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Strategic Command WWII: War in Europe
This version contains Strategic Command WWII: Community Pack DLC

Strategic Command WWII: War in Europe is a deeply immersive turn based strategy game covering the greatest conflict in modern history.

Take control over either the Axis or the Allies, while directing the efforts of each nation belonging to your alliance. From this unique perspective, you will be the supreme mastermind behind the entire conduct of operations, deciding the priorities, the strategies, and coordinating your global efforts to win the war!
Each nation in your coalition will have their own strengths and weaknesses, levels of technology, troops, equipment, and industrial capacity, and it will be up to you to make the best use of all of them!

Wage war across land, sea and air, employing a wide range of historical units combined with multiple avenues of technological upgrades. With research and development, the demands of combat and limited resources, balancing the day to day requirements of the war against your long term strategy will all be critical to ultimate success and victory.

Diplomacy and espionage will also be key tools to employ against your enemy as a war like this cannot be fought solely with military forces. Manage your relationships with neutral powers – encourage or pressure them to join your alliance, support your war effort or deny their resources to the enemy!

Through careful management of your resources, judicious research choices, wise strategic choices and brilliant deployment of your military plan, you can shape the outcome of this terrible conflict whilst continually competing against one of the most advanced AIs ever made. In Strategic Command the enemy will counter attack you every time, taking advantage of your weak points, setting traps for your forces, while waging a brutally efficient campaign on every front.

Fury Software's aim with the Strategic Command series has always been to recreate World War II in a deep yet very accessible manner. Experienced wargamers will find much to love in it!

FEATURES:
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Скриншоты

#1. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#2. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#3. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#4. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#5. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#6. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#7. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#8. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#9. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.
#10. Strategic Command WWII: War in Europe (GOG) От: Slitherine Ltd.

Видео

Что нового

  • Версия: Windows
  • Обновлено:
  • v1.30.00 Augest 16th 2024 GAME ENGINE

    Fixed a SURRENDER_2 error that did not properly fire FREE_UNIT events (Lothos).

    Fixed a resource strength display error when using the 'Show Upgradeable Units/Resources' option for ports that have the possibility of Naval Construction being applied (Mithrilotter).

    Fixed a 'range' determination error for range checks at sea that did not properly take into some rare coastal formations (Bill R.).

    Fixed an in game interface crash when navigating from the Production screen to the Purchase screen during a specific mouse click sequence (El Condoro).

    Fixed a unit attrition loss error when units have been set to no action points, e.g. no attrition was calculated for these unit types such as pill boxes (gigiduru).

    Fixed an issue with the PBEM autosave saving right after your opponents replay, and increased the time slightly between autosaves as well (MJY).

    Fixed an issue where an Engineer that was preparing a fortification, that then Operated to protect a capital, did not lose its fortification preparation status (FOARP).

    Fixed capital transfer issue (Zuxius).

    Fixed a movement path calculation error when mulitple high penalty zones of control are in play (MrOrange).

    Fixed a VICTORY screen issue when the message was too long to fit (rhaltigan).

    Fixed a max zoom refresh error when switching from scenarios to a main campaign and vice versa (abchambe).

    Fixed a SAVE GAME screen issue where selecting the second page of saves would overwrite the the potential save 'file name' with the first selection on the second screen (achambe).

    Fixed a Motor Torpedo Boat reinforcement error that allowed it to reinforce > 5 at understrength ports (Tigertony).

    Added a SCORECARD which can be accessed using the 'L' key to view the campaign summaries. The scorecard will also appear after the VICTORY screen at the end of a game.

    Added ultra widescreen support for 21:9 and 32:9 resolutions such as 3840x1440 and 5120x1440.

    Coastal Guns will now exert a zone of control not only on land hexes, but over sea hexes as well (Elessar2).

    HQs with the highest rating will try and attach to the most units possible superceding other HQs when in 'Auto' (Mithrilotter).

    Subs in Silent mode no longer spot along their movement path, only their from their final moved to position.

    Partisans no longer suffer any possible attrition as their minimum supply should always be >= 3 (Mithrilotter).

    Turn counter added as a tool tip highlight if you mouse hover over the in game date in the upper right hand corner (Simicro).

    Victory scripts connected to dummy Decision events set to Type= 2 should now fire as intended (Mithrilotter).

    Paratroops can no longer prepare if they have 0 action points.

    Amphibious Transports can no longer unload from a neutral sea coastal hex.

    Interceptors that receive attacks from an escort will no longer suffer morale loss from the attacking Escort, e.g. even if Fighters are set to inflict morale losses on defenders (Lothos).

    Abandoned port control with an adjacent enemy unit will flip to enemy control at the end of your turn, e.g. previously it would flip end of the follow up enemy turn (Mithrilotter).

    Defending Carriers that already start at 0 strength for their aircraft wing will no longer report 'shattered' when attacked, e.g. if they were to take further damage to their aircraft wing (rjh1971).

    AI planning and organization optimized/fixed for OFFENSIVE, DEFENSIVE, TRANSPORT and AMPHIBIOUS TRANSPORT plans.

    AI Maritime Bombers now fly recon missions at sea if they do not have a visible target to engage (Mithrilotter).

    AI Kamikazes no longer target subs.

    AI Kamikazes and Maritime Bombers will now try and stay within 3 hexes of the coastline.

    AI Kamikazes and Maritime Bombers will now do a better job of moving towards and focusing on naval targets if applicable.

    AI Carriers will no longer prioritize subs in first strike attacks, but may target a sub if it has been already attacked by other units or if it can be potentially destroyed.

    AI Subs in Silent mode will no longer be affected by enemy naval unit Zone of Control.

    AI naval units that pass through enemy units and take damage will now temporarily reveal itself when taking damage (Mithrilotter).

    AI air and naval will no longer attack/prioritize empty enemy resources on the very first turn of the game unless it is a mine or oil resource.

    AI air and naval units will be much less likely to attack an enemy resource unless the attacking unit has a resource attack value > 0.

    AI Destroyers and Motor Torpedo Boats should no longer attempt to shore bombard land units (Mithrilotter).

    Airfields can now be set as an ADVANCED campaign option where air units can only operate to and from AIRFIELD or adjacent to AIRFIELD hexes.

