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Strategic Command 2: Weapons and Warfare

Platform(s): PC
Genre: Strategy
Developer: Fury Software

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'Strategic Command 2: Weapons and Warfare' v1.02 Patch Available NOW

by Rainier on Dec. 21, 2007 @ 10:51 a.m. PST

SC2: Weapons and Warfare incorporates a huge list of fan requested new features, 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.

Get the Strategic Command 2 Weapons and Warfare v1.02 Patch off WP (124mb)

v1.02 Patch Notes

Please note, this is a PATCH for the Strategic Command 2 Weapons and Warfare Expansion and will only work for the English language version. This patch will not work with any non-English version of Strategic Command 2 Weapons and Warfare Expansion at this time. This patch can be applied to either the original v1.0 version of the game or one that was already patched up to version 1.01.

Separate patches for the other language versions will be released in the future.

v1.02 Version History:

- fixed an Amphibious Warfare research upgrade error
- fixed an Amphibious Transport properties display error when Amphibious Warfare Research Levels are > 0
- fixed an AI unit upgrade error
- Amphibious Transports that end their move adjacent to an enemy Battleship, Cruiser, Destroyer or Carrier will now
be automatically attacked regardless if it was hidden or not under Fog of War. Note, unloading after the automatic
defensive naval fire, will still be possible if the Transport is stopped adjacent a valid debarkation tile
- FREE UNIT script now called when a SURRENDER_2 event is triggered
- fixed a combat error that caused a CTD when a hidden rocket attacked a defending unit on a resource
- roads now eliminate supply range penalties over rough terrain such as mountains, marshes etc.
- fixed an AI upgrade error
- fixed a SUPPLY SCRIPT error that targeted resources such as Fortresses that were set to 'Destroy On Overrun'
- subs that dive and move will now move in a more random directional pattern

- fixed an Amphibious Warfare research upgrade error
- added #NAVAL_DEFENSE= entry to localization.txt
- Build Limits can now be set to (None) and this will subsequently delist them from purchase in the Purchase
Unit dialog, i.e. useful for modding when you want to eliminate certain unit types from in game purchase
- updated several FLEET events for the UK to take better advantage of the modified Amphibious Transport rules
- updated several bitmapped flags
- added some Axis AI UNIT script and GARRISON enhancements for the post D-Day period
- fixed a railway disconnect between Narvik and the adjacent mine
- made an adjustment to an ACTIVATION#2 event checking for UK aggression in Norway, it now checks to see if Norway has
surrendered to the Allies and not the case where the UK is attempting to liberate Norway
- updated the North African campaign flags for Malta as well as for the Commonwealth

v1.01 Version History:


- fixed an AI destroyer unit combat error
- fixed an AI upgrade unit error
- fixed an animation replay error
- fixed a MINOR country Corps purchase error
- paratroops that are preparing and engineers that are fortifying are no longer hidden under FoW
- subs caught in sea ice no longer raid convoy lanes until sea ice clears
- subs now use the following rules:
- Silent
- Sub can pass through hidden enemy units except for a Destroyer under FoW
- Sub cannot attack convoy lanes
- Hunt
- Sub cannot pass through hidden enemy units under FoW
- Sub can attack convoy lanes
- Note, a Sub will dive (if a dive is successful) when attacked and move away under either Silent or Hunt mode
- transfer of capitals now reduces that country's morale the same as it would if an ally were to surrender
- transfer of capitals now increase occupier's morale the same as it would if it forced the surrender of a country
- any country that has a capital transferred to a disconnected area loses its current production/queue items (complete wipe out) unless the transfer location is connected to the current location of the capital (pre-transfer) or to any of the Industrial Center locations for that country
- fixed a script handling error for #CONDITION_POSITIONs
- fixed a Paratroop glider sound error when playing under Military unit icons mode
- fixed a Paratroop drop and new unit selection error when Fortifications are destroyed or a Paratroop unit takes landing casualties
- surprise encounters will now only apply the 'Hidden Attacker Readiness Bonus' to decrease attacker losses and not to also increase defender losses as was previously the case
- fixed an 'add_unit' bug when minors are activated
- fixed a resource mpp calculation error that did not include Fortresses if a value was assigned to them
- fixed a bug where custom combat supply loss values via the Editor were not being read in game


- fixed the military unit bitmaps to show some differentiation between tactical bombers and strategic bombers
- replaced Manstein with Bittrich in the Wacht Am Rhein scenario
- removed all incorrect references to O'Conner in the 1939 and 1940 campaigns and replaced them with O'Connor
- fixed a SURRENDER_2 script error for the surrender of Italy
- added several new Axis Middle East OFFENSIVE events
- added several new Axis Middle East TRANSPORT events
- added several new Axis Middle East GARRISON events
- added several new ACTIVATION#3 events
- added #PRODUCTION_LOST= entry to localization.txt
- fixed a Polish campaign victory condition error
- fixed several Spanish Civil War campaign errors
- updated Manual with several new entries regarding changes in Weapons and Warfare

The Strategic Command 2 Weapons and Warefare Expansion raises the bar even higher in the WWII Strategy wargaming arena with all new game options, improved artificial intelligence and mind blowing expandability with its included full game editor. will start taking Pre-Orders for the Strategic Command 2 Weapons and Warfare Expansion later this week and expect the game to be released at the end of this month (October).

The Weapons and Warfare Expansion requires that you already have Strategic Command 2 Blitzkrieg installed and licensed on your computer! This is NOT a stand-alone game, but an expansion.

Weapons and Warfare will be released in two versions.

  • For those that already own Strategic Command 2 Blitzkrieg, you can buy just the expansion pack for $25.
  • For those that are new to the Strategic Command 2 game or want the original game and the new expanion together, we have a bundle pack which includes BOTH Strategic Command 2 Blitzkrieg and the Weapons and Warfare Expansion. That bundle will have a special sale price of just $45.

Features :

  • 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, 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 Afrika, 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 an 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
  • 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

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