| Changes
Made For v1.07 (June 24, 2003)
- fixed Vichy
France surrender issue after Paris falls
- fixed rare port control issue after the surrender of
a country
- fixed DirectX
compatibility bug with newer Video Card drivers, newer
drivers didn't like the previous implementation
of DirectX within SC, caused some flickering/blackouts
when traversing through various game screens/menus
- fixed Carrier
intercept bug, defensive bonuses no longer affect losses
- fixed country
surrender bug that would not recognize enemy unit control
of resources like ports etc., i.e. should
remain in enemy control instead of automatically
being assigned to conqueror (as noticed by allied players
after
the fall of France)
- fixed sub spotting bug during AI and TCP/IP games
- fixed MPP bug for USA and Italy when they are declared
war upon, previous bidding would be
overwritten
- fixed strength of Soviet Shaumyan Cruiser for Barbarossa,
corrected to start at 10
- Yugoslavian Coup now has a greater link to Axis actions
taken against Greece, can still
happen if Greece not invaded but less likely
- US interest in war tweaked to also take into greater
account attacks on Portugal and
Iraq on top of the previous settings for Vichy, Spain,
Sweden and Switzerland
- Spain tweaked to react to an Allied invasion of Portugal,
may now join Axis
- slightly higher disinterest for US war entry when Allies
attack neutral minors
- changed income for minors once either Germany or UK
fall, minors will still collect for any remaining resources
available
- added a 2 city supply system for the UK (London and
Manchester) similar to 3 city supply system added in
v1.06 for the
USSR, counters gamey
cutoff of London during Sea Lion
USER MANUAL UPDATES
and ERRATA (v1.07)
By Hubert Cater NOTE: These notes reflect User Manual errata and some
of the major changes since v1.0 of the game,
for a complete list of changes please take a look at the
'SC Version Changes.txt' file included
with each patch and located in your installation directory.
ADDITIONAL SPECIAL RULES
Sub Spotting - All spotting ranges for air, land and naval
units are decreased by 1 with respect to
spotting subs
Rivers - Attacker is reduced to 50% offensive power when
attacking from a river hex
Reinforcement - Any unit that has all adjacent land hexes
occupied will have a max reinforcement
value of 5
Sub Raiding - Axis sub raiders now receive +.1 experience
for each successful raid on Allied
shipping
Additional Partisan Effects - Soviet Partisans can now
variably affect the strength of captured
Axis resources in the USSR the first turn they appear within
a range of 6 hexes. Simulates the
disruption of Axis supply lines in the USSR
ZOC - Each land city or resource exerts a Zone of Control
at the end of it's turn by reclaiming each
adjacent enemy hex that is not occupied by an enemy unit
River Crossings - There is an action point penalty (1
point) when attempting to cross uncontrolled
river hexes. This simulates the necessary slowdown to secure
river crossing points by combat
engineers etc. from enemy controll.
Moving Between 2 Enemy Units - There is an action point
penalty (1 point) when attempting to move
through hexes that have 2 or more enemy units adjacent
to them
STALEMATE VICTORY CONDITIONS
Axis Stalemate Victory Conditions (May 7th, 1947)
- Both Germany and Italy have not surrendered, France has
surrendered and either (London or Moscow),
or (Stalingrad and Leningrad) are in Axis hands
Allied Stalemate Victory Conditions (May 7th 1947)
- Either Germany or Italy have surrendered or
- England, the USA and the USSR have not surrendered and
either France has been liberated or Italy
surrendered and both London and Moscow are not occupied
by the Axis
DISBANDING FORMULA CORRECTIONS
Land/Air Units - Recovered MPP = 5% unit's cost * lowest
value of unit's supply or strength
Naval Units - Recovered MPP = 1% unit's cost * lowest
value of unit's supply or strength
EXPERIENCE CORRECTION
Experience is noted in the manual as having a max value
of 10, this should have read as a
max value of 4
HQ SUPPLY CALCULATIONS
supply
= 0 -> HQ
supply = 5
supply <= 5 -> HQ Supply = 8
supply > 5 -> HQ supply = 10
Note: Friendly HQ's can now be linked to supply each other
over extended distances
RESEARCH CHANGES
Normalized
Research - Slow down system using 5 -> 4
-> 3 -> 2 -> 1
Enemy Research Relationship - Formula now has a representation
for captured enemy
equipment, spying, espionage etc.
