Strategic Command v1.10.02 beta Available
Posted: Thu Dec 07, 2017 8:00 am
Hello Everyone
An updated version of v1.10.0 is now available for Strategic Command. This is v1.10.02 beta
This addresses issues reported in v1.10.0 and follows on from 1.10.01. For full details please see below but the improvements we'd like to draw your attention to are the speed increases with AI turns and event processing
Because of the new speed improvement update in this version we wanted to release this initially as a beta in case there were some unexpected issues.
This is a comprehensive update and includes the v1.10.01 beta update (which notably included ASW changes and a supply rules recap)
Save games from 1.04 onwards should be compatible with v1.010.02 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 ... .10.02.zip
v1.10.02 – December 01, 2017
- Fixed an AI friendly major controlled units error that had the AI moving units not under its control on your turn during the combat phase.
- Fixed an AI friendly major controlled units error that had the AI not place new friendly controlled minor country units from the production queue.
- Fixed a PBEM++ Lobby screen error that did not properly display an error message when there was an invalid connection to the server.
- Fixed a rare script event system error that inadvertently removed events when they should not be removed.
- Fixed a naval unit swap error that led to a CTD.
- Fixed a convoy path calculation error that would sometimes improperly calculate and determine a CONVOY to be invalid.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now only join at the end of your opponent's turn, this way they can make their first moves on your turn.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now have their normal supply and action points calculated when joining.
- Friendly countries that are set to join on specific historical dates, or near historical dates (e.g. Canada) with some variability via a WAR ENTRY script, may still join on either an Axis or Allied turn.
- EVENT processing speed bottlenecks now eliminated, at least 100X faster.
- AI speed improvement of 30%.
- Selectable units in the PURCHASE UNIT screen now increased to accomodate the Calm Before the Storm MOD.
Campaigns
- Change MOBILIZATION_2 script #POPUP= Isolationists In The USA Call On US Units To Return To Home Waters, to be triggered not by hex 87,92 but by hex 130,97.
- Removed a check for Axis units in southern England from the CONDITION_POSITION triggers for DE 162.
- Surrender_2 scripts connected to DE 624 are now set to fire at any time from the beginning of the game when their conditions are met (Harrybanana; Taxman66).
- Selected Convoy Waypoints have been amended as follows: 86,137 -> 87,137; 220,137 -> 219,137; 104,137 -> 103,137; 102,137 -> 101,137; 104,131 -> 103,131; 102,131 -> 101,131
An updated version of v1.10.0 is now available for Strategic Command. This is v1.10.02 beta
This addresses issues reported in v1.10.0 and follows on from 1.10.01. For full details please see below but the improvements we'd like to draw your attention to are the speed increases with AI turns and event processing
Because of the new speed improvement update in this version we wanted to release this initially as a beta in case there were some unexpected issues.
This is a comprehensive update and includes the v1.10.01 beta update (which notably included ASW changes and a supply rules recap)
Save games from 1.04 onwards should be compatible with v1.010.02 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 ... .10.02.zip
v1.10.02 – December 01, 2017
- Fixed an AI friendly major controlled units error that had the AI moving units not under its control on your turn during the combat phase.
- Fixed an AI friendly major controlled units error that had the AI not place new friendly controlled minor country units from the production queue.
- Fixed a PBEM++ Lobby screen error that did not properly display an error message when there was an invalid connection to the server.
- Fixed a rare script event system error that inadvertently removed events when they should not be removed.
- Fixed a naval unit swap error that led to a CTD.
- Fixed a convoy path calculation error that would sometimes improperly calculate and determine a CONVOY to be invalid.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now only join at the end of your opponent's turn, this way they can make their first moves on your turn.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now have their normal supply and action points calculated when joining.
- Friendly countries that are set to join on specific historical dates, or near historical dates (e.g. Canada) with some variability via a WAR ENTRY script, may still join on either an Axis or Allied turn.
- EVENT processing speed bottlenecks now eliminated, at least 100X faster.
- AI speed improvement of 30%.
- Selectable units in the PURCHASE UNIT screen now increased to accomodate the Calm Before the Storm MOD.
Campaigns
- Change MOBILIZATION_2 script #POPUP= Isolationists In The USA Call On US Units To Return To Home Waters, to be triggered not by hex 87,92 but by hex 130,97.
- Removed a check for Axis units in southern England from the CONDITION_POSITION triggers for DE 162.
- Surrender_2 scripts connected to DE 624 are now set to fire at any time from the beginning of the game when their conditions are met (Harrybanana; Taxman66).
- Selected Convoy Waypoints have been amended as follows: 86,137 -> 87,137; 220,137 -> 219,137; 104,137 -> 103,137; 102,137 -> 101,137; 104,131 -> 103,131; 102,131 -> 101,131