    Airfields provide supply to both land and air units.

    Air units can operate to airfields even if the 'Airfields' option is not selected.

    OFFENSIVE, AMPHIBIOUS and AMPHIBIOUS MINOR events can now all be scripted to target airfields.

    UNIT scripts can now be set to deploy units at airfields, e.g. the same as cities, capitals etc.

    Production/Deployment Queue now includes 'Airfields' as destinations for air units.
    EDITOR

    UNIT script #FULL_RESEARCH= 0 or 1 line can now also contain the optional line #FULL_RESEARCH= x.x.x where each 'x' represents the desired research level the unit is to arrive with, e.g. #FULL_RESEARCH= 2.3.4

    FLEET, AMPHIBIOUS, AMPHIBIOUS_MINOR, TRANSPORT, TRANSPORT_MINOR plans all now support the use of [<] and <unit_id, unit_id,...> for #ACTIVATION_POSITION. See the header notes for each script type for more information

    Fixed a Diplomacy 'Apply Data' error that did not properly set itself to the currently selected country (Lothos).

    All AI scripts that have an #ACTIVATE_POSITION field, now make use of [<] as well as <unit_id, ...>. See Templates\AI for more details in the NOTES section of the header of the applicable files.

    All AI scripts can now have an optional #ALIGNMENT_POSITION field added. See Templates\Events for more details in the NOTES section of the header of of the applicable files.

    Added new functionality for any EVENT script that uses the #CONDITION_POSITION field, e.g. the use of [<] as well as <unit_id, ...>. See Templates\Events for more details in the NOTES section of the header of the applicable files.

    MOBILIZATION_1 and MOBILIZATION_4 events have added functionality for the #CONDITION field, see the applicable Templates\Events files for more details in the NOTES section of the header for these files.

    Enabled the options to edit the Resource attack/defence research upgrade increments for Fighters (Lothos).
    All Campaigns

    Increased Tanks retreat range from 1 to 2 hexes.

    Fighters Bomber and Strategic Bomber defence upgrades with Advanced Fighters increased from 0.5 to 1 per level.

    AA upgrades on AA units now increase their factors by 1 rather than 1.5 per level.

    Airships and Maritime Bombers Naval Spotting now only increases by 1 per level of Long Range.

    Fighters no longer have land spotting increases with long range air.

    The Strike Range of Strategic Bombers and the Escort Range of Fighters will now rise by 2 per level of Long Range Aircraft research.

    Increased the effect of Naval Zones of Control and also moved Subs to being a Support Unit so that only 2 Subs together will exert a Zone of Control (redrum68).

    Increased all surface vessels retreat range apart from MTBs to 4 hexes, and increased the chance of both types of Carrier retreating to 100%. All types of transport now also have higher retreat chances and distances.

    Reduced the cost of Soviet Advanced Fighters research from 175 to 150 MPPs (OldCrowBalthazor).

    Heavy Bomber research is now capped at 1 chit.

    Strategic Bombers base resource attack values decreased by 1.

    Removed all Allied Variable Conditions from the Volkssturm and Volksgrenadier Decisions 607 and 608 (petedalby; HarrySmith).

    Offsets have been used to make hex 174,103 north-west of Naples better appear as a clear hex (klschult).

    Some National Morale script headings amended (DarkHorse2).

    Convoys from both North and South America can now travel to Dundee if alternative destinations in the UK are invalid (Szenser).

    Corrected the text for French National Morale dropping if the Allies declare war on Switzerland (DarkHorse2).
    1939 Storm over Europe

    Soviet paratroops can no longer upgrade to level 3 infantry weapons (Duedman).

    Fixed the description for the Unit script DE 601 - Garrison Unit In Copenhagen (DarkHorse2).

    Fixed the description for the Territory script relating to DE 354 (DarkHorse2).

    Amended the text for the Mobilization_1 script Axis DoW On Lithuania (DarkHorse2).
    1939 Storm over Europe & 1940 Attack in the West

    The presence of more than 12 units within 10 hexes of Bac u now increases Soviet Mobilization in the same way that having more than 18 units within 10 hexes of Warsaw does (OldCrowBalthazor; papa bear).

    Italian mobilisation in response to Allied invasion now also provides them with an AA unit at Naples, while their National Morale boost has been increased from 2,000 to 3,500 points and the earliest the Western Defence Force can deploy in Egypt has been changed from the 1st January 1940 to the 1st May 1940. Finally, Spain s mobilization should the Allies prepare to invade Italy has increased from 5-12% to 10-25%, and the US s from 5-12% to 5-15% (havoc1371).

    Fixed the Belligerence script #NAME= Italy Declares War On The Allies (France) (DarkHorse2).

    Reworked the triggering of the Soviet Winter event hitting Axis forces in the USSR so that its occurring will be less predictable (MoongazerSlitherineSSL; redrum68).

    Corrected the Alignment Position in the National Morale script AXIS AI: France - Germans Near Paris Additional Morale Loss Helper (DarkHorse2).
    1939 - 1942 Campaigns

    The German Decision to occupy Vichy France (DE 637 and DE 638) and Tunisia (DE 639 and DE 640) will now only fire if British or US land forces are present in Algeria. Previously air units counted, but they no longer do (HvS).
    1942 - 1944 Campaigns

    Added a section on Leningrad s Road of Life to the Strategy Guides (Duedman; El_Condoro).
    Patch v1.24.00 (2 February 2022) GAME ENGINE CHANGES

    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).
    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)
    Update 1.20.00 (25 February 2021) GAME ENGINE CHANGES

    Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1).

    Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952).

    Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors).

    Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).

    Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.

    Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka).

    Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes.

    Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber).

    Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason).

    Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor).

    Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus).

    Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo).

    Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.

    Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).

    Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).

    Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).

    Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (USGrant1962).

    Improved an AI HQ position vulnerability issue (Joseph).

    Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).

    Loop sea transfer hexes enhanced for greater visibility (Christolos). EDITOR CHANGES

    Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2)
    1939 and 1940 campaigns.

    Territory script #NAME= Germany Annexes Alsace amended so that Metz (160,84) is included (cendrich).

    If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (210,126) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).

    While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.

    Strategy Guides updated to reflect that the timing of Yugoslavia joining the Allies after the pro-Allied coup is now variable (cendrich). All Campaigns

    Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.

    Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).

    Header explanations for the Supply scripts updated.

    Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).

    HQs can now upgrade AA to level 3 (Will952).

    National Morale script for the liberation of London corrected (BigJohn).

    Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).

    Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
    Update 1.19.00 (9 December 2020) GAME ENGINE CHANGES

    Fixed a Maritime Bomber error that did not take into account its ASW when attacking a sub (Mithrilotter).

    Fixed a FoW error that would cause subs to disappear from the screen when they were in Silent mode and within a shroud lifted area after a friendly Carrier would move within spotting range but not adjacent to the sub (Mithrilloter).

    Fixed a convoy path checking error that did not consider control of Land + Sea hexes when checking for proper convoy path validity (sschnar1).

    Fixed a combat error that did not have friendly artillery return fire from an controlled Heavy Artillery attack if within range (Mithrilotter).

    Fixed an enemy raider unit display error under fog of war if the raider unit was a Tactical or Medium bomber (Mithrilotter).

    Fixed a port control switching error for when a country surrenders as it was switching under some rare conditions when it should not have been (Mithrilotter).

    Fixed a supply map display error (from pressing the 'S' key in game) that showed an incorrect supply distribution value from HQs from nations above #COUNTRY_ID = 100, e.g. Sudan or similar (Mithrilotter).

    Fixed an error that had naval units reduced to 1 AP when there would be ice on their current hex, but there was no ice visible on the map due to the 'Weather' option being disabled (Ken Schultz).

    Fixed an error that had some countries lose their Primary and Secondary supply positions when their capitals had moved (MJY).

    Fixed an error that did not properly boost an HQs supply, via HQ linking and boosting, in some rare cases when it should have otherwise been boosted.

    Fixed an error that allowed armored trains or rail guns to be placed upon non rail hexes (PvtBenjamin).

    Fixed a sub mode change error whereby selecting to set a sub already in Silent mode, into Silent mode once again, incorrectly reduces its action points by 1/3 (Hotzn).

    Renamed Naval/Tactical mode for Carriers to Bombers (epekepe).

    User saves versus the AI will now remember the last map position and center on that position when loading the save (John Fireheart).

    Computer spotting range bonuses, as set in the OPTIONS screen, will no longer include extended spotting of Naval Mines (Hotzn).
    HQ supply rules, plus boosting/linking rules recap:

    HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.

    HQ distribution supply:

    HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).

    HQ supply 1 or 2 will have a distribution supply value of 5.

    HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).

    HQ supply 5 will have a distribution supply value of 8.

    HQ supply > 5 will have a distribution supply value of 10.

    HQ boosting can only be achieved if the first HQ has a supply value >= 3 (previously it was > 0).

    the HQ to be boosted must have a supply value < 5 and is now automatically increased to a supply value of 5 which caps its distribution supply at 8.

    this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.

    LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1 and < 3.

    the HQ to be boosted must have a supply value < 3 and is now automatically increased to a supply value of 5 which caps its distribution supply at 6.

    Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source of the boost.

    Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.

    Air units do not receive supply from an HQ unless they are attached.

    Under supplied Air units, due to not being attached to an HQ, will be indicated by a red hatch beneath the applicable Air unit.

    Under supplied Air units, attached to an HQ but not to the most optimal supply giving HQ, will be indicated by a purple hatch beneath the applicable Air unit.
    EDITOR CHANGES

    Fixed a 'TEXT' folder file read error that required an extra empty line at the end of the file in order to be properly processed/read (OnlineGeneral).

    Fixed a Help File launch error (OnlineGeneral).

    Fixed a unit renaming/properties screen issue that incorrectly added duplicate names to the unit build lists.

    Fixed an issue whereby HQs that were set to not be reformable, were still reforming in game once destroyed.

    Added a #VICTORY_PERCENTAGE= line for the VICTORY scripts to be used for tournament point calculations.
    All Campaigns

    Athens is no longer on a mountain (Mithrilotter).

    Moved a British Partisan location from Liverpool to Sheffield (The Land).

    Railway added joining Yozgat to Erzurum to Kars and Leninakan (Captjohn757).

    Convoys to Murmansk now have the ownership of every resource checked between Murmansk and Belomorsk, plus Vologda, so that the convoy only works if all of these are in Allied hands (mdsmall).

    The chance of rain in Weather Zone 3 (British Isles) reduced in Fall from 25 to 20%, in Winter from 30 to 15%, in Late Fall from 35 to 15% and in Late Winter from 35 to 20%. The chance of snow in Late Fall has also been reduced from 30 to 10% (JJRambo).

    The chance of rain in Weather Zone 6 (Europe) reduced in Fall from 40 to 20% and in Late Fall from 35 to 20%. The chance of snow in Late Fall has also been reduced from 30 to 10% (JJRambo).

    Corrected the weather zone that hex 41,126 belongs to (BiteNibbleChomp).

    Port and Major Port Sub Defense bonus increased to 5 (ReinerAllen).

    Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).

    Manchester is now a National Morale Objective (Tanaka).

    DE 105 now triggers National Morale scripts boosting British National Morale by 10,000 points if London, Birmingham and Manchester are all in Allied hands and there are no Axis units within 10 hexes of Birmingham, i.e. if the Allies liberate the UK (Cpuncher).

    Providing Moscow is in Allied hands, Germany has not surrendered and the US is in the war, then from January 1943 the USSR will receive 100 National Morale points per turn, in addition to the one-off boost they receive at this time (Jackmck).

    If the British lose Egypt and are driven from it, but then manage to retake Cairo their National Morale will be boosted by 5,000 points (Marcinos1985; pjg100).

    French liberation helper providing a liberated France with MPPs will now only fire if there are no Axis units within 3 hexes of Paris (Mithrilotter).
    1939 Campaign

    The British Fighter that arrives on the 1st May 1940 now deploys at Birmingham rather than Oxford (Cpuncher).

    German Decision DE 601 to seize Denmark is no longer contingent on France’s status and it will also now only fire in April 1940 (Aussiematto).

