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PR: v1.03 patch for SC2: Weapons and Warfare and a new demo

Jim H. Moreno March 27, 2008  | 0 comments  | Print  | E-mail

Battlefront Press Release Wednesday, 26 March 2008

v1.03 patch for SC2: Weapons and Warfare and a new demo

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Today we have for you the latest v1.03 patch for the hit game Strategic Command 2 Weapons and Warfare Expansion. This v1.03 Patch includes a number of bug fixes, AI enhancements and game balance improvements. The patch is just over 127 megs in size and is All-Inclusive, meaning it can be applied to any previous Battlefront.com released, English language version of the game.

In addition to the v1.03 Patch, we have also updated the Strategic Command 2 Weapons and Warfare Demo. The new demo includes all the relevant v1.03 updates.

File Details
Strategic Command 2 Weapons and Warfare Expansion v1.03 Patch
Filesize: 127.86 Megabytes
Link for Patch:
http://www.battlefront.com/products/sc2/sc2_wwe/patch.html

Strategic Command 2: Weapons and Warfare Expansion v1.03 Feature List
GAME ENGINE CHANGES
- Fixed a unit reinforcement error that caused them to reinforce backwards and even below strength=0
- Fixed a SURRENDER_1 event error that caused countries that surrendered to themselves to also become annexed, and as a result were no longer making purchases, i.e. UK moves to Egypt via SURRENDER_1 event
- Fixed a Transport load error that caused transports to load in disconnected sea zones
- Fixed a Strategic Bomber and Rocket bug that in some cases caused the AI to not target resources with units on top of them and as a result Strategic Bombers now do a much better job spreading out attacks on enemy resources
- Fixed an Air unit retreat error that also fixed a unit placement error for units such as HQ’s, Artillery, Anti-Air etc. where each of these units will do a much better job staying out of strike range of enemy units
- Fixed a transport embarkation error during E-Mail replay
- Fixed a Garrison unit replacement bug
- Fixed a set of Transport and Amphibious Transport movement errors that often caused them to continually bump into the same enemy naval unit
- Fixed an animate replay bug
- Fixed a unit mirroring bug
- Enemy units can now capture adjacent ports when there are no friendly units in the immediate vicinity, should help in Crete
- Fixed a reinforcement error
- improved AI naval movement under FoW that will help it to avoid spotted enemy naval units, i.e. improved stealth movement
- Retreating air units will also try and maintain good supply, i.e. in North Africa they should no longer retreat deep into the desert unless no other option exists
- Assignment of existing map Transport units for AMPHIBIOUS scripts now looks to see if they are in the same naval zone, i.e. connected, as the #COASTAL_POSITION
- Assignment of existing map Transport units for TRANSPORT scripts now looks to see if they are in the same naval zone, i.e. connected, as the #GOAL_POSITION
- Assignment of naval units for FLEET scripts now looks to see if they are in the same naval zone, i.e. connected, as the top listed
#FRIENDLY_POSITION
- Fixed an AI planning assignment bug where the AI may have generically assigned an OFFENSIVE plan to a similar scripted BUILD_UP_OFFENSIVE plan causing the BUILD_UP_OFFENSIVE plan to be subsequently cancelled
- BUILD_UP_OFFENSIVE plans now properly allocate units (on the first pass) nearest the top #FRIENDLY_POSITION specified in the scripted event
- Tactical and strategic bomber units are now likely to attack a target, despite high initial losses, if they are well supported by friendly air, i.e. this should help mimic human ability to accept initial losses to break through limited enemy air and achieve the desired strikes
- Engineers can no longer Fortify on a Land + Water tile as this prevented naval movement through the tile

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