Strategic Command v1.10.02 beta Available

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Benedict151
Posts: 407
Joined: Fri Mar 04, 2016 10:16 am

Strategic Command v1.10.02 beta Available

Post by Benedict151 »

Hello Everyone
An updated version of v1.10.0 is now available for Strategic Command. This is v1.10.02 beta
This addresses issues reported in v1.10.0 and follows on from 1.10.01. For full details please see below but the improvements we'd like to draw your attention to are the speed increases with AI turns and event processing
Because of the new speed improvement update in this version we wanted to release this initially as a beta in case there were some unexpected issues.
This is a comprehensive update and includes the v1.10.01 beta update (which notably included ASW changes and a supply rules recap)

Save games from 1.04 onwards should be compatible with v1.010.02 beta (although campaign changes won't take effect until you start a new one).

If you are playing a PBEM game we recommend you finish before updating, and for new PBEM games if you have updated then your opponent will need to do so as well.


You can download it from -

Members:
http://www.matrixgames.com/members/publicDL.asp?gid=504


Public:
http://ftp.matrixgames.com/pub/Strategi ... .10.02.zip


v1.10.02 – December 01, 2017
- Fixed an AI friendly major controlled units error that had the AI moving units not under its control on your turn during the combat phase.
- Fixed an AI friendly major controlled units error that had the AI not place new friendly controlled minor country units from the production queue.
- Fixed a PBEM++ Lobby screen error that did not properly display an error message when there was an invalid connection to the server.
- Fixed a rare script event system error that inadvertently removed events when they should not be removed.
- Fixed a naval unit swap error that led to a CTD.
- Fixed a convoy path calculation error that would sometimes improperly calculate and determine a CONVOY to be invalid.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now only join at the end of your opponent's turn, this way they can make their first moves on your turn.
- Friendly countries that reach 100% mobilization, and not from a declaration of war, will now have their normal supply and action points calculated when joining.
- Friendly countries that are set to join on specific historical dates, or near historical dates (e.g. Canada) with some variability via a WAR ENTRY script, may still join on either an Axis or Allied turn.
- EVENT processing speed bottlenecks now eliminated, at least 100X faster.
- AI speed improvement of 30%.
- Selectable units in the PURCHASE UNIT screen now increased to accomodate the Calm Before the Storm MOD.

Campaigns
- Change MOBILIZATION_2 script #POPUP= Isolationists In The USA Call On US Units To Return To Home Waters, to be triggered not by hex 87,92 but by hex 130,97.
- Removed a check for Axis units in southern England from the CONDITION_POSITION triggers for DE 162.
- Surrender_2 scripts connected to DE 624 are now set to fire at any time from the beginning of the game when their conditions are met (Harrybanana; Taxman66).
- Selected Convoy Waypoints have been amended as follows: 86,137 -> 87,137; 220,137 -> 219,137; 104,137 -> 103,137; 102,137 -> 101,137; 104,131 -> 103,131; 102,131 -> 101,131
n0kn0k
Posts: 490
Joined: Fri Jun 22, 2007 10:59 pm

RE: Strategic Command v1.10.02 beta Available

Post by n0kn0k »

- EVENT processing speed bottlenecks now eliminated, at least 100X faster.
- AI speed improvement of 30%.

Nice!
MrLongleg
Posts: 715
Joined: Tue Mar 14, 2006 6:45 pm
Location: Plymouth, MA, USA

RE: Strategic Command v1.10.02 beta Available

Post by MrLongleg »

What happens to open beta PBEM games when the beta goes live? Are we then cut off from updates?
MrLongleg

Life is too short to drink bad wine ;-)
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crispy131313
Posts: 2125
Joined: Fri Nov 29, 2013 11:37 pm

RE: Strategic Command v1.10.02 beta Available

Post by crispy131313 »

[X(]

Just tried my mod Fall Weiss II, and wow what a difference.

[&o]
Fall Weiss II - SC3 Mod
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Ason
Posts: 368
Joined: Fri Nov 29, 2013 11:14 am

RE: Strategic Command v1.10.02 beta Available

Post by Ason »

Do I need to update my scenarios for the changes to take effect? I tried my scenario and still 40 minute turns :/

Although popups seems to appear faster. Are the speed changes only related to scripts, or also something "deeper" in the game/engine ?
If the speed changes only affects scripts then I guess that explains it because I don't have that many set up, in that case I guess I simply placed way too many units.
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Hubert Cater
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RE: Strategic Command v1.10.02 beta Available

Post by Hubert Cater »

The improvements we made to the popups/events/scripts had some similar areas that we could improve for the AI in terms of its own messaging system that would lead to improvements there as well. However there are some bottlenecks that are currently just unavoidable and having hundreds upon hundreds of units (if it is that many) would be one of them.
Splatsch
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Joined: Mon Dec 26, 2016 11:03 pm
Location: France

RE: Strategic Command v1.10.02 beta Available

Post by Splatsch »

ORIGINAL: Benedict151
- AI speed improvement of 30%.
Thanks for this and all the update [:)]
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Happycat
Posts: 199
Joined: Mon Oct 23, 2006 10:45 pm

RE: Strategic Command v1.10.02 beta Available

Post by Happycat »

Download of pbem++ games extremely slow, or as happening tonight, not occurring at all. I have seen the slower download speeds since 1.10.02 was installed. When it does download, well over a minute to get there.
Chance favours the prepared mind
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