Removal of RECLAIM button - Research chit reclaim function
is now implemented
whenever you wish to remove a chit from a category. This
acts as a transfer penalty of 50%,
i.e. the same amount as the old RECLAIM method
NEW RESEARCH FORMULA
(5% + highest enemy level - current level) * applicable
chits in category
Restriction
= highest enemy level - current level >=
0 otherwise highest enemy level = 0
So if for example you have 1 chit in Jets with Level-0
and your enemy
has Level-0 then it would look like this:
(5% + 0 - 0) * 1 = 5% chance (same as before)
If you have 1 chit in Jets with level 1 and your enemy
has Level-0 then:
(5% + 0 - 1)) * 1 = 4% chance
Now if you have 1 chit in Jets with Level-1 and your enemy
has Level-5 then:
(5% + 5 - 1) * 1 = 9% chance
SOUTH ATLANTIC/SUEZ CANAL LOOP
With the addition of a port at the Suez Canal you will
now be able to loop transports around Cape
Horn via the South Atlantic to the Suez. In order to take
advantage of the loop, transports must
be moved on top of any one of the seven red down arrows
located in the South Atlantic.
Note: The port in the Suez must be Allied controlled
Once a transport has been positioned on top of any one
of the seven red down arrows, it will
automatically be transferred the rest of the journey at
the end of your turn. Transfer time will be
4 full turns (1 turn longer than running the Mediterranean
gauntlet) and will appear in and
around Alexandria/Suez at that time. Should the Suez fall
into Axis hands or there is insufficient
landing hexes around Alexandria/Suez then any remaining
transports that have not appeared in
Egypt after 6 turns will be returned to the South Atlantic.
Note: Only the Allies can use the South Atlantic/Suez Canal
transfer loop
RANDOM POLITICAL TRIGGERS AND READINESS FOR WAR FACTORS
USSR
- Axis Declarations of War, highest when directed against
the Baltic States, Turkey, Romania,
Finland and Yugoslavia
- Insufficient Axis garrisons along German/Soviet border
- Large buildup of Axis forces along German/Soviet border
- Prolonged battle in England after an Axis Sealion attempt
- Delayed victory over Poland
USA
- Axis Declarations of War, highest when directed against
the USSR, Switzerland, Spain, Vichy
France, Sweden, Portugal, Iraq
- Prolonged battle in England after an Axis Sealion attempt
- Decreased readiness for Allied Declarations of War
ITALY
- Axis victories
- Allied Declarations of War
- Allied abandonment of land positions in the Mediterranean,
naval movement has no effect
- Axis near victory over France
CANADA
- Canada declared war on the Axis September 10, 1939
- 30% chance of entering the war on or after this date
FINLAND
- Winter war commenced November 30, 1939
- 40% chance of entering the war for every turn after the
Axis and the USSR are at war so long
as the USA is still neutral, otherwise may enter once Axis
forces near Leningrad
HUNGARY
- Hungary joined Axis alliance on November 20, 1940
- 25% chance of joining Axis on or after this date depending
on status of fascist minors: Spain,
Romania
ROMANIA
- Romania joined Axis alliance on November 22, 1940
- 25% chance of joining Axis on or after this date depending
on status of fascist minors: Spain,
Hungary
BULGARIA
- Bulgaria signs military pact with Germany February 8,
1941
- 25% chance of joining Axis on or after this date depending
on status of fascist minors: Romania,
Hungary
YUGOSLAVIA
- Yugoslavia has pro-Allied coup on March 26, 1941
- 10% on or after this date depending on status of fascist
minors: Romania, Hungary, Turkey and Spain
- 25% on or after this date depending on status of fascist
minors: Romania, Hungary, Turkey and Spain
and if Greece has been attacked by Axis
SPAIN
- Hypothetical alliance with Axis possible if UK is near
surrender and status of fascist minors:
Hungary, Romania
- 75% chance of joining Axis if Allies attack Portugal
TURKEY
- Hypothetical alliance with Axis possible if UK near surrender
and Balkans/Greece under Axis control
and favorable status with fascist minors: Romania, Hungary
and Bulgaria
Changes
Made For v1.06 (December 3, 2002)
- removal of research chits now acts
as a reclamation with 50% cost
- added South Atlantic/Suez Canal transport loop via new
UK Suez port
- 4 turns from South Atlantic to Suez (1 turn longer than
running the Mediterranean gauntlet). Suez port must be Allied
otherwise transports will be returned to the South Atlantic
after 6 turns
- added Turkish port at Istanbul
- added experience +.1 to Axis subs from raiding
- reduced kill experience from +.5 to +.3
- Soviet partisans now inflict a supply penalty by reducing
the strength (variably) of any captured Soviet resource
within 6 hexes when they first appear, simulates behind
the line supply disruptions etc.
