Update v1.16.03
Moderators: MOD_Strategic_Command_3, Fury Software
Update v1.16.03
Hi everybody!
Strategic Command WWII: War in Europe has been updated to version Version 1.16.03, and it's huge!
You can download the update from here
Mirror Links:
http://ftp.us.matrixgames.com/pub/Strat ... .16.03.zip
http://ftp.eu.matrixgames.com/pub/Strat ... .16.03.zip
Check the changelog below:
Game Engine Changes/Fixes
• fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.
• fixed a STRENGTH script handling error that did not reduce unit morale as expected.
• fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.
• fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units.
• fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area.
• fixed a NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit.
• fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and
• there were no current games being listed.
• fixed a Research calculation error that would in some rare cases lead to no advancemets when
• there should be some for a particular category.
• fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.
• fixed a HOTSEAT game error that did not always launch start of turn DECISION events from saved turns.
• fixed a renaming of a Transport unit error that did not preserve the amended name.
• all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized.
• optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when
• there are a lot of land units on the map later in the war.
• HOTSEAT games now have the option to view a replay of your opponent's last turn.
• MOD packages that include modified Media folder items will now also be read and loaded by the game.
• a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement.
• SETTINGS screen now allows players to change screen resolutions.
• improved AI unit swapping for more optimal combat attack combinations.
• Research screen will now indicate the expected advancement range including all applicable
• bonuses when mouse hovering over the location where a chit is applied. This is only shown when
• Fog of War is not selected.
• Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the breakthrough range is increased from 15-25% from 10-20%
• Spying and Intelligence research bonus can now only be negated by a higher value from fully mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.
• Spying and Intelligence research bonus can now only be decreased by a value from a fully mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.
• Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.
• HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.
HQ distribution supply has been changed to the following:
o HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
o HQ supply 1 or 2 will have a distribution supply value of 5.
o HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
o HQ supply 5 will have a distribution supply value of 8.
o HQ supply > 5 will have a distribution supply value of 10.
o HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.
o 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 will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
• SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.
• Suppression as opposed to outright capture of locations such as Malta will now be possible in order to negate the supply reduction effects.
• Editor Changes/Fixes
• fixed an issue where minor nation HQ flag bases were not being properly shown when displaying 3D units.
• 'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.
• added a load and apply custom MOD screen option, allowing editors to turn on or off installed graphical
• MODS at anytime in the Editor.
• mods must be installed in the USER folder for the game, typically Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods mods must be installed in the following format:
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Bitmaps
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Interface etc.
All Campaigns
• Added an additional German AI GUARD position to help better deal with an Italian surrender and for when Italy vacates Tirana.
• All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
• The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of 3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to countries whose Allied parent is the USSR.
• German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
• Italian 3D units now reflect their facing at Bologna and no longer at Rome.
• USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major Capitals.
• Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength points per hit. Previously some could be as high as 2 to 3 strength points per hit.
1939 paign
• Increased starting entrenchment for French units in the Maginot Line, and also increased the starting strength and experience of the French Army in Strasbourg (Taxman66).
1940 1939, 1940 Campaigns
• Fixed a rare AI error that would have Italy DoW on Vichy France once France was liberated.
1941 1942 and 1943 Campaigns
• Added several German AI GUARD positions for anti-partisan activity in the USSR.
Strategic Command WWII: War in Europe has been updated to version Version 1.16.03, and it's huge!
You can download the update from here
Mirror Links:
http://ftp.us.matrixgames.com/pub/Strat ... .16.03.zip
http://ftp.eu.matrixgames.com/pub/Strat ... .16.03.zip
Check the changelog below:
Game Engine Changes/Fixes
• fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.
• fixed a STRENGTH script handling error that did not reduce unit morale as expected.
• fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.
• fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units.
• fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area.
• fixed a NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit.
• fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and
• there were no current games being listed.
• fixed a Research calculation error that would in some rare cases lead to no advancemets when
• there should be some for a particular category.
• fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.
• fixed a HOTSEAT game error that did not always launch start of turn DECISION events from saved turns.
• fixed a renaming of a Transport unit error that did not preserve the amended name.
• all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized.
• optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when
• there are a lot of land units on the map later in the war.
• HOTSEAT games now have the option to view a replay of your opponent's last turn.
• MOD packages that include modified Media folder items will now also be read and loaded by the game.
• a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement.
• SETTINGS screen now allows players to change screen resolutions.
• improved AI unit swapping for more optimal combat attack combinations.
• Research screen will now indicate the expected advancement range including all applicable
• bonuses when mouse hovering over the location where a chit is applied. This is only shown when
• Fog of War is not selected.
• Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the breakthrough range is increased from 15-25% from 10-20%
• Spying and Intelligence research bonus can now only be negated by a higher value from fully mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.
• Spying and Intelligence research bonus can now only be decreased by a value from a fully mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.
• Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.
• HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.
HQ distribution supply has been changed to the following:
o HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
o HQ supply 1 or 2 will have a distribution supply value of 5.
o HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
o HQ supply 5 will have a distribution supply value of 8.
o HQ supply > 5 will have a distribution supply value of 10.
o HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.
o 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 will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
• SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.
• Suppression as opposed to outright capture of locations such as Malta will now be possible in order to negate the supply reduction effects.
• Editor Changes/Fixes
• fixed an issue where minor nation HQ flag bases were not being properly shown when displaying 3D units.
• 'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.
• added a load and apply custom MOD screen option, allowing editors to turn on or off installed graphical
• MODS at anytime in the Editor.
• mods must be installed in the USER folder for the game, typically Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods mods must be installed in the following format:
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Bitmaps
o Users\<username>\Documents\My Games\Strategic Command WWII - World at War\Mods\<modfoldername>\Interface etc.
All Campaigns
• Added an additional German AI GUARD position to help better deal with an Italian surrender and for when Italy vacates Tirana.
• All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).
• The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of 3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to countries whose Allied parent is the USSR.
• German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).
• Italian 3D units now reflect their facing at Bologna and no longer at Rome.
• USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major Capitals.
• Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength points per hit. Previously some could be as high as 2 to 3 strength points per hit.
1939 paign
• Increased starting entrenchment for French units in the Maginot Line, and also increased the starting strength and experience of the French Army in Strasbourg (Taxman66).
1940 1939, 1940 Campaigns
• Fixed a rare AI error that would have Italy DoW on Vichy France once France was liberated.
1941 1942 and 1943 Campaigns
• Added several German AI GUARD positions for anti-partisan activity in the USSR.
RE: Update v1.16.03
Does this fix the problem with turns being too many days long in the previous version?
1985 Red Storm mod - Beta testing!
Always wanted to play a "Cold War goes hot" scenario? Come and join in!
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RE: Update v1.16.03
Thanks. [8D][:)]Some things on the list sound familiar, though, as if they'd been already in place before - like HQ supply and HQs acting as mulberrys for example.
RE: Update v1.16.03
That research calculation error is not so rare. I have lost count of how many 2% increases I've seen that should be 3 minnimums. I've even seen a 1% increase (Russia trying to get to Infantry Weapons 3).
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
RE: Update v1.16.03
ORIGINAL: The Land
Does this fix the problem with turns being too many days long in the previous version?
I see in the last update thread that Hubert said this was in the works for this patch but as I don't see it in the changelog would be great to have confirmation

Thanks! Otherwise look forward to playing this version
1985 Red Storm mod - Beta testing!
Always wanted to play a "Cold War goes hot" scenario? Come and join in!
Always wanted to play a "Cold War goes hot" scenario? Come and join in!
RE: Update v1.16.03
Hopefully it was just accidently omitted in the changelog.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
- Hubert Cater
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RE: Update v1.16.03
Yes the turn length fix should be in there as well even if we forgot to list it above.
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RE: Update v1.16.03
What if any will the changes be done to World at War?
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LTC Field Artillery
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Noah Nason
LTC Field Artillery
US Army Retired
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RE: Update v1.16.03
I thought there was going to be a change to troop supply when countries are first DOW on(now zero for Holland, Belgium & Soviet reinforcements, etc).
This to offset new 0 supply combat rules.
Is it in there and I'm missing it?
This to offset new 0 supply combat rules.
Is it in there and I'm missing it?
RE: Update v1.16.03
ORIGINAL: Hubert Cater
Yes the turn length fix should be in there as well even if we forgot to list it above.
Great, many thanks! I look forward to playing with this version

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RE: Update v1.16.03
I cannot open PBEM turns - getting a Error [2] File Read Error message.
I am still on 16.02 as these games were being played with it.
[Edit]: NM. I just needed to restart the game - I had it open when the update went through - it upgraded to 16.03 and all good.
I am still on 16.02 as these games were being played with it.
[Edit]: NM. I just needed to restart the game - I had it open when the update went through - it upgraded to 16.03 and all good.
ORB & CROWN Fantasy Warfare Mod for Strategic Command
Download for War in Europe or World at War - YouTube - Discord
Download for War in Europe or World at War - YouTube - Discord
- Hubert Cater
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RE: Update v1.16.03
ORIGINAL: nnason
What if any will the changes be done to World at War?
Game engine core functionality will be more or less be the exact same in the next World at War update, which if all goes well should be fairly soon.
