Strategic Command American Civil War Update

Strategic Command: American Civil War gives you the opportunity to battle for the future of the United States in this grand strategy game. Command the Confederacy in a desperate struggle for independence, or lead the Union armies in a march on Richmond.

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Roby7979
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Strategic Command American Civil War Update

Post by Roby7979 »

Strategic Command American Civil War v01.02.00

GAME ENGINE
• Fixed a Hotseat/PBEM++ replay crash when a river naval attacker is destroyed during the attack (MisterMuffles).
• Fixed a CTD that occurs at the end of your turn if you disable the 'Research' option (gmarco, flakhawk1).
• Fixed a full screen map scrolling issue when using the mouse to scroll the map via the screen edges.
• Optimized/improved AI unit upgrade logic (LoneRunner)
• Improved AI HQ unit distribution to prevent some of the grouping that has occurred with the larger Civil War maps.
• Improved AI amphibious landings logic.

CAMPAIGNS
1861
• Added Longstreet HQ to Confederate production queue, to deploy on 1861-10-07
• Garibaldi HQ will now spawn with 1.5 experience stars if made Commanding General (was 3)
• Garibaldi HQ will now spawn with 0 experience stars if made Army Commander (was 1) 1861, 1861/7
• Fort Donelson now begins the game with 1 experience (was 0)
• Confederate units associated with a YES answer to DE 101 (‘Sibley’s Army’) or DE 102 (‘Van Dorn’s Army) will deploy in San Elizario or San Antonio if El Paso is unavailable
• Van Dorn HQ removed from Confederate build list to prevent duplicate name issue
• DE 101 and 102 will now appear if El Paso is Union-owned to ensure Confederacy still receives
associated units 1861, 1861/7, 1862, 1862/T
• Added Atlanta Monitor to Confederate production queue, to deploy on 1862-11-22 1861/7
• Increased Confederate starting MPPs to 1000 (was 700) 1861/7, 1862, 1862/T
• DE 513 will no longer be associated with DE 525 1864
• Lincoln Re-elected popup will no longer display in this campaign by default

All CW Campaigns
• Corrected font of map text for Lake Chapala
• Corrected wording error in several popups
• Improved AI planning exclusions
• Improved Union AI amphibious behaviour
• Corrected error in notes for DE 511
• Improved AI research priorities
• Improved AI prioritisation in Eastern Theatre
• Added DEs 125 (“Pass the Tithe Act?”) and 126 (“Abandon Cotton Strategy?”)
• Added several fortifications around New Orleans, Mobile and Wilmington
• Improved AI planning exclusions
• Southwest Pass ports (at mouth of the Mississippi River) are now considered core Confederate territory under Union occupation, preventing the Union from deploying new ships at these locations
• Improved Union AI blockading behaviour
• Improved Union AI transport behaviour
• Improved Confederate AI handling of offensive towards Denver
• Automatic Union AI unit spawns in southern Mississippi River will now fire correctly
• Reduced MPPs from Montana, Idaho and Utah Territories following gold rush events to 25/turn each (was 50)
• Corrected typo in War Maps display map

OTHER
• Updated Strategy Guide
ewright33
Posts: 4
Joined: Mon Sep 05, 2011 7:04 am

Re: Strategic Command American Civil War Update

Post by ewright33 »

Ok...so how and where do you update it? The auto update feature doesn't work.
Aurelian
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Joined: Mon Feb 26, 2007 2:08 pm

Re: Strategic Command American Civil War Update

Post by Aurelian »

ewright33 wrote: Fri Jul 15, 2022 12:05 pm Ok...so how and where do you update it? The auto update feature doesn't work.
Go to My Page, you'll find it there.

It's out on Steam, it should update once you activate your Steam key, also on My Page.
Building a new PC.
jjdenver
Posts: 2474
Joined: Thu Nov 01, 2007 11:07 pm

Re: Strategic Command American Civil War Update

Post by jjdenver »

i see steam key unavailable on my store page for the game - how do we get a steam key? i tried auto-update it doesn't work.
jjdenver
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Re: Strategic Command American Civil War Update

Post by jjdenver »

jjdenver wrote: Tue Oct 31, 2023 2:17 pm i see steam key unavailable on my store page for the game - how do we get a steam key? i tried auto-update it doesn't work.
nevermind, i was looking at an old acw game - the blue & the gray. wrong game. :)
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sokulsky
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Re: Strategic Command American Civil War Update

Post by sokulsky »

