Strategic Command WWII: War in Europe GOG

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Post by vastyr »

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Strategic Command WWII: War in Europe

Genre: Strategy - Turn-based - Historical
Works on: Windows (7, 8, 10)
Languages: Text only: English, Deutsch, español, français
Features: Single-player - Multiplayer
Released: November 17, 2016
Size: 1.66 GB
Company: Fury Software / Slitherine Ltd.
Installer version: v1.29.00_(70241)
Store page: https://www.gog.com/game/strategic_comm ... _in_europe

About:
This version contains Strategic Command WWII: Community Pack DLC
Strategic Command WWII: War in Europe is a deeply immersive turn based strategy game covering
the greatest conflict in modern history.


Take control over either the Axis or the Allies, while directing the efforts of each nation belonging to
your alliance. From this unique perspective, you will be the supreme mastermind behind the entire
conduct of operations, deciding the priorities, the strategies, and coordinating your global efforts to
win the war!
Each nation in your coalition will have their own strengths and weaknesses, levels of technology,
troops, equipment, and industrial capacity, and it will be up to you to make the best use of all of them!

Wage war across land, sea and air, employing a wide range of historical units combined with multiple
avenues of technological upgrades. With research and development, the demands of combat and
limited resources, balancing the day to day requirements of the war against your long term strategy
will all be critical to ultimate success and victory.

Diplomacy and espionage will also be key tools to employ against your enemy as a war like this
cannot be fought solely with military forces. Manage your relationships with neutral powers –
encourage or pressure them to join your alliance, support your war effort or deny their resources to
the enemy!

Through careful management of your resources, judicious research choices, wise strategic choices and
brilliant deployment of your military plan, you can shape the outcome of this terrible conflict whilst
continually competing against one of the most advanced AIs ever made. In Strategic Command the
enemy will counter attack you every time, taking advantage of your weak points, setting traps for
your forces, while waging a brutally efficient campaign on every front.

Fury Software's aim with the Strategic Command series has always been to recreate World War II in
a deep yet very accessible manner. Experienced wargamers will find much to love in it!


FEATURES:
  • Take command of the two super coalitions, the Axis and the Allies, and re-fight WWII in Europe!
  • Play on a top-down hex based map where each hex covers 20 miles that includes all the key cities,
    railroads, logistical centers and maritime trade routes.
  • In addition to the Grand Campaign starting in 1939 Strategic Command also includes scenarios
    starting in 1940, 1941, 1942, 1943 and 1944
  • A realistic Fog of War simulates the historical atmosphere where you have to make decisions with
    only partial knowledge of your opponent's intentions and dispositions.
  • Play with a choice of 3-D unit graphics or NATO counters if you prefer a more traditional
    wargaming experience
  • Research and upgrade your units with a unique level of choices! Infantry Weapons, Rockets, Anti-
    Submarine Warfare, Amphibious Warfare, and more!
  • Use Diplomacy to win over new allies and use your intelligence to undermine the enemy!
  • With more than 100 unique strategic level Decision Events!
  • Very easy to use editor to make your own “what-if” scenarios or create new maps and campaigns
    from scratch.
► System requirements
Minimum system requirements:
System: 7 / 8 / 10
Processor: 1.5 GHZ Processor or Equivalent (Running the game in higher resolution requires more processing power.)
Memory: 6 GB RAM
Graphics: 8MB video memory
DirectX: Version 9.0c
Storage: 2.20 GB available space
Sound: DirectX Compatible Sound Card
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Post by corwyn »

appreciate if anyone can share v1.16.01 gog https://www.gogdb.org/product/1774970049#downloads
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Post by Lukapolwart »

► Changelog v1.17.02

Update 1.17.02 ( 07 May 2020)

GAME ENGINE CHANGES/FIXES

Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).
Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.
Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).
Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).
Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).
Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).
Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).
Fixed a ZoC display error related to unreachable hexes (terry1040).
Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).
Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).
Fortification facings now have an effect on attacking Amphibious transports (Christolos).
New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).
PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).
PBEM++ in game chat messages now increased to a length of 140 characters from 130.
PBEM++ server access and Refresh further optimized and sped up considerably.


All Campaigns

Improved AI RESEARCH and PURCHASE scripts (Armuss).
Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.


1939 and 1940 Campaigns

A French Garrison unit now starts in Oran.
DE 602 to form Vichy France no longer includes a check for Axis units in North Africa.
Oran will now be an Alternate Capital for France if Germany says no to Vichy and so France fights on from North Africa.
The Trigger % for Italy to mobilize 1-2% towards the Axis if the Allies abandon positions in the Mediterranean has been reduced from 50 to 40%.


