This patch is all inclusive and can be applied to any previous version of the game. This patch is intended ONLY for the Battlefront.com English language versions of the game (CD or Download). Patches for other versions will be released separately. This patch is NOT for the Weapons and Warfare Expansion. SAVE GAME COMPATABILITY NOTICE Strategic Command 2 Blitzkrieg v1.08 is NOT compatible with older save games from ANY previous version of the game. If you wish to play multiplayer with someone else, make sure that they have upgraded their game to version 1.08. NOTE ABOUT CUSTOM CAMPAIGNS AND GAME MODS Prior to installing this patch over your current files, use the Export Data feature to save all of your existing data for a custom campaign(s). We suggest you also zip up all of your custom files just in case so you can go back to them if necessary and rename your custom campaign as campaign_old. You should also rename your templates directory to templates_old so you can check for changes. Once you've followed the steps above apply the patch and then do the following: 1) Open a new campaign using File->New 2) Set the new campaign map size to match the map size of your previous pre patch campaign. 3) Select File->Import and select the folder for the campaign in which you would like to import data files from. If you do not have the correct map size the Editor will inform you and you can then repeat step 2) 4) At this point, select Save and select the name of the older campaign you wish to update. This assumes you still have the original 'Campaigns' folder intact with the pre patch campaigns and subfolders. For example, let's say you had a file called '1939 Fall Weiss Custom'. Simply select this file when you are going to save. WARNING: It will ask you if you would like to overwrite the scripts. Make sure you click "NO". NOTE: If you click "YES" it will overwrite the existing scripts with the Template scripts. If you click "NO" it will use the existing scripts which is what you want here. v1.08 GAME ENGINE CHANGES - added the all new WW2 Global Conflict map and campaign - optimized AI distance checks, now 33% faster in worst case scenarios EDITOR RELATED CHANGES - removed the MapData feature as it is no longer used v1.07 GAME ENGINE CHANGES - fixed a network/client campaign selection and script toggle error (Iron Ranger) - fixed a rebuild error for minor HQs (Bill) - fixed an AI land unit movement crash (Rannung) - fixed a purchase unit bug where the game engine was not repurchasing (repurchaseable) minor units that had been previously destroyed with supply > 5 - added some additional AI purchase logic for when the AI has a sizeable bank account. AI will attempt to make additional purchases as outlined in the PURCHASE script in order to exhaust available MPP as well as to max out available upgrades when making these special unit purchases - added some additional AI research logic for when the AI has a sizeable bank account. AI will attempt to make additional research investments as outlined in the RESEARCH script in order to exhaust available MPP - fixed a paratroop bug that allowed prepared paratroops from inactive majors to attack active countries (Cosmin) - added a suprise unit combat for transports that embark and reveal a hidden naval unit (Blashy) - fixed a fortress/fortification overrun bug (TaoJah) - DirectX installation error corrected as was mostly seen on Vista installations EDITOR RELATED CHANGES - fixed a Marsh tile error at 130,19 (Bromley) - PURCHASE scripts now allow for minors to be scripted for purchases - fixed a small error with the US Vichy Algeria AMPBHIBIOUS script - adjusted USA PURCHASE scripts - fixed a few script related errors for the Axis AI (Garrison, Offensive) - fixed an Editor display error under Vista (n0kn0k) V1.06 Change Notes 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 - 25% German AMPHBIOUS_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 Bitmaps\Sprite 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 with a map data format as follows: - first line is map width - second line is map height - subsequent lines is extracted from map information based on the following loop: from map_y := 0 until map_y = map_height loop from map_x := 0 until map_x = map_width loop ... map_x := map_x + 1 end map_y := map_y + 1 end - extracted info will look like the following: 43-0-39 8-1-39 77-0-0 - 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 v1.05a GAME ENGINE CHANGES - fixed an AF interceptor bug during AI turns (Normal Dude) - fixed an entrenchment bug (matt68228) - fixed a Fortess/Fortification destroy on overrun bug (Normal Dude) EDITOR RELATED CHANGES - fixed a FREE UNIT script error (Bill) v1.05 GAME ENGINE CHANGES - Fixed a customization issue where some custom Interface bitmaps were not ever displayed. for example, now if you specify a custom 'main_screen.bmp' it will display this Interface bitmap once the custom campaign has been selected - Fixed a unit silhouettes bug (Blashy) - Fixed a bug where unassigned AI units would attempt to attack enemy territory through an inactive major (Normal Dude) - Fixed a unit mode display replay bug (BioWizard) - Fixed