Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Moderators: MOD_Strategic_Command_3, Fury Software
Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
We have a released a new major update for Strategic Command WWII: War in Europe.
You can download it from here
Check out the full changelog:
FULL CHANGELOG
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).
• 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).
• Improved an AI HQ position vulnerability issue (Joseph).
• Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).
EDITOR CHANGES
• Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2)
LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=
1939 and 1940 campaigns.
• Territory script #NAME= Germany Annexes Alsace amended so that Metz (160,84) is included (cendrich).
• If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (210,126) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
• 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.
• Strategy Guides updated to reflect that the timing of Yugoslavia joining the Allies after the pro-Allied coup is now variable (cendrich).
All Campaigns
• 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.
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• Header explanations for the Supply scripts updated.
• 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).
• National Morale script for the liberation of London corrected (BigJohn).
• Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).
• Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
You can download it from here
Check out the full changelog:
FULL CHANGELOG
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).
• 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).
• Improved an AI HQ position vulnerability issue (Joseph).
• Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).
EDITOR CHANGES
• Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2)
LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=
1939 and 1940 campaigns.
• Territory script #NAME= Germany Annexes Alsace amended so that Metz (160,84) is included (cendrich).
• If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (210,126) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
• 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.
• Strategy Guides updated to reflect that the timing of Yugoslavia joining the Allies after the pro-Allied coup is now variable (cendrich).
All Campaigns
• 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.
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• Header explanations for the Supply scripts updated.
• 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).
• National Morale script for the liberation of London corrected (BigJohn).
• Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).
• Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Thanks for still working on improving the game. Is the update compatible with current games?
- Hubert Cater
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Thank you and yes it would be, although campaign specific changes won't go into effect until you start a new game.
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: ledrobi
• 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.
This now strikes me as unduly demanding for the Russians! If Volkhov is in Axis hands then surely the goods can go on the railway via Belomorsk and Onega to Vologda?
(though while we're here, Vologda should also be a trigger for the Archangelsk convoy...)
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: Hubert Cater
Thank you and yes it would be, although campaign specific changes won't go into effect until you start a new game.
Hi Hubert I noticed this was in the WIE notes and not WAW when this happened to me in WAW and not WIE. Was this change included in both versions? Thanks!
• Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Hi Tanaka,
The change is as far as I can see only in WiE.
The trigger points for WaW are Warsaw, Konigsberg, Berlin, Munich and Prague, perhaps one of these triggered it for you in game?
Hubert
The change is as far as I can see only in WiE.
The trigger points for WaW are Warsaw, Konigsberg, Berlin, Munich and Prague, perhaps one of these triggered it for you in game?
Hubert
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: Hubert Cater
Hi Tanaka,
The change is as far as I can see only in WiE.
The trigger points for WaW are Warsaw, Konigsberg, Berlin, Munich and Prague, perhaps one of these triggered it for you in game?
Hubert
The reason I ask is I remember bringing this up for WAW not WIE when we discussed them not appearing due to an allied naval landing in northern Germany so maybe this should be added to WAW as well?
- BillRunacre
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: The Land
This now strikes me as unduly demanding for the Russians! If Volkhov is in Axis hands then surely the goods can go on the railway via Belomorsk and Onega to Vologda?
I see what you mean, and that would certainly make more sense.
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: Tanaka
The reason I ask is I remember bringing this up for WAW not WIE when we discussed them not appearing due to an allied naval landing in northern Germany so maybe this should be added to WAW as well?
An oversight on my part Tanaka, I've added it to my list of things to add to WAW.
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: BillRunacre
ORIGINAL: Tanaka
The reason I ask is I remember bringing this up for WAW not WIE when we discussed them not appearing due to an allied naval landing in northern Germany so maybe this should be added to WAW as well?
An oversight on my part Tanaka, I've added it to my list of things to add to WAW.
Thanks Bill!
RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Hi Hubert:
still unable to DL W@W upgrade 1.10. Get the message> error while trying to open FTR file?? War in Europe 1.20 DLed okay.
still unable to DL W@W upgrade 1.10. Get the message> error while trying to open FTR file?? War in Europe 1.20 DLed okay.
RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Just checking there weren't any unexpected changes to US mobilisation in this patch? I've just got to Dec 41 and the Pearl Harbor popup appeared. US mobilisation still at 75%. The game has been fairly standard apart from a UK DoW on Norway and no Axis DoW on Greece. Certainly no allied shenanigans in the Med.
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- BillRunacre
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Pearl Harbor is always attacked in this game on the 7th December 1941, so that's normal.
As to US mobilization, the only change is this:
- 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.
As to US mobilization, the only change is this:
- 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.
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: Scotty123
Hi Hubert:
still unable to DL W@W upgrade 1.10. Get the message> error while trying to open FTR file?? War in Europe 1.20 DLed okay.
Hi Bob,
I just replied to your email, let me know if that helped, thanks,
Hubert
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Hi,
Just saying Thanks for the upgrade, nice work.
Just saying Thanks for the upgrade, nice work.
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Thanks George [8D]
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Using the GOG version this does not work, I still need to close the window to switch to a different one.ORIGINAL: ledrobi
• 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).
EDIT> it works, but only with a higher resolution, at 1366x768 the switching does not work.
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
Does this fix the USSR Army and Corps bug?
- Hubert Cater
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: borsook79
Using the GOG version this does not work, I still need to close the window to switch to a different one.ORIGINAL: ledrobi
• 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).
EDIT> it works, but only with a higher resolution, at 1366x768 the switching does not work.
I see the issue as there is not enough vertical pixels to properly see the upper screen strategic menu buttons. Unfortunately there is no easy way around this for now but I will fix the graphical glitch (introduced with this new feature) that appears when at this resolution.
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RE: Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
ORIGINAL: EvilSix
Does this fix the USSR Army and Corps bug?
Yes the v1.21.00 patch will fix this issue, not the one listed on this page, but only for a new game started under the v1.21.00 patch.
The v1.21.00 patch can be found here:
https://www.matrixgames.com/forums/tm.asp?m=5005817
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