    The Treaty Ports will now return to belonging to Ireland if Ireland joins the Axis or Allies (The Land).
    1939 and 1940 Campaigns

    Added alternative deployment locations to the USSR's Baltic Front units, and removed their link to the Baltic States Decision Event. Also added alternative locations to the UNIT script for the Soviet Baltic fleet (pjg100).

    Added a Free Unit script for the Dutch navy to fight on after the fall of the Netherlands (Sgt. York).

    Dummy Decisions DE168 and DE 169 added to deploy the 7th Armoured in the UK if London or Alexandria are in Axis hands (Cpuncher). The French National Morale script entitled ‘France - German Blitzkrieg’ now requires there to be 2 Axis units within 1 hex of Verdun to fire, whereas previously only 1 was required (Taifun).

    Limerick will now return to Ireland if Ireland joins the Axis or Allies (The Land).

    German AI may now invest in diplomacy to swing a neutral but pro-Allied Finland towards the Axis (Mithrilotter).

    Mobilization_2 script for Italy amended so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 30 hexes of Syracuse Port, or 7 or more Allied naval units within 18 hexes of Syracuse Port (OldCrowBalthazor).
    1939; 1940 and 1941 Campaigns

    Corrected DE 405 for the USSR to form I Polish Corps as previously it was referring to DE 400 (crispy131313).
    1943 & 1944 Campaigns

    Greatly reduced the chance of the AI building some naval unit types (usual2020).
    Update 1.18.00 (12 August 2020) GAME ENGINE CHANGES

    Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565).

    Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin).

    Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat).

    Fixed a transport unload error that would sometimes freeze the rest of the in game interface.

    Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection.

    Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo).

    Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).

    Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313)

    Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion.

    Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).

    Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See TemplatesEvents POPUP.txt for more details in the NOTES section of the header.

    Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See TemplatesEvents for more details in the NOTES section of the header of the applicable files.

    Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface.

    Added mouse hover information for map convoys.

    Added mouse hover 'Undersupplied' air unit information text.

    Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details.

    Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell).

    Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott).

    Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).
    All Campaigns

    Germany's base HQ Build Limit increased from 6 to 7 (Sugar).

    The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London.

    Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports.

    USSR scorched earth settings changed from 30 -> 50%, to 40 -> 50% for Settlements, Towns and Fortified Towns (Taifun).

    Unit script header text relating to '#DISPLAY_TURN=' updated.
    1939 and 1940 Campaigns

    Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 1-2 hexes of key locations.

    Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 30 hexes of Syracuse Port.

    Mobilization_2 scripts for the USSR amended to reduce their upward swing towards the - Allies from an Axis Sealion under Green and Novice difficulty levels when playing against the Allied AI.

    New in game messages and Pop Up Events added to better assist the Axis player on how many units need to be kept in the east to avoid increasing Soviet mobilization.

    The USA will now swing 15-20% towards the Allies on the 7th December 1941 when Japan attacks Pearl Harbor.
    1939 Campaign

    If they had transferred to the UK's control, the Ports of Cork, Wexford and Limerick will now return to Ireland if the UK surrenders (Mithrilotter).
    1940 Campaign

    Decisions 418 and 611 and two POP UP scripts #NAME= ALLIED AI: German/Soviet Front Garrison Report 1941 fixed so that they will now fire, as they were incorrectly only set to fire if DE 600 = yes, but DE 600 does not exist in this campaign (Mithrilotter). If it had transferred to the UK's control, the Port of Limerick will now return to Ireland if the UK surrenders (Mithrilotter).

    <> and <> added to the language files relating to the Unit scripts (Mithrilotter).
    1939, 1940 and 1941 Campaigns

    Mobilization_2 scripts for Spain amended so they now check for only US Amphibious Transports within 1-2 hexes of key locations.

    Removed the experience points from the US navy when it deploys on joining the war, and also from some AI scripted units (Mithrilotter).

    Mobilization_2 script #NAME= ALLIED AI: Axis Units In The UK (USA->Allies) amended so that it now only moves the US 1-2% towards the Allies rather than 2-4% per turn at all but expert level. At expert level it does move the US 2-4% towards the Allies (Mithrilotter).

    An Axis Declaration of War on Latvia or Estonia now swings the USSR 25-40% towards the Allies for each, whereas it was previously 25-35 and 15-20% respectively (smckechnie).

    Mobilization_4 scripts triggering DE 1009 and DE 1010 added for an Axis Declaration of War on Latvia or Estonia respectively. Each will trigger the mobilization of a half strength Soviet Corps in Leningrad.

    Mobilization_4 script triggering DE 1005 will now lead to the deployment of a full strength Soviet Army with full research at Leningrad and another at Moscow if Bulgaria is neutral when the Axis declare war on the USSR.

    Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units have been reduced accordingly.
    1942 Campaign

    Timoshenko HQ and 1st Cavalry Corps now start with entrenchment level 2 (Ashes Fall).
    Update 1.17.02 (07 May 2020) GAME ENGINE CHANGES/FIXES

    Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).

    Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.

    Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).

    Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).

    Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).

    Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).

    Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).

    Fixed a ZoC display error related to unreachable hexes (terry1040).

    Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).

    Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).

    Fortification facings now have an effect on attacking Amphibious transports (Christolos).

    New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).

    PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).

    PBEM++ in game chat messages now increased to a length of 140 characters from 130.

    PBEM++ server access and Refresh further optimized and sped up considerably.
    All Campaigns

    Improved AI RESEARCH and PURCHASE scripts (Armuss).

    Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.

    1939 and 1940 Campaigns

    A French Garrison unit now starts in Oran.

    DE 602 to form Vichy France no longer includes a check for Axis units in North Africa.

    Oran will now be an Alternate Capital for France if Germany says no to Vichy and so France fights on from North Africa.

    The Trigger % for Italy to mobilize 1-2% towards the Axis if the Allies abandon positions in the Mediterranean has been reduced from 50 to 40%.

    1939-1943 Campaigns

    Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.

    1939, 1940, 1941, 1942 and 1944 Campaigns

    Soviet Corps and Army Combat Target Statistics corrected in all campaigns apart from 1943 as the 1943 campaign did not need correction (Etzel).

    1939 Campaign

    Mobilization_1 script #NAME= General Surrenders To Axis (Italy?Axis) now requires Poland to have surrendered for it to fire (PvtBenjamin).

