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Strategic Command v1.11 "Speed Increase" vers... - 1/16/2018 3:22:26 PM   
Benedict151

 

Posts: 581
Joined: 3/4/2016
Status: offline
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 Hubert has made to AI processing and Event handling
The full change list is listed below 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)
v1.11 is a comprehensive update (so you don't need to have previously installed v1.10 etc.)

Members Area:
http://www.matrixgames.com/members/publicDL.asp?gid=504

And from the public area :
http://ftp.matrixgames.com/pub/StrategicCommandWWIIWarInEurope/StrategicCommand-UpdateComp-v1.11.zip

Or of course you can obtain it by 'checking for update' when starting the game

FULL v1.11 CHANGELIST - January 09, 2018
- EVENT processing speed bottlenecks now eliminated, at least 100X faster.
- AI speed improvement of 30%.
- Fixed a bug for when a capital moves to an alternate location, the Primary, Secondary and Industrial Center lists were not updated for the new location resulting in possible loss of Primary supply locations other locations for that country such as when Italy moves its capital to Venice.
- Fixed a sub diving bug that could still reveal its location in the FoW shroud if all the FoW shroud had been lifted all around the attacked sub.
- Fixed an introduced error that no longer properly handled TYPE=0 events that had triggers < 100%.
- Fixed an AI AMPHIBIOUS TRANSPORT error that led to a CTD.
- Fixed an AI friendly major controlled units error that had the AI moving units not under its control on your turn during the combat phase.
- Fixed an AI friendly major controlled units error that had the AI not place new friendly controlled minor country units from the production queue.
- Fixed a PBEM++ Lobby screen error that did not properly display an error message when there was an invalid connection to the server.
- Fixed a rare script event system error that inadvertently removed events when they should not be removed.
- Fixed a naval unit swap error that led to a CTD.
- Fixed a convoy path calculation error that would sometimes improperly calculate and determine a CONVOY to be invalid.
- Fixed a transfer of capital error, via SURRENDER_1 event, that had been transferring ownership of the previous capital hex to the opposing side, when the opposing side did not currently occupy that particular hex.
- Fixed an ASW research upgrade error that did not help to reduce the percentage chance that a sub may dive from an attack.
- Fixed a customized campaign graphics error that would not properly refresh when loading games or starting new campaigns from customized to default and vice versa. This was often noticeable when loading custom unit sprites.
- Fixed an AI error that had a friendly controlled major, controlled by the AI, upgrading your human controlled resources with Anti-Aircraft research upgrades.
- Fixed a swap unit error that had units swap and end up with higher entrenchment values than should be the maximum at their new positions. Now swapped units should properly gain the old entrenchment value of the previous unit in that position minus 1.
- Fixed a right click menu 'Forced March' implementation error.
- Fixed a reloaded saved turn error that would erroneously initiate beginning of turn POPUP and DECISION events. These should only happen at the beginning of a turn and before a save and possible reload.
- Fixed a rare resource supply calculation error for towns not connected by rail but also not cutoff from a friendly capital where they would reach a max occupational level value and then drop back down and then up again repeatedly.
- Fixed an AI air unit protective movement error that had the AI move air units prior to combat which could in theory alter the vulnerability of these air units if combat were to go in the AI favor.
- Fixed an AI paratroops combat error that led to a CTD.
- Fixed a spotting error for Maritime Bombers that allowed them to spot across water and then across land again with their naval spotting range, e.g. incorrectly across the English Channel and into England.
- Fixed a bug that had the wrong DECISION events display after selecting 'View Map' in the DECISION event information screen.
- If a unit has occupied a town/city adjacent to a port, but the port is occupied by a naval unit that is then subsequently destroyed by air power, the port will now switch to your control at the end of your turn.
- Weather information will now display in the lower right hand corner geo locator panel for resolutions < 1280 pixels wide.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now only join at the end of your opponent's turn, this way they can make their first moves on your turn.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now have their normal supply and action points calculated when joining.
- Friendly countries that are set to join on specific historical dates, or near historical dates (e.g. Canada) with some variability via a WAR ENTRY script, may still join on either an Axis or Allied turn.
- Selectable units in the PURCHASE UNIT screen now increased to accomodate the Calm Before the Storm MOD.
- Optimized AI use of Cruisers when being used against Sub raiders, the AI will now check for its own appropriate ASW response levels prior to committing.


HQ supply rule recap and amendments since the first major changes introduced in v1.04 are as follows:
- 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.

