Strategic Command 2 Weapons and Warfare Patch description
This demo includes two playable campaigns, Fall Weiss which depicts the German invasion of Poland and Wacht Am Rheim
This demo includes two playable campaigns, Fall Weiss which depicts the German invasion of Poland and Wacht Am Rheim, better known as the Battle of the Bulge. Multiplayer modes are disabled in the demo but both campaigns are playable against the AI as either the Axis or Allied side.
Weapons and Warfare incorporates a huge list of new features frequently asked for by the fan community, including a bigger world map, new units, enhanced naval movement and combat rules, a deeper weather model, additional terrain types and resources, the simulation of roads and railways and a greatly extended editor with the ability to add in scripted Image and Sound events and much more. Everything you could possibly need!
Here are some key features of "Strategic Command 2 Weapons and Warfare":
· 6 full length, open ended campaigns beginning at key stages of World War II
· 8 additional mini-campaigns included, Spanish Civil War, North Afrika, Kursk, D-Day, Battle for Russia,
· Battle for Stalingrad, Operation Market Garden, and the Battle of the Bulge
· Command the forces of up to 30 different countries and 22 different unit types each now with up to 32 different characteristics including multiple strike Tanks and Bombers
· Support for either Windowed or Full Screen mode as well as multi-resolution and widescreen support
· Enhanced Intelligence model including unit spotting during Fog of War
· Vastly improved AI with enhanced combat logic as well as newly scripted OFFENSIVE, FLEET and
· AMPHIBIOUS planning that not only adds greater variety but additional strategic challenges for the single player
· Multimedia additions that create a much more immersive experience including rare audio speeches and news reports as well as historic photographs and communications from the front
· Multiplayer support, for Hotseat, E-Mail and Network play with data encryption to help protect files from misuse and/or cheating
· Resized and improved map is now 140x46 tiles for added strategic planning including a naval passage around Iceland, a much larger and reshaped Mediterranean/North Africa, as well as additional
· Naval Loops for the Middle East and north overthe top of Scandinavia to Archangel
· New unit types including Commandos, Anti-Air, Artillery, Anti-tank, Tactical Bombers, Strategic Bombers and Destroyers
· New submarine 'silent hunting' feature that will allow Subs to move through naval blockades unless a
· Destroyer is present, and a new 'crash dive' feature that will hide Submarines from further attack once it has successfully evaded any initial enemy challenges
· Deeper weather model with 10 additional Weather Zones as well as a new layer to handle Rain/Fog,
· Snow and Sandstorms which can in turn further affect Air Unit sorties as well as spotting and movement
· Additional default Terrain types including, Fields, Bocage, Hills, Oasis w/ Palm
Trees, and Desert Sand
· Additional default Resource types including Western, Eastern and North African style Villages
· Road and Rail addition to the game map
· Roads will nullify terrain and weather effects making their control strategically important throughout the map
· Rail lines will now connect various cities together for Operational Movement and as a result Strategic
· Bombing can add a whole new dynamic to pre-invasion planning by targeting key Rail Hubs on the map
· Upgradeable Minors with respect to parent Research
· Expanded script framework to allow for Unit Strength losses as occurred in the Soviet Winter of 1941, forced Surrenders such as the Italian surrender of 1943, as well as script additions giving modders the power of adding in game #IMAGE and #SOUND popups to their events
· Expanded Editor including the following additions:
· Editable Seasonal Turn Lengths
· Editable Max Strength of Resources
· Editable Combat Data including Max Unit Experience as well as each Experience gain/loss for each individual combat type
· Editable Naval Damage Data for damage suffered by naval units at sea
· Editable Reinforce and Reformation Data for destroyed units
· Editable Morale Data covering morale loss/gains for Liberation, Surrender and Operational Movement