    1939 and 1940 Campaigns

    The Yugoslav Coup triggered by the British Decision Event 104 now has an equal chance of happening on the 3rd March, 4th April or 26th April 1941.

    1943 Campaign

    Reduced the land spotting of all surface combat vessels and regular Transports from 1 to 0 in the 1943 campaign (Markiss).

    1944 Campaign

    Fixed an error where Italy was set to have Aerial Warfare Level-2 where the max for all countries is set to 1 (Armuss).
    Update 1.16.03 ( 28 August 2019) Game Engine Changes/Fixes

    fixed a HOTSEAT password issue that kept asking for a NEW PASSWORD.

    fixed a STRENGTH script handling error that did not reduce unit morale as expected.

    fixed a PBEM++ resign game error that did not allow their opponent to subseqently view the turn.

    fixed a combat calculation error that in some cases incorrectly boosted attack result values too high against zero supply or zero morale units.

    fixed an issue where under supplied Air units were in some cases incorrectly being indicated by a purple hatch despite being unable to attach to a more optimal HQ in the area.

    fixed a NEW UNITS placement error that would in a rare case not list the correct placement hexes for a minor unit.

    fixed a PBEM++ Lobby error that would lead to a CTD when the 'Play' button was clicked and

    there were no current games being listed.

    fixed a Research calculation error that would in some rare cases lead to no advancemets when

    there should be some for a particular category.

    fixed a Sub damage and dive error that resulted in Subs regaining their lost strength after diving.

    fixed a HOTSEAT game error that did not always launch start of turn DECISION events from saved turns.

    fixed a renaming of a Transport unit error that did not preserve the amended name.

    all Majors now have their spotting ranges, for land, air and resources, reduced to a range of 1 hex until they are fully mobilized.

    optimized AI land combat calculations to dramatically improve AI speed here by up to 75% when

    there are a lot of land units on the map later in the war.

    HOTSEAT games now have the option to view a replay of your opponent's last turn.

    MOD packages that include modified Media folder items will now also be read and loaded by the game.

    a more informative ZOC highlight is now visible on the map when a unit is selected and enemy ZOC hampers forward movement.

    SETTINGS screen now allows players to change screen resolutions.

    improved AI unit swapping for more optimal combat attack combinations.

    Research screen will now indicate the expected advancement range including all applicable

    bonuses when mouse hovering over the location where a chit is applied. This is only shown when

    Fog of War is not selected.

    Research Breakthroughs can now happen at any time, 45% threshold no longer applies, and the breakthrough range is increased from 15-25% from 10-20%

    Spying and Intelligence research bonus can now only be negated by a higher value from fully mobilized enemy Major, i.e. pre war USSR cannot negate the German bonus.

    Spying and Intelligence research bonus can now only be decreased by a value from a fully mobilized enemy Major, i.e. pre war USSR cannot decrease the German bonus.

    Spying and Intelligence research bonus for a non mobilized Major, can no longer be affected in any way by a mobilized Major, i.e. Germany cannot decrease a pre war USSR bonus.

    HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.
    HQ distribution supply has been changed to the following:

    HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).

    HQ supply 1 or 2 will have a distribution supply value of 5.

    HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).

    HQ supply 5 will have a distribution supply value of 8.

    HQ supply > 5 will have a distribution supply value of 10.

    HQs (boosting recap) can now only be linked if the first HQ has a supply value >= 3.

    the HQ to be linked must have a supply value < 5 and is now automatically boosted to a supply value of 5 which caps its distribution supply at 8.

    this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.

    SUPPLY SCRIPT events such as the Malta Supply Reduction event for Axis resources in North Africa, will require #SOURCE_POSITION units to have a strength >= 5 or the event will not fire.

    Suppression as opposed to outright capture of locations such as Malta will now be possible in order to negate the supply reduction effects.

    Editor Changes/Fixes

    fixed an issue where minor nation HQ flag bases were not being properly shown when displaying 3D units.

    'reflect at capital' option now changed to 'reflect at position' under the Edit Country Data screen.

    added a load and apply custom MOD screen option, allowing editors to turn on or off installed graphical

    MODS at anytime in the Editor.

    mods must be installed in the USER folder for the game, typically Users\\Documents\My Games\Strategic Command WWII - World at War\Mods mods must be installed in the following format:

    Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\

    Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Bitmaps

    Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Interface etc.

    All Campaigns

    Added an additional German AI GUARD position to help better deal with an Italian surrender and for when Italy vacates Tirana.

    All Major HQs can now command Minors in line with their cooperative settings (Mithrilotter).

    The USSR now has an uncooperative setting so that Allied forces will only receive a maximum of 3 supply within Soviet territory, and Red Army HQs can only command Minors' units belonging to countries whose Allied parent is the USSR.

    German National Morale now falls by 10,000 points if Berlin is captured (Mithrilotter).

    Italian 3D units now reflect their facing at Bologna and no longer at Rome.

    USSR scorched earth settings changed from 30 -> 70%, to 30 -> 50% for Settlements, Towns and Fortified Towns, and from 60 -> 80%, to 40 -> 60% for all Cities, Major Cities, Capitals and Major Capitals.

    Malta supply reduction effects amended to a slightly lower reduction range of 1 to 2 strength points per hit. Previously some could be as high as 2 to 3 strength points per hit.
    Update 1.16.02 (30 May 2019)

    GAME ENGINE CHANGES/FIXES

    fixed a CTD error when selecting naval units within a campaign that has no set weather zones.

    fixed a CTD when entering a PURCHASE screen for a Major that has no available unit types to build for itself or for an applicable Minor.

    fixed a FoW reveal error during the last turn replay for some players when they switched computers between turns.

    Subs that dive from an attack will no longer pass through an enemy Land + Sea hex.

    1939 Campaign

    The UK’s Carrier Illustrious can now be deployed at any UK port in May 1940 (witpaemail).
    Update 1.16.00b (2 May 2019) Game Engine Changes/Fixes

    Fixed a bug that allowed naval units to enter sea ice hexes.

    Fixed a unit movement error that allowed units to move a second time under a rare combination of circumstances.

    Fixed an error where an artillery unit with no shells could attack under fog of war during a surprise encounter.

    Fixed AI Strategic Bomber and Rocket attacks to have a higher priority on available resource targets.