a few animate replay bugs (David12345, Gunnar) - Fixed a SURRENDER script error (Scook) - Fixed an engineer unit error that allowed them to be transported while fortifying (JJR) - Engineers that are not fully active can now fortify when adjacent an enemy unit (Iron Ranger) - Fixed a few combat bugs wrt how Transports/Amphibious Transports took losses so they should now take more damage when attacked - Elite strength is no longer included when calculating transport readiness for combat (Iron Ranger) - Attacker multiplier is now increased 50% for units attacking transports - Weather no longer halves combat damage for Transport defenders - Fixed a bug relating to AF interception and the selection of those AF (Terif) - Fixed a previous ALT-TAB issue that did not allow you to switch out of the game during AI, Network and E-Mail replays without causing a crash - Note an attempt to switch back to SC2 will only be successful when the AI or replay in progress has completed, i.e. the game is not frozen it is just completing its task first before popping back up - Note, if your opponent completes their turn while SC2 is minimized you will be notified via the chat 'squak' sound effect played 4 times in quick succession, otherwise it is just your opponent sending you a text message - Added an SC2 taskbar icon to the system tray (bottom right hand corner on most systems) - Note, the SC2 icon will flash whenever there is a playable turn. for example, if you minimize SC2 during an AI or Network game this can be handy to let you know that either the AI has finished its turn or that it is your turn to play during TCP/IP - Network games now also allow the inactive player to scroll around the map while waiting for the turn to start, v1.04 introduced scrolling for the inactive player but it did not include the period between synchronizations - Added a few new network game indicators such as a message when your opponent has completed their turn and that game data is currently being transferred - Added Research and Diplomacy to the 'Preference' options under the Options->Advanced dialog - Note if Research and Diplomacy are not enabled in the Editor then these options cannot be Changed in game under the Advanced dialog, i.e. these options are considered locked from the Editor - Fixed a PLAN script #ACTIVATE_POSITION bug that did not properly handle multiple entries - Fixed a PLAN script bug that did not accept BUILD_UP_AMPHIBIOUS plans when the objective had already been achieved - Fixed a bug where Transport plans would lose WAYPOINTS as soon as the first unit reached that particular waypoint (Edwin P.) - improved all AI naval movement to better avoid enemy units, i.e. under FoW recognizes spotted positions and uses them to its advantage when moving subsequent units - defending Rockets now include their entrenchment and defence bonuses when calculating their potential losses (Iron Ranger) - Fixed a bug when attempting to switch from an E-Mail to a Network (TCP/IP) game (Liam, Terif) - Fixed a convoy MPP transfer bug (TommyT) - liberating countries now become the new PARENT overwriting the previous parent. for example, if the USSR liberates Iraq it will be the new Allied PARENT overwriting previous UK PARENT relationship (BioWizard) - improved AI logic and sequencing for Garrison and Reinforcement. - Fixed a FoW issue during multiplayer replays where hidden moving units were inadvertently revealed through unit mirroring (Blashy) - Fixed a unit strike range issue that did not properly take into account land and coastal contours. for example, naval units with a SR=1 (with the exception of Carriers) could strike across coastal tiles that were not logically connected. This also applies to land units with a SR=1 with the exception of AF, Bombers and Rockets - Added a FoW feature for Engineers, now they will remain hidden under FoW while building a FORTIFICATION unless an enemy unit is immediately adjacent - Added a FoW feature for Paratroops, now they will remain hidden under FoW while preparing unless an enemy unit is immediately adjacent - Fixed a bug where the AI would not go after units it could destroy, often causing all relative attackers to do nothing, i.e. not even attack other units - Changed FoW for Land units spotting units at sea. Now all land units, with the exception of Bombers, will spot Naval units at 1/2 their current spotting range, i.e. AF spotting range might already be Reduced due to weather effects etc., all other spotting remains the same... should make the "cat and mouse" (Desert Dave) naval game a bit more interesting - Fixed an AI combat bug where AI submarine units attacked other submarine units (Bill) - Fixed an AF interceptor bug where an AF did not intercept Bombers if 'it' was the target or if it was placed on top of a defending resource (Terif, Bill, Desert Dave) - Fixed a bug where ineligible units remained attached to an HQ under 'Auto-Assist' or 'Manual' mode (Terif, Cosmin) - Fixed a unit variation placement bug (Bill) - Fixed a few AI combat bugs related to the optimization of Air and Naval combat for Offensive/Amphibious planning - Fixed a few land combat bugs that did not make