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Sc WaW V.1.05.00

 
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All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> Sc WaW V.1.05.00 Page: [1]
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Sc WaW V.1.05.00 - 9/18/2019 1:42:39 PM   
Daniele

 

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Hi everybody,

Strategic Command WWII: World at War has been updated to version 1.05.00.

This version brings many improvements and additions (including 5 great Mods), making the gameplay more challenging than ever!

You can download the update from here

Take a look at the changelog below:

v1.05.00
GAME ENGINE CHANGES/FIXES
• Fixed a NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit.
• Fixed a convoy raiding error that did not have non submarine raiders gain experience unless they were directly on the convoy line (Gilles).
• Fixed an issue where AI subs were not switching to Hunt mode when on convoy lines (Mithrilotter).
• All Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized.
• Amphibious Transports can no longer unload on the same turn they were loaded onto an Amphibious Transport.
• Improved AI unit swapping for more optimal combat attack combinations.
• SETTINGS screen now allows players to change screen resolutions.

EDITOR CHANGES/FIXES
• 'Reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.

STRATEGY GUIDES
• 1939 Strategy Guides updated to remove a reference to the US sending supplies to the USSR via Persia from the notes relating to DE 403 (pjg100).

CAMPAIGNS
• Partisan Activity in Brussels and the Netherlands will no longer deploy Partisan units, onlyAxis supply will be affected (Tanaka).
• Amended the Strength script where Axis Vessels Outside Vladivostok Are Attacked By The Soviets so that it only fires if Vladivostok is in Allied hands (Xsillione).
• Corrected the spelling of Vladivostok in the Decision, National Morale and Strength scriptfiles.
• Unit script AXIS AI: Germany - North Africa Reinforcements amended so that it nowrequires Italy to be Axis and fully mobilized in order to fire (Simon Haines).
• Reduced the cost of Soviet Industrial Technology from 200 to 175 MPPs (Simon Haines).
• The pro-Axis effect on Spain when the Allies declare war on Portugal has been increasedfrom 35-45% to 35-60% (crispy131313).
• Added dummy Decision Events triggering Surrender scripts so that if the National Morale of Japan, the UK or China fall below 1% then they should surrender to USA/UK, Germany and Japan respectively. Japan would surrender to the USA unless it is still neutral or it has surrendered, in which case Japan would surrender to the UK. Normal surrender rules
• still apply for other circumstances. The dummy Decision Events are DE 158; DE 853; DE 854; DE 855; DE 902; DE 903 (Mercutio).
• Kamikaze Naval Weaponry and Ground Attack Weapon upgrades corrected (Hartmann).
• Spanish I Corps in Madrid and the II Moroccan Corps in Saragossa increased in strength from 5 and 6 respectively to 8, given 0.5 experience and an entrenchment value of 3 (smckechnie).
• Spanish 1st Garrison unit in Cadiz given an entrenchment value of 3 (smckechnie).
• Corrected the spelling of Vladivostok in the Strategy Guides.
• The Japanese 7th Yokosuka SNLF unit that appears at Kwajalein in August 1941 will now arrive with full research (Boonierat1972).
• The Maximum chits for the following research categories has been reduced from 2 to 1: Infantry Weapons; Anti-Tank Weapons; Advanced Tanks; Advanced Fighters; Ground Attack Weapons.
• The National Morale script boosting Soviet National Morale when Allied Forces approach Berlin now requires at least 2 Allied units to be within 5 hexes of Berlin to fire (Xsillione). The lake North West of Vladivostok has been amended to stop Amphibious Transports accidentally being generated there rather than in the Sea of Japan (zzmzzm).
• The entrenchment values of Turkish units at Edirne, Adana, Istanbul, Zonguldak, Izmir, Ankara and Trabzon, as well as that of their HQ have been increased to their maximum. Their Armies at Ankara and Erzurum have also been increased in strength from 8 to 10 and given 0.5 experience, while the Army at Istanbul now has 0.5 experience (Judgementday).
• The Malta effect has been reduced slightly so that Axis supply in North Africa isn’t penalized too harshly by it.
• The Loop scripts for units to travel from Portland to Minneapolis have been deactivated and the symbols and text removed from the map (sveint; pjg100; Christolos).
• The entrenchment values of Turkish units at Edirne, Adana, Istanbul, Zonguldak, Izmir, Ankara and Trabzon, as well as that of their HQ have been increased to their maximum. Their Armies at Ankara and Erzurum have also been increased in strength from 8 to 10 and given 0.5 experience, while the Army at Istanbul now has 0.5 experience (Judgementday).
• USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major Capitals.
• Japanese Kamikaze minimum production date reset to January 1st, 1944.
• Italian 3D units now reflect their facing at Bologna and no longer at Rome.
• Improved Indian AI research investments.

