Strategic Command WWII: World at War - v1.15.00

Moderator: Hubert Cater

User avatar
NotTooBad
Posts: 291
Joined: Fri Dec 03, 2021 6:05 pm

Strategic Command WWII: World at War - v1.15.00

Post by NotTooBad »

A new patch is available for Strategic Command WWII: World at War, you can download it here.

Here is the full changelog:

GAME ENGINE
- Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK).
- Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi).
- Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter).
- Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos).
- Fixed a PURCHASE UNITS screen partial text display error (gwgardner).
- Fixed a rare PBEM++ save turn error (hansondavid4)
- Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss).
- Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner).
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner).
- Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre).
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Subs can now dive up to 4 hexes away if applicable (Elesar2).
- AI Subs in Silent mode will no longer naval cruise (Lothos).
- Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3).
- Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness.
- Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter).
- Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall).
- Map will now center of the Capital of any country that is preparing for war, or if they have entered the war.
- Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player.
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).

EDITOR
- Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos).
- #LENGTH definition added to Templates\AI\guard.txt file (rmelvin).
- #CONDITION_POSITION < > function now detailed in Templates\Events\unit.txt file (rmelvin).
- #DESTINATION_RESOURCE definition added to Templates\AI\purchase.txt (rmelvin).

All Campaigns
- Subs now have zero supply loss when attacked (Elessar2).
- All types of Cruiser now only gain defensive bonuses from ASW (mdsmall).
- Light Cruiser build times reduced to 8 months (Mithrilotter).
- Increased Germany’s Rocket Build Limit to 3 (ElvisJJonesRambo).
- All AI Kamikaze deployment points now have at least one alternative deployment location (Mithrilotter).
- Added Fortifications to the two hexes NW of Vladivostok (Chernobyl).
- Changed the Production Delay from Turns to Months (ziploc).
- Turkey is now a Soviet rather than UK Minor (BigJohn)
- North Sea hexes 89,25 and 90,25 are now neutral (CaesarAug).
- Map text saying Kalininsk at hex 122,20 removed (Mithrilotter).
- Reduced the chance of Mud in summer in Weather Zone 63 (Vietnam Monsoon) from 70 to 55% (EarlyDoors).
- The Japanese Home Guard in Tokyo & Osaka will now deploy should Okinawa or Iwo Jima be invaded (LoneRunner).
- Infantry Weapons and Heavy Tanks research now provides a 0.5 increase in attack and defense values against Transports (HamburgerMeat).
- Soviet Shock Armies can now upgrade with 1 level of mobility (petedalby).
- DE 319 Transfer Supplies to the USSR through Persia now requires the hexes between Bushehr and Baku to be in Allied hands, rather than Baku (jackmck).
- The Spanish Republican resistance can now provide intelligence to S.O.E. on an Axis build up in Spain from January 1943 rather than 1944 (wobbleguts).
- Added an extra Japanese AI Fortification script in Japan (Mithrilotter).
- Added a Japanese AI Engineer script at Jehol from Jan 1942 at Veteran setting (Mithrilotter).
- Zurich added as a Swiss alternate capital (Checksum).
- Dummy DE 164 added to trigger National Morale scripts boosting British Morale for the liberation of London, with it linked to the National Morale script (OldCrowBalthazor).
- The National Morale script USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous) now provides 150 rather than 100 points per turn (BigJohn).
- The National Morale scripts USSR - Soviet Morale Improves As The War On The Eastern Front Continues now require Sverdlovsk rather than Moscow to be in Allied hands to fire (BigJohn):
- Increased the boost to US National Morale when Germany surrenders from 5,000 to 10,000 points (EarlyDoors).
- Transport Build Limits in the Strategy Guides now have a key and an explanation as to which tech increases them (firsteds).
- Updated the script headers to better explain the #AI= Values range settings (Lothos).
- National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be penalized by the script) (redrum68).
- Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos).
- Added several Japanese GUARD scripts for Kendari, Kuching and Dili (Mithrilotter).
- If Spain joins the Axis, Axis forces should now garrison La Coruña and Burgos (Mithrilotter).