Campaigns
- 1942 Campaign USA to now start with a chit invested in Advanced Tanks.
- 1943 Campaign USA to start at level 2 in Advanced Tanks rather than 1, as well as retaining the invested chit.
- POPUP #NAME= ALLIED AI: German Report On The Situation In Italy amended so that it will only fire if two Allied units are within 10 hexes of Rome, rather than 15 (pjg100).
- An Axis Declaration of War on Ireland will now trigger the US to swing towards the Allies (Leadwieght).
- An Allied Declaration of War on Algeria will now swing Vichy France by 20-35% towards the Axis, rather than the 30-45% it was previously swinging it (Mithrilloter).
- Partisan scripts – moved the scripts with the line Add Unit = 1 for #MAP_POSITION= 153,92 to higher in the file (KorutZelva).
- Added the condition that the USSR is neutral to the POP UP script entitled #NAME= ALLIED AI: German Report Giving Advice To Prepare For War Against The USSR in the 1939 and 1940 campaigns (Korut Zelva).
- Change MOBILIZATION_2 script #POPUP= Isolationists In The USA Call On US Units To Return To Home Waters, to be triggered not by hex 87,92 but by hex 130,97.
- Removed a check for Axis units in southern England from the CONDITION_POSITION triggers for DE 162.
- Surrender_2 scripts connected to DE 624 are now set to fire at any time from the beginning of the game when their conditions are met (Harrybanana; Taxman66).
- Selected Convoy Waypoints have been amended as follows: 86,137 -> 87,137; 220,137 -> 219,137; 104,137 -> 103,137; 102,137 -> 101,137; 104,131 -> 103,131; 102,131 -> 101,131
- Subs' initial dive percentage increased from 20% to 40%.
- Destroyers' starting Sub Attack value reduced from 2 to 1, and Light Cruisers reduced from 1 to 0.
- Fixed a Finnish HQ Guard error that had the Finnish HQ sit right next to Helsinki for the entire game now that we moved its starting position a little further back from the Soviet border.
- Fixed a German invasion of Poland that saw some of its forces break off towards less relevant targets such as Bialystok and Grodno.

< Message edited by Benedict151 -- 1/16/2018 3:27:00 PM >
Post #: 1
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 3:37:46 PM   
OxfordGuy3


Posts: 721
Joined: 7/1/2012
From: Oxford, United Kingdom
Status: offline
quote:

Friendly countries that reach 100% mobilization, and not from a declaration of war, will now only join at the end of your opponent's turn, this way they can make their first moves on your turn.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now have their normal supply and action points calculated when joining.


Hurrah!

quote:

Friendly countries that are set to join on specific historical dates, or near historical dates (e.g. Canada) with some variability via a WAR ENTRY script, may still join on either an Axis or Allied turn.


Would Finland be exempt from this? Hope so!

quote:


he 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'.


Great!


< Message edited by OxfordGuy3 -- 1/16/2018 3:38:07 PM >

(in reply to Benedict151)
Post #: 2
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 5:14:48 PM   
Taxman66


Posts: 1096
Joined: 3/19/2008
From: Columbia, MD. USA
Status: online
Can 1.10.03 beta PBEM++ games be upgraded, or must they start over (or be completed before upgrading)?

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Post #: 3
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 5:41:04 PM   
Hubert Cater

 

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Best to complete the 1.10.03 Beta games first as upgrading will have the consequence of pointing to the release PBEM++ server and you will not be able to continue your Beta game at that point.

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Post #: 4
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 5:58:55 PM   
Taxman66


Posts: 1096
Joined: 3/19/2008
From: Columbia, MD. USA
Status: online
Ok, that's what I suspected.

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"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

(in reply to Hubert Cater)
Post #: 5
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 7:22:55 PM   
Icier


Posts: 575
Joined: 7/15/2014
From: a sunny beach nsw
Status: offline
wont update...tried pasting fault but wont upload...anyway I can email direct?

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Those are my principles, and if you don't like them... well, I have others.

(in reply to Hubert Cater)
Post #: 6
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 7:33:10 PM   
Taxman66


Posts: 1096
Joined: 3/19/2008
From: Columbia, MD. USA
Status: online
Out of curiosity, are there any differences between the beta and this official update?

_____________________________

"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft

(in reply to Icier)
Post #: 7
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 8:48:44 PM   
LLv34Mika


Posts: 252
Joined: 12/29/2017
Status: offline
and I thought subs were strong before... phew, that might get interesting.

(in reply to Taxman66)
Post #: 8
RE: Strategic Command v1.11 "Speed Increase" ... - 1/16/2018 9:41:40 PM   
PvtBenjamin

 

Posts: 474
Joined: 5/6/2017
Status: offline
PBEM speed had improved considerably before v 1.11. It is now back to very slow for me. The speed improvements are in AI I guess.

(in reply to LLv34Mika)
Post #: 9
RE: Strategic Command v1.11 "Speed Increase" ... - 1/17/2018 8:39:44 AM   
Benedict151

 

Posts: 581
Joined: 3/4/2016
Status: offline
Hello Icier
I am sorry you have an issue - you can contact our support team at : http://www.matrixgames.com/support/

I know you said you could not upload the error to this forum (?) but is there any other info you can give?

