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Strategic Command: World War I Patch v1.08.00

Posted: Thu Feb 17, 2022 9:26 am
by Edmon
A new patch is now available for Strategic Command: World War I.

Here is the full changelog:

GAME ENGINE
- Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall).
- Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan)
- Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz)
- Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz)
- Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371)
- Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard)
- Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks)
- Fixed a Production Lost error for when a country surrenders and moves its Government to a new country
- Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War
- Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks)
- AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck).
- Airships that damage resources will now show their attacks in the Strategic Bombing graph (Checksumchecks)


EDITOR
- Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck).
- Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land)
- Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land)


1914 March on Paris and 1918 Ludendorff Offensive
- Eupen is now in Germany rather than Belgium (Checksumchecks).


1914 Call to Arms; 1914 Triple Alliance; 1917 Fate of Nations
- Added Liege as an alternative Capital for Belgium so that it can better resist an Entente invasion (pjg100).
- Added Amsterdam as an alternative Capital for the Netherlands (Checksumchecks).
- Removed the ability for Serbia to research Airships (Tanaka).

RE: Strategic Command: World War I Patch v1.08.00

Posted: Thu Feb 17, 2022 12:49 pm
by Hubert Cater
Just wanted to quickly add that this patch also includes a wonderful new Community Pack campaign by Rainer Klahold:

1913 - The Great Game, playable across a world map!

Image


The campaign is currently designed for the Central Powers player only, with more details to be found in the 'Community Pack\Campaigns\_1913 The Great Game' subfolder via the 'The Great Game.rtf' document file.

Enjoy!
Hubert

RE: Strategic Command: World War I Patch v1.08.00

Posted: Fri Feb 18, 2022 6:32 pm
by CaesarAug
Very nice indeed! I was thinking of modding the World at War map for a World War I setting!
Thanks to Rainer, I have a head start! [:)]

My goodness… it looks like I’ll be spending more time with the editor… [:D]

RE: Strategic Command: World War I Patch v1.08.00

Posted: Fri Feb 18, 2022 6:59 pm
by Hellfirejet
Excellent news World War 1 World Map [:)]

RE: Strategic Command: World War I Patch v1.08.00

Posted: Fri Feb 18, 2022 7:06 pm
by Tanaka
ORIGINAL: Hubert Cater

Just wanted to quickly add that this patch also includes a wonderful new Community Pack campaign by Rainer Klahold:

1913 - The Great Game, playable across a world map!

Image


The campaign is currently designed for the Central Powers player only, with more details to be found in the 'Community Pack\Campaigns\_1913 The Great Game' subfolder via the 'The Great Game.rtf' document file.

Enjoy!
Hubert

Very cool!

RE: Strategic Command: World War I Patch v1.08.00

Posted: Sun Feb 20, 2022 8:15 am
by Keenan
ORIGINAL: Tanaka

ORIGINAL: Hubert Cater

Just wanted to quickly add that this patch also includes a wonderful new Community Pack campaign by Rainer Klahold:

1913 - The Great Game, playable across a world map!

Image


The campaign is currently designed for the Central Powers player only, with more details to be found in the 'Community Pack\Campaigns\_1913 The Great Game' subfolder via the 'The Great Game.rtf' document file.

Enjoy!
Hubert

Very cool!

Indeed. Obviously a bit of polishing here and there could make it even better but it is absolutely impressive what is already here!

Still a bit lost on which kind of strategies can make sense but I expect the first playthrough will teach me some. (Skipped a detailed study of the decisions and scripted events for now. That`s on me.)

I could not find any thread on it in the Modding subforum, so I will post one question on the campaign here:
One thing I noticed is that "synthetic oil" research is activated but there seems no explanation in the rtf, what it actually does. Anyone who can help with this?



RE: Strategic Command: World War I Patch v1.08.00

Posted: Mon Feb 21, 2022 6:31 am
by commandergren
I know the 1913 scenario is designed to be played as the Central Powers, but can it work playing PBEM against an opponent?

RE: Strategic Command: World War I Patch v1.08.00

Posted: Tue Feb 22, 2022 5:12 am
by BillRunacre
Yes, I should think so, as it's just the Central Powers' AI scripting that isn't in place, which of course doesn't affect multiplayer.


Re: Strategic Command: World War I Patch v1.08.00

Posted: Thu Oct 27, 2022 6:45 am
by urbansanta
Excellent work! I've been considering adapting the World at War map to World War I.
I got a jump start on things because of Rainer.