Strategic Command: World War I - v1.10.00

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 an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl). - Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult). - Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2). - Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter). - Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector). - Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca). - Fixed a rare PBEM++ crash error (DethMorgaw). - Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand). - Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter). - Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos). - Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor). - Fixed an error where disabled resource upgrades were still able to upgrade (Lothos). - Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326). - Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby). - Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt). - Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos). - Fixed a rare pathfinding error that led to an in game freeze (Von Hugo). - Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter). - Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl). - Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman). - Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos). - Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench. - Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases. - Coastal Guns will now fire back at attacking naval units (archmache). - Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66). - AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos). - AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos). - AI subs will no longer try and target land based convoys (Chernobyl). - The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign. EDITOR - Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed. - Units set to a default of zero action points in the Editor can no longer transport. - Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen. 1914 Call to Arms; 1914 Triple Alliance - The start date for the UK and Russian AI’s potentially using diplomacy aimed at Albania has been put back from August to November 1914 (mdsmall). 1914 Call to Arms; 1914 Triple Alliance; 1917 Fate of Nations - Pop Ups advising the Central Powers to keep 4 German units near Warsaw corrected so the text will now appear correctly (Tanaka). - Supply scripts corrected so that German vessels can also affect Italian shipping (Tanaka; Xwormwood). - Corrected the Ottoman, Serbian and Montenegrin unit facings (Hydra). - Corrected the UK’s Preparedness Movement Decisions, DE 140 & 141 so they will trigger either when Russia pulls out of the war, or when it surrenders (Hiryu). - If the AI develops level 2 in Armored Warfare then it will now be far more likely to purchase a Tank Corps (Mithrilotter). 1917 Fate of Nations - The impact of the French Army mutinies on French units has been increased (Mithrilotter). - France no longer starts with a chit invested in Gas/Shell Production (Mithrilotter). - The UK and France now start with level 1 in Armored Warfare (was 2) and 2 chits in Armored Warfare (was 1) (Mithrilotter). - Germany now starts with 1 chit in Trench Warfare (Mithrilotter).