- USA, Italy and the USSR now declare war on their opposite
turns to take full advantage on their own turn
- some FoW messages during AI turn now hidden to avoid giving
away planning elements
- bumped US and USSR start chits to 2 and 3 respectively
for the 39, 40, 41 Campaigns
- reduced Industrial Technology effectiveness from 10% to
5%
- extended the game's stalemate date to May 7, 1947 (1 extra
year from previous versions)
- fixed the interception losses bug, entrenchment and defensive
bonuses no longer affect losses
- fixed the soft defence bug with respect to heavy tank
research, air defence bug for carriers with respect to jet
aircraft research and the naval defence bug for Cruisers
and Battleships with respect to gun laying radar research
- added increased Soviet war readiness to balance out German
tactic of destroying Polish units but not taking Warsaw,
earlier annexation of Baltic States also possible as well
as a slight bump in initial Soviet start MPP's
- adjusted French surrender rule for excessive evacuation
of French mainland to avoid gamey strategies, France now
surrenders once Paris is captured regardless of available
French forces remaining
- divided one Italian army to add a Corps in Sicily
- fixed the escort icon bug for expected combat losses under
FoW, sometimes icon was improperly shown revealing hidden
enemy air fleet defenders are in the area
- Campaign Editor updated to reflect recently found bugs
with unit placements and neutral territory specifications
- Campaigns updated to reflect new additions
including:
- renamed Gillingham -> Chatham
- renamed Arachon -> Arcachon
- renamed Caio Duilio -> Ciao Duilio
- renamed Luftlotte -> Luftflotte
- renamed Garibaldi -> Gariboldi
- renamed Sevastapol -> Sevastopol
- renamed Runstedt -> Rundstedt
- renamed 4th Panzer -> 5th Panzer (4th x 2 in the 1942
Campaign)
Note: These were only previously updated with the data maps
but not in the campaigns
Changes Made For
v1.05 (October 22, 2002)
- added TCP/IP play (PBEM and TCP/IP games are interchangeable,
see the 'TCPIP Quick
How To' guide in the Strategic Command installation directory
for further details
- added storable preferences, set personal preferences will
now be stored in your
installation directory and will not be overwritten when
playing multiplayer games
by your opponents preferences
- added 'Declaration of War' popup during TCP/IP and PBEM
replays
- tweaked Siberian Transfer triggers to weigh the Stalingrad/Caucuses
area a bit more
- fixed some minor PBEM replay bugs
- fixed rare launch crash
- fixed Campaign load crash for corrupted campaign files
- fixed the PBEM exit bug, should no longer freeze up as
it did on some systems
- fixed rare AI bug
Changes Made For
v1.04 (September 4, 2002)
- removed CD contents check
- reduced CPU usage during idle times to ~10% (applies to
both SC and
Campaign Editor)
- reduced memory usage, significant performance improvement
on lower end systems
- eliminated crash when trying to load from previous saved
game versions, now
displays warning message with appropriate course of action
- improved AI planning and assessment of priorities, decisions
should be
slightly more intuitive
- slight delay and better coordination for Allied amphibious
assaults (units
properly line along port areas prior to initial amphibious
launch)
- killed theme sound playback when SC window minimized
- fixed FoW bug for research table, now shows all contents
when 'Game Over'
- fixed supply linking for HQ's, friendly HQ's can act as
supply sources for
each other
- fixed FoW replay bug
- fixed Russia neutral bug, in some cases the Axis AI would
still not declare war
on Russia
- US amphibious planning after UK surrender improved, limits
fruitless attempts
- Germany surrendering rule adjusted, takes better account
of post capital loss
situation
- added SU cruiser to Black Sea fleet, only appears in 1939,
1940 campaigns for now
- systems that do not have 'dx7vb.dll' registered will have
this automatically
registered by the game if needed
Changes Made For v1.03 (August
17, 2002)
- added CD contents check
- improved AI usage of air units, slightly more coordinated
and aggressive
- improved amphibious assaults wrt naval cover, air cover
and HQ usage
- friendly aircraft now provide air cover for each others
units etc.,
this was actually part of the original design and always
considered a bug on my part
- adjusted the scorecard to take into account difficulty
and computer experience
bonus settings
- fixed sub spotting bug wrt transports
- adjusted reorganization planning for improved proactive
defence, esp. Russia
- fixed non-attacking axis AI bug when non-random game options
were chosen for
Russia, Minors etc
Changes Made For v1.02 (August
1, 2002)
- fixed DirectX detection bug in SC
- added use of DirectX to 'Campaign Editor'
- fixed save game crash bug, now recognizes illegal characters
- added stalemate victory conditions when date reaches May
7th, 1946 now checks for
possible winner if right conditions
- fixed PBEM replay bug, now shows replay after passwords
are entered
- added PBEM 'reload' counter, will appear as descriptor
when loading your turn
- fixed 'Campaign Editor' bug where units could be added
after a country has been
set as surrendered
- added version string to saved PBEM games to verify consistency
between SC versions
- protected core 'Campaign' names when using the 'Campaign
Editor'
- NOTE: Saved games including PBEM not compatible with previous
versions
Changes Made For v1.01a (July
25th 2002)
- added use of DirectX 7.0 or higher
to initiate resolution change to 1024x768,
appears to have eliminated desktop problems including: refresh
rate issues, icon
rearrangement, and window resizing (backward compatibility
still maintained for systems
not running DirectX 7.0 or higher)
- squashed rare research seed bug
- reduced AI tenancy to attack from cities when it is surrounded
- Soviet ports now included in 'Scorched Earth'
- added disbanding of naval units (max return 10% of purchase
value)
- fixed minor FoW glitch during PBEM replay, showing of
final destination of operated and
rebased air units eliminated
- eliminated anti-aircraft research bug, UK research values
were included in Allied Minor
defence calculations during combat, now only applies to
home country and occupied territory
- added text string "Facility" when describing
Soviet destruction of "Oil" during
'Scorched Earth'
- fixed gamey tactic for Sub raiding in the Med. Double
raiding positions eliminated
- fixed connected friendly resources bug, calculations now
include all friendly hexes that
can trace a line to a friendly capital city, not just of
consistent color from capital to
friendly resource (i.e. Italian Albania can now be fully
supplied through a German
occupied Yugoslavia)
- fixed minor reorganization issue with Allied AI once Germany
surrenders
Changes Made For v1.01 (July
12th 2002)
- added security patch for Gold Demo
- in the Fall Blau campaign there were two units named 4th
Pz., one was renamed 5th Pz.
