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Hubert Cater

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Everything posted by Hubert Cater

  1. Correct on both accounts, it will only apply to Liberation and will indeed make the Med that much more interesting... well that is the idea anyways
  2. Hyazinth von Strachwitz, can you tell me if this was a game where you had 'Soft Build Limits' turned on? If this setting was off I can see how the AI might end up with extra and unusable MPP especially in 'Expert' mode but if not then I can attempt to address this issue better. Anyone else see this with the 'Soft Build Limits' option enabled?
  3. TaoJah, No problems at all as I always appreciate input as I want to improve the game for everyone. Btw, can you send me an email? Hubert
  4. Biowizard, this has been changed for v1.05. Essentially any major that liberates a minor will become the new parent regardless of previous parent-minor relationship. [ October 16, 2006, 10:22 PM: Message edited by: Hubert Cater ]
  5. I've spent quite some time to narrow down the issues on D-Day and while I did correct many of the AI and script errors, i.e. the US will not be sitting around with 50 troops on the mainland anymore, there is just a little more refinement to go. But the good news is that we have had reports from the testers that the AI has landed a successful invasion force including HQs and that now I just need to re-enforce their staying power once in France
  6. Taojah, The morale issue has been addressed for the next patch and it will probably not be the exploit that it is at the moment In terms of the AI, and for the next patch, I'm pleased to report that there have been quite a few upgrades to not only AI logic but also in terms of the supportive framework available through scripts. For the scripts I've added an #AI flag, as suggested by Edwin, and what this does is allow us to add minor enhancements for AI games that do not effect Multiplayer games and vice versa. For example we can now fine tune UNIT scripts to provide a few extra units to specifically help out the Axis or Allied AI (at key times), or flag a few of the WAR ENTRY scripts to add variability like the possibility of Italy throwing a wrench in Axis planning by pre-emptively declaring war on Greece. This last example could be set for an Allied AI game only and so on. These are just a few examples but I think you get the idea where we can now have options to keep Multiplayer games more or less standard (for competitive balance) but can add quite a few variations to AI games to keep them interesting for solo players without affecting Multiplayer at all. For AI logic I've actually corrected quite a few bugs as well as enhanced AI combat and unit movement. For example, I now have it (the testers have yet to even see this) where the Axis AI can quite regularily take out Poland in 3 turns despite my best defensive efforts and this on the easiest difficulty settings. There will also be few other surprises such as new AI scripts that handle naval movement, think FLEET planning, as well as a few others that will be announced when the next patch is ready to go. All in all I think the next patch should make everyone pretty happy
  7. Hey Retributar, very glad to see you are enjoying the game still and don't be shy... spread the word
  8. Thanks for the report guys and if it comes up in further testing I'll take a closer look
  9. Thanks for the report guys and if it comes up in further testing I'll take a closer look
  10. Yes, I believe it is now F6 with the latest patch
  11. SeaMonkey, Unfortunately with the amount of changes being thrown in with v1.05 it will not be compatible with previous versions. Also, we are at least a few weeks off with the next patch release... Hope this helps, Hubert
  12. Note, I only tested the loading of the saved game... if you try it with the files you sent me it should give you the same Error/Warning message right when you attempt to load the saved file
  13. Dragonheart, v1.04 addresses many of the outstanding issues that were found in v1.0 and if by chance that is not enough... I think you will like the next patch as there will be quite a few additions/enhancements
  14. I think the attempt here is to make these units, which have so far been pretty much non-essential, slightly more attractive whereas HQs are already essential to game play. If Engineers and Paratroops are to be used in regular combat then they are treated just as any other unit under FoW. I think the idea of adding in an AD bonus is a good one but if I understand correctly it was to make them a bit less vulnerable when either in Fortification or Preparation mode respectively... the problem as I see it is that they then have an AD bonus applied when they are also in non-Fortification/Preparation mode and perhaps this is not desirable. On the other hand when Engineers and Paratroops were used for Fortification/Preparation both sides went to great lengths to conceal their full intentions and I think that the proposed FoW changes for these units under their *special* mode loosely addresses that as well as hopefully addresses the issue of their exposure as sitting ducks... but again only in their special mode. Note, there is also a propsed reduction in price for Engineers, Paratroops and Rockets (to make them more attractive) as well as an updated framework for handling FoW wrt land units spotting units at sea... essentially land units will now only spot naval units at 1/2 their current spotting range in order to increase the "cat and mouse" naval aspect of SC2 Mind you nothing is set in stone just yet and we'll be testing some more just to see how this all works out before the next patch is released
  15. I received the error message that it could not find the original campaign folder so in this case it will of course not load the custom bitmaps. What you need to do is make sure that the campaign name matches the campaign folder and that it is changed via the Editor, i.e. using 'Save As' and not by simply renaming the campaign files via Windows Explorer as the campaign stores its original name within the file itself as a data variable (this variable is only updated when you use the Editor) Hope this helps, Hubert
  16. Iron Ranger, a proposed change for v1.05 is that Engineers that are Fortifying and Paratroops that are Preparing will remain Hidden under FoW unless there is an adjacent enemy unit next to them
  17. Hi Hills, thanks for the feedback and I've made a note of these issues and will see what I can do for down the road
  18. Hi ND, can you send me the modified scenario as well as the saved game that causes the problem? Send to support@furysoftware.com
  19. Looking forward to your next patch, Mr. C., Great Work all the way through -- and that's from a longtime hex fanatic Thanks JJ, and as mentioned the next patch might even include hexes... ok, ok probably not
  20. Sombra, - Last but not least SC2 was very sensible to tab out of the game while my opponent moved still you couldnt do anything while he is moving ´not even scroll over the map (I think this has changed in the last patch?) The next patch fixes a lot of these issues, scrolling during TCP/IP is already fixed in v1.04, and ALT-TAB is now also supported for TCP/IP as well as AI games. In fact there are a lot of enhancements that will be a part of the next patch that I think everyone will be pleasantly surprised USA invasion, switch of London capital to Alexandria, huge Siberian transfer etc. I feel forced to play not a game around strategy but knowing scripts and internal game mechanics While I realize it might feel that there are a lot more of these in SC2 versus the original both games do have (to a certain degree) these sorts of *safety* events to keep things balanced. However, the nice thing with SC2 is that any of the disliked events can always be turned off before starting a game via the in game SCRIPTS dialog as well as tweaked via the Editor for a customized version of the campaign of your choice. Hope this helps, Hubert
  21. Hi Sonnenwalde, I believe the script Editor requires the Microsoft .NET framework to be installed. Not sure which one you need but here are the links to both of the current versions. Here is the link to v1.1: http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en Here is the link to v2.0 http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en
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