optimimal use of attack/movement rules - Fixed a bug where the Paratroops glider was not animated as a slide from start position to end position under AI or E-Mail/Network replay turns - Fixed a bug where the AI was not replacing some heavy GARRISON units by a Corps when it should have been doing so - Note, Added the replacement of non City/Capital/fortress GARRISON positions to the AI. for example, when the AI has a GARRISON unit located in the Yugoslavian mountains, a nearby Corps will now replace an Axis Army or Tank Group if applicable and if available to do so - lowered land unit morale bonus/decrease for when a country surrenders or is liberated from 25-40% to 20-30% (Terif) - capped morale bonus increase to only those units that are below 150% and morale bonus decrease to only those units that are above 50% - Paratroops within 'Operational Range' of an Offensive target and without any adjacent enemy units will now automatically 'Prepare' to be used in air drops on subsequent combat turns. This is simply generic AI behaviour that is being Added not something that can be controlled via scripts - Note the AI will make every attempt to perform air drops under *ideal* conditions. AI will look for vacant cities that it can reach via air drop or for offensive/amphibious targets that will also be supported by friendly units - Added additional AI debug features that can be accessed while in game: - press the 'F1' key and this will generate a DEBUG subfolder under the 'SAVE' directory storing each 'autosave' by current campaign date. This will make it easier to reference something the AI did on its last turn (now repeatable with the stored save) under DEBUGSAVE mode - Pressing the 'F2' key and this will generate a DATALOGS subfolder within the 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) EDITOR RELATED CHANGES - Adjusted some of the dates for the WAR ENTRY additions (Desert Dave) - Changed the UK moves government to Canada script back to simply moving to Egypt as you will still be able to force a UK surrender this way. UK moves Government to Canada is now a selectable script option but not the default - Bumped IT range from a max of 25% to 100% (Blashy) - Added an ACTIVATION#1 event for Allied DoW on Denmark (Desert Dave) - Added an #AI flag for EVENT scripts to give modders the ability to specify scripts for either an Allied or Axis AI game (Edwin P.) - Added a time stamp check to AI and EVENT scripts so that the Editor can now keep track of Changed files. This dramatically increases the processing speed of campaigns after the initial save. The Editor also now keeps track of changes and which Script files require re-checking/re-compiling only as needed - Added an 'Update All' button for both the Edit AI/Event Script dialogs. This was simply Added in order to force a manual update of all scripts, i.e. a re-verification and re-extraction since this is now handled automatically by the Editor - Fixed a spelling error in the SURRENDER script for 'Independence' (An Old Man) - Changed diplomatic effect range to 7-10%, Germany and the UK were still at 8-15% - Changed the diplomatic cost to influence a friendly minor to 75 MPP from 50 MPP and the cost to influence a friendly major to 150 MPP from 100 MPP - Fixed a #COUNTRY_ID= 0 for generic popup error (n0kn0k) - Fixed an Editor unit movement/placement bug (Desert Dave) - Amphibious Transports can now also use WAYPOINTS when using the PLAN script similar to regular Transports. See PLAN script notes for further details (Edwin P.) - Note, using WAYPOINTS will also speed up AI movement of Transports - when using WAYPOINTS for either Amphibious Transports or regular Transports the game engine will consider any final movement position that is within 3 tiles of a WAYPOINT as a success and subsequently plot for the next WAYPOINT in the list. This helps keep a group of scripted transports together much more than in previous versions. Also if one of the WAYPOINTS set is a Naval Loop position the game engine now recognizes this and attempts to spread out transports amongst any immediately adjacent Naval Loop tiles in order to maximize the number of transports that will proceed along that naval loop in a single turn. for example if you set a WAYPOINT as #GOAL_POSITION= 35,35 i.e. the center Naval Loop position for the South Atlantic Naval Loop, up to 5 transports may proceed along that naval loop if the adjacent tiles are unoccupied and 5 transports can reach the relevant positions - Added BUILD_UP_AMPHIBIOUS_MINOR and BUILD_UP_SEA_TRANSPORT_MINOR flags for PLAN scripts. Now BUILD_UP_AMPHIBIOUS and BUILD_UP_SEA_TRANSPORT will include HQs by default while BUILD_UP_AMPHIBIOUS_MINOR and BUILD_UP_SEA_TRANSPORT_MINOR will not - Added BUILD_UP_FLEET flag for PLAN scripts. This allows for organized naval FLEET movement via scripting. See PLAN script notes for further details - updated, revised and edited all PLAN script reference notes - Fixed two PARTISAN script errors, Norway and the USSR (n0kn0k) - Adjusted the northern coastline of France near Brest in order to take into account new strike range rules - Adjusted coastal tile for Kronstadt port so that Finnish