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Strategic Command WWII: World at War
Fury Software’s Strategic Command series is back, and this time it will be taking on the world!

Strategic Command WWII: World At War is your chance to re-fight the 20th century’s greatest conflict, from Poland to China, Normandy to the Pacific, on a map encompassing the globe.

Building on the success of Strategic Command WWII: War in Europe, this new turn based game will provide even more opportunities to try out different strategies, maximising re-playability to the utmost!

Can Germany, Italy and Japan triumph and construct their new world order, or will triumph turn to disaster as the rest of the world mobilizes to meet force with force?

This is your opportunity to take command and change history!

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#1. Strategic Command WWII: World at War (GOG) Podle: Slitherine Ltd.
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Novinky

  • Verze: Windows
  • Aktualizováno:
  • v1.20.00 – November 06, 2024GAME 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

    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.

    There are now 6 convoy scripts leading from the Dutch East Indies to Japan (JJRambo).

    Two new Mines added in the Urals, while the US Mines at 17,52 and 20,50 have been removed (MoongazerSlitherineSSL).

    Japanese Bomber Supply scripts can now only be triggered by the presence of Medium, Strategic and Maritime Bombers (EQFL_Sapare).

    Removed all Allied Variable Conditions from the Volkssturm and Volksgrenadier Decisions 619 and 620 (petedalby; HarrySmith).

    Diplomacy to the Dutch East Indies is now restricted to a maximum of 1 chit for Japan. No other Major can invest in the country, nor can any country apart from Japan declare war on it (JJRambo).

    Removed Croatia s access to the sea to make things consistent with WWII: War in Europe (Lone_Shadow).

    Removed unnecessary Image and Sound entries from the POP UP scripts Info To Japan on how to Impede US Supplies to the USSR via Persia (Map Info).

    Added the line #1219= Ritchie to the French, Spanish and German text files (bertram3).
    Both 1939 Campaigns

    Fixed the ability for Soviet Shock Armies to be able to upgrade with 1 level of mobility.

    Panama s Garrison will now only deploy if Axis Amphibious Transports come within landing range (JJRambo).

    If a neutral US places units near Vladivostok then this will reduce their pro-Allied Mobilization as they are beyond the Pan American Security Zone (petedalby).

    USA s starting MPPs increased from 35 to 50.

    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 5-7% to 10-25%, and the US s from 5-7% to 5-15% (havoc1371).

    Japan s Decisions 808 and 809 to occupy Indochina will now fire at the start of the turn (EQFL_Sapare).

    The presence of more than 12 Axis units within 6 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).

    Reworked the triggering of the Soviet Winter event hitting Axis forces in the USSR so that its occurring will be less predictable (MoongazerSlitherineSSL; redrum68).
    Update 1.10.00 (25 February 2021) GAME ENGINE CHANGES

    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).

    Loop sea transfer hexes enhanced for greater visibility (Christolos).
    1939 Campaigns

    Mobilization_2 script Italy Mobilizes In Response To Allied Invasion Preparations (Italy->Axis) corrected to swing Italy rather than the Dutch East Indies (EarlyDoors).

    Chinese HQ Xue moved from 188,60 to 189,63, Chen deployed at 188,60, and Peng removed from 187,55 (Cpuncher).

    Duplicated US unit names for 2nd and 3rd Mar Div removed (Mithrilotter).

    Surrender_2 script amended so that French Somaliland will now only accept the armistice (i.e. if Vichy France is formed) if there is no Allied unit in Djibouti. However, if there is an Allied unit there that should later move out of Djibouti then French Somaliland will automatically accept the armistice unless France has been liberated, so it may be wise to keep one there.

    Notes added to DE 105 explaining that saying yes means that Malaya will join the Allies.

    Increased the chance of New Guinea joining the Allies as well as bringing forward the date of this being possible, so that the Allies will have a much better chance of getting a unit there before the Japanese.

    Strategy Guides updated to mention that Japan can impede the flow of 30 MPPs reaching the USSR by placing naval units in the hexes adjacent to Vladivostok port (Pocus). All Campaigns

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

    The spelling of the US sub Archerfish has been corrected.

