Strategic Command WWII: World at War - v1.09.00

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Hubert Cater
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Strategic Command WWII: World at War - v1.09.00

Post by Hubert Cater »

A new patch for Strategic Command WWII: World at War is now available and it brings a long list of improvements to the game.

You can download the Matrix version directly from here.

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 isse 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 an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo).
- Improved an AI HQ position vulnerability issue (Joseph).
- Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).

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

All Campaigns
- The French, German and Spanish language versions of the POP UP and DECISION scripts have been improved.
- Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).
- HQs can now upgrade AA to level 3 (Will952).
- Removed the ability for China to research Heavy Bombers as they cannot build any Strategic Bombers (taffjones).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).
- Added a CONDITION_POSITION for DE 250 French liberation helper so that it will now only provide a liberated France with extra MPPs if there are no Axis units within 3 hexes of Paris (Mithrilotter).
- Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.
- Axis AI Unit script added for a Japanese Kamikaze unit to arrive in Japan (Mithrilotter).
- Increased the chance of Germany investing in Ground Attack Weapons in 1939-41 and Japan investing in Anti-Submarine Warfare in 1942 (Mithrilotter).

1939 Campaigns
- Alternative deployment locations added for the Unit script #NAME= DE 806 - Indochina Expedition Army UNIT (angriff).
- While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.
- If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (122,68) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
- Amended the Japanese AI to exclude several positions from OFFENSIVE planning deep in China and along the Indian border until the AI is in a better supply position to do so (Mithrilotter).

1939 Race to Victory Campaign
- Victory Conditions amended; please see the last page of the Strategy Guide for details.

1941 Rostov Campaign
- Fixed a VICTORY script error that did not properly recognize German or USSR victories by the correct end date (petedalby).

Strategy Guides
- changed Beirut to Damascus in the section regarding Turkey mobilizing (jjdenver).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).
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Tanaka
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RE: Strategic Command WWII: World at War - v1.09.00

Post by Tanaka »

ORIGINAL: Hubert Cater

A new patch for Strategic Command WWII: World at War is now available and it brings a long list of improvements to the game.

You can download the Matrix version directly from here.

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 isse 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 an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo).
- Improved an AI HQ position vulnerability issue (Joseph).
- Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).

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

All Campaigns
- The French, German and Spanish language versions of the POP UP and DECISION scripts have been improved.
- Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).
- HQs can now upgrade AA to level 3 (Will952).
- Removed the ability for China to research Heavy Bombers as they cannot build any Strategic Bombers (taffjones).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).
- Added a CONDITION_POSITION for DE 250 French liberation helper so that it will now only provide a liberated France with extra MPPs if there are no Axis units within 3 hexes of Paris (Mithrilotter).
- Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.
- Axis AI Unit script added for a Japanese Kamikaze unit to arrive in Japan (Mithrilotter).
- Increased the chance of Germany investing in Ground Attack Weapons in 1939-41 and Japan investing in Anti-Submarine Warfare in 1942 (Mithrilotter).

1939 Campaigns
- Alternative deployment locations added for the Unit script #NAME= DE 806 - Indochina Expedition Army UNIT (angriff).
- While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.
- If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (122,68) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
- Amended the Japanese AI to exclude several positions from OFFENSIVE planning deep in China and along the Indian border until the AI is in a better supply position to do so (Mithrilotter).

1939 Race to Victory Campaign
- Victory Conditions amended; please see the last page of the Strategy Guide for details.

1941 Rostov Campaign
- Fixed a VICTORY script error that did not properly recognize German or USSR victories by the correct end date (petedalby).

Strategy Guides
- changed Beirut to Damascus in the section regarding Turkey mobilizing (jjdenver).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).

Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).