ground units cannot attack Soviet navy (in port) unless they control Leningrad, also takes into account new strike range rules - Changed the Swedish MPP Convoy destination port to Konigsberg from Kiel (Terif) - Reduced Engineers, Paratroops, and Rockets to 200MPP - Reduced Tank Groups to 250 MPP - Reduced Air Fleets and Bombers to 300 MPP - Reduced Battleships to 400 MPP - Reduced Cruisers to 300 MPP - Reduced Carriers to 450 MPP - Reduced Subs to 200 MPP - Added Riga as a GARRISON position once the USSR becomes fully active - Added Voice of Reason's "Science of SC2" Guide to the 'Extras\Docs' folder - Removed the PLAN script and replaced it with separate scripts to cover the following: - GARRISON - FORTIFICATION - OFFENSIVE - AMPHIBIOUS - TRANSPORT - AMPHIBIOUS_MINOR - TRANSPORT_MINOR - FLEET - For FORTIFICATION scripts you can now see the 'edge' info when viewing available FORTIFICATION sprites in the Editor, i.e. shown when moving the mouse over the sprite in the lower left corner of the status bar in order to ease the writing of forTIFCATION events - Tweaked some of the Allied GARRISON, OFFENSIVE, AMPHIBIOUS, TRANSPORT, PURCHASE and RESEARCH scripts - Tweaked some of the Axis GARRISON, OFFENSIVE, AMPHIBIOUS, TRANSPORT, PURCHASE and RESEARCH scripts - Reduced Italian Army SA to 2 and TA to 1 (Desert Dave) - Changed South African UNIT event to arrive at Cairo instead of Alexandria - Changed 1st FSJ to arrive off of a UNIT script event on December 31, 1939 close to Hamburg - Added Soviet Partisans for the Caucases flagged for Allied AI games only (Edwin P.) - Removed 3 Corps from the Siberian Transfer event (Desert Dave, Iron Ranger) - Bumped maximum German Submarine builds from 6 to 8 (Blashy) - Added several WAR ENTRY (AI) events (Edwin P., Desert Dave) - Bumped Germany IT increments to 15% (Blashy) - Fortresses can now be specified as a #DESTINATION_RESOURCE for UNIT scripts - Added optional Victory scripts to check for a 1945/08/31 end date, original 1947/01/01 Victory scripts are still default (Blashy) - Added a UK Engineers unit to arrive in Egypt March 1, 1940 via the UNIT script for Allied AI games only (Jollyguy) - Added El Alamein FORTIFICATION tile to Egypt (Desert Dave, Jollyguy) - Added a UK moves Government to Canada SURRENDER event (selectable with default still Egypt) - Added required Convoy adjustments for a UK moves Government to Canada event - Special thanks to the following additional forum members for their help on this patch: - Retributar - TaoJah - Jollyguy - Honch - Iron Ranger - Terif - Kuniworth - Normal Dude - Thrawn - Liam - Hellraiser - BioWizard - SidiusPOA v1.04 GAME ENGINE CHANGES - fixed a game freeze "Thinking..." error (BDW) - fixed an HQ purchase and renaming bug (Terif) - fixed a bug where transports did not automatically unload when starting in port and without a plan (Edwin P.) - decreased the size of multiplayer save files, this should increase the transfer speed for E-mail and Network games (33-50% faster) - network games now allow the non-active player to scroll around the map, previously this was not possible - fixed a bug with how the FREE UNIT script was handled, now units can only become Free if the alignment value of #TRANSFER_ID matches their current alignment. For example if Belgian units are set to become Free under the UK this will only happen if Belgium is Allied when it surrenders and not if they were Axis (Honch) - fixed a convoy display bug for TCP/IP games (Biowizard) EDITOR RELATED CHANGES - fixed a PARTISAN script error that listed Irish partisans incorrectly for Norway (Winti) - fixed a convoy path error from Iraq to the UK - fixed a PLAN Garrison event error for the UK when attempting to Garrison Trondheim after an opportunity invasion - sped up script error processing when using the 'Update' button in the AI and Event script viewer dialogs - made some initial OOB adjustments to the 1944 campaign v1.03 GAME ENGINE CHANGES - fixed an engineers bug that allowed for continual movement if the unit was fortifying and then set to not fortify (Mr. Dozer) - amphibious assaults (AI) will now check to make sure that 50% of available transports are within 1/2 AP range of the ideal coastal assault position before declaring war (if necessary). This enables much more effective AI amphibious assaults upon DoW. Regular amphibious assaults still only check that 50% of available transports are within full AP range of the ideal coastal assault position before landing (from v1.02) - fixed a unit sprite (research level) error when the AI purchased previously destroyed units (additional related fix from v1.02) - fixed an intercept bug where a friendly AF would intercept multiple times during an AI turn (Desert Dave) - changed diplomacy hit calculations, determined as follows: - cumulative friendly diplomatic pressure (%) - cumulative enemy diplomatic pressure (%) now determines percentage chance for a successful diplomatic hit - diplomatic hits now only happen once per major (per targeted country per turn) and only for the major with the highest diplomatic pressure assigned to the targeted country, i.e. Germany has 15% pressure targeting Spain and Italy has 