Posted May 09, 2019
high rated
Strategic Command WWII: War in Europe
Changelog for Update 1.16.00b (added 02 May 2019) - Part I:
Game Engine Changes/Fixes
* Fixed a bug that allowed naval units to enter sea ice hexes.
* Fixed a unit movement error that allowed units to move a second time under a rare combination of circumstances.
* Fixed an error where an artillery unit with no shells could attack under fog of war during a surprise encounter.
* Fixed AI Strategic Bomber and Rocket attacks to have a higher priority on available resource targets.
* Fixed a convoy protection message error that output the same name for the recepient and sender countries.
* Fixed a unit display error that would show enemy unit experience under FoW when mouse hovering over an enemy unit.
* Fixed an upgrade error that allowed some instances of upgrades in non cooperative hexes.
* Fixed a reinforcement error that allowed some instances of reinforcement in non cooperative hexes.
* Fixed a mouse hover delay error after conducting combat in game.
* Fixed a Major_01 custom bitmaps retrieval error for mods or other custom campaigns.
* Fixed a Diplomacy screen text display error when the number of friendly majors investing exceeds 6 majors.
* Fixed a rare CTD bug in the Convoy Map screen that would happen if there should be a convoy listed for a country completely knocked out of and removed from the war.
* Fixed some AI transport handling that incorrectly added units to transport plans beyond the scripted size.
* Fixed a LOOP event issue that caused the scripted loop positions to change locations.
* Fixed a PBEM++ Lobby error where if there were no entries in the Join list and you pressed the Enter key, it would cause a CTD.
* Fixed a TERRITORY event error that could lead to the creation of more than one Capital for a new country.
* Fixed a mouse hover resource MPP display error that did not show MPP values for Fortresses if they were assigned a value.
* Fixed a Reports screen error that did not count Major Cities and Major Capitals when mouse hovering over the bar chart for Cities.
* Fixed an error that did not take into account an enemy crossing action point penalty value for Major Rivers.
* Fixed an error that did not take into account general action point penalties for River terrains.
* Fixed a Diplomacy screen error where friendly majors not yet at 100% were not showing in the list.
* Fixed a Diplomacy screen error that did not list fully mobilized Minor countries that are not yet at war with the currently selected Major.
* Fixed a National Morale error that saw large decreases of National Morale during Strategic Bombing attacks.
* Fixed an HQ attachment error that allowed you to attach/detach units that had attacked but not yet moved.
* Fixed a hidden unit error that had Subs attacking other Subs when an AI Sub was surprised by an enemy Sub.
* Fixed an issue where some DECISION TYPE=3 events were not firing on AI turns.
* Fixed an issue where Amphibious Transports could remain at sea and attack adjacent land units over subsequent turns, now they can only attack once without the ability to attack again on a new turn.
* Fixed an issue where Special Forces could not load into an Amphibious Transport in an available coastal hex if it was located next to an adjacent Port that was full of naval units.
* Fixed an error that allowed Paratroops units to air drop into bad weather hexes.
* Fixed an error that allowed UNIT event Garrison units to arrive with strengths > 5.
* Fixed a position check error that led to some unwanted POPUP events triggering when they shouldn't have.
* Fixed a bug where an enemy naval unit trapped in a friendly port, after hex ownership change, could not be attacked.
* Fixed a bug where Coastal Guns could not fully spot adjacent enemy naval units under FoW.
* Fixed an error relating to declaring war on all available nations and then attempting to launch the Diplomacy screen which led to a CTD.
* Fixed a 3D model unit sprite error for some AI units coming off of the production queue.
* Fixed an issue where a Sub would dive and disappear from view under FoW despite ending its dive next to another eligible attacking unit.
* Fixed an issue where naval units that took refuge along neutral major country coastlines could not be attacked.
* Fixed an AI reorganizational issue that led to it placing air units adjacent enemy borders when it was at 100% but not mobilized.
* Fixed a Carrier move and strike range error that did not allow Carriers to recon once they moved their maximum AP and had no visible targets in range.
* Fixed an escort error that allowed fighters from bad weather tiles to escort.
* Fixed a unit desertions/surrender error for units with supply < 5 that had them incorrectly re-appear on the purchase list at a discounted price.
