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Strategic Command WWII Global Conflict

Platform(s): PC
Genre: Strategy
Publisher: Battlefront.com
Developer: Fury Software

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'Strategic Command WWII Global Conflict' v1.01a Patch Available NOW

by Rainier on May 10, 2010 @ 1:29 p.m. PDT

For the first time, players will be able to wage World War II across the massive expanse of the entire planet. From battles in Europe and North Africa all the way to Asia and the Pacific, WWII Global Conflict features the largest map yet (up to 131,072 tiles)!

Get the Strategic Command WWII Global Conflict v1.01a off WP (125mb)

More than a hundred improvements, fixes and tweaks to both the game engine as well as the editor - many based on feedback from the fan community forums and email - make this one of the biggest patches for one of the biggest grand strategy games out there. Perhaps among the most noticeable improvements to players will be the optimized map scrolling speeds for both the game and editor making very large maps much more playable.

Please note, this is a PATCH for the game and will only work for the Battlefront.com English language version of Strategic Command WWII Global Theater. This patch will not work with any non-English or non-Battlefront (retail) version of Strategic Command WWII Global Theater at this time.

Save games created with earlier versions of the game are NOT compatible with v1.01. Please finish your in-progress games before applying this patch.

Strategic Command: WWII: Global Conflict v1.01 Patch

GAME ENGINE CHANGES

  • fixed a right click 'Sleep' error (Armuss)
  • fixed a Raider display error (Armuss)
  • fixed a Destroyer/Raider hunting error (Fintilgin)
  • fixed a Purchase Unit dialog selection error (Rannug)
  • fixed an MPPs chart date bug for campaigns with asynchronous turns (Bill M)
  • fixed a map supply display error (xwormwood)
  • fixed an adjacent port calculation error (xwormwood)
  • fixed an AI purchase unit error for when playing with Soft Builds
  • fixed AI transport movement errors where transports would not avoid newly detected enemy naval units (Robby1, Bo)
  • fixed an AI transport error regarding LOOP positions and disconnected COASTAL POSITIONS from embarkation points (Al, Bill M)
  • fixed a SURRENDER_2 e vent error regarding Persia (Yolo911)
  • fixed an Amphibious Transport unload/attack error that did not have the AI attack coastal units when applicable (Armuss)
  • fixed Carrier research level display positions so it is more in line with other unit level display positions, i.e. no longer skewed (Armuss)
  • fixed a DECISION display error for decision events with custom #IMAGE entries (Bill R.)
  • fixed a custom PBEM end of turn display error (Bill M.)
  • fixed a FREE UNIT error where free units were being created in enemy held territories (Bill M.)
  • fixed a Carrier attack values error for Mix mode (Amadeus)
  • fixed a Transport error where AI transports were unloading in ports with strength < 5 (Armuss)
  • fixed an air unit movement bug over Depression tiles (Skrivebordsgeneralen)
  • fixed a resource value calculation bug (Armuss)
  • fixed a UNIT script placement erro r that would place naval units in enemy held ports (xwormwood)
  • fixed a Transport unload error for active/surrendered minors that have inactive parents (Nupremal)
  • fixed an Air Fleet intercept error for active minors that have inactive parents (Nupremal)
  • fixed a CONVOY MPP transfer error for countries that surrender and as a result the recipient receives full resource MPP income instead (Gunnar)
    • e.g. a surrendered DEI would normally send a convoy to Japan but it is currently Allied or liberated, in this case any resources currently held by Japanese forces should not be considered as MPP income for Japan and this is now the expected behaviour
  • fixed a SURRENDER_1 error that would not deactivate a country that has been replaced by #TRANSFER_ID (Alexandre, Gunnar)
    • i.e. when the French government moves to North Africa, Algeria was still considered for the various script conditions even though i t no longer exists on the map
  • fixed a Special Forces Amphibious Transport error into enemy held ports (Catacol)
  • fixed a Sack HQ error when attempting to sack Minor HQs (xwormwood)
  • fixed several Port tile control issues for when countries surrender and when there are units adjacent a port with no enemy units nearby (Ludi)
  • fixed a unit purchase placement error for friendly nations that do not yet have a common belligerent (geofighter)
  • fixed a full screen PBEM exit error that would cause the game to crash on Windows 7 (realbilly)
  • optimized unit movement calculations for naval and some land unit types, overall turn speed improvement of 25%
  • optimized the Maps dialog improving the load and exit speeds considerably (Bill R.)
  • optimized map scrolling for much larger campaigns (Nupremal)
  • added a combat target values display at the top information bar for when th e target cursor is set on an enemy unit/resource
  • unit morale bonuses due to national victories now capped at 150%
  • adjusted the minimum 1 tile movement rule for units where it will now only be implemented if a unit literally cannot move
    • i.e. if it can move to a position that a friendly unit is currently occupying then the rule does not apply

