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Hubert Cater

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Everything posted by Hubert Cater

  1. Exel, just wanted to add that your ideas are not bad at all and in fact even came up during testing but the problem is that the scripts are not flexible enough (in this department) to re-create the exact historical situation... essentially I tried to get it as close as possible within the current framework.
  2. Exel, some of this is possible via scripts although wrt Finland I would argue that Finland would still likely join the war on the Axis side, regardless of Norway, simply to try and recover their losses from the previous war with the USSR. If the UK invades Norway then Germany loses that particular convoy yet still only gains MPP from Sweden during the Fall/Spring/Summer turns so the current simulation is pretty close to what you are after. Now, if however the Allies do want to stop Swedish convoys then they simply have to damage Kiel, Lulea or patrol the historical convoy routes with subs. For the AI, currently neither side is scripted to invade Norway although some diplomatic scripts (for the Allies) exist.
  3. This is true and in this case if you are concerned about campaign integrity it would probably be best to use a similar master campaign either in english or in german (for both players) to resolve any potential security issues.
  4. I miswrote the minimum size above which is 1024x768 and in this case you could set it to this size and you should have some additional screen space for using a paint program as the map making tutorial describes
  5. Historically Sweden sent supplies to Germany via Lulea but this port froze over in the Winter thus the importance of Norway and specifically Narvik to the north as many supplies were then rail shipped over to Narvik during this time. While the map does not go up that far I'm using Trondheim to simulate the additional supplies being sent to Germany not only from Norway but from Sweden as well. In general, two of the main reasons Germany decided to invade Norway were to protect these supplies (from possible Allied invasion) and for forward naval/sub bases for strategic reasons. Essentially if the German player does not invade Norway then status quo remains, as it did in real life, but they risk losing their Norwegian convoys should the Allies invade. Similar choices but on the opposite end of the strategic spectrum for the Allies. In the end I tried to model it in the sense that it gives both sides the options to do whatever they prefer, depending upon their overall strategy, with similar causes and effects as was the case historically. This is not to say that this did not come up as a debatable subject during development, not everyone agreed with the current simulation, and I am still open to suggestions but while it may not be perfect in everyone's point of view, if you read the Stalin's Organist's link I don't suspect it is that far off. Note, allowing maximum reinforcement for naval units with full supply is something I am considering to change for the first patch. For example this would not only effect subs in Norway but Allied naval units in North Afrika as well and so on.
  6. Actually some convoys will begine even before a country has joined... for example the US convoy to the UK will start as soon as the US reaches 40% activation as shown in your second screen shot.
  7. I think in this case it would be best to just upload the entirely modded campaign, scripts and all so there is no need to wonder how it works with the default. A README can be provided in the campaign subdirectory itemizing the changes for clarity.
  8. This is an intentional sideffect because otherwise the AI would only make purchases and never have funding for other spending items such as Research, Diplomacy and/or Upgrades. Also, by not making purchases all the time it gives the AI the chance to purchase higher priced items once in a while as it is in effect saving up. Not a perfect system mind you but effective enough for now without further complications. Also, you could force more typical behaviour with more specific scripts, i.e. 100% for certain purchases up to a certain date and so on for other areas like Research, Diplomacy etc.
  9. ebitt, the only way to resize the window is to use Edit-> Change Video Mode. This will allow you to select a smaller screen size for the window but only if you are not running at the current minimum size which is 1023x768 Hope this helps, Hubert
  10. Ok, sounds odd enough... send me the file if you still have it
  11. While the saved game shouldn't have caused an error on its own, you might not be able to initially host if you are on a home router as you need to adjust the settings on your router to allow you to do so... or it could have just been a firewall... one of those things that is hard to say without knowing all the details or system settings.
  12. Ok I think I figured this one out... thanks for the report guys.
  13. I can't seem to reproduce the error, any chance either of you have a saved turn where this NEW UNITS dialog keeps popping up for France?
  14. If you still have it feel free to send it along so I can double check the prolonged delay... could be a routine that needs some adjustment if you feel it was really too long. Either way I wouldn't mind seeing it as it can only help make the game more efficient.
  15. Yes, please do send me this file at support@furysoftware.com, thanks!
  16. Night, Human error but the next patch should resolve most if not all critical issues. Hubert
  17. Not sure, they could have been looking for Axis subs and in this case it was just coincidental.
  18. Not to worry guys, I'm reading and listening and working to iron out the balance issues as we speak
  19. At present ships are not included in the scripting but this is something I am working to correct. I haven't fully decided yet but I am thinking to make some things automatic like having ships automatically escort SEA_TRANSPORT or AMPHIBIOUS plans as well as additional scripting for naval units in general. For HQs, I'm not sure if this made the original PLAN notes but HQs are not included in AMPHIBIOUS plans but rather SEA_TRANSPORT plans only. This is intentional and a way to make sure that AMPHIBIOUS plans have been successful before sending over an HQ. For example, writing up hypothetical scripts for a 1944 campaign you could send an amphibous assault and then check to see if an objective has been captured such as Brest. Once it has a follow up script for SEA_TRANSPORT could then be included to send over an HQ. This follow up script must be a minimum #SIZE=1 and then an HQ unit will automatically be assigned on top of the original SEA_TRANSPORT unit... so essentially you still need at least one non-HQ unit to send as part of the SEA_TRANSPORT plan. Hopefully this makes sense.
  20. This can be done in to some extent by simply removing all the #POPUP text in the EVENT scripts. For example, delete the #POPUP text for the Siberian transfer and your opponent will not know it has happened until he sees your units.
  21. This has been fixed for the first patch. To confirm and if you have the chance, can you try the updated demo and let me know if that works for you as it already includes this fix? Thanks!
  22. Mexicano, Can you send me the last saved turn that is causing this error? Also any required passwords to access the game so I can fix this for the first patch. Send to support@furysoftware.com, thanks!
  23. Alternatively you can just compress the contents of the ERROR folder and send me that.
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