Jump to content
Battlefront is now Slitherine ×

Hubert Cater

Members
  • Posts

    6,372
  • Joined

  • Last visited

Everything posted by Hubert Cater

  1. Hi Armuss, There is an Amphibious Minor event for Germany to try and take London, but it only triggers under the rarest of conditions... I'll see what I can do to make it more of an active option but there is of course careful balance required as the AI can also be baited this way and as a result other offensives like Barbarossa could suffer etc. Hubert
  2. Doug, Yes I think that after all these years it simply cannot be described any other way Hubert
  3. Hi Doug, It gets even stranger as I am now getting mixed results with the Demo as well... anyways as I've mentioned the v1.04 patch seems to have resolved it and a similar test in PDE confirms this for Patton Drives East as well. Hubert
  4. Hi Doug, Ok I see the problem as it looks like there was a bug with the v1.03 AI FoW that was subsequently fixed for the upcoming v1.04 patch as well as for the v1.03 Demo. In my tests I was running the v1.03 Demo as I had already been updated to v1.04 on my end and simply assumed both the v1.03 Demo and v1.03 Full Version were the same. I just applied the v1.03 patch and you are correct that the Fighter attacked the Tank and not the Army. Not sure why the AI FoW correction did not make the v1.03 patch and only the v1.03 Demo but either way it is corrected for the v1.04 patch and is already a part of Patton Drives East. Thanks for your patience on this one, Hubert
  5. I think in the spirit of modding it should be fine Alaric, after all many mods are based on the original SC2 work and I have had no issue with these at all... in fact I encourage it Hubert
  6. Franky-Boy, Glad to hear you have enjoyed the Demo 1. All nations produces the same in the Storm of Steel as they do in Fall Weiss. The only difference for Storm of Steel is that while the US does have more resources on the map at the beginning of the game the bulk of them do not kick in until the historical victory over Japan, i.e. August 1945. So to answer your question more specifically, the US starts the same as they do in both scenarios with 200 MPP worth of resources. On top of this, there was a careful calculation of total MPPs for each country at the beginning of Fall Weiss, and this included Unit MPP values (on map and including the Production Queue) as well as Research levels, and Research chits applied etc. Then for the Storm of Steel scenario I adjusted it accordingly to take into account the number of extra turns and the potential MPP collection to bring both scenarios to roughly the same total MPP value by the time September 1, 1939 rolls around. Now while it should be (if my calculations were correct) at roughly the same total MPP value, it does not mean however that all unit purchases, research levels and applied research chits will be the same as players now have more flexibility on how they would like to spend their MPPs. For example, Colin noticed that he had more armour built pre-Barbarossa and so on. 2. Not officially as there is a natural differentiation between Patton Drives East and other SC2 products but this of course does not prevent anyone from using the Editor and recreating a Mod of Fall Weiss as desired. Hope this helps, Hubert
  7. Doug, Can you confirm that this is for Fall Weiss and that it is also unmodified? For example the Fighter values for Spotting and Strike Range should be 4 and 5 respectively. Can anyone else confirm this for Fall Weiss? Hubert
  8. Read the AI vs AI AAR here: http://www.wargamer.com/articles/sc2ai2/
  9. Read the AI vs AI AAR here: http://www.wargamer.com/articles/sc2ai2/
  10. Doug, Very odd as I have just run another round of tests, 3 tests with v1.03 and 3 tests with a v1.04 Beta I have on my end and have yet to see the AI Fighters at (78,20) attack anything other than the French Army located at (71,21) on the very first turn. I should add that this is all under FoW since with this turned off the AI may attack another target. Hubert
  11. Alaric, I think this is a great development and if Thrawn gave you permission to mod his original map please feel free to post it and share with the rest of the community Hubert
  12. That's pretty harsh Canuck Armuss, in general the AI does not directly attack what it cannot see, i.e. it plays under the same rules of FoW as a human player. That being said it could be a bug but it is more likely what Timskorn has described. For example, I just I tried Fall Weiss on my end and the Axis AI Fighter attacked the French Army at (71,21) after it moved the Essen Corps to tile (75,21) revealing the French Army. This test can of course also be repeated by anyone to confirm. Hope this helps, Hubert
  13. Many thanks to Bill for this one as it is truly an in depth look at just what the SC2 engine is capable of: http://www.wargamer.com/articles/sc2ai1/ Hubert
