Strategic Command WWII: War in Europe - v1.25.00

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NotTooBad
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Strategic Command WWII: War in Europe - v1.25.00

Post by NotTooBad »

A new update is available for Strategic Command WWII: War in Europe, you can download it here.

Here is the full changelog:

GAME ENGINE
- Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK).
- Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi).
- Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter).
- Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos).
- Fixed a PURCHASE UNITS screen partial text display error (gwgardner).
- Fixed a rare PBEM++ save turn error (hansondavid4).
- Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss).
- Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner).
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- 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).
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Subs can now dive up to 4 hexes away if applicable (Elesar2).
- AI Subs in Silent mode will no longer naval cruise (Lothos).
- Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3).
- Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness.
- Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter).
- Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall).
- Map will now center of the Capital of any country that is preparing for war, or if they have entered the war.
- Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player.
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).

EDITOR
- Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos).

All Campaigns
- Updated the script headers to better explain the #AI= Values range settings (Lothos).
- Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos).
- National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be penalized by the script) (redrum68).
- Increased Germany’s Rocket Build Limit to 3 (ElvisJJonesRambo).
- Fighters’ Strat Bomber attack values increased from 1 to 2 (HarrySmith).
- Anti-Air units’s Strat. Bomber attack and defense values now increase by 1.5 per level of Anti-Aircraft Defense research (HarrySmith).
- Soviet Shock Armies can now upgrade with 1 level of mobility (petedalby).
- ASW and Naval Weapons’ upgrade increments for Airships fixed (Metalogic; OxfordGuy3).
- The cost of Production Technology for the USSR has been reduced from 175 to 155 MPPs per chit.
- Erzurum is now an Industrial Center.
- Subs now have zero supply loss when attacked (Elessar2).
- All types of Cruiser now only gain defensive bonuses from ASW (mdsmall).
- Named the piece of the Basento River at 179, 104 (Checksum).
- Named the piece of the Kama River at 254, 65 (Checksum).
- Geneva and Zurich added as Swiss alternate capitals (Checksum).
- The cost of Anti-Tank research has been reduced from 150 to 125 MPPs for the USSR and Germany, and from 100 to 95 MPPs for all other countries (Mithrilotter).
- Infantry Weapons and Heavy Tanks research now provides a 0.5 increase in attack and defense values against Transports (HamburgerMeat).
- The Spanish Republican resistance can now provide intelligence to S.O.E. on an Axis build up in Spain from January 1943 rather than 1944 (wobbleguts).
- The National Morale scripts for the loss of Manchester and liberation of London will now display text correctly in all languages (Armuss).
- The following National Morale scripts now require Perm rather than Moscow to be in Allied hands to fire (BigJohn):
#NAME= USSR - Soviet Morale Improves As The War On The Eastern Front Continues
#NAME= USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous)
#NAME= USSR - USSR Morale Boosted From Allied Landings In France
#NAME= USSR - USSR Morale Boosted From Allied Landings In Italy
#NAME= USSR - Soviet Morale Is Boosted As Allied Forces Approach Berlin
- The National Morale script USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous) now provides 250 rather than 150 points per turn (BigJohn).
- Turkey is now a Soviet rather than UK Minor (BigJohn).
- Erzurum is now an alternative Turkish capital (Hebrock).
- Decreased the range for triggering the Volkssturm and Volksgrenadier Decisions at Konigsberg 4-6 to 4-5 hexes (dhucul2011).
- Extra Fortification added in Finland near Leningrad (Mithrilotter).

1939 Campaign
- If the USSR has been offered, and rejected, a Revised Borders Treaty then it will now swing only 3-5% towards the Allies rather than 7-10% if Germany annexes Lithuania via DE 633 or DE 634 (AshFall).
- If the USSR has been offered, and rejected, a Revised Borders Treaty then it will now swing 7-10% towards the Axis if it annexes Lithuania, should Germany have failed to do so. To make this work, dummy Decisions 457 & 458 have been added, and Lithuania now starts pro-Allied rather than purely neutral, though still at 0% Mobilization. (AshFall).
- Removed the Condition Positions for DE 406 for the USSR to decide if it wants to invade Poland (BigJohn).
- Fixed Poland and Germany’s belligerence status.

1939 & 1940 Campaigns
- The arrival of HMCS Columbia has been corrected to September 1941 in the Strategy Guides (Metalogic; OxfordGuy3).
- #UNIT= 40 [8] [0] [Annapolis] is now set to arrive in March 1941 rather than March 1942 (Metalogic; OxfordGuy3).
- The USSR now receives a Heavy Artillery unit in its Production Queue in September 1940.
- Increased the Mobilization penalties for Allied aggression against Italy so that both Spain and USA will now swing 5-12% towards the Axis (Frost; atshill).
- An Allied amphibious or naval build up against a neutral Italy will now trigger a 2,000 National Morale boost to Italy as the population prepare to resist invasion.
- Saying yes to DE 103 reduces the % sent by convoy from Egypt & Iraq from 80% to 65%, as does saying no to DE 105 and yes to DE 164 (Duedman).
- Increased the per turn chance of the British Decision for forming the I Polish Corps from 50 to 75% (OxfordGuy3).

