.

- AI will now consider the belligerence status of a potential Amphibious invasion goal position to avoid potential invasions when not at war with the target position, as applicable to custom mods (wobbleguts).

- HQ supply rules, plus boosting/linking rules recap:
- HQ units, after amphibiously unloading, start at supply equal to 5 + their current level of Amphibious Warfare technology. Supply will drop 2 supply points per turn after that. This 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

- The following have been adjusted from 5 point increments to 1 point increments for more precision when customizing campaigns (Elessar2).
- Combat Target Data, Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Upgrade Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Automatic Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Strength/Reinforce/Reformation Data, % Cost Per Reinforcement Point, % Cost Per Elite Reinforcement Point

1939 Campaigns

- Chinese AI PURCHASE and RESEARCH script adjustments/optimizations (Mithrilotter).
- UK AI bonus units that arrive due to Sealion now adjusted by moving 2 Corps to the Veteran level from Intermediate level (Mithrilotter).
- Fixed a POPUP script error that did not allow for the display of the informational map position popups in the Mediterranean on Allied turns prior to Italian entry into the war.

Title: Re: Strategic Command WWII: World at War
Post by: Asid on December 01, 2021, 12:58:33 AM
Strategic Command WWII: World at War - v1.13.00
Tue, 30 November 2021

A new patch is now available for Strategic Command WWII: World at War.

Check out the full changelog:

GAME ENGINE Changes


GAME ENGINE
- Fixed an issue where active convoy calculations were performed prior to resource strength calculations, which could incorrectly result in some convoys showing as invalid, due to a weakened port, prior to the final resource strength updates (Mithilotter).
- Fixed an issue where renaming your HQ in the PURCHASE screen would not remove the originally named HQ from the list (ArcturusRising).
- Fixed an issue where a SURRENDER_2 event would incorrectly remove a friendly unit relative to the event recipient ID when located in the capital (petedalby).
- Removed the GDI+ installed check at runtime.


EDITOR
- Frozen weather zone data for Sea Effects can now be amended (no longer locked in) for Winter and Late Winter settings.


All Campaigns
- Made Strasbourg a Fortified Town and Dijon a city, in order to make the former more defensible, the latter compensating France for its lost income (hansondavid4).
- Mannheim is now a Fortified Town so that the West Wall is complete along the French border.
- Davao in the Philippines is now an Industrial Center so that any new Filipino units can be deployed there if Manila is under siege (ArcturusRising).
- Script templates and headers amended to correctly reflect that Belgium is #COUNTRY_ID 10 and Madagascar is 11 (PBB).
- There will no longer be Sea Ice in the Antarctic in January (Neutron).
- A note explaining why the Axis can pass through the Strait of Gibraltar when Gibraltar is in Allied hands, whereas the Allies cannot if Gibraltar is in Axis hands has been added to the Strategy Guides (DavidDailey).


1939 Campaign
- Belligerence setting for France to be at war with Japan now requires the US to be at 100% mobilization (firsteds).
- A Japanese landing in Africa will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (havoc1371; Elessar2).
- A Japanese landing in the Middle East will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (boudi).
- Fixed the first of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 671 rather than DE 672.


1939 Race to Victory Campaign
- Fixed the second of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 672 rather than DE 62.


1942 Axis High Tide Campaign
- Rommel HQ in North Africa's name added (Hydra).


Title: Re: Strategic Command WWII: World at War
Post by: Asid on February 05, 2022, 12:03:20 AM
Strategic Command WWII: World at War - v1.14.00
Fri, 4 February 2022

Patch v1.14.00

A new patch is now available for Strategic Command WWII: World at War.


Check out the full changelog:

v1.14.00 Changes


GAME ENGINE
- Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall).
- Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan)
- Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz)
- Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz)
- Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371)
- Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard)
- Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks)
- Fixed a Production Lost error for when a country surrenders and moves its Government to a new country
- Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War
- Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks)
- AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck).

EDITOR
- Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck).
- Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land)
- Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land)

All Campaigns
- Fixed the sea hexes 267,97, 267,98, 266,98, 266,97, 265,99, 264,100 & 265,100 in the Pacific that were incorrectly assigned to France (Jon Greenwood).
- Mention of Granada changed to Murcia relating to DE 316 in the Strategy Guides (KlasE).