1939 Campaigns
- Pop Up and Mobilization_2 script added so that Amphibious Transports belonging to any Allied country, or naval units belonging to the UK, Canada, Australia, New Zealand, Dutch East Indies, France, South Africa, Malaya or India within 21 hexes of Yokohama (213,58) or Tainan (197,69) will swing the US by 8-15% away from the Allies every turn that this condition is met (Scott Martin; Elessar2).
- If DE 104 cannot fire because London is in Axis hands at the time, Yugoslavia will now automatically join the Axis providing it has a pro-Axis leaning. To make this work, DE 104 has been changed to TYPE= 3 (NinjaBushido).
- Reduced the Morale Boosts and Penalties of surrenders on land and air units from 15-25% to 10-20%.
- Introduced a National Morale boost to Italy in the face of Allied aggression early in the war.
- The US tank unit that deploys on Samoa now has 3 alternative deployment locations (calcwerc).
- Condition Position for the Spanish Blue Division changed so it now just requires a German unit to be within 2 hexes of Riga (El_Condoro;Jkap).
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 624, DE 673, DE 680 and DE 681 relating to the deployment of Coastal Guns on the Atlantic Wall (Taifun).
- Corrected a Mobilization_1 script that mentioned Tunisia but was really for Iraq.
- Mobilization_1 scripts added for Algeria, Syria, and Vichy France to react to an Allied declaration of war on Tunisia (Mithrilotter).
- Removed the Condition Positions for DE 406 for the USSR to decide if it wants to invade Poland (BigJohn).
- Added a check for Saint Nazaire to be in Axis hands when the British are presented with DE 115 to prepare Operation Chariot (Herzog Sieg; Duedman).
- Added a Territory script fired by DE 610 for Penang Port 175,80 to transfer to Germany (petedalby).
- Amended a German AI Guard script to increase the chance of Bordeaux being garrisoned (Mithrilotter).
- Increase the chance of China investing in AA (Mithrilotter).
- The USA may now invest in Advanced Subs in 1941 and 1942 (Mithrilotter).
- Mobilization_1 scripts added to swing the US and Vichy France by 15-20% towards the Axis if the Allies declare war on Indo-China (petedalby).
- Mobilization_1 script amended so that the penalty of an Allied declaration of war on Japan has been increased from an 8-15% swing towards the Axis to a 25-40% swing. It will also trigger a 12-25% swing of the USSR towards the Axis (LoneRunner; Chernobyl; petedalby).
- Increased the penalty to India and the UK in the Mobilization_4 scripts of Allied declarations of war against New Guinea, the Solomons and Sarawak from 1,000 National Morale points to 2,500 (Marcinos1985).
- An Axis declaration of war on the USA will now trigger a reduction in the unit morale of Allied units on Guam and Wake Island (ArcturusRising; firsteds; Tanaka; OneShoe).
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis (BigJohn).
- A note has been added to the Strategy Guide to mention that if Axis forces advance to within 1 hex of Sevastopol, Turkey has a 50% chance of swinging 10-20% towards the Axis (firsteds; ElvisJJonesRambo).
- Removed AVG “Flying Tigers” from China’s Fighter names as it arrives by script (Mithrilotter).

1939 & 1942 Campaigns
- #FLAG_ID= corrected in the Allied AI Guadalcanal Strength script.
- DE 682 added to ensure that DE 355 can only trigger pro-Allied Vichy Partisans on the Vercors Massif, "Massif central" and Corsica (Yvan1326).
- The Mobilization_2 scripts for Vichy France and Madagascar to join the Allies when France has been liberated now requires there to be no Axis units within 3 rather than 4 hexes of Paris to fire (Mithrilotter).
- US AI will now attempt to capture Oran if the Algerian capital has moved there based on prior events after the Torch landings (Mithrilotter).

1942 Axis High Tide Campaign
- #1275= Von Vietinghoff added to the German, French and Spanish unit text files (Fafnir).

1942 Campaigns
- Mobilization_1 scripts added for Algeria and Vichy France to react to an Allied declaration of war on Tunisia (Mithrilotter).

1942 & 1943 Campaigns
- Duplicated Japanese HQ names removed from the map and replaced with other HQs (Mithrilotter).

1943 Campaigns
- Removed Cairo from the Axis Decisive Victory Condition, and replaced Delhi with Calcutta and Canberra with Batavia (Mithrilotter).
User avatar
CaesarAug
Posts: 455
Joined: Tue Jun 23, 2015 4:54 am

Re: Strategic Command WWII: World at War - v1.15.00

Post by CaesarAug »

Oh my!!! Thanks a lot! Very nice changes to gameplay!
Sheer awesomeness! :mrgreen:
User avatar
EarlyDoors
Posts: 758
Joined: Sun Dec 16, 2018 10:28 am
Location: uk
Contact:

Re: Strategic Command WWII: World at War - v1.15.00

Post by EarlyDoors »

Nice changes.
I may be biased but I think they will favour the Axis, which is probably welcomed.
23-23 PBEM++
-----------
Honours the game
-----------
http://scwaw-rankings.com/
redrum68
Posts: 1698
Joined: Sun Nov 26, 2017 1:53 am

Re: Strategic Command WWII: World at War - v1.15.00

Post by redrum68 »

Wow quite a large number of changes! Great to see.