EDITOR CHANGES

  • fixed a Partisan reporting error (Armuss)
  • fixed a max unit experience setting bug
  • fixed the misspelling of Indomitable (Robby1)
  • fixed a Crete SUPPLY event error (Isnogud)
  • fixed a UK Army Carrier attack value error (Armuss)
  • fixed several terrain type errors that were showing as Tropical Hills when they should have been Marshes (Ottosmops)
  • fixed the DE 108 text to not imply that the US will seize the gold at Fort de France but r ather simply intern it (Alexandre le grand)
  • fixed a German DoW error if the USSR is already at 100% mobilization (Emperor Elliot)
  • fixed the Allies Liberate Paris popup that occured when France had not previously surrendered
  • added a Video Acceleration option
  • added a Japanese report POPUP informing Japanese players of the reinforcements that will become available throughout 1941 in preparation for the war with the Allies (John DiFool)
  • added several new FLEET events to help Allied Destroyers (David)
  • added Japanese DE 604 SURRENDER event to fight on from Seoul (KvP)
  • added US DE 309 to drop atomic bombs on Japan
  • added UK DE 105 to mobilize Malaya and develop the port of Singapore as early as March 1940 (xwormwood)
  • added UK DE 112 to send UK naval reinforcements to the Pacific or keep them in the Atlantic
  • added UK DE 113 to send Australian and New Ze aland reinforcements to Egypt or to have them arrive in their home countries instead (xwormwood)
  • added a check to see if there are no Allied land units in range of the port of Brest before the German DECISION event to enhance the naval base fires (David12345)
  • removed HMS Electra Destroyer from the UNIT scripts and placed it on the map to appear in British India at strength 3
  • removed III Indian Corps from the start map for Malaya
  • removed West Force Corps from the start map for Malaya
  • lowered the starting strength of East Force Corps in Malaya from 8 to 5
  • removed Venice from the alternate Capitals list for Italy
  • removed Tripoli as an Industrial Center for Italy
  • several User Manual corrections (U8led)
  • enabled the Mexican loop arrows for US units (Mabus77)
  • removed Seoul as an alternate capital for Japan (krrpt)
  • Graziani DECISION event will now only appear at the Intermediate AI level (krrpt)
  • Italian MVSN unit will now only appear at the Intermediate AI level
  • Italian surface raiders added to the applicable SUPPLY events (Armuss)
  • adjusted the Solomons to improve Allied AI landings there (David)
  • adjusted HQs for Turkey, Thailand, Romania, Dutch East Indies, and Argentina to a rating of 4 (Gronq)
  • adjusted UK Amphibious assault script for Iceland (David)
  • adjusted Northern Ireland so it can now be invaded without having to DoW Ireland (Snowstorm)
  • Amphibious Transports can now be set to de-entrench and de-moralize in the Editor
  • Amphibious Transports now set to de-entrenchment = 1 (Armuss)
  • BELLIGERENCE events can now be set for a surrendered #BELLIGERENCE_ID
    • i.e. Japan can now enter the war against the USSR and occupy Soviet territory even if the USSR has already surrendered to Germany if the applicable BELLIGERENCE event is set (Amadeus)
  • renamed the Partisan popup strings in SUPPLY events to 'Resistance' so as to avoid confusion with actual PARTISAN events (Desechecs)
  • Japanese Home Guard will now only activate after 1943 (Gronq)
  • Swedish activation sprites corrected (Gronq)
  • removed the Caspian Sea ports (John DiFool)
  • fixed several unit LOOP errors within North America for Axis units (Noah, Rdent)
  • LOOP events can now have a #FRIENDLY_POSITION that is left unspecified or 'blank'
  • 1939 Alliance of Evil
    • fixed a UK surrender option bug (Preusse)
    • fixed the Soviet Seige message in Seoul (Mabus77)
    • removed the Urals Industry event for the USSR (brianlala)
    • removed two USSR mines for the USSR
    • disabled the Allies Liberate France POPUP event (Mabus77)
    • fixed se veral SUPPLY event errors (Armuss)
    • USSR now Declares War on China when in position to do so (Snowstorm)
    • Manchurian resistance events now only fire when Manchuria is still surrendered to Japan (xwormwood)
    • Soviet annexation of Persia now only occurs when it surrenders to the Axis (xwormwood)

