Strategic Command: World War I - v1.09.00

Strategic Command: World War I

Strategic Command: World War I is a new chapter in the Strategic Command Franchise. Relive this momentous conflict from the opening shots of 1914 to the final offensives. Strategic Command: World War I covers all the main aspects and theatres of the war.

A new update is available for Strategic Command: World War I Here is the [b]full changelog[/b]: GAME ENGINE - Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK). - Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi). - Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter). - Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos). - Fixed a PURCHASE UNITS screen partial text display error (gwgardner). - Fixed a rare PBEM++ save turn error (hansondavid4) - Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss). - Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner). - Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre). - Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner). - Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre). - Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well. - Subs can now dive up to 4 hexes away if applicable (Elesar2). - AI Subs in Silent mode will no longer naval cruise (Lothos). - Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3). - Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness. - Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter). - Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall). - Map will now center of the Capital of any country that is preparing for war, or if they have entered the war. - Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player. - Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen). - Naval mines can no longer be laid in Land + Sea hexes (BiteNibbleChomp). EDITOR - Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos). - AI naval units can no longer be scripted to place mines in a Land + Sea hex via the FLEET scripts (BiteNibbleChomp). All Campaigns & Templates - Updated the script headers to better explain the #AI= Values range settings (Lothos). - Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos). - National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be penalized by the script) (redrum68). 1914 March on Paris - The German Artillery now deploys nearer the Belgian frontier at Eschweiler (shri; Bavre). 1914 Call to Arms; 1914 Triple Alliance; 1917 The Fate of Nations - Changed the Territory scripts for the formation of the Crimean People's Republic so that the capital will be Simferopol (mdsmall; OldCrowBalthazor). - Removed Caucasus Heavy Artillery from the list of Russian unit names. - Changed the Production Delay from Turns to Months (ziploc). - The Map Text for the Loop to the Persian Gulf from the South Atlantic now reflects the correct length of the voyage. - Corrected the Entente’s Strategic Advice Pop Up that incorrectly said only one Naval Mine could be laid per turn. - The cost of investing in Armored Warfare for the UK and France has been reduced from 50 to 45 MPPs per chit (mdsmall; OldCrowBalthazor). - The cost of investing in Long-Range Aircraft has been reduced from 50 to 45 MPPs per chit (mdsmall; OldCrowBalthazor). - The cost of investing in Heavy Bombers has been reduced from 75 to 60 MPPs per chit (mdsmall; OldCrowBalthazor). - Increased Arab Partisan Action Points from 3 to 5 (mdsmall; OldCrowBalthazor). - Subs now have zero supply loss when attacked (Elessar2). - All types of Cruiser now only gain defensive bonuses from ASW (mdsmall). - Tooltips now appear for the Russian navy raiding near Zonguldak (jcrohio). - Named the piece of the Basento River at 179, 104 (Checksum). - Named the piece of the Kama River at 254, 65 (Checksum). - Geneva and Zurich added as Swiss alternate capitals (Checksum). 1914 Call to Arms; 1914 Triple Alliance - Added new Cancel_Positions to the Entente AI's Offensive scripts against Belgium, so they won't fire if the Central Powers have units in Nancy, Toul, Verdun or Epinal (JoeJoe). - The Indian field artillery unit that arrives in Egypt in March 1915 arrives in Suez, rather than Cairo (mdsmall; OldCrowBalthazor). - Greek General Danglis now arrives at Larissa, rather than next to Athens (mdsmall; OldCrowBalthazor). - Added dummy DE 851 to trigger DE 28 as this checks that the Ottomans have entered the war (mdsmall; OldCrowBalthazor). - The fall of Warsaw now reduces Russian National Morale by 5,000 rather than 6,000 points, while the loss of Brest-Litovsk now reduces Russian National Morale by 2,000 rather than 1,000 points (mdsmall). - Germany now receives 35 National Morale points per turn that they hold Brussels. - The Mobilization_2 script The UK Protests German Naval Movements is now only triggered by German units (Checksum; mdsmall). - Amended a Russian AI unit script so that the relevant units deploy at Warsaw rather than Kutno (Tanaka). 1913 The Great Game (Community Pack) - Ottoman Empire National Morale amended to 85% from 850% - Ossm.R. mobilized after russian attack on Persia now mobilizes towards Central Powers instead of the Entente