Strategic Command WWII: World at War - v1.16.00
Moderator: Hubert Cater
Strategic Command WWII: World at War - v1.16.00
A new update is available for Strategic Command WWII: World at War, you can download it here.
Here is the full changelog:
GAME ENGINE
- Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl).
- Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult).
- Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2).
- Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter).
- Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca).
- Fixed a rare PBEM++ crash error (DethMorgaw).
- Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand).
- Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter).
- Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos).
- Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor).
- Fixed an error where disabled resource upgrades were still able to upgrade (Lothos).
- Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326).
- Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby).
- Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt).
- Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos).
- Fixed a rare pathfinding error that led to an in game freeze (Von Hugo).
- Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter).
- Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl).
- Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman).
- Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos).
- Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench.
- Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases.
- Coastal Guns will now fire back at attacking naval units (archmache).
- Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66).
- AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos).
- AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos).
- AI subs will no longer try and target land based convoys (Chernobyl).
- The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign.
EDITOR
- Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed.
- Units set to a default of zero action points in the Editor can no longer transport.
- Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen.
1939 Campaigns
- Soviet Winter can now lead to the loss of Axis units if they are at low strength.
- The Soviet XXX Corps near Vladivostok now starts with 0.5 experience.
- Increased the trigger to 100% for the Unit scripts deploying Soviet Corps in Rostov and Stalingrad when they enter the war (Feinder).
- Increased the #TRIGGER= from 50 to 100% in Decision 104 for the UK to support a pro-Allied coup in Yugoslavia (EarlyDoors).
- The USSR now receives an AA unit via the Production Queue in July 1940.
- Changed the Mobilization_2 script Finland Declares War On The USSR so that the trigger for the Polotsk area will only fire if the Axis unit is in Polotsk, rather than near it.
- Corrected the CONDITION_POSITION in the Surrender_2 script DE 602 - French Somaliland Accepts The Armistice so that it fires now if there is NOT an Allied unit in Djibouti, whereas previously it fired if there was one (Moonchild).
- Chinese Xue HQ’s starting entrenchment increased from 0 to 2, and experience from 0.5 to 1.
- Reduced the effect on US mobilization of Axis forces being within 3 hexes of Yenan, or within 2 hexes of Sian, Kweichow, Lanchow, or Chungking from 8-15% to 5-10% (Chernobyl).
- Added a mention of Kweichow to the Pop Up relating to the Communists in Yenan (Moonchild).
- The presence of multiple Axis units within the Pan American Zone can now trigger a significantly faster US mobilization (HarrySmith).
- The presence of an Italian naval unit within 10-12 hexes of the port of Southampton while Italy is neutral can now trigger the US mobilizing by 2-5% per turn (HarrySmith).
- The placing of US units on Guam while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- The placing of US units on Wake while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- Added a Variable Condition to the US AI Unit script that deploys a unit on Wake, to ensure it only does so once the US has fully mobilized.
- 6 and 10 hexes of Warsaw will now show on the map when relevant. Note that this does not take into account other political actions, e.g. the entrance of Axis Minors into the war, the independence or otherwise of the Baltic States, or whether or not Poland has been divided between Germany and the USSR (taffjones).
- Reduced the impact on US and USSR Mobilization of an Axis declaration of war on Belgium and the Netherlands from 2-4 and 3-6% respectively, to 1-4% in both cases (Chernobyl).
- Japan now receives a Maritime Bomber rather than a Strategic Bomber in its Production Queue in March 1941 (Chernobyl).
- Added a Strength script penalising Polish unit morale against the Axis AI at Intermediate and above (Mithrilotter).
- DE 601 will now trigger the deployment of a German Garrison unit in Copenhagen (OxfordGuy3).
- POP UP images relating to Axis units near Warsaw now appear from January rather than February 1940 (Michael Kollmann).
- Increased the chance of the Soviet AI investing in Anti-Aircraft Defense research (Michael Kollmann).
- RESOURCE scripts amended so that US income pre-entry and immediately after war entry will be slightly less, while Soviet income after transferring industry to the Urals will be slightly more. To effect this a new mine has been added to the map at 148,33.
- Deployment of Siberian forces amended so if Japan bombs Tulun it will not prevent the transfer of most of these units to the west (petedalby; Bavre).