9% pressure for a total of 24%, if a hit is successful Germany will be credited for the hit and lose a chit if applicable - enemy diplomatic activity is also now reported (partially) under FoW - diplomacy dialog now lists cumulative influence (by each major) per targeted country - fixed a reinforce bug when there were no weather zones in place (John Hugo) - fixed a paratroops bug that allowed for continual movement if the unit was prepared and then un-prepared (Mr. Dozer) - fixed an upgrade bug that did not allow for proper upgrades of discounted units, i.e. those re-purchased at 60% (BioWizard) - fixed a major PLAN script bug that inadvertently canceled multiple plans and as a result caused some unpredictable AI planning behaviour, mostly to do with SEA TRANSPORT and AMPHIBIOUS plans - fixed a bug where transport information was not shown in the unit box when unloading a unit (Randy) - fixed a bug where you were able to purchase units beyond available MPP - fixed an AAR bug that did not apply proper losses to attacking bombers (Terif) - fixed a bug where unit morale never increased once it reached 0%, in this case units will start their turn with a minimum of 10% - fixed a bug where recently unloaded Paratroops were able to re-pepare right away for another drop - fixed a bug where saved games were sometimes listed twice in the SAVED GAME dialog - multiplayer passwords are now set to null whenever a game over condition has been met. This will allow both sides to freely view the final turn - units in a naval loop will also now be removed when the parent country surrenders - fixed a bug where Air Fleets, Bombers and Rockets would sometimes attack friendly resources (Wolfe) - fixed a bug where Amphibious and Sea Transport plans (once activated) did not take into account #CANCEL_POSITION conditions - fixed an amphibious bug that caused a fatal error (Louis, Normal Dude) - fixed a transport bug where transport units without a plan would not unload if they started a turn in port - fixed a bug where HQs would continually load and unload when assigned to a transport plan (Edwin P.) - fixed a bug where amphibious units were not ideally unloading once reaching the 50% (within range of attack position) threshold - fixed a country surrender script bug (Lars-Holger) - fixed a bug related to FoW and friendly resources when moving friendly units off of them (Chris) - fixed a bug related to the Properties dialog giving away too much research info under FoW (Blashy) - fixed a bug related to the repurchase cost of HQs after the 60% discount cost had been applied, re-purchase cost was not properly calculated if a Production Technology discount also applied - fixed a bug where the AI did not repurchase destroyed HQs when available at 60% discount cost - AI now reclaims diplomacy chits when no longer applicable, i.e. targeted country is already at 100% activation - AI now reclaims research chits when a particular research area has been fully achieved - land units that move into a friendly fortress/fortification now automatically entrench up to 1/2 the max entrenchment value - land units that start a turn within a friendly fortress/fortification now automatically entrench up to 1/2 max entrenchment regardless of initial entrenchment value - fixed a bug where free units would surrender if their original parent country surrendered a second time - fixed a bug where unit purchases were still possible in some circumstances under 'Hard Limits' (Major Spinello) - fixed a bug related to UNIT scripts where the game engine did not properly handle the case of units arriving with unavailable destination tiles. For now these units will be skipped by the game engine (Lars) - convoy routes are now shown on the game map - sub raiding has been adjusted to check for subs directly on a convoy route first followed by a range check if the initial check fails. This will allow, for example, Axis subs to raid a US convoy if directly on this route whereby previously if the US convoy was within 1 tile of a Canadian convoy then the Canadian convoy would be raided first until all MPPs are exhausted as a result of convoys being checked in event order. EDITOR RELATED CHANGES - improved Allied AI scripts for handling North Africa - added an Allied Norwegian convoy script (Edwin P.) - adjusted South African UNIT event to take into account Axis naval positions relative to Alexandria - slight increase in US activation when USSR enters the war (ACTIVATION#3), from 3-5 to 5-7% - adjusted Atlas Saharan mountain tiles for improved AI performance in North Africa - adjusted PURCHASE scripts to optimize Allied AI purchases - fixed a map shift error that did not update RESEARCH, DIPLOMACY and PURCHASE scripts properly - changed diplomatic chits for France and Italy to 3 from 5 - changed diplomatic effective range for France, USA, USSR and Italy to 7-10% - changed diplomatic bonus range for France, USA, USSR and Italy to 15-20% - changed Amphibious range default to 4 with the exception of UK, France, USA, Italy and Canada which have a default of 5 - changed Zurich to Bern - changed South African and Indian UNIT script arrivals to #TYPE=1 (Blashy) - fixed AI