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8th July 2008 - Commander - Java Hotfix for 1.06
We've had a number of people reporting issues with Commander - Europe at War v1.06. After some checking we've found the issue seems to be rlated to a recent Windows update for Vista & Windows XP. For some reason support for parts of the Java library that were used in the game no longer work in this windows update. We've changed the version of Java we are using and our tests so far show that this version is still supported by Windows. These kind of things are totally out of our control, but we'll do what we can to keep you running! Please report any issues in the forum.
If you are not experiencing any issues you do not need this update, as it does not change the game in any way, it only fixes a crash bug or load/save issue on some machines.
Please download the correct patch for your version below

21st April 2008 - Commander Demo
To give gamers a taste of Commander: Europe at War, Slitherine’s hit turn-based strategy game, a demo has been released allowing players to enjoy a full hour of game play and test their abilities in command of the Axis and Allied forces.
Commander: Europe at War is the first in a series of high level turn based strategy games. It is being jointly developed by Firepower Entertainment and being released through Slitherine Software’s Kameleon Project. The first game spans WW2, allowing players to control the axis or allied forces through the entire war in the European Theatre.
Features
- Huge hex based campaign map covering the USA to the west, Africa to the south, Scandinavia to the north and the Ural’s to the east;
- 6 epic scenarios including the operation Barbarossa, D-Day and the Grand Campaign;
- Research over 50 inventions from 5 different technology areas;
- 12 different unit types including Armor, Destroyers and Motorized Corps, each with their own strengths and weaknesses;
- Recruit and attach Historical Commanders to your units;
- Detailed and realistic combat that models supply, morale, terrain, leadership, equipment, training, strategic weapons and fog of war;
- Easy to learn, hard to master game play that is the cornerstone of Slitherine game designs;
- Multiplayer via e-mail, hotseat, Internet and including optional timed turns and 7 difficulty settings;
- Use of Osprey publishing artwork in game, a leading publisher of military history books;
- Easily modable script files that allow players to alter many aspects of gameplay including research, unit stats, terrain effects and many more.