1939-1943 Campaigns

Amended Decision 674 for Operation Axis so that it has Italy’s #COUNTRY_ID= rather than Germany's to ensure it fires correctly.


1939, 1940, 1941, 1942 and 1944 Campaigns

Soviet Corps and Army Combat Target Statistics corrected in all campaigns apart from 1943 as the 1943 campaign did not need correction (Etzel).


1939 Campaign

Mobilization_1 script #NAME= General Surrenders To Axis (Italy?Axis) now requires Poland to have surrendered for it to fire (PvtBenjamin).


1939 and 1940 Campaigns

The Yugoslav Coup triggered by the British Decision Event 104 now has an equal chance of happening on the 3rd March, 4th April or 26th April 1941.


1943 Campaign

Reduced the land spotting of all surface combat vessels and regular Transports from 1 to 0 in the 1943 campaign (Markiss).


1944 Campaign

Fixed an error where Italy was set to have Aerial Warfare Level-2 where the max for all countries is set to 1 (Armuss).

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Post by catastic »

Nostalgic-Games wrote: 27 Aug 2020, 09:48 Strategic Command WWII: War in Europe v1.18.00a(40238)
► Changelog
Version 1.18.00 now live
GAME ENGINE CHANGES

Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565).
Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin).
Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat).
Fixed a transport unload error that would sometimes freeze the rest of the in game interface.
Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection.
Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo).
Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).
Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313)
Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion.
Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).
Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See TemplatesEvents POPUP.txt for more details in the NOTES section of the header.
Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See TemplatesEvents for more details in the NOTES section of the header of the applicable files.
Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface.
Added mouse hover information for map convoys.
Added mouse hover 'Undersupplied' air unit information text.
Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details.
Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell).
Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott).
Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).



All Campaigns

Germany's base HQ Build Limit increased from 6 to 7 (Sugar).
The London Home Guard may now mobilize in response to Axis Amphibious Transports approaching the UK coast near London.
Volkssturm In Königsberg may now mobilize in response to approaching Allied Amphibious Transports.
USSR scorched earth settings changed from 30 -> 50%, to 40 -> 50% for Settlements, Towns and Fortified Towns (Taifun).
Unit script header text relating to '#DISPLAY_TURN=' updated.



1939 and 1940 Campaigns

Mobilization_2 scripts for Finland and Sweden amended so they now check for only Amphibious Transports within 1-2 hexes of key locations.
Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are any Allied Amphibious Transports within 30 hexes of Syracuse Port.
Mobilization_2 scripts for the USSR amended to reduce their upward swing towards the Allies from an Axis Sealion under Green and Novice difficulty levels when playing against the Allied AI.
New in game messages and Pop Up Events added to better assist the Axis player on how many units need to be kept in the east to avoid increasing Soviet mobilization.
The USA will now swing 15-20% towards the Allies on the 7th December 1941 when Japan attacks Pearl Harbor.



1939 Campaign

If they had transferred to the UK's control, the Ports of Cork, Wexford and Limerick will now return to Ireland if the UK surrenders (Mithrilotter).



1940 Campaign

Decisions 418 and 611 and two POP UP scripts #NAME= ALLIED AI: German/Soviet Front Garrison Report 1941 fixed so that they will now fire, as they were incorrectly only set to fire if DE 600 = yes, but DE 600 does not exist in this campaign (Mithrilotter).
If it had transferred to the UK's control, the Port of Limerick will now return to Ireland if the UK surrenders (Mithrilotter).
<<TAG_77>> and <<TAG_87>> added to the language files relating to the Unit scripts (Mithrilotter).



1939, 1940 and 1941 Campaigns

Mobilization_2 scripts for Spain amended so they now check for only US Amphibious Transports within 1-2 hexes of key locations.
Removed the experience points from the US navy when it deploys on joining the war, and also from some AI scripted units (Mithrilotter).
Mobilization_2 script #NAME= ALLIED AI: Axis Units In The UK (USA->Allies) amended so that it now only moves the US 1-2% towards the Allies rather than 2-4% per turn at all but expert level. At expert level it does move the US 2-4% towards the Allies (Mithrilotter).
An Axis Declaration of War on Latvia or Estonia now swings the USSR 25-40% towards the Allies for each, whereas it was previously 25-35 and 15-20% respectively (smckechnie).
Mobilization_4 scripts triggering DE 1009 and DE 1010 added for an Axis Declaration of War on Latvia or Estonia respectively. Each will trigger the mobilization of a half strength Soviet Corps in Leningrad.
Mobilization_4 script triggering DE 1005 will now lead to the deployment of a full strength Soviet Army with full research at Leningrad and another at Moscow if Bulgaria is neutral when the Axis declare war on the USSR.
Unit script adjustments made for Green and Novice selected difficulty levels where AI bonus units have been reduced accordingly.



1942 Campaign

Timoshenko HQ and 1st Cavalry Corps now start with entrenchment level 2 (Ashes Fall).
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Post by catastic »

R3Tr0B8 wrote: 14 Dec 2020, 17:27 setup_strategic_command_wwii_war_in_europe_1.19.00_(43282)
► Changelog
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Post by Masquerade »

v1.20.00
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Post by catastic »

Masquerade wrote: 01 Mar 2021, 12:12v1.20.00
► Changelog
Strategic Command WWII: War in Europe - Major Update (v.1.20.00)
We have a released a new majoir update for Strategic Command WWII: War in Europe.

A new community campaign has been added to the community pack, along with many updates and improvements.

1940 Sickle Cut

The Sickle Cut Map campaign been added to the community pack.

As the French Army waits behind the vaunted Maginot Line, Manstein's Plan will see the Germans invade from an unexpected direction.

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FULL CHANGELOG

GAME ENGINE CHANGES
• Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1).
• Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952).
• Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors).
• Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).
• Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.
• Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka).
• Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes.
• Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber).
• Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason).
• Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor).
• Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus).
• Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo).
• Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.
• Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).
• Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).
• Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).
• Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (USGrant1962).
• Improved an AI HQ position vulnerability issue (Joseph).
• Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).
EDITOR CHANGES
• Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2)
LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=
1939 and 1940 campaigns.
• Territory script #NAME= Germany Annexes Alsace amended so that Metz (160,84) is included (cendrich).
• If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (210,126) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
• While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.
• Strategy Guides updated to reflect that the timing of Yugoslavia joining the Allies after the pro-Allied coup is now variable (cendrich).
All Campaigns
• Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• Header explanations for the Supply scripts updated.
• Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).
• HQs can now upgrade AA to level 3 (Will952).
• National Morale script for the liberation of London corrected (BigJohn).
• Added Hamburg to the trigger points for the Volkssturm and Volksgrenadier Decisions (Tanaka).
• Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
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Post by catastic »

sammuggleton wrote: 24 Sep 2022, 15:08 strategic_command_wwii_war_in_europe_1.25.00_(58736)
► Changelog
Strategic Command WWII: War in Europe v.1.25.00 Update

A new update is available for Strategic Command WWII: War in Europe

Here is the full changelog:

GAME ENGINE
- Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK).
- Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi).
- Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter).
- Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos).
- Fixed a PURCHASE UNITS screen partial text display error (gwgardner).
- Fixed a rare PBEM++ save turn error (hansondavid4).
- Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss).
- Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner).
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner).
- Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre).
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Subs can now dive up to 4 hexes away if applicable (Elesar2).
- AI Subs in Silent mode will no longer naval cruise (Lothos).
- Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3).
- Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness.
- Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter).
- Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall).
- Map will now center of the Capital of any country that is preparing for war, or if they have entered the war.
- Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player.
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).

EDITOR
- Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos).

All Campaigns
- Updated the script headers to better explain the #AI= Values range settings (Lothos).
- Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos).
- National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be penalized by the script) (redrum68).
- Increased Germany’s Rocket Build Limit to 3 (ElvisJJonesRambo).
- Fighters’ Strat Bomber attack values increased from 1 to 2 (HarrySmith).
- Anti-Air units’s Strat. Bomber attack and defense values now increase by 1.5 per level of Anti-Aircraft Defense research (HarrySmith).
- Soviet Shock Armies can now upgrade with 1 level of mobility (petedalby).
- ASW and Naval Weapons’ upgrade increments for Airships fixed (Metalogic; OxfordGuy3).
- The cost of Production Technology for the USSR has been reduced from 175 to 155 MPPs per chit.
- Erzurum is now an Industrial Center.
- Subs now have zero supply loss when attacked (Elessar2).
- All types of Cruiser now only gain defensive bonuses from ASW (mdsmall).
- Named the piece of the Basento River at 179, 104 (Checksum).
- Named the piece of the Kama River at 254, 65 (Checksum).
- Geneva and Zurich added as Swiss alternate capitals (Checksum).
- The cost of Anti-Tank research has been reduced from 150 to 125 MPPs for the USSR and Germany, and from 100 to 95 MPPs for all other countries (Mithrilotter).
- Infantry Weapons and Heavy Tanks research now provides a 0.5 increase in attack and defense values against Transports (HamburgerMeat).
- The Spanish Republican resistance can now provide intelligence to S.O.E. on an Axis build up in Spain from January 1943 rather than 1944 (wobbleguts).
- The National Morale scripts for the loss of Manchester and liberation of London will now display text correctly in all languages (Armuss).
- The following National Morale scripts now require Perm rather than Moscow to be in Allied hands to fire (BigJohn):
#NAME= USSR - Soviet Morale Improves As The War On The Eastern Front Continues
#NAME= USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous)
#NAME= USSR - USSR Morale Boosted From Allied Landings In France
#NAME= USSR - USSR Morale Boosted From Allied Landings In Italy
#NAME= USSR - Soviet Morale Is Boosted As Allied Forces Approach Berlin
- The National Morale script USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous) now provides 250 rather than 150 points per turn (BigJohn).
- Turkey is now a Soviet rather than UK Minor (BigJohn).
- Erzurum is now an alternative Turkish capital (Hebrock).
- Decreased the range for triggering the Volkssturm and Volksgrenadier Decisions at Konigsberg 4-6 to 4-5 hexes (dhucul2011).
- Extra Fortification added in Finland near Leningrad (Mithrilotter).

1939 Campaign
- If the USSR has been offered, and rejected, a Revised Borders Treaty then it will now swing only 3-5% towards the Allies rather than 7-10% if Germany annexes Lithuania via DE 633 or DE 634 (AshFall).
- If the USSR has been offered, and rejected, a Revised Borders Treaty then it will now swing 7-10% towards the Axis if it annexes Lithuania, should Germany have failed to do so. To make this work, dummy Decisions 457 & 458 have been added, and Lithuania now starts pro-Allied rather than purely neutral, though still at 0% Mobilization. (AshFall).
- Removed the Condition Positions for DE 406 for the USSR to decide if it wants to invade Poland (BigJohn).
- Fixed Poland and Germany’s belligerence status.

1939 & 1940 Campaigns
- The arrival of HMCS Columbia has been corrected to September 1941 in the Strategy Guides (Metalogic; OxfordGuy3).
- #UNIT= 40 [8] [0] [Annapolis] is now set to arrive in March 1941 rather than March 1942 (Metalogic; OxfordGuy3).
- The USSR now receives a Heavy Artillery unit in its Production Queue in September 1940.
- Increased the Mobilization penalties for Allied aggression against Italy so that both Spain and USA will now swing 5-12% towards the Axis (Frost; atshill).
- An Allied amphibious or naval build up against a neutral Italy will now trigger a 2,000 National Morale boost to Italy as the population prepare to resist invasion.
- Saying yes to DE 103 reduces the % sent by convoy from Egypt & Iraq from 80% to 65%, as does saying no to DE 105 and yes to DE 164 (Duedman).
- Increased the per turn chance of the British Decision for forming the I Polish Corps from 50 to 75% (OxfordGuy3).

1939, 1940 & 1941 Campaigns
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 627 and DE 673 relating to the deployment of Coastal Guns on the Atlantic Wall (Taifun).
- The reference to Kuwait and Baku in DE 120 & 403 in the Strategy Guide has been corrected (OxfordGuy3).
- Condition Position for the Spanish Blue Division changed so it now just requires an Axis unit to be within 2 hexes of Riga (El_Condoro;Jkap).
- A note has been added to the Strategy Guide to mention that if Axis forces advance to within 1 hex of Sevastopol, Turkey has a 50% chance of swinging 10-20% towards the Axis (firsteds; ElvisJJonesRambo).
- Removed the duplicated Mobilization_1 script Allies DoW On Tunisia (USA?Axis).
- DE 113 now requires St Nazaire to be in Axis hands to fire (Herzog Sieg; Duedman).
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis (BigJohn).

1941 Campaign
- Annapolis Destroyer now starts at Halifax.

1942, 1943, 1944 Campaigns
- Adjusted the frontlines north of Leningrad (jkap).

1944 Campaign
- Removed the USA’s chit in Logistics as they had already achieved the maximum level.
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Strategic Command WWII: War in Europe v 1.29.00 (70241)
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