Strategic Command WWII: War in Europe - SlithFox
Hi everybody!

Strategic Command WWII: War in Europe has been updated to version Version 1.16.03, and it's huge!

Check the changelog below:

Game Engine Changes/Fixes
• 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.
• 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 NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit.
• fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and
• there were no current games being listed.
• fixed a Research calculation error that would in some rare cases lead to no advancemets when
• there should be some for a particular category.
• fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.
• fixed a HOTSEAT game error that did not always launch start of turn DECISION events from saved turns.
• fixed a renaming of a Transport unit error that did not preserve the amended name.
• all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized.
• 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.
• MOD packages that include modified Media folder items will now also be read and loaded by the game.
• a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement.
• SETTINGS screen now allows players to change screen resolutions.
• improved AI unit swapping for more optimal combat attack combinations.
• Research screen will now indicate the expected advancement range including all applicable
• bonuses when mouse hovering over the location where a chit is applied. This is only shown when
• Fog of War is not selected.
• Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the breakthrough range is increased from 15-25% from 10-20%
• Spying and Intelligence research bonus can now only be negated by a higher value from fully mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.
• Spying and Intelligence research bonus can now only be decreased by a value from a fully mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.
• Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.
• 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:
o HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
o HQ supply 1 or 2 will have a distribution supply value of 5.
o HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
o HQ supply 5 will have a distribution supply value of 8.
o HQ supply > 5 will have a distribution supply value of 10.
o HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.
o 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.
• Editor Changes/Fixes
• fixed an issue where minor nation HQ flag bases were not being properly shown when displaying 3D units.
• 'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.
• 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:

o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Bitmaps
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Interface etc.

All Campaigns
• Added an additional German AI GUARD position to help better deal with an Italian surrender and for when Italy vacates Tirana.
• All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
• The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of 3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to countries whose Allied parent is the USSR.
• German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
• Italian 3D units now reflect their facing at Bologna and no longer at Rome.
• USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major Capitals.
• Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength points per hit. Previously some could be as high as 2 to 3 strength points per hit.

1939 paign
• 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).

1940 1939, 1940 Campaigns
• Fixed a rare AI error that would have Italy DoW on Vichy France once France was liberated.

1941 1942 and 1943 Campaigns
• Added several German AI GUARD positions for anti-partisan activity in the USSR.
Strategic Command WWII: War in Europe - SlithFox


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

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

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

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

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

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

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

But let’s not waste any time further and jump straight into the Panzerfaust Update!

You can check the full changelog here
Strategic Command WWII: War in Europe - SlithFox
Strategic Command WWII: War in Europe has been updated to version 1.15!



- fixed a PBEM++ game error that would sometimes record the wrong winner once the game was over.

- fixed a HQ linking issue whereby HQs that were linked and had their regular supply increased while their distribution supply value remain unchanged, will now be able to link to another HQ even though they had their regular supply increased from 3 or 4 to 5.

- fixed a combat experience issue where ground or naval units that caused the shattering of a defender did not collect any experience for doing so.

- fixed a UNIT script error that had AI events firing incorrectly during AI games and when players had switched sides mid game.

- fixed a PURCHASE UNIT error that did not set recently purchased naval units to arrive at a supply value of 10.

- fixed a rare close playing sound error that would lead to a CTD.

- fixed a unit movement error that would sometimes not reveal the proper fog of war for adjacent units, i.e. Partial reveal instead of Full.

- fixed an ADD_UNIT= 2 flag error for PARTISAN events

- Amphibious Transports are no longer able to move 1 AP when embarking unless they have achieved at least Amphibious Warfare Level-1.

- +/- 1 combat results modifier will now only apply to units that have an attack/defend value > 0, e.g a naval unit attacks land units with an attack value of 0, so defending land units will now no longer have the +/- 1 combat results modifier applied.

- +/- 1 combat results modifier will no longer be applied to defender losses if the calculated defender losses would be greater than the remaining defender unit strength, i.e. unit will be beyond destroyed.

- unit count totals in the Reports screen will now include units in a naval loop.
Strategic Command WWII: War in Europe - Sam
Hi Everyone!

Strategic Command WWII: War in Europe has been updated to version 1.14!

Please read the following changelog for full information on the changes contained within this update.

Changelog

- fixed a DECISION firing error that caused some events to fire in the wrong sequence during a surrender DECISION event.
- fixed a reinforce or upgrade tool error that would sometimes reset the desired reinforce or upgrade highlight setting.
- fixed a bug where air units were being re-assigned to more optimal supply HQs even though their current attachment was to an HQ set to Manual attachment mode.

CAMPAIGNS

- MOBILIZATION_1 script entitled #NAME= USSR DoW On Persia (Syria->Axis) corrected to have the correct Country_ID and also for the name section of that and many other scripts to say "Allies DoW On..." rather than "USSR DoW On" (sPzAbt653).
- SURRENDER_2 script entitled #NAME= AXIS AI: Germany Occupies Luxembourg (100%) removed (sPzAbt653).
- UNIT scripts for De Lattre de Tassigny amended to Lattre de Tassigny to prevent duplication (Derikuk).

