v1.00.09 Beta Notes

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Hubert Cater
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v1.00.09 Beta Notes

Post by Hubert Cater »

Thanks for the feedback everyone :)

I forgot to include some release notes in the last build so I've posted them below for reference:

- Added Davis, Wainwright and Somers as US Destroyer names. Removed Hughes and Warrington from deploying, replacing them with Wainwright and Somers.
- Pop Up advising the USA to invest in diplomacy against Spain amended so that it only fires once the USA has joined the Allies.
- Text for the Azores Treaty Pop Up amended to read: Prime Minister Salazar Of Portugal Leases Bases In The Azores To The British (Xwormwood).
- Script added for when Spain joins the Allies so that Vigo and Santa Cruz return to Spain (sPzAbt653).
- German 2nd Paratroops amended to 1st in the first campaigns.
- Removed the I Canadian Corps from Halifax as it is also set to arrive in the Production Queue.
- Territory and Unit scripts related to the Destroyers for Bases Decision corrected.
- El Alamein is now more of a choke point with sand hexes added south and south east of it.
- British Strategic Advice Pop Up concerning Greece amended to only appear if Italy declared war on Greece via DE 708 (sPzAbt653).
- French Amphibious Transport (LR) Build Limit increased to 1.
- Washington, North Carolina and Masschusetts Battleships removed and replaced by New York, Arkansas and Texas.
- German Z 1 Destroyer renamed Z 20.
- German U-36 renamed U-37.
- Italian Bronzo Submarine and Lanciere Destroyer removed and replaced by Leonardo da Vinci and Corazziere respectively.
- Warsaw Ghetto rising amended to be a Pop Up only (Xwormwood).
- Transfer of Polish territory to Lithuania amended.
- Amended various Pop Up scripts so they will activate where applicable regardless of whether or not London is in Allied hands (Dhucul).
- Dunkerque amended to be a Battleship rather than Battlecruiser (at Brest).
- Reduced AV’s starting evasion % to zero (Xwormwood).
- Railway added from Belomorsk-Onega-Arkhangelsk (sPzAbt653).
- Fixed an error in the UK convoy to the USSR (rjh1971).
- Algerie Heavy Cruiser renamed Algérie.
- Soviet co-operative and air movement settings changed (sPzAbt653).
- Amended the triggers for Franco's Enthusiasm For The Axis cooling when Italy surrenders (sPzAbt653) and also for the ones relating to when France is liberated.
- Petsamo is no longer transferred to the USSR after the Winter War, though the Finnish portion of the Rybachi Peninsula now starts as part of Finland and will be transferred to the USSR if they win the Winter War. A Finnish Garrison will now therefore deploy at Petsamo irrespective of whether or not there is a Winter War (sPzAbt653).
- Mobilization 3 Script removed that would have mobilized Syria as 80-89% Allied when France surrenders and Vichy France is created.
- Romania's starting Mobilization Value decreased from 75 to 60% (TheBattlefield).
- Italian Mobilization rate due to Allied weakness in the Mediterranean reduced slightly.
- DE 103 to amend the British Convoy through the Mediterranean now triggers when Italy joins the Axis, rather than when Axis forces approach Paris (Xwormwood).
- The "French Troops Panic As The Maginot Line Is Outflanked" Strength script amended to fire when Axis units are within 3 hexes of Epinal (it was previously 2).
- Raiding scripts for locations off the Canadian coast now mention Axis Raiders rather than Submarines (Xavier).
- Some unit experience gains from combat reduced (HvS).
- The US reaction to an invasion of Norway will now be the same irrespective of method (dhucul).
- Heavy Tanks Action Points increased from 2 to 3 (Mrslobodan).
- Experience gains from being bombarded by artillery, and for land and air units being bombarded by naval units removed (Xwormwood).
- German Cavalry Division Build Limit increased from 1 to 3.
- Hungarian and Romanian Corps and Army Build Limits amended. In addition, Hungary can now build a Tank unit, while Romania can now build 2 Cavalry Divisions.
- Increased Norway Decision cost to 180 MPPs, with the cost spread over 2 turns.
- Lake Ijssel made impassable to land units (Xwormwood).
- Hamburg and Düsseldorf are now German National Morale Objectives (Xwormwood).
- Unit Morale penalties affecting the French when the Axis advance into Belgium increased.
- Researching Armored Warfare also now provides Mechanized units with 2 strikes (HvS).
- The Graf Zeppelin Decision no longer gives a free Cruiser if the answer given is NO.
- Changed Kherson land/sea hex to land hex (sPzAbt653).
- Various units’ modes reset to default.
- USSR's National Morale script Pop Up text changed for when the USA enters the war before the USSR (dhucul).
- Unit Script Header updated with the new Tank unit IDs.
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sPzAbt653
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RE: v1.00.09 Beta Notes

Post by sPzAbt653 »

Thanks very much for documenting all these changes Hubert. It makes it fairly easy to incorporate them into a custom campaign. I think the only one that leaves me guessing is :

Amended various Pop Up scripts so they will activate where applicable regardless of whether or not London is in Allied hands (Dhucul).