* Fixed a combat error that did not list destroyed units that were in good supply for possible repurchase at a discounted price.
* Fixed several AI Carrier combat issues as Light Carriers were never attacking and Carriers were avoiding enemy naval units in port.
* Fixed reinforce tool error that did not allow you to elite reinforce the aircraft portion of a Carrier.
* Fixed a hide/show unit error that kept units hidden when you elected to end a turn.
* Fixed a bomber flying over neutral territory error.
* Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++.
* Fixed a rare AI Carrier combat error that led to a Carrier restrengthening itself prior to a follow up strike if intercepted and it had acted as its own escort.
* Fixed a minimum shell reloading for artillery error at the start of each turn.
* Fixed a rare AI naval combat error that led to a CTD.
* Fixed an error that led to zero strength units not being destroyed in some rare cases.
* Fixed a spotting error that did now allow units to have a proper FoW shroud reveal at sea relative to their spotting range.
* Fixed a spotting error that allowed some units such as Carriers to have a full range shroud reveal as well as spotting within rain/storm hexes.
* Fixed a Carrier movement issue that set Carrier strikes to 0 when full AP had been expended under FoW.
* Fixed an end of game error that would lead to a CTD when navigating sub menus after the game has ended.
* Fixed a MOBILIZATION#4 DECISION linking error that did not properly fire linked events from other scripts.
* Fixed a MPP losses calculation error for when the defender was a Transport, actual unit type MPP losses were not taken into account.
* Fixed and better optimized several issues related to AI transport escorts and screens with naval units.
* Zero supply units, HQs excluded, automatically lose 1 strength point per turn if and only if they are at least one hex beyond traceable supply.
* Automatic interception will now select fighters with an optimal combination of high readiness and advanced aircraft research level.
* Information tips added to Diplomacy screen to help further indicate the diplomatic status of the majors listed at the top of the country list.
* Upper left country flag selection in the game screen will now default to the first non AI controlled friendly major country ID on your side when playing an AI game.
* Selecting a major in the upper left country flag selection area of the game screen will now determine the first major country ID selected when navigating the various interface screens.
* AI will no longer disproportionately focus on Coastal Guns with its navy, and will try and avoid Kamikaze attacks on enemy subs since they are likely to dive.
* POPUPs specific to AI controlled Majors on your side will no longer appear during your turn.
* FoW will no longer be recalculated before a friendly Major is controlled by the AI on your turn.
* Hidden resources on the map will no longer appear in any reports screens and/or totals.
* Reclaiming a diplomatic chit will now warn you before finalizing the action.
* NATO sprites will now also mirror their facings as needed, similar to 3D units, which will be useful in some mods.
* PBEM++ in game messages to opponents now increased to 130 characters from 65.
* PBEM++ games will seamlessly work if you switch from one computer to another between turns.
* Majors that reach 100% will now still appear in the Diplomacy screen list enabling declarations of war against them, but diplomacy will still be inapplicable as they've reached 100%.
* Abandoned Ports adjacent an enemy City/Town will now switch to enemy control.
* Clicking on a location in the Convoy Map will now have the game jump to this location.
* Implemented support for UNICODE (UTF-8 BOM).
* Re-typed internal data types to use less memory bits wherever applicable.
* Increased the number of MAJORS from 8 to 10.
* Supply rule changes: ◦ Subs can no longer dive at 0 supply.
* All raiders can no longer raid at 0 supply. ▪ Defending units at 0 supply will receive 50% more damage from a successful attack against them.
* Fighters and carriers cannot intercept/escort when at 0 supply.
* Maximum reinforcement points is now 5 strength points per turn for all naval units except Motor Torpedo Boats.
* Naval units positioned top of a small island sea enemy hex will no longer be fully revealed under FoW.
* Minor nation Capitals, Fortresses with 3 or more adjacent enemy units will now have their supply reduced by one strength point per turn.
* Neutral majors can no longer load units onto Amphibious Transports.
* Research and intelligence breakthroughs have been amended to simply increase the development advance percentage by a random 10-20% rather than a full development breakthrough as was implemented in previous games.
