Strategic Command: World War I Patch v1.08.00

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Edmon
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Strategic Command: World War I Patch v1.08.00

Post by Edmon »

A new patch is now available for Strategic Command: World War I.

Here is the full changelog:

GAME ENGINE
- Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall).
- Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan)
- Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz)
- Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz)
- Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371)
- Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard)
- Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks)
- Fixed a Production Lost error for when a country surrenders and moves its Government to a new country
- Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War
- Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks)
- AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck).
- Airships that damage resources will now show their attacks in the Strategic Bombing graph (Checksumchecks)


EDITOR
- Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck).
- Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land)
- Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land)


1914 March on Paris and 1918 Ludendorff Offensive
- Eupen is now in Germany rather than Belgium (Checksumchecks).


1914 Call to Arms; 1914 Triple Alliance; 1917 Fate of Nations
- Added Liege as an alternative Capital for Belgium so that it can better resist an Entente invasion (pjg100).
- Added Amsterdam as an alternative Capital for the Netherlands (Checksumchecks).
- Removed the ability for Serbia to research Airships (Tanaka).
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Hubert Cater
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RE: Strategic Command: World War I Patch v1.08.00

Post by Hubert Cater »

Just wanted to quickly add that this patch also includes a wonderful new Community Pack campaign by Rainer Klahold:

1913 - The Great Game, playable across a world map!

Image


The campaign is currently designed for the Central Powers player only, with more details to be found in the 'Community Pack\Campaigns\_1913 The Great Game' subfolder via the 'The Great Game.rtf' document file.

Enjoy!
Hubert
CaesarAug
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RE: Strategic Command: World War I Patch v1.08.00

Post by CaesarAug »

Very nice indeed! I was thinking of modding the World at War map for a World War I setting!
Thanks to Rainer, I have a head start! [:)]

My goodness… it looks like I’ll be spending more time with the editor… [:D]
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kirk23
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RE: Strategic Command: World War I Patch v1.08.00

Post by kirk23 »

Excellent news World War 1 World Map [:)]
Make it so!
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Tanaka
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RE: Strategic Command: World War I Patch v1.08.00

Post by Tanaka »

ORIGINAL: Hubert Cater

Just wanted to quickly add that this patch also includes a wonderful new Community Pack campaign by Rainer Klahold:

1913 - The Great Game, playable across a world map!

Image


The campaign is currently designed for the Central Powers player only, with more details to be found in the 'Community Pack\Campaigns\_1913 The Great Game' subfolder via the 'The Great Game.rtf' document file.

Enjoy!
Hubert

Very cool!
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Keenan
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RE: Strategic Command: World War I Patch v1.08.00

Post by Keenan »

ORIGINAL: Tanaka

ORIGINAL: Hubert Cater

Just wanted to quickly add that this patch also includes a wonderful new Community Pack campaign by Rainer Klahold:

1913 - The Great Game, playable across a world map!

Image


The campaign is currently designed for the Central Powers player only, with more details to be found in the 'Community Pack\Campaigns\_1913 The Great Game' subfolder via the 'The Great Game.rtf' document file.

Enjoy!
Hubert

Very cool!

Indeed. Obviously a bit of polishing here and there could make it even better but it is absolutely impressive what is already here!

Still a bit lost on which kind of strategies can make sense but I expect the first playthrough will teach me some. (Skipped a detailed study of the decisions and scripted events for now. That`s on me.)

I could not find any thread on it in the Modding subforum, so I will post one question on the campaign here:
One thing I noticed is that "synthetic oil" research is activated but there seems no explanation in the rtf, what it actually does. Anyone who can help with this?


commandergren
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RE: Strategic Command: World War I Patch v1.08.00

Post by commandergren »

I know the 1913 scenario is designed to be played as the Central Powers, but can it work playing PBEM against an opponent?
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BillRunacre
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RE: Strategic Command: World War I Patch v1.08.00

Post by BillRunacre »

Yes, I should think so, as it's just the Central Powers' AI scripting that isn't in place, which of course doesn't affect multiplayer.

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urbansanta
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Re: Strategic Command: World War I Patch v1.08.00

Post by urbansanta »

Excellent work! I've been considering adapting the World at War map to World War I.
I got a jump start on things because of Rainer.
Last edited by urbansanta on Thu Oct 27, 2022 6:46 am, edited 1 time in total.
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