Strategic Command WWII: World at War - v1.13.00 released

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Edmon
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Strategic Command WWII: World at War - v1.13.00 released

Post by Edmon »

A new patch is now available for Strategic Command WWII: World at War.

Check out the full changelog:

GAME ENGINE Changes

GAME ENGINE
- Fixed an issue where active convoy calculations were performed prior to resource strength calculations, which could incorrectly result in some convoys showing as invalid, due to a weakened port, prior to the final resource strength updates (Mithilotter).
- Fixed an issue where renaming your HQ in the PURCHASE screen would not remove the originally named HQ from the list (ArcturusRising).
- Fixed an issue where a SURRENDER_2 event would incorrectly remove a friendly unit relative to the event recipient ID when located in the capital (petedalby).
- Removed the GDI+ installed check at runtime.


EDITOR
- Frozen weather zone data for Sea Effects can now be amended (no longer locked in) for Winter and Late Winter settings.


All Campaigns
- Made Strasbourg a Fortified Town and Dijon a city, in order to make the former more defensible, the latter compensating France for its lost income (hansondavid4).
- Mannheim is now a Fortified Town so that the West Wall is complete along the French border.
- Davao in the Philippines is now an Industrial Center so that any new Filipino units can be deployed there if Manila is under siege (ArcturusRising).
- Script templates and headers amended to correctly reflect that Belgium is #COUNTRY_ID 10 and Madagascar is 11 (PBB).
- There will no longer be Sea Ice in the Antarctic in January (Neutron).
- A note explaining why the Axis can pass through the Strait of Gibraltar when Gibraltar is in Allied hands, whereas the Allies cannot if Gibraltar is in Axis hands has been added to the Strategy Guides (DavidDailey).


1939 Campaign
- Belligerence setting for France to be at war with Japan now requires the US to be at 100% mobilization (firsteds).
- A Japanese landing in Africa will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (havoc1371; Elessar2).
- A Japanese landing in the Middle East will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (boudi).
- Fixed the first of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 671 rather than DE 672.


1939 Race to Victory Campaign
- Fixed the second of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 672 rather than DE 62.


1942 Axis High Tide Campaign
- Rommel HQ in North Africa's name added (Hydra).
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DrZom
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by DrZom »

I just started a new Axis game, and I notice that the Japanese are equipped with Inf Weap 1, but the Germans are not despite having it researched. Is this correct? Has it always been this way and I just didn't notice?
SittingDuck
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by SittingDuck »

If by equipped you mean if the individual units are upgraded as such, then I know Germany starts with several units needing to upgrade their weapons level.
DrZom
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by DrZom »

Now it is all of them needing to upgrade. The same is true for Japanese and German naval units; none are upgraded.



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BillRunacre
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by BillRunacre »

Is it the 1939 campaigns you're referring to, and do you think this is different to before?

I only ask as no changes have been purposely made to them in this regard.
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petedalby
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by petedalby »

Has it always been this way and I just didn't notice?

I believe so - yes.
stryc
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by stryc »

Do these campaign changes also apply to the Naval Mod campaigns that ship with the game?
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Hubert Cater
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by Hubert Cater »

Hi Styrc, no we do not make any changes to the mods, only the official campaigns.
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CaesarAug
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by CaesarAug »

Nice 1.13.00 changelog. Fortified Strasbourg and Mannheim make a good deal of sense. And in a previous patch, one notable improvement carried over was reworked naval retreat parameters. From my modding/testing, ships do seem to retreat in a better way now.
DrZom
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by DrZom »

ORIGINAL: BillRunacre

Is it the 1939 campaigns you're referring to, and do you think this is different to before?

Yes and I don't know. I thought some of the German units needed to be upgraded before, not all.

Maybe I am finally getting the hang of the game and I am observing details now... I hope. [:D]
SittingDuck
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by SittingDuck »

OK so then this brings up an issue. Did the infantry have those weapons or not at the start of the war? They have the tech. I can tell you - Hubert and I have been working over this for awhile - that the need to upgrade almost every unit really slows down Germany in Poland, sometimes by a few turns.

I think this needs to be considered.
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Hubert Cater
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by Hubert Cater »

ORIGINAL: CaesarAug

Nice 1.13.00 changelog. Fortified Strasbourg and Mannheim make a good deal of sense. And in a previous patch, one notable improvement carried over was reworked naval retreat parameters. From my modding/testing, ships do seem to retreat in a better way now.

Great to hear [8D]
SittingDuck
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by SittingDuck »

ORIGINAL: CaesarAug

Nice 1.13.00 changelog. Fortified Strasbourg and Mannheim make a good deal of sense. And in a previous patch, one notable improvement carried over was reworked naval retreat parameters. From my modding/testing, ships do seem to retreat in a better way now.

So I am curious, are these retreat parameters internal to the engine or modifiable via the editor?
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CaesarAug
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by CaesarAug »

Well, it’s a combination of both, actually. Players can use the editor to modify certain retreat parameters, i.e., the retreat percentages by hex type for all units: air, land, naval. And also modify the maximum number of hexes for retreat. In the Campaign / Combat Data section if I recall aright.

Other retreat parameters, such as direction and other criteria is hard-coded in the .exe game engine.
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Elessar2
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by Elessar2 »

As I requested awhile back, subs when they dive aren't considered to be "retreating", so their default distance there is also hard-coded.
derDan81
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by derDan81 »

Hi, just a quick question. Are the Game Manual and the Strategy Guides up to date with this patch?

Playing the Steam Version. In the Launcher I could open the Patch Notes, Manuals and Guides and I was wondering, which version of the game they are referring to, or if the changes of the patches are already included?

Also considering to play with the Naval War Mod. I guess it is best to ask the author of the mod, which version of the game the mod uses, right?

It would be nice if someone could help me. I like to learn the game with the proper rules.

(and sorry for my bad English):)
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BillRunacre
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by BillRunacre »

Yes, the Manual and Strategy Guides are up to date.

It was suggested recently that the Manual be marked with a version number so we will be adding that going forwards.

The Strategy Guides are always updated, if applicable, when a patch is made.
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CaesarAug
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by CaesarAug »

Regarding the Manuals, I have spotted an errata for both World at War and War in Europe: specifically, the respective
Supply and Action Points Table.

World at War Manual page 163
War in Europe Manual page 84.

In each case, the Table of Unit’s Supply Value lists 6-10, 1-4, 0.
The middle values should read 1-5.

I should note that the Table is correct (1-5 for the middle values) in the World War I Manual page 172. [:)]
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EarlyDoors
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by EarlyDoors »

Just noticed that there is a 'Disable Game End' option

I imagine it does exactly what it says on the tin?

Was this a 1.13 change?
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BillRunacre
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RE: Strategic Command WWII: World at War - v1.13.00 released

Post by BillRunacre »

From memory disabling the end date was introduced a year or so back, and yes, it does do what it says on the tin. [:)]
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