- If Japan declares war on South Africa then the USA will now swing 20-25% towards the Allies (kjgokc2007).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues. There is now a 2,500 point bonus on the 1st January 1942, along with an additional 1,500 for each of the following that are in Soviet hands: Leningrad, Stalingrad, Baku, Moscow. On the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands. Note that these new scripts only apply to PBEM games and to the Allied AI (Chernobyl).
- Increased the chance of the USSR researching Anti-Aircraft Defense (Mithrilotter).
- Reduced the chance slightly of China researching Anti-Aircraft Defense (Mithrilotter).
- Amended the date when the UK should research Armored Warfare (Mithrilotter).
- India now has a chance of researching Mobility and Armored Warfare (Mithrilotter).
- An Allied Declaration of War on the Solomons, Philippines, Hong Kong, Brunei, Burma, Malaya, Sarawak will now all have a greater negative impact on US mobilization (oldAHgamer).
1942 Campaigns
- Added the Mobilization_3 script DE 617 - Turkey Swings Towards The Axis so that if Germany says no to DE 617 then Turkey will move towards the Axis (Silvercourage).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues, so that on the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands (Chernobyl).
- Amended the German AI’s Research priorities slightly (Mithrilotter).
- China now starts with a chit invested in Aerial Warfare (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).
1943 Campaigns
- China now starts with Aerial Warfare level 1 (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).
Here is the full changelog:
GAME ENGINE
- Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl).
- Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult).
- Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2).
- Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter).
- Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca).
- Fixed a rare PBEM++ crash error (DethMorgaw).
- Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand).
- Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter).
- Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos).
- Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor).
- Fixed an error where disabled resource upgrades were still able to upgrade (Lothos).
- Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326).
- Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby).
- Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt).
- Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos).
- Fixed a rare pathfinding error that led to an in game freeze (Von Hugo).
- Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter).
- Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl).
- Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman).
- Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos).
- Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench.
- Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases.
- Coastal Guns will now fire back at attacking naval units (archmache).
- Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66).
- AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos).
- AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos).
- AI subs will no longer try and target land based convoys (Chernobyl).
- The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign.
EDITOR
- Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed.
- Units set to a default of zero action points in the Editor can no longer transport.
- Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen.
1939 Campaigns
- Soviet Winter can now lead to the loss of Axis units if they are at low strength.
- The Soviet XXX Corps near Vladivostok now starts with 0.5 experience.
- Increased the trigger to 100% for the Unit scripts deploying Soviet Corps in Rostov and Stalingrad when they enter the war (Feinder).
- Increased the #TRIGGER= from 50 to 100% in Decision 104 for the UK to support a pro-Allied coup in Yugoslavia (EarlyDoors).
- The USSR now receives an AA unit via the Production Queue in July 1940.
- Changed the Mobilization_2 script Finland Declares War On The USSR so that the trigger for the Polotsk area will only fire if the Axis unit is in Polotsk, rather than near it.
- Corrected the CONDITION_POSITION in the Surrender_2 script DE 602 - French Somaliland Accepts The Armistice so that it fires now if there is NOT an Allied unit in Djibouti, whereas previously it fired if there was one (Moonchild).
- Chinese Xue HQ’s starting entrenchment increased from 0 to 2, and experience from 0.5 to 1.
- Reduced the effect on US mobilization of Axis forces being within 3 hexes of Yenan, or within 2 hexes of Sian, Kweichow, Lanchow, or Chungking from 8-15% to 5-10% (Chernobyl).
- Added a mention of Kweichow to the Pop Up relating to the Communists in Yenan (Moonchild).
- The presence of multiple Axis units within the Pan American Zone can now trigger a significantly faster US mobilization (HarrySmith).
- The presence of an Italian naval unit within 10-12 hexes of the port of Southampton while Italy is neutral can now trigger the US mobilizing by 2-5% per turn (HarrySmith).
- The placing of US units on Guam while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- The placing of US units on Wake while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- Added a Variable Condition to the US AI Unit script that deploys a unit on Wake, to ensure it only does so once the US has fully mobilized.
- 6 and 10 hexes of Warsaw will now show on the map when relevant. Note that this does not take into account other political actions, e.g. the entrance of Axis Minors into the war, the independence or otherwise of the Baltic States, or whether or not Poland has been divided between Germany and the USSR (taffjones).
- Reduced the impact on US and USSR Mobilization of an Axis declaration of war on Belgium and the Netherlands from 2-4 and 3-6% respectively, to 1-4% in both cases (Chernobyl).
- Japan now receives a Maritime Bomber rather than a Strategic Bomber in its Production Queue in March 1941 (Chernobyl).