This is the one that jumps out at me as maybe the most significant?
"- Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness."
User avatar
OldCrowBalthazor
Posts: 2760
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

These changes are great! My oh my the subs, particularly the U-boats hehe...have got a chance now. Thank you very much. 🙂
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
HarrySmith
Posts: 216
Joined: Tue Aug 06, 2019 7:31 pm
Location: Australia

Re: Strategic Command WWII: World at War - v1.15.00

Post by HarrySmith »

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????
Chernobyl
Posts: 640
Joined: Mon Aug 27, 2012 5:51 am

Re: Strategic Command WWII: World at War - v1.15.00

Post by Chernobyl »

HarrySmith wrote: Thu Sep 22, 2022 4:25 am strategic bombers. I thought for sure something was going to be changed????
What did you want changed? I have a few tweaks in mind for air power. Most likely we are going to see how the air changes (50% attack during bad weather) change balance before any further changes get considered.
HarrySmith
Posts: 216
Joined: Tue Aug 06, 2019 7:31 pm
Location: Australia

Re: Strategic Command WWII: World at War - v1.15.00

Post by HarrySmith »

The fact that with double chit research on Strat bombers you can have Level 5 (Jet) in 1943. They then are unstoppable as German fighters are generally level 3 or at best 4. A total imbalance and unrealistic.
User avatar
EarlyDoors
Posts: 758
Joined: Sun Dec 16, 2018 10:28 am
Location: uk
Contact:

Re: Strategic Command WWII: World at War - v1.15.00

Post by EarlyDoors »

Subs now have zero supply loss when attacked (Elessar2).

They lose supply when attacked by Carrier Bombers and Destroyers
23-23 PBEM++
-----------
Honours the game
-----------
http://scwaw-rankings.com/
User avatar
BillRunacre
Posts: 6603
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

Re: Strategic Command WWII: World at War - v1.15.00

Post by BillRunacre »

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????
Harry 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.

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

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
Lothos
Posts: 1255
Joined: Tue May 23, 2006 8:22 pm

Re: Strategic Command WWII: World at War - v1.15.00

Post by Lothos »

BillRunacre wrote: Thu Sep 22, 2022 12:31 pm
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????
Harry 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.

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).

Good morning BillRnacre

Getting a constant crash with this latest release screenshot below, crash is happening allot. It happens right after Vichy is created in TRP. I reported the bug that it would crash when Vichy was created (in v1.14) that would happen if you took NoFog off but now it happens regardless. Every simulation I now run crashes when Vichy is created I attached a Saved Game to. This has rendered TRP for both Europe and World unplayable beyond Vichy Creation.

One note I am using the F3 and F1 debug keys when doing this.
Attachments
autosave.zip
(6.34 MiB) Downloaded 9 times
SC3-WWII_World_at_War_Xh5j0e1r1f.jpg
SC3-WWII_World_at_War_Xh5j0e1r1f.jpg (1.07 MiB) Viewed 2189 times
User avatar
Hubert Cater
Posts: 5997
Joined: Mon Jul 22, 2013 11:42 am
Contact:

Re: Strategic Command WWII: World at War - v1.15.00

Post by Hubert Cater »

Thanks for the report I'll take a look.
User avatar
Lothos
Posts: 1255
Joined: Tue May 23, 2006 8:22 pm

Re: Strategic Command WWII: World at War - v1.15.00

Post by Lothos »

Hubert Cater wrote: Thu Sep 22, 2022 2:19 pm Thanks for the report I'll take a look.
Is their anyway to revert my release back to version v1.14 this patch has literally put the breaks on everything since it crashes right after Vichy is formed (I even tried playing the game solo but can't get past that point), unless you are planning on fixing the issue and putting out a mini patch for it?

I am referring to the TRP Mod which was working under v1.14
HarrySmith
Posts: 216
Joined: Tue Aug 06, 2019 7:31 pm
Location: Australia

Re: Strategic Command WWII: World at War - v1.15.00

Post by HarrySmith »

Hi Bill,
Thanks for prompt reply, yes alot of changes and I fully understand. It will be interesting to see how that works in the game with the changes to air defence and fighters attack values on Strat bombers.
User avatar
OldCrowBalthazor
Posts: 2760
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