- fixed small bug with HQ unit attachments when units were
transported, disbanded or operated
- fixed spotting bug for naval units when in port and trying
to spot subs, had full range now
properly reduced to spotting range - 1
- fixed rare crash bug for when carriers move and then attack
at sea
- fixed the German and French Mine resource bug, these two
were linked in memory
- changed luftlotte to luftflotte
Changes Made For v1.0 (July
5th 2002)
- added play-by-email replay
- added a 'Disable Undo' option (this can be toggled at
any time, but is locked in for
Hotseat/PBEM)
- added an 'SC.ini' file in the 'Strategic Command Demo'
folder. This will allow gamers that
were experiencing sound problems to adjust for sound interruption,
should eliminate long
waits during button clicks etc.
- also in the 'SC.ini' file you will be able to set a high
refresh rate if you know your
system can support it
- pop up text boxes that were showing blanks on some systems
should now show their
information
- abandoning allied positions in the Med may peak Italian
interest into joining the war if
they have not already done so
- early Axis invasion of Baltic States prior to Soviet annexation
will be much riskier in
terms of political fallout with Moscow. Initial political
shock will be the same, but now
there will be a continued increase in Soviet war readiness
- USA and Italy will start with their full income if sneak
attacked and units in the capital
will have an entrenchment value = 3. This does not make
this strategy impossible but simply
much riskier
- air attacks against rocket and naval units as well as
against fortified units (i.e. Maginot)
have been intelligently adjusted to limit AI baiting
- added SU unit to Riga for the start of Barbarossa
- added a few units to the 1940 SU setup
- adjusted the SU transfer of Siberian Troops to an open
period instead of only when SU
existence is threatened during the winter months. (This
one I really thought about, but I think
it would be reasonable since I don't think the original
transfer was made due to weather but
rather because of the demands of the military situation
at the time)
- extended save game file names to 38 characters from 20
- fixed 'next unit' bug when France was targeting units
on the Maginot
- fixed disappearing Allied units in Vichy when France surrenders,
basically a message pops up
and says they surrender
- Axis units do now finally and properly move to nearest
adjacent city when France surrenders,
so if Italian unit was in Africa moving towards Algiers
they will move back to Tripolitania if
that city is still friendly etc.
- renamed 'Strausbourg' to Strasbourg
- renamed 'Massachusettes' to 'Massachusetts'
- decreased damages during naval Surprised movements in
FoW
- decreased damages slightly for naval combat (a decrease
by 1 point for all attack and defence
table values)
- added info for saved AI games, basically so you can tell
what difficulty and computer bonuses
these games were set at
- increased max surface raiding in the Atlantic to 40 MPP
to include the value of Liverpool
- increased individual sub raiding amount slightly in North
Atlantic
- adjusted reduced spotting to now properly include Air
Fleets, Bombers and Rocket Attachments
when spotting subs, basically spotting value - 1
- reduced disbanding value to about 50% less
- added an updated 'resource_strength_sprite' with an indicator
for when strengths are < 5, this
will help to realize that some actions may be limited wrt
these resources, i.e. no transporting
or operations etc.
- added a 'ScoreCard' for when you either defeat or have
been defeated, keeps track of total
resources plunders, units destroyed as well as an early
victory bonus or late victory penalty
- jet sounds now kick in at level 4 or higher
- added units to Turkey and Sweden and increased entrenchment
for Swiss units
- fixed disappearing ships when you declare war on a country
and have blocked their typical
start locations
|