But I completely understand that it is tedious to keep track of every piddly little thing, so I certainly don't expect you to. Plus, as I get more familiar with how things work, I think I can catch these while I am playing and make the changes myself [which is just fine].

Is there anything game-wize that you or Bill would like to be tested ? Something that you guys don't have time for but are curious how it works, or what effect some player course of action might have, or anything else ? I'd be more than happy to do it [I think!].
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BillRunacre
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RE: v1.00.09 Beta Notes

Post by BillRunacre »

They were Pop Up scripts covering historical events so should be easy to track down, e.g. ones where London being Allied wasn't really relevant.

Thanks for the offer [:)] and there are a few things relating to diplomacy, if you or anyone else has the time and inclination:
- How easy is it to get Spain to join the Axis by diplomacy alone.
- How effective is US diplomacy when applied against Sweden, as if Sweden is pro-Allied then it will stop sending Iron Ore to Germany.

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RE: v1.00.09 Beta Notes

Post by sPzAbt653 »

No problem at all. How many tests make it valid data, 1 ? 5 ? 20 ?
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RE: v1.00.09 Beta Notes

Post by crispy131313 »

ORIGINAL: Bill Runacre

They were Pop Up scripts covering historical events so should be easy to track down, e.g. ones where London being Allied wasn't really relevant.

Thanks for the offer [:)] and there are a few things relating to diplomacy, if you or anyone else has the time and inclination:
- How easy is it to get Spain to join the Axis by diplomacy alone.
- How effective is US diplomacy when applied against Sweden, as if Sweden is pro-Allied then it will stop sending Iron Ore to Germany.


There is an error (maybe) in the diplomacy scripts where Allied AI (UK) should be investing in Spanish Diplomacy as of 1940 as per description. However, the script has a start date of 1941/01/01. Should this have been set to 1940/01/01?
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BillRunacre
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RE: v1.00.09 Beta Notes

Post by BillRunacre »

ORIGINAL: sPzAbt653

No problem at all. How many tests make it valid data, 1 ? 5 ? 20 ?

Even one test is better than none! [:)]
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Hubert Cater
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RE: v1.00.09 Beta Notes

Post by Hubert Cater »

ORIGINAL: crispy131313

ORIGINAL: Bill Runacre

They were Pop Up scripts covering historical events so should be easy to track down, e.g. ones where London being Allied wasn't really relevant.

Thanks for the offer [:)] and there are a few things relating to diplomacy, if you or anyone else has the time and inclination:
- How easy is it to get Spain to join the Axis by diplomacy alone.
- How effective is US diplomacy when applied against Sweden, as if Sweden is pro-Allied then it will stop sending Iron Ore to Germany.


There is an error (maybe) in the diplomacy scripts where Allied AI (UK) should be investing in Spanish Diplomacy as of 1940 as per description. However, the script has a start date of 1941/01/01. Should this have been set to 1940/01/01?

Thanks and I've just switched the description to 1941 to match the data since off hand I can't remember what the original intention was for the script, i.e. 1940 or 1941 etc.
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sPzAbt653
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RE: v1.00.09 Beta Notes

Post by sPzAbt653 »

- How effective is US diplomacy when applied against Sweden, as if Sweden is pro-Allied then it will stop sending Iron Ore to Germany.

Test parameters - Play Hotseat and do nothing until the US enters, at which point the US should put all available Diplomacy into Sweden and then monitor what happens - does that sound correct ? Will the US enter if I do nothing as both players, or do I need to take some action to get the US involved ?
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BillRunacre
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RE: v1.00.09 Beta Notes

Post by BillRunacre »

Yes, though the quickest and easiest way to get the USA to join would be by having Germany declare war on it.

A little Germany counter-diplomacy would be appropriate too. [:)]
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RE: v1.00.09 Beta Notes

Post by sPzAbt653 »

Ok, I will have Germany declare war on the US. If I put 5 US diplomacy's on Sweden each turn, what might you suggest as a 'little' German diplomacy to counter it ? 2, 3 ?
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RE: v1.00.09 Beta Notes

Post by BillRunacre »

Yes, something like that.
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