Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Strategic Command WWII: World at War - Version 1.02.00

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> Strategic Command WWII: World at War - Version 1.02.00 Page: [1]
Login
Message << Older Topic   Newer Topic >>
Strategic Command WWII: World at War - Version 1.02.00 - 2/11/2019 11:59:30 AM   
Daniele

 

Posts: 1812
Joined: 2/7/2015
Status: offline
Hi Everybody,

Strategic Command WWII: World at War has been updated to version 1.02.00!

Check the full changelog below:

Game Engine Changes/Fixes
• Fixed a mouse hover delay error after conducting combat in game.
• Fixed a Major_01 custom bitmaps retrieval error for mods or other custom campaigns.
• Fixed a Diplomacy screen text display error when the number of friendly majors investing exceeds 6 majors.
• Fixed an error that in some cases did not recon all the hexes along a flight path.
• Fixed an upgrade, reinforcement and supply error that allowed some instances of upgrades, reinforcement and supply from non cooperative hexes.
• Fixed a unit movement error that allowed units to move a second time under a rare combination of circumstances.
• Fixed an error where an artillery unit with no shells could attack under fog of war during a surprise encounter.
• Fixed AI Strategic Bomber and Rocket attacks to have a higher priority on available resource targets.
• Fixed a convoy protection message error that output the same name for the recepient and sender countries.
• Fixed a unit display error that would show enemy unit experience under FoW when mouse hovering over an enemy unit.
• Fixed several text errors on the map for the German language, i.e. Zum Roten Meer to Rotes Meer.
• Fixed a bug that did not allow non mobilized major units to force march in occupied territory such as Italian units in Italian Abyssinia at the start of the war.
• Fixed a bug that allowed naval units to enter sea ice hexes.
• Fixed a PBEM++ replay error on the first or second turn that sometimes did not display.
• Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++.
• Zero supply units, HQs excluded, automatically lose 1 strength point per turn if and only if they are at least one hex beyond traceable supply.
• Automatic interception will now select fighters with an optimal combination of high readiness and
advanced aircraft research level.
• Information tips added to Diplomacy screen to help further indicate the diplomatic status of the majors listed at the top of the country list.
• Upper left country flag selection in the game screen will now default to the first non AI controlled friendly major country ID on your side when playing an AI game.
• Selecting a major in the upper left country flag selection area of the game screen will now determine the first major country ID selected when navigating the various interface screens.
• AI will no longer disproportionately focus on Coastal Guns with its navy, and will try and avoid Kamikaze attacks on enemy subs since they are likely to dive.
• POPUPs specific to AI controlled Majors on your side will no longer appear during your turn.
• FoW will no longer be recalculated before a friendly Major is controlled by the AI on your turn.
• Hidden resources on the map will no longer appear in any reports screens and/or totals.
• Reclaiming a diplomatic chit will now warn you before finalizing the action.
• NATO sprites will now also mirror their facings as needed, similar to 3D units, which will be useful in some mods.
• PBEM++ in game messages to opponents now increased to 130 characters from 65.
• PBEM++ games will seamlessly work if you switch from one computer to another between turns.
• Abyssinian unit activation sprites changed from Italian to Commonwealth.

Editor Changes/Fixes
• Forced march and naval cruise range multipliers are now editable.
• Max strength for resources amended to 15 from 20.

