Commander: Europe at War v1.03 Beta Patch
- 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 Ai