Strategic Command v1.10.01 beta Available
Posted: Wed Nov 08, 2017 9:41 am
Hello Everyone
An updated version of v1.10.0 is now available for Strategic Command. This is the v1.10.01 beta
This addresses issues reported in v1.10.0 and includes some campaign amendments. For full details please see below but the most notable updates might be to ASW combat (including fixing a research error) – also note the recap to the amendments to HQ supply made in v1.04.
Save games from 1.04 onwards should be compatible with v1.09.10 beta (although campaign changes won't take effect until you start a new one).
If you are playing a PBEM game we recommend you finish before updating, and for new PBEM games if you have updated then your opponent will need to do so as well.
You can download it from
Members:
http://www.matrixgames.com/members/publicDL.asp?gid=504
Public:
http://ftp.matrixgames.com/pub/Strategi ... .10.01.zip
v1.10.01 Changelist
- Fixed a transfer of capital error, via SURRENDER_1 event, that had been transferring ownership of the previous capital hex to the opposing side, when the opposing side did not currently occupy that particular hex.
- Fixed an ASW research upgrade error that did not help to reduce the percentage chance that a sub may dive from an attack.
- Fixed a customized campaign graphics error that would not properly refresh when loading games or starting new campaigns from customized to default and vice versa. This was often noticeable when loading custom unit sprites.
- Fixed an AI error that had a friendly controlled major, controlled by the AI, upgrading your human controlled resources with Anti-Aircraft research upgrades.
- Fixed a swap unit error that had units swap and end up with higher entrenchment values than should be the maximum at their new positions. Now swapped units should properly gain the old entrenchment value of the previous unit in that position minus 1.
- Fixed a right click menu 'Forced March' implementation error.
- Fixed a reloaded saved turn error that would erroneously initiate beginning of turn POPUP and DECISION events. These should only happen at the beginning of a turn and before a save and possible reload.
- Fixed a rare resource supply calculation error for towns not connected by rail but also not cutoff from a friendly capital where they would reach a max occupational level value and then drop back down and then up again repeatedly.
- Fixed an AI air unit protective movement error that had the AI move air units prior to combat which could in theory alter the vulnerability of these air units if combat were to go in the AI favor.
- Fixed an AI paratroops combat error that led to a CTD.
- Fixed a spotting error for Maritime Bombers that allowed them to spot across water and then across land again with their naval spotting range, e.g. incorrectly across the English Channel and into England.
- If a unit has occupied a town/city adjacent to a port, but the port is occupied by a naval unit that is then subsequently destroyed by air power, the port will now switch to your control at the end of your turn.
- Weather information will now display in the lower right hand corner geo locator panel for resolutions < 1280 pixels wide.
HQ supply rule recap and amendments since the first major changes introduced in v1.04 are as follows:
- HQ distribution supply has been changed to the following:
- HQ supply < 3 will have a distribution supply value of 5.
- HQ supply >= 3 and <= 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
- HQs can now only be linked if the first HQ has a supply value >= 3.
- the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.
this doesn't change distribution supply for HQs that were at 3 or 4 supply, but will allow them to 'operate' and 'upgrade'.
- Previously linked HQs could have a maximum distribution supply level of 10.
Campaigns
- Subs' initial dive percentage increased from 20% to 40%.
- Destroyers' starting Sub Attack value reduced from 2 to 1, and Light Cruisers reduced from 1 to 0.
- Fixed a Finnish HQ Guard error that had the Finnish HQ sit right next to Helsinki for the entire game now that we moved its starting position a little further back from the Soviet border.
- Fixed a German invasion of Poland that saw some of its forces break off towards less relevant targets such as Bialystok and Grodno.
An updated version of v1.10.0 is now available for Strategic Command. This is the v1.10.01 beta
This addresses issues reported in v1.10.0 and includes some campaign amendments. For full details please see below but the most notable updates might be to ASW combat (including fixing a research error) – also note the recap to the amendments to HQ supply made in v1.04.
Save games from 1.04 onwards should be compatible with v1.09.10 beta (although campaign changes won't take effect until you start a new one).
If you are playing a PBEM game we recommend you finish before updating, and for new PBEM games if you have updated then your opponent will need to do so as well.
You can download it from
Members:
http://www.matrixgames.com/members/publicDL.asp?gid=504
Public:
http://ftp.matrixgames.com/pub/Strategi ... .10.01.zip
v1.10.01 Changelist
- Fixed a transfer of capital error, via SURRENDER_1 event, that had been transferring ownership of the previous capital hex to the opposing side, when the opposing side did not currently occupy that particular hex.
- Fixed an ASW research upgrade error that did not help to reduce the percentage chance that a sub may dive from an attack.
- Fixed a customized campaign graphics error that would not properly refresh when loading games or starting new campaigns from customized to default and vice versa. This was often noticeable when loading custom unit sprites.
- Fixed an AI error that had a friendly controlled major, controlled by the AI, upgrading your human controlled resources with Anti-Aircraft research upgrades.
- Fixed a swap unit error that had units swap and end up with higher entrenchment values than should be the maximum at their new positions. Now swapped units should properly gain the old entrenchment value of the previous unit in that position minus 1.
- Fixed a right click menu 'Forced March' implementation error.
- Fixed a reloaded saved turn error that would erroneously initiate beginning of turn POPUP and DECISION events. These should only happen at the beginning of a turn and before a save and possible reload.
- Fixed a rare resource supply calculation error for towns not connected by rail but also not cutoff from a friendly capital where they would reach a max occupational level value and then drop back down and then up again repeatedly.
- Fixed an AI air unit protective movement error that had the AI move air units prior to combat which could in theory alter the vulnerability of these air units if combat were to go in the AI favor.
- Fixed an AI paratroops combat error that led to a CTD.
- Fixed a spotting error for Maritime Bombers that allowed them to spot across water and then across land again with their naval spotting range, e.g. incorrectly across the English Channel and into England.
- If a unit has occupied a town/city adjacent to a port, but the port is occupied by a naval unit that is then subsequently destroyed by air power, the port will now switch to your control at the end of your turn.
- Weather information will now display in the lower right hand corner geo locator panel for resolutions < 1280 pixels wide.
HQ supply rule recap and amendments since the first major changes introduced in v1.04 are as follows:
- HQ distribution supply has been changed to the following:
- HQ supply < 3 will have a distribution supply value of 5.
- HQ supply >= 3 and <= 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
- HQs can now only be linked if the first HQ has a supply value >= 3.
- the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.
this doesn't change distribution supply for HQs that were at 3 or 4 supply, but will allow them to 'operate' and 'upgrade'.
- Previously linked HQs could have a maximum distribution supply level of 10.
Campaigns
- Subs' initial dive percentage increased from 20% to 40%.
- Destroyers' starting Sub Attack value reduced from 2 to 1, and Light Cruisers reduced from 1 to 0.
- Fixed a Finnish HQ Guard error that had the Finnish HQ sit right next to Helsinki for the entire game now that we moved its starting position a little further back from the Soviet border.
- Fixed a German invasion of Poland that saw some of its forces break off towards less relevant targets such as Bialystok and Grodno.