Strategic Command WWII: World at War - v1.11.00 update

Strategic Command WWII: World at War

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 update for Strategic Command WWII: World at War is now available. Check out the full changelog. [b]GAME ENGINE CHANGES[/b] - Fixed a controlled unit movement error that led to a CTD when attempting to end the move along several hidden enemy units (EQFL_Sapare). - Fixed an error that did not properly allow Kamikaze attacks to damage adjacent enemy units. Normally a Kamikaze attack has a 25% chance of also damaging an adjacent naval unit by 1 strength point. - Fixed an outstanding issue that still did not allow some Free units to upgrade relative to their current controlling major nation (Gilber). - Fixed an issue where upon surrender, FREE naval units were being bumped out of non surrendering territorial ports (Gilber). - Fixed an Amphibious Transport error that did not reduce movement action points when the amphibious transport moved adjacent to an enemy capital ship that then attacked it (EQFL_Sapare). - Fixed a rare CTD that would occur when attempting to place a new unit right at the start of your turn. - Fixed an issue where Special Forces amphibious transports would auto load into a dead end Land + Sea enemy hex (rocketman71). - Fixed an error where Subs caught in ice could increase their action points > 1 by switching modes (APrusty). - Fixed an error where if a Transport unit was selected, the Operational Action buttons would sometimes not be clickable (ruskicanuk). - Fixed an error that prevented Axis players from being able to shift the Murmansk convoy to Arkhangelsk when cutting off the applicable rail line running from Murmansk to Belomorsk (Aprusty). - Fixed an error where the game engine would incorrectly move a currently occupied capital to its previous location if liberated. Now the capital will not move back unless the current capital is also liberated (EQFL_Sapare). - Purchase screen no longer has a unit pre-selected to help avoid accidental purchases when clicking the Purchase or Production button (rocketman71). - Mods with zero cost units can now have units upgraded and purchased (stalkerbrumikcz). - Enemy targets and estimated losses for fully visible units/resources can now be highlighted when selecting a friendly unit to attack via the OPTIONS->ADVANCED settings. - Units can now be put to sleep for one turn via the Sleep Tool mouse hover and pressing the space bar instead of a left mouse button click (EQFL_Sapare). - Units set to sleep will now also be skipped by the AI when it is controlling friendly countries and units on your turn (EQFL_Sapare): - Left mouse button click will still perform the regular 'sleep' function. - Units set to sleep for one turn will have this indicated with a black dot instead of a white dot which indicates regular 'sleep'. - Naval units can now have a maximum supply that matches the max port strength providing supply, previously naval units were capped at 10 supply even if a port provided 12 supply. All other naval supply rules remain the same, e.g. a 5 strength port can still provide maximum 10 supply to naval units. - Air units will now gain maximum supply from any source, so long as they are attached to an HQ (Pocus). - Supply map overlay will now display any mismatched supply values, e.g. if a unit has less than the overlay value, it will show in brackets in red alongside with the overlay value. - Improved AI HQ amphibious landings where the AI will actively try and land in a pocket of friendly units and not next to enemy unit positions if possible (Mithrilotter). - AI scripts can now be accessed in the OPTIONS->ADVANCED->SCRIPTS screen via 'Advanced (AI)' for review as well as to disable any disagreeable planning events. - AI will now consider the belligerence status of a potential Amphibious invasion goal position to avoid potential invasions when not at war with the target position, as applicable to custom mods (wobbleguts). - HQ supply rules, plus boosting/linking rules recap: - HQ units, after amphibiously unloading, start at supply equal to 5 + their current level of Amphibious Warfare technology. Supply will drop 2 supply points per turn after that. This 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] - The following have been adjusted from 5 point increments to 1 point increments for more precision when customizing campaigns (Elessar2). - Combat Target Data, Raid Multiplier (MPPs), Enemy NM Losses (Per Raid) - Upgrade Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid) - Automatic Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid) - Strength/Reinforce/Reformation Data, % Cost Per Reinforcement Point, % Cost Per Elite Reinforcement Point [b]1939 Campaigns[/b] - Chinese AI PURCHASE and RESEARCH script adjustments/optimizations (Mithrilotter). - UK AI bonus units that arrive due to Sealion now adjusted by moving 2 Corps to the Veteran level from Intermediate level (Mithrilotter). - Fixed a POPUP script error that did not allow for the display of the informational map position popups in the Mediterranean on Allied turns prior to Italian entry into the war.