Woah where did this come from? Was the game updated on Steam? Never saw anything or announcement?
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VonHeffy
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RE: Strategic Command WWII: World at War - v1.09.00

Post by VonHeffy »

What is the work around when the patch asks for Disc 2 ?
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havoc1371
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RE: Strategic Command WWII: World at War - v1.09.00

Post by havoc1371 »

Okay, don't know what happened with this last update, but something has screwed up the diplomacy system. As the Axis player in a 2-player game, I had Portugal declare war because I said yes to the occupation of Timor, so they jumped from 0% to 99% due to that event. Now in another game, Dutch East Indies is mobilizing for war in January 1940 when no action has been taken to trigger it as not even Netherlands has been attacked. What is going on?
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RE: Strategic Command WWII: World at War - v1.09.00

Post by havoc1371 »

So Dutch East Indies joined the war as a Japanese minor in January 1940 with no visible event or reason.
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RE: Strategic Command WWII: World at War - v1.09.00

Post by EarlyDoors »

ORIGINAL: havoc1371

So Dutch East Indies joined the war as a Japanese minor in January 1940 with no visible event or reason.

see https://www.matrixgames.com/forums/tm.asp?m=4947465
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RE: Strategic Command WWII: World at War - v1.09.00

Post by Hubert Cater »

ORIGINAL: VonHeffy

What is the work around when the patch asks for Disc 2 ?

Not sure to be honest, I would suggest contacting Matrix support for this one
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Hubert Cater
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RE: Strategic Command WWII: World at War - v1.09.00

Post by Hubert Cater »

ORIGINAL: havoc1371

So Dutch East Indies joined the war as a Japanese minor in January 1940 with no visible event or reason.


Yes sorry about this and we will try and get a fix out for this as soon as possible.
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havoc1371
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RE: Strategic Command WWII: World at War - v1.09.00

Post by havoc1371 »

Add Portugal going to war over the Japanese event for Timor to the list. I opted to occupy East Timor and Portugal declared war, which is not what the event indicates. They went from 0% to 99%.
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Hubert Cater
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RE: Strategic Command WWII: World at War - v1.09.00

Post by Hubert Cater »

Hi Havoc1371,

Portugal going to war has always been a possibility, but at a 15% chance, so perhaps it has just never happened in your game before?

It is mentioned in the DECISION event as well as in the Strategy Guide.

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havoc1371
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RE: Strategic Command WWII: World at War - v1.09.00

Post by havoc1371 »

Well that explains it, though it says remote, so not exactly mentioning the 15%. Never had it happen before. Not worth the risk, considering my luck in this game and its radical odds generator.
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EarlyDoors
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RE: Strategic Command WWII: World at War - v1.09.00

Post by EarlyDoors »

btw I like the locale timestamp on the PBEM++ server

small thing but an improvement
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clausewitzclausewitz
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RE: Strategic Command WWII: World at War - v1.09.00

Post by clausewitzclausewitz »

Any update on DEI fix? Thanks.
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manickennel
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RE: Strategic Command WWII: World at War - v1.09.00

Post by manickennel »

We were trying to get the patch out in time for the weekend, but we have a _lot_ of patches in production at the moment, which slowed us down, and we hit a last minute problem, so I'm afraid the patch won't be ready for the weekend. We should have it with you soon enough next week. Thanks for your patience and apologies!
Producer of Strategic Command, Commander, Field of Glory and a few other things besides.
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CaesarAug
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RE: Strategic Command WWII: World at War - v1.09.00

Post by CaesarAug »

ORIGINAL: clausewitzclausewitz

Any update on DEI fix? Thanks.

In the meantime, this issue is very easily moddable by the player.
In the Scripts folder, in the Mobilization #2 script, search for these activation parameters regarding Italy’s Axis mobilisation:

; 2 Allied Amphibious units within 20 hexes of Syracuse Port
#CONDITION_POSITION= 104,60 [20,20] [2,2] [2] [0] <47,48>
; 7 or more Allied naval units within 12 hexes of Syracuse Port
#CONDITION_POSITION= 104,60 [12,12] [7,7] [2] [0]

In a few lines above these parameters, change the #Country ID= 33 which incorrectly activates Dutch East Indies mobilisation,
to #Country ID= 59, which is Italy’s number code. Seemingly, this should set things aright. [:D]
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