    Made Vladivostok a Secondary Supply Center and corrected all spellings of the place in the game.

    The spelling of Schukow corrected to Zhukov in the German language version of the game (IIo4Tu).

    Road of Bones in Siberia added.

    Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).

    Hex 176,73 changed from Jungle to Hill in order to provide some more frontage for combat east of Rangoon (Mithrilotter).

    Rome has been added to the Victory text that appears in the image for the Axis Decisive Victory.

    Axis AI Unit scripts amended so that if the Allies have captured the Philippines before 1944 then some of the Kamikaze units that were to deploy there may deploy in Japan instead. The condition of the Philippines having a surrendered status has also been removed (Mithrilotter).

    The ability of China to research Advanced Subs and Heavy Bombers has been removed (IIo4Tu).

    The ability of India to research Advanced Subs, Naval Warfare and Heavy Bombers has been removed (IIo4Tu).

    Some Fortification scripts added for the Japanese AI (Mithrilotter).

    Sound file battle3.ogg is now associated with the Supply scripts for Resistance Activity in Manchuria and Communist Partisan Activity in China (Mithrilotter).

    Tool tip updated for Naval Weapons research (Christolos).

    Loop sea transfer hexes enhanced for greater visibility (Christolos).
    Update 1.09.00GAME 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).

    Improved an AI HQ position vulnerability issue (Joseph).

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

    Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2).
    All Campaigns

    The French, German and Spanish language versions of the POP UP and DECISION scripts have been improved.

    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).

    Removed the ability for China to research Heavy Bombers as they cannot build any Strategic Bombers (taffjones).

    Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).

    Added a CONDITION_POSITION for DE 250 French liberation helper so that it will now only provide a liberated France with extra MPPs if there are no Axis units within 3 hexes of Paris (Mithrilotter).

    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.

    Axis AI Unit script added for a Japanese Kamikaze unit to arrive in Japan (Mithrilotter).

    Increased the chance of Germany investing in Ground Attack Weapons in 1939-41 and Japan investing in Anti-Submarine Warfare in 1942 (Mithrilotter).
    1939 Campaigns

    Alternative deployment locations added for the Unit script #NAME= DE 806 - Indochina Expedition Army UNIT (angriff).

    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.

    If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (122,68) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).

    Amended the Japanese AI to exclude several positions from OFFENSIVE planning deep in China and along the Indian border until the AI is in a better supply position to do so (Mithrilotter).
    1939 Race to Victory Campaign

    Victory Conditions amended; please see the last page of the Strategy Guide for details.
    1941 Rostov Campaign

    Fixed a VICTORY script error that did not properly recognize German or USSR victories by the correct end date (petedalby).
    Strategy Guides

    changed Beirut to Damascus in the section regarding Turkey mobilizing (jjdenver).

    Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).
    Note:

    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 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).
    Update 1.08.00 (26 November 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).

    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).

    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 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.
    1939 Campaigns

    The Finnish Armies at Helsinki and Viipuri now start with entrenchment level 2 (Sugar).

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

    German Decision DE 601 to seize Denmark no longer includes a check for France’s status (Aussiematto).

    Dummy Decisions DE156 and DE 157 to deploy the 7th Armoured in the UK if London or Alexandria are in Axis hands will no longer deduct any MPPs (Cpuncher).

    Added alternative deployment locations to the USSR's Baltic Fleet and Baltic Front units, while removing the latter’s link to the Baltic States Decision Event to ensure that they can deploy even if the USSR is invaded prior to June 1940 (pjg100).

    The two Unit scripts entitled US Navy on the East Coast on US Mobilization no longer deploy the units with 1 experience point, however they will now deploy with Full Research (Mithrilotter).

    The Italian Destroyer that arrives in Italian East Africa will now arrive at Mogadishu in 50% of games and at Massawa in the other 50% of games, and its starting strength has also been increased from 5 to 6 (JJRambo).

    Mobilization_1 scripts for An Axis Declaration of War on Latvia or Estonia now swing 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 1010 and DE 1011 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.

