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Strategic Command WWII: World War I - v1.04.00 Major Update

 
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Strategic Command WWII: World War I - v1.04.00 Major Up... - 2/25/2021 3:10:09 PM   
ledrobi

 

Posts: 108
Joined: 11/8/2019
Status: offline
We have released a major update for Strategic Command: World War I, featuring tournament support. Also, the popular Blue Max Graphical Mod is now officially implemented in the game as an optional skin.

Check out the full changelog:

GAME ENGINE CHANGES
• Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1).
• Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952).
• Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors).
• Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).
• Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.
• Fixed an issue that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka).
• Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes.
• Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber).
• Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason).
• Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor).
• Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus).
• Fixed a Partisan unit display error in the bottom operational interface panel when mouse hovering over the partisan unit (Pocus).
• Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.
• Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).
• Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).
• Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).
• Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purchase Units etc (USGrant1962).
• Improved an AI HQ position vulnerability issue (Joseph).
• Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).

MODS
• Blue Max Mod added to the WWI Community Pack.

EDITOR CHANGES
• Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2).

LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=
1914 Call to Arms
• Italian AI will now focus more on Trieste and Fiume (stockwellpete).
1914 Call to Arms and 1914 Triple Alliance
• Central Powers AI will now better protect the Kattowitz and Jakobeny mines (stockwellpete).
• US AI will now invest more in Logistics research (Chernobyl).
• US AI will now attempt more Diplomacy (Chernobyl).
• French AI will invest more in Command and Control research and less in Advanced Subs and Airships (Chernobyl).
• UK and Russian AI will invest more in Industrial Technology research (Chernobyl).
• Albania will now provide plunder to an occupier when it surrenders (cendrich).
• Fixed an issue with Albania’s status as an unsurrendered neutral country.
• The Montenegrin Detachment in Cetinje now starts entrenched (OldCrowBalthazor).
• Enver Pasha HQ now deploys at Erzincan at half strength when the Ottomans enter the war (Chernobyl; shri).
• The Greek I & III Corps should now deploy sooner if Greece is invaded.
• Amended the Austro-Hungarian UNIT script #NAME= Austro-Hungarian 4th Army Continues Its Deployment so that VI Corps primarily deploys at Sambor rather than Przemysl (stockwellpete).
• The timing of the UK’s Decision to occupy Lemnos via DE 115 has been brought forward to 1st January 1915 (mdsmall; stockwellpete).
• Corrected the German language version of the Pop Up Strategic Advice To The Central Powers (8) Belgium (Michael Scholz).
1914 Call to Arms, 1914 Triple Alliance and 1917 Fate of Nations
• US AI Transport and Fleet planning improved to bring more units over to France.
• Increased the Ottoman Detachment Build Limit from 15 to 16 (OldCrowBalthazor).
• Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).
• Artillery and Heavy Artillery’s base Maximum Shells reduced from 10 to 5, and this can now be increased by 1 per level of Logistics tech (stockwellpete; OldCrowBalthazor).
• All Artillery types can now only gain a maximum of 1 experience point rather than 2.
• Maritime Bombers can now only upgrade to level 1 in Naval Weapons and Anti-Submarine Warfare (stockwellpete).
• Subs’ base dive chance increased from 20 to 35%.
• Trentino is now a Fortified Town (stockwellpete; Chernobyl).
• Mülhausen is no longer a Fortified Town (stockwellpete).
• The British Cyprus Detachment has been replaced with a Garrison unit that isn’t capable of
amphibious operations (stockwellpete; Chernobyl; mdsmall).
• The UK and France now start with level 1 in Amphibious Warfare (mdsmall; stockwellpete).
• Bulgaria’s starting dispositions altered to reduce the chance of them being conquered in one turn (OldCrowBalthazor; Dazo).
• Varna added as an alternate Bulgarian capital (ThisEndUp).
• Added alternate deployment locations for the Portuguese Corps that can arrive via DE 105 (Tendraline).
• The Strength script reducing Ottoman unit morale if 2 Entente units are within 1 hex of Gallipoli now fires if they are within 2 hexes of Gallipoli. Additionally, their effect has been increased dramatically too, from a unit morale reduction of 3-8% to 35-50% (mdsmall; stockwellpete).
• Territory scripts Romania Gains Bessarabia amended so that Romania rather than Serbia receives the territory (Michael Scholz).
• The cost of providing Mexico with funding via DE 616 has been reduced from 500 to 150 MPPs (stockwellpete).
• Gaziantep renamed as Antep and Kahramas Marash (Tendraline).
• Nuuk renamed as Godthåb (FOARP).
• Ounaajoki river renamed as Ounasjoki (FOARP).
• German translation of Duke of Aosta corrected to the English name so that the HQ will arrive with the correct HQ rating.
All Campaigns
• Changed von to Von in all German text files to avoid the duplication of any unit names (cendrich).
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• Tool tip updated for Naval Weapons research (Christolos).
1914 March on Paris
• The rail networks of Belgium and the Netherlands can now only be used by Belgian and Dutch troops respectively.
• German new unit deployment is now set to Home Builds only.
• Corrected the rail junction at Sedan.

