Strategic Command: European Theater v1.07 Patch Info

Download Strategic Command: European Theater v1.07 Patch
Filename: sc_patch107.exe
Author: Fury Software
Size: 3.4 MB
Created: 8/3/2002
Updated: 6/25/2003
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Also known as: Strategic Command, Strategic Command: European Theatre
Download Strategic Command: European Theater v1.07 Patch
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Strategic Command: European Theater v1.07 Patch Details
This patch is for the full release of Strategic Command European Theater only. See more information for a full list of details.

This patch is for the full release of Strategic Command European Theater only.

To install this self extracting patch just doubleclick the sc_patch107.exe file. The file defaults to install into C:\Program Files\Strategic Command. If that path is not correct you may browse to the current Strategic Command game directory. Click the Unzip button once you have the path correct. The patch will automatically extract and copy over the old files.


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
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