Get the Strategic Command 2 Weapons and Warfare v1.06 Patch off WP (130mb)
Strategic Command 2 Weapons and Warfare Expansion was the first of several planned expansions to the award winning Strategic Command 2 Blitzkrieg game. This expansion 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.
v1.06
GAME ENGINE CHANGES
- air units can no longer land and paratroops can no longer drop in rain/snow/sandstorm tiles
- fixed a tile control update error
- fixed a submarine movement and surprise contact error
- fixed an error where a minor may switch sides when its parent is declared war upon
- fixed a right click Paratroops error that did not always allow it to 'Prepare' for customized campaigns
EDITOR RELATED CHANGES
- reduced BEF to strength 5 from 10 with 44 MPP compensation to the UK
- removed tactical bomber from German P/Q and replaced it with a Tank Group
- fixed an HQ/Amphibous Transport MPP error that occasionally provided free MPPs when transporting HQs
PATCH NOTES:
This patch is all-inclusive, includes all the earlier patch content and will patch any previous Battlefront.com English language version of Strategic Command Weapons and Warfare Expansion from the initial v1.0 to v1.04.
This patch will not work with any non-English version of Strategic Command 2 Weapons and Warfare Expansion.
Separate patches for the other language versions should be released in the future.
Strategic Command 2: Weapons and Warfare Expansion v1.03 Feature List
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"
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