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Version 1.07.00 is out - 8/12/2020 3:33:55 PM   
manickennel

 

Posts: 20
Joined: 11/28/2019
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Version 1.07.00 is now available and contains the usual wide range of fixes, QOL improvements and upgrades. We do hope that you enjoy it and please let us know what you think. (EDIT: Here is a direct link to the download.)

GAME ENGINE CHANGES

  • Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565).
  • Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin).
  • Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat).
  • Fixed a transport unload error that would sometimes freeze the rest of the in game interface.
  • Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection.
  • Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo).
  • Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).
  • Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313)
  • Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion.
  • Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).
  • Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See Templates\Events POPUP.txt for more details in the NOTES section of the header.
  • Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See Templates\Events for more details in the NOTES section of the header of the applicable files.
  • Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface.
  • Added mouse hover information for map convoys.
  • Added mouse hover 'Undersupplied' air unit information text.
  • Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details.
  • Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell).
  • Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott).
  • Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).

    1939 Campaigns

  • Pan American Zone will now disappear when the US joins the Allies, and hovering the mouse over the zone icons will now display a warning to not enter the zone (Axis) or to stay within the zone (US).
  • Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 2-3 hexes of key locations.
  • Italian Fighters at Bari increased in starting strength from 5 to 8.
  • Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 6 or more naval units within 12 hexes of Syracuse.
  • New in game messages and Pop Up Events added to better assist the Axis player on how many units need to be kept in the east to avoid Soviet mobilization, and also to advise the Axis which units need to be kept in Manchuria.
  • New in game messages and Pop Up Events added to better assist the Allied player on how many units need to be kept in Mediterranean to avoid Italian mobilization, and also to advise the US not to have too many units on Hawaii or Oahu.
  • Text for the Yugoslav coup Mobilization_3 scripts corrected (Fico Filip).
  • Duplicated Mobilization_1 scripts removed for the Axis declaring war on Belgium triggering the Netherlands 30-50% (pjg100).
  • The Afrika Korps decision will now be presented to Germany in the autumn of 1940, with the exact date being variable (taffjones).
  • Alternative destination of Wadi Halfa set for the Long Range Desert Group in case the Siwa Oasis has already fallen before it arrives (Early Doors).
  • Italian Garrison unit added at Rhodes.
  • Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units have been reduced accordingly.
  • Mobilization_2 scripts for the USSR amended to reduce their upward swing towards the Allies from an Axis Sealion under Green and Novice difficulty levels when playing against the Allied AI.
  • Amended the Unit script for the Flying Tigers so that they will now arrive in the Axis turn 26th September 1941 and therefore they cannot act as interceptors or be attacked before the Allied turn (Boudi).

    All Campaigns

  • The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London.
  • Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports.
  • Raiding symbols removed from Willemstad as they weren’t functional.
  • References to Submarines removed from all raiding scripts.
  • Supply scripts updated and symbols removed from the map where necessary as they are now automatically appear in game, with text explaining them when hovering the mouse over the raiding hexes.
  • The text for some raiding scripts has been updated to remove references to U-Boats.
  • Decision 674 corrected to check 7 hexes rather than 15 (Marcinos1985).
  • The Axis can now only attempt to prevent 30 of the 80 MPPs from being delivered to the USSR via Vladivostok by blockading the port. To effect this, DE 352 (1939 campaigns only) and DE 353 no longer check if there are no Axis units outside Vladivostok to fire, while DE 456 (1939 campaigns only) and DE 457 have been added to provide the USSR with 50 MPPs if there is an Axis unit outside Vladivostok.
  • In all Decision files: Hanoi is in Axis hands; #ALIGNMENT_POSITION= 184,69 [1] changed to: ; Haiphong Port is in Axis hands #ALIGNMENT_POSITION= 185,69 [1] so that the Burma Road functions if Japan doesn’t take all of Indochina (sschnar1).
  • DE 616 to split the USSR will now only fire if there is a Japanese unit within 25 hexes of Sverdlovsk or 12 of Krasnoyarsk (Fubarno; Xsillione).
  • Corrected the spelling of Vladivostok in all language files.

