Soldiers of Empires II. Turn-based wargame. WWII.

Soldiers of Empires II. Turn-based wargame. WWII.

Soldiers of Empires II. Versions history.

Soldiers of Empires II. Turn-based wargame. WWII.

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Soldiers of Empires II

Version 1.4 ( September 8, 2015 )

* Rewritten and radically accelerated (~400%) algorithm AI turn.
* Added button: "Actions skip(=0)"(for selected unit) in main game mode
* Changed the rules for the construction of airfields
   (limit is determined once a month instead of a year, as previously)
* Improved algorithm of the production: need more time for increment level of production
   expensive and technically complex military equipment
* some improvements in AI - choice of target of movement
* some corrections in AI - "New unit"(for army and air force) procedure
* added counters of units at buttons: "Next unit"
* added 2 new victory conditions (capturing 95% or 100% of the enemy cities and ports)
* many corrections, improvements and additions to the game sources
* updated superscenario "World War II 1941-1945"
   - many units info corrected
   - fixed a lot of data about the countries
   - some terrain corrections
* updated scenario "Normandy 1944"
   - allied air units info(morale, experience) corrected
* some corrections to the game database - weapons
* some images for weapons list added
* And special thanks: Oleg Nizhnik aka Trurle, Darth Maximius, Andrey Aksyutin aka AAG, Vostrez Dalibor


Version 1.3 ( January 25, 2014 )

* New feature: "Ending your turn with AI help" (customizable)
   AI can manage:
   - Army
   - Air Force
   - Navy
   - Economy
   - New units
* updated superscenario "World War II 1941-1945"
   - many units info corrected
   - fixed a lot of data about the countries
   - some terrain corrections
* some improvements in AI for choice of target of movement
* some improvements in AI for choice of detach unit (army)
* some improvements in game interface
* many corrections, improvements and additions to the game sources
* Fixed error: incorrect view of seaports in some moments


Version 1.2 ( December 31, 2012 )

* Rewritten and accelerated (decrement time - 40-45%) algorithm AI turn.
   Changed time for option "AI turn delay" selected unit for AI turn. New values AI turn delay:
   a) Without visualization AI turn - default, fastest way
   b) With visualization AI turn (0.5 sec delay for selected unit) - need more time for AI turn
* Added new option "Turn = 1 day (default) / Turn = 2 days " (see Main Menu->Options)
   If selected "Turn = 2 days" actions is old (2 per turn -for army, 3 per turn -for air/navy)
   But game is 2 times faster. Level of military economy as is actually doubled.
* Added support some display resolutions. List supported resolutions:
   - 1024*768
   - 1152*864
   - 1280*768
   - 1280*800
   - 1280*960
   - 1280*1024
   - 1920*1080
* Added 4 buttons: "Next unit"(full list, army, air, navy) in main game mode
* Fixed error: incorrect checking in supply for "MR launcher" line in screen "Unit supply"
* Fixed error: "Range check error" in procedure "Game Editor:map converter"
* updated superscenario "World War II 1941-1945"
   - many units info corrected
   - fixed a lot of data about the countries
   - some terrain corrections
* updated scenario "France 1940"
   - fixed issue in data for British 51st infantry division and next error: impossibility
     to continue the game
* some corrections in procedure "AI: orders - production of military equipment"
* some improvements in game interface
* horses(stock) increase now:
   (number horses-birth ~ size of horses (stock) and ~ economic potential)
* some improvements in AI for choice of target of movement
* some improvements in AI for choice of target of attacking
* some corrections in AI for artillery fire
* many corrections, improvements and additions to the game sources
* some corrections to the game database - aircrafts, weapons
* added some sound effects (battles, movements, etc...)
* many images for weapons list added


Version 1.1 ( April 14, 2012 )

* procedure "Human player - construction of the airbase" is available
   if engineer/pontoon/saper unit attached, you can build airbase
   (engineer/pontoon/saper unit need >= 300 men, and experience >= 30)
* The adjustment balance in AI/Logic
* updated superscenario "World War II 1941-1945"
   - many units info corrected
   - some small terrain corrections
* some corrections to the game database - aircrafts, weapons
* many images for weapons list added


Version 1.0 ( March 15, 2012 )

