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Hubert Cater

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Everything posted by Hubert Cater

  1. Thrawn78, try loading the campaign in the Editor and then using 'SaveAs' to re-save the campaign instead of using 'Save'. This should resolve the issue.
  2. Just an update that John posted his Civil War scenario at CMMODS... definitely worth a look
  3. Yeah as you suspected it can get messy if you are not careful... I have some ideas for down the road though as partial step ups is a good idea whether it is by whole numbers or by real
  4. Good catch and I can certainly fix this, thanks
  5. Retributar, there was a bug that allowed some sub combat in AI mode but this has been fixed for v1.05. Did you notice this in multiplayer games as well?
  6. Production is always an interesting discussion and I guess often it is up to interpretation. The original intention of the IT research area is to give the Allies their expected boosts in production but I guess the questions are: 1) if even at max IT does it comes close to a historical feeling (remember I've always considered SC2 US numbers to be about 1/2 of total output, give or take, due to the war with Japan) 2) if it is acceptable from game to game that the US and/or the USSR do not max out if they do not get their complete return via IT Essentially the attempt was to have settings, not just with IT but with all other tech areas, as close as possible to how things were in 1939 and then via research you try and achieve what was achieved historically or even surpass the historical numbers to the best of your ability. In turn, each game may come out a bit differently but variability can often make the game quite frustrating/addicting as a result
  7. Good points guys and this was a bit of a change in SC2 versus SC1 as I made a few changes as to how spotting worked... while it made it easier to program it did create this side effect. Off hand I'm not sure if this will be changed any time soon but the good news is that there are some spotting changes coming with v1.05 and it should definitely make the naval game much more interesting as land unit spotting of naval units is much more restricted except for Bombers and so far the feedback from the beta team has been quite positive
  8. Thrawn, that is a really good looking customization... very impressive
  9. Oops, sorry the weekend came along and I needed to take care of a few things away from the computer... sending you an email now
  10. I think what is happening here is that the game automatically destroys remaining fortresses (when a country surrenders) if they are flagged 'Destroy On Overrun' unless there are some surviving units such as the UK occupying one of the pre-surrender fortreses such as a position in the Maginot Line Then since the territory is now considered occupied by the Germans even if the fortress is subsequently vacated by the UK unit it is considered captured intact and thus not destroyed... well by the game code anyways
  11. Stuuk, welcome to the forums Thanks for the feedback and expect a few naval movement improvements with v1.05 that should be out in the next few weeks.
  12. Your welcome and yes, often not all the tricks are immediately apparent... but I can imagine that every once in a while tips like these can be quite handy
  13. Actually you might be right and this could be a part of the intended implementation... if not it should be an easy fix
  14. This is a good idea and one I considered but the problem is the data type I used for this specific unit attributes which was INTEGER... going to REAL would break the data map and make all unit maps for any mods null and void which is never good after the game is released. So far all data changes have been pretty much Campaign extensions so it preserves the structure of the original data, i.e. allowing for import/export of all the sub data, but not breaking anything already set out from v1.00. Often I don't go into such detail on why I do or don't implement various ideas but I think this might give everyone an idea on why some things are easier and/or more desirable to do than others and how you often have to balance out change with compatability and well... just how it can get pretty messy and complicated if you are not careful. BUT, if things go right, there is nothing stopping me from doing major overhauls for the future
  15. Feel free to send me an email any time, send to support@furysoftware.com
  16. 1. This one has been on my list for quite some time now just never had a chance with everything else that had to be done... I'll see what I can do for down the road though 2. This one is a bit more involved and would require some data/engine changes... but nice idea!
  17. Normal Dude, sounds great and can you send me an email... I just might have something for you to look at
  18. Wow sounds fantastic Agreed with n0kn0k, please upload it to the CMMODS website so we can all take a look... looking forward to it!
  19. Definitely a good idea and one that is still on my list... I'll see what I can do for down the road.
  20. Mr. Dozer, when you are editing the tile layer simply select all the tiles you want to list in a particular script, after you are in the 'Select Item(s)' mode this can be done by left clicking or left clicking and dragging over all the tiles you need, and then use File -> Export Map Positions or just hit F6. This will output all the map positions in a file called 'map_positions.txt' in your installation directory. Then you can cut and paste and rename as needed for the particular script. Hope this helps, Hubert
  21. Normal Dude, 1. is actually now implemented for v1.05. I've set up the F1 and F2 keys as hotkeys that allow you to turn on a DEBUGLOGS mode as well as a DEBUGSAVE mode. The DEBUGLOGS mode will now store WEATHER, PLANNING, RESEARCH and DIPLOMACY data pretty much giving you all relevant info on what the game and AI are doing behind the scenes. The DEBUGSAVE mode will be handy in keeping track of all played turns by both you and the AI and helpful in tracking down odd or unexpected AI behaviour. Often you can correlate the date from the logs with what is happening during a saved turn to really see what is going on and how to fix any potential issues. I've also implemented a new system for the scripts that keeps track of the time stamps and this let's the Editor know which files have changed since the last compilation... this essentially makes working with the Editor MUCH faster. There are a few other surprises and I think everyone will be pleasantly surprised with the new Editor on top of all the other changes going into the game
  22. Ah... Ok, then the AI probably was just not able to build any more units... I'll look into having the AI exhaust alternate builds that are not specifically outlined in the scripts in such a case then or perhaps focusing more on upgrades etc., with the extra cash... I'll see what I can do
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