2nd April 2008 - Commander v1.06 Language Patches
We are pleased to announce the release of the French, German and Spanish language patches for Commander Europe at War v1.06.
Patch 1.06 Features
Performance
- Frame rate has been increased by ~30% when moving units!
- Improved loading times
- Selecting units on map is faster
General
- Units can now exit the transportation loops placed on the loop hex itself, in case all the adjacent hexes are occupied. Subs that do this become instantly visible on the map to prevent exploits when placing hidden subs on loop hex and blocking it
- Convoys and transports no longer receive experience
- Bristol has been replaced by Cardiff and positioned one hex NW, and it gets a Sea Port
- Sub technology difficulty is now 15 instead of 20
- It is no longer possible to view enemy units max tech level
- Allied convoys now unload at Scapa Flow instead of Cardiff
- Naval units now have Zone of Control (ZOC) penalty that increases the movement cost by 4MP per hex in a ZOC
- UK convoys now reroute to Canada as soon as London falls to Axis
- Syria when Annexed by UK now starts with a corps, a fighter and a battleship
- Research progress % is now shown more precisely i.e. for each 1% reached
- Garrison units can no longer be transported at Sea
- Air units now gain as much experience as normal units, not halved as before
Bugs
- Fixed where experience icons did not appear in non English versions.
- Fixed allowing tactical bombers, fighters and carriers to sneak peak on a enemy unit in the fog of war, hiding on a resource hex
- Fixed fog of war being off for transports under certain conditions
- Fixed fog of war where subs could still spot from their previous location after the convoy move started
Multiplayer
- Fixed reassigning a leader not working on both machines
- Fixed sub surprise attack combined with unloading convoy cargo was not completed in the correct sequence
- Fixed a unit was stacked on the same hex bumping into sub and client+host did not resolve same combat
- Fixed RANDOM_ENTRY was not the same on both machines
- Fixed the wrong leader was sometimes recruited on the other machine
Data File Changes
General
- Upgrade Minimum Cost - decreased 4->3
- Africa Loop Turns - decreased 2->1
- Allies Winter Suffer - decreased 2->1
- Efficiency Regain - Increased 130->145
- Efficiency Loss Casualty Factor - decreased 55->45
- Efficiency Loss From Unload - increased 12->15
- Efficiency Loss Lack Supply - increased 3->10
- Commander Reassign Cost - increased 2->7
- Max Labs - decreased 13->10
Technology
- Switched Infantry fixed defences L2 with L3, giving corps more early benefits
- BB now get ASW advances on L2, L4, L6 so a bit later than before
- BB and DD now misses L3 surface ships instead of L5.
- Infantry AT is now +1, +1, +2, +1, +1, +2
- Tank Destroyer is now +1, +2, +1, +2, +1,
- Strategic Operations L3 now give land spotting +2 instead of +1
- Industry tech is more powerful +9,+9,+9,+6,+5 instead of +7,+6,+5,+4,+3
- Organisation tech difficulty changed from 55->50
- Strategic Operations L1 now gives some extra movement
Terrain
- Capital Attack Efficiency now 65%
- Sea Port Attack Efficiency now 50%
Unit
- Air units now have land spotting 5 instead of 4
- Transports now have movement 17 instead of 14
- Subs now have land spotting 0
- sub,DD,BB cost -10
- strategic bomber cost -5
- tactical bomber cost +5
- carrier +1 naval combat
- Air units now have slightly more movement
Scenarios:
- In 1939, 1940, 1941 USSR has more armour and less corps around the Urals and their air units no longer start near the front line
- In 1939, Egypt starts as a separate country who joins the Allies in 1940, which effectively limits UK forces from moving out of Egypt and leaving it empty
- In 1939, France start with more Garrisons (Lyon, Cherbourg, Brest)
- In 1939, German starting PP is now 20 instead of 60
- UK and France start with 5% higher war effort
- UK Sub replaced by a Battleship
- In 1939, 1940 Italy starts with a fighter near Rome instead of a Tactical Bomber up north
- French sub removed
- USSR off-map production reduced slightly in all scenarios
Map:
- Belfast is added as UK city on Ireland.
- USSR cities redistributed so that Stalingrad is worth more and some eastern cities worth less.
- Bergen Sea Port worth less, Iron Ore Route worth more
- Hex (78, 6) now Rough, Hex (78, 7) now Mountain
- Norway Iron Ore Route is removed and its production value is put into Oslo city instead
- Palermo is now a Fort instead of City