1939 Campaigns
- Corrected the condition position for the Axis AI unit scripts for the Afrika Korps (sschnar1).
- Fortification added at 191,62 immediately NE of Changsha (Chernobyl; Marcinos1985; Old Crow Balthazor).
- The presence of an Axis unit within 2 hexes of Kweichow can now increase US and Indian mobiliation (Marcinos1985; hansondavid44).
- Communist China entering the war on the Allied side will now boost China's National Morale by 1,500 points in the expectation that they will assist in the fight against Japan.
- The USA joining the Allies will now increase China's National Morale by 3,000 points.
- Japan now receives the Mogami Heavy Cruiser in its Production Queue on the 1st December 1940 (Chernobyl).
- Increased the chance of the Chinese AI researching Infantry Warfare (Jackmck).
- Declarations of war by the Allies will now move the USA by 3-5% towards the Axis. This is in addition to any penalty for declaring war on a specific country (ralaric).
- Changes imported from WWII: War in Europe to increase France's starting strength while reducing her early war income slightly (redrum68; Marcinos1985). Details are as follows:
- France's starting MPPs increased from 75 to 90.
- French 3rd Army at Metz and 9th Army at 92,41 increased in strength from 5 to 8, 1st Army at 90,40 increased in strength from 5 to 6, and Reserve Corps at Paris increased in strength from 5 to 7. This is the equivalent of 100 MPPs worth of reinforcements.
- Resource scripts added for Algiers; Rabat; Fez, Tunis, Bordeaux, Marseille, Brest and Perpignan so that they start the war at zero strength, increasing by 1 per Allied turn.
- Strategy Guides now include a table showing the % chance of units fighting on from exile, just search for Free Units (AceRimmer).


Title: Re: Strategic Command WWII: World at War
Post by: Asid on May 19, 2023, 12:54:33 AM
Strategic Command WWII: World at War - v1.16.00
Thu, 18 May 2023

(https://cdn.akamai.steamstatic.com/steam/apps/957720/ss_f596fc1b9531b89c18019c0da4e8e498400ddf8c.jpg)

A new update is available for Strategic Command WWII: World at War.

Here is the full changelog:

GAME ENGINE
- Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl).
- Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult).
- Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2).
- Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter).
- Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca).
- Fixed a rare PBEM++ crash error (DethMorgaw).
- Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand).
- Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter).
- Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos).
- Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor).
- Fixed an error where disabled resource upgrades were still able to upgrade (Lothos).
- Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326).
- Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby).
- Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt).
- Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos).
- Fixed a rare pathfinding error that led to an in game freeze (Von Hugo).
- Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter).
- Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl).
- Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman).
- Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos).
- Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench.
- Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases.
- Coastal Guns will now fire back at attacking naval units (archmache).
- Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66).
- AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos).
- AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos).
- AI subs will no longer try and target land based convoys (Chernobyl).
- The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign.

EDITOR
- Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed.
- Units set to a default of zero action points in the Editor can no longer transport.
- Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen.