- Added a Strength script penalising Polish unit morale against the Axis AI at Intermediate and above (Mithrilotter).
- DE 601 will now trigger the deployment of a German Garrison unit in Copenhagen (OxfordGuy3).
- POP UP images relating to Axis units near Warsaw now appear from January rather than February 1940 (Michael Kollmann).
- Increased the chance of the Soviet AI investing in Anti-Aircraft Defense research (Michael Kollmann).
- RESOURCE scripts amended so that US income pre-entry and immediately after war entry will be slightly less, while Soviet income after transferring industry to the Urals will be slightly more. To effect this a new mine has been added to the map at 148,33.
- Deployment of Siberian forces amended so if Japan bombs Tulun it will not prevent the transfer of most of these units to the west (petedalby; Bavre).
- If Japan declares war on South Africa then the USA will now swing 20-25% towards the Allies (kjgokc2007).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues. There is now a 2,500 point bonus on the 1st January 1942, along with an additional 1,500 for each of the following that are in Soviet hands: Leningrad, Stalingrad, Baku, Moscow. On the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands. Note that these new scripts only apply to PBEM games and to the Allied AI (Chernobyl).
- Increased the chance of the USSR researching Anti-Aircraft Defense (Mithrilotter).
- Reduced the chance slightly of China researching Anti-Aircraft Defense (Mithrilotter).
- Amended the date when the UK should research Armored Warfare (Mithrilotter).
- India now has a chance of researching Mobility and Armored Warfare (Mithrilotter).
- An Allied Declaration of War on the Solomons, Philippines, Hong Kong, Brunei, Burma, Malaya, Sarawak will now all have a greater negative impact on US mobilization (oldAHgamer).
1942 Campaigns
- Added the Mobilization_3 script DE 617 - Turkey Swings Towards The Axis so that if Germany says no to DE 617 then Turkey will move towards the Axis (Silvercourage).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues, so that on the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands (Chernobyl).
- Amended the German AI’s Research priorities slightly (Mithrilotter).
- China now starts with a chit invested in Aerial Warfare (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).
1943 Campaigns
- China now starts with Aerial Warfare level 1 (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).
Re: Strategic Command WWII: World at War - v1.16.00
Oh my… AWESOME update! Thanks so much! 

Re: Strategic Command WWII: World at War - v1.16.00
Some great changes in here. Thanks for listening guys!
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Re: Strategic Command WWII: World at War - v1.16.00
When loading a PBEM game, I'm now getting the error FAILED(pbem_lobby_dialog: on_menu_command):
Re: Strategic Command WWII: World at War - v1.16.00
Yes. Same. How do we roll back to prev patch? Steam did automatically the update for me.
Re: Strategic Command WWII: World at War - v1.16.00
Map lines aren''t correcting every time you advance. Never happened before the patch.
Re: Strategic Command WWII: World at War - v1.16.00
Hi Hubert and Bill I do not see these changes in the new WAW patch notes? My veteran Axis fighters were slaughtered by Strat Bombers in my current game. Any chance of an increase in fighter strat bomber defense as well?
BillRunacre wrote: Thu Sep 22, 2022 12:31 pmHarry I must apologise, as I implemented some changes inspired by your feedback into WWII: War in Europe's latest patch, but somehow I accidentally missed including them in this game. I think the sheer volume of changes led to me missing it.HarrySmith wrote: Thu Sep 22, 2022 4:25 am Alot of changes, though I am still surprised that nothing has been done in the way of strategic bombers. I thought for sure something was going to be changed????
Rest assured I will include them in the next patch for this game, and in the meantime you can experience how they work in WWII: War in Europe, and I will appreciate your thoughts on that.
FYI, the changes as implemented into that game, and that will be implemented into this one in future are:
- Fighters’ Strat Bomber attack values increased from 1 to 2 (HarrySmith).
- Anti-Air units’s Strat. Bomber attack and defense values now increase by 1.5 per level of Anti-Aircraft Defense research (HarrySmith).

- OldCrowBalthazor
- Posts: 2693
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Re: Strategic Command WWII: World at War - v1.16.00
These are great changes all across the board.... especially this: Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench.
Well all the other changes too
Seen great changes with SC-WW1 and SC-WiE.
Thanks Fury Software!
Well all the other changes too
Seen great changes with SC-WW1 and SC-WiE.
