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Hubert Cater

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Everything posted by Hubert Cater

  1. Hi Akmatov, Sounds like you modded the game to start in March 1939? If so then the existing Storm Over Europe campaign may not play as intended, as you noted above, as the scripts take into account the idea that the game starts with Germany at war with Poland and so on. As you mentioned, editing the scripts is the way to go if you change the start date and mobilization and at war status of majors like Germany, and the scripts would have to be adjusted so that it takes into account a neutral Germany as desired... hope this helps! Hubert
  2. If you changed them to be Neutral at start or not fully mobilized, then on the first turn they are attacked they will not intercept, but on the second turn they will if they have sufficient strength and supply.
  3. Hi Akmatov! When you saved a new mod did you re-compile the scripts? It could be that they were not re-compiled due to your changes. Simply go to Country Data->Edit AI Scripts and select the 'Update' button to recompile all the scripts that are shown with a '*' next to the name. Do the same for Event Scripts and then re-save and it should then play as expected unless there are some events that are tied into the initially set start date of the campaign. If this is the case, you can check this by checking the #DATE setting for events, then you'll need to edit the #DATE values for events to match your new starting date for the campaign. 2. Right click on the unit and select 'Properties'. To expand to show more of the properties, click on the >> button. 3. Editor only loads .cgn files Hubert
  4. Hi Sapare, If you open a ticket at the Helpdesk they should be able to sort it out for you: http://www.battlefront.com/helpdesk Hope this helps, Hubert
  5. It's a long story but glad to hear you've got it working and we're happy to hear you enjoy the games, thanks again for that
  6. Hi Sapare, It could be the number of stickies we have in this particular forum which only allows for the lower three threads to be shown. For example, right now on my end I see 4 threads but if there are also not that many fresh posts I believe it only shows posts from the last 10 days or so, so that might be what you are seeing as well. There is an option in the forum to show more threads but you would have to select a different filter other than the last 10 days etc. Hubert
  7. Hi Helias, Try uninstalling and then reinstalling the base SC The Great War game and it should then resolve the issue for you. Hope this helps, Hubert
  8. Hello everyone, I just wanted to make a quick post as it has been brought to my attention that there is likely a bug in the Victory Conditions in that the Axis Tactical conditions will trump the Allied Minor victory condition. Essentially, if I'm seeing the bug properly, an Allied Minor Victory will never fire as the Axis Tactical conditions precede them and the the only Allied condition that will fire is the Allied Major Victory condition. I would therefore suggest that the Axis Tactical conditions be ignored for now until we correct this for the next patch and an Allied Minor victory be awarded should the condition be satisfied at the end of the game. This is of course provided that the current conditions are still deemed acceptable for the tournament. Hubert
  9. Hi Mike, Al is correct and just one small addition in that for almost all of the plans it also includes a distance check to the #GOAL_POSITION. So for example, an OFFENSIVE plan with RANGE= 10, the game engine will check for units within 10 tiles of either the #GOAL_POSITION and/or #FRIENDLY_POSITION. This ensures that it will take the closest applicable units and not waste time checking all over the map for available units which speeds things up quite a bit. Hubert
  10. Hi Mike, I think the only reason we have a delay is so that it more or less matches the current ranges of the naval units and the number of turns it would take the naval units to reach those positions without the loops. I believe the loops are generally a bit quicker and while I realize that the ranges and turns are still under debate for naval units (real life versus gameplay), this is still the logic behind the current setup. For the reports, we've gone back and forth on just how much should show under FoW and I believe the consensus was that if the reports only showed what was "known" under FoW then the reports dialog was not of much value. This is why we later decided to simply show accurate numbers regardless of FoW. Now we could have it that it is not as accurate as you've suggested and that is definitely something to consider as well. Hubert
  11. This should certainly be counted and we will make this adjustment for future revision.
  12. Thanks for the file CATS2010 and I believe I've found the issue which is that naval units that are in a transfer loop are not counted as naval units on the map. So in the turn you sent me, there are 3 US naval units on the map, 5 in a transfer loop that are set to arrive on the very next Allied turn, as well as 6 in the P/Q that are set to be placed in the next turn. This explains the jump from 3 to 14 units on the very next turn. The 5 in the transfer loop also arrive just outside of Tokyo and this is why it might look like they are being built there as well. Hope this helps, Hubert
  13. Hi Amadeus, I never realized this was a separate issue as I thought this was the cause of the sprite error somehow. I see what you mean here and let me look into making an adjustment for 1024x768 screen sizes. Hubert
  14. Very interesting discussion and thanks for the various points of view and arguments. I think there is certainly a fear of unintended consequences from some of the suggested changes or as Mike has argued the possibility for the changes themselves introducing other ahistorical elements likely to also be challenged from a game play point of view. I can certainly see how declaring war on minors after all majors have entered the war are not penalized enough and I think a large part of this is due to the lack of any diplomatic penalties that can be applied (with the current game engine) since everyone is already at war. Early on in the war we wanted minors to be able to fall relatively quickly, for various historical and game play reasons, but again I can certainly see how this becomes an issue for later on in the war. I think some things we could introduce are additional units for minors that would appear later in the war if they are declared war upon, as well as perhaps introducing a mechanism that increases the at start supply and entrenchment for minors as the war progresses. Having applicable technology upgrades based on the upgrades of their major parent is a bit trickier as we could run into some of the historical issues that Mike has highlighted above but perhaps a middle ground could also be found like a Major current Level - 2 and that might do the trick etc. Definitely a few things to think about and as mentioned thanks again for the thoughts and suggestions. Hubert
  15. Glad you were able to sort something out and that is a great looking mode, thanks for putting the time and effort into this and for sharing
  16. Hi Dtreller, I believe that hotfix is for before the v1.02 patch and you might need to be logged in to access the repository page. We are working on a new v1.03 patch that will have an all inclusive set of fixes but I will bring this page to Al's attention to make sure that all of these latest concerns have been addressed as well. Thanks, Hubert
  17. It could be an issue with the reporting then... please do send me the saved game file before this event and I'll be happy to take a look. Send to support@furysoftware.com Thanks, Hubert
  18. This is to be expected then as the symbol sprites file has changed to the new size which is 512x512... so if he uses that size then it should no longer crash.
  19. I think it is a great idea and hopefully others will also be interested in using and supporting a gaming ladder for any of the SC games.
  20. Airships in AoC/AoD are set to act similar to Strategic Bombers... were they taking a lot of damage in return upon their attacks on ground units?
  21. Hi Amadeus, I'm unable to repeat this, can you be more specific as to what you have to do to create the crash and if it is repeatable each time on your end? Hubert
  22. Great to hear that this was sorted out easily enough
  23. Hi Ericdean83, The main campaign is set to end May 7th, 1947 but it can easily be changed to play past the normal end date by opening up the campaign in the Editor and changing the end date and then also adjusting the end date Victory Conditions in the VICTORY event scripts, also accessible and editable via the Editor. Hope this helps, Hubert
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