    < Message edited by ledrobi -- 11/26/2020 11:00:07 AM >


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  • Post #: 1
    RE: Version 1.07.00 is out - 8/12/2020 8:17:09 PM   
    Calaf

     

    Posts: 55
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    Many fine improvements in functionality here and ease of game play info. Great work. Now, if only one more zoom level would materialize ... PLEASE!!!

    (in reply to manickennel)
    Post #: 2
    RE: Version 1.07.00 is out - 8/12/2020 8:31:10 PM   
    clausewitzclausewitz

     

    Posts: 52
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    Unless I missed there was no change to address '40 DOW Russia. Is a 7.01 coming to address Russia?

    (in reply to manickennel)
    Post #: 3
    RE: Version 1.07.00 is out - 8/12/2020 9:07:39 PM   
    Marcinos1985

     

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    Changes to Med theather are interesting. DAK - maybe more people will send them to Africa actually.
    But I am thinking about this mobilization jump for ITA, due to proximity of Allied Naval fleet. In some cases, Allies would in fact want ITA to join sooner, to catch them with their pants down (no defensive setup in Tobruk, unrepeaired capital ships). We will see how this plays out.
    Nice changes overall, but please send a Chinese HQ to south already Otherwise Allies will still be forced to shift-click their fighters, to get HQ there sooner (why isn't there one in first place?).

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    Post #: 4
    RE: Version 1.07.00 is out - 8/12/2020 11:47:38 PM   
    HamburgerMeat

     

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    quote:

    ORIGINAL: clausewitzclausewitz

    Unless I missed there was no change to address '40 DOW Russia. Is a 7.01 coming to address Russia?


    I'm guessing that the devs want more testing done before changing the current penalty

    (in reply to clausewitzclausewitz)
    Post #: 5
    RE: Version 1.07.00 is out - 8/13/2020 12:24:46 AM   
    Platoonist


    Posts: 1342
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    From: Kila Hana
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    quote:

    ORIGINAL: manickennel

    Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).



    Bless you. Those off the map's bottom edge combats were a bit annoying.


    < Message edited by Platoonist -- 8/13/2020 12:25:02 AM >


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    Post #: 6
    RE: Version 1.07.00 is out - 8/13/2020 12:45:50 AM   
    Aussiematto

     

    Posts: 344
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    quote:

    Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 6 or more naval units within 12 hexes of Syracuse.


    I agree with this - could be tricky to work out what to do. But everything comes with ups and downs. My current preference in the early game as Germany is to blitz the West from Turn 2 (bring 2 pz, 1 med bomber back from poland in T1, plus a few other things). In this strategy, Italy tends to move fast anyway.

    I think there might need to be some balancing - I'd ban Italians in the Atlantic spotting for subs, and require a naval garrison in the mediterranean from France. Possibly also include some build bonus? Something like - "if Allies breach the naval rule Italy swings, AND the 2 x CA are automatically built up to 10?"

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    Post #: 7
    RE: Version 1.07.00 is out - 8/13/2020 9:05:43 AM   
    BillRunacre

     

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    quote:

    ORIGINAL: clausewitzclausewitz

    Unless I missed there was no change to address '40 DOW Russia. Is a 7.01 coming to address Russia?


    Some changes have been introduced into our WWII: War in Europe game to hopefully address this. In due course they may be implemented in this game too.

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    (in reply to clausewitzclausewitz)
    Post #: 8
    RE: Version 1.07.00 is out - 8/13/2020 3:16:52 PM   
    kjgokc2007

     

    Posts: 25
    Joined: 12/10/2013
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    Love the game! You have the bones of the best war game I have ever played and I have played war games all my life.

    What I see as real issues: Diplomacy and weather, they need to be toned way down. They completely dominate the game as it is early on. Maybe have set weather for the first 5 turns these turns are just to critical and no Diplomacy for the first 5 turns as well.

    Tips:

    Mark your map with visual clues about choke points and ports that block Navel etc. Like World in Flames(WIF). Copenhagen is a perfect example noting in the rules that explain how the port works blocking entrance into the Baltic Sea.

    Move the Polish Army to the capital to stop the one turn Poland Surrender. That is a total joke. Germany would probably need to start with more MMP. Because Poland and France will not be a joke.