script update errors when shifting the map (Lucas) - changed Corps SA value to 1 (Blashy) - bumped SD/TD=2 for Canadain Armies to match other minor armies such as Finland, Spain, Sweden and Switzerland - localization text modifications to better accomodate translation efforts - increased default Air Defense Bonus and Bomber Defense Bonus for Cities and Capitals from 1 to 2 (Terif) - added some extra DIPLOMACY scripts (Edwin P.) - Turkey -> Allied - added some extra US/USSR RESEARCH scripts (Edwin P.) - added some UK invasion of Ireland scripts (Edwin P.) - added some additional US invasion scripts for Vichy France, Tunisia as well as for Italy - added some additional UK North African offensive scripts as well as invasion scripts for Italy - adjusted start MPP values for the 1940, 1941, 1942, 1943 and 1944 campaigns (Bill) - fixed a VICTORY script error that did not properly list the Paris #MAP_POSITION - fixed a RESEARCH script issue that did not have the USA, USSR researching prior to war entry (Edwin P.) - changed unit costs for Army=175, Rockets=275, Bombers=325, Subs=225 - changed Cruiser sub attack/defense=4 - changed Leningrad port name to Kronstadt (Kuniworth) - added France to the NAVAL LOOP scripts - changed Romanian 1st Army to Romanian 4th Army for 1941 campaign (Kuniworth) - replaced Manstein in the 1944 campaign with Schorner (Kuniworth) - changed USSR max research MPP to 750 and changed USA initial Amphibious tech level to 1 (Blashy) - added Wolfe's unit mod to the Extras folder - added Fevsi Turkish HQ - added 2nd Turkish Army - removed ACTIVATION#1 events for Axis DoW on Denmark and Norway with a subsequent bump in initial US activation from 15-22% - removed ACTIVATION#1 event for an increase in USA % when Allies DoW Norway - lowered ACTIVATION#1 event for an increase in Swedish % when Allies DoW Norway. #TRIGGER was also lowered to 25% - made adjustments for Axis DoW on Turkey resulting in a higher % increases for Syria, Iran, Iraq towards Allies (ACTIVATION#1) - made adjustment for Axis DoW on Iraq resulting in a higher % increase for Turkey towards Allies (ACTIVATION#1) - made adjustments for Axis DoW on Syria resulting in a higher % increase for Iran and Turkey towards Allies (ACTIVATION#1) - removed a plan for the UK to amphibiously attack Essen if vacant as the automatically calculated ideal coastal landing position was less than ideal - fixed a bug related to setting Amphibious #GOAL_POSITION as an island location (i.e. Malta). Editor no longer complains that it is not within 2 tiles of a coastal position - fixed a bug where the unit name text limit was not the same in the Properties dialog and the Rename dialog. Text limit for unit names is now 15 characters for both dialogs - changed USA ACTIVATION#2 increases for Axis Sealion landings to a #TYPE= 1 event with a one time increase of 15-20% from multiple increases of 5-15% - fixed a bug related to VICTORY scripts that allowed for sea tiles to be selected as a Victory #MAP_POSITION. Only Land or Land + Sea tiles can now be selected (Lars) - adjusted how the CONVOY scripts have been implemented... now you can set multiple scripts for the same #COUNTRY_ID and/or #TRANSFER_ID essentially allowing for several convoys between countries. Note, there can still only be one convoy at a time but should a destination port no longer be available due to occupation or a strength level less than 5 then the secondary convoy script will be used. This will also allow, for example, for Canadian MPP convoys to be redirected to Egypt from Canada should the UK become Axis occupied. Under this new system, validation checks for valid source and destination ports relative to #COUNTRY_ID and #TRANSFER_ID respectively are no longer performed by the Editor during complilation but rather by the game engine at game time - following lines were added to the localization.txt file: - #CAMPAIGN_DATA_TEXT_14= Advanced - #IMPORT_MAP_INDEXES= Import Map Indexes - #EXPORT_MAP_POSITIONS= Export Map Positions - fixed a few AI scripts relating to Amphibious assaults and the lack of proper cancelation checks, i.e. USA sending units to liberate the UK and not checking to see if mainland USA has Axis units - fixed a few AI scripts so now the AI will re-try D-Day should the original assault fail via a change from #TYPE=1 to #TYPE=2 (Blashy) - many thanks to the Beta team, forum members as well as Terif and Jollyguy for their inputs on this patch v1.02 GAME ENGINE CHANGES - fixed an issue with garrisoned AI units attacking across rivers at high casualty rates, now they are more likely to sit tight - fixed an issue with AI plans not being properly re-assessed between pre-activation and full-activation - fixed a bug where UNIT scripts were not applied to inactive and non-neutral majors - fixed a 2-D unit bug that caused game crashes (Edwin, Acras) - fixed a bug related to FoW and the right click popup menu (Blashy) - fixed an error where the Baltic States (if previously surrendered 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 EDITOR RELATED CHANGES - added in Dniester river (USSR) - fixed the Rockets level bug (Kuniworth) - various AI script enhancements/corrections - fixed a Country Data dialog error (John Hugo) v1.01 GAME ENGINE CHANGES - fixed a diplomacy dialog segmentation fault - fixed a unit movement/script error when Poland is divided up by Germany but not by the USSR - fixed a disabled button error in the WAR MAP window - fixed a SAVE error when using restricted characters in the save file name - fixed a bug where the game would hang when attacking a unit and the attacker is not visible on screen (long distance attacks) - fixed the script #LEVEL bug - fixed the unit mirroring issue (uses a bit more video memory but mirroring should be universal on all video cards now) - you can now center the map on the position you click on in the 'MAP WINDOW' - subs were being attacked when running silent under FoW, fixed this - fixed the AF attacking neutral naval units bug - added in tool tips for the in game buttons - adjusted unit upgrades, higher percentage of upgrades during Fall/Spring and even higher during Winter - units purchased by the AI will now also have some research upgrades applied/purchased for them, previously they did not - adjusted some naval combat and retreat routines, should see some improvement towards group combat (slightly) and naval units should give more room to amphibious units trying to land, i.e. they will not take up as many blocking posititions when shore bombarding defenders thus allowing for more amphibious landing positions - made an adjustment to AI planning routines wrt to Neutral countries. This should help countries like the USSR place more units in initial Garrison positions as previously they were being assigned Defensive plans while neutral. - fixed a FoW issue found by Ottosmops - fixed an AI FoW issue that revealed unit modes during AI attacks (Paratroops, AF etc.) - fixed a Reinforce, Properties error for 3-D minor units, military flag was not shown properly (Blashy) - disabled DoWs on inactive friendly majors - fixed a naval retreat bug - fixed an inactive major Garrison bug - lowered morale losses/gains for Naval units to 5-15% when a country surrenders, land units remain the same - adjusted the plunder formula: - Resource Plunder = 75% full value of originally owned resources - Initial Unit Based Plunder = Current Unit Cost / 10 * strength * 5% (for all units) - Initial calculation is stored and then at the end of each turn the current unit value is re-calculated to see if we can exceed the old value. This way it reflects what a country can support economically as well as takes into account any losses taken in the field over time. - Total Plunder = (Resource Plunder + Unit Plunder) * [150%, 200%] - neutral major units can now entrench - sub dive percentage lowered back to default of 20% from 30% - fixed an AI bug related to rockets moving and then attacking when they should not be allowed to do so (unless it is a surprise encounter)(Bill) - fixed an AI bug where it attempted to purchase units for countries that had already surrendered - unloaded units now use their specific movement sound (without motorization if applicable) as opposed to the generic corps/army sound - fixed AI unit handling of protecting multiple capitals in a single turn (should do this more efficiently) - fixed how the AI protects weak fronts (should also handle this more efficiently with less back and forth movement) - fixed a bug where Free French units would unload as French and not as units under UK control (Ebitt) - fixed an error where adjacent tiles were not updating properly to friendly control (in some cases) after a recently captured resource (Blashy) - fixed a bug where Amphibious and Sea Transport plans were sometimes being cancelled due to failures of either the #FRIENDLY_POSITION or #CANCEL_POSITION checks. These checks should only have been performed during the BUILD_UP phase and not once plans have launched. This will allow for the evacuation of the BEF from France etc., without fear of cancellation should Brest fall into enemy hands before the SEA TRANSPORT plan has been completed. - AI now focuses on rebuilding 60% cost units (those that are available) first before building units based on PURCHASE scripts - AI will now only load units as part of a SEA TRANSPORT or AMPHIBIOUS plan onto transports only if their strength > 5. Automatic protection routines send transports with strength <= 5 back to the nearest port and this avoids potential issues, for example, like understrength units loading into transports in the USA and then subsequently being dropped off in Canada. Note, understrengthed units will still be assigned to SEA TRANSPORT or AMPHIBIOUS plans just not loaded onto transports until they have a strength > 5 - AI now handles the movement of transports a little more intelligently in an effort to avoid enemy naval units - fixed a few AI freeze up issues and generally sped up AI in a few areas where applicable - fixed a minor supply bug (Bill) - AI now declares war (Amphibious plans only) when at least 50% of their transports are within range of the ideal coastal unloading position - AI now protects units a bit better and tries to keep vulnerable ones like HQs and AFs out of enemy range (as much as possible) - fixed a