Thanks Fury Software!
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Re: Strategic Command WWII: World at War - v1.16.00
Same here. Tried a new game too. Partner gets same message.commandergren wrote: Thu May 18, 2023 12:43 pm When loading a PBEM game, I'm now getting the error FAILED(pbem_lobby_dialog: on_menu_command):
1.26 is uploading now.
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Re: Strategic Command WWII: World at War - v1.16.00
Hi guys,
The changes look good from what i can tell.
A bit disappointing that the implication of Fighters vs Strategic Bombers alterations have not been implemented like they have with WW11 War in Europe., Hopefully in the next patch
The changes look good from what i can tell.
A bit disappointing that the implication of Fighters vs Strategic Bombers alterations have not been implemented like they have with WW11 War in Europe., Hopefully in the next patch

Re: Strategic Command WWII: World at War - v1.16.00
Actually, as far as I can tell, the change in Fighters vs. Strategic Bombers has likewise been implemented—last-minute—in the quick hotfix: the latest update package of SC WWII WAW v1.16.00.01. 
Though there will be newer hotfixes forthcoming soon due to a new bug regarding hex graphics when advancing… though I’m not experiencing it, curiously enough.

Though there will be newer hotfixes forthcoming soon due to a new bug regarding hex graphics when advancing… though I’m not experiencing it, curiously enough.
- BillRunacre
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Re: Strategic Command WWII: World at War - v1.16.00
Hi HarryHarrySmith wrote: Mon May 22, 2023 12:14 am Hi guys,
The changes look good from what i can tell.
A bit disappointing that the implication of Fighters vs Strategic Bombers alterations have not been implemented like they have with WW11 War in Europe., Hopefully in the next patch![]()
Good news, they were included, somehow I appear to have missed including them in the list of changes. To recap, they are included in the changes made to all campaigns, which somehow missed being in the version notes:
All Campaigns
- Increased the chance of the Japanese AI building an Engineer unit (Mithrilotter).
- Increased the chance of the Italian AI investing in Anti-Aircraft Defense (Mithrilotter).
- Increased the chance of the Japanese AI researching Infantry Weapons and Advanced Fighters from 1942 onwards (Mithrilotter).
- Increased the total research investment that the USSR can undertake from 2,000 to 2,2250 MPP (Mithrilotter).
- Reduced the number of hexes around Ottawa that transfer to the UK if the British transfer their capital to Canada (OldCrowBalthazor).
- Guard script amended so the Japanese AI should now keep a unit at Chengchow in China (Mithrilotter).
- Soviet attacks on Axis vessels outside Vladivostok can now sink these vessels.
- Weather Zone 5 (Russia): increased the chance of mud from 21st September to 30th November from 60 to 75%, of frozen ground from 0 to 15%, and of rain from 40 to 55% (OldCrowBalthazor).
- Weather Zone 5 (Russia): increased the chance of rain in December from 30 to 40%, of snow from 25 to 45%, of mud to 45% and frozen ground to 55% (OldCrowBalthazor).
- Weather Zone 5 (Russia): increased the chance of snow from 21st December to 20th March from 45 to 80% (OldCrowBalthazor).
- Weather Zone 39 (Eastern Europe): increased the chance of Frozen ground in December from 35 to 75%, anything else being Mud, and the chance of Snow increased from 25 to 65% (OldCrowBalthazor).
- The cost of Anti-Aircraft Defense research reduced from 125 to 110 MPPs.
- Vladivostok is now a Soviet Primary Supply Center (John B.).
- Yugoslavia and Turkey’s unit facings corrected (Hydra).
- Increased the base combat attack values for both types of Amphibious Transports from 0 to 1 against Artillery, Rockets, Light Armour, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
- Fighters’ Strat Bomber base attack values increased from 1 to 2 (HarrySmith).
- Increased Attack increments for Amphibious Warfare research to 1 against Artillery, Rockets, Light Armour, Tanks, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
- Anti-Air units’s Strat. Bomber attack and defense values now increase by 1.5 per level of Anti-Aircraft Defense research (HarrySmith).
- Added the requirement for Nanjing to be politically aligned with the Axis and surrendered to enable dummy DE 851 to fire for Nanjing to return to China.
- Added in dummy DE 383 and a Surrender_2 script for the USA to withdraw from the war should its National Morale fall below 1% (Battleblast155).