· Expanded Combat Target Data editing including new attributes such as Combat Suppression and Demoralization percentages
· Editable Research Combat Target increments as well as Research Upgrade costs
· Editable Map Text including size, font, and color that can be placed anywhere on the map
What's New in This Release:
GAME ENGINE CHANGES
· Fixed a unit reinforcement error that caused them to reinforce backwards and even below strength=0
· Fixed a SURRENDER_1 event error that caused countries that surrendered to themselves to also become annexed, and as a result were no longer making purchases, i.e. UK moves to Egypt via SURRENDER_1 event
· Fixed a Transport load error that caused transports to load in disconnected sea zones
· Fixed a Strategic Bomber and Rocket bug that in some cases caused the AI to not target resources with units on top of them and as a result Strategic Bombers now do a much better job spreading out attacks on enemy resources
· Fixed an Air unit retreat error that also fixed a unit placement error for units such as HQ's, Artillery, Anti-Air etc. where each of these units will do a much better job staying out of strike range of enemy units
· Fixed a transport embarkation error during E-Mail replay
· Fixed a Garrison unit replacement bug
· Fixed a set of Transport and Amphibious Transport movement errors that often caused them to continually bump into the same enemy naval unit
· Fixed an animate replay bug
· Fixed a unit mirroring bug
· Enemy units can now capture adjacent ports when there are no friendly units in the immediate vicinity, should help in Crete
· Fixed a reinforcement error
· improved AI naval movement under FoW that will help it to avoid spotted enemy naval units, i.e. improved stealth movement
· Retreating air units will also try and maintain good supply, i.e. in North Africa they should no longer retreat deep into the desert unless no other option exists
· Assignment of existing map Transport units for AMPHIBIOUS scripts now looks to see if they are in the same naval zone, i.e. connected, as the
COASTAL_POSITION
· Assignment of existing map Transport units for TRANSPORT scripts now looks to see if they are in the same naval zone, i.e. connected, as the
GOAL_POSITION
· Assignment of naval units for FLEET scripts now looks to see if they are in the same naval zone, i.e. connected, as the top listed #FRIENDLY_POSITION
· Fixed an AI planning assignment bug where the AI may have generically assigned an OFFENSIVE plan to a similar scripted BUILD_UP_OFFENSIVE plan causing the BUILD_UP_OFFENSIVE plan to be subsequently cancelled
· BUILD_UP_OFFENSIVE plans now properly allocate units (on the first pass) nearest the top #FRIENDLY_POSITION specified in the scripted event
· Tactical and strategic bomber units are now likely to attack a target, despite high initial losses, if they are well supported by friendly air, i.e. this should help mimic human ability to accept initial losses to break through limited enemy air and achieve the desired strikes
· Engineers can no longer Fortify on a Land + Water tile as this prevented naval movement through the tile
EDITOR RELATED CHANGES
· Fixed a Battle for Russia 2D military sprite error
· Fixed an error with Vichy France in the 1940, 1941, 1942 campaigns as it was set to Neutral and not Axis alignment
· Fixed a few Combat Target Table typos in the WaW Expansion Manual
· Fixed a fortification destroy on overrun error for the 1941-1944 campaigns
· Fixed a Hitler Suicide POPUP error
· Removed a Soviet Anti-Air from the Siberian Transfer and added it to the P/Q instead. Increased Soviet Anti-Air builds from 2 to 3
· Reduced German Anti-Air builds from 5 to 3
· Increased Rockets cost from 100 to 200
· Decreased Rocket Land and Naval unit attack values from 1 to 0
· Increased Soviet Artillery builds from 2 to 3
· Added a French surrendered check for some pre-Barbarossa German AI unit bonuses
· Added a French surrendered check for some Axis AI WAR ENTRY events
· Fixed a UNIT script error that did not properly assign a UK bonus unit to Alexandria once the AI went on the OFFENSIVE towards Tobruk
· Added a Swedish Destroyer to the map
· TERRITORY scripts can now be set for countries that do not yet exist such as Vichy France
· Entire subdirectory structure of a campaign including Bitmaps, Interface and Sound directories etc., is now copied over when using "SaveAs