    Fixed a convoy protection message error that output the same name for the recepient and sender countries.

    Fixed a unit display error that would show enemy unit experience under FoW when mouse hovering over an enemy unit.

    Fixed an upgrade error that allowed some instances of upgrades in non cooperative hexes.

    Fixed a reinforcement error that allowed some instances of reinforcement in non cooperative hexes.

    Fixed a mouse hover delay error after conducting combat in game.

    Fixed a Major_01 custom bitmaps retrieval error for mods or other custom campaigns.

    Fixed a Diplomacy screen text display error when the number of friendly majors investing exceeds 6 majors.

    Fixed a rare CTD bug in the Convoy Map screen that would happen if there should be a convoy listed for a country completely knocked out of and removed from the war.

    Fixed some AI transport handling that incorrectly added units to transport plans beyond the scripted size.

    Fixed a LOOP event issue that caused the scripted loop positions to change locations.

    Fixed a PBEM++ Lobby error where if there were no entries in the Join list and you pressed the Enter key, it would cause a CTD.

    Fixed a TERRITORY event error that could lead to the creation of more than one Capital for a new country.

    Fixed a mouse hover resource MPP display error that did not show MPP values for Fortresses if they were assigned a value.

    Fixed a Reports screen error that did not count Major Cities and Major Capitals when mouse hovering over the bar chart for Cities.

    Fixed an error that did not take into account an enemy crossing action point penalty value for Major Rivers.

    Fixed an error that did not take into account general action point penalties for River terrains.

    Fixed a Diplomacy screen error where friendly majors not yet at 100% were not showing in the list.

    Fixed a Diplomacy screen error that did not list fully mobilized Minor countries that are not yet at war with the currently selected Major.

    Fixed a National Morale error that saw large decreases of National Morale during Strategic Bombing attacks.

    Fixed an HQ attachment error that allowed you to attach/detach units that had attacked but not yet moved.

    Fixed a hidden unit error that had Subs attacking other Subs when an AI Sub was surprised by an enemy Sub.

    Fixed an issue where some DECISION TYPE=3 events were not firing on AI turns.

    Fixed an issue where Amphibious Transports could remain at sea and attack adjacent land units over subsequent turns, now they can only attack once without the ability to attack again on a new turn.

    Fixed an issue where Special Forces could not load into an Amphibious Transport in an available coastal hex if it was located next to an adjacent Port that was full of naval units.

    Fixed an error that allowed Paratroops units to air drop into bad weather hexes.

    Fixed an error that allowed UNIT event Garrison units to arrive with strengths > 5.

    Fixed a position check error that led to some unwanted POPUP events triggering when they shouldn't have.

    Fixed a bug where an enemy naval unit trapped in a friendly port, after hex ownership change, could not be attacked.

    Fixed a bug where Coastal Guns could not fully spot adjacent enemy naval units under FoW.

    Fixed an error relating to declaring war on all available nations and then attempting to launch the Diplomacy screen which led to a CTD.

    Fixed a 3D model unit sprite error for some AI units coming off of the production queue.

    Fixed an issue where a Sub would dive and disappear from view under FoW despite ending its dive next to another eligible attacking unit.

    Fixed an issue where naval units that took refuge along neutral major country coastlines could not be attacked.

    Fixed an AI reorganizational issue that led to it placing air units adjacent enemy borders when it was at 100% but not mobilized.

    Fixed a Carrier move and strike range error that did not allow Carriers to recon once they moved their maximum AP and had no visible targets in range.

    Fixed an escort error that allowed fighters from bad weather tiles to escort.

    Fixed a unit desertions/surrender error for units with supply < 5 that had them incorrectly re-appear on the purchase list at a discounted price.

    Fixed a combat error that did not list destroyed units that were in good supply for possible repurchase at a discounted price.

    Fixed several AI Carrier combat issues as Light Carriers were never attacking and Carriers were avoiding enemy naval units in port.

    Fixed reinforce tool error that did not allow you to elite reinforce the aircraft portion of a Carrier.

    Fixed a hide/show unit error that kept units hidden when you elected to end a turn.

    Fixed a bomber flying over neutral territory error.

    Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++.

    Fixed a rare AI Carrier combat error that led to a Carrier restrengthening itself prior to a follow up strike if intercepted and it had acted as its own escort.

    Fixed a minimum shell reloading for artillery error at the start of each turn.

    Fixed a rare AI naval combat error that led to a CTD.

    Fixed an error that led to zero strength units not being destroyed in some rare cases.

    Fixed a spotting error that did now allow units to have a proper FoW shroud reveal at sea relative to their spotting range.

    Fixed a spotting error that allowed some units such as Carriers to have a full range shroud reveal as well as spotting within rain/storm hexes.

    Fixed a Carrier movement issue that set Carrier strikes to 0 when full AP had been expended under FoW.

    Fixed an end of game error that would lead to a CTD when navigating sub menus after the game has ended.

    Fixed a MOBILIZATION#4 DECISION linking error that did not properly fire linked events from other scripts.

    Fixed a MPP losses calculation error for when the defender was a Transport, actual unit type MPP losses were not taken into account.

    Fixed and better optimized several issues related to AI transport escorts and screens with naval units.

    Zero supply units, HQs excluded, automatically lose 1 strength point per turn if and only if they are at least one hex beyond traceable supply.

    Automatic interception will now select fighters with an optimal combination of high readiness and advanced aircraft research level.

    Information tips added to Diplomacy screen to help further indicate the diplomatic status of the majors listed at the top of the country list.

    Upper left country flag selection in the game screen will now default to the first non AI controlled friendly major country ID on your side when playing an AI game.

    Selecting a major in the upper left country flag selection area of the game screen will now determine the first major country ID selected when navigating the various interface screens.

    AI will no longer disproportionately focus on Coastal Guns with its navy, and will try and avoid Kamikaze attacks on enemy subs since they are likely to dive.

    POPUPs specific to AI controlled Majors on your side will no longer appear during your turn.

    FoW will no longer be recalculated before a friendly Major is controlled by the AI on your turn.

    Hidden resources on the map will no longer appear in any reports screens and/or totals.

    Reclaiming a diplomatic chit will now warn you before finalizing the action.