- Partisan Activity in Yenan, Ichang, Kunming, and the mine north east of Kweichow will now deploy a Partisan unit (Chernobyl).
- Corrected the #FRIENDLY_POSITION= in the AI Fleet script #NAME= India Build Up Fleet - Philippines Support (1945).
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Re: Strategic Command WWII: World at War - v1.16.00
Thanks Bill for the update, will be good to see how this affects and other changes pan out. I am sure they will improve things
Re: Strategic Command WWII: World at War - v1.16.00
Woah a lot of missing changes found! I know OCB will love these new Russian weather zone changes! Are there now more Partisans in China now or were they just not working? If more yikes haha. Thanks for the awesome update!BillRunacre wrote: Fri May 26, 2023 12:38 pmHi HarryHarrySmith wrote: Mon May 22, 2023 12:14 am Hi guys,
The changes look good from what i can tell.
A bit disappointing that the implication of Fighters vs Strategic Bombers alterations have not been implemented like they have with WW11 War in Europe., Hopefully in the next patch![]()
Good news, they were included, somehow I appear to have missed including them in the list of changes. To recap, they are included in the changes made to all campaigns, which somehow missed being in the version notes:
All Campaigns
- Increased the chance of the Japanese AI building an Engineer unit (Mithrilotter).
- Increased the chance of the Italian AI investing in Anti-Aircraft Defense (Mithrilotter).
- Increased the chance of the Japanese AI researching Infantry Weapons and Advanced Fighters from 1942 onwards (Mithrilotter).
- Increased the total research investment that the USSR can undertake from 2,000 to 2,2250 MPP (Mithrilotter).
- Reduced the number of hexes around Ottawa that transfer to the UK if the British transfer their capital to Canada (OldCrowBalthazor).
- Guard script amended so the Japanese AI should now keep a unit at Chengchow in China (Mithrilotter).
- Soviet attacks on Axis vessels outside Vladivostok can now sink these vessels.
- Weather Zone 5 (Russia): increased the chance of mud from 21st September to 30th November from 60 to 75%, of frozen ground from 0 to 15%, and of rain from 40 to 55% (OldCrowBalthazor).
- Weather Zone 5 (Russia): increased the chance of rain in December from 30 to 40%, of snow from 25 to 45%, of mud to 45% and frozen ground to 55% (OldCrowBalthazor).
- Weather Zone 5 (Russia): increased the chance of snow from 21st December to 20th March from 45 to 80% (OldCrowBalthazor).
- Weather Zone 39 (Eastern Europe): increased the chance of Frozen ground in December from 35 to 75%, anything else being Mud, and the chance of Snow increased from 25 to 65% (OldCrowBalthazor).
- The cost of Anti-Aircraft Defense research reduced from 125 to 110 MPPs.
- Vladivostok is now a Soviet Primary Supply Center (John B.).
- Yugoslavia and Turkey’s unit facings corrected (Hydra).
- Increased the base combat attack values for both types of Amphibious Transports from 0 to 1 against Artillery, Rockets, Light Armour, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
- Fighters’ Strat Bomber base attack values increased from 1 to 2 (HarrySmith).
- Increased Attack increments for Amphibious Warfare research to 1 against Artillery, Rockets, Light Armour, Tanks, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
- Anti-Air units’s Strat. Bomber attack and defense values now increase by 1.5 per level of Anti-Aircraft Defense research (HarrySmith).
- Added the requirement for Nanjing to be politically aligned with the Axis and surrendered to enable dummy DE 851 to fire for Nanjing to return to China.
- Added in dummy DE 383 and a Surrender_2 script for the USA to withdraw from the war should its National Morale fall below 1% (Battleblast155).
- Partisan Activity in Yenan, Ichang, Kunming, and the mine north east of Kweichow will now deploy a Partisan unit (Chernobyl).
- Corrected the #FRIENDLY_POSITION= in the AI Fleet script #NAME= India Build Up Fleet - Philippines Support (1945).

Re: Strategic Command WWII: World at War - v1.16.00
WIE already has the very latest 1.27.00 patch which corrects the occasional enemy-controlled hex advancement bug.
Presumably WWI 1.10.00 and WAW 1.16.00.01 should be getting the updated 1.11.00 and 1.17.00 patches since both of these games suffer from the same bug…
Presumably WWI 1.10.00 and WAW 1.16.00.01 should be getting the updated 1.11.00 and 1.17.00 patches since both of these games suffer from the same bug…