All Campaigns
• Road network on Saipan and Tinian improved to improve supply there (Mithrilotter).
• Terrain on hex 214,94 changed to reduce the chance of bottlenecks between Lae and the Kokoda Trail, and that on hex 212,92 changed to reduce the chance of bottlenecks between Lae and Wewak(Mithrilotter).
• O.S.S. Strength scripts corrected (dhucul2011).
• The weather effects in the Southeast Asia Tropical Rainforest zone 64 reduced (Mithrilotter).
• Railway line from Narvik-Tromso-Alta removed (Captjohn757).
• Land-sea hex at 35,36 in Canada amended to prevent any subs from diving into it (Xwormwood).
• Correction made to the Strength scripts where Italian Human Torpedoes Attack Allied Shipping At Malta! (Mithrilotter).
• DE 619 now provides 4 rather than 2 Volksgrenadier Corps, and their formation boosts German National Morale by 5,000 rather than 2,500 points (LLv34Mika).
• Increased Japan and Italy’s Anti-Tank Build limits from 1 to 2.
• India can no longer invest in Anti-Tank Weapons.
• Decreased land units’ Operational Costs from 15 to 10%; air units from 30 to 20%.
• Aircraft occupying Marsh or Mountain now benefit less from the terrain’s defensive bonus if they are attacked by infantry or armoured units (room).
• The cost of Motor Torpedo Boats reduced from 100 to 75 MPPs (Mithrilotter).
• The cost of Kamikazes reduced from 100 to 75 MPPs (Mithrilotter).
• The cost of Mechanized units has been increased from 200 to 250 MPPs (Pocus).
• Japanese DE 804 removed; instead Seoul is now an Alternative Capital (Mithrilotter).
• Removed the mention of Vichy from the Unit script for the deployment of the Lorraine Battleship (Taxman66).
• The triggers for DE 106 when the UK moves its capital amended so that it will fire when there is an Axis unit in either London or Manchester (Aksully; Shahmat Simplex).
• Dummy DE 453 added to ensure that Axis vessels are only attacked at Vladivostock (see DE 407) if Vladivostock is still in Allied hands (Xenocide).
• All Plunder scripts amended so that they will only fire when the plundered country is still in the war (Bryan Hawkins).
• The wording of the Soviet National Morale boosts when Allied forces are in France and Italy amended, so they will also feel right when these forces haven’t landed but have instead marched into France or Italy from elsewhere (Xwormwood).
• Soviet National Morale boost for the Allies liberating France amended so that it will only fire when Paris is in Allied hands (Numdydar).
• Chance of all types of Transport retreating increased to 75%, with the potential retreat range for Transports and Amphibious Transports (Long Range) increased from 2 to 3 hexes.
• Subs’ Hidden Attacker Readiness Bonus reduced from 15% to zero.
• Cost of Coastal Guns doubled from 100 to 200 MPPs so as to increase their repair costs.
• Arakan area in Burma made more accessible through the removal of the coastal jungle strip and the addition of some dirt roads (Mithrilotter).
• Effectiveness of the Strength script where Axis naval units outside Vladivostock receive damage increased (Philippe).
• Atlantic widened in the area just to the west of Iceland.
1939 World at War & 1939-45 Race to Victory
• Panama now starts fully mobilized so that US ships can pass through the Panama Canal prior to the US entering the war (JPFisher55).
• Italian East Africa is now accessible to Italian units prior to Italy entering the war.
• Mobilization_1 scripts added for the USA or Italy to immediately enter the war if Panama or Italian East Africa are declared war upon by the Axis or Allies respectively. If the Allies declare war on Panama then the US will swing 15-25% towards the Axis, and they will swing 8-15% towards the Axis if the Allies declare war on Italian East Africa. If the Axis declare war on Italian East Africa then Italy will swing 25-50% towards the Allies, and the US will swing 8-15% towards the Axis.
• Norwegian Batteries’ Strength scripts corrected (dhucul2011).
• The Capture of Guadalcanal will now increase Japan’s National Morale by 3,000 points (Pocus).
• The Capture of Batavia will now increase Japan’s National Morale by 5,000 points rather than 2,500.
• India’s National Morale will now fall by 5,000 points when Singapore falls.
• Thailand now has a 50% chance per turn of joining the Axis at any time that Indochina and Hong Kong are in Axis hands (Numdydar; jjdenver).
• Indian Unit scripts for Homeland Defense Corps In Delhi and Lahore disabled, and the Indian Tank unit now deploys at half strength when India joins the Allies (EvilSpaceFascist).
• Strategy Guides updated to reflect that an Axis declaration of war on the USSR will trigger a pro-Axis Finland to join the Axis (tindillere).
• Strategy Guides updated to correct the text for DE 805.
• Text for DE 808 amended to remove any mention of Vichy (Numdydar).
• Mobilization 2 script Axis Advances In Siberia (USA?Allies) amended so that rather that swinging the US 30-35% towards the Allies, it will have a 33% chance per turn of swinging the US 5-8% towards the Allies (MrLongleg).
• Added a German Garrison unit for the Axis AI when it seizes Tunisia (Mithrilotter).
• If either London or Alexandria have fallen to the Axis when DE 102 fires to deploy the 7th Armoured, then they will now automatically deploy at Manchester in the UK. If Manchester has fallen then they will deploy in Newcastle or Glasgow (Pocus).
• From January 1942 Communist China will now have a 25% chance per turn of swinging 1-5% per turn towards the Allies providing the USSR is fully mobilized. (Mithrilotter).
• Dummy Decisions added to check that Iraq will only surrender when Allied units are near Baghdad when there are also no German units nearby. A separate Surrender_2 script that could have fired regardless of the Axis sending any aid to Iraq has been deactivated (terje439).
• Supply scripts reducing Axis supply permanently in Fort de France, Madagascar and Guyana amended to be one time events only. A Permanent supply reduction event for Madagascar can be turned on if desired.
• Changes made to initial fleet starting strengths: Italy now receives the Axum Submarine in her Production Queue on the 1st March 1940; France’s Paris Battleship’s starting strength reduced from 10 to 8, and the Tourville Heavy Cruiser now deploys from the Production Queue on the 1st March 1940 (BobbyS53; Numdydar; elxaime).
• Japanese Tone Heavy Cruiser now arrives in the Production Queue in December 1940 with full research (gdpsnake1979).