    Calm the Weather down and balance it on both sides. Let the players decide the game not the weather. If weather is bad don't keep pushing it to worse (I assume you took that from the WIF weather charts, where if the weather gets bad the next turn is more likely to get bad weather). It has to even out or you just screw one side (an historical weather option would be nice). The first few turns of this game are critical and the weather is too much of a factor early on for either side to get screwed. The Clear December attacks on Belgium for example, totally dominate because of the one turn Poland thing again.)

    Weather is a huge factor in this game. You want to build a fair and balanced game where both sides feel they can win. (Or no one is going to play your game.) Having weather that is clear for one side and bad for the other side in the same area (Med for example 1940). This is the game forcing unbalanced play on the players. Both sides get the same weather on the same turn. No more You get good weather, you get bad, you get good weather, you get bad for turn upon turn stuff. That is bs.

    Stop allowing all the research to be pulled out for builds like 2 Mechs on turn 1 (the insane early rush on Russia is broken enough as it is). Maybe Remove all the starting research and allow the players to decide how much of thier MMP to put into research points, Like the sliding % of MMP given to one country to another thing you kind of hide in the convoy system. I will dedicate 5%-25% of my MMP to research, but yes it is going to research buddy and their is a minimum. You can't pull it all out and dump it into Diplomacy to flip America early on turn one for example.

    (Diplomacy Options to turn off USA and/or Turkey-Spain). Diplomacy happens way to often (Especially early on like game turns 1-5) to be the 5%. I have seen America move to the allies on turn 1 and turn 2. For a 150 point luck shot that happens way more often than it should a player can get $1,000+ MMP late game not to mention the time boost for every turn bump or an entire country's supply and army. Frankly America should not even be on the list of diplomacy. Turkey/Spain should be much much harder to get. etc.

    Your supply info needs work. What we need is a supply tool for HQ's that shows us what supply looks like now this is what it looks likes if I move here so you can tell what supply will look like after you move. Moving a HQ to find out that your supply dropped from 10 to 6 should be the most important thing to show your players. Try using Your Second 'S' Map Supply Key Information overly on the map and update/recalculate as I move my HQ/Cursor here or here for example and show me the changes.

    Try this as logic select your HQ press 'S' normal supply overlay and on your second "S" you get the Moving supply values calculated as if your HQ was where your mouse hex is at.

    And Most importantly you need to update the game events like it was saved on the server after every move/combat/Declaration of War/event/ - even if it is just a file on the users computer. A player can simply just Alt-F4 and reset everything to the last save and try again and again and again till they get it the result they want. Example: Hay Turkey don't get mad that Germany attacks Yugoslavia, So a player can just do it declare war again and again till the game gives them what they want. That is Broken. I hope you fix these issues. You could use this same system for Rome, Napoleon, Troy campaigns and all kinds of Historic Battles, etc. etc. etc.

    You also need a Tournament system a Rewards as simple as $1,000.00 (More zeros would be nice) could increase your player base by 1000x per 1k I bet with some small advertising. League of Legions for example has annual competitions with cash rewards that fill arenas with players just to watch. Just something to think about.

    Similar to what Axis and Allies did a few years ago. A ranking system would be good too. Playing players with zero experience or they have 100 Games behind them when you have 5 is painful in a game that is this involved and has this time requirement.

    P.S. The New Convoy Mouse overs should only work when the mouse is over a hex where there Only Convoy Route, this is nice information but we don't need it blocking view of any Navel Unit/land/Air/Port that are on a Convoy Route now. Example Malta.

    I love the idea from Aussiematto (Modified). Neutral Ships don't spot anything (they call them Neutral for a reason) and require a naval garrison in the Mediterranean from France and Italy.

    Possibly also include some build bonus? Something like - "if Allies breach the naval rule Italy swings, AND the 2 x CA are automatically built up to 10?" France should Also Gear up if Italy Leaves the Med. These Navy's More or less just looked at each other and should be the flavor of the game as well.

    France should also pay a price for just trashing her Navy for no recourse to her National moral, Like a % of National Moral Lost for every point HP her Navy loses instead of only on a kill (Each HP % 10% of the National Value for example).

    Since we are at it start all Air & Navy Units that can as Convoy Raiders by default (or toggle all on off option as a new Help Key) and HQ's to Auto Assist. Save us the Mouse Clicks.