    Updated the mention of the Lorraine Battleship to correctly reflect its unit type (Mithrilotter).

    Added a note to DE 602 to reflect that in games against the Axis AI there are War Entry scripts giving Vichy France and Vichy Algeria a chance of automatically joining the Axis, as well as instructions on how to turn these scripts off should that be desired (Mithrilotter).

    Surrender_2 script #NAME= AXIS AI: Sarawak Surrenders To Japan now has a new TAG_24 to denote that Sarawak is surrendering (sschnar1).

    Changed the Belligerence script for India to be at war with Japan to require the US and Japan to be at war (Marcinos1985).

    Added a Free Unit script for the Dutch navy to have a 25% chance to fight on after the fall of the Netherlands (Sgt. York).

    Changed the timing of Yugoslavia joining the Allies via DE 104 so that it happens on an Axis turn (HarrySmith). It can happen at the start of the Axis turns of the 14th March, 11th April or 9th May 1941.

    Amended the French National Morale script "Germans Near Paris" so that it is not triggered by the Axis seizing hex 93,41 south west of Luxembourg (pjg100).

    Amended the text that appears when the British support the Yugoslavian coup (pjg100).

    Amended the wording slightly of a Japanese Pop Up advising them of when their reinforcements will be deploying in 1941 (Mithrilotter).
    1939 Race To Victory

    HQ unit purchase dates corrected in the 1939 Race to Victory campaign (Judgementday).
    1942 and 1943 Campaigns

    Removed the duplicated Unit scripts for the Bretagne and Jean Bart Battleships (Dazo).
    All Campaigns

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

    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 45 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 30 (Western Europe) reduced in Fall from 25 to 20% and in Late Fall from 40 to 20% (JJRambo).

    Reduced the ability of naval units to gain experience from bombarding resources from 0.1 to 0.05 (ThunderLizard2).

    The effect of losing Hsinking in Manchuria on Japan’s National Morale has been increased from 3,000 to 5,000 points (Mithrilotter).

    San Francisco and Los Angeles are now National Morale Objectives.

    Manchester is now a National Morale Objective (Tanaka).

    The fall of Calcutta now triggers a penalty of 2,500 points to British National Morale (Tanaka).

    The fall of Bombay now triggers a penalty of 2,500 points to British National Morale (Tanaka).

    The fall of Canberra now triggers a penalty of 2,500 points to British National Morale (Tanaka).

    The fall of Wellington now triggers a penalty of 2,500 points to British National Morale (Tanaka).

    DE 106 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 5 hexes of Birmingham, i.e. if the Allies liberate the UK (Cpuncher).

    War Entry script #NAME= Spanish Guinea Joins The Allies corrected (taffjones).

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

    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).
    Update 1.07.00 (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).
    1939 Campaigns

    Pan American Zone will now disappear when the US joins the Allies, and hovering the mouse over the zone icons will now display a warning to not enter the zone (Axis) or to stay within the zone (US).

    Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 2-3 hexes of key locations.

    Italian Fighters at Bari increased in starting strength from 5 to 8.

    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 20 hexes of Syracuse Port, or if they have 6 or more naval units within 12 hexes of Syracuse.

    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 Soviet mobilization, and also to advise the Axis which units need to be kept in Manchuria.

    New in game messages and Pop Up Events added to better assist the Allied player on how many units need to be kept in Mediterranean to avoid Italian mobilization, and also to advise the US not to have too many units on Hawaii or Oahu.

    Text for the Yugoslav coup Mobilization_3 scripts corrected (Fico Filip).

    Duplicated Mobilization_1 scripts removed for the Axis declaring war on Belgium triggering the Netherlands 30-50% (pjg100).

    The Afrika Korps decision will now be presented to Germany in the autumn of 1940, with the exact date being variable (taffjones).

    Alternative destination of Wadi Halfa set for the Long Range Desert Group in case the Siwa Oasis has already fallen before it arrives (Early Doors).

    Italian Garrison unit added at Rhodes.

