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Hubert Cater

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Everything posted by Hubert Cater

  1. Is there any chance this game was started with v1.01? Either way I thought I had fixed this and will take another look... thanks for the file. Hubert
  2. Difficult to say for sure but there was a problem with the v1.02 patch that did show subs on the convoy lanes (sometimes) in the Convoy map that were not actually on a convoy. The upcoming patch v1.03 corrects this by showing more accurate convoy routes as well as the convoy routes in the full game map.
  3. Please send me a turn for when this error occurs as well as your original custom sceenario at support@furysoftware.com so I can take a look and correct this for the next patch.
  4. Oops, thanks for the report and I'll see if I can fix this for the next patch.
  5. Send me a saved turn at support@furysoftware.com and I'll see what I can find. Hubert
  6. Please send me the saved turn so I can confirm it is fixed. Send to support@furysoftware.com
  7. Correct, either it should work or not if there was a firewall on... if you can send to him without issue then it could very well be that the transmission of files from his end to your end is not making it through 100%. If so it appears to be for reasons unknown and not necessarily a fault of the game as many players seem to be able to play TCP/IP without issue... could be a an unstable connection on your opponent's end (for example) but this is just speculation. Have you been able to play with another opponent TCP/IP?
  8. This is correct behaviour and while it could be missing in the manual AF and Bombers only need a supply of 3 in order to operate
  9. Winti, thanks for the report, this has been fixed for the next patch
  10. From a technical standpoint it changes a few things behind the scenes... not impossible but it will of course affect AI and undoubtedly game play not to mention how to best represent it in game... i.e. most games use 2 numbers one for strength and one for remaining AP where I could just use the existing flash symbol to indicate further AP or a combination of the two systems. Biggest thing is that it could require some considerable play testing and possibly re-balancing as depending on which Move-combat system is used (Cary highlights a few of them). Off hand though all I can say for sure is that I still want to focus on bug fixing and AI improvements first and I could always revisit this down the road when there is more time.
  11. Caeser, unfortunately this is not currently possible but with some creativity there are often workarounds... good luck
  12. Land convoy has been on the back burner for quite some time now as both Bill and Dave have been strong supporters since the early days but time has always been an issue... perhaps down the road
  13. Baggen sorry to hear about the trouble. There is a known issue when you minimize the game during TCP/IP that I am working to correct but if you remain in the game without minimizing or alt-tabbing the SC2 window (so long as it is in primary focus) the game should run fine. If you are receiving problems even though your are in the game then it could be a variety of other issues such as Firewalls, lack of a solid connection etc. To verify, and if you have an available LAN at home you can try running a TCP/IP game between 2 home computers and you should see that it works fine (as described above). Moving this to the tech support forum...
  14. Baggen sorry to hear about the trouble. There is a known issue when you minimize the game during TCP/IP that I am working to correct but if you remain in the game without minimizing or alt-tabbing the SC2 window (so long as it is in primary focus) the game should run fine. If you are receiving problems even though your are in the game then it could be a variety of other issues such as Firewalls, lack of a solid connection etc. To verify, and if you have an available LAN at home you can try running a TCP/IP game between 2 home computers and you should see that it works fine (as described above). Moving this to the tech support forum...
  15. Not at the moment although that might be an interesting idea
  16. Yes, if you encounter any bug like this please send me the recently saved turn (so I can repeat it) and I can then take a look and fix it for the next patch. Send to support@furysoftware.com
  17. Good list Kuni, some are already on my list and I'm sure I can come up with something down the road wrt your additional notes
  18. If chits only: Allied chits cancel out first Germany´s (same strength), then Italian ones. Axis chits cancel out UK then USA, Russia and last but not least France. I thought about that but it just feels so arbitrary and only due to the order of the country list (as any other order would have to be hard-coded and this is not an option due to customization) and not necessarily because of any historical relationships / counter relationships in terms of diplomacy. If percentage based: Then I propose to set all nations to 5% effect and reduce the maximum number for the "weaker" nations like France and Italy (e.g. 3-4 chits instead of 5). I've thought about this as well but I think this would take away from the historical feel of just how much influence each major really had. This way if you decide to rely on the Italians for diplomatic effect you might not get very far but perhaps if you rely mostly on Germany with a few Italian chits to help put you over the top (diplomatically) then you just might achieve what you are after. I think because of customizations and how you can set various influence percentages the cumulative effect is probably the best option (for all cases)
  19. The only problem I see with sticking with chits only is in terms of deciding whose chits cancel out which enemy chits... i.e. do the UK chits cancel out Germany's chits or Italian chits and how to make that decision in a generic sense for all mods and possibilities etc. Using a percentage based system is a bit more straightforward where you can cumulatively determine how much influence your side currently has invested and simply hope that it is more than your opponent's cumulative diplomatic efforts.
  20. Correct, I propose changing it to the following: cumulative friendly diplomatic pressure (%) - cumulative enemy diplomatic pressure (%) determines percentage chance for a successful diplomatic hit
  21. Scook, can you send me the contents of your Error directory so I can reproduce this error and fix it? Hubert
  22. 1) Two separate rolls 2) UK having 2 chits would effectively block Germany's 2 chits but not all three of Italy's chits... I'll have to think about this one but it should be perhaps by % instead as you described
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