rare MPP collection bug (Pueo) - fixed an E-Mail replay bug related to destroyed Air Fleet attackers during interception (Bill) - fixed an E-mail replay bug related to a FoW issue (Lee, Lance) - fixed an AI naval movement bug (Richard, Craig) - fixed a upgrade/reinforce bug wrt Paratroops that have already been prepated (Blashy) - fixed a unit mirroring bug for free units without a capital (David H.) - fixed a resource upgrade bug (Stalin's Organist) - fixed a transport unload bug (causing problems with AI not unloading in all cases) - fixed a landing casualty bug that reported a casualty but no actual losses - fixed a bug where AI naval units did not retreat from port (in all cases) when there was an enemy land unit right next to it - fixed a bug where AI naval units were recklessly attacking enemy naval units in port EDITOR RELATED CHANGES - fixed the 'diplomacy.txt' bug (Bill) - corrected the names St. John's, Voroshilov and O'Connor (Kuniworth, Rob100) - made the following HQ adjustments (Kuniworth, Desert Dave): UK - Auchinleck 7 - Wavell 6 USSR - Rokossovsky 7 - Timoshenko 6 - Vatutin 7 GERMANY - Kuchler 6 - Rome unit now starts at entrenchment level=4 - moved the German mine southeast of Essen - reduced naval costs for BB=500, CA=400, CV=550 - adjusted UNIT scripts regarding UK Commonwealth arrivals in Egypt, this essentially counters the re-building exploit of these units in the UK (at reduced cost and build time) when destroyed in North Afrika (Terif, Desert Dave) - added an Amphibious Warfare tech, essentially increases Amphibious Transport range by 1 tile per tech level - reduced default Amphibious Transport range to 6 tiles - added an #AMPHIBIOUS_WARFARE line to AI RESEARCH script - added in an 'aligned_country_id' for ACTIVATION#2 scripts for fine tuning - removed US and USSR activation increases due to Egyptian surrender (ACTIVATION#3) and placed the activation increases in the ACTIVATION#2 script so they will now be based on Axis strategic positions instead - added additional scripts to handle US and Italian naval aggression prior to their respective entries to the war (ACTIVATION#2) - added a #VARIABLE_CONDITION line for ACTIVATION#2 scripts using OR logic. - increased Soviet #TRIGGER for Sealion#2 to 50% in ACTIVATION#2 script - added Edinburgh as a trigger for Sealion#1,2 in ACTIVATION#2 script - adjustments made to handle Axis DoW on Turkey (Terif): - adjusted Turkish units, Army now in capital with Ent=2 - added some events to handle Axis DoW on Turkey (ACTIVATION#1) - added a few extra lines to handle Axis units in the Caucuses wrt Siberian Transfer (UNIT script) - updated the AI PLAN script template with additional notes and corrections - extended the use of the #STEAL flag to allow more options such as stealing from DEFENSIVE plans. This should help the AI for example in recreating a BEF evacuation if the unit reaches Brest. This was not previously possible since #STEAL only allowed from OFFENSIVE plans and the BEF was 99% of the time automatically under a DEFENSIVE plan when it reached Brest. - BUILD_UP_SEA_TRANSPORT plans can now have an open Sea tile as their #GOAL_POSITION. This allows the transport of troops to naval loop tiles. (see PLAN script notes for more details) - changed the default fortification delay to 30 days from 60 - changed BB Carrier defence from 4 to 3 (Dave) - inactive Majors can now place units in annexed countries under their control (Honch) - added Bradly HQ to US P/Q for June 1, 1942 (Bill) - reduced late spring mud for Europe and North America to 15% (KillerTomato) - adjusted early Axis Major Victory conditions to include Stalingrad as well as Cairo - bumped SD/TD=2 for UK, USA, USSR, Germany, Finland, Spain, Sweden, Switzerland (Armies) - added 2 rocket units to the Siberian Transfer event (UNIT script) - master campaign names have been edited to remove non-supported international characters, Fall Weiss and Fall Weserbung. - note the previous campaign files and directories can safely be deleted (1939 Fall Weiß and 1940 Fall Weserübung) - bumped the USSR Rebuilding Industry #TRIGGER=50 from #TRIGGER=25 (RESOURCE script) - removed Leeb from initial German OOB in 1939 Fall Weiss - Pro-Allied Coup for Yugoslavia now has a #TRIGGER=50 from #TRIGGER=10 (ACTIVATION#3) - added 1st US AF to P/Q December 1940 - added in a few new UNIT events to handle Axis invasion of USA, Spain (Edwin P., Desert Dave, Blashy) - various other script enhancements as inspired by Edwin P., Timskorn, Beta Team - started USA with 1 chit invested in Industrial Technology - adjusted maximum research MPP to 750, 500, 1500, 1000, 750, 500 for the UK, France, USA, USSR, Germany and Italy respectively - split Vichy France into Vichy France and Vichy Algeria, this should help reflect Torch landings with subsequent occupation of mainland Vichy France by Axis a little more historically - moved the Siberian Transfer failsafe date to January 1st, 1942 - added a Casablancan city to North Africa next to the existing port - added UK Valiant BB to North Africa - fixed a weather zone map error with respect to Crete, island was designated as Mediterranean Sea weather zone instead of land zone