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

    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.

    Amended the Unit script for the Flying Tigers so that they will now arrive in the Axis turn 26th September 1941 and therefore they cannot act as interceptors or be attacked before the Allied turn (Boudi).
    All Campaigns

    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.

    Raiding symbols removed from Willemstad as they weren’t functional.

    References to Submarines removed from all raiding scripts.

    Supply scripts updated and symbols removed from the map where necessary as they are now automatically appear in game, with text explaining them when hovering the mouse over the raiding hexes.

    The text for some raiding scripts has been updated to remove references to U-Boats.

    Decision 674 corrected to check 7 hexes rather than 15 (Marcinos1985).

    The Axis can now only attempt to prevent 30 of the 80 MPPs from being delivered to the USSR via Vladivostok by blockading the port. To effect this, DE 352 (1939 campaigns only) and DE 353 no longer check if there are no Axis units outside Vladivostok to fire, while DE 456 (1939 campaigns only) and DE 457 have been added to provide the USSR with 50 MPPs if there is an Axis unit outside Vladivostok.

    In all Decision files: Hanoi is in Axis hands; #ALIGNMENT_POSITION= 184,69 [1] changed to: ; Haiphong Port is in Axis hands #ALIGNMENT_POSITION= 185,69 [1] so that the Burma Road functions if Japan doesn’t take all of Indochina (sschnar1). DE 616 to split the USSR will now only fire if there is a Japanese unit within 25 hexes of Sverdlovsk or 12 of Krasnoyarsk (Fubarno; Xsillione).

    Corrected the spelling of Vladivostok in all language files.
    Update 1.06.02 (19 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 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.
    1939 Campaigns

    Unit script added so that the UK AI will Garrison Manchester in 1940 (Fico Filip).

    The Trigger % for Italy to mobilize towards the Axis if the Allies abandon positions in the Mediterranean has been reduced from 75 to 40%, and the range of mobilization reduced to 1-2%.

    Change #NAME= Japanese/Soviet Front Garrison Report - Continuous (100%) POP UP to check for any Axis units and also to cover all locations (stormbringer3; John B.).

    DE 602 to form Vichy France now only requires France to have surrendered and for Berlin to be in Axis hands to fire.

    The following Mobilization_2 scripts have been amended so they will now only fire if the US is at least 10% pro-Allied: #NAME= AXIS AI: US Has Too Many Units In Hawaii (USA?Axis); #NAME= The US Has Naval Units Outside The Pan American Security Zone (USA?Axis) and #NAME= The US Has Naval Units Outside The Pan American Security Zone (USA?Axis).

    Mobilization_1 script #NAME= General Surrenders To Axis (Italy->Axis) is now triggered by a dummy DE to ensure that Poland has surrendered for it to fire (PvtBenjamin).

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

    The actual timing of the pro-Allied coup in Yugoslavia can now vary slightly from game to game.

    Corrected Japanese POP UP scripts that were firing in Allied turns as well as Axis ones relating to Manchuria (Helsingor).

    Bulgaria’s starting mobilization reduced from 70% to 50%. It should still join the Axis in 1941. (HamburgerMeat).

    Surrender_2 script relating to Iraq’s surrender if Germany does not send assistance corrected, as it was incorrectly connected to DE 673 instead of DE 672.

    The German Decision to deploy Coastal Guns on the Atlantic Wall will now appear a turn earlier in 50% of games (havoc1371).

    Updated the Decision texts and Strategy Guides relating to the invasion of Persia to remove any reference to US aid being able to be sent via Persia (KorutZelva).
    All Campaigns

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

    Removed the mention of DE 601 from the Annexation scripts (pjg100).

    The Surrender_1 script for the UK government to move to Sydney now includes hexes 205,95, 194,118, 195,117 and 198,117 (dwrobel).

    Partisan scripts <> <> corrected to no longer say liberate (Tanaka).

    Improved AI RESEARCH scripts and investments (Armuss).
    Update 1.06.01 (17 February 2020)GAME ENGINE CHANGES/FIXES

    Fixed an AI air unit attack error that allowed AI units to fly over neutral territory for attacks (greyshaft).

