Strategic Command: American Civil War - v1.03.00 Update
Moderator: Fury Software
Strategic Command: American Civil War - v1.03.00 Update
A new patch for Strategic Command: American Civil War is now available.
You can download the update HERE
In this patch we added and fixed a lot of things such as the German and French translations, game balance and many more things...
Here is the full changelog:
GAME ENGINE
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- Fixed a unit morale re-calculation relative to overall national Fighting Spirit error, when the Fighting Spirit value was >= 75% and <= 125% (Pocus).
- Fixed an issue where some units being destroyed under 5 supply did not provide the attacker with a Fighting Spirit bonus (Pocus).
- Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner).
- Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre).
- Oceanic Gunboats can no longer be deployed in River Ports.
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Forts can now be disbanded when supply >= 5, no MPPs gained. (PvtBenjamin, battlevonwar)
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).
CAMPAIGNS
1861
- Confederate Gunboats in North Carolina will now spawn one in each of Elizabeth City, New Berne and Wilmington (PvtBenjamin)
- Increased Missouri starting mobilisation to 35% (was 20)
- Saying NO to DE 501 will now shift Missouri 45-55% towards the Union (was 30-40%)
1861, 1861/7
- Marines now cannot be produced until 1861-09-01
- Union AI Marines that arrive in late 1861 are now replaced with Divisions
1862, 1862/T, 1863, 1864
- Corrected WAR ENTRY scripts preventing Mexico from entering upon French intervention (Beriand)
All CW Campaigns
- Corrected several minor map typos
- Added missing railroads connecting Memphis TN-Corinth MS, La Grange TN-Grenada MS and New Albany IN-Louisville KY (eightroomofelixir, Boss Gnome)
- 155,71 (between Richmond and Petersburg) is now a land hex, with fortifications representing the Confederate defences at Drewry's Bluff (Patrat)
- Maximum strength of partisans reduced to 5 (was 8) (gdpsnake)
- Reduced Defence of Marines by 1 against all land unit types
- AI will now receive 100 FS points each turn after 1861-07-01 on Veteran difficulty or higher (Patrat)
- AI will now receive a further 150 FS points each turn after 1861-07-01 on Expert difficulty (Patrat, Pocus)
- Some blockade runner MPPs will now be directed to alternative ports when Confederate ports are captured or disabled via events
- Divisions and Mountain Divisions now receive a +1 defence bonus in Fortified Towns and Fortifications
- Corps now receive a +2 defence bonus in Fortified Towns and Fortifications
- Reduced Union AI prioritisation of Engineer production (Pocus)
- Land defence values of Indians and Cavalry Brigades increased by 0.5
- Increased base Confederate Fighting Spirit to 125000 (was 120000). Starting FS has also been increased in each campaign to reflect this change.
- Confederate FS falls from Union capture of New Orleans, Mobile, Charleston and Norfolk have been reduced. The difference is made up by new events that reduce Confederate FS when the forts in each of these locations are destroyed.
- Confederate FS will now fall when Forts Henry, Donelson, Blakeley, Fisher and Cobb's Point are destroyed.
- Petersburg VA is now an Industrial Centre (Beriand)
OTHER
- Added German and French translation
- Strategy Guides updated
You can download the update HERE
In this patch we added and fixed a lot of things such as the German and French translations, game balance and many more things...
Here is the full changelog:
GAME ENGINE
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- Fixed a unit morale re-calculation relative to overall national Fighting Spirit error, when the Fighting Spirit value was >= 75% and <= 125% (Pocus).
- Fixed an issue where some units being destroyed under 5 supply did not provide the attacker with a Fighting Spirit bonus (Pocus).
- Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner).
- Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre).
- Oceanic Gunboats can no longer be deployed in River Ports.
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Forts can now be disbanded when supply >= 5, no MPPs gained. (PvtBenjamin, battlevonwar)
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).
CAMPAIGNS
1861
- Confederate Gunboats in North Carolina will now spawn one in each of Elizabeth City, New Berne and Wilmington (PvtBenjamin)
- Increased Missouri starting mobilisation to 35% (was 20)
- Saying NO to DE 501 will now shift Missouri 45-55% towards the Union (was 30-40%)
1861, 1861/7
- Marines now cannot be produced until 1861-09-01
- Union AI Marines that arrive in late 1861 are now replaced with Divisions
1862, 1862/T, 1863, 1864
- Corrected WAR ENTRY scripts preventing Mexico from entering upon French intervention (Beriand)
All CW Campaigns
- Corrected several minor map typos
- Added missing railroads connecting Memphis TN-Corinth MS, La Grange TN-Grenada MS and New Albany IN-Louisville KY (eightroomofelixir, Boss Gnome)
- 155,71 (between Richmond and Petersburg) is now a land hex, with fortifications representing the Confederate defences at Drewry's Bluff (Patrat)
- Maximum strength of partisans reduced to 5 (was 8) (gdpsnake)
- Reduced Defence of Marines by 1 against all land unit types
- AI will now receive 100 FS points each turn after 1861-07-01 on Veteran difficulty or higher (Patrat)
- AI will now receive a further 150 FS points each turn after 1861-07-01 on Expert difficulty (Patrat, Pocus)
- Some blockade runner MPPs will now be directed to alternative ports when Confederate ports are captured or disabled via events
- Divisions and Mountain Divisions now receive a +1 defence bonus in Fortified Towns and Fortifications
- Corps now receive a +2 defence bonus in Fortified Towns and Fortifications
- Reduced Union AI prioritisation of Engineer production (Pocus)
- Land defence values of Indians and Cavalry Brigades increased by 0.5
- Increased base Confederate Fighting Spirit to 125000 (was 120000). Starting FS has also been increased in each campaign to reflect this change.
- Confederate FS falls from Union capture of New Orleans, Mobile, Charleston and Norfolk have been reduced. The difference is made up by new events that reduce Confederate FS when the forts in each of these locations are destroyed.
- Confederate FS will now fall when Forts Henry, Donelson, Blakeley, Fisher and Cobb's Point are destroyed.
- Petersburg VA is now an Industrial Centre (Beriand)
OTHER
- Added German and French translation
- Strategy Guides updated
Re: Strategic Command: American Civil War - v1.03.00 Update
Just to clarify, does this mean that if the CSA delete the forts that you will lose the FS as well:
- Confederate FS will now fall when Forts Henry, Donelson, Blakeley, Fisher and Cobb's Point are destroyed.
- Confederate FS will now fall when Forts Henry, Donelson, Blakeley, Fisher and Cobb's Point are destroyed.
- ElvisJJonesRambo
- Posts: 2408
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Re: Strategic Command: American Civil War - v1.03.00 Update
I'm challenged, how i upgrade? cannot find link
Slaps issued: Patton: 9, Dana White: 2, Batman 3, Samson 1, Medals awarded out: 5, warnings received: 9, suspensions served: 3, riots: 2.
Re: Strategic Command: American Civil War - v1.03.00 Update
Yes, it looks like it

