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Moonslayer

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Everything posted by Moonslayer

  1. The way I use is to open up the scenario in the editor and check out the scenario information. The start and end dates are given there. Checking the victory condition scripts should help out as well (they are dated).
  2. The red arrows are only usable by the soviet navy iirc.
  3. To add units: Create the unit you want on the LAND first. Then 'move' it (by right clicking it) into the water. To upgrade existing units: Move the unit from the water to the land, upgrade it, then move it back into the water again. Hope this helps.
  4. Left field strategies can sometimes work; for a beginner I would say that unusual strategies are one of the best ways to improve your understanding and strengthen your game play quickly. Look out for him after a couple more pvp games
  5. I have a few ideas on these islands and am working on something that should give reasonable results. It won't be perfect but it should be a fair compromise. Unfortunately time is not something I have in abundance so don't expect anything in the near future. Besides... now that PDE is pretty much wrapped up, I should get back on to my Star Trek mod The Pacific mod I am working on will continue right after that.
  6. Easy as pie to switch it off too... but I like it ;P
  7. Absolutely nothing. There is no competition as they are scratching completely different itches imho. I would have both!
  8. City supply and HQ/Unit supply works differently. In the case of HQs they need to be within range of a supply centre in order to have a certain level of supply. Outside of this range then the supply drops down, to a minimum of 5. Unit supply is equal to the HQs supply it is drawing from, minus the distance between unit and HQ (with terrain affecting that distance).
  9. Cheers for the tip. I haven't come across that one before so I'll keep an eye out for it
  10. The PDE decision events will simulate a-bomb usage nicely. With the right scripting it could become very intense.
  11. This one? IIRC I have made up SC2 versions of this flag before. I may need to scour my hard drive for it, however. Let me know if you want it.
  12. You bet! Best way to learn the editor is to 'tinker with it'. I look forward to playing a scenario or two of yours in the future
  13. I am quite surprised by this as I too have used many editors before and this one is easily the most intuitive I have ever tried. I guess it's horses for courses, eh?
  14. Click 'Edit tile layer' button. Then click the 'select' button. Then left click on the tiles you wish to set the owner for. Right click on a highlighted tile. Click the set owner option. voila!
  15. My advice is to start out small. If you want to create a scenario from scratch (rather than tweaking an existing scenario) then I would create a minimum sized map and go from there. Play with each menu and see what it does. Eventually, with some patience, you will soon get the hang of it. That's how I started.
  16. I have many different versions of the various SCs on my computer. Like Iparkh says, just rename the folder
  17. Engine: Current Synopsis: Research affects can be fully customised in the editor. Design Summary: Currently each of the research categories has a fixed affect on units and can only be applied to predetermined unit types. I propose that both game effects and applicable units should be able to be specified by the user in the game editor. A (simple?) interface would allow the user to decide the name of the research category and to alter the existing effects. Example 1: Instead of the research category 'Anti-Aircraft', which currently only affects air attack/defence, bomber attack/defence and carrier attack/defence, a user could decide to tweak it to include Tank defence. Example 2: Deciding to create a science fiction scenario (now who on Earth would consider doing that?), the user wants to change 'Infantry Weapons' to 'laser weaponry' and change it to include Soft attack/defence, Tank attack and air attack. This would allow the user to drastically increase the customisable namture of the editor. Problem #1: Creating an easy to use interface to allow full customising may be a designer's nightmare! Problem #2: This allows for changing the basis of the game (from a purely WWII oriented game) into any historical or ahistorical period the modder wishes. This may upset the purists!
  18. As the Axis player many of my Italian MPPs go into maintaining the med fleet. The AI doesn't usually have much of a med fleet to maintain when I play the allies so they have more to put into ground units. Maybe this is the same with you?
  19. Sounds to me like you need to vary your tactics. Against the AI I tend to use the historical three front attack with three army groups made up of 2 armies, one armour, one artillery, an antitank and one air unit per army group. I use corps and balkan units to hold cities and prevent partizans from appearing. AG North goes for Riga and Leningrad. AG Centre for Moscow via Minsk and Smolensk. AG South for Kiev, Kharkov and Stalingrad. ASAP I form an italian army group to assist and a fourth german AG to act as a reserve. By this time it is usually all over for the Ruskies. Ensure your supply is always in tact and rest units in one city for a few turns before pressing on to the next objective and you can't go wrong really. Try sending Rommel up into the caucuses via Iraq if you have problems. Or even put some bombers in Iraq to keep the Russian oil fields from producing too many MPPs for the Reds
  20. It is possible to talk to us by typing a message on this forum However, as for 'proposals of changes in game' I suggest you either put them in this forum for the users in general to disseminate or else email them to Hubert himself, as he is the guy who can realise the changes. I think the former suggestion would be the best, however.
  21. This is what I do: 1) Click 'CTRL-PrtScn' when I want to capture a screenie. 2) Open image software (mspaint if you have nothing else). 3) Paste the image. 4) Crop the image as desired... airbrush out important bits... add labels etc. 5) Upload the image to my account on orange. But using an image hosting site like imageshack works just as well. 6) Link to the image in this message board and voila! If any of these steps are dificult to you then a quick read through the faq/help files of imageshack or your image software should solve the problem
  22. To be honest I rarely read AARs as I really don't get anything out of them so I bow to your superior wisdom on this matter. Seems a bit weird to call them AFTER Action Reports then. Not to worry... that'll teach me to stick my oar in
  23. This is more of a DAR (During Action Report) than an AAR. So screenies are less likely.
  24. Those images are used only when an army/corps, that has a motorised upgrade, moves. You won't see them permanently displayed.
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