    Another Huge Fix. Russian Reinforcements (or at least part of them) need to be triggered on War + weeks not on a set schedule the war starts the clock. Take them off the Production Pool and add them when war breaks out. That also Gives Germany more options for Spain/ Gibraltar or Turkey via conquest, or a real med take over. Players are attacking Russia in July 1940 because your weather rules are broken, your reinforcement table is broken and your research is broken. If players don't care about your research because they can use use the points to build units and attack Russian in summer 1940 with Russia Hand tied because you wont release their production is a huge flaw.

    While you are at it there are a number of units that show up on events like taking a location. these should be added to the Force pool under Conditional and a mouse over of the unit shows the condition. (THis is where the Russian War reinforcements should go War + 1, War + 2, War + 3 etc. We should have to guess at what does what or play 1,000 games to see it to know.

    China could use a little love too. Like Full Units to start with and maybe a few MMP to play with. China was never in real danger of being conquered. China is toast 90% of the time in this game. Super unhistorical.

    Land Operational Movement should be restricted as well. Germany 5 Italy 2 Japan 3 GB 3 USA 7 Russia 4 China 2 per turn. Countries didn't have the infrastructure to move the entire German Army from Poland to France to Russia by July 1940. Heck they used Horses for 80-90% of their transportation still early in the war especially. Maybe -1 less in 1939-1940 and +1 more later on 1942, 1943, 1944, 1945 etc.

    Another one: A zone of control over lay to show each sides ZOC and effect on supply/Movement/etc.

    < Message edited by kjgokc2007 -- 8/25/2020 3:44:11 AM >

    (in reply to manickennel)
    Post #: 9
    RE: Version 1.07.00 is out - 8/13/2020 5:27:11 PM   
    MrLongleg

     

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    I do not agree that weather in diplomacy need to be changed. Weather should be random and overall it balances out over time. Diplomacy has big trade-offs, so it is one of the many decisions a player has to deal with.

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    (in reply to kjgokc2007)
    Post #: 10
    RE: Version 1.07.00 is out - 8/13/2020 6:36:57 PM   
    ElvisJJonesRambo


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    @kjgokc2007 --- Wow, I love this game too. You nailed with the suggestions to fine tune it more. How many games have you played, to figure this out? I've been trying to break the cookie cutter strategies of the top players, but they have it down.

    1) Ranking system is a must. Yes, I don't know if I'm playing a beginner or expert. Screws me up. Guess I could ask them ahead of time, but true Ladder is needed.
    2) Weather could use some modification. To what, don't know, I'll use the word "Less". On flip side, could even then make Russian Winter, "Worse".
    3) The Pacific needs some help in balance, because the game never matters there. The whole game is about Russia, Russia, Russia. Maybe a tweak on victory conditions, don't know.
    4) Diplo, is tough balance. You have to reward Axis for pouring dough into Turkey/Spain. Same time, if they get it, & Allies wasted MMPs chasing. Trouble for Allies.

    *** I'd like to see the Pacific modified. Maybe a bigger map, so there's more combat. Dudes, just turn this into Axis & Allies board game and triple team Germany.

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    (in reply to MrLongleg)
    Post #: 11
    RE: Version 1.07.00 is out - 8/13/2020 6:37:36 PM   
    kjgokc2007

     

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    I love this Idea as well. Italy does some crazy stuff with thier NAVY. France should pay a price for using their NAVY recklessly as well.

    (in reply to Aussiematto)
    Post #: 12
    RE: Version 1.07.00 is out - 8/13/2020 7:14:29 PM   
    ElvisJJonesRambo


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    It really is tough, because everyone wants Historical, Balanced, & Fun. We cannot have billions of things to click on, yet want to have some control/power in the game. Additionally, this is a Strategic game, not Tactical. I'm the odd man out, I haven't played many other games, only the SC series.



    _____________________________

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    Without Him, I'd surely fail
    Without Him, I would be drifting
    Like a ship without a sail

    (in reply to kjgokc2007)
    Post #: 13
    RE: Version 1.07.00 is out - 8/13/2020 8:20:57 PM   
    amandkm

     

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    Well, that's the magic intersection that all games in this space strive for. The challenge is that a 'Historical' game will be almost impossible for the Axis to win, while a 'balanced' game will by definition be ahistorical.