  14. Many thanks to Bill for this one as it is truly an in depth look at just what the SC2 engine is capable of: http://www.wargamer.com/articles/sc2ai1/ Hubert
  15. Great stuff Alaric and thanks for contributing your custom campaigns
  16. I see the issue and it looks like Vista no longer supports adjustments or tests of DirectX functionality using DXDIAG. See this link: http://en.wikipedia.org/wiki/DxDiag I have an in game solution that seems to resolve the issue. Would you like to test it for Vista to see if it helps? If so please send me an email at support@furysoftware.com Hubert
  17. It really shouldn't be a problem but unfortunately Win98 is no longer officially supported as Microsoft has abandoned support for that OS as well. Any chance you can try your download on another computer just to verify that it is not corrupted and works as expected?
  18. Thanks K Man, you are correct that this is not the desired behaviour... we made an adjustment to speed up right mouse clicks and I wonder if it had this unintentional side effect. I will take a look and make any necessary corrections for the first patch. Hubert
  19. xwormwood, Very glad to hear you like it and good catch on the error. With the decision events we need to be careful on what has been decided in the past so it makes sense with future popups etc., and it looks like we missed this one. I will fix it for the first patch. Hubert
  20. dgold07, You are correct that the manuals are very similar and this is of course intentional as both expansions build off of Strategic Command 2 Blitzkrieg and need to highlight the changes from the original release. For example, not everyone that buys PDE will necessarily own WaW etc. Both expansions have a similar base of new functionality which is covered in the manual release except that PDE also includes some information on DECISION events under the SCRIPT category. Beyond this, there are additional notes for campaign modders that can be found in the Editor Help File as well as the script Templates themselves which cover LINKING and GLOBAL VARIABLES. Hope this helps, Hubert
  21. Miech, your issue sounds like a different one that has to do with AI speed and not game scroll speed etc. IIRC the Barbarossa campaign has quite a few units so that may explain why it takes a while for the AI to play through its turn. Hope that helps, Hubert
  22. Hi Lars, Can you check to see that the unit_sprites_3d.bmp file is located in the installation 'Bitmaps' folder? The reason the basic wwii stuff is probably running is that they do not use the default installation bitmaps but customized ones within their own campaign folder, so I am just wondering if the default ones have been corrupted on your installation. I would also check the permission of the 'Bitmaps' folder to see it is not write protected. Hubert
  23. Hi Vesa, If you are referring to Philippe's flag mod, then the good news is that his work is already included in PDE wherever applicable. Hubert
  24. user73, No problem if you are not happy as we can't expect to possibly please everyone . For the new features, some may not be that apparent on the surface but of course there were quite a few additions that behind the scenes not only improve the AI but enhance the game quite a bit during game play. As mentioned, the DECISION events, Global Variables and Event links give us much more power in the campaign design and allow for a much better connection between AI and player actions and in game events. There are of course other features such as the refined interface, land loops, #LEVEL flags now scriptable for all events, Editor changes etc. and for a complete list I would refer you to the VERSION NOTES changes on the complete work put into the new expansion. For your reference to bugs, I think this word now has too broad a definition of use that it is difficult for me to answer specifically since what you mention is more or less a difference of opinion on the design decisions rather than something technically wrong with the game. In terms of a difference of opinion, again I have no problem with this at all since this is one of the reason we highlight the game features on our product pages and release a Demo, and if after that you feel the product is not for you then that is fair enough. Hope this helps, Hubert
  25. At the moment there is unfortunately no additional script editor for Patton Drives East as this was a 3rd party editor. I have yet to talk to Pal about it, the writer of the script editor for WaW, but I will see if he might have the chance to put one together... but of course no promises To answer your question on decision scripts are the same as all other scripts, they have their own file and can be edited just as easily the rest. Hope this helps, Hubert
×
×
  • Create New...