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Hubert Cater

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Everything posted by Hubert Cater

  1. Agreed with Bill, the free units have been very carefully thought out and for the most part to simply make up for a few AI weaknesses. Think of it as a way to grease the AI wheel to get it to do exactly what you want. Either way the free additions are so piece-meal that they really should not be noticed at any point in game as an overwhelming force, rather the additions (in most cases) simply free up core units to do their thing which in turn makes the AI seem to appear smarter rather than stronger. Hopefully that makes sense Where you might get the feel of being overwhelmed is at the higher difficulty levels since the additional MPP bonuses the AI receives actually allows it to purchase more units etc. However, for the upcoming Patton Drives East Expansion, it will be possible to fine tune unit additions (for the AI) at the exact difficulty level desired. Hope this helps, Hubert
  2. Not true actually, the AI does not receive more units at the higher difficulty levels, rather it recieves a few scripted units which is the same for all levels. What it does receive at higher levels is more MPPs which of course allows the AI to do much more with its resources including the purchasing of new units. Hope this helps, Hubert
  3. Those were taken at a 1650x1080 resolution. I run at 1900x1200 at home and seeing much more of the map really does enhance the game play but it would have been too big for the screenshots.
  4. Marky, Sorry to hear about the trouble. Please contact elicense@battlefront.com for further assistance. Hubert
  5. Joe, Funks, thanks for the ideas and please add your them to the official Design Challenge Forum in order to be eligible for prizes. More details here: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=34;t=003124;p=1#000000
  6. Hi Baron, Not likely to change as this is mostly a game design decision. Good thing is that if you disagree it can always be changed in the Editor. Not likely to change at the moment either as these are also game design decisions. For example some like the current raiding setup as it gives subs more importance on the board while others may disagree. I may revisit this at some point in the future. For the research this is also enjoyed by some as it creates reasonable randomness from game to game but I may provide for an alternative setup at some point in the future. Another game decision so as to not make Anti-Air too powerful. A similar agrument could be made for all unit types as most only shoot once per turn as well. That being said the next patch will address some of the air balance issues so hopefully these improvements will be satisfactory wrt the current Anti-Air limitations. This should have been fixed with the last patch. If you have a saved turn where this is repeatable, i.e. the occupation status changes on that turn but the AA level is still applied I'll be happy to take a look. Can you be more specific? What would you like to see changed? This should have been resolved as well... if you have a saved turn where I can repeat the error I will be glad to take a look. This has been fixed for the next patch. I'll have to take a look for the next patch I can change this if enough players prefer this change, otherwise it is easily edited via the game Editor. Hope this helps, Hubert
  7. Unfortunately this was required as the new Forum allows us to control the contest in an ideal fashion, i.e. posts can be approved and properly voted on etc.
  8. Just wanted to say thanks to everyone that has posted so far and I hope you repost your ideas in the new official contest forum. More details in the top thread or by clicking on the following link: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=34;t=003124;p=1#000000 Hubert
  9. Hi Fifa, There were a few problems with the French distributor but we are hoping to eventually have these resolved. Hubert
  10. Sorry, the music is copyright material.
  11. HvS, This has been greatly improved for Patton Drives East and I am now incorporating the changes to Weapons and Warfare as well. Expect to have an even more challenging time at sea versus the AI as the improvements update all aspects of naval movement and combat
  12. To be honest I am not sure how it will all work out in the end as it will be a little ways off from today and things may change.
  13. With the PDE engine in the works it has been updated to allow modders to delist unwanted unit types for a campaign, i.e. so they do not show up as available builds in game and as desired. For completely customizable and user defined units this is something that is on my list but unlikely to be implemented until the next major engine overhaul. Hubert
  14. Gentlemen! Initially there was some thought to including work on the older campaigns, i.e. 1939 Fall Weiss etc. but since this expansion differed in focus on the post WWII period (or the various alternate history what ifs?) it was decided to leave the older campaigns out for now so as to limit/eliminate the confusion. That being said it does not mean that an official patch or future mod that includes an updated 1939 campaign will never see the light of day (using the updated included to the PDE engine) but if so this is likely to be post release. Either way I am very glad to hear there is some excitement regarding this new expansion For some more background on the project I should mention that the concept for this one has actually been in the works for quite some time and essentially the brainchild of Edwin P. so I think you guys will be very happy with the end result as he finally got his way with the inclusion of Global Variables and linked Decision events... so expect an even more devious and capable AI
  15. Gentlemen! Initially there was some thought to including work on the older campaigns, i.e. 1939 Fall Weiss etc. but since this expansion differed in focus on the post WWII period (or the various alternate history what ifs?) it was decided to leave the older campaigns out for now so as to limit/eliminate the confusion. That being said it does not mean that an official patch or future mod that includes an updated 1939 campaign will never see the light of day (using the updated included to the PDE engine) but if so this is likely to be post release. Either way I am very glad to hear there is some excitement regarding this new expansion For some more background on the project I should mention that the concept for this one has actually been in the works for quite some time and essentially the brainchild of Edwin P. so I think you guys will be very happy with the end result as he finally got his way with the inclusion of Global Variables and linked Decision events... so expect an even more devious and capable AI
  16. Hmmm.. a Pacific Expansion for SC2 you say? We'll just have to see if we can put something like that together if there is enough demand Hubert
  17. Hi dgold07, Do you happen to have a saved turn where it is repeatable? If so please send to support@furysoftware.com. Thanks, Hubert
  18. In the folder for the new campaign you've made, you'll need to copy 2 files over from the Global scenario's folder. They are: campaign.ini localization.txt You'll also need to copy over these two folders as they contain the images specifically used by the Global Scenario: Bitmaps Interface This should fix it for you. Hubert
  19. MJY, if you still have the turn that is causing the crash on your opponent's computer please send it my way so I can correct this for the next patch. Please send to support@furysoftware.com
  20. Good news is that the World conversion is coming along very nicely and with that being said there will be a few other surprises/developments that I think most people will be very happy to hear
  21. Just to clarify... I was referring to how the AI handled its own retreat of units, i.e. similar to how a human player would in game.
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