    Fixed a last turn message error that did not properly show messages such as when a capital has been moved.

    Fixed an error where Kamikaze units would not be destroyed if they attacked a submarine and the sub dove (sschnar1).

    Fixed an error where recently placed understrength units by the AI, either by UNIT events or from the Production Queue were restrengthening when they shouldn't have (gdpsnake1979).

    Fixed an issue where customized MOD campaign images found within the SELECT CAMPAIGN screen were no longer displaying (IronX).

    Fixed a PURCHASE screen error that hung when there was a list of unit names in excess of 127 names (Michael WIldner).

    Fixed an issue where re-loading from an autosave would not bring up again any applicable beginning of turn decision events (stormbringer3).

    Fixed a custom campaign strategy guide launch error (El Condoro).

    Fixed a SURRENDER_2 event firing issue, was not firing in some cases, that was linked to dummy DECISION event.

    Added a map scroll speed adjustment bar in the SETTINGS screen.

    Attacks against Ports will now target the port first and then any Transport unit located within the port with a 100% chance of potentially damaging the Transport. Previously these attacks would only attack a Transport within a port.

    Port blockades can now only occur if the blockading unit has a supply value > 0. Transports can no longer blockade a port (Helsingor).

    HQ auto and assist attachments will now prioritize stronger units when possible (Tanaka).

    HQ highlights for assist and manual modes will now show green for attached, red for attached to another HQ, and blue for unattached for all applicable units that are within the attachable range (ArtDen, budd).

    Improved the handling of New Units placements where it will refocus the game map appropriately on the available placement locations (dhucul2011).

    Optimized the display of unit Supply values on the map (uneducated).

    Surprise enemy contacts where the defender is favoured will no longer apply the +/- 1 to combat in order to guarantee the predicted result for the defender (Markiss)

    Right clicking a unit will highlight its movement range and allow you to quickly change a unit mode (such as for subs) with the movement range automatically updated and the unit already selected for movement.

    Pressing the Pause/Break key on your keyboard now also pauses AI replays.

    Map will now center on a "Surprise Enemy Contact!" on a player turn (ivanov).

    AI artillery, if it is set to fire before other land unit attacks, they will now fire more consistently instead of allowing land attacks first before firing (Mountaineer).
    1939 Campaigns

    Oslo Corps’ starting strength increased from 2 to 5 (Mercutio).

    Italian Garrison unit added at Brindisi (Markiss).

    The Italian National Morale penalty for when Allied forces land in southern Italy will now only fire once the US has joined the Allies (Scott Martin; Markiss).

    First potential date for the Winter events in the USSR brought forward from 1st December 1941 to 1st December 1939.

    Increased the chance of a reaction of the US and India towards the Allies if Japan invades the USSR, coupled with increasing the trigger position so that the presence of an Axis unit adjacent to Vladivostok will now also trigger the relevant scripts (ThunderLizard2).

    Surrender_2 scripts for the German invasion of Norway amended so that the exact turn in which Norway will surrender cannot be known by the Allied player (smckechnie).

    Norway’s starting mobilization level increased from 0% to 25% Axis so that Allied raiding of the convoy could render German diplomatic activity a more fruitful way of gaining Norway, rendering an invasion unnecessary (Tanaka).

    1st MarDiv Special Forces in Hawaii now start with 0.5 experience (sveint).

    DE 602 to form Vichy France will now only fire if the US is still neutral, as this will then prevent it from firing later in the game if it hadn’t fired earlier when France originally surrendered (taffjones).

    DE 302 = NO now delivers the US aircraft straight away rather than not until the US has entered the war (sschnar1).

    The Red Army Corps that starts in Vladivostok now starts with 1.0 experience, and a second Corps has been added in the hex NW of Vladivostok, with this location added to the AI’s Guard scripts too (sveint).

    If Germany occupies Lithuania via DE 629 then the USSR will now move 20-25% towards the Allies, whereas previously it was 10-15% (ThunderLizard2).