For the first time, players will be able to wage World War II across the massive expanse of the entire planet. From battles in Europe and North Africa all the way to Asia and the Pacific, WWII Global Conflict features the largest map yet (up to 131,072 tiles)!

Command the forces of 6 major and 58 different minor nations. 20 different unique unit types are portrayed and modeled with up to 30 different characteristics and stats. To add historical flavor and replayability, over 200 different in-game events are now depicted as well as over 50 different decision events that guarantee a unique experience each time the game is played.

Rewrite history with 3 full length, open ended global campaigns beginning at key stages of World War II. Begin the war from the historical invasion of Poland in 1939, the Axis high water mark of 1942 or in 1943 when the Allies may have just begun to turn the Axis tide in their favor.

An additional bonus "what if" campaign covers a hypothetical alliance between Germany and the USSR where they expand their non-aggression pact and take on the world.

  1. 1939 World At War - This is the main global campaign covering the entire war from start to finish. Players will be able to wage war across Europe, the Atlantic, North Africa, Asia and the Pacific. The campaign recreates a conflict of epic proportions that would go on to become a true global military struggle involving most of the world's nations, including all major powers.
  2. 1942 Axis High Tide - Following the fall of France and the German conquest of the Balkans, Hitler turned his attention east towards the Soviet Union. Having broken his pact with Stalin, his forces have won a string of successes against the Red Army which have taken them to the gates of Stalingrad. Meanwhile in the Far East, the Japanese Imperial Navy has dealt a devastating blow to the US Naval Fleet at Pearl Harbor while her Armies have swiftly captured the Philippines, Singapore, Thailand, Burma, the Solomons, the Dutch East Indies and Hong Kong. With Axis subs continuing to harass Allied shipping, Rommel poised to advance on El Alamein in North Africa and the Japanese Fleet moving in to strike at Midway, can the Allies ever hope to turn the Axis High Tide?
  3. 1943 Allies Turn The Corner - After a series of strategic defeats for the Axis forces, including the loss of North Africa, the battle for Stalingrad, Guadalcanal, and the death of Admiral Yamamoto, the Allies look to have turned the corner on the combined German and Japanese military forces. With a resurgent US Fleet in the Pacific and the western Allies poised to land on Sicily, can the Axis hope to regain the strategic initiative, or is the rest of the war now a forgone conclusion?
  4. 1939 Alliance Of Evil - The world is poised on the edge of the abyss as the two most powerful dictators in history have formed an alliance to take over the globe. Top secret clauses in the Molotov-Ribbentrop Pact of August 1939 include plans for the division between Germany and the USSR not only of Poland, but also of Europe, Africa and the Far East. This Pact paves the way for Hitler to take control of central and western Europe while Stalin is free to impose his version of Communism throughout Asia