* Final release.
* Full statistics in the game logic procedures
   - artillery fire via 1 cell (army units VS army units)
   - artillery fire via 2 cell (army units VS army units)
   - battle (army units VS army units)
   - battle (army units VS navy units)
   - battle (navy units VS army units)
   - battle (navy units VS navy units)
   - artillery fire via 1 cell (army units VS navy units)
   - artillery fire via 2 cell (army units VS navy units)
   - artillery fire via 1 cell (navy units VS army units)
   - artillery fire via 2 cell (navy units VS army units)
   - artillery fire via 1 cell (navy units VS navy units)
   - artillery fire via 2 cell (navy units VS navy units)
   - actions of air force: interception (air force VS air force)
   - actions of air force: bombing  (air force VS army/air force/navy)
* Capture trophies is available in the game logic procedure
   - battle (army units VS army units)
* Some corrections in AI for movement aircraft carriers
* Some corrections in AI for regulation of the production of military equipment
* Fixed issue: AI forming new air units without aircrafts
* Fixed issue: Army unit can't disembark at beach, if army unit (on sea transport) is base unit
* Fixed issue: "Range check error" in procedure "AI:navy-detach ship"
   and next error: impossibility to continue the game
* Fixed issue: "Range check error" in procedure "AI:navy-battle(navy units VS navy units)"
   and next error: impossibility to continue the game
* Fixed issue: "Range check error" in the end of weapons list in page "Statistics"
* Fixed issue: "Range check error" in procedures of statistics (after battles)
* Fixed error: After unit disembark at coastal enemy object (city, seaport, airfield, fort),
   current control of object is not changes
* Fixed error: After forming new air unit (by human player), number of aircrafts in
   "fast depot" not decrease
* Fixed error in procedure "AI: supply - air units - select type new aircraft"
* Fixed some other errors in game logic
* Updated procedure: "AI-navy: detach ship/submarine",
* Updated procedure: "AI-navy: search target for movement"
* Updated procedure: "AI-air force: search target for movement"
* The adjustment balance in AI/Logic
* Full information at page "statistics" in game is available
* updated scenario "Poland 1939"
   - some corrections
   - some small object corrections
* updated scenario "Norway 1940"
   - some corrections
* updated scenario "France 1940"
   - some corrections
* updated superscenario "World War II 1941-1945"
   - many small corrections for many countries, cities, ports, units...
* updated scenario "Guadalcanal 1942"
   - some units info corrected
   - some corrections
* updated scenario "Midway 1942"
   - some units info and types of TOE is updated
   - some corrections
* updated scenario "Kursk 1943"
   - many units info corrected
   - some corrections
* updated scenario "Normandy 1944"
   - many small corrections for many countries, cities, ports, units...
   - some corrections
* updated scenario "Berlin 1945"
   - some units info corrected
   - some corrections
* full list "birth rate/day" by countries
* many corrections and additions to the game sources
* many corrections and additions to the game database - aircrafts, weapons
* many additions to the game database - TOE (army, ships, air units)
* some corrections and additions to the game interface
* some images for units updated
* many images for weapons list added


Version 0.9.9 beta ( January 5, 2012 )