We hope you enjoy!
Strategic Command WWII: War in Europe - Sam
This update brings in lots of amendments to the campaigns, as well as a number of fixes.

Please see the changelog below for the full list of changes.

-Fixed an exploit where if you turned on/off Weather it would re-apply maximum AP to any partially moved units.
-Fixed a RESOURCE strength calculation error that should have seen strength reduced when 2 enemy adjacent units were present. This did not happen if a player set a friendly MAJOR country to be controlled by the AI.
-Fixed a DECISION firing event error that did not see some end of the turn DECISIONS fire when a country was surrendering.
-Fixed a Submarine diving error that could possibly have the Sub dive off the accessible area of the map.
-Fixed a PBEM++ replay error that would sometimes show the wrong weather during the replay.
-Fixed an additional port control bug where there are multiple ports adjacent to a town/city and one port could switch over to the same control of the town/city but wasn't at the end of a turn.
-Fixed a rare CTD when moving or attempting to move units at the very top of the screen and under the strategic menu buttons located in the top middle of the screen.
-Fixed a sub diving display error that showed the new location of the sub prior to it diving when playing against the AI and during the AI turn.
-Fixed an AI Transport unit error that had the AI unloading Transports from Ports at strength < 5.
-Fixed an AI OFFENSIVE planning error where the AI would not attack Lithuania if it was not annexed by the USSR.
-A major power that is not yet at 100% mobilization will no longer have its research levels apply to the catch up bonus if applicable.
-Fighters and Carriers in Fighter mode will now have their escorts reduced by 1 point when performing a recon or any other fighter sweep.
-HQ air unit attachments optimized for the newer HQ attachment and supply rule changes introduced in v1.10 when using the 'Auto' and 'Auto-Assist' attachment setting.
-Custom sounds and music will now be checked first for SPLASH message screens in game.
-Added a REFRESH button to the PBEM++ Lobby screen and removed the automatic refresh that was activated every 30 seconds.

Campaigns

-The Neva River south of Leningrad converted from a River to a Major River to make it easier to defend the city.
-Tactical Bomber Build Limits reduced: USA, USSR and Germany 6 -> 5, Italy 3 -> 2.
-Medium Bomber Build Limited increased: USA, USSR and Germany 3 -> 4, Italy 1 -> 2.
-The USSR now starts with 1 chit invested in Anti-Tank Weapons in the 1939 campaign, and level 1 in the 1940 campaign.
-The cost of Diplomacy against a Major Power has been increased from 150 to 175 MPPs.
-MOBILIZATION_1 scripts amended to severely increase the penalties for an Axis declaration of war against Algeria: Vichy France, Tunisia and Syria will now swing 40-55% towards the Allies (it was previously 10-15% for the first two, and 20-35% for Syria).
-Additionally, a new MOBILIZATION_1 script has been added so that the USA will now swing 8-15% towards the Allies if the Axis declare war on Algeria.
-MOBILIZATION_1 script amended so that an Axis declaration of war against Yugoslavia will now swing Greece 30-45% towards the Allies (it was previously 10-15%).
-Pro-Allied Algerian UNIT script amended for when they join the Allies so that their Corps will deploy at strength 5 rather than 3.
-Spain must now have a pro-Axis leaning of 60% for DE 603 to fire.
-English and French language 1939 and 1940 campaigns corrected to ensure that the Half Strength Fighter arriving in the UK's Production Queue in August 1940 arrives with no research.
-Country ID corrected to Greece in the STRENGTH scripts #NAME= Greek Morale Is Boosted By The Presence Of British Troops In Greece, #NAME= Greek Morale Is Boosted By The Presence Of British Or US Troops In Greece
-In the Mobilization_1 scripts entitled #NAME= Axis DoW on Yugoslavia (Greece->Allies), #CONDITION= 120 [0] [1] changed to #CONDITION= 120 [1] [1].
-Condition Positions corrected for Axis Minors in the DECISION event #NAME= DE 623 - Germany: Continue through the Gibraltar Strait? (From West to East).
Strategic Command WWII: War in Europe - Sam
We have a new Beta update for Strategic Command WWII War in Europe

If you would like to try the patch you will need to access the beta branch
To do this -
* Find the game in your steam library
* Right click on it and select properties
* Go to the betas tab
* From the drop down select the "beta - openbeta" option
* An update (BuildID: 2695519) will queue and once ready you can run the beta
*Go to the local files tab and 'Verify integrity of game files'

To return to your normal version
* Repeat the process but select the "Opt out of Betas" option on the drop down menu


v1.12.02 changelog

-Fixed a Submarine diving error that could possibly have the Sub dive off the accessible area of the map.
-Fixed a PBEM++ replay error that would sometimes show the wrong weather during the replay.
-A major power that is not yet at 100% mobilization will no longer have its research levels apply to the catch up bonus if applicable.
-Fighters and Carriers in Fighter mode will now have their escorts reduced by 1 point when performing a recon or any other fighter sweep.

