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Everything posted by Hubert Cater
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Ok I think I understand what you are seeing here... I thought you meant the on map resources stayed the same. Essentially what is happening here is that the changes are not fully updated until you exit the Country Data dialog. Once you exit this dialog, return to the map and then re-enter the Country Data dialog all the updates should show as finalized with the proper lists of cities, industrial centers etc.
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Sombra, there haven't been any new introductions that I can think of that would have an effect on the items you are reporting... any chance you made any new installations related to Media Player or other applications that might be having an effect?
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It shouldn't as the scripts are still only read in event order and I only organized it the original way purely as a preference... but so long as the event order doesn't matter then your organization should have no effect. For example if I am bringing an apple and an orange to the party then it doesn't really matter in what order I have them listed in my reminder note.
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Naval Script Request - New Plan Types
Hubert Cater replied to Edwin P.'s topic in Strategic Command 2 Scenario and Mods Forum
This is something I will be working on for hopefully the next patch. -
TYPE 0 Plans question
Hubert Cater replied to ChrisND's topic in Strategic Command 2 Scenario and Mods Forum
ND, it actually acts as Edwin has described. -
Tuning the purchasing scripts
Hubert Cater replied to ChrisND's topic in Strategic Command 2 Scenario and Mods Forum
Edwin, unfortunately this does not make a difference as it is still checked in the original order listed. -
Allied AI Mod Version 2 (Released!!)
Hubert Cater replied to Timskorn's topic in Strategic Command 2 Scenario and Mods Forum
It is likely a combination since as Tim pointed out his scripts could very well be leaving additional MPPs available and this coupled with the upgrade logic changes I made (with the latest patch) could be having the desired effect of improved upgrade behaviour. -
Axis AI script set 90% complete
Hubert Cater replied to ChrisND's topic in Strategic Command 2 Scenario and Mods Forum
MS, hard to say without me seeing the scripts and the code in action as it could be any number of things... problem is that I am only one person and currently my focus is not in this particular area at the moment as I have quite a few other high priority items that need attention as well. -
Honch, I'm actually reworking some of the scripts for a future patch as I noticed the same thing... essentially I had originally designed the scripts to do very specific things and then started adding more control to each script type as needed. Now I think additional (generic) control would be a good idea in order to allow the most flexibility and not limit the imaginative possibilities
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A bigger map of Europe
Hubert Cater replied to Barcelona 1936's topic in Strategic Command 2 Scenario and Mods Forum
Very impressive Barcelona -
There was a bug related to this in v1.00... I suggest updating to v1.02 and this problem should be resolved.
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Yes at the moment the latest Vista beta does not support SC2 because it does not have the latest DirectX 7 COM dynamically linked libraries installed. I have a tester who is also on the Vista beta list and is keeping me updated for each release.
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Failed unit re-strengthening segmentation
Hubert Cater replied to ChrisND's topic in Strategic Command Tech Support Forum
Can you send me this customized campaign (subfolders and all) so I could take a look... no way for me to know really what is happening without seeing it run through the code and seeing what is causing the crash. Thanks! Send to support@furysoftware.com Hubert -
Amphib problem w/ Exploitation Scripts
Hubert Cater replied to ChrisND's topic in Strategic Command 2 Scenario and Mods Forum
FYI, I think I found the problem with some Amphibs becoming stuck... more on this soon -
There are some situations where the AI will override scripts (as necessary) to protect weakened or threatened fronts etc., and perhaps this is what was happening in your case. You can verify this by checking the AI text, it would show 'Protect Weak Front' and possibly work around it by ensuring a satsifactory Garrison so that it would not need to steal units to fortify an area against enemy attack.
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The problem is that the ship effect is a coded effect and not happening via scripts so it would be tricky to have a similarily coded effect for land units as I am sure not everyone would agree with this for all situations... so in this case I think it would be better to have this via a script (with much more control) if it becomes available.