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- Hubert Cater
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RE: Update v1.16.03
ORIGINAL: PvtBenjamin
I thought there was going to be a change to troop supply when countries are first DOW on(now zero for Holland, Belgium & Soviet reinforcements, etc).
This to offset new 0 supply combat rules.
Is it in there and I'm missing it?
Looks like we've forgot to list that as well, but that is corrected/adjusted back to what it was previously, i.e. no longer zero for first DoW Minor units such as Holland as well as for the initial Soviet reinforcements during Barbarossa.
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- Cataphract88
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RE: Update v1.16.03
After applying the patch the game has gone wide screen and I have lost much of the top and bottom of the screen. Any ideas how to remedy this?
Richard
RE: Update v1.16.03
Go to Settings and adjust your resolution to fit your monitor.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
RE: Update v1.16.03
Can we (perhaps in a new thread) get a better description with examples of the new HQ linking supply rules (pretty please)?
If 1 HQ is sitting on a Supply 3 hex it generates 6 supply now instead of 8. Clear enough.
If there is a 2nd HQ linked to the first the 2nd HQ will get a supply of 5(8).
What exactly constitutes a good 'Link'?
How far away can the 2nd HQ be?
Does the 2nd HQ have to be getting at least 1 supply from the 1st? Or does it simply have to be in Command Range (and thus work through Swamps)?
Example/Questions:
If the 2nd HQ is in a hex that otherwise would be 1 supply (i.e. 5 hexes from 1st HQ), does HQ #2 still get to produce 5(8) supply! That's effectively more than HQ 1 is putting out.
If 2 HQs are both sitting on base supply 3 hexes do they link to each other and both put out 5(8) supply?
If 1 HQ is sitting on a Supply 3 hex it generates 6 supply now instead of 8. Clear enough.
If there is a 2nd HQ linked to the first the 2nd HQ will get a supply of 5(8).
What exactly constitutes a good 'Link'?
How far away can the 2nd HQ be?
Does the 2nd HQ have to be getting at least 1 supply from the 1st? Or does it simply have to be in Command Range (and thus work through Swamps)?
Example/Questions:
If the 2nd HQ is in a hex that otherwise would be 1 supply (i.e. 5 hexes from 1st HQ), does HQ #2 still get to produce 5(8) supply! That's effectively more than HQ 1 is putting out.
If 2 HQs are both sitting on base supply 3 hexes do they link to each other and both put out 5(8) supply?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
RE: Update v1.16.03
I guess the second HQ has to sit on a hex, where the 1. distributes 3 supply at least to be able to provide 8 supply itself, while the first provides only 6 supply.
Not much of a change for one side I guess, sadly the same side with the monopoly on strat. bombers.
Not much of a change for one side I guess, sadly the same side with the monopoly on strat. bombers.
- Cataphract88
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RE: Update v1.16.03
ORIGINAL: Taxman66
Go to Settings and adjust your resolution to fit your monitor.
This was the first thing that I tried, but the resolution was set correctly already and would not let me alter it anyway. Also, the 'Full Screen' box is greyed out, as is the radio button next to it.
I have never had any problems with this game before the new patch.
Richard
- Hubert Cater
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RE: Update v1.16.03
Hi Cataphract88,
Sorry to hear about the trouble, could you tell me what your desktop resolution is? Also could you tell me if you are running with scaling, i.e. 125% scaling for your screen as well?
This info can be found in your Display Settings section, and here is an article that has some info on how to access this on your PC:
https://www.thurrott.com/windows/window ... ay-scaling
Hubert
Sorry to hear about the trouble, could you tell me what your desktop resolution is? Also could you tell me if you are running with scaling, i.e. 125% scaling for your screen as well?
This info can be found in your Display Settings section, and here is an article that has some info on how to access this on your PC:
https://www.thurrott.com/windows/window ... ay-scaling
Hubert
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RE: Update v1.16.03
Does the 2nd HQ have to be getting at least 1 supply from the 1st?
Yes
If the 2nd HQ is in a hex that otherwise would be 1 supply (i.e. 5 hexes from 1st HQ), does HQ #2 still get to produce 5(8) supply! That's effectively more than HQ 1 is putting out.
Correct, this is essentially the idea/purpose of supply boosting via another HQ. We used to call it linking, but we are internally already referring to this as boosting and will refer to it this way going forward as boosting seems to be more apt a description of what is actually happening.
If 2 HQs are both sitting on base supply 3 hexes do they link to each other and both put out 5(8) supply?
No, only one HQ will boost the other and then that is it. There is no back and forth boosting.
* * *
Essentially the rules are still the same for HQ boosting, from one to another, just the values have changed slightly as outlined in the release notes, for ideally improved game play overall.
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