Changelog for Update 1.16.00b (added 02 May 2019) - Part I:
Game Engine Changes/Fixes
* Fixed a bug that allowed naval units to enter sea ice hexes.
* Fixed a unit movement error that allowed units to move a second time under a rare combination of circumstances.
* Fixed an error where an artillery unit with no shells could attack under fog of war during a surprise encounter.
* Fixed AI Strategic Bomber and Rocket attacks to have a higher priority on available resource targets.
* Fixed a convoy protection message error that output the same name for the recepient and sender countries.
* Fixed a unit display error that would show enemy unit experience under FoW when mouse hovering over an enemy unit.
* Fixed an upgrade error that allowed some instances of upgrades in non cooperative hexes.
* Fixed a reinforcement error that allowed some instances of reinforcement in non cooperative hexes.
* Fixed a mouse hover delay error after conducting combat in game.
* Fixed a Major_01 custom bitmaps retrieval error for mods or other custom campaigns.
* Fixed a Diplomacy screen text display error when the number of friendly majors investing exceeds 6 majors.
* Fixed a rare CTD bug in the Convoy Map screen that would happen if there should be a convoy listed for a country completely knocked out of and removed from the war.
* Fixed some AI transport handling that incorrectly added units to transport plans beyond the scripted size.
* Fixed a LOOP event issue that caused the scripted loop positions to change locations.
* Fixed a PBEM++ Lobby error where if there were no entries in the Join list and you pressed the Enter key, it would cause a CTD.
* Fixed a TERRITORY event error that could lead to the creation of more than one Capital for a new country.
* Fixed a mouse hover resource MPP display error that did not show MPP values for Fortresses if they were assigned a value.
* Fixed a Reports screen error that did not count Major Cities and Major Capitals when mouse hovering over the bar chart for Cities.
* Fixed an error that did not take into account an enemy crossing action point penalty value for Major Rivers.
* Fixed an error that did not take into account general action point penalties for River terrains.
* Fixed a Diplomacy screen error where friendly majors not yet at 100% were not showing in the list.
* Fixed a Diplomacy screen error that did not list fully mobilized Minor countries that are not yet at war with the currently selected Major.
* Fixed a National Morale error that saw large decreases of National Morale during Strategic Bombing attacks.
* Fixed an HQ attachment error that allowed you to attach/detach units that had attacked but not yet moved.
* Fixed a hidden unit error that had Subs attacking other Subs when an AI Sub was surprised by an enemy Sub.
* Fixed an issue where some DECISION TYPE=3 events were not firing on AI turns.
* Fixed an issue where Amphibious Transports could remain at sea and attack adjacent land units over subsequent turns, now they can only attack once without the ability to attack again on a new turn.
* Fixed an issue where Special Forces could not load into an Amphibious Transport in an available coastal hex if it was located next to an adjacent Port that was full of naval units.
* Fixed an error that allowed Paratroops units to air drop into bad weather hexes.
* Fixed an error that allowed UNIT event Garrison units to arrive with strengths > 5.
* Fixed a position check error that led to some unwanted POPUP events triggering when they shouldn't have.
* Fixed a bug where an enemy naval unit trapped in a friendly port, after hex ownership change, could not be attacked.
* Fixed a bug where Coastal Guns could not fully spot adjacent enemy naval units under FoW.
* Fixed an error relating to declaring war on all available nations and then attempting to launch the Diplomacy screen which led to a CTD.
* Fixed a 3D model unit sprite error for some AI units coming off of the production queue.
* Fixed an issue where a Sub would dive and disappear from view under FoW despite ending its dive next to another eligible attacking unit.
* Fixed an issue where naval units that took refuge along neutral major country coastlines could not be attacked.
* Fixed an AI reorganizational issue that led to it placing air units adjacent enemy borders when it was at 100% but not mobilized.
* Fixed a Carrier move and strike range error that did not allow Carriers to recon once they moved their maximum AP and had no visible targets in range.
* Fixed an escort error that allowed fighters from bad weather tiles to escort.
* Fixed a unit desertions/surrender error for units with supply < 5 that had them incorrectly re-appear on the purchase list at a discounted price.
* Fixed a combat error that did not list destroyed units that were in good supply for possible repurchase at a discounted price.