I assume you are using the Matrix version?

regards
Ben Wilkins

(in reply to PvtBenjamin)
Post #: 10
RE: Strategic Command v1.11 "Speed Increase" ... - 1/17/2018 8:41:51 AM   
Benedict151

 

Posts: 581
Joined: 3/4/2016
Status: offline
Hell Taxman

quote:

ORIGINAL: Taxman66

Out of curiosity, are there any differences between the beta and this official update?

quote:

Out of curiosity, are there any differences between the beta and this official update?


v1.11 has a couple of additional minor fixes compared to the v1.10.03 beta (off the top of my head I can't recall exactly what I'm afraid)
But nothing very substantial

regards
Ben Wilkins

(in reply to Taxman66)
Post #: 11
RE: Strategic Command v1.11 "Speed Increase" ... - 1/17/2018 1:35:57 PM   
Hubert Cater

 

Posts: 2067
Joined: 7/22/2013
Status: offline

quote:

ORIGINAL: PvtBenjamin

PBEM speed had improved considerably before v 1.11. It is now back to very slow for me. The speed improvements are in AI I guess.


That might just be a temporary PBEM server issue as the game speed improvements for v1.11 apply to regular turns as well as to the AI.


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Post #: 12
RE: Strategic Command v1.11 "Speed Increase" ... - 1/17/2018 2:06:27 PM   
Christolos


Posts: 546
Joined: 4/24/2014
From: Montreal, Canada
Status: offline
quote:

ORIGINAL: Taxman66

Can 1.10.03 beta PBEM++ games be upgraded, or must they start over (or be completed before upgrading)?


First a word to the developers: Thanks for the great and continued support of this totally amazing game!!!

Can we not save a copy of the 1.10.03 Beta executable somewhere first (like on the desktop), then upgrade to v1,11, and then rename the saved Beta executable and copy it back into the game folder?
I was doing with previous Beta versions and the latest official updates, so as to still have access to the Beta server for my ongoing Beta games by launching the game with the saved and renamed Beta executable. This would also allow the latest official version to be launched with it's proper executable that would be copied over the previous Beta executable, and still allow access to the Beta server to continue the previous Beta version games.

Is this no longer possible with v1.11?

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to Taxman66)
Post #: 13
RE: Strategic Command v1.11 "Speed Increase" ... - 1/17/2018 3:32:09 PM   
Hubert Cater

 

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Joined: 7/22/2013
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Yes this should work Christolos

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Post #: 14
RE: Strategic Command v1.11 "Speed Increase" ... - 1/17/2018 6:41:48 PM   
Icier


Posts: 575
Joined: 7/15/2014
From: a sunny beach nsw
Status: offline
Hi Ben,

I fixed the problem by deleting & reloading the game ...I think it was coming from the community addon that I had (?) anyway
couldnt email you direct

anyway, it basically says could not open the uninstalled executable for writing.


< Message edited by Icier -- 1/17/2018 6:57:07 PM >


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Post #: 15
RE: Strategic Command v1.11 "Speed Increase" ... - 1/17/2018 10:00:40 PM   
kessler1975

 

Posts: 16
Joined: 4/1/2017
Status: offline
Icier,

got the same problem, cannot delete game and intall the first version 1.00 and then patch with 1.11

(in reply to Icier)
Post #: 16
RE: Strategic Command v1.11 "Speed Increase" ... - 1/18/2018 12:41:09 AM   
Icier


Posts: 575
Joined: 7/15/2014
From: a sunny beach nsw
Status: offline
that is why, when I buy a game I always buy the disk too. I have had to many games go "cactus" when an upgrade is done.

_____________________________

Those are my principles, and if you don't like them... well, I have others.

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Post #: 17
RE: Strategic Command v1.11 "Speed Increase" ... - 1/18/2018 1:21:21 AM   
kessler1975

 

Posts: 16
Joined: 4/1/2017
Status: offline
looks like the uninstall.exe file is missing in my game file.

(in reply to Icier)
Post #: 18
RE: Strategic Command v1.11 "Speed Increase" ... - 1/18/2018 12:40:24 PM   
PvtBenjamin

 

Posts: 474
Joined: 5/6/2017
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What was the logic of making the axis subs stronger?