17th March 2008 - SLITHERINE KEEPS WAR UP-TO-DATE WITH NEW COMMANDER: EUROPE AT WAR PATCH
IMPROVED SPEED AND LOADING TIMES ARE AT THE TOP OF OUR CHANGES LIST
Slitherine releases today the recently developed patch 1.06 for the award winning strategy game Commander: Europe at War. The game, which has earned critical acclaim from specialist press all over the world, has been improved with faster loading times and an increased speed of overall game play.
Iain McNeil, Director at Slitherine declared: “We always try to take into account all of our customers feedback to improve our products, not only for future commercial releases, but also on the games they are playing right now. We’ve made a long list of improvements on this patch and we will keep on working to reach a standard where our fans can be fully satisfied with what they have bought”.
The Commander team, lead by developer Firepower Entertainment, is also working on the next release on the Commander series, Commander: Napoleon at War, which is expected to be released in June 2008.
Patch 1.06 Features
Performance
- Frame rate has been increased by ~30% when moving units!
- Improved loading times
- Selecting units on map is faster
General
- Units can now exit the transportation loops placed on the loop hex itself, in case all the adjacent hexes are occupied. Subs that do this become instantly visible on the map to prevent exploits when placing hidden subs on loop hex and blocking it
- Convoys and transports no longer receive experience
- Bristol has been replaced by Cardiff and positioned one hex NW, and it gets a Sea Port
- Sub technology difficulty is now 15 instead of 20
- It is no longer possible to view enemy units max tech level
- Allied convoys now unload at Scapa Flow instead of Cardiff
- Naval units now have Zone of Control (ZOC) penalty that increases the movement cost by 4MP per hex in a ZOC
- UK convoys now reroute to Canada as soon as London falls to Axis
- Syria when Annexed by UK now starts with a corps, a fighter and a battleship
- Research progress % is now shown more precisely i.e. for each 1% reached
- Garrison units can no longer be transported at Sea
- Air units now gain as much experience as normal units, not halved as before
Bugs
- Fixed where experience icons did not appear in non English versions.
- Fixed allowing tactical bombers, fighters and carriers to sneak peak on a enemy unit in the fog of war, hiding on a resource hex
- Fixed fog of war being off for transports under certain conditions
- Fixed fog of war where subs could still spot from their previous location after the convoy move started
Multiplayer
- Fixed reassigning a leader not working on both machines
- Fixed sub surprise attack combined with unloading convoy cargo was not completed in the correct sequence
- Fixed a unit was stacked on the same hex bumping into sub and client+host did not resolve same combat
- Fixed RANDOM_ENTRY was not the same on both machines
- Fixed the wrong leader was sometimes recruited on the other machine
Data File Changes
General
- Upgrade Minimum Cost - decreased 4->3
- Africa Loop Turns - decreased 2->1
- Allies Winter Suffer - decreased 2->1
- Efficiency Regain - Increased 130->145
- Efficiency Loss Casualty Factor - decreased 55->45
- Efficiency Loss From Unload - increased 12->15
- Efficiency Loss Lack Supply - increased 3->10
- Commander Reassign Cost - increased 2->7
- Max Labs - decreased 13->10
Technology
- Switched Infantry fixed defences L2 with L3, giving corps more early benefits
- BB now get ASW advances on L2, L4, L6 so a bit later than before
- BB and DD now misses L3 surface ships instead of L5.
- Infantry AT is now +1, +1, +2, +1, +1, +2
- Tank Destroyer is now +1, +2, +1, +2, +1,
- Strategic Operations L3 now give land spotting +2 instead of +1
- Industry tech is more powerful +9,+9,+9,+6,+5 instead of +7,+6,+5,+4,+3
- Organisation tech difficulty changed from 55->50
- Strategic Operations L1 now gives some extra movement
Terrain
- Capital Attack Efficiency now 65%
- Sea Port Attack Efficiency now 50%
Unit
- Air units now have land spotting 5 instead of 4
- Transports now have movement 17 instead of 14
- Subs now have land spotting 0
- sub,DD,BB cost -10
- strategic bomber cost -5
- tactical bomber cost +5
- carrier +1 naval combat
- Air units now have slightly more movement
Scenarios:
- In 1939, 1940, 1941 USSR has more armour and less corps around the Urals and their air units no longer start near the front line
- In 1939, Egypt starts as a separate country who joins the Allies in 1940, which effectively limits UK forces from moving out of Egypt and leaving it empty
- In 1939, France start with more Garrisons (Lyon, Cherbourg, Brest)
- In 1939, German starting PP is now 20 instead of 60
- UK and France start with 5% higher war effort
- UK Sub replaced by a Battleship
- In 1939, 1940 Italy starts with a fighter near Rome instead of a Tactical Bomber up north
- French sub removed
- USSR off-map production reduced slightly in all scenarios
Map:
- Belfast is added as UK city on Ireland.
- USSR cities redistributed so that Stalingrad is worth more and some eastern cities worth less.
- Bergen Sea Port worth less, Iron Ore Route worth more
- Hex (78, 6) now Rough, Hex (78, 7) now Mountain
- Norway Iron Ore Route is removed and its production value is put into Oslo city instead
- Palermo is now a Fort instead of City
The patch can be download from: http://www.slitherine.com/files/ceaw/patches/ceaw_v1.06.exe

