Strategic Command 2 Blitzkrieg 106 German Patch description
Strategic Command, Strategic Command 2 Blitzkrieg adds tons of new features
Just released, the new grand strategy masterpiece from award winning game designer Hubert Cater! Combining the ease of play, accessibility and addicting gameplay of the original title from the award-winning series
Strategic Command, Strategic Command 2 Blitzkrieg adds tons of new features including many player submitted suggestions. Bigger, better and expandable, Strategic Command 2 Blitzkrieg is an evolutionary, as well as revolutionary, new grand strategy game.
Here are some key features of "Strategic Command 2 Blitzkrieg":
· Rewrite history with 6 full length, open ended campaigns beginning at key stages of World War II. Begin the war from the historical invasion of Poland in 1939, Denmark and Norway in 1940, Russia in 1941, Stalingrad in 1942, the invasion of Sicily by the Allies in 1943 or the epic beach landings of D-Day in 1944.
· Five additional mini-campaigns included, North Afrika, Kursk, D-Day, Market Garden, and the Battle of the Bulge each with clearly defined victory conditions and turn limits.
· Huge and beautifully rendered 140x38 2-D isometric tile map with a true-to-scale recreation of Europe (max custom map size of 256x128).
· Map includes greatly expanded areas like North America, the Atlantic (with Iceland) and a very deep USSR (over twice the size of the original map in SCET).
· Command the forces of 30 different countries, (6 major and 24 minor) including Germany, UK, USA, USSR, France, Italy, Spain, Canada, Poland, Finland and many more.
· Take control of 16 different unit types (each with up to 26 different characteristics) covering all the major facets of land, sea and air combat, including new units like Paratroops, Engineers, Partisans and Amphibious Transports.
· Expanded unit models for Air Fleets (Auto/Intercept/Escort/Ground), Submarines (Hunt/Silent) and HQ's (Auto/Select/Deselection of unit attachments).
· New production rules that allow for the option to set build and time delays for unit purchases.
· New features like river sided tiles, frozen/snow/mud/sand terrain as well as separate dynamic winter and desert 3-D unit graphics.
· Enhanced diplomatic model that will not only be driven by game events and player pressuring but will allow opposing sides to engage in active counter diplomacy.
· Advanced event engine that will allow players to script/create custom events like troop transfers, supply, territorial surrender and annexation rules.
· Greatly expanded editor that will give you the control to create custom maps and sizes, place and/or delete any unit/resource/terrain, edit each unit characteristic, set build limits, even edit and create new unit types and countries (up to 44 different countries allowed)! An entire game engine at your fingertips!
· Multiplayer supports Hotseat, PBEM, as well as Network (TCP/IP) play.
What's New in This Release:
GAME ENGINE CHANGES
· optimized transport and naval combat especially carrier attack algorithms with a noticeable difference in speed
· optimized AI animation and Multiplayer replay routines
· optimized two path finding algorithms with a noticeable difference in land and naval unit movement calculation speeds (up to 40% faster)
· fixed a Saved Game file selection error (BioWizard)
· fixed an interceptor/escort crash error (gravyface1)
·
fixed an AI naval combat crash (Fred)
· fixed a Properties dialog bug that revealed partially hidden unit research levels under FoW (Bromley)
· fixed a bug that reduced Battleship/Cruiser attacks across river tiles (Bromley)
· fixed a DEBUGLOGS crash error (Thrawn)
· fixed a SETTINGS dialog error for the German/French patch versions (Thrawn)
· fixed a fortification completion error that caused erroneous completion dates (Terif, Bromley)
· fixed a FoW movement error when moving land units over a Land + Water tile that would cause a hidden naval unit to dissapear (Anders S, Terif)
· fixed a timer countdown error that reset the timer over the stroke of midnight (Terif)
· fixed a bug where HQs, Rockets, AF and Bombers would remain in a threatened city/capital when other units were available to replace them
· fixed a splash message error (Normal Dude)
· fixed a rare AI amphibious transport error (Cosmin)
· fixed an interceptor bug (Terif)
· fixed a Network chat list error (Terif)
· fixed a rare combat error (Christopher, Louie M.)