1939, 1940 & 1941 Campaigns
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 627 and DE 673 relating to the deployment of Coastal Guns on the Atlantic Wall (Taifun).
- The reference to Kuwait and Baku in DE 120 & 403 in the Strategy Guide has been corrected (OxfordGuy3).
- Condition Position for the Spanish Blue Division changed so it now just requires an Axis unit to be within 2 hexes of Riga (El_Condoro;Jkap).
- A note has been added to the Strategy Guide to mention that if Axis forces advance to within 1 hex of Sevastopol, Turkey has a 50% chance of swinging 10-20% towards the Axis (firsteds; ElvisJJonesRambo).
- Removed the duplicated Mobilization_1 script Allies DoW On Tunisia (USA?Axis).
- DE 113 now requires St Nazaire to be in Axis hands to fire (Herzog Sieg; Duedman).
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis (BigJohn).

1941 Campaign
- Annapolis Destroyer now starts at Halifax.

1942, 1943, 1944 Campaigns
- Adjusted the frontlines north of Leningrad (jkap).

1944 Campaign
- Removed the USA’s chit in Logistics as they had already achieved the maximum level.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Cameraeye »

Okay thanks
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Elessar2 »

Re: air units being able to do missions in bad weather w/ the 50% penalty-does that apply to carriers in storm hexes and/or if their targets are in Storms?
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Duedman »

Awesome news!

What will happen if some1 attacks Turkey b4 SU is in the war?
Will they use SU MPP? Or will SU even join?

With Turkey belonging to GB it was clear
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by BillRunacre »

Elessar2 wrote: Wed Sep 21, 2022 2:54 pm Re: air units being able to do missions in bad weather w/ the 50% penalty-does that apply to carriers in storm hexes and/or if their targets are in Storms?
Yes, they can fly but attacks have half the effect.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by BillRunacre »

Duedman wrote: Wed Sep 21, 2022 5:04 pm Awesome news!

What will happen if some1 attacks Turkey b4 SU is in the war?
Will they use SU MPP? Or will SU even join?

With Turkey belonging to GB it was clear
The USSR would receive any Turkish income, and in return have to pay for any reinforcements or upgrades.

An Axis declaration of war on Turkey increases US mobilization by 20-30%, which is quite something, as well as Syria (50-75%), Persia (75-85%), Iraq (30-50%) and Greece (30-50%). The USSR itself will just increase by 2-4%, we'll see, depending on feedback, whether this becomes something that needs to be increased.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by OldCrowBalthazor »

Great fixes and changes here. 👍
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by El_Condoro »

BillRunacre wrote: Wed Sep 21, 2022 6:00 pm
Elessar2 wrote: Wed Sep 21, 2022 2:54 pm Re: air units being able to do missions in bad weather w/ the 50% penalty-does that apply to carriers in storm hexes and/or if their targets are in Storms?
Yes, they can fly but attacks have half the effect.
I'm not sure if this was what Elessar was getting at but, if the carrier is in storm and the target is in a clear hex, will there be a penalty to attack or not? I assume so in the reverse but not sure about this situation.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Tanaka »

Great support as always!

Woah this is huge:

- Subs now have zero supply loss when attacked (Elessar2).

- All types of Cruiser now only gain defensive bonuses from ASW (mdsmall).

Does the above apply to Battleships as well or was this already the case?
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Lothos »

Was their an error in reporting this?

- AI Subs in Silent mode will no longer naval cruise (Lothos).

The bug was that when you told the AI to Naval Cruiser a Sub it would only use the distance of Silent Mode to do it. I think what you mean here is that if a sub is getting the Naval Cruiser command it will no longer do it in Silent Mode, correct?

Lothos
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by BillRunacre »

Tanaka wrote: Thu Sep 22, 2022 5:50 am
Does the above apply to Battleships as well or was this already the case?
It was already the case, this change just extends that further to Cruisers too.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by BillRunacre »

El_Condoro wrote: Wed Sep 21, 2022 10:34 pm
BillRunacre wrote: Wed Sep 21, 2022 6:00 pm
Elessar2 wrote: Wed Sep 21, 2022 2:54 pm Re: air units being able to do missions in bad weather w/ the 50% penalty-does that apply to carriers in storm hexes and/or if their targets are in Storms?
Yes, they can fly but attacks have half the effect.
I'm not sure if this was what Elessar was getting at but, if the carrier is in storm and the target is in a clear hex, will there be a penalty to attack or not? I assume so in the reverse but not sure about this situation.
It's based on the hex where the combat occurs, so in this instance there will be no penalty.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Hubert Cater »

Lothos wrote: Thu Sep 22, 2022 10:11 am Was their an error in reporting this?

- AI Subs in Silent mode will no longer naval cruise (Lothos).

The bug was that when you told the AI to Naval Cruiser a Sub it would only use the distance of Silent Mode to do it. I think what you mean here is that if a sub is getting the Naval Cruiser command it will no longer do it in Silent Mode, correct?