* procedure "Human player - regulation of the production of military equipment" is available
* procedure "AI player - regulation of the production of military equipment" is available
* procedure "Miltary economy" is available
    if ECONOMY=ON (scenario option), then each turn (after the change of date) is:
    - Auto-adjustment of levels of production weapons in accordance with established orders
      ("+","-","="), real and required economic potential
    - Economic potential increase (ALL cities, ALL ports)
    - Condition of forts increase (if < Normal)
    - Conscript increase (number ~ birth rate)
    - Cars(depot) increase ( production ~ economic potential )
    - Cars(repair) -> Cars(depot) ( repair ~ economic potential )
    - HMG(depot) increase ( production ~ economic potential )
    - horses(stock) increase ( number horses-birth ~ size of horses (stock))
    - Calculation: "new weapon" -> "slow depot" after turn
    Also, after changing the date (for any value of ECONOMY)
    - Calculation of changes in the number of injured people after turn
    - Calculation of construction and repair of ships (near port) after turn
    - Calculation condition of airfields increase (if < Normal)
    - Calculation: "weapon in fast depot" <- "weapon in slow depot" after turn
    - Calculation: "repaired weapon" -> "slow depot" after turn
* procedure "Test airunits after turn" is available
    After turn test: airunits at airbase/port/aircraft carrier/seaplane tender?  
* procedure "Test conditions for victory" is available
* procedure "Change TOE type of unit" (Army, Air Force) in scenario editor is available
* Rules activated:
    if engineer/pontoon/saper unit attached, your units can forced crossing a rivers
    (engineer/pontoon/saper unit need >= 300 men, and experience >= 30)
* some corrections in the game logic procedures
    - artillery fire via 1 cell ( VS army units ) - added calculation KIA/WIA
    - artillery fire via 2 cell ( VS army units ) - added calculation KIA/WIA
* updated procedure "Small map". Also, this window can be ON/OFF (see Main Menu->Options)
* updated superscenario "World War II 1941-1945"
    - added NKVD troops (USSR) - 37 units
    - added airfields for many countries
    - many units info and types of TOE is updated
    - many small corrections for many countries, cities, ports...
* updated scenario "Kursk 1943"
    - many units info corrected
* updated scenario "Poland 1939"
    - some units info corrected
    - some small object corrections
* updated scenario "Berlin 1945"
    - some units info corrected
* some corrections and additions to the game sources
* some corrections and additions to the game database - aircrafts
* many additions to the game database - TOE (army, air units)
* many images for weapons list added


Version 0.9.3 beta ( November 11, 2011 )

* procedure "Human player - supply weapon/equipment for army, air force" is available
* some corrections in the game logic procedures
   - artillery fire via 1 cell ( VS army units )
   - artillery fire via 2 cell ( VS army units )
* updated superscenario "World War II 1941-1945"
   - added Armed Forces (Iran):  Army (23 units), Air Force (5 units), Navy (6 ships)
   - added info about reserves of weapons in "Fast depot"/"Slow depot" for many countries
   - some small corrections for many countries
* updated scenario "Poland 1939"
   - some small corrections with scenario options
* updated scenario "France 1940"
   - some small corrections with scenario options
* updated scenario "Kursk 1943"
   - some units info corrected
* some corrections and additions to the game sources
* some corrections to the game database - aircrafts
* some additions to the game database - TOE
* some images for weapons list added
* update some images for units


Version 0.9.2 beta ( October 22, 2011 )

* procedure "Human player - Attach/Detach unit for army, air force, navy" is available
* Rules activated:
   "Only 1 aircraft carrier in naval formation"
* Rules activated:
   forming new units for Human player and AI player present, if:
   A) ECONOMY=ON (scenario option) and
   B) units limit (depends on the economic potential) is not exceeded
* updated superscenario "World War II 1941-1945"
   - added Armed Forces (Croatia): Army (15 units), Air Force (2 units)
   - added Armed Forces (Mongolia): Army (11 units), Air Force (4 units)
   - added Armed Forces (Portugal):  Army (19 units), Air Force (4 units), Navy (15 ships)
* updated scenario "Midway 1942"
   - some small corrections
* updated scenario "Normandy 1944"
   - some small corrections
* some corrections and additions to the game sources
* some additions to the game database - TOE
* some images for weapons list added


Version 0.9.1 beta ( October 14, 2011 )

* fixed bug with register key
* procedure "Human player - supply AMMO for army, air force, navy" is available
* updated superscenario "World War II 1941-1945"
   - added escort forces (37 ships) USSR Navy
   - added Denmark Army (2 units) and Navy (43 ships)
   - some small terrain corrections
   - some small object corrections
* updated scenario "Guadalcanal 1942"
   - added 5th Special Base Force (Japan) at Nauru
   - added airfield (Japan) at Nauru
   - removed some (not active) countries
* updated scenario "Normandy 1944"
   - removed some (not active) countries
* updated scenario "Norway 1940"
   - some small terrain corrections
* added 4 images for random background in main menu and scenario start screen. Up to 57.
* some corrections and additions to the game sources
* some corrections and additions to the game database - ships, aircrafts
* some additions to the game database - TOE (army units)
* some corrections and additions to the game interface



Version 0.9 beta ( October 9, 2011 )

* First public version. Pre-order present.



Soldiers of Empires II


Soldiers of Empires II. Turn-based wargame. WWII.


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