15th October 2007 - Commander 1.04 Final Release!
After weeks of testing the Commander 1.04 patch has left beta and is ready for final release. You must download the correct patch for your version of the game.
We have also approved the editor for final release. Download the v1.04 Editor from here.
Changes in V 1.04
- Fixed a bug with Yugoslavian emblems on inner zoom
- Fixed a bug with transportation loop units being alive despite surrender of their nation
- Sentry function added for units, hotkey 's'. Sentry units are removed from the queue when Pg Up and Pg Dw are used to cycle through units.
- Units can now be named by clicking their names.
- 1939 scenario units are all now named.
- Technology : Carriers now progress further in naval combat and less in air combat
- New Nations (like Algeria) now get Garrions instead of Corps as units
- Map/Scenario : Oil field size was shifted slightly from Iran over to Iraq.
- Iraq now joins Allies late in the war.
- German corps start in Finland.
- Allies now have slightly more troops in Egypt.
- One UK carrier switched place with a Mediterranean Battleship.
- Labs are now slightly cheaper to build
- Naval repair rates are now lower than other unit types
- Fixed a crash bug where the AI tried to move units that were no longer on the map.
- Fixed a bug where minor countries (like Romania) kept their oil instead of sending them to the faction oil pool
- Fixed a bug where naval units could repair despite country being out of resources
- Fixed some drawing routine bugs that caused graphic glitches
- PBEM, fixed a bug where tech advances were not shown in the turn summary
- PBEM games cannot be saved manually anymore - instead uses the autosave on end turn
- The autosave for non-PBEM games no longer overwrite the save from which you loaded, it creates a new file
- USSR winter event now is registered but not in effect until DoW, so if invading USSR in spring mud is still there
- All toggles (such as Nato Symbols) now remain unchanged when loading a save
- The zoom level now switches to the mid zoom when ending your turn on every game mode
- Quality and Survivability now have the tooltip text colours for tech increases on the purchase screen, unless they have a manpower penalty
- Windowed mode is now stored in settings.txt file so you can start the game up windowed by default
- War entry dates are now randomised and can be controlled from the scripts
- Winter duration can now be set in the general.txt script
- Air units now also follow the same rule as ground units when deciding if a rail move is possible
- Some tweaks to the scenarios, Allied have slightly more troops in Egypt. Some neutral countries have slightly less troops
- The Force Pool now has a reorder function, clicking the first unit will put it way back and push other units one step forward in the queue
- Oi Fields now generate 4x instead of 3x in oil production, providing more incentive for conquest of enemy oil
- Terrain : Entrenchments are now slightly more powerful
- Unit : Carrier now has a shorter range and get less range tech upgrades. Naval units now take more time to build
- Tech : Anti-Tank Guns, Tank Destroyer and Close Air Support are now more early bloomers. Armour +1 oil cons
- AI, fixed a bug where the AI deployed land units into a sea port
- AI now focuses more on protecting conquered capitals
- AI now tries to secure a conquered Capital surroundings before planning their next invasion
- AI now only feel threatened and try to protect Cities from ground units and transport, so air and navy no longer cause over reaction
- AI transports now try to move as close as possible to the destination before unloading
- AI now uses the new transport rule where a ship on port does not prevent loading
- AI will now retreat from Sea Ports that have been taken over by enemy
- AI Axis now use a broad front when invading USSR, picking interim Cities to conquer and sending units out on the flanks
- AI will now buy labs more slowly, to prevent a scenario starting with AI spending all its early turn cash on labs
- AI will now build slightly less Armour and slightly less Air
Changes in V1.04 Editor
- Forts are now loaded through scenarios so no need to recreate them again
- Country war entry dates can now be set in scenarios
- You can now manually set which side starts a scenario
- You can now name units
IMPORTANT INFORMATION
Please note saved games are not compatible.
WARNING TO ALL MODDERS:
Since v1.04 and the v1.04 editor have so many changes to them they are not compatible with previously modded scenarios. If you have any old custom made scenarios then you need to delete them from your data/scenario folder else game will try to read them and fail (crash on startup before main menu). If we can avoid this kind of problem in future we will as we don't want to ruin any of your hard work!
If you have any probelms with the patch or editor please make your comments on the Commander forum at http://www.slitherine.com/forum/viewforum.php?f=18