1918 Ludendorff Offensive
• Corrected the rail junction at Sedan.
Post #: 1
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 4:29:51 PM   
Jimbonsx

 

Posts: 20
Joined: 10/24/2015
Status: offline
.... and how do I go about downloading it?

(in reply to ledrobi)
Post #: 2
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 4:32:06 PM   
Jimbonsx

 

Posts: 20
Joined: 10/24/2015
Status: offline
Um, cancel that, the update button works this time!

(in reply to Jimbonsx)
Post #: 3
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 4:58:10 PM   
stockwellpete

 

Posts: 582
Joined: 12/20/2012
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Thanks very much for all these changes. The artillery change is the really big one . . .

- Artillery and Heavy Artillery’s base Maximum Shells reduced from 10 to 5, and this can now be increased by 1 per level of Logistics tech

(in reply to Jimbonsx)
Post #: 4
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 5:06:06 PM   
OldCrowBalthazor


Posts: 1108
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From: Republic of Cascadia
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Arty shells, Trento, Cetinje, Bulgaria.....the Rest!!!

(in reply to stockwellpete)
Post #: 5
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 5:35:47 PM   
Malatesta

 

Posts: 13
Joined: 2/19/2021
Status: offline

quote:

ORIGINAL: ledrobi

Also, the popular Blue Max Graphical Mod is now officially implemented in the game as an optional skin.



Great news!

(in reply to OldCrowBalthazor)
Post #: 6
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 6:49:21 PM   
Espejo


Posts: 125
Joined: 4/1/2005
Status: offline

quote:

ORIGINAL: stockwellpete

Thanks very much for all these changes. The artillery change is the really big one . . .

- Artillery and Heavy Artillery’s base Maximum Shells reduced from 10 to 5, and this can now be increased by 1 per level of Logistics tech


I hoped for a bigger nerf of the artillery as essentially just some invwestment in logistics and voila we are back were we started an aritllery slugfest


(in reply to stockwellpete)
Post #: 7
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 7:29:53 PM   
stockwellpete

 

Posts: 582
Joined: 12/20/2012
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quote:

ORIGINAL: Espejo

I hoped for a bigger nerf of the artillery as essentially just some invwestment in logistics and voila we are back were we started an aritllery slugfest



Yes, you may be right about this. The change is certainly a step in the right direction though. I think the base number of shells before logistics should be 3 rather than 5 myself.

(in reply to Espejo)
Post #: 8
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/25/2021 9:23:47 PM   
Chernobyl

 

Posts: 444
Joined: 8/27/2012
Status: offline
Wow awesome that you devs update this game so much, I know it probably isn't your major money maker. Considering there are companies and titles which make hundreds of million$ or more and they don't respond to their community, this is insanely awesome support!

(in reply to stockwellpete)
Post #: 9
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/26/2021 5:17:17 AM   
shri

 

Posts: 192
Joined: 7/20/2017
Status: offline
Thanks guys for this major update.

Esp. pleased with Cetinje, Bulgaria, Trentino and Artillery.

(in reply to Chernobyl)
Post #: 10
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/26/2021 5:46:37 AM   
shri

 

Posts: 192
Joined: 7/20/2017
Status: offline

quote:

ORIGINAL: Espejo


quote:

ORIGINAL: stockwellpete

Thanks very much for all these changes. The artillery change is the really big one . . .