1942 Axis High Tide & 1942-45 Race to Victory
• Finschhafen Port now starts in Axis hands.
• Japan’s Corps west of Peking, and their Garrison units in Peking and Tsingyuan strengthened (Mithrilotter).
• Nanjing’s Capital Guard Corps now starts with Infantry Weapons level 1, and a Nanjing Garrison unit has been deployed in Tsingtao.
• Japanese Garrison units deployed at Legaspi in the Philippines and Kushiro in Japan (Mithrilotter).
• Japanese Garrison unit in Shanghai given Infantry Weapons level 1.
• Saratoga replaced by the Hornet (Mithrilotter).
• Japan now has level 1 Spying & Intelligence (Mithrilotter).
• India’s NM reduced from 90,000 to 85,000 points, and Japan’s increased to 103,000.
• War Entry scripts giving Vichy France, Algeria, Tunisia a 10% chance of joining the Axis in an Axis AI game amended so that these cannot happen before January 1943, and for Spain, Sweden, Persia and Turkey to not be able to do so until October 1942 (Mithrilotter).
• War Entry script giving Turkey a 10% chance to join the Allies in an Allied AI game amended so they will not be able to do so until October 1942 (Mithrilotter).
• From January 1942 Communist China will now have a 25% chance per turn of swinging 1-5% per turn towards the Allies providing the USSR is fully mobilized. (Mithrilotter).
• When France is liberated it will now have Mobility and Anti-Aircraft Defense level 1 (Mithrilotter).
• Japanese units added to some islands to act as garrisons (Mithrilotter).
1943 Allies Turn The Tide & 1943-45 Race to Victory
• Japan’s Corps west of Peking, and their Garrison units in Peking and Tsingyuan strengthened (Mithrilotter).
• Nanjing’s Capital Guard Corps now starts with Infantry Weapons level 1, and a Nanjing Garrison unit has been deployed in Tsingtao.
• Japanese Garrison units deployed at Legaspi in the Philippines and Kushiro in Japan (Mithrilotter).
• Japanese Garrison unit in Shanghai given Infantry Weapons level 1.
• Japan now has level 1 Spying & Intelligence (Mithrilotter).
• India’s NM reduced from 90,000 to 85,000 points, and Japan’s increased to 103,000.
• War Entry scripts giving Persia and Sweden a 10% chance to join the Axis in an Axis AI game amended so they will not be able to do so until October 1943 (Mithrilotter).
• War Entry script giving Turkey a 10% chance to join the Allies in an Allied AI game amended so they will not be able to do so until October 1943 (Mithrilotter).
• When France is liberated it will now have Mobility and Anti-Aircraft Defense level 1 (Mithrilotter).
• The US now starts with level 2 in both Advanced Tanks and Spying & Intelligence research, with 1 chit invested in each, and with 2 chits rather than 1 invested in Advanced Fighters (Mithrilotter).
• The USSR now starts with Mobility level 1 (Mithrilotter).
• Japanese units added to Guam, Saipan, Peleliu, Tinian, Babelthuap, Eniwetok and Iwo Jima, while Truk now contains an SNLF unit rather than a Garrison (Mithrilotter).


