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Hubert Cater

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Everything posted by Hubert Cater

  1. Wow, even I didn't know that (or at least didn't remember)... makes a lot of sense now
  2. I haven't had the chance to try out People's Tactics but some things we should all consider: a) it is not that easy to make a game... believe me I know from the looks of it Victor has made a substantial effort and although it may not appeal to everyone I'm sure he would much prefer that you offer constructive criticism. Yes it is free... but as Bill mentioned, he does have an open forum so don't hesitate to drop him a line and offer ideas for improvment. At the end of the day, we all have to remember that this is still a niche hobby, i.e. the more games the merrier, and even SC1 started as a little *experiment* just to see if I could make a game... so who knows what might become of People's Tactics (with the right direction/feedback) down the road?
  3. I think that was just a typo from the planned Christmas 2005 release
  4. I think that was just a typo from the planned Christmas 2005 release
  5. Not to worry Gavrok, nothing has really delayed the release other than the proper implementation of the original design doc. Originally I had considered implementing a retreat rule, but it, like a few other items in my design doc, were cut just to get the game done and it has still taken a lot longer than I thought... so in retrospect it is a good thing that I really haven't considered too much forum feedback, albeit some (and this was mostly from the original SC1 forum), otherwise this game would never be finished
  6. Currently no default 1933 or 1938 campaigns exist but these are now possible via the new SC2 Editor. Also the start and end dates are completely editable as well
  7. In general Amphibious Transports cost 2X as much as regular Transport and as mentioned you need to load on the first turn and you will then be allowed to move and unload on your next turn. Once landed, and similar to Transports, your landed unit only receives a single AP. So this means you may be able to move a single tile or not depending on the terrain you've landed your unit on. Also, it should be noted, that terrain now has an effect on landing casualties as does the number of turns you have been at sea. This is because your supply drops the longer you are at sea and this is included not only in your calculated supply (once landed) but also against how many casualties you might take once unloaded. All in all a few additions/considerations to smooth things out
  8. No he is not MIA... we are just testing through a few new developments before the next AAR. Hmmm... did I mention the Network Timer and Pause function? Well that new feature comes to mind
  9. No final decisions yet, but they can always be built if not in start OOB for that particular country
  10. Originally posted by FoxDrake: but I think the process might have been hijacked by the countless suggestions FYI, the game has been based on a design document written up quite some time ago and that is the framework I have been working from ever since. While I've always encouraged posts and ideas (as with SC1) there is never a guarantee that any of them will show up in the game but every once in a while something will catch my eye and if it follows the current framework and is easy enough to tweak it might just get included... and if not it might be noted for a future add-on, patch, and/or future game. To put this into perspective, consider that this process was used from the SC1 forum to largely influence the design of SC2. BUT, for the most part, and since everyone is learning just how long it takes to make a game, especially a game designed and coded by one person, a lot of the original design for SC2 has had to be scaled back in order to just finish the game. So what does this mean? Well, for the record forum posts really have had no effect on the length of time to complete this game. Rather it is the sheer scale and scope of this game that is the culprit. Also, you should keep in mind a few things: 1) SC1 was worked on for a year and a half before anyone even knew it existed 2) SC2 is much bigger project than SC1 3) Despite reports to the contrary, I am a real person and this is only my second game. So even I am learning quite a few things.
  11. Each tile is 1 regardless of direction. This was something that was re-considered a while back as it just simplifies everything especially when scanning the map.
  12. Scanning the map should be the same in SC2 except that you count tiles instead of hexes
  13. "Example with your first screenshot; take the UK unit just west of the paratrooper unit. At a quick glance the distance to the airplane-unit just east of the parachuter looks like 2 squares when it is in reality 4." In this case it is in fact 2 tiles.
  14. Edwin, yes and those screenshots will be updated once we have the final package put together. J P, for combat modifiers this is feature is using the Winter effect slot so air operations are restricted and all other combat results would be halved.
  15. Hey guys, while I can understand some of the trepidation to embrace the selected view (and the fact that no matter what I say it still will not be for everyone ), I suspect, as Bill has mentioned that it will quickly pass once you actually start playing the much improved game. It should also be mentioned that in using this new graphics engine it has allowed us to incorporate some pretty neat stuff like this sandstorm effect for the North Africa campaign. Again this might not be for everyone but it does give us some leeway in trying to re-create that deeper and more immersive environment with respect to weather and subsequent in game weather effects
  16. Most Firewall programs allow you to set specific programs like SC.exe to have the proper level of internet access. If you are running XP with Service Pack 2 it should allow you to set certain programs to be exceptions as well. In this case check under your Control Panel -> Windows Firewall. Hope this helps, Hubert P.S. I forgot to say "Zdravo" Moi slovensko je cist slabo in vidish da splo neznam dober napiscit!
  17. Gentlemen, Being the first of the month and considering some of the content in recent threads I felt it was only appropriate to post some