HarrySmith wrote: Thu Sep 22, 2022 9:44 pm Hi Bill,
Thanks for prompt reply, yes alot of changes and I fully understand. It will be interesting to see how that works in the game with the changes to air defence and fighters attack values on Strat bombers.
Hi Harry...
Well the changes with WiE look fine at least! GWTC and I are going to commence a WaW series next week so I told the Colonel we should houserule the Strat Bmbrs and not double chit them. We can't wait for the next patch as we are eager to go with this version haha.
Still the changes you advocated for so long are coming for WaW at least. Thanks to the developers as there is a lot of good stuff implemented across 3 of these remarkable games. The ones for SC-WW1 are truly impressive I might add.
Cheers
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
HarrySmith
Posts: 216
Joined: Tue Aug 06, 2019 7:31 pm
Location: Australia

Re: Strategic Command WWII: World at War - v1.15.00

Post by HarrySmith »

Hi OCB,
Yes it will be interesting to see how the changes go and I am sure they will improve the games. Your house rule will in your game with the Colonel is a good idea. Haven't played WW1 lately but I do like that game.
User avatar
OldCrowBalthazor
Posts: 2760
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

Lothos wrote: Thu Sep 22, 2022 6:35 pm
Hubert Cater wrote: Thu Sep 22, 2022 2:19 pm Thanks for the report I'll take a look.
Is their anyway to revert my release back to version v1.14 this patch has literally put the breaks on everything since it crashes right after Vichy is formed (I even tried playing the game solo but can't get past that point), unless you are planning on fixing the issue and putting out a mini patch for it?

I am referring to the TRP Mod which was working under v1.14
Hi Lothos.
If its any consolation, Ray (Unfortunate Son) and I are still testing the TRP-WiE mod v.0.9.7 post patch and everything is moving along fine. Of course we are way past the Vichy DEC and are in late June 1942. So at least the bug didn't affect us.
We hope this deal can get sorted out. Its a great mod my man.
Cheers
Mike
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
Lothos
Posts: 1255
Joined: Tue May 23, 2006 8:22 pm

Re: Strategic Command WWII: World at War - v1.15.00

Post by Lothos »

OldCrowBalthazor wrote: Thu Sep 22, 2022 10:28 pm
Lothos wrote: Thu Sep 22, 2022 6:35 pm
Hubert Cater wrote: Thu Sep 22, 2022 2:19 pm Thanks for the report I'll take a look.
Is their anyway to revert my release back to version v1.14 this patch has literally put the breaks on everything since it crashes right after Vichy is formed (I even tried playing the game solo but can't get past that point), unless you are planning on fixing the issue and putting out a mini patch for it?

I am referring to the TRP Mod which was working under v1.14
Hi Lothos.
If its any consolation, Ray (Unfortunate Son) and I are still testing the TRP-WiE mod v.0.9.7 post patch and everything is moving along fine. Of course we are way past the Vichy DEC and are in late June 1942. So at least the bug didn't affect us.
We hope this deal can get sorted out. Its a great mod my man.
Cheers
Mike
I think if your game is already past that point it is fine. Problem is any new games people start they can't get past the Vichy creation point.
User avatar
OldCrowBalthazor
Posts: 2760
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Strategic Command WWII: World at War - v1.15.00

Post by OldCrowBalthazor »

Lothos wrote: Thu Sep 22, 2022 10:34 pm
OldCrowBalthazor wrote: Thu Sep 22, 2022 10:28 pm
Lothos wrote: Thu Sep 22, 2022 6:35 pm

Is their anyway to revert my release back to version v1.14 this patch has literally put the breaks on everything since it crashes right after Vichy is formed (I even tried playing the game solo but can't get past that point), unless you are planning on fixing the issue and putting out a mini patch for it?

I am referring to the TRP Mod which was working under v1.14
Hi Lothos.
If its any consolation, Ray (Unfortunate Son) and I are still testing the TRP-WiE mod v.0.9.7 post patch and everything is moving along fine. Of course we are way past the Vichy DEC and are in late June 1942. So at least the bug didn't affect us.
We hope this deal can get sorted out. Its a great mod my man.
Cheers
Mike
I think if your game is already past that point it is fine. Problem is any new games people start they can't get past the Vichy creation point.
Right. I hope this can get fixed soon.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
User avatar
Hubert Cater
Posts: 5997
Joined: Mon Jul 22, 2013 11:42 am
Contact:

Re: Strategic Command WWII: World at War - v1.15.00

Post by Hubert Cater »

I did look into it and it is a new issue that wasn't caught with the last fix, e.g. this mod creates a new major with the Vichy decision that the game never handled before, so there is unfortunately the possibility of growing pains on ensuring the game will have every potential issue caught from these new mod inspired game engine changes.

For now what I would suggest as a work around is to disable the National Morale Bars in the OPTIONS->ADVANCED screen for when this bug occurs, until this is officially sorted.
Post Reply

Return to “Strategic Command WWII: World at War”