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Hubert Cater

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Everything posted by Hubert Cater

  1. Hi MJY, It looks like it is the order in which the code is processed. The code that checks for surrounding tiles around occupied cities etc., is checked first before the SURRENDER events are processed. This is of course correct in terms of the chaos that would occur upon an immediate surrender and until zones of control could be re-established on subsequent turns. All this means is that on your immediate turn, following the surrender of Spain you did not gain control of those areas surrounding the cities still occupied in Spain but on your subsequent turn you will. I ran a quick test to confirm and it does occur as expected, i.e. your opponent will have one more turn before your next turn and the hex control is given to you in any unoccupied tiles around those occupied cities in Spain. Hope this helps, Hubert
  2. Hi Colin, Something new we added with the Pacific release wrt the smaller campaigns was the yellow circular highlight of the main objectives for each mini campaign. This can be seen in the screenshots Bill provided and hopefully this will help you identify the targets more easily. Hubert
  3. This idea has come up from time to time but for some background on the current implementation, one of the main reasons HQs were never motorized was to allow for the effect of "outrunning your supply lines". This was especially important in let's say recreating the right feel for the eastern front for the German blitzkrieg etc.
  4. To clarify the arrival tiles are not necessarily the same as the visible loop arrows on the map. In most cases I would say they are at a different location because I envisioned the case where the units may arrive and if a player forgot to move them they would immediately loop back at the end of the turn. This is likely why they were popping up where you did not expect them to but if you look at the scripts you can get a better idea where they are supposed to arrive. To answer your question more specifically, yes the arrival tiles cannot be blockaded in a traditional sense but if you occupy the arrival tiles and all the subsequent adjacent tiles then there is a failsafe mechanism that would return looping ships back to their point of origin because they have no where to go when it is time for them to arrive etc. Hopefully that makes sense, Hubert
  5. Hi MJY, can you send me the saved file? Send to support@furysoftware.com
  6. The easiest way to do this is to select the 'Tile' layer when in the Editor and then use the 'Selection' button off of the toolbar that allows you to highlight the desired tiles. Once you do that go to 'File->Export Map Positions' or 'F6' and it will export these positions to a file in your installation directory called 'map_positions.txt' You can then open up this file and copy and paste the map positions to the desired script file. Sometimes you map need to rename the header from 'MAP_POSITION=' to 'GOAL_POSITION=' etc., but you can use the rename function in your text editor to do that. Hope this helps, Hubert
  7. You'll need to include the new #FRIENDLY_POSITION for LOOP events but other than that I don't think there is really anything else that needs to be considered when it comes to custom campaigns. For the full list of changes, this is of course included with the patch and the VERSION NOTES text file.
  8. Hi Nupremal, I just took a quick look at the code and from what I could tell it should if there are OFFENSIVE/DEFENSIVE plans in the AI logic queue... a few quick tests can confirm this and if you find an issue send me a saved turn and I can see what the problem might be. Hubert
  9. Easiest way to do this is to simply open up the game Editor and add a few MPPs to your desired side. Hope this helps, Hubert
  10. The new patch should be backward compatible with all campaigns with a few minor scripting additions to take into account a few new features. Saved games though will not be of course. Hubert
  11. Sounds like the patch was probably not installed in the correct directory. Can you try downloading and applying the v1.09 patch instead and ensure that the installation path for the patch is the same as the installation path of the game?
  12. Hi Llyranor! Unfortunately there is no online co-op against the AI but to answer your other question if you purchase the CD/DVD there is no need to keep it in the drive after your installation. Hope this helps, Hubert
  13. Thanks and I found the error. Looks like the countries in question still surrender as you would expect but there is a popup message mentioning the transfer of the capital even though it does not occur. This should be fixed for the next patch. Hubert
  14. Can you tell me which side you played, and if this was an AI game? Do you have a saved turn where I can repeat the error with instructions on how to do this? If you have a saved game please send it to support@furysoftware.com Thanks, Hubert
  15. Hi Doug, Can you send me a saved turn where I can repeat this error? Send to support@furysoftware.com. Btw, I still have not been able to track down that N key error for the longest time but I remain hopeful as it is a difficult one to track due to the fact it is not easily repeatable. Hubert
  16. This might be a bug, can you send me a saved turn right before the capital is going to change to an already occupied city so I could take a look? Send to support@furysoftware.com Thanks! Hubert
  17. The hotfix is now up and available under the Patton Drives East section of the Battlefront Patches page: http://www.battlefront.com/index.php?option=com_versions&Itemid=221
  18. Hi Azmaer, Thanks for the report and we should have a hotfix up for this shortly. Hubert
  19. Hi Baron, I would suggest a clean install and make sure there are no custom campaigns or older saved games that are no longer compatible with the latest 1.06 version of WaW. Hope this helps, Hubert
  20. Ok, perhaps try reinstalling the mouse driver as well to see if that helps. Hubert
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