    This is one reason I prefer race to victory, as I have the historical benchmarks to measure my performance against.

    As to knowing who you are up against, that too can be tough. I'm about middle of the road, I think, but I could easily be wrong. If the people who beat me are top of the tree, and/or the ones I beat are pretty good, I could be better than average. If the only people I am beating are rookies or weaker players, than I could be a cellar-dweller, all unknowing.

    (in reply to ElvisJJonesRambo)
    Post #: 14
    RE: Version 1.07.00 is out - 8/14/2020 12:48:58 AM   
    Elessar2


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    quote:

    ORIGINAL: kjgokc2007

    Stop allowing all the research to be pulled out for builds like 2 Mechs on turn 1 (the insane early rush on Russia is broken enough as it is). Maybe Remove all the starting research and allow the players to decide how much of thier MMP to put into research points, Like the sliding % of MMP given to one country to another thing you kind of hide in the convoy system. I will dedicate 5%-25% of my MMP to research, but yes it is going to research buddy and their is a minimum. You can't pull it all out and dump it into Diplomacy to flip America early on turn one for example.


    Double-edged sword for sure. I dislike forced research at start and would prefer to have the choice as to where to invest, but as you said if that is the case you can just dump it into scads of new units if you wish. Maybe provide a research pool of MPPs at start which cannot be spent on units or even diplo.

    (in reply to kjgokc2007)
    Post #: 15
    RE: Version 1.07.00 is out - 8/14/2020 9:54:21 AM   
    BillRunacre

     

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    Just to clarify, any damage suffered by any unit belonging to a Major will lower that Major's National Morale.

    So if the French fleet does take a battering then France's National Morale will fall, though if ships are actually sunk then they do lose more National Morale due to the prestige value lost.

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    Post #: 16
    RE: Version 1.07.00 is out - 8/14/2020 10:57:28 AM   
    PanzerCro


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    Will this update affect my current save or should I start new save ?

    (in reply to BillRunacre)
    Post #: 17
    RE: Version 1.07.00 is out - 8/14/2020 11:49:07 AM   
    ElvisJJonesRambo


    Posts: 1345
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    quote:

    ORIGINAL: PanzerCro

    Will this update affect my current save or should I start new save ?


    @PanzerCroDude --- My old games (all PBEM/Online) were not effected after updating to 1.07. I'm also playing the default 1939 campaign if that matters. Therefore, you should be able to update, and continue.

    -Legend

    (in reply to PanzerCro)
    Post #: 18
    RE: Version 1.07.00 is out - 8/14/2020 1:55:21 PM   
    kjgokc2007

     

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    Only if you repair them and they got more hits. The logic for losing National Moral for Navy would just be updated for France. Because she is in and out of the war so fast. But the loses are per hit not kills for France only.

    (in reply to BillRunacre)
    Post #: 19
    RE: Version 1.07.00 is out - 8/15/2020 6:19:01 AM   
    Tanaka


    Posts: 4378
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    From: USA
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    quote:

    ORIGINAL: Elessar2


    quote:

    ORIGINAL: kjgokc2007

    Stop allowing all the research to be pulled out for builds like 2 Mechs on turn 1 (the insane early rush on Russia is broken enough as it is). Maybe Remove all the starting research and allow the players to decide how much of thier MMP to put into research points, Like the sliding % of MMP given to one country to another thing you kind of hide in the convoy system. I will dedicate 5%-25% of my MMP to research, but yes it is going to research buddy and their is a minimum. You can't pull it all out and dump it into Diplomacy to flip America early on turn one for example.


    Double-edged sword for sure. I dislike forced research at start and would prefer to have the choice as to where to invest, but as you said if that is the case you can just dump it into scads of new units if you wish. Maybe provide a research pool of MPPs at start which cannot be spent on units or even diplo.


    Yeah this one has always bothered me as well. The best players always do it. Just seems gamey and cheap...