It seems game has been patched to 1.09 recently

EDIT: v1.09.00 list of changes

GAME ENGINE
- Fixed a unit movement error when land operational movement is disabled (El_Condoro)
- Fixed a rare Diplomacy chit reclamation error that led unusually high influence chits remaining (Tigertony).
- Fixed a Naval Cruise unit action point value display error when custom Naval Cruise multipliers have been set (CaesarAug).
- Fixed an Amphibious Transport unload unit error that allowed units to unload on impassable terrain.
- Fixed an error that allowed Naval Cruise after a unit attacks and the defender is either destroyed or retreats (KorutZelva).
- Fixed an escort highlight error for some rare cases (ArcturusRising).
- Fixed a PBEM error under FoW that would possibly center the map on a hidden unit when a replay of the previous turn was about to start (Duedman).
- Fixed a PBEM first turn error that did not properly list some customized country names (OldCrowBalthazor).
- Fixed an error for custom campaigns that did not see the 'storms' penalty applied to naval units when the penalty is greater than +1 (Laki).
- Fixed a unit retreat hex optimization issue (havoc1371).
- Fixed an error that did not properly calculate initial unit morale during a dual deployment phase unit at the start of the game (Wilson).
- Fixed a combat error that did not properly show subs being destroyed when attacked and destroyed via a recon attempt, e.g. after the sub had dove (LLv34Mika).
- Fixed naval mine behaviour (OldCrowBalthazor).
- Fixed the display of incorrect mouse hover tool tip info for custom campaigns in the PBEM++ Lobby.
- Fixed an upgrade unit error that did not always upgrade all upgradeable slots with the 'Upgrade Tool' (Lothos).
- Subs now attempt to randomly dive between 1 to 2 hexes if possible, but still with a maximum of 4 hexes if no good dive hexes are initially found.
- Fixed an AI air unit placement issue whereby non belligerent countries tried to place newly purchased air units close to 'enemy' positions (Nolt).
- Fixed a naval supply map display error that incorrectly showed minor ports starting from supply value 5 instead of stating at 10 (Nginear).
- Settings list of resolutions now show the resolutions without Windows scaling applied, however scaled resolutions still stored applicably in INI files.

CAMPAIGNS
1866
- Extended map east by 8 hexes (Edprem)

1870
- Increased cost of DE 213 to 400 MPPs (100 for four turns) (was 150 MPPs, 50x3) (KorutZelva)
- Fixed translation error

1904
- Hex 18,12 now correctly belongs to Russia (OldCrowBalthazor)
- Reduced Action Points of Torpedo Boats to 15 (was 20) (jankrajewski1076)
- Added Chinese ports of Chinwangtao and Chikow
- Increased Ironclad Defence of Ports to 2 (was 1); Defence Bonus to 2 (was 1) (Johnbarr1546)
- Increased Wooden Ship Defence of Ports to 3 (was 2); Defence Bonus to 4 (was 3) (Johnbarr1546)
- Increased damage inflicted by the Turn 1 Port Arthur strike event
- Improved Japanese Naval AI defending Straits of Tsushima (Great Bumbino)
- Reduced strength of Russian cruiser Varyag to 3 (was 5)

All CW Campaigns
- Major Victory Conditions no longer require control of Washington or Richmond (Nekoro)
- Corrected hex reference of Columbia SC Fighting Spirit script

All Campaigns
- Shore bombardments and attacking resources will no longer provide experience to any warships except gunboats and river ships.
- Sharpened the images in the campaign selection screen
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scout1
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Re: Strategic Command American Civil War Update

Post by scout1 »

Did this upgrade change some default relative to automatic saves for pbem++ ?

Just ran a turn and it was saving and uoloading like every 5 mins ...... very annoying ......
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OldCrowBalthazor
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Re: Strategic Command American Civil War Update

Post by OldCrowBalthazor »

scout1 wrote: Sat Dec 16, 2023 10:01 pm Did this upgrade change some default relative to automatic saves for pbem++ ?

Just ran a turn and it was saving and uoloading like every 5 mins ...... very annoying ......
Here's an answer to your question: https://www.matrixgames.com/forums/view ... 1&t=399790

I personally like this feature as do my opponents (for a variety of reasons), both whom I am in production with for YT currently.
I believe its going to get fine tuned so the package save doesn't start mid click.

Some folks had problems with log-out cheaters. For me its good because though I have great internet service, at times in the mountainous area where I live, high winds blowing through the area has knocked out the internet/electricity just for a few seconds..too fast before I can save. There were numerous times when after nearly an hour of pulling a complicated turn , like with WaW, where a glitch happened..and I had to do the turn all over again.
Well..you get new Intel hits, and you have seen things that if your a sportsman, you can't unsee but you wish didn't...if you like to play fair that is.
I always contacted my opponents when this happened, and so have they. Still, now with this feature..that headache is gone.

I basically don't even notice it now. 🙂
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