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Hubert Cater

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Everything posted by Hubert Cater

  1. Normal Dude, How about using a Garrison script to Garrison an area close to Kiel or even Konigsberg. Then once the units have Garrisoned each position (use this as a cancel condition for the script) immediately call for an Amphibious script with an activation condition requiring those tiles to be garrisoned. This way you can control the location of where the units will load up... i.e. they will go to the desired port (as specified by the #FRIENDLY_POSITION more consistently). Note, with the next patch the DoW will be declared much more ideally as well when Amphibs are in proper range.
  2. 1. Which campaign and which side were you playing as? 2. Do both you and your opponent have v1.01 patch installed?
  3. nomadd990, did this issue exist for you before you applied the patch or only after v1.01?
  4. Actually I could have included notes within the patch as well in this regard so this is something to consider in the future as well. Hubert
  5. Yes, make a backup of your mods as they should not have been affected by the installation of the patch and then re-install v1.00. Move your mods back into this installation and follow the instructions above and it should work fine. Hubert
  6. 1) Commonwealth units are sort of a slight of hand... these are actually Egyptian units modelled to look like they are a part of the Commonwealth so when Egypt surrenders, i.e. Cairo is captured these units surrender as well. Note, this was done to prevent these units re-appearing in England when destroyed in North Africa. To balance things out a bit more though I am considering allowing minors to share in their parents' research developments. 2) They should transit but should still surrender once Egypt surrenders.
  7. Thanks for the report John, good news is that this has also been fixed
  8. Hi John, yes this is essentially a mirror issue, i.e. when the game tries to display the minor HQs mirrored. This has been fixed and the fix will be available hopefully soon.
  9. ebitt, this is most likely not an error as Axis subs raid one convoy at a time until a route is exhausted MPP wise, i.e. once all Canadian MPP can be raided then it will raid the underlying US convoy route.
  10. General Mayhem, was this TCP/IP error encountered when playing in 2-D mode? Did you ALT-TAB as that is still not supported during TCP/IP? Were you able to keep playing in a subsequent game? Hubert
  11. nomad990, can you try the following instructions on Enabling/Disabling DEP to see if that helps: http://www.battlefront.com/elicense_faq.html#dep Hope this helps, Hubert
  12. Hi EasyE, thanks for the report... good news is that this should be fixed with in the next few days... as a temporary workaround can you try playing in 3-D unit mode as it does not appear to crash under this mode.
  13. Can you be more specific about your mod files? Do the instructions above not work for you in order to update your mods to v1.01?
  14. Normal Dude, yes I noticed this yesterday and I *think* this has been fixed in the upcoming patch (in order to correct the 2-D error found over the weekend) which should be released within the next few days.
  15. Normal Dude, the AI is still restricted for upgrades in the same way a human player is... i.e. if it is next to an enemy unit it cannot upgrade. Off hand the AI will have a tougher time upgrading its units than a human player primarily because it is mostly focused on attack and defense and does not generally pull units off the line and/or hold units off the line simply to upgrade... but this may be re-assessed in a future patch. However whenever a new unit is purchased by the AI it will attempt to allocate funding to maxing out, or in the worst case partial upgrades whenever applicable and this is a change over v1.00.
  16. Fubarno, regardless of position, so long as a unit has a supply >= 5 when it is destroyed it qualifies for the rebuild option.
  17. Otto, I dropped a line with the artist and I'll let you know if I hear anything back. Hubert
  18. The AI does focus on rebuilding destroyed units first when making new purchases but what it is able to purchase can depend on a few factors such as the number of units destroyed in the previous turn, MPP remaining after reinforcement, operation, upgrades etc., as purchases are made at the end of an AI's turn... as well as the fact that bigger ticket items such as Tanks, AF etc., fall later in the purchase logic queue as opposed to Corps and Armies which are prioritized. Note, there is a bug that the AI does not re-purchase destroyed HQs, just found that based on the comments in this thread, and it will be corrected in a future patch.
  19. If the original post is in reference to an AI game keep in mind that the Allied AI is a bit more active diplomacy wise so you might have also just been feeling the counter diplomacy effects.
  20. Just comparing rebuilding and reinforcing relative to base costs, rebuilding is more expensive. There is a quirk where rebuilding and applying research levels is not based on the original base cost but this will be re-assessed in a future patch.
  21. ChildeRoland, this has been fixed for the next patch.
  22. Hi GJ, strange problem indeed and the first time I've heard of it. Is this a new problem under v1.01 or did this also happen under v1.00?
  23. I'm actually going to try and tackle this one next... can you post your desired widescreen resolution?
  24. Hard to say off hand... if it happens again send me a saved turn with a description on how to repeat it... easiest way for me to track it down. Hubert
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