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Hubert Cater

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Everything posted by Hubert Cater

  1. Hi Mathias, Apologies as I am not sure I understand the question, can you be more specific? Hubert
  2. Hi Marvin, Glad to hear you were able to sort it out and for the Medium Bombers, this is a new unit to the Assault on Democracy expansion and acts as a bit of an in between unit relative to Tactical and the Strategic Bombers. It is also correct that it acts like a Tactical Bomber in this regard in terms of attacking a unit on the resource only if a unit is on a resource. Hubert
  3. Hi Majorbly50, The base WWI game has a 1939 Storm Over Europe campaign but the Breakthrough expansion also has the latest version of the campaign as well as it taking advantage of some of the new features and enhancements that the Breakthrough expansion offers. Hope this helps Hubert
  4. Hi Marvin, Your understanding is definitely correct, perhaps you were attacking with Tactical Bombers and not 'Strategic Bombers'? If not could you send me a saved game with instructions on how to repeat the issue at support@furysoftware.com and I'd be happy to take a look. Hubert
  5. Good catch and I will fix this for the next patch as well, thanks
  6. Hi Mathias, We've released quite a few expansions over the years as well as new features, can you be more specific as to what you are looking for? Hubert
  7. Hi Bmisc53, 1) Do you happen to have any saved turns for when the AI left these areas open? I'd be happy to take a look and make some adjustments. 2) For an open UK this is a bit more of a complicated answer. While the AI does play with FoW much like a human player, it does have some advantages in scripting where I could actually tell it to invade if it knew the UK was completely empty. But in the few areas where I have this in place for other similar type opportunities in game, if it is painfully obvious it is taking advantage of this knowledge the usual criticism is that the AI is cheating. So for this one particular example, an open UK, I had to use a more careful approach. My initial approach was to have the German AI risk an invasion of the UK every once in a while. However since this is such a high risk option, even for a human player, if it does not go well the game is more or less over at that point for the Axis AI as it is not likely to have an effective invasion of the USSR and things just quickly spiral out of control from there. The criticism when this happened was that the AI was once again quite poor and so the decision was then made to have the AI more or less avoid taking any high risk options and play more historically and for the longest drawn out war that is likely possible. Of course, there is still some variation in how the AI plays but once this approach was settled upon I simply decided to script in an invasion of the UK once the USSR has been defeated. In essence it can still happen but it is now a much less risky decision and only undertaken when the right conditions present themselves. That being said, in the future one thing under consideration is to have a few different settings for the AI beyond just difficulty settings and this would include perhaps something like "Historical" and "Variable". This way the AI approach will be known by the player at campaign selection time and therefore less likely to be criticized for taking chances as they would be more or less expected Hope this helps, Hubert
  8. My pleasure and as they say in Klingon majQa' or well done!
  9. Hi Drcorday, I had to double check but my guess is that you might be looking at the base Global Conflict game as that one goes to v1.07. GOLD only patches up to v1.04 and looking at the version notes, the Windows 8 fix was introduced in v1.03. Hopefully this helps you track down the problem as it should say GOLD in the main screen when you launch the GOLD exe. Hubert
  10. Thanks Furchtlosundtrew and I agree that Bill did a fantastic job with the WWI design using the SC engine For the HQ changes discussed here it would apply in the next patch for whenever that becomes available... hope this helps, Hubert
  11. Hi Drcorday, Did you apply the latest patch for GOLD? I only ask as I believe the fix only applies in one of the latest patches. Hubert
  12. Hi Drcorday, Unfortunately for the original Global Conflict, running without Full Screen is the only solution, but for the newer Global Conflict expansions, running in Full Screen should work fine in Windows 8 as we've made adjustments specifically for that. This includes the GOLD, Assault on Communism and Assault on Democracy expansions. Hope this helps, Hubert
  13. To be honest I wasn't sure until I saw the screenshots as that definitely helped to narrow it down as otherwise I was thinking the same thing about his assessment being correct.
