Strategic Command WWII: War in Europe - update v1.29.00

Fury Games has now signed with Matrix Games, and we are working together on the next Strategic Command. Will use the Slitherine PBEM++ server for asynchronous multi-player.

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NotTooBad
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Strategic Command WWII: War in Europe - update v1.29.00

Post by NotTooBad »

A new update is available for Strategic Command WWII War in Europe.

Here is the full changelog:

GAME ENGINE
- Fixed a disappearing AI unit under rare circumstances (Lothos).
- Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice.
- Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos).
- Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos).
- Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos).
- Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop.

All Campaigns
- Added Chapayev and Kalinin as Soviet Light Cruiser names to all foreign language files (Machredsch).
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Lothos
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by Lothos »

Thank you :)
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by Cameraeye »

Can you please post the download here
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by Cameraeye »

Hartmann301 wrote: Thu Jan 11, 2024 5:35 pm Can you please post the download here
Disregard
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by OldCrowBalthazor »

Right on! 🙂
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by george420 »

Yes, Thanks.
Meaneye
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by Meaneye »

Sub retreat bug.

I was retreated to hex 203,0. Next turn I couldnt change my mode to hunt from silent. I have other subs in 197,0 and 199,0 (both in hunt mode) and I can change them to silent on the next turn just the retreated unit is affected.
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CaesarAug
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by CaesarAug »

Meaneye wrote: Wed May 08, 2024 1:47 am Sub retreat bug.

I was retreated to hex 203,0. Next turn I couldnt change my mode to hunt from silent. I have other subs in 197,0 and 199,0 (both in hunt mode) and I can change them to silent on the next turn just the retreated unit is affected.
Curious. Are you sure the sub actually “retreated?” Could the sub have “dived” instead? These are two different mechanisms.

As far as I know, in game-default (non-modded settings) subs have a 0% chance of “retreat.” The manual states that a sub on hunt mode that “dives” automatically switches to silent mode. Are you using a mod that gives subs the possibility of “retreat” like other naval units?
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by Meaneye »

"Retreated" and "dived" are the same to a sub. It was attacked and retreated (or dived if you prefer). No standard 1939 scenario.
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CaesarAug
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by CaesarAug »

No, they are not the same. You see, “dive” and “retreat” are two very distinct (though somewhat similar) features. This was amply discussed in the Matrix forums, particularly with Elessar2’s War in the Pacific WaW mod.

In standard vanilla campaigns, subs do not “retreat” (0% chance) from battles like other naval units can, normally with a 50% chance. In such campaigns, subs can only “dive” with a base chance of 40%, subject to Advanced Sub research vs. Anti-Sub Warfare research. These dive vs. ASW % chances are all moddable.

But of course, subs can be also be modded to make them capable of “retreat.” This is exactly what Elessar2 did in his War in the Pacific mod. But be assured that “dive” is a separate feature from “retreat.” Only “dive” makes the sub claxon sound off!
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Re: Strategic Command WWII: War in Europe - update v1.29.00

Post by OldCrowBalthazor »

CaesarAug wrote: Thu May 16, 2024 4:37 am No, they are not the same. You see, “dive” and “retreat” are two very distinct (though somewhat similar) features. This was amply discussed in the Matrix forums, particularly with Elessar2’s War in the Pacific WaW mod.

In standard vanilla campaigns, subs do not “retreat” (0% chance) from battles like other naval units can, normally with a 50% chance. In such campaigns, subs can only “dive” with a base chance of 40%, subject to Advanced Sub research vs. Anti-Sub Warfare research. These dive vs. ASW % chances are all moddable.

But of course, subs can be also be modded to make them capable of “retreat.” This is exactly what Elessar2 did in his War in the Pacific mod. But be assured that “dive” is a separate feature from “retreat.” Only “dive” makes the sub claxon sound off!
Yes I can verify that in fact CeasarAug is correct in that 'dive and 'retreat' are two seperate features, having helped and test with Ellesar2's WitP mod versions for SC-WAW over quite the length of time.
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Tester of various SC Mods
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