    The Soviet Engineer unit now arrives on the 1st January 1940 rather than the 1st September 1939.

    Chinese Corps that starts at Chengdu’s starting strength increased from 5 to 8.
    All Campaigns

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

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

    SUPPLY scripts’ explanatory text updated to include that triggering units must now have a strength of at least 5 for the scripts to fire.

    Increased the range of potential damage to Axis vessels at Vladivostok from 1-3 strength points to 1-5 strength points (calcwerc).

    0.5 experience given to the Soviet Cavalry Corps in the Far East.

    DE 404 now requires that there are no Axis units within 5 hexes of Novgorod (Xsillione).

    Mention of Scutari removed from the Strategy Guides (Treefrog).

    The UK will now lose 5,000 National Morale points if India surrenders (Emmette Bird).
    1943 Campaigns

    Entrenchment increased for some Soviet and Japanese units in the Far East, while the Cavalry Corps and Corps in Vladivostok now start with Infantry Weapons level 1.
    Update 1.05.00 (17 September 2019)

    Hi everybody,

    Strategic Command WWII: World at War has received a tremendous update. Five Mods have been integrated within the base game, for free. These mods change the look of the counters, add new historical scenarios and special mechanics. Kudos to all the creators for this fantastic job!
    IRONX Graphics Mod, by Andrew Glenn

    Iron Cross is a major graphic overhaul of the game’s 2-D counters and map tiles and also incorporates some interface changes. The mod replaces many of the standard NATO symbols with custom silhouettes of weapon platforms accurate to the era that change as research advances. Similarly, the map has been completely reworked to produce a more classic board wargame look. Various interface changes have also been made, some of which are designed to help players better understand some of the game’s rules in relation to headquarters, air units and the costs of certain moves. Iron Cross gives the game a completely new look and feel while at the same time leaving the original gameplay unchanged.
    High Res Counter Mod, by Christophe SIPRES

    Alternative 2D Counters with upgrades display for all Majors and Minors

    Historical colorized silhouettes for Vehicles, Aircrafts, Navies, Artillery's

    historical colorized portraits for Infantry's units

    Counters shaped system for better map identification

    All ground units are squared shaped (HQ round corners shaped)

    All air units are circle shaped

    All naval units are hexagon shaped
    1944 Triumph and Tragedy, by Robert Carver

    This mod covers the global war from June 1944 onwards. The Allies are on the offensive in almost every theater. In the Philippine Sea the US Navy is facing the remnants of the Japanese fleet attempting to intervene in the American invasion of the Marianas. Elsewhere in the Pacific General MacArthur and the Allies are clearing New Guinea; and in Burma the Japanese attack on Kohima is falling apart, with the Indian Army poised for a decisive counter-attack. It is only in China that the Japanese are in a position to make some advances, but a Decision Event can reinforce the Japanese in China or alter this so more forces are sent to face the Americans in the Pacific. In Europe the second front has arrived.
    1941 Rostov, by Robert Carver

    This mod covers the German attack across the Dnieper and Donets rivers towards Rostov in the fall of 1941. The attack on Rostov is ordered by Berlin despite Army Group South’s depleted resources. In fact, additional German forces are diverted south into the Crimea. The Germans managed to occupy Rostov for a short while before a determined Russian counter-attack forced them to withdraw. In the mod you will notice the Russians start with a single defensive line the length of the map. The Russian units are many, but their quality is much lower than the Germans, however the Russians are reinforcing continually throughout the course of the game. The Germans are limited in numbers, receive few reinforcements, but are superior in experience and technology. The objective is Rostov, so while the map is large with many tempting targets, it is this one city that will determine victory.
    Naval War Mod, by Harry Kellog

    This is a Modification of the Strategic Command Three World at War naval combat system. It attempts to enhance the naval combat portion of this fine simulation. The biggest changes are “Naval Zones of Control”, “Task Force” centered operations and “Naval Defensive Evasion”. The intent is to reduce the number of "hit and run" attacks, give a greater role for Screening Forces and deliver an enhanced historical experience.

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