19th July 2007 - V1.02 Patch for Commander - Europe at War!
We're very please to announce the release of the first patch for Commander - Europe at War. This patch brings the game up to V1.02 fixing bugs, improving the UI, adding new features, adjusting game balance and minor tweaks to the AI. The next patch will focus more on the AI and gameplay.
- Fixed a faction leader crash bug which occurred when Western Allies were wiped out
- Fixed a bug in the begin turn dialog which showed old tech advance results from an earlier game
- TcpIP, fixed a bug with some settings from the host was carried over to the client when connecting
- TcpIP, fixed a bug where client and host did not setup the game in the same way after loading a save
- TcpIP, fixed a bug where timer started ticking while game was connecting
- TcpIP, when ending turn game goes to mid zoom
- PBEM games are now password protected
- PBEM and Hotseat games now show move and battle icons to feedback what enemy did last turn
- PBEM now starts with player naming the game, and the autosave is going to be using that name
- If full screen fails then game will instead start up in windowed mode
- FoW is now kept off for units that moved/attacked last turn, makes PBEM and Hotseat easy to spot attackers
- If game is on outer zoom when ending turn then it will jump into mid zoom
- Handicap economic bonuses now has more focus on enemy advantage than penalty
- When the USA and USSR enter the war they get an extra one time 15% boost to their war effort.
- Map Scrolling speed is now incremented which makes for more accurate short scrolling and fast long scrolling
- Research is now a bit quicker to allow you to get to the later stages of the tech tree
- Made the Russian Winter effects a bit less harsh on the Allies
- Effectiveness, increased the drop for railroading units, decreased the drop for upgrading units
- Shifted some convoy value from mid to the South Atlantic
- Manpower levels were reduced for UK , USA
- AI, fixed a bug where enemy AI could deploy a naval unit in a Sea Port that just got conquered
- AI do no longer get any economic bonus on normal difficulty
- AI, UK and Germany get some extra fodder units to start with regardless of difficulty levels
- AI, The Allies are now more interested re-conquering France earlier than before
- AI, The AI now concentrates more on defending areas closer to home than conquering new territory
- Some adjustments to the harder difficult settings to make the AI present more of a challenge
- Africa transfer loop now is 2 turns instead of 3
Please note you must download your patch from the publisher you purchased it from. You will not be able to install if you download the wrong patch. If you bought from Matrix you must download the patch from Matrix. If you bought from Slitherine you must download the patch from Slitherine. If you are not sure, then look at the splash screen when the game starts up and if you see a Matrix logo you have the Matrix version, if not you have the Slitherine version.
Download the Matrix patch from here - (updated to 1.04).
Download the Slitherine patch from here.
If you bought your game in another language such as Russian, Spanish, German or French you do not need this patch as the retail version comes with the patch already applied.

8th May 2007 - Legion Arena - Vista Fix
As Windows Vista uses a different version of DirectX to Windows XP and previous versions there have been problems with some games running under Vista. This is because the version of DX included in Vista is missing some files needed for games created under DirectX 9 or earlier.
Legion Arena - Vista Fix
If you are having this problem with Legion Arena we have uploaded the missing file to get you up and running. Unzip this file and place it in the dir you installed Legion Arena to. If this doesn't help let us know through the tech support forum.

20th February 2007 - Spartan Vista Fix
For Windows Vista users who are having problems running Spartan, please download this dll. It is part of DirectX, which does not get included with Windows Vista. Unzip and place the dll in the game folder, or if this does not work, place it in the windows\sysytem32 folder.
Download dll

20th February 2007 - Gates of Troy Vista Fix
For Windows Vista users who are having problems running Gates of Troy, please download this dll. It is part of DirectX, which does not get included with Windows Vista. Unzip and place the dll in the game folder, or if this does not work, place it in the windows\sysytem32 folder.
Download dll

30th November 2006 - Spartan Manual
For those of you with the digital download version or if you have just lost your manual, here is the manual in word format for you to download.
Download Spartan Manual

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