1939 World at War & 1939-45 Race to Victory
• Fixed the Unit script for when Stilwell is to deploy in the USA (smckechnie).
• New scripts added to cater for Poland falling in the first turn (fireston;HamburgerMeat). These are DE 675 to fire at the end of Axis turn 1 if Poland hasn't surrendered. This will then trigger DE 406. DE 677 to fire at the end of Axis turn 1 if Poland has surrendered. This will then trigger new DE 637 which is an exact copy of DE 600. DE 637 will trigger DE 678 which is an exact copy of DE 629 and DE 679 which is an exact copy of DE 654.
• Starting strength of Chinese Corps in Sian, Chengchow, Chungking, and immediately south of Yanku increased from 8 to 10.
• A full strength army now deploys from China’s Production Queue in December 1939.
• China now starts with level 1 Production Technology.
• Allied AI Belligerence script added so that if the US is fully mobilized then it will declare war on Japan if Axis units are within 2 hexes of Chungking, Sian or Kunming (Michael Kollmann).
• DE 302 reworked and DE 318 added so that in August 1940 the US will get to decide between keeping the aircraft and delivering them to France (if it hasn’t yet surrendered) or the UK and Canada if it has. These aircraft deliveries are no longer connected to DE 602, and for DE 318 multiple deployment positions have been added to the scripts so they can
• be delivered if France is fighting on.
• A French Garrison unit added to Oran to assist in the defense of North Africa for when Italy enters the war (taffjones).
• If Germany says yes to invade Norway via either DE 613 or DE 614 and the Allies then Declare war on Norway before the German invasion, then Germany will receive a full strength Corps (effectively, its invasion force) at Hamburg and the USA will move 10-15% towards the Allies (ice_strength; crispy131313).
• Updated the Strategy Guides under the entry for DE 317 to add that if the Axis capture Vladivostok, Honolulu, San Francisco or Los Angeles then the US will stop sending aid to the USSR because of the changed situation in the Pacific.
• Updated the Strategy Guides under the entries for DE 302 and DE 602, and also added DE 318 to reflect that now either DE 302 or DE 318 will fire depending on France’s status at the start of August 1940.
• Fixed a rare AI error that would have Italy DoW on Vichy France once France was liberated.


< Message edited by VPaulus -- 10/15/2019 10:13:00 AM >
Post #: 1
RE: Sc WaW V.1.05.00 - 9/18/2019 3:01:43 PM   
Christolos


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In regards to:• If Germany says yes to invade Norway via either DE 613 or DE 614 and the Allies then Declare war on Norway before the German invasion, then Germany will receive a full strength Corps (effectively, its invasion force) at Hamburg and the USA will move 10-15% towards the Allies (ice_strength; crispy131313).



Shouldn't it be that the USA moves 10-15% towards the Axis, and not the Allies, as per the discussion here: https://www.matrixgames.com/forums/tm.asp?m=4674469&mpage=1&key=norway�
Perhaps this is just a typo in the change log...

C

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(in reply to Daniele)
Post #: 2
RE: Sc WaW V.1.05.00 - 9/19/2019 3:36:47 PM   
Itlnprd1

 

Posts: 52
Joined: 3/19/2005
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Hello I downloaded the patch and ran it everything worked fine and I got the new scenarios but the counters have not changed, what did I do wrong?

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Post #: 3
RE: Sc WaW V.1.05.00 - 9/19/2019 5:10:08 PM   
BillRunacre

 

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quote:

ORIGINAL: Christolos

In regards to:• If Germany says yes to invade Norway via either DE 613 or DE 614 and the Allies then Declare war on Norway before the German invasion, then Germany will receive a full strength Corps (effectively, its invasion force) at Hamburg and the USA will move 10-15% towards the Allies (ice_strength; crispy131313).



Shouldn't it be that the USA moves 10-15% towards the Axis, and not the Allies, as per the discussion here: https://www.matrixgames.com/forums/tm.asp?m=4674469&mpage=1&key=norway�
Perhaps this is just a typo in the change log...

C


Well spotted, and fortunately it is just a typo.

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Post #: 4
RE: Sc WaW V.1.05.00 - 9/19/2019 5:15:25 PM   
BillRunacre

 

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quote:

ORIGINAL: Itlnprd1

Hello I downloaded the patch and ran it everything worked fine and I got the new scenarios but the counters have not changed, what did I do wrong?


Hi

Changing them is optional, and to do this go to SETTINGS->MODS and then select the graphical mod you prefer and tick off the box to the right so that it is then selected.

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Post #: 5
RE: Sc WaW V.1.05.00 - 9/19/2019 5:28:58 PM   
steevodeevo

 

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Hi Bill,

I was half way through a game, happy to start again if this is required for the new features to come into play. Could you advise whether this is needed?