1939 Campaigns
- Soviet Winter can now lead to the loss of Axis units if they are at low strength.
- The Soviet XXX Corps near Vladivostok now starts with 0.5 experience.
- Increased the trigger to 100% for the Unit scripts deploying Soviet Corps in Rostov and Stalingrad when they enter the war (Feinder).
- Increased the #TRIGGER= from 50 to 100% in Decision 104 for the UK to support a pro-Allied coup in Yugoslavia (EarlyDoors).
- The USSR now receives an AA unit via the Production Queue in July 1940.
- Changed the Mobilization_2 script Finland Declares War On The USSR so that the trigger for the Polotsk area will only fire if the Axis unit is in Polotsk, rather than near it.
- Corrected the CONDITION_POSITION in the Surrender_2 script DE 602 - French Somaliland Accepts The Armistice so that it fires now if there is NOT an Allied unit in Djibouti, whereas previously it fired if there was one (Moonchild).
- Chinese Xue HQ’s starting entrenchment increased from 0 to 2, and experience from 0.5 to 1.
- Reduced the effect on US mobilization of Axis forces being within 3 hexes of Yenan, or within 2 hexes of Sian, Kweichow, Lanchow, or Chungking from 8-15% to 5-10% (Chernobyl).
- Added a mention of Kweichow to the Pop Up relating to the Communists in Yenan (Moonchild).
- The presence of multiple Axis units within the Pan American Zone can now trigger a significantly faster US mobilization (HarrySmith).
- The presence of an Italian naval unit within 10-12 hexes of the port of Southampton while Italy is neutral can now trigger the US mobilizing by 2-5% per turn (HarrySmith).
- The placing of US units on Guam while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- The placing of US units on Wake while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- Added a Variable Condition to the US AI Unit script that deploys a unit on Wake, to ensure it only does so once the US has fully mobilized.
- 6 and 10 hexes of Warsaw will now show on the map when relevant. Note that this does not take into account other political actions, e.g. the entrance of Axis Minors into the war, the independence or otherwise of the Baltic States, or whether or not Poland has been divided between Germany and the USSR (taffjones).
- Reduced the impact on US and USSR Mobilization of an Axis declaration of war on Belgium and the Netherlands from 2-4 and 3-6% respectively, to 1-4% in both cases (Chernobyl).
- Japan now receives a Maritime Bomber rather than a Strategic Bomber in its Production Queue in March 1941 (Chernobyl).
- Added a Strength script penalising Polish unit morale against the Axis AI at Intermediate and above (Mithrilotter).
- DE 601 will now trigger the deployment of a German Garrison unit in Copenhagen (OxfordGuy3).
- POP UP images relating to Axis units near Warsaw now appear from January rather than February 1940 (Michael Kollmann).
- Increased the chance of the Soviet AI investing in Anti-Aircraft Defense research (Michael Kollmann).
- RESOURCE scripts amended so that US income pre-entry and immediately after war entry will be slightly less, while Soviet income after transferring industry to the Urals will be slightly more. To effect this a new mine has been added to the map at 148,33.
- Deployment of Siberian forces amended so if Japan bombs Tulun it will not prevent the transfer of most of these units to the west (petedalby; Bavre).
- If Japan declares war on South Africa then the USA will now swing 20-25% towards the Allies (kjgokc2007).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues. There is now a 2,500 point bonus on the 1st January 1942, along with an additional 1,500 for each of the following that are in Soviet hands: Leningrad, Stalingrad, Baku, Moscow. On the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands. Note that these new scripts only apply to PBEM games and to the Allied AI (Chernobyl).
- Increased the chance of the USSR researching Anti-Aircraft Defense (Mithrilotter).
- Reduced the chance slightly of China researching Anti-Aircraft Defense (Mithrilotter).
- Amended the date when the UK should research Armored Warfare (Mithrilotter).
- India now has a chance of researching Mobility and Armored Warfare (Mithrilotter).
- An Allied Declaration of War on the Solomons, Philippines, Hong Kong, Brunei, Burma, Malaya, Sarawak will now all have a greater negative impact on US mobilization (oldAHgamer).

1942 Campaigns
- Added the Mobilization_3 script DE 617 - Turkey Swings Towards The Axis so that if Germany says no to DE 617 then Turkey will move towards the Axis (Silvercourage).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues, so that on the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands (Chernobyl).
- Amended the German AI’s Research priorities slightly (Mithrilotter).
- China now starts with a chit invested in Aerial Warfare (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).

1943 Campaigns
- China now starts with Aerial Warfare level 1 (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).

Title: Re: Strategic Command WWII: World at War
Post by: Asid on January 12, 2024, 12:06:32 AM
Strategic Command WW II: World at War - update v1.19.00
Thu, 11 January 2024

(https://cdn.akamai.steamstatic.com/steam/apps/957720/ss_f596fc1b9531b89c18019c0da4e8e498400ddf8c.jpg)

A new update is available for Strategic Command WWII: World at War.

Here is the full changelog:

GAME ENGINE
- Fixed a disappearing AI unit under rare circumstances (Lothos).
- Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice.
- Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos).
- Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos).
- Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos).
- Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop.