Strategic Command: American Civil War - Patch Note v1.04.00

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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NotTooBad
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Strategic Command: American Civil War - Patch Note v1.04.00

Post by NotTooBad »

Hello everyone,

today we are glad to announce the release of the Franco-Prussian War Campaign as a free update.

Here is the changelog:

GAME ENGINE
- 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).
- 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).
- 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.
- Gunboats are now set to 'Raider' by default (Mithrilotter).

CAMPAIGNS
1861
- Early Emancipation Proclamation associated with Garibaldi now reduces Union Fighting Spirit by 12000 (was 8000)
- If Garibaldi is chosen as an Army Commander, he will now arrive with a Command Rating of 5 (was 7)
- Riots will now strike cities in Maryland and Delaware if Garibaldi's 1861 Emancipation Proclamation is accepted
- Added DEs 127, 128, 529 and 530, together forming a series of events regarding the formation of a Brazilian Volunteer Brigade in the event that Garibaldi is recruited by the Union

1862
- Increased Confederate starting Fighting Spirit to 135000 (was 130000)
- Increased Confederate starting MPPs to 1200 (was 700)

1862/T
- All British infantry and cavalry units begin with level 4 upgrades

1863
- Increased Confederate starting level of Infantry and Cavalry Equipment to 3 (was 2)
- Increased Union starting level of Infantry Equipment to 3 (was 2)
- Confederacy now starts with 2 chits invested in each of Infantry and Cavalry Equipment (was 0)
- Union now starts with 2 chits invested in Infantry Equipment (was 0)
- Added Union Brigade in Rogersville TN

1864
- Increased Confederate starting level of Infantry and Cavalry Equipment to 4 (was 2)
- Increased Union starting level of Infantry Equipment to 4 (was 2)
- Added Union Brigade in Rogersville TN

1861, 1861/7, 1862, 1862/T, 1863
- The Mexican Empire will now annex and move its capital to Mexico City DF in the event that it enters the war before 1863/07/12 and then controls that city

1861, 1861/7, 1862, 1863, 1864
- Removed extra fifth British Corps that would deploy if answer to DE 201 was NO (Pocus)
- Canrobert and Lersundi HQs, and all event-spawned French and Spanish Corps, now arrive with 1 experience star to be consistent with British forces

1861, 1861/7
- Confederate Cavalry Brigade that spawns in El Paso is now guaranteed to arrive on or before 1861/08/01 (Duedman)

1861/7, 1862, 1862/T, 1863, 1864
- Richmond VA now a regular Capital instead of a Major Capital, to ensure consistency with 1861 campaign

1862, 1862/T
- Removed Union Nelson and Crittenden Divisions from starting deployments
- Union Cavalry Brigade will now begin the game in Dover TN instead of adjacent
- Grant HQ will now begin adjacent to Nashville TN
- Union II, III, IV Corps and Siege Artillery now begin the game in the production queue, to be deployed on turn 1
- Confederate I, IV Corps now begin the game in the production queue, to be deployed on turn 1
- Reduced starting Union Fighting Spirit to 95000 (was 98000)

1863, 1864
- Many starting units on the map now begin with higher levels of upgrades to reflect tech changes
- Added Confederate Brigade in Jonesboro TN

All CW Campaigns
- Increased land Defence stats of Divisions, Mountain Divisions, Marines, Cavalry Divisions and Cavalry Corps by 0.5
- Increased Naval Defence of Divisions and Mountain Divisions by 1
- Increased Naval Defence of Corps by 2
- Increased maximum level of Infantry and Cavalry Equipment technologies for all majors except Mexico to 4 (was 2)
- Increased UK, French and Spanish starting level of Infantry and Cavalry Equipment to 4 (was 2)
- Increased Confederate research cap to 3000 (was 2800)
- Reduced land Attack and Defence increments of Infantry and Cavalry Equipment technology to 0.5 (was 1) for Divisions, Mountain Divisions, Marines, Cavalry Divisions; and to 1 (was 2) for Corps
- Infantry Tactics research now increases the De-entrenchment level of Brigades by 0.5 per level
- Improved AI research strategy to incorporate tech changes
- Improved AI production strategy to give greater priority to the Eastern Theatre when deploying land units
- Improved Union AI positioning of river ships
- Improved Confederate AI naval strategy (Mithrilotter)
- Corrected date of Paraguayan War popup
- Confederate AI will now place greater priority on garrisoning Petersburg
- Union naval loops connecting Key West, Fort Pickens and New Jersey no longer require all Europeans to be neutral
- Reduced maximum Mexican Research MPPs to 500 (was 550)
- Halved the cost of all research for Mexico
- Improved French Production AI
- West Virginia joining the Union will now allow Union-aligned partisans to spawn in that state (atshii)
- Fixed a display error not showing all additional partisans that can spawn as a result of the Confederacy accepting DE 113 (rjh1971)
- Scripts evicting Confederate ships from Blockade Runner ports in Cuba, Bermuda, Bahamas and Belize will now apply to all Confederate-aligned nations (Mithrilotter)
- Union will now lose 200 FS points per turn due to war weariness (LoneRunner)
- Union will receive 1000 FS when each of the following are captured: Baton Rouge LA, Fredericksburg VA, Jackson MS, Little Rock AR, Shreveport LA, Staunton VA, Fayetteville AR, Arkansas Post AR, Corinth MS, Decatur AL, Murfreesboro TN, Dresden TN, Williamsburg VA, Culpeper VA, Meridian MS
- Union will receive 1500 FS when Memphis TN is captured
- Union will receive 2000 FS when each of the following are captured: Milledgeville GA, Petersburg VA, Columbia SC, Chattanooga TN, Augusta GA
- Union will receive 2500 FS when each of Nashville TN and Montgomery AL are captured
- Union will lose 2000 FS when each of the following are captured: Cumberland MD, Hagerstown MD, Gettysburg PA, Frederick MD
- More Gunboats on the map at game start will be set to Raider mode (Mithrilotter)

OTHER
- Added MX-map-1846 to the Extras folder
- Strategy Guides updated
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Tanaka
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Location: USA

Re: Strategic Command: American Civil War - Patch Note v1.04.00

Post by Tanaka »

Fantastic update. Game plays so much better and the AI is much improved. The new Franco Prussian Campaign is awesome. You guys rock!
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BillRunacre
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Re: Strategic Command: American Civil War - Patch Note v1.04.00

Post by BillRunacre »

Thanks Tanaka! :D
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