  14. Hi Akmatov, Speaking for the personnel losses question, this is correct, we don't have specific personnel loss stats but rather MPPs lost due to unit damage or destruction. The MPP chart shows the losses in terms of MPP value lost. Hubert
  15. Gentlemen, I can see the arguments for research sharing between majors and this is something we are considering changing or adjusting for in future versions of SC, but we'll have to allow the flexibility to turn this off between some Majors as for example while in WWII the UK and US may share research advancements, the UK and US would not be as likely to share with the USSR. The primary reason for getting a bonus from an enemy nation is that we first implemented it for game play reasons as otherwise some nations would run away with tech advances and this helped to balance games out. So far it has worked out well as you still are required to invest and research in the categories that apply. From a historical point of view we could argue that this is somewhat justified as enemy equipment was often captured and reverse engineered in order to help current development projects advance further for the friendly sides. Hubert
  16. Hi Akmatov, In the editor under Campaign->Movement Cost there are two settings you can adjust for Operational Movement which would be the % cost relative to the cost of the unit and the 'Fixed Cost' regardless of unit cost. These two values combine to give you the overall cost for Operational Movement. There is no difference in cost in terms of season, distance or friendly or enemy territory at the moment and perhaps the cost difference you noticed was due to a difference in unit strength or upgrade level. Hope this helps Hubert
  17. Hi AshesFall, The reason that town is still at 5 is that it is not completely cutoff from a traceable line of friendly territory. It is at 5 because it is cutoff from friendly rail lines, but once it is a completely isolated pocket without any traceable lines of friendly territory to another supply source, then it will be at 3. Hope this helps Hubert
  18. Hi Dtreller, Very good points and this is something we will definitely address in future versions of SC as I've also come to the same conclusion for the exact same reasons Hubert
  19. Ah yes, I see to what you are referring to now as I had to find the actual post Bill made in that thread and my apologies as I often end up answering too quickly here when things get busy on my end. You are right in that this is currently the only place, in that thread, where items such as this are explained and we will do a better job in the future ensuring that all of this is covered in the Manual. There have been so many changes to the series, the combat prediction table being one of them, that we sometimes miss including these in the manual as the game is changed/updated... also one of the reasons for that thread Off hand I can't think of any other symbols or further explanations that haven't been covered by Bill in that image other than perhaps the Interceptor and Escort symbols that appear as small planes simply letting you know if the Attacker or Defender will be intercepting or escorting. If you come across another unknown, simply let us know and we will be happy to answer and add it to the relevant info on our end for up coming releases.
  20. Thanks Akmatov, much appreciated and don't hesitate to spread the word
  21. Correct and importing older campaigns like those from Patton Drives East are possible but at the same time it will take quite a bit of work. Not all data is importable as the data structures have changed over time with the newer releases and you'd have to likely adjust some bitmaps to account for additional changes like increased number of majors, additional unit types and so on. Scripts will likely need to be adjusted as well as there are quite a few changes there too. Hubert
  22. There really isn't a combat predictions table but a set of formulas that govern combat results. This is in the Manual and if you check the sections under Combat you should find what you are looking for there. The formulas are needed as it takes into account a variety of factors such as unit strength, readiness, morale and so on. Hope this helps, Hubert
  23. WWI is a slightly newer release relative to the original Global Conflict and if you take a look at the product page it should give you a pretty good idea of what is included and what some of the changes are: http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=271&Itemid=452 After that, please take a look at the New Features thread for WWI found here: http://www.battlefront.com/community/showthread.php?t=95162 This is much more detailed and will highlight some of the game engine changes/improvements over the previous Global Conflict release. Hope this helps Hubert
  24. Most items are covered in the User Manual but as some campaigns have very specific settings these can only be seen in the campaign settings themselves via the Editor or in game where the information is displayed in the various information boxes. For example, when attacking across a river, this info will be shown in the lower middle of the screen with the various symbols and values. A lot of other information is in the Information for New Players thread and if there is anything specific that we might have missed just fire away as we are happy to help Hubert
  25. Hi Akmatov, 1) Nuclear weapons are not an in game option and gas weapons are not a specific option in game but I believe some campaigns do model this effect with events. 2) If you right click on a unit and select properties it will show you the attack/defense and movement abilities of a unit. This can also be seen in the PURCHASE screen when selecting each unit type. Upgrades also show how these stats improve as well including motorization. There might be some variety on this from campaign to campaign but generally motorization and other techs improve stats by +1. So if you look at the action points value of a unit consider each level of motorization as improving this range by +1. Terrain effects can vary from campaign to campaign as well but if you right click on a terrain item and select Properties it will give you all the detailed data including movement penalty and so on. 3) Correct, there is no stacking in game 4) No this is not possible. Hubert
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