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Hubert Cater

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Everything posted by Hubert Cater

  1. The issue of sub diving also came up in testing and the basic idea was that you may not always want the sub to dive when attacked, i.e. you may want it to stay as-is as part of a screening operation. So how about something like this? Note, this is the easiest for me to implement: Silent - Sub can pass through enemy units except for a Destroyer - Sub will dive (if a dive is successful) when attacked and move away - Sub cannot attack convoy lanes Hunt - Sub cannot pass through enemy units - Sub will dive (if a dive is succssful) but will not move away - Sub can attack convoy lanes
  2. I can easily remove the no-spotting of Engineers and Paratroops as I never anticipated the potential issue as it is playing out in game. Also agreed that with the AA perhaps this feature is not really needed that much anymore.
  3. Ludi1867, Difficult for me to say without seeing the tech level for the destroyer and the sub, the supply values and the experience levels for both units as they all play a role. Either way this aspect has not changed from SC2 as the surprised unit is always at a disadvantage to the hidden unit, i.e. the hidden unit receives a small bonus in readiness and the surprised unit loses a small amount in readiness for the combat calculations.
  4. It all comes down to how many layers you are using in the 2-D environment and unfortunately now with WaW there are, off the top of my head, at least 3 more layers, i.e. roads, rail and the weather effects. To speed things up you could do any or all of the following: * Run in 16 bit mode * Run in Full Screen mode * Run in a smaller resolution mode * Run without National Colours (this is a layer as well) * Play using the Military Icons since in this mode there are no mirroring calculations to see how the 3-D units must face in game In the future I would like to maybe have the game use Direct3D instead of DirectDraw which is a 2D mode. Even though the game looks 2D you can use the 3D mode and this should speed things up since most cards now have accelerators for 3D environments. The only reason I have held off from this is that it gets a little more complicated to program in 3D and it of course requires a reworking of the graphics code which is no small task considering all the time needed for everything else.
  5. Reducing the memory size of the bitmaps actually has no affect in game if your bit depth is > 256 colours. The reason for this is the way DirectX loads the bitmaps into memory and it basically loads them at the current bit depth of your system. So for example if you have a bitmap reduced to 256 colours it will be loaded not at 256 colours but rather at 32 bits if your system is currently running at 32 bits. This is infact one of the reasons we introduced the 16 bit option, as it seems to help some systems that run with lower video memory or with those that seem to have some speed issues. At 16 bits you are using half the video memory and it in most cases improves game play speed when it comes to scrolling etc. The reason some of the bitmaps are already reduced to 256 colours is that it helps reducing the packaging but not all were reduced as they simply would not look very good without the millions of colours. For example, most of the splash screens are at high bit depths to ensure the quality of the image.
  6. Yes this is correct and this is still a limitation to the Editor. Something I may consider working to resolve but it gets very complicated so I left this limitation in for now. Either way glad to know you like the new functions
  7. Just wanted to update everyone that a new SC2 WaW Script Editor is available at the following link: http://www.pawosoft.com/sc2wwse.html This was created during Beta by Pål Woje who has been a tester since SC1 and he did a fantastic job in making it much easier to view and edit WaW script files. Modders enjoy
  8. Just wanted to update everyone that a new SC2 WaW Script Editor is available at the following link: http://www.pawosoft.com/sc2wwse.html This was created during Beta by Pål Woje who has been a tester since SC1 and he did a fantastic job in making it much easier to view and edit WaW script files. Modders enjoy [ November 01, 2007, 03:13 PM: Message edited by: Madmatt ]
  9. I could possibly tie it in with the Silent/Hunt mode if you guys like that. Something like this was actually suggested during Beta but we left it as is since for the most part there was no real argument why you would want your subs to be running without the ability to pass through enemy ships... but I guess scouting is always an option.
  10. volcatius, I believe foko is referring to the old German SC2 version as distributed by Walkon. In this case he is correct.
  11. One event that has confused me is that on two occasions in PBEM games a U-boat has passed right by (once through) a square in which a BB was located. Ludi1867, This is a new feature for Weapons and Warfare. Essentially subs can pass through hidden enemy ships except for Destroyers, i.e. if the path causes the sub to bump into a Destroyer then the movement is stopped and a surprise encounter is commenced.
  12. Difficult to say as there are many roundabout paths that the rail lines may take. For example it might not be able to pass through the immediate city but head in the opposite direction and loop back to the desired location. Other possibility is that the rail settings are not engaged for this scenario and this can be determined by opening the campaign in the Editor and checking under the Advanced Campaign Data section.
  13. Mock, send me an email at support@furysoftware.com and I can give you a temporary workaround until the first patch is released. Send me the crashed turn as well if you still have it, i.e. the autosave or the Error.sav file.
  14. Mock, send me an email at support@furysoftware.com and I can give you a temporary workaround until the first patch is released. Send me the crashed turn as well if you still have it, i.e. the autosave or the Error.sav file.
  15. Ottosmops, That is actually an error where I believe I had tried to correct the spelling for O'Connor, i.e. O'Conner is wrong, and ended up with 2 similar names on the HQ list. Already corrected for the first patch.
  16. This is described in the WaW Manual and can be achieved by using the F3 key on your keyboard. Once this key is selected you should notice in the upper left hand corner the following text: F3 - DEBUGANIMATION It can always be turned on again by simply pressing F3 a second time.
  17. Definitely some good ideas here and I'll see what I have the time for when making a short list of improvements.
  18. gravyface1, difficult to say for sure as I would need to see the turn in question in action to know for sure. Could be a bug but it could have been something else entirely. If you ever come across a similar situation in the future and have the chance to make a saved game before the AI plays its turn that would be great as I could then see for sure what the AI did and why it did it. Hubert
  19. vveed, essentially what Pzgndr mentions is the sad truth... only so much time and funds to go around for games such as these in order to maintain development and a viable business model. Hubert
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