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    Post #: 20
    RE: Version 1.07.00 is out - 8/15/2020 3:19:11 PM   
    pjg100

     

    Posts: 369
    Joined: 4/8/2017
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    quote:

    ORIGINAL: BillRunacre

    Just to clarify, any damage suffered by any unit belonging to a Major will lower that Major's National Morale.

    So if the French fleet does take a battering then France's National Morale will fall, though if ships are actually sunk then they do lose more National Morale due to the prestige value lost.


    This appears to me to be contrary to the explanation of NM in the manual, at p. 88:

    "Capturing resources belonging to enemy Majors, destroying enemy land and air units while their supply is less than 5, and sinking enemy ships at sea irrespective of their supply value, will also provide boosts to your National Morale." The manual says nothing about enemy losses reducing enemy NM, as best I can tell. I guess this was changed at some point in at least three respects: (1) imposing losses on the enemy reduces the enemy's NM as well as raising your own, (ii) not just sinking ships but also damaging them will have that effect, (iii) damaging or destroying any unit at any supply level will have that effect.

    It would be helpful if there was a single document or webpage in which all changes to the engine, scripts, etc. were listed. It is great that the devs are so active in improving the game - truly extraordinary - but one downside to that is that it becomes difficult to follow all of the changes through multiple revs.

    (in reply to BillRunacre)
    Post #: 21
    RE: Version 1.07.00 is out - 8/17/2020 9:56:46 AM   
    BillRunacre

     

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    Hi pjg100

    The explanation is in the first bullet point on page 88:

    National Morale represents a Major Powers’ willingness to fight, and will be reduced when their resources are captured, casualties are suffered and key locations are taken.

    The bullet point you're referring to represents an additional feature of National Morale, in that combat does not just reduce one side's National Morale, in some circumstances it can actually increase one side's while reducing the other's.

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    Post #: 22
    RE: Version 1.07.00 is out - 8/17/2020 1:14:05 PM   
    Hubert Cater

     

    Posts: 5199
    Joined: 7/22/2013
    Status: offline
    quote:

    It would be helpful if there was a single document or webpage in which all changes to the engine, scripts, etc. were listed. It is great that the devs are so active in improving the game - truly extraordinary - but one downside to that is that it becomes difficult to follow all of the changes through multiple revs.


    There is a VERSION NOTES.txt file found within the game installation folder that contains all the changes, perhaps this would help?

    _____________________________


    (in reply to pjg100)
    Post #: 23
    RE: Version 1.07.00 is out - 8/18/2020 3:42:03 AM   
    pjg100

     

    Posts: 369
    Joined: 4/8/2017
    Status: offline
    Thanks Bill and Hubert, that is helpful.

    (in reply to Hubert Cater)
    Post #: 24
    RE: Version 1.07.00 is out - 9/8/2020 9:33:46 PM   
    EarlyDoors


    Posts: 548
    Joined: 12/16/2018
    From: uk
    Status: offline
    quote:

    Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 6 or more naval units within 12 hexes of Syracuse.


    Looks like I've just fallen foul of this: message was something like Allied Invasion manouvres caused Italy to declare war ~ it had only been on 73% mobilisation

    (in reply to manickennel)
    Post #: 25
    RE: Version 1.07.00 is out - 9/8/2020 9:45:26 PM   
    Marcinos1985

     

    Posts: 430
    Joined: 1/22/2020
    Status: offline

    quote:

    ORIGINAL: EarlyDoors

    quote:

    Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 6 or more naval units within 12 hexes of Syracuse.


    Looks like I've just fallen foul of this: message was something like Allied Invasion manouvres caused Italy to declare war ~ it had only been on 73% mobilisation


    Was it really bad for you? If you take positions in Africa and on the Med in advance, Italy with its weak MPP may get caught totally unprepared.
    Honestly, they should be given an option to join the War, as India. There is areason Mussollini joined after only France was on the ropes.

    _____________________________


    (in reply to EarlyDoors)
    Post #: 26
    RE: Version 1.07.00 is out - 9/8/2020 10:31:37 PM   
    EarlyDoors


    Posts: 548
    Joined: 12/16/2018
    From: uk
    Status: offline
    They appear to be prepared, whereas I'm mostly surprised as I expect them to join on the fall of belgium. It all adds to the gameplay

    (in reply to Marcinos1985)
    Post #: 27
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