    NATO sprites will now also mirror their facings as needed, similar to 3D units, which will be useful in some mods.

    PBEM++ in game messages to opponents now increased to 130 characters from 65.

    PBEM++ games will seamlessly work if you switch from one computer to another between turns.

    Majors that reach 100% will now still appear in the Diplomacy screen list enabling declarations of war against them, but diplomacy will still be inapplicable as they've reached 100%.

    Abandoned Ports adjacent an enemy City/Town will now switch to enemy control.

    Clicking on a location in the Convoy Map will now have the game jump to this location.

    Implemented support for UNICODE (UTF-8 BOM).

    Re-typed internal data types to use less memory bits wherever applicable.

    Increased the number of MAJORS from 8 to 10.

    Supply rule changes: ◦ Subs can no longer dive at 0 supply.

    All raiders can no longer raid at 0 supply. ▪ Defending units at 0 supply will receive 50% more damage from a successful attack against them.

    Fighters and carriers cannot intercept/escort when at 0 supply.

    Maximum reinforcement points is now 5 strength points per turn for all naval units except Motor Torpedo Boats.

    Naval units positioned top of a small island sea enemy hex will no longer be fully revealed under FoW.

    Minor nation Capitals, Fortresses with 3 or more adjacent enemy units will now have their supply reduced by one strength point per turn.

    Neutral majors can no longer load units onto Amphibious Transports.

    Research and intelligence breakthroughs have been amended to simply increase the development advance percentage by a random 10-20% rather than a full development breakthrough as was implemented in previous games.

    Defending subs at zero supply, or defending land units defending from ground attack at zero supply, will now have their morale fully recalculated after any defending strength losses are applied.

    Research progression report popup alerts now display the percentage advance in the popup.

    Research breakthrough advancements doubled from 5-10% to 10-20%.

    Operational movement cost for air units is now double that of land units.

    Zoomed map that shows the entire map will now recognize if the 'hide' unit option is enabled and only show unit activation symbols if units are not selected to be hidden.

    Scrolling of map when mouse cursor is along map edges will no longer occur if a player has left clicked the map to drag the map instead.

    Computer income bonus (MPP %) has been changed to 5% increments from 10%.

    Special Forces units, after amphibiously unloading, now maintain supply for up to 5 turns with a drop of 2 supply points per turn.

    Free French units can now be attached to British HQs.

    Subs will now have a 25% chance of receiving at least a single strength point loss when diving from attack.

    Ports no longer provide supply to land units if there is an enemy land unit adjacent to the port.

    Improved AI HQ landings which now better attempt to consider adjacent enemy units before landing.

    Improved AI Amphibious landings in general.

    Fortifications that have a lower defense value than the terrain they are located on, will now adopt the terrain defense value + 1. Otherwise the regular Fortification defense value will apply.`

    National Morale losses and bonuses due to naval combat will now be doubled for all naval units except for Destroyers, Subs, Motor Torpedo Boats and Transports.

    NEW UNITS screen will no longer be displayed unless there is at least one new unit that can be placed on the map.

    Intelligence spotting of hidden units under FoW now capped at 5 units per turn.

    New units that cannot be placed on the map will now have the OK button shown as disabled, with a tool tip over the OK button providing further information.

    tile_highlights_sprites.png file amended to add an extra highlight which separates the ZoC highlight, 7th sprite, from the sometimes used extra attached HQ highlight.

    Added a load and apply custom MOD screen under the SETTINGS screen, allowing players to turn on or off installed MODS at anytime in game. ◦ Mods must be installed in the USER folder for the game, typically Users\\Documents\My Games\Strategic Command WWII - World at War\Mods

    Mods must be installed in the following format: ▪ Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\

    Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Bitmaps

    Users\\Documents\My Games\Strategic Command WWII - World at War\Mods\\Interface etc.

    Editor Changes/Fixes

    Forced march and naval cruise range multipliers are now editable.

    Max strength for resources amended to 15 from 20.

    Dramatically improved script compilation speeds

    New View button to help with editing and viewing POPUPs and DECISIONs to see how they will appear in game

    More powerful display options for POPUP and DECISION events, see header notes at the top of these files for more details.

    POPUP events now have a #MAP_POSITION field that if specified will center the map on this position before the popup image appears.

    Added a #NAVAL_CRUISE= flag for AI TRANSPORT and FLEET events.

    Fixed a v1.15 -> v1.16 conversion error that did not properly convert the turn/economic data from modded campaigns when using the CampaignConversionTool.exe

    Fixed a CTD when attempting to zoom in on small map sized custom campaigns.
    Campaigns

    Successful diplomacy against Majors will now move them only 4-8% towards your side, and the cost of a chit has consequently been reduced from 175 to 150 MPPs.

    Successful diplomacy against Minors can move the targeted country 4-24% towards your side.

    Tanks De-Moralization value increased to 35% and Heavy Tanks' to 50%.

    Tactical Bombers' De-Moralization value increased to 30%, and their attack values reduced from 2.5 to 1.5 against Soft and Hard targets.

    Medium Bombers' De-Moralization value increased to 50%, and their attack values reduced from 1.5 to 0.5 against all land targets.

    Strategic Bombers' De-Moralization value increased to 15% and their Fighter Defense value decreased from 1 to 0.

    Chance of all types of Transport retreating increased to 75%, with the potential retreat range for Transports and Amphibious Transports (Long Range) increased from 2 to 3 hexes.

    Subs’ Hidden Attacker Readiness Bonus reduced from 25% to zero.

    Decreased land units’ Operational Costs from 15 to 10%; air units from 30 to 20%.

    Division; Corps; Paratroops; Cavalry Division; Cavalry Corps moved to be second line units when assessing Zone of Control rules.

    Shock Army’s upgrades for Infantry Weapons will now improve their Light Armor and Tank Defense by 1.5 per level rather than 1 per level.

    Aircraft occupying Marsh or Mountain now benefit less from the terrain’s defensive bonus if they are attacked by infantry or armoured units (room).

    The cost of Mechanized units has been increased from 200 to 250 MPPs (Pocus).

    Cost of Coastal Guns doubled from 100 to 200 MPPs so as to increase their repair costs.

    The cost of Motor Torpedo Boats reduced from 100 to 75 MPPs (Mithrilotter).