Campaigns
-The Neva River south of Leningrad converted from a River to a Major River to make it easier to defend the city.
-Tactical Bomber Build Limits reduced: USA, USSR and Germany 6 ? 5, Italy 3 ? 2.
-Medium Bomber Build Limited increased: USA, USSR and Germany 3 ? 4, Italy 1 ? 2.
-The USSR now starts with 1 chit invested in Anti-Tank Weapons in the 1939 campaign, and level 1 in the 1940 campaign.
-The cost of Diplomacy against a Major Power has been increased from 150 to 175 MPPs.
-MOBILIZATION_1 scripts amended to severely increase the penalties for an Axis declaration of war against Algeria: Vichy France, Tunisia and Syria will now swing 40-55% towards the Allies (it was previously 10-15% for the first two, and 20-35% for Syria).
-Additionally, a new MOBILIZATION_1 script has been added so that the USA will now swing 8-15% towards the Allies if the Axis declare war on Algeria.
-MOBILIZATION_1 script amended so that an Axis declaration of war against Yugoslavia will now swing Greece 30-45% towards the Allies (it was previously 10-15%).
-Pro-Allied Algerian UNIT script amended for when they join the Allies so that their Corps will deploy at strength 5 rather than 3.
-Spain must now have a pro-Axis leaning of 60% for DE 603 to fire.

Happy Gaming!
Strategic Command WWII: War in Europe - SlithFox
Hello Everyone
After many weeks of testing we are pleased to say that Strategic Command v1.11 is now available.

Whilst this includes a number of updates and fixes to the game and campaigns we would really like to draw your attention to the speed increases this offers thanks to the notable improvements Fury have made to AI processing and Event handling

The full change list is listed here :

http://www.matrixgames.com/forums/fb.asp?m=4419907

but 1.11 also includes fixes for ASW and subs diving, when friendly counties join you side and various other bugs and glitches.

We'd also like to draw your attention to the recap of the supply rule revisions made since the first major changes in v1.04 (listed below)

v1.11 is compatible with save games from v1.10 (and earlier versions back to 1.04)

Supply & HQ Rules Recap
HQ distribution supply has been changed to the following:
- HQ supply < 3 will have a distribution supply value of 5.
- HQ supply >= 3 and <= 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
- HQs 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 doesn't change distribution supply for HQs that were at 3 or 4 supply, but will allow them to 'operate' and 'upgrade'.
Previously linked HQs could have a maximum distribution supply level of 10.
Strategic Command WWII: War in Europe - Alberto
A great classic game returns, as Strategic Command Classic: WWI is available!

This release will also include the expansion "Strategic Command WWI - Breakthrough!", Introducing the armoured train unit. You'll find all the nice combat features from the Battlefront version like combat unit swapping, improved bombardment options, and so on. The expansion Breakthrough is also included adding by default a variety of additional scenarios and a range of modding features to the game editor.

https://www.youtube.com/watch?v=THZcQbSX-bI

IMPORTANT!

This is not a new game. We are taking over from Battlefront as the publisher of this game. If you already bought the game from Battlefront please read this carefully as we don't want you to accidentally buy something you might be getting for free!

Read here the full story and what you need to do

http://store.steampowered.com/app/388140/Strategic_Command_Classic_WWI/
Strategic Command WWII: War in Europe - Muso;
Our incredible users are always striving to create new contents for their favourite games, bringing awesome mods on daily bases that we are always happy to share with all of you.
Today is Strategic Command's turn, with this new Community Content that contains 5 of the best mods that our users have ever created!

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

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

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

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

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

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

We also wanted to remind you that Strategic Command WWII will be 25% off for the whole week!And last but not least, today we'll have a stream on our Twitch channel to celebrate this event! Come hang out with us at 10 AM EDT / 3 PM EST / 4 PM CEST!
Strategic Command WWII: War in Europe - SlithFox
Hello Everyone
After several weeks in beta tuning and balancing we are pleased to say that Strategic Command v1.10 is now released.

This is a significant update and includes a wealth of amendments and bug fixes from the impressive amount of feedback and suggestions from you all following the release of v1.04, especially regarding the balance of the game following v1.04.

The change list is extensive but some of the changes to highlight are : Higher penalties for bring out of supply, (so for example reducing pockets should be more effective), Air unit deployment now needs a little more planning and HQ support and there have been a number of airpower tweaks, Ports are a little easier to capture and Supply lines (via chains of HQs) have been tweaked. Of course there are many campaign updates, other balance changes, AI improvements and bug fixes


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

The full changelist (and its extensive) can be viewed in game and here :
http://www.matrixgames.com/forums/tm.asp?m=4361334

Many thanks to all of you for you feedback and suggestions which have contributed to the many improvements made in v1.10

regards
...

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