- Artillery and Heavy Artillery’s base Maximum Shells reduced from 10 to 5, and this can now be increased by 1 per level of Logistics tech


I hoped for a bigger nerf of the artillery as essentially just some invwestment in logistics and voila we are back were we started an aritllery slugfest




Not really, the 3 logistics costs 300MPP and further takes time to come, you need to spend on other more important stuff like upgrading artillery, infantry, trenches etc. first not to mention buying corps destroyed in 1914 and 1915.
Also 5 shells means Verdun has a chance to survive 1915 possibly. It has de-fanged artillery by limiting max experience to 11 than 13! also reduced shells from 10 to a maximum possible 8.

(in reply to Espejo)
Post #: 11
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/26/2021 9:01:30 AM   
bortutoth


Posts: 13
Joined: 3/24/2017
Status: offline
The game won't start since this update (Steam Version)
The error message says "Could not initialize STEAM manager or invalid serial key"

(in reply to shri)
Post #: 12
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/26/2021 1:06:04 PM   
Hubert Cater

 

Posts: 5199
Joined: 7/22/2013
Status: offline
Sorry to hear about the trouble, the only thing I can think of here is to uninstall and then reinstall the game followed by the latest patch to see if that helps.


_____________________________


(in reply to bortutoth)
Post #: 13
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/26/2021 3:11:15 PM   
Dazo


Posts: 102
Joined: 9/28/2018
Status: offline
Thanks for the update(s) and bearing with a never satisfied community .

(in reply to Hubert Cater)
Post #: 14
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/26/2021 5:47:02 PM   
bcg

 

Posts: 12
Joined: 9/28/2016
Status: offline
I am getting the following error message when I try to update through the game: "Unable to download file. An error occurred while trying to open an FTP file". Is their any link I can use on the matrix game website?


(in reply to ledrobi)
Post #: 15
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/27/2021 4:53:31 AM   
shri

 

Posts: 192
Joined: 7/20/2017
Status: offline
@MODS

First of all thanks a lot for the new patch, changes Italy, Artillery and Cetinje gambit and also Bulgarian gambit.
2 things-
1. The little problem of the Canadian corps needs to be resolved, the UK should get it even after October. (Maybe 3 months after they join or something).
2. The alternative convoy flowing to Salonika or something if Cetinje still falls.

(in reply to bcg)
Post #: 16
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/27/2021 4:53:53 AM   
shri

 

Posts: 192
Joined: 7/20/2017
Status: offline

(in reply to Dazo)
Post #: 17
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 2/27/2021 12:59:53 PM   
Hubert Cater

 

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

ORIGINAL: bcg
I am getting the following error message when I try to update through the game: "Unable to download file. An error occurred while trying to open an FTP file". Is their any link I can use on the matrix game website?


Have you tried going to the members area within the Matrix site and downloading it directly from there?

https://www.matrixgames.com/member/mypage

The other option would be to try the 'Check for Updates' option within the game Launcher if that might work for you? I understand it doesn't always work for everyone but could be worth a try.




_____________________________


(in reply to bcg)
Post #: 18
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 3/1/2021 10:47:45 AM   
BillRunacre

 

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

quote:

ORIGINAL: shri

@MODS

First of all thanks a lot for the new patch, changes Italy, Artillery and Cetinje gambit and also Bulgarian gambit.
2 things-
1. The little problem of the Canadian corps needs to be resolved, the UK should get it even after October. (Maybe 3 months after they join or something).
2. The alternative convoy flowing to Salonika or something if Cetinje still falls.


Yes, they are both noted.

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(in reply to shri)
Post #: 19
RE: Strategic Command WWII: World War I - v1.04.00 Majo... - 3/8/2021 3:53:43 PM   
Easter80

 

Posts: 37
Joined: 12/22/2018
Status: offline
Unfortunately Newfoundland is still not an independent country in the actaually update. I've done an own mod and changed that with also changing Bulgaria setting as a major power of the Central Powers and deleting artillery development. The development of granades I didn't delete. So I've reduced the power of the artillery to be more realistic in my opinion. It's good that the maximum shells of artillery has been reduced of 50 % down to maximum 5 shells per round. I've also changed the movement of air units for Italy and the Ottoman Empire that they can sent over to every other allied power.

< Message edited by Easter80 -- 3/8/2021 3:56:47 PM >

(in reply to BillRunacre)
Post #: 20
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