Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Version 1.02.00 is now live

 
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: World War I >> Version 1.02.00 is now live Page: [1]
Login
Message << Older Topic   Newer Topic >>
Version 1.02.00 is now live - 8/12/2020 2:37:30 PM   
manickennel

 

Posts: 20
Joined: 11/28/2019
Status: offline
Hey all,

Version 1.02.00 is now live and it brings the usual wide range of changes and improvements. We hope you enjoy them and do 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 an issue where trenches were not shown in the lower right panel of the UI over top of clear hexes with no terrain (Jace11).
  • Fixed a soft build error that allowed the AI to purchase Tank Corps beyond their limit as they should still be restricted by the Tank Warfare research category (Kalkstein).
  • 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).

    All Europe wide Campaigns

  • US AI will now try and transport troops to the UK if France surrenders.
  • UK and US AI will now try to amphibiously land along the French coast if France surrenders.

    All Main Campaigns

  • Maritime Bombers’ base Naval and Sub attack values reduced from 3 to 1 (MVP7).
  • If Verdun falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 4,000 points via dummy DE 657.
  • If Belfort falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 658.
  • If Lille falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 659.
  • If Nancy falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 660.
  • Information on the National Morale effect on the UK of unrestricted naval warfare, and the effect on Germany of the Entente’s naval blockades added to the Strategy Guides (mdsmall).
  • If Germany doesn’t sign the Brest-Litovsk Treaty then Russian National Morale will be boosted by 15,000 rather than 6,000 points (MVP7).
  • Russia will now only withdraw from the war when its National Morale falls below 1% if Lenin is not sent to Russia (i.e. DE 619 = NO). Otherwise it can leave the war via the Treaty of Brest-Litovsk, or if its capitals are captured (MVP7).
  • All Partisan locations in Russia can now spawn Partisan units.

    Both 1914 Campaigns

  • Highlight added to show in red when there are less than 6 German units within 5 hexes of Warsaw after the Treaty of Brest-Litovsk has been signed.
  • Amended the Mobilization_ 3 scripts for the Ottomans triggered by DE 108 so they are now triggered by DE 110, as this will ensure they only fire if the Ottomans had previously entered the war (ack105).
  • Increased the National Morale penalties for Austria-Hungary losing Lemberg and Przemysl from 1,000 points to 2,500 points (eightroomofelixir).
  • The Indian unit triggered by DE 108 now has an alternative arrival location in Kuwait in case Basra is occupied by an Ottoman unit when it is due to arrive there (ice_strength).
  • French AI will only invade the Netherlands, after Belgium 25% of the time if the Central Powers have not invaded Belgium beforehand.

    1914 Triple Alliance

  • Libya now starts occupied by Italy and the Italian National Morale script relating to the fall of Tripoli has been corrected (mdsmall).

    1917 Fate of Nations

  • Added half strength Szent István Dreadnought to the 1917 campaign at Durazzo (hottegetthoff).

    1918 Ludendorff Offensive

  • Corrected the Unit Costs and Combat Target Statistics for US infantry and Cavalry divisions, and for Portuguese, Italian and Austro-Hungarian infantry divisions. Portuguese divisions will still be inferior to all others (Xsillione).

    < Message edited by manickennel -- 8/13/2020 10:08:59 AM >


    _____________________________

    Producer of Strategic Command, Commander, Field of Glory and a few other things besides.
  • Post #: 1
    RE: Version 1.02.00 is now live - 8/13/2020 9:39:47 AM   
    Searry

     

    Posts: 848
    Joined: 1/24/2014
    Status: offline
    Too bad no info on restricting the German navy blasting the Russian one very early.

    (in reply to manickennel)
    Post #: 2
    RE: Version 1.02.00 is now live - 8/14/2020 9:54:32 AM   
    BillRunacre

     

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

    ORIGINAL: Searry

    Too bad no info on restricting the German navy blasting the Russian one very early.


    Hi Searry

    We did make this change in v1.01.05 that was released in May:

    - Russia’s starting Naval Mine Build Limit increased from 1 to 2, and there is now a minefield in the Baltic in both 1914 campaigns.

    This means that at least one German ship will suffer damage from a Russian minefield if they go sailing directly into the Baltic to attack the Russian fleet when the war begins. Hence any move like that should be a bit more expensive now.

    Since that patch was released I don't recall any further feedback about this area, so if it is still an area of concern then we'll need some more details to see what can possibly be done.

    Thanks

    Bill

    < Message edited by BillRunacre -- 8/14/2020 9:57:06 AM >


    _____________________________

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

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

    (in reply to Searry)
    Post #: 3
    RE: Version 1.02.00 is now live - 8/14/2020 4:19:58 PM   
    Searry

     

    Posts: 848
    Joined: 1/24/2014
    Status: offline
    Yeah, even if the Germans take a few hits it won't change the fact that they get so much free NM from the Russian navy the game is decided then.

    (in reply to BillRunacre)
    Post #: 4
    RE: Version 1.02.00 is now live - 8/14/2020 5:45:49 PM   
    FOARP

     

    Posts: 641
    Joined: 12/24/2012
    Status: offline

    quote:

    ORIGINAL: Searry

    Yeah, even if the Germans take a few hits it won't change the fact that they get so much free NM from the Russian navy the game is decided then.


    I think part of the issue here is the fact that NM isn't capped at 100%. If it were capped at 100% there would be no point whacking the Russians early in the game as at that point you have close to 100%.

    Although I'm not sure whacking the whole Russian fleet really does net enough NM to win the game - is this really the case?

    (in reply to Searry)
    Post #: 5
    RE: Version 1.02.00 is now live - 9/25/2020 2:54:37 PM   
    hottegetthoff

     

    Posts: 33
    Joined: 5/7/2020
    Status: offline
    Finally i can attempt the raid on Otranto Barrage just like Horthy wanted. Thanks for this change in 1917 scenario, very appreciated. But im concerned about maritime bombers nerf. They were the pretty the best way of attacking harboured ships, and they also made fighting in adriatic interesting. (Usually i used airships/subs/cls to scout, maritime bombers to soften before engaging with big boys). Also, have you ever considered changing splitting airships into short ranged baloons and zeppelins to differentiate CP and entente more?

    (in reply to FOARP)
    Post #: 6
    RE: Version 1.02.00 is now live - 11/27/2020 8:36:50 AM   
    AlbertN

     

    Posts: 3693
    Joined: 10/5/2010
    From: Italy
    Status: offline
    Naval Bomber change is quite good - considering at this stage air attacks on ships were pratically non existant, twicefold so at anchorages! Let's leave WW2 business for WW2 and keep to WW1 where guns are the dominant factor.
    I am surprised there are even seaplane tenders and carriers buildable in game!

    (in reply to hottegetthoff)
    Post #: 7
    RE: Version 1.02.00 is now live - 11/27/2020 8:47:51 AM   
    AlbertN

     

    Posts: 3693
    Joined: 10/5/2010
    From: Italy
    Status: offline
    (Doubleposted by mistake)

    < Message edited by Cohen_slith -- 11/27/2020 8:48:55 AM >

    (in reply to hottegetthoff)
    Post #: 8
    Page:   [1]
    All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command: World War I >> Version 1.02.00 is now live 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

    8.391