< Message edited by Hubert Cater -- 6/26/2019 1:52:32 PM >
Post #: 1
RE: Strategic Command WWII: World at War - Version 1.02.00 - 2/11/2019 4:59:21 PM   
pjg100

 

Posts: 369
Joined: 4/8/2017
Status: offline
Is this any different from the patch that has been up for about a week?

(in reply to Daniele)
Post #: 2
RE: Strategic Command WWII: World at War - Version 1.02.00 - 2/12/2019 1:09:22 PM   
Hubert Cater

 

Posts: 5199
Joined: 7/22/2013
Status: offline
No difference, there was just a slight delay in the official announcement above, and even though the patch was released earlier last week.

_____________________________


(in reply to pjg100)
Post #: 3
RE: Strategic Command WWII: World at War - Version 1.02.00 - 2/12/2019 4:27:53 PM   
pjg100

 

Posts: 369
Joined: 4/8/2017
Status: offline
Thanks Hubert.

(in reply to Hubert Cater)
Post #: 4
RE: Strategic Command WWII: World at War - Version 1.02.00 - 2/15/2019 4:34:16 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
• Decreased land units’ Operational Costs from 15 to 10%; air units from 30 to 20%.

Regarding this change I see the land part in the editor where is the air part? Don't see it in movement costs? Not editable?

• Italian East Africa is now accessible to Italian units prior to Italy entering the war.

Also what was changed to make IEA early accessible? Just making sure I have it right in my mod.


< Message edited by Tanaka -- 2/15/2019 11:41:57 PM >


_____________________________


(in reply to pjg100)
Post #: 5
RE: Strategic Command WWII: World at War - Version 1.02.00 - 2/17/2019 3:59:00 PM   
BillRunacre

 

Posts: 4945
Joined: 7/22/2013
Status: offline
Hi Tanaka

On 1), the operation of air units automatically costs double that of land units, so it's not editable but hard coded.

On 2) there was a change in the code and IIRC I also set IEA to be fully mobilized.



_____________________________

Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/

(in reply to Tanaka)
Post #: 6
RE: Strategic Command WWII: World at War - Version 1.02.00 - 2/17/2019 7:40:50 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: BillRunacre

Hi Tanaka

On 1), the operation of air units automatically costs double that of land units, so it's not editable but hard coded.

On 2) there was a change in the code and IIRC I also set IEA to be fully mobilized.




Thanks Bill!