Lothos
Hi,

The issue, on the coding side of things, was that when AI subs were auto-set to be in Silent mode it was performing a Naval Cruise command, e.g. when this command was received, which was incorrect.

This was corrected, so in a technical sense, AI subs in silent mode will no longer naval cruise as this was the coding fix.

Another way to look at it is that naval cruise commands for subs will be cancelled when a sub will remain in Silent mode, hopefully this makes sense,

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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Lothos »

Hubert Cater wrote: Thu Sep 22, 2022 1:23 pm
Lothos wrote: Thu Sep 22, 2022 10:11 am Was their an error in reporting this?

- AI Subs in Silent mode will no longer naval cruise (Lothos).

The bug was that when you told the AI to Naval Cruiser a Sub it would only use the distance of Silent Mode to do it. I think what you mean here is that if a sub is getting the Naval Cruiser command it will no longer do it in Silent Mode, correct?

Lothos
Hi,

The issue, on the coding side of things, was that when AI subs were auto-set to be in Silent mode it was performing a Naval Cruise command, e.g. when this command was received, which was incorrect.

This was corrected, so in a technical sense, AI subs in silent mode will no longer naval cruise as this was the coding fix.

Another way to look at it is that naval cruise commands for subs will be cancelled when a sub will remain in Silent mode, hopefully this makes sense,

Hubert
Their is no way yo tell the AI not to be insilent mode. What the fix does is force all subs under AI control to always run in Silent Mode.

I would recommend that if the AI script is set to Naval Cruise =1 then it should not run in silent mode while executing that AI script.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Hubert Cater »

I haven't run any recent tests, but the AI subs should not always run in Silent mode, as mentioned there is a conditional check in the code to determine which mode they will be in.

But I can look to perhaps add what you suggest, it will just depend on if it potentially breaks with the mode logic, as from memory there were reasons to have subs run in Silent mode that better helped the AI subs survive etc.

If it looks to be a fair enough override, then I will make the change, as typically the priority for any AI changes go to the default campaigns, so I usually make sure they will not be negatively impacted before considering mods or other custom campaigns etc.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Lothos »

Hubert Cater wrote: Thu Sep 22, 2022 2:05 pm I haven't run any recent tests, but the AI subs should not always run in Silent mode, as mentioned there is a conditional check in the code to determine which mode they will be in.

But I can look to perhaps add what you suggest, it will just depend on if it potentially breaks with the mode logic, as from memory there were reasons to have subs run in Silent mode that better helped the AI subs survive etc.

If it looks to be a fair enough override, then I will make the change, as typically the priority for any AI changes go to the default campaigns, so I usually make sure they will not be negatively impacted before considering mods or other custom campaigns etc.
When I reported the bug all of my tests shown that the AI runs subs in either Silent Mode constantly or is limiting its movement based on being in Silent Mode.

Since their is no way to determine if a sub should run in Silent Mode my recommendation is the following for the AI

- If Sub has no AI script it should always run in Silent Mode
- If Sub has an AI script that Naval Cruise is set to 0 then it should run in Silent Mode (this will allow it to get to long range raids)
- If Sub has an AI script and Naval Cruise is set to 1 then it should run in Normal Mode so it can get the full distance of the cruise

When I reported the issue I guess I was not clear. Unfortunately with the change that was made in this patch it actually hamstrings the AI now as Naval Cruise will never work on Subs.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Ajunta Pall »

I have some questions concerning bad weather air attacks:

Does the 50% effectiveness also mean that recon missions will have a 50% likelihood of not detecting enemy units? Or do they just perform like in good weather?
One of the main advantages of air attacks is to reduce entrenchment. Does de-entrenchment in bad weather conditions just work like in good weather or is there a 50% chance that no de-entrenchment occurs?
And what about de-moralization? Is this value of de-moralization cut to half or is it fully applied?

Thanks in advance :-)
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by Taxman66 »

This is an awful lot of help for Subs; it's going to make them very, very hard to sink.

Could you at least offset this by reducing their effectiveness against naval units; their primary purpose should be going after convoys.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by armuss »

Taxman66 wrote: Thu Sep 22, 2022 6:32 pm This is an awful lot of help for Subs; it's going to make them very, very hard to sink.

Could you at least offset this by reducing their effectiveness against naval units; their primary purpose should be going after convoys.
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Re: Strategic Command WWII: War in Europe - v1.25.00

Post by BillRunacre »

Taxman66 wrote: Thu Sep 22, 2022 6:32 pm This is an awful lot of help for Subs; it's going to make them very, very hard to sink.

Could you at least offset this by reducing their effectiveness against naval units; their primary purpose should be going after convoys.
The trouble is, if their effectiveness against naval units is reduced then players would use those naval units to help surround or otherwise prevent subs from raiding. There's a fine line between them being too weak and too strong, but some additional factors are that subs that attack after moving strike with half their impact, and also that airpower will now be better able to protect ships from subs due to the weather changes.
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