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Hubert Cater

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Everything posted by Hubert Cater

  1. Normal Dude, take a look at the quality of the bitmaps you are saving... my guess is they are 24-Bit high resolution. All the bitmaps in SC2 are saved as 8-Bit thus reducing their size as you have noticed. What I would suggest is working on all your *originals* in 24-Bit, i.e. 16 million colors+, and then when you are satisfied convert them to 8-Bit, only 256 colors, for your final mods. I would still hang on to the originals though if possible in case you need to redo portions of your bitmaps. I only mention this as when reducing to 256 colors you sometimes lose a bit of the quality depending on how detailed it originally was but for the most part it is not noticeable.
  2. SidiusPOA, took a quick look and it is very impressive... love the Japanese units
  3. Yes, please send me the saved turn and applicable password. This was during a replay, correct?
  4. Unfortunately this was dropped due to time and development constraints... it is still on my list but not entirely sure if and when it would it ever see the light of day... sorry guys
  5. Blashy, not to worry, I think we all know where you stand on the subject I am just curious what the game play experience has been so far, for other players *hint* *hint* so I can make appropriate adjustments, if applicable and as necessary.
  6. While I of course take exception with Blashy's assessment of SC2 not reasonably simulating WWII , is anyone else finding that the current IT mechanisms do not allow the Allies to build up a reasonable production base to overcome Axis advances in the early years? I only ask as it is of course a difficult balance between game play and keeping the game within a reasonable framework of WWII and as noticed within this thread if you allow for too much Allied production early on it can skew the game too much and too quickly in the Allies favour and thus the idea behind the current IT implementation.
  7. TaoJah, it should still be the same with the only difference being how units entrench in a Fortress/Fortification... slight modification for v1.03 I believe
  8. Great stuff as I think many people will enjoy these sets of bitmaps for customizations
  9. Sonnenwalde, it could also be older incompatible campaigns, i.e. those created under earlier versions of SC2 and in this case they will not be listed
  10. Hi Canuck_para, this was unfortunately an introduced error with v1.04 that has been fixed for the upcoming patch. A simple workaround is to delete all older and incompatible campaigns (incompatible with v1.04) found in your Campaigns folder. This should resolve the issue. Hope this helps, Hubert
  11. I believe some of the higher end graphics program provide a function that allows you to trace an object thus providing you with the desired outline... otherwise you can always do it the old fashioned way which is just trace the unit 1 pixel at a time and then erase the inside and surrounding area with "white" pixels. Note, make sure the "white" pixels are all RGB (255,255,255), i.e. pure white. After that copying and pasting it into the correct unit silhouettes slot should do the trick.
  12. Freeboy, yes Bill did a very good job updating the User Manual since original release, especially the supply section and it should answer all questions you have there. Hope this helps, Hubert
  13. Thanks for the feedback everyone, I'm going to experiment a bit with Option #2 as we continue to test the next patch release and see what testing shows and go from there. Hubert
  14. Interesting debate and in order to preserve game play I think a vote will help me understand what most people are after here... as it is now (from my end) there are only 2 real choices (also feel free to add a brief explanation for your decision): 1) Keep it as is OR 2) Limit naval unit arrivals to only within the Red Sea Thanks! Hubert Edit: I should add that while there has been a discussion relating to blocking naval unit arrivals via scripts off hand I don't see how this is possible. This would have to be something that is hard coded and presently that is not an option. Essentially the naval loops allow units to arrive within a 1 tile radius of the specified #FINISH_POSITION and this is not affected by the presence of enemy naval units other than the fact an arriving unit cannot arrive on the same tile as an enemy unit. [ October 27, 2006, 09:09 AM: Message edited by: Hubert Cater ]
  15. I just took a look at the naval loop scripts and it allows for arrivals at the port of Alexandria. If I change this secondary #FINISH_POSITION to also lie within the Suez (similar to the first #FINISH_POSITION listed) it would then only allow naval unit arrivals within the Suez canal and not inside the Mediterranean... would this be an acceptable compromise?
  16. Welcome to the forums Juregen23/26HJ I think what you'll find here is that this is a very open forum and suggestions and feedback are always welcome so don't let the comments above surprise you. In the end though what I have tried to achieve with the game is a balance between what happened historically, what might have been possible as well as what works well game play wise. This as you can imagine is can be an inordinate challenge especially with WWII in the European Theatre as I doubt that even a consensus within these forums could be made as to what the perfect game might be... i.e. everyone has and is always welcome to their own opinion But with that being said, and I'll re-iterate what Colin has said above, I think that the only real general consensus is that between 2 equally skilled opponents both sides have a 50/50 chance of winning with a slight bias towards the Allies. I'll also agree that this is a reasonable outcome for games within the context of history and essentially matches the goal I set out to achieve with the game. Also I would note that the bias is given to the Allies as the Axis would almost have to play a perfect game in order to win on a regular basis whereas this is most likely not the case for the Allies and primarily due to an MPP, time and geographical edge in terms of game play. Absolutely and in fact the Editor is quite powerful and with the next patch even more so. Take a look at the MODS section for links to the various customizations available for SC2, many of which are very well made including a recently added Civil War scenario. Also, the next patch which should be out in the next few weeks addresses many of the concerns expressed recently in the forums as well as a huge boost to AI capabilities and planning. Probably best answered by others I hope you enjoy the game! Hubert
  17. TaoJah, can you send me an email I think I have something you might want to take a look at Hubert
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