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Posted on Aug 28, 2006 in Games PR

PR: Strategic Command 2 patch v1.03

Armchair General

Strategic Command 2 patch v1.03 released
with brand new map generator and script editor !

Now available for download, the v1.03 Patch for Strategic Command 2 Blitzkrieg . This 32 meg patch contains nearly 100 different enhancements, tweaks, and user suggestions.

In addition, this patch includes two completely new and powerful user created utilities, a Map Generator and a Script Editor.

This patch is all inclusive (includes all fixes from v1.01 and v1.02) and can be applied to any previous game version, v1.0,   v1.01, or v1.02.

Patch Download URL.

Game Info

Strategic Command 2 Blitkrieg is the new grand strategy masterpiece from award winning game designer Hubert Cater! Combining the ease of play, accessibility and addicting gameplay of the original Strategic Command, Strategic Command 2 Blitzkrieg adds tons of new features including many player submitted suggestions. Bigger, better and expandable, Strategic Command 2 Blitzkrieg is an evolutionary, as well as revolutionary, new grand strategy game.


Full Patch Info

Strategic Command 2 Blitzkrieg
Patch v1.03 Notes

You are about to install the Strategic Command 2 Blitzkrieg v1.03 patch. This patch is all inclusive and can be applied to any previous game version, v1.0, v1.01 or v1.02. Please see below for important save game compatablity info before patching.


The v1.03 patch is NOT compatible with save games from ANY pervious version of the game. If you have current games in progress, please finish them before patching.


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.


– Added new 3rd Party utility, Script Editor and documentation (located in ‘Extras’ folder)
– Added new 3rd Party utility, Map Generator and documentation (located in ‘Extras’ folder)
– 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