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.
A new patch for Strategic Command WWII: World at War is now available and it brings a long list of improvements to the game.
[b]GAME ENGINE CHANGES[/b]
- 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.
[b]EDITOR CHANGES[/b]
- 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.
[b]1939 Campaigns[/b]
- 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).
[b]1939 Race To Victory[/b]
- HQ unit purchase dates corrected in the 1939 Race to Victory campaign (Judgementday).
[b]1942 and 1943 Campaigns[/b]
- Removed the duplicated Unit scripts for the Bretagne and Jean Bart Battleships (Dazo).
[b]All Campaigns[/b]
- 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).