* Fixed several AI Carrier combat issues as Light Carriers were never attacking and Carriers were avoiding enemy naval units in port.
* Fixed reinforce tool error that did not allow you to elite reinforce the aircraft portion of a Carrier.
* Fixed a hide/show unit error that kept units hidden when you elected to end a turn.
* Fixed a bomber flying over neutral territory error.
* Fixed a bug that did not turn fog of war off for when a game over state was achieved in PBEM++.
* Fixed a rare AI Carrier combat error that led to a Carrier restrengthening itself prior to a follow up strike if intercepted and it had acted as its own escort.
* Fixed a minimum shell reloading for artillery error at the start of each turn.
* Fixed a rare AI naval combat error that led to a CTD.
* Fixed an error that led to zero strength units not being destroyed in some rare cases.
* Fixed a spotting error that did now allow units to have a proper FoW shroud reveal at sea relative to their spotting range.
* Fixed a spotting error that allowed some units such as Carriers to have a full range shroud reveal as well as spotting within rain/storm hexes.
* Fixed a Carrier movement issue that set Carrier strikes to 0 when full AP had been expended under FoW.
* Fixed an end of game error that would lead to a CTD when navigating sub menus after the game has ended.
* Fixed a MOBILIZATION#4 DECISION linking error that did not properly fire linked events from other scripts.
* Fixed a MPP losses calculation error for when the defender was a Transport, actual unit type MPP losses were not taken into account.
* Fixed and better optimized several issues related to AI transport escorts and screens with naval units.
* Zero supply units, HQs excluded, automatically lose 1 strength point per turn if and only if they are at least one hex beyond traceable supply.
* Automatic interception will now select fighters with an optimal combination of high readiness and advanced aircraft research level.
* Information tips added to Diplomacy screen to help further indicate the diplomatic status of the majors listed at the top of the country list.
* Upper left country flag selection in the game screen will now default to the first non AI controlled friendly major country ID on your side when playing an AI game.
* Selecting a major in the upper left country flag selection area of the game screen will now determine the first major country ID selected when navigating the various interface screens.
* AI will no longer disproportionately focus on Coastal Guns with its navy, and will try and avoid Kamikaze attacks on enemy subs since they are likely to dive.
* POPUPs specific to AI controlled Majors on your side will no longer appear during your turn.
* FoW will no longer be recalculated before a friendly Major is controlled by the AI on your turn.
* Hidden resources on the map will no longer appear in any reports screens and/or totals.
* Reclaiming a diplomatic chit will now warn you before finalizing the action.
* NATO sprites will now also mirror their facings as needed, similar to 3D units, which will be useful in some mods.
* PBEM++ in game messages to opponents now increased to 130 characters from 65.
* PBEM++ games will seamlessly work if you switch from one computer to another between turns.
* Majors that reach 100% will now still appear in the Diplomacy screen list enabling declarations of war against them, but diplomacy will still be inapplicable as they've reached 100%.
* Abandoned Ports adjacent an enemy City/Town will now switch to enemy control.
* Clicking on a location in the Convoy Map will now have the game jump to this location.
* Implemented support for UNICODE (UTF-8 BOM).
* Re-typed internal data types to use less memory bits wherever applicable.
* Increased the number of MAJORS from 8 to 10.
* Supply rule changes: ◦ Subs can no longer dive at 0 supply.
* All raiders can no longer raid at 0 supply. ▪ Defending units at 0 supply will receive 50% more damage from a successful attack against them.
* Fighters and carriers cannot intercept/escort when at 0 supply.
* Maximum reinforcement points is now 5 strength points per turn for all naval units except Motor Torpedo Boats.
* Naval units positioned top of a small island sea enemy hex will no longer be fully revealed under FoW.
* Minor nation Capitals, Fortresses with 3 or more adjacent enemy units will now have their supply reduced by one strength point per turn.
* Neutral majors can no longer load units onto Amphibious Transports.
* Research and intelligence breakthroughs have been amended to simply increase the development advance percentage by a random 10-20% rather than a full development breakthrough as was implemented in previous games.
Post edited May 09, 2019 by HypersomniacLive