Key Features:

  • Would you as the British Government so desperately need Destroyers against German U-Boats that you would give several naval bases to the USA?
  • Could Franco be convinced to join the Axis if enough monetary and territorial concessions were offered?
  • Would you as the Allies work to support and finance a coup in Yugoslavia to break its inclusion within the Axis Tripartite Pact? Would it be worth the effort and cost?
  • How should Japan react to the crippling US embargo depriving it of its much needed resources to carry on her war with China?
  • Added an 'S' hotkey to show you the current and expected supply on the map, i.e. if hypothetically venturing forward and into enemy held territory.
  • Added a Partisan hotkey 'P' to show you parts of the map that will potentially have partisan activity
  • Added a right click 'Sleep' option to have units skipped in the 'Next' unit key sequence as well as from flashing on the larger War Maps.
  • Strategic Bombers can now raid convoy lanes provided there is a cooperating weather conditions and that there are no enemy fighters protecting the reachable convoy areas.
  • Amphibious Transports can now attack land units simulating fighting on the beaches prior to landing. Amphibious Transport attack values can also be increased via the Amphibious Warfare technology
  • Updated combat to include an awareness of relative unit upgrades resulting in less bloody combat between similarly upgraded opponents. For example, two Level-2 Tanks attacking each other will incur damages similar to two Level-0 Tanks.
  • Convoy routes are now shown with directional arrows so players can better understand the relationship between source and delivery countries.
  • Expanded the Reports dialog to include several new subdialogs and graphs including a 'Detailed' unit losses report page as well as MPP, Convoy, Raider and Strategic Bombing graphs.
  • Convoys - Shows a graph of the total convoy income coming in for a country as well as all the convoy losses
  • Raiders - Shows all the surface fleet losses as well as sub losses that a country has accumulated each turn on any enemy convoy lanes. This should be a good indicator for a country like Germany to see if their battles against convoys have been worth the effort as they cross reference with the effect of their raiding in the Convoy chart.
  • Strategic Bombing - Shows the losses incurred from strategic bombing, including future MPP collection losses due to lowered resource strength values, by an enemy action as well as the associated enemy bomber losses. For example, the Allies can use this information to determine if their Strategic Bombing campaign is worth the effort by looking at the German Strategic Bombing chart showing all the resource losses that Germany has suffered as well as the enemy bomber losses, i.e. those of the Allies, in attempting to inflict those resource losses.
  • MPPs - Charts the accumulated MPPs from each turn as well as the MPPs spent on new unit purchases and MPPs lost from unit damage and destruction. Totals are also shown at the bottom of all graphs.
  • Added an 'L' hotkey that will re-display the last turn summaries for reference. This is a handy feature for those that like to do something else during the AI or our opponent's turn.
  • Added a 'Quick Animation' option for AI and Multiplayer replays that can be found in the 'Advanced' game settings dialog. This doubles the speed of the AI.
  • Campaigns now feature the ability to provide MPPs, or charge them, via DECISION events
  • Added a #DESTINATION_RESOURCE entry for PURCHASE events for customized campaigns

The game is expected to be released for download within 4-6 weeks. Mail delivieries usually take 1-2 weeks longer. However, you can place your pre-order already now, and you'll not only be one of the first to get the game once it's released, you will also get the limited edition* printed manual AND you will save $10 in the process!

When you pre-order, you will be able to download the game immediately when it's released (in fact, a little before the official release announcement is made, giving you a head start on the crowd) AND you will receive the box, CD and limited edition* printed manual in the mail a little later. This "download & mail delivery" offer will cost $55 after the release, and you can pre-order it now for $45, a $10 savings!


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