_____________________________


(in reply to BillRunacre)
Post #: 7
RE: Strategic Command WWII: World at War - Version 1.02.00 - 3/25/2019 5:59:26 PM   
Neul

 

Posts: 23
Joined: 2/21/2016
Status: offline
Hi: My auto update won't work. Can you send me a link where I can download the update and manually install?
Thanks

_____________________________


(in reply to Tanaka)
Post #: 8
RE: Strategic Command WWII: World at War - Version 1.02.00 - 3/26/2019 3:56:49 PM   
Hubert Cater

 

Posts: 5199
Joined: 7/22/2013
Status: offline
If you navigate to the members area, you will then have access to a direct download link for all your games:

https://www.matrixgames.com/members/login.asp?

_____________________________


(in reply to Neul)
Post #: 9
RE: Strategic Command WWII: World at War - Version 1.02.00 - 3/26/2019 4:59:14 PM   
Neul

 

Posts: 23
Joined: 2/21/2016
Status: offline
Thank you,
your Luddite friend.

(in reply to Hubert Cater)
Post #: 10
RE: Strategic Command WWII: World at War - Version 1.02.00 - 3/26/2019 5:24:25 PM   
Philippeatbay


Posts: 855
Joined: 12/3/2014
Status: offline
It's usually easier to update through Steam, because Steam does it automatically and you don't have to do anything.

The proviso is that the Steam version has to be as up-to-date as the Matrix version, but that's not usually an issue any more.

I tend to buy the Matrix/Slitherine version and get a Steam key, and then install the Steam version.

At the moment I actually have both versions installed because I'm working on a mod (if you know how to use it, Steam can take you directly to the game installation very quickly).

(in reply to Neul)
Post #: 11
RE: Strategic Command WWII: World at War - Version 1.02.00 - 3/26/2019 6:42:05 PM   
Neul

 

Posts: 23
Joined: 2/21/2016
Status: offline
Thank you. I was unaware they were compatible. I have the Matrix version, though use Steam for some other games.

(in reply to Philippeatbay)
Post #: 12
RE: Strategic Command WWII: World at War - Version 1.02.00 - 3/26/2019 8:54:07 PM   
Philippeatbay


Posts: 855
Joined: 12/3/2014
Status: offline
Just to be clear, they aren't fully compatible for modding purposes because one of the folders has a slightly different name (just slight enough to be easily overlooked). But other than that (and the different installation paths), the content is the same.

(in reply to Neul)
Post #: 13
RE: Strategic Command WWII: World at War - Version 1.02.00 - 5/13/2019 9:09:48 PM   
pjg100

 

Posts: 369
Joined: 4/8/2017
Status: offline
Any idea when v1.03 will be released?

(in reply to Philippeatbay)
Post #: 14
RE: Strategic Command WWII: World at War - Version 1.02.00 - 5/14/2019 1:24:46 AM   
Mithrilotter

 

Posts: 216
Joined: 2/18/2016
Status: offline
The 1.02 update was released in February. Is it possible that this thread is about the 1.03 update which is not yet available for download?

(in reply to pjg100)
Post #: 15
RE: Strategic Command WWII: World at War - Version 1.02.00 - 5/14/2019 2:06:59 AM   
pjg100

 

Posts: 369
Joined: 4/8/2017
Status: offline
It is indeed possible. Even probable.

(in reply to Mithrilotter)
Post #: 16
RE: Strategic Command WWII: World at War - Version 1.02.00 - 6/5/2019 9:35:08 AM   
Phoenix100

 

Posts: 2826
Joined: 9/28/2010
Status: offline
Is 1.02 the current latest update? And if so am I right it doesn't include the integrated mod folder?

(in reply to pjg100)
Post #: 17
RE: Strategic Command WWII: World at War - Version 1.02.00 - 6/5/2019 1:15:18 PM   
Hubert Cater

 

Posts: 5199
Joined: 7/22/2013
Status: offline
Not with v1.02, but it will when we release v1.03, and hopefully soon.

_____________________________


(in reply to Phoenix100)
Post #: 18
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> Strategic Command WWII: World at War - Version 1.02.00 Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.828