· fixed a FoW issue with Paratroops during AI/E-mail replay (Anders)
· fixed a cursor flash error for UNIT scripts (Normal Dude)
· fixed a Carrier combat bug that caused the game to hang (Fantomas)
· fixed a customization bug that did not display customized MAIN SCREEN bitmaps under Multiplayer games
· fixed a DEBUG output error for the 'planning.log' (Bill)
· fixed a bug related to controlled movement (Rhino)
· fixed a bug related to Bomber spotting range under FoW (SeaMonkey, Terif)
· fixed a diplomacy hit calculation error (Terif)
· fixed a Paratroop unit error (Bill, Blashy, Steve Rogers)
· added multiple resolution including widescreen support for widescreen monitors and laptops
· added a routine to protect default installation paths due to raised errors with customized games (Terif)
· added a text display in the MAIN SCREEN if you select any of the DEBUG options via the F1, F2 and F3 keys
· added a skip AI Animation DEBUGANIMATION option by using the F3 key to toggle this on or off
· Note, these DEBUG options are only for AI games and are disabled in game (also removed from the screen) if a non AI game is selected
· changed output directory for the DEBUGLOGS option (F2 Key) from DATALOGS to DEBUGLOGS
· units that are on a second move after combat are now commited to their final position if playing without UNDO MOVES (BioWizard)
· updated the error handling message system to skip shutdown of the game when drawing to the war map buffer if an error is raised. This will enable those players that have systems (rare occurence) that do not support the drawing routines used in the war map buffer.
EDITOR RELATED CHANGES
· added the following AI/EVENT scripts for the 1939 Fall Weiss campaign (Edwin P):
USA OFFENSIVE Plan to attack Madrid
USA OFFENSIVE Plan to attack Marseilles
USA OFFENSIVE Plan to attack Paris
50% for early German OFFENSIVE against Benelux countries
alternate German OFFENSIVE plan against Yugoslavia
German OFFENSIVE plan to attack Gibraltar if Spain is Axis
10% French invasion of Rome
25% USA AMPHBIOUS invasion of Lisbon if Spain is pro-Axis
50% USA AMPHBIOUS invades Lisbon if Spain is pro-Allied
4% UK AMPHBIOUS_MINOR invasion of Norway post Soviet entry
3% USA AMPHBIOUS_MINOR raid on Rome
3% USA AMPHBIOUS_MINOR raid on Cairo via the Horn of Africa
2% USSR AMPHBIOUS_MINOR raid on Bucharest
3% German AMPHBIOUS_MINOR raid on London if left unoccupied
4% German AMPHBIOUS_MINOR invasion of Norway before the surrender of France
25% German AMPHIBIOUS_MINOR invasion of Norway after the surrender of France
USA PURCHASE script that activates if Lisbon has surrendered to the Allies
10% for Germany to attempt Diplomacy on Spain
10% USA Bomber Event
10% German Submarine Event if Oslo is Axis controlled
· added the following AI/EVENT scripts for the 1939 Fall Weiss campaign (Thrawn):
· alternate USA AMPHIBIOUS/FLEET Vichy Algeria Assault script if Gibraltar is controlled by the Axis
· German Portugal OFFENSIVE script if Spain is Axis
· UK Tenth Army Allied AI UNIT event
· increased all Turkish units that start in cities to entrenchment=4, Ankara unit to entrenchment=6 (Terif)
· moved eastern Turkish Corps from tile 126,24 to 123,25 (Terif)
· fixed a few Weather Zone land/sea tile errors (Terif)
· fixed an Editor 'Select Map Position' error
· fixed a segmentation fault when setting Carriers to 'Ground' mode (Normal Dude)
· fixed a P/Q error with respect to Neutral Minors (Bill)
· SHIFT MAP DIALOG
· protected file names can no longer be shifted
· added a more intuitive interface
· shifting maps now automatically updates related script files
· updated the WARNING texts as applicable
· added a BitmapsSprite Guidelines folder under the 'Extras' folder. This will help with modding the various game sprites by understanding each individual sprite border (Normal Dude)
· added an SC2 ARTIFICIAL INTELLIGENCE draft to the 'Extras' folder
· added multiple resolution including widescreen support for widescreen monitors and laptops
· added a "MapData" subfolder for each campaign, when saving, with the internal data to be used with any 3rd party Script Editor or tools
· first number is tile_sprite.index, second number is resource.id and third number is country.id
· reduced minimum map width and height from 36x18 to 10x10. This is a result of a fix needed for map sizes less than some newly supported
· widescreen resolutions
SC2 installation
· directory. This folder will generate files keeping track of WEATHER as well as AI PLANNING, RESEARCH, and DIPLOMACY
· improved restrengthening/upgrades algorithms for AI units
· Fixed a bug where naval loop units were not accounted for under 'Hard Limits' games (Terif)
· Fixed a Purchase Unit dialog bug (Mr. Dozer)
· AI now includes fortesses in automatic Offensive/Defensive planning with an override possible via scripting
· Bumped sub raiding experience gain from .1 to .2 per convoy raid (Blashy)
· Fixed a strike range intercept bug for snow conditions (Terif)
to the Axis) would switch sides once the USSR was DoW'd upon (Blashy)
· fixed a reloading bug that accelerated naval loop arrivals (ChildeRoland)
· fixed a unit sprite error wrt upgrades, i.e. units were sometimes not shown with the proper level sprite (Blashy, Normal Dude)
· fixed an amphibious assault bug, now landings are more closely related to the number of units within range of the ideal unload position