sonnenwalde
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Everything posted by sonnenwalde
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Missing Scenarios
sonnenwalde replied to sonnenwalde's topic in Strategic Command Tech Support Forum
The CGN files are present but it may well be the latter reason. Thanks Hubert. sonnenwalde -
Over time I've downloaded a few campaigns from the cmmods website. I've constantly had a problem of the downloaded scenarios not showing up in the list of available scenarios when I've loaded SC2. Is there a reason for this? It may well be that it's something I've done wrong when downloading and extracting the files, although some downloaded files appear as normal. Has anyone else come this problem? :confused: For example:- I've donloaded the custom campaign "1939 Fall Weiss Historical- Blashy" a number of times from the cmmods website, but have yet to get it to appear in the list of available scenarios. :confused: :confused: sonnenwalde
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1.04 patch - Script Editor error
sonnenwalde replied to sonnenwalde's topic in Strategic Command Tech Support Forum
Thanks Hubert, that did the trick. -
I've just loaded the 1.04 patch. The game works fine but when I tried using the script editor I keep getting the following error message. The application failed to initialize properly (0xc0000135). Click on OK to terminate the application. Any ideas as to what is causing the problem and how to fix it.
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Suggestions for Script Enhancements
sonnenwalde replied to Edwin P.'s topic in Strategic Command 2 Scenario and Mods Forum
How about introducing AND/OR logic for the Activation and Cancel lines of a script (rather than just AND or OR logic). This would greatly increase the scope and variety of the conditions used to activate and cancel plans. :cool: -
After playing around with AI scripts and looking at AI mods (specifically Timskorn's mods for the Allied AI) I've come to the conclusion that it would be a great improvement if you could specify a preferred unit type you would like to occupy a GOAL_POSITION. This is specifically relevant to defensive plans. This would allow you to conceive a more detailed and effective defensive plan for the AI when garrisoning Cities and/or defensive lines. An armoured unit could be used to garrison a City for example, a tactic many Human players use. It would allow the AI to populate the crucial tiles with the strongest units instead of relying on pot luck and also allow the possibility to have strategically placed Air Fleets and HQ's for support. I don't know how much work would be involved in incorporating a change like this, but I reckon it would improve the AI's chances considerably.
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SC Script Editor
sonnenwalde replied to benCG's topic in Strategic Command 2 Scenario and Mods Forum
Great tool benCG As you say it's just the job for doing away with all that scrolling etc. It'll certainly encourage me to edit the AI scripts. Looking forward to using it. :cool: -
Possible Movement Bug
sonnenwalde replied to sonnenwalde's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Thanks for clearing that up. I'm undecided as to whether or not I like this idea. It could definitely help prevent stalemates occuring. Presumably the same logic applies when calculating the supply route between the 2 opposing units. I noticed that after the units had advanced between my units their supply value had dropped to 0. Perhaps, as mentioned elsewhere on this forum, it would be a good idea to have a toggle button, which shows supply values for each square on the map. Maybe even incorporate this supply value into the AI's logical(illogical) thinking process, so that it doesn't throw away units needlessly. -
On more than 1 occasion the AI has attacked an infantry unit and then advanced between 2 of my units which are connected 'diagonally'. I was under the impression that this sort of movement was not allowed and that units connected just by the corners of their 'diamond' formed a continuous front. In the current game with the AI playing the Axis this has happened at least twice. Is this a bug or a new feature of SC2? The logic the AI uses in carrying out this manoeuvre, thus deliberately getting his unit cut-off and isolated, is another matter entirely.
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I was playing Axis against Allies, the Germans has invaded the Benelux countries and was in the process of occupying France. At this point Italy was still not in the war (about 75% activated). However I had moved the Italian Submarine to just outside Genoa's port in preparation for an Italian declaration of war. The Italian submarine was attacked by the French Air Fleet which was in Marseilles while the Italians were still at 75% activated and still officially neutral . We've either got one hell of an AI or I've found a slight bug. It would have been perfectly understandable if the Italians had declared war on France following this unprovoked attack but the activation % remained unchanged. :eek:
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New Demo Released
sonnenwalde replied to Hubert Cater's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
I'm running the game with 512 ram with a 128 Mb video card. I was suprised to encounter the mirroring problem as the PC is almost brand new. Having just downloaded the new Demo however, I can confirm that the 3D sprites are looking good and facing in the right direction. -
Unit Info
sonnenwalde replied to sonnenwalde's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
I think adding more information to the unit counters would be a bad idea, as it would clutter up the screen. If we simply had a toggle button or functions keys to display different information then this would save a lot of unneseccary clicking of the mouse. ie after clicking on the toggle button the information shown in that little square on the unit counter, would change from Unit Strength - Supply - Readiness - Experience - Action Points - Unit Strength. Different shortcut keys would be another way this could be achieved. :cool: -
Unit Info
sonnenwalde replied to sonnenwalde's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Retributar The idea is to make it easy for the player to view at a glance the information he needs to formulate his moves, thus saving time clicking on individual units. A simple numeric representation of the data should suffice without the need for multi-coloured graphics. -
I've always had problems remembering which units have the most experience or which units are supplied, having to click a unit each time to display the info. :mad: Perhaps you could indroduce a number of views which show different information. The default view would display Unit Strength . Another view could display Experience , while a third view could display Action Points or Supply etc. To switch from view to view you would use short cut keys ie F1, F2 etc. This would save a lot of time clicking on each unit.
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Units!
sonnenwalde replied to Panzer39's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Thanks for that Hubert, it'll definitely add to the atmosphere and overall enjoyment of the game. -
Units!
sonnenwalde replied to Panzer39's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
If we're going to have 3D graphics, how about getting each unit to face the nearest visible enemy units. i.e. German units facing West when attacking France and facing East when attacking the Soviet Union. At the very least we should have West facing Soviet troops . -
SC-2 marketing, raise your price & make some jack
sonnenwalde replied to jon_j_rambo's topic in Strategic Command 1
Good point Rambo The beauty of Strategic Command is in it's playability. It's simple and easy to play. Hopefully when (if) SC2 is eventually released the many improvements that Hubert Cater will have added to the gameplay will not have compromised this playability. -
European demo terrain bitmaps - I got em!!!
sonnenwalde replied to DaVillan's topic in Strategic Command 1
Many thanks for the new terrain bitmaps, they certainly add to the game.