Also, is this or a similar patch to also be deployed to War in Europe?

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Post #: 6
RE: Sc WaW V.1.05.00 - 9/19/2019 8:20:10 PM   
Hubert Cater

 

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Changing the graphical look via the SETTINGS->MODS option will have no impact on game play and can safely be changed at any time, even in the middle of a game.

For War in Europe, we can look into adding the companion mod to Iron X to the Community Pack as well.

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Post #: 7
RE: Sc WaW V.1.05.00 - 9/20/2019 2:47:20 PM   
HannoMeier


Posts: 155
Joined: 8/5/2001
From: Frankfurt, Germany
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Dear Hubert,
thanks for the new patch. We experienced problems with Decisions not firing at the start of the turn in Hotseat Multiplayer. This was discussed in this Forum some weeks ago. Is this also fixed (as this seem not to be in the patch notes)?

Regards,
Hanno

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Post #: 8
RE: Sc WaW V.1.05.00 - 9/20/2019 2:57:47 PM   
Hubert Cater

 

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Yes this should be fixed, apologies for not including it in the patch notes.

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Post #: 9
RE: Sc WaW V.1.05.00 - 9/20/2019 8:13:53 PM   
EarlyDoors


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Joined: 12/16/2018
From: uk
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There's a loss of precision on the experience





Attachment (1)

(in reply to Hubert Cater)
Post #: 10
RE: Sc WaW V.1.05.00 - 9/21/2019 12:53:49 AM   
Hubert Cater

 

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Hi EarlyDoors,

If you have it, could you send me a saved turn where this is repeatable to support@furysoftware.com?

You can send it via WeTransfer if that makes it easier.

Thanks,
Hubert

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Post #: 11
RE: Sc WaW V.1.05.00 - 10/14/2019 7:02:29 AM   
GeneralFerraro


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Joined: 8/4/2017
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Hi Hubert,

I have a rather important question about v1.05.00.

The new rules don't allow any kind of reinforcements or upgrades for allied units in Russia (British or American), even with two HQ, for example, and thus supply of 6 or more? Or is this a bug? Because in previous versions it was always possible for British or American units to get reinforcements or upgrades in Russia, only that supply rules made this difficult. But now this has been completely canceled, no reinforcements or upgrades at all in such a situation?

Thank you!
GeneralFerraro

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Post #: 12
RE: Sc WaW V.1.05.00 - 10/14/2019 1:54:28 PM   
BillRunacre

 

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Hi

Some reinforcements should be allowed, but a lot less than was previously possible as they should now receive a maximum of 3 supply from non-cooperative Majors. Enough to avoid attrition losses, in most cases, and to move, but no longer making a country like the USSR be a useful base for British and US forces to operate from.



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Post #: 13
RE: Sc WaW V.1.05.00 - 10/14/2019 2:14:40 PM   
GeneralFerraro


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Hi Bill,

Thanks a lot for the answer. But what I see is that American or British units, even if they are at 6 supply because having two HQs nearby, are NOT allowed to receive any reinforcement (to make up for losses of a particular unit, attrition or otherwise) or upgrade. In other words: reinforcements are NOT allowed at all for British or American units in Russia to avoid attrition losses or get the unit back to full (or even partially full) strenght? As you see, this is a substantial difference from what you are describing...

Thank you again,

< Message edited by GeneralFerraro -- 10/14/2019 2:16:40 PM >

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Post #: 14
RE: Sc WaW V.1.05.00 - 10/14/2019 3:38:25 PM   
Hubert Cater

 

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Hi GeneralFerraro,

This is correct as the new supply rules will allow them to move and not suffer attrition losses in these non cooperative territories, but reinforcement and upgrades have never been allowed going all the way back to at least Strategic Command 2.

The main reason of course because it is a non cooperative territory.

Hope this helps,
Hubert

< Message edited by Hubert Cater -- 10/15/2019 1:02:39 AM >


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RE: Sc WaW V.1.05.00 - 10/14/2019 3:59:54 PM   
GeneralFerraro


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Excellent, all clear now, thank you!!

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Post #: 16
RE: Sc WaW V.1.05.00 - 10/14/2019 4:02:47 PM   
Sparky0565

 

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I just downloaded. 1.05.01 update. Server says mismatch. When will this be resolved?

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Post #: 17
RE: Sc WaW V.1.05.00 - 10/14/2019 5:05:18 PM   
Schokolokos

 

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Maybe im blind, but I didnt see any patch notes about the 1.05.01 update. What changed?

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Post #: 18
RE: Sc WaW V.1.05.00 - 10/14/2019 6:53:59 PM   
Hubert Cater

 

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I suspect the official announcement will be made tomorrow, and for now to continue playing PBEM++ games you will have to update the game to v1.05.01. I've resolved the version number issue on the PBEM++ server.

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