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Hubert Cater

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Everything posted by Hubert Cater

  1. I would say no for now simply because things are already set... it's not impossible to do but would require a bit of work as it is more than just adding slots, it is also updating code to handle additional countries, the data structures as well as additional bitmap slots for the flags, activation sprites and so on. If there is time down the road I may reconsider but it really wasn't something we considered as a priority for the current needs of the game... sorry!
  2. Big Al, There are actually still 6 major power slots but only 5 are used for this release, i.e. UK, China, USA, USSR and Japan. Techinally Germany has a place in it but only when it declares war on the US following Pearl Harbor. For additional slots this is something I am considering for down the road but they were not really needed for this release. Essentially additional slots will require an Interface redesign and a few other tricks to get it to all work together and that would have been a bit of an unnecessary burden for the minimum project requirements we had going forward. Hubert
  3. Just off the top of my head there are Decision events, additional AI scripting events such as Global Variables and Links as well as the usual AI improvements. Maps are also bigger for the campaigns and of course the units and countries have been modified appropriately for the newer campaigns. Long story short, PDE is an additional expansion with new content as well as a few additions to game play and AI capability. Hope this helps, Hubert
  4. These country names are all listed in the localization.txt file. To customize these I would take a look at the Blitzkrieg Global campaign and in particular the subfolder for this campaign. You will see that it uses a customized localization.txt file with entries that have been changed only. You will also need to set the correct values in the 'campaign.ini' file to have the correct customization files trigger for the campaign. I would suggest reviewing the Editor Help file and User Manual on creating custom campaigns for more information. Hope this helps, Hubert
  5. SeaMonkey, it sounds like you have done the right coding for the script, I would suggest taking a look at the Italian surrender event for comparison and see what you might have overlooked. Hubert
  6. At the moment there are no Admirals and Leaders generally work the same as they have done in previous versions of SC2. Hubert
  7. Nupremal, The editor is the full version as David highlighted but the Pacific release does have a few less country slots so it might not be able to model each European country as is done in Weapons and Warfare or Patton Drives East. Hubert
  8. At the moment the campaigns can still only be played as an Axis or Allied side, i.e. you control all countries for your side.
  9. Nupremal, as far as I remember, without running another test to confirm, Norway will provide the same benefit to Germany whether it is friendly or conquered by a German invasion, i.e. they do not gain any MPPs other than what is in the original convoy amount.
  10. GeoZero, Thanks for your interest and just to confirm that yes the Editor is very flexible and includes a built in Help File written by Bill Macon that covers all the editing capabilities. Essentially you can create fully customized maps including events, AI scripts, custom text and so on. For some examples of custom mods, please take a look at the full customized campaign list over at CMMODS: http://www.cmmods.com Hope this helps, Hubert
  11. Yes, this release includes all the latest improvements as well as a few new ones as highlighted in the other threads. Hubert
  12. Gorgin, I wonder if it is being blocked by your ISP perhaps? Is it also blocked on the following link (this is the PDE product page with the video embedded on the page): http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=156&Itemid=216
  13. Benpark, thanks for your query and while what you suggest is one option we elected to do things a bit differently. For reference on a few similar questions and how it will be handled in game I would refer you to the following links for my responses: http://www.battlefront.com/community/showpost.php?p=1083168&postcount=7 http://www.battlefront.com/community/showthread.php?t=83107 Hubert
  14. AZGungHo, my sincerest condolences and if the game helps to honor those that fought in any of the Pacific battles I am truly humbled by this association. Hubert
  15. SeaMonkey, The final implementation is a bit different from the original contest suggestion but not too far off overall. Generally, the way it works is you have to select the mode you would like to be in for that turn and once you have exhausted your unit's AP, i.e. either through a movement or combat, you are then stuck with that mode for your opponent's turn. At the beginning of your turn you can then switch modes (if necessary or keep it as is) but essentially as a player you will have to think carefully what mode you would like to be in considering your plan of attack or defensive situation, as well as what your opponent may be doing in the mean time etc. For example, let's say you set sail for Midway it might be a good idea to have your Carriers in the Combat Air Patrol mode to maximize their defensive capability. Then as you are ready to attack, and suspecting your opponents Carriers are not in the area, you decide to maximize the effectiveness of the attack by switching all Carriers Naval/Tactical mode and execute your strikes. Now let's say your opponent was indeed in the area but decided to leave his Carrier aircraft grounded or was just outside of Interception range you might be in trouble because his counter attack will be devestating on your attacking Carriers since they have no Combat Air Patrol/Fighter protection. So in this example, perhaps it would have been better to leave half your Carriers in CAP mode, or to have selected the 'Mix' mode but then your attacks would have been halved and now your defensive Fighter protection is now halved. Throw in a few unspotted subs (with the new spotting rules that affect subs in Silent mode) into the mix and you can quikcly see that there are a lots of options and a lot of strategies that definitely make the naval portion of the Pacific Theater very interesting, and quite often, nail biting at times
  16. In the spirit of doing trailers for the next set of releases I also created one for Patton Drives East. Trailer can be found here and don't forget to select 'Watch In High Quality' if your system supports a fast connection: Enjoy! Hubert
  17. SeaMonkey, no surprise attack enhancement, rather Carriers can now be a much more potent force when in the correctly selected mode. Naval combat will have to be re-thought a little bit with the new release as there are quite a few new options. We have David Stoeckl to thank for that as his entry was a winner in the StratCom design contest and implemented here for the PTO. Essentially Carriers can be deadly when unopposed and in the Naval/Tactical mode, but if you have defensive Carriers in the area then an attacking Carrier's combat effectiveness can of course be reduced. Additionally, if you are caught in the wrong mode on your opponent's turn the consequences can be severe... think Japanese Carriers at Midway
  18. Not in the official release although I wouldn't exclude any Chinese specific campaigns as Bill has definitely been itching to work on a few especially after he got a look at the new Chinese Infantry units last week I can't say for sure but if a Chinese campaign does not make the cut for the initial release it is highly likely you will see something added in as an official mod or as part of a patch release as needed etc.
  19. AZGungHo, Okinawa is one of the included mini-campaigns
  20. Thanks for all the posts and suggestions guys, been busy as of late with the new release work, but as always I just wanted to say again that I am listening and may just surprise you guys at some point down the road
  21. Thanks for all the posts and suggestions guys, been busy as of late with the new release work, but as always I just wanted to say again that I am listening and may just surprise you guys at some point down the road
  22. I would suggest opening up the campaign in the Editor and changing the End dates for the campaign and saving it as a custom campaign. At that point I would suggest taking a look at the Victory Conditions script and adjusting the dates in there as well or disabling the Victory scripts entirely (in game under the Advanced->Scripts option) if you do not want them to trigger prematurely etc. Hope this helps, Hubert
  23. Difficult to say for sure but I can say we are shooting for the Fall sometime. Generally we are pretty close with most of the work already completed but it is always that final stretch that can often take a bit longer than expected so I can't really say early or late just yet. Hubert
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