(in reply to kessler1975)
Post #: 19
RE: Strategic Command v1.11 "Speed Increase" ... - 1/18/2018 1:37:42 PM   
Benedict151

 

Posts: 581
Joined: 3/4/2016
Status: offline
Hello Icier - I am glad your issue is fixed, albeit in a rather drastic way

Kessler - I am sorry you are still having issues, we are looking into this. Can I ask what AV s/w you are using? Do you have the Community Pack installed?

r

(in reply to PvtBenjamin)
Post #: 20
RE: Strategic Command v1.11 "Speed Increase" ... - 1/18/2018 1:37:47 PM   
Hubert Cater

 

Posts: 2067
Joined: 7/22/2013
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Hi PvtBenjamin,

It may seem so from a first glance at the changes list above, but hopefully the following discussions will paint a better picture as to the required changes and how things should be more balanced now for Subs vs ASW research going forward.

http://www.matrixgames.com/forums/tm.asp?m=4361195

http://www.matrixgames.com/forums/tm.asp?m=4372947&mpage=1&key=&%2365533

Hubert

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RE: Strategic Command v1.11 "Speed Increase" ... - 1/18/2018 9:10:52 PM   
kessler1975

 

Posts: 16
Joined: 4/1/2017
Status: offline
am using avast.

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Post #: 22
RE: Strategic Command v1.11 "Speed Increase" ... - 1/18/2018 9:41:14 PM   
rjh1971


Posts: 4485
Joined: 12/13/2005
From: Madrid, Spain
Status: offline
Congrats Hubert, the increase of speed in the AI is awesome, the processing events routines are now run in no time at all in my pc


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Post #: 23
RE: Strategic Command v1.11 "Speed Increase" ... - 1/21/2018 2:44:57 PM   
Christolos


Posts: 546
Joined: 4/24/2014
From: Montreal, Canada
Status: offline

quote:

ORIGINAL: Hubert Cater

Yes this should work Christolos

Thanks Hubert!

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to Hubert Cater)
Post #: 24
RE: Strategic Command v1.11 "Speed Increase" ... - 1/21/2018 3:05:36 PM   
Hubert Cater

 

Posts: 2067
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My pleasure gentlemen

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Post #: 25
RE: Strategic Command v1.11 "Speed Increase" ... - 1/22/2018 7:13:20 PM   
Hartmann301

 

Posts: 43
Joined: 12/7/2016
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So is the Murmansk bug fixed?

(in reply to Hubert Cater)
Post #: 26
RE: Strategic Command v1.11 "Speed Increase" ... - 1/22/2018 9:20:30 PM   
ikrananka


Posts: 71
Joined: 6/19/2014
Status: offline

quote:

ORIGINAL: Hartmann301

So is the Murmansk bug fixed?


If you're referring to the USA to Murmansk convoy bug, then I can confirm that Hubert told me to day that it is working in v1.11.

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Post #: 27
RE: Strategic Command v1.11 "Speed Increase" ... - 1/23/2018 10:47:54 AM   
Hartmann301

 

Posts: 43
Joined: 12/7/2016
Status: offline

quote:

ORIGINAL: ikrananka2


quote:

ORIGINAL: Hartmann301

So is the Murmansk bug fixed?


If you're referring to the USA to Murmansk convoy bug, then I can confirm that Hubert told me to day that it is working in v1.11.



No..I'm talking about the Axis units coming within 3 hexes of Murmansk bug.

(in reply to ikrananka)
Post #: 28
RE: Strategic Command v1.11 "Speed Increase" ... - 1/23/2018 1:09:33 PM   
ikrananka


Posts: 71
Joined: 6/19/2014
Status: offline

quote:

ORIGINAL: Hartmann301


quote:

ORIGINAL: ikrananka2


quote:

ORIGINAL: Hartmann301

So is the Murmansk bug fixed?


If you're referring to the USA to Murmansk convoy bug, then I can confirm that Hubert told me to day that it is working in v1.11.



No..I'm talking about the Axis units coming within 3 hexes of Murmansk bug.


Are you referring to the issue I had where I had an Axis unit within 3 hexes of Murmansk which should have triggered the USA to Murmansk convoy to switch its destination to Archangelsk, but it did not? If so, then this has apparently been fixed in v1.11. If not, what specific Murmansk bug are you referring to?

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RE: Strategic Command v1.11 "Speed Increase" ... - 1/23/2018 10:26:56 PM   
ludi18671

 

Posts: 27
Joined: 6/9/2016
Status: offline
I am having a problem with PBEM. What is happening to me is that I can load the game fine, and load the PBEM ++ online server I THINK, but then I have a real (but inconsistent) problem loading the game I am playing with different people. So far I have loaded Ken Clarkson a number of times, but I had to load (and then cancel the program) a great number of times BEFORE I could successfully play the turn. Right now I have tried to download Ouldy (mark Ould) and I have not succeeded after five tries. As each attempt takes a while (I wait at least two minutes while trying to download the game) it is really frustrating me. And this all started yesterday!

(in reply to ikrananka)
Post #: 30
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