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Hubert Cater

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Everything posted by Hubert Cater

  1. That is Ok, if you are on Vista they hide the saved game files. Navigate to your installation directory and then click on a button at the top of the navigation bar called 'Compatibility Files' and this should point you to where the saved game files are located. My guess is that the installation of the new campaign is not necessarily installed correctly but I will need the saved game file to confirm. Hubert
  2. It is just how the game engine works as it looks for city/capital resources etc. I can review this to see if it would still work as expected with this type of change. Hubert
  3. Sounds like it might be, I'll have to take a look to confirm. Hubert
  4. Yes, you need to specify a #FRIENDLY_POSITION that the units are connected to. So this would have to be one in mainland China in order for the scripts to fire your desired OFFENSIVE scripts. In fact this is the general rule for all scripts that the #FRIENDLY_POSITION must be connected to your #GOAL_POSITION etc.
  5. You are likely running the game in a window as the same size as your desktop resolution. If you select to run in a windowed mode, try running the game in a smaller resolution than your desktop and it should work. Hubert
  6. For the smaller campaigns this might be a workable idea but for the larger Operation Z you really cannot attack unless you are adjacent to another unit so it would be without application. It's an interesting idea and I'll add it to my list of possibilities for down the road.
  7. Under WaW COUNTRY_ID= 17 would be Egypt but under PDE, Egypt is now 18 so that would be a bug. I'll fix this for the next patch as well.
  8. To be honest I never thought about it as an option but I think it could work
  9. The game engine also assigns OFFENSIVE/DEFENSIVE scripts generically if there are no scripted plans that take priority... perhaps this is what you have seen.
  10. Probably not as the game engine looks for connected units for OFFENSIVE planning etc.
  11. For the regular campaigns AT is set to a max Level=3. This then allows you to upgrade Infantry, Tac and Anti-Tank to a level of 3 AT if you've reached this level. The proposal above is just another way of asking if I introduced some fine tuning, i.e. left the master level at 3 but then capped specific unit types to the desired level, i.e. Tacs at Level-2 and leaving the rest as is, would this have the desired effect?
  12. Sombra, Thanks for your post and I wanted to respond earlier but I found myself too wrapped up in work for the Pacific Theater. For the UK transfer to Egypt, originally we felt this was necessary in order to give the Axis player a target to finally force the submission of England. By having it move to Canada it is less likely they would be knocked out of the war but I can definitely see your point with respect to the Med once UK loses the isle. Reducing the BEF to 5 is a doable change but I am hesitant to change the UK Transport range from 5 to 4 as the AI needs the range help later in the game. For Tac Bombers would it be helpful if they alone were capped at AT Level-2 while allowing full Level-3 for Infantry and Anti-Tank guns? Additionally I should mention that we did not have Tac Bombers escorted but during Beta testing we found that they were not as useful as we would have preferred. This could be changed but I wonder about the unforseen consequences as we also do not want to neuter this unit in the end either. I am always interested in improving the games and while I cannot guarantee any further changes for WaW I can certainly make a note of things and work to improve future releases as applicable. From your list I can see the following changes being a strong possibility: - reduce BEF to strength 5 and give the UK an extra 44MPPs instead - change UK transfer to Canada instead of Egypt - cap AT upgrades for Tactical Bombers at Level-2, down from Level-3 - eliminate escorts for Tactical Bombers entirely Are there any objections to such a list of proposals? Also, is it enough? Is it too much?
  13. There is a lot of flexibility in the existing script structure, and as you've shown, sometimes you just need a little creativity in order to find it... well done
  14. Vesa, can you send me a saved turn so I can take a look?
  15. I would suggest ordering the events in decreasing year order, so that would put your 1940 event before the 1939 purchase event. The main reason for this is that the game engine only reads in one purchase event at a time per country so if you list the 1939 event first it will only ever use this one since it is always satisfied by the date and the remaining events will be skipped. This is what I have done for the Fall Weiss campaigns etc.
  16. If the unit was connected and within range it will make its way to the desired GARRISON position, but since the position selected is on an island you will need to use the TRANSPORT_MINOR event to get it there first.
  17. For additional clarification, the way the min/max numbers work is as follows: #ACTIVATE_POSITION= 141,37 [1,3] [3,7] [2] For range the entry [1,3] is simply saying to the game engine pick a number between 1 and 3 inclusive and that is the range we will check on this particular turn. For units [3,7] pick a number between 3 and 7 inclusive and this is the number we will check for on this turn. So let's say the game engine picks 2 for range and 6 for units. The check performed will be are there at least 6 units within 2 tiles of position 141,37? If so then execute, if not event fails. The current system has been implemented to create some randomness in game. For example, in the past players knew the exact number of units they needed to have in range of a specific tile to trigger an event like the Siberian Transfer. With this system it is not as absolute and creates some randomness from game to game. If however you want to specify exact ranges and a minimum number of units then I would suggest the following: #ACTIVATE_POSITION= 141,37 [3,3] [7,7] [2] This tells the game engine to check for at least 7 Allied units within 3 tiles of position 141,37. Hope this helps, Hubert
  18. Nupremal, just to confirm, only one GV is read for a single event.
  19. Ok I will double check to see if I can make any adjustments there as well.
  20. Thanks AZGungHo and I'm glad to hear you have enjoyed the products thus far. I'll have to credit the many campaign contributors to the last set of releases such as Edwin, Jeff, Bill, Gunnar, Kuniworth, Robert and Matthew as they have done a fantastic job with them and thank them as well.
  21. These setting adjust how much additional MPP the AI will receive when it collects at the end of its turn, as well as for when countries surrender via Plunder. The higher settings add 10% for each level and the easier settings subtract 10% for each level. Additionally some scripts can be linked to the level of difficulty chosen and for the most part only UNIT scripts have been linked to these settings etc., i.e. for some campaigns at the harder settings will have additional units appear via the scripts and so on.
  22. Gravyface1, Sometimes I have seen this happen when you switch back and forth from the Editor while it is loading a campaign. Usually this goes away if you retry to load the campaign and just wait for it to load. Can you confirm you eventually got it working?
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