    The cost of the UK’s Fighters has been reduced from 250 to 225 MPPs.

    O.S.S. and Norwegian Batteries’ Strength scripts corrected (dhucul2011).

    O.S.S. Strength scripts’ effects increased to bring them in line with WorldAtWar.

    Trigger date for Mobilization_2 scripts Sealion (Turkey?Axis); Axis Advance To Sevastopol (Turkey?Axis) and Axis Conquer Egypt (Turkey?Axis) amended so they can fire from 1st September 1939 (Taxman66).

    Italy’s National Morale will now fall by 5,000 points if Germany surrenders, providing Italy is still on the Axis side.

    If the UK moves its capital to Canada then Halifax Town and Port no longer switch ownership to the UK, instead Yarmouth does.

    Removed the mention of Vichy from the Unit script for the deployment of the Lorraine Battleship (Taxman66).

    National Morale script boosting Soviet morale when France is liberated no longer requires Moscow to be in Allied hands when it fires, but it does now require Paris to be in Allied hands (Numdydar).

    The wording of the Soviet National Morale boosts when Allied forces are in France and Italy amended, so they will also feel right when these forces haven’t landed but have instead marched into France or Italy from elsewhere (Xwormwood).

    Strategy Guides updated to reflect DE 603 where Germany can entice Franco to enter the war requires Spain to have a pro-Axis leaning of 60% to fire.

    All air units deployed via DE 301 now arrive with full research and the 1939 and 1940 Strategy Guides have been updated to reflect that (Taxman66).

    Research progression to levels 4 and 5 is now at an average of 4% per turn.

    Patton’s base rating increased from 6 to 7 (JJRambo).

    Fortification’s Maximum Entrenchment increased from 3 to 4.

    DE 619 now provides 4 rather than 2 Volksgrenadier Corps, and their formation boosts German National Morale by 5,000 rather than 2,500 points (LLv34Mika).

    1939 Campaign

    France’s Tourville Heavy Cruiser now deploys from the Production Queue on the 1st March 1940.

    The time delay between the UK ordering Operation Fork and it being carried out has been removed.

    Improved AI handling of a post Sealion situation.

    Germany’s starting MPPs increased from 50 to 100.
    1939 and 1940 Campaigns

    Alternative deployment locations added for the Afrika Korps so that if the original location is not available, the units can deploy elsewhere.

    1939-41 Campaigns

    BELLIGERENCE_CONDITION= corrected in the Belligerence script AXIS AI: Germany Declares War On The USA (sPzAbt653).

    The cost of DE 627 for Germany to deploy Coastal Guns corrected so that it matches the Decision text (sschnar1). Strategy Guides updated to reflect that DE 113 fires 1st September 1941 rather than on the 1st December 1940.

    1941-1944 Campaigns

    When France is liberated it will now have Mobility and Anti-Aircraft Defense level 1 (Mithrilotter).

    defender losses would be greater than the remaining defender unit strength, i.e. unit will be beyond destroyed.

    unit count totals in the Reports screen will now include units in a naval loop.

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    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 10 (3.9)   Версия: Windows   The initial release of Command H.Q. was met with great enthusiasm from strategy game fans. In fact, it was voted 1991's Wargame of the Year by Computer Gaming World. In this fast-paced
        ⥯ 
    • War Chess
    • GOG Игры: Стратегии  От: Piko Interactive
    • $9.99   
    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 2 (4.8)   Версия: Windows   Battle for triumph and glory! By the Queen's Decree, two fantasy hosts must battle for victory and glory. Mobilize a host of humans, dwarfs, elves and other creatures. Equip your ...
        ⥯ 
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    • GOG Игры: Стратегии  От: Mythwright
    • $59.39   
    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 10 (4.6)   Версия: Windows/Linux/MacOS   If you desire the absolute incarnation of evil, then look no further than the Ultimate Edition, which features: base game, Heart of Gold expansion, My Pet Dungeon expansion, The Under ...
        ⥯ 
  • -80%
    • War Hospital - Supporter Edition
    • GOG Игры: Стратегии  От: Nacon
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    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 0 (5.0)   Версия: Windows   Help support the project with the "Supporter Edition". Get your hands on the special chapter featuring the famous Marie Curie and her X-ray technology. To immerse yourself fully in the
        ⥯ 
  • -60%
    • War Wind II: Human Onslaught
    • GOG Игры: Стратегии  От: SNEG
    • $2.39 $5.99 -60%   
    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 9 (4.1)   Версия: Windows   After many years of war, much has changed on the world of Yavaun. Humans, reluctant colonists, are now part of the cultural diversity of this alien world. Factions have formed over the
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    • Men of War: Red Tide
    • GOG Игры: Стратегии  От: Fulqrum Publishing
    • $4.99   
    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 7 (4.0)   Версия: Windows   Men of War: Red Tide is a sequel to the critically acclaimed RTS Men of War. Red Tide introduces a new story driven campaign based on the writings of Soviet scribe Alexander Zorich, it
        ⥯ 
  • -75%
    • AI War Collection
    • GOG Игры: Стратегии  От: Arcen Games
    • $4.24 $16.99 -75%   
    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 20 (4.5)   Версия: Windows/Linux/MacOS   Includes the base game, AI War: Fleet Command, and the DLC Pack consisting of: AI War: The Zenith Remnant, AI War: Children of Neinzul, AI War: Light of the Spire, AI War: Ancient ...
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    • Artech War Game Bundle
    • GOG Игры: Стратегии  От: Ziggurat Interactive
    • $14.99   
    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 0 (5.0)   Версия: Windows   Original developers Artech Digital Entertainment brought gamers into the fray with these three immersive war titles which you can now experience for yourself. Dive deep below the sea ...
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    • STAR WARS™ Empire at War: Gold Pack
    • GOG Игры: Стратегии  От: Disney
    • $19.99   
    • Списки: 0 + 0   Рейтинги: 0   Отзывы: 0
    • Очки: 0 + 116 (3.9)   Версия: Windows   Star Wars™ Empire at War: Gold Pack includes Star Wars™ Empire at War and the expansion pack Star Wars™ Empire at War: Forces of Corruption Command or corrupt an entire galaxy in the ...
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