Re: Strategic Command: American Civil War - v1.03.00 Update
That's my guess. And actually I think its an interesting solution to the fort challenges we've seen. Gives the player a choice that they can delete the forts to replace with a stronger unit but you take the FS hit immediately. If it ends up working well, I actually think the number of forts that cause FS loss will need to be increased as its a pretty short list to start.
Re: Strategic Command: American Civil War - v1.03.00 Update
Did not find an option via launcher either.
Matrix Website -> Login -> Mypage -> select ACW "File downloads" -> [PC] Update v1.03.00
-> unpack locally
-> run executable
did the job for me.
(Same as if you install the digital version, just choosing the update instead of the base installer on the "File downloads" page.)
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- Posts: 443
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Re: Strategic Command: American Civil War - v1.03.00 Update
I followed the same procedure as with v1.02 and the process worked well. Go to My Page and click on the Update button.
Interesting that Steam is not automatically updating the game. Perhaps because I bought it direct from Matrix.
- BiteNibbleChomp
- Posts: 589
- Joined: Mon Sep 12, 2016 1:52 am
- Location: Australia
Re: Strategic Command: American Civil War - v1.03.00 Update
That's correct.
Full list is actually:redrum68 wrote: ↑Thu Sep 01, 2022 5:52 pm That's my guess. And actually I think its an interesting solution to the fort challenges we've seen. Gives the player a choice that they can delete the forts to replace with a stronger unit but you take the FS hit immediately. If it ends up working well, I actually think the number of forts that cause FS loss will need to be increased as its a pretty short list to start.
Fort St John (New Orleans)
Mt Vernon Arsenal (Mobile)
Citadel (Charleston)
Fort Fisher (Wilmington)
Fort Norfolk (Norfolk)
Cobb's Point (Elizabeth City)
Fort Henry
Fort Donelson
Fort Blakeley
So the "pretty short list" is partly due to you only quoting half of them


- BNC
Ryan O'Shea - Strategic Command Designer
Re: Strategic Command: American Civil War - v1.03.00 Update
Ah I see. I misread the patch notes and missed that the line above listed the additional forts for the FS cities.
Re: Strategic Command: American Civil War - v1.03.00 Update
Thanks for the great patch. Just updated to check out but it appears all of my original NC Gunboats all still spawn at Elizabeth City? Or is this for further Gunboat purchases?NotTooBad wrote: ↑Thu Sep 01, 2022 1:10 pm A new patch for Strategic Command: American Civil War is now available.
In this patch we added and fixed a lot of things such as the German and French translations, game balance and many more things...
Here is the full changelog:
CAMPAIGNS
1861
- Confederate Gunboats in North Carolina will now spawn one in each of Elizabeth City, New Berne and Wilmington (PvtBenjamin)
- Attachments
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- Clipboard02.jpg (1.5 MiB) Viewed 1416 times

Re: Strategic Command: American Civil War - v1.03.00 Update
So I discovered something with the editor. This was using a 1.03 modded scenario that I saved over as the same name as my previous 1.02 modded scenario. Well I decided to see what happens if I deleted the old scenario and save a new modded scenario without saving over the old one. Well this time it worked and the gunboats were each sent to the separate ports. So saving over an older scenario seems to not be a good idea. Delete it and save as new or you will run into problems it seems...Tanaka wrote: ↑Fri Sep 02, 2022 4:08 amThanks for the great patch. Just updated to check out but it appears all of my original NC Gunboats all still spawn at Elizabeth City? Or is this for further Gunboat purchases?NotTooBad wrote: ↑Thu Sep 01, 2022 1:10 pm A new patch for Strategic Command: American Civil War is now available.
In this patch we added and fixed a lot of things such as the German and French translations, game balance and many more things...
Here is the full changelog:
CAMPAIGNS
1861
- Confederate Gunboats in North Carolina will now spawn one in each of Elizabeth City, New Berne and Wilmington (PvtBenjamin)

Re: Strategic Command: American Civil War - v1.03.00 Update
I've updated the post with a link for the direct download of the patch. Enjoy!
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Re: Strategic Command: American Civil War - v1.03.00 Update
I just want to thank all people, who worked on the german (and french) translation! Thank you very much! Vielen Dank (merci beaucoup)!