Madmatt Posted February 22, 2007 Share Posted February 22, 2007 Now available for download, the v1.06 Patch for Strategic Command 2 Blitzkrieg. This 44 meg patch includes hundreds of enhancements, tweaks, and user suggestions over the original release of the game. In addition, there have been sweeping improvements to the Artificial Intelligence to make it much more aware and adaptable to the abilities and special skills of its units. This should provide a greater challenge to the player and allow for far more dynamic battles and campaigns. There have also been wide ranging improvements to the scripting abilities present in the game editor. These will provide much greater flexibility in naval, airborne and defensive operations. Addtionally this patch has been tested and confirmed to work with WIndows Vista. It also add's all new widescreen monitor and laptop display support. Above and beyond all those internal changes, this patch also includes a new player created Map Generator. MapGen.exe is a utility to create tile maps for Strategic Command 2 from a bitmap. This tile map can then be imported into the Strategic Command 2 Editor and used as a starting point for a new scenario. This patch is all inclusive (includes all enhancements and fixed from earlier patches) and can be applied to any previous game version (1.0-1.05a). Please see below for important save game compatibility info before patching. SAVE GAME COMPATABILITY NOTICE The v1.06 patch is NOT compatible with save games from any previous version (1.0-1.05a). If you have a current game in progress, please it them before patching. GERMAN LANGUAGE GAME VERSIONS The patch for the German game version is also included below. 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. v1.06 GAME ENGINE CHANGES (partial list) GAME ENGINE CHANGES - Game now Windows Vista Compatible - Added multiple resolution including widescreen support for widescreen monitors and laptops - 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 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 multiple resolution including widescreen support for widescreen monitors and laptops - 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 * 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) - 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 a "MapData" subfolder for each campaign, when saving - 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 Strategic Command 2 Blitzkrieg Patch Download Page Madmatt [ February 23, 2007, 11:44 AM: Message edited by: Madmatt ] Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 23, 2007 Share Posted February 23, 2007 Nice. Notice Yoda finding some Turkish stuff, the dude has been sniffing strategies there! I'm out of town, can somebody run the tourney? Link to comment Share on other sites More sharing options...
n0kn0k Posted February 23, 2007 Share Posted February 23, 2007 Nice. Enjoy the widescreen resolutions 2560x1600 is a blast Fast patch host will be up soon also as usual at my site. Just waiting for the main download locations to come up Edit: both are still down here, but so is my site, so it might be some dns problems here. Link to comment Share on other sites More sharing options...
Madmatt Posted February 23, 2007 Author Share Posted February 23, 2007 n0kn0k, if you get your host issues worked out and want to be listed on my mirror list, please email and I will add your site. Madmatt Link to comment Share on other sites More sharing options...
n0kn0k Posted February 23, 2007 Share Posted February 23, 2007 Both the English and German patches are up now at my site. http://www.n0kn0k.nl/ [ February 23, 2007, 03:37 AM: Message edited by: n0kn0k ] Link to comment Share on other sites More sharing options...
JerseyJohn Posted February 24, 2007 Share Posted February 24, 2007 Thanks nOKnOK for making the download so quick and easy. Thanks Matt for the great breakdown of changes. And thank you Hubert, for being the eternal perfectionist. -- Very glad to see Kaptain Kuni's 1815 Waterloo Campain listed among the basic mods. :cool: Link to comment Share on other sites More sharing options...
Retributar Posted February 24, 2007 Share Posted February 24, 2007 I hope that this improvement/enhancement effort will be un-ending until the game is without blemish and can be used as a stepping-stone for the next Step-Up-Version of Strategic Command!. Perhap's we can also look forward in the future to a 'PACIFIC THEATRE-WW2-SC2 Game Release by Hubert' as well as more Modern-Day and Ancient Historical and other variations,...such as 'War of Middle Earth', the presently underway...'The War of the Worlds' effort...and so on!. Link to comment Share on other sites More sharing options...
n0kn0k Posted February 24, 2007 Share Posted February 24, 2007 I'm hoping for a game on 2 playlevels. Kinda like Lords of the Realm was. Or that very old game Centurion Comparable to Roman Total war. Link to comment Share on other sites More sharing options...
JerseyJohn Posted February 24, 2007 Share Posted February 24, 2007 We suggested that a long time ago in SC-1. At the time SeaMonkey replied it should keep zooming to different levels so it starts with strategic, goes to grand tactical and from there to squad tactis and ends up with some private peeling potatoes. I think he was joking. Link to comment Share on other sites More sharing options...
n0kn0k Posted February 25, 2007 Share Posted February 25, 2007 Haha poor guys who get the potato shift Link to comment Share on other sites More sharing options...
JerseyJohn Posted February 25, 2007 Share Posted February 25, 2007 There were worse jobs, of course, but mainly in the cavalry. Link to comment Share on other sites More sharing options...
Pierre Bezukhov Posted February 25, 2007 Share Posted February 25, 2007 How do I get a PBEM opponent? pbezukhov@yahoo.com Link to comment Share on other sites More sharing options...
jon_j_rambo Posted February 25, 2007 Share Posted February 25, 2007 @Pierre --- Ask, and it shall be given you; seek, and ye shall find; knock, and it shall be opened unto you: For every one that asketh receiveth; and he that seeketh findeth; and to him that knocketh it shall be opened. Hope this helps you find your opponents! -Yankee Legend Link to comment Share on other sites More sharing options...
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