Strategic Command: World War I - v1.09.00

Strategic Command is back, and this time it is bringing you the Great War!

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NotTooBad
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Strategic Command: World War I - v1.09.00

Post by NotTooBad »

A new update is available for Strategic Command: World War I, you can download it here.

Here is the full changelog:

GAME ENGINE
- Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK).
- Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi).
- Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter).
- Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos).
- Fixed a PURCHASE UNITS screen partial text display error (gwgardner).
- Fixed a rare PBEM++ save turn error (hansondavid4)
- Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss).
- Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner).
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner).
- Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre).
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Subs can now dive up to 4 hexes away if applicable (Elesar2).
- AI Subs in Silent mode will no longer naval cruise (Lothos).
- Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3).
- Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness.
- Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter).
- Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall).
- Map will now center of the Capital of any country that is preparing for war, or if they have entered the war.
- Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player.
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).
- Naval mines can no longer be laid in Land + Sea hexes (BiteNibbleChomp).

EDITOR
- Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos).
- AI naval units can no longer be scripted to place mines in a Land + Sea hex via the FLEET scripts (BiteNibbleChomp).

All Campaigns & Templates
- Updated the script headers to better explain the #AI= Values range settings (Lothos).
- Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos).
- National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be penalized by the script) (redrum68).

1914 March on Paris
- The German Artillery now deploys nearer the Belgian frontier at Eschweiler (shri; Bavre).

1914 Call to Arms; 1914 Triple Alliance; 1917 The Fate of Nations
- Changed the Territory scripts for the formation of the Crimean People's Republic so that the capital will be Simferopol (mdsmall; OldCrowBalthazor).
- Removed Caucasus Heavy Artillery from the list of Russian unit names.
- Changed the Production Delay from Turns to Months (ziploc).
- The Map Text for the Loop to the Persian Gulf from the South Atlantic now reflects the correct length of the voyage.
- Corrected the Entente’s Strategic Advice Pop Up that incorrectly said only one Naval Mine could be laid per turn.
- The cost of investing in Armored Warfare for the UK and France has been reduced from 50 to 45 MPPs per chit (mdsmall; OldCrowBalthazor).
- The cost of investing in Long-Range Aircraft has been reduced from 50 to 45 MPPs per chit (mdsmall; OldCrowBalthazor).
- The cost of investing in Heavy Bombers has been reduced from 75 to 60 MPPs per chit (mdsmall; OldCrowBalthazor).
- Increased Arab Partisan Action Points from 3 to 5 (mdsmall; OldCrowBalthazor).
- Subs now have zero supply loss when attacked (Elessar2).
- All types of Cruiser now only gain defensive bonuses from ASW (mdsmall).
- Tooltips now appear for the Russian navy raiding near Zonguldak (jcrohio).
- Named the piece of the Basento River at 179, 104 (Checksum).
- Named the piece of the Kama River at 254, 65 (Checksum).
- Geneva and Zurich added as Swiss alternate capitals (Checksum).

1914 Call to Arms; 1914 Triple Alliance
- Added new Cancel_Positions to the Entente AI's Offensive scripts against Belgium, so they won't fire if the Central Powers have units in Nancy, Toul, Verdun or Epinal (JoeJoe).
- The Indian field artillery unit that arrives in Egypt in March 1915 arrives in Suez, rather than Cairo (mdsmall; OldCrowBalthazor).
- Greek General Danglis now arrives at Larissa, rather than next to Athens (mdsmall; OldCrowBalthazor).
- Added dummy DE 851 to trigger DE 28 as this checks that the Ottomans have entered the war (mdsmall; OldCrowBalthazor).
- The fall of Warsaw now reduces Russian National Morale by 5,000 rather than 6,000 points, while the loss of Brest-Litovsk now reduces Russian National Morale by 2,000 rather than 1,000 points (mdsmall).
- Germany now receives 35 National Morale points per turn that they hold Brussels.
- The Mobilization_2 script The UK Protests German Naval Movements is now only triggered by German units (Checksum; mdsmall).
- Amended a Russian AI unit script so that the relevant units deploy at Warsaw rather than Kutno (Tanaka).

1913 The Great Game (Community Pack)
- Ottoman Empire National Morale amended to 85% from 850%
- Ossm.R. mobilized after russian attack on Persia now mobilizes towards Central Powers instead of the Entente
mdsmall
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Re: Strategic Command: World War I - v1.09.00

Post by mdsmall »

Hi - glad to see you have been able to incorporate so many suggestions from different players in this patch. Can you explain what is meant by subs diving "up to four hexes if applicable". What determines how many hexes subs will dive after this patch?
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BillRunacre
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Re: Strategic Command: World War I - v1.09.00

Post by BillRunacre »

mdsmall wrote: Wed Sep 21, 2022 1:19 pm Hi - glad to see you have been able to incorporate so many suggestions from different players in this patch. Can you explain what is meant by subs diving "up to four hexes if applicable". What determines how many hexes subs will dive after this patch?
Previously subs could only dive up to 2 hexes, so now they can dive up to 4 hexes away, which gives them greater potential to survive/escape detection.
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Re: Strategic Command: World War I - v1.09.00

Post by OldCrowBalthazor »

Wow great fixes and improvements! Thank you. 🙂
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Tanaka
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Re: Strategic Command: World War I - v1.09.00

Post by Tanaka »

OldCrowBalthazor wrote: Wed Sep 21, 2022 6:54 pm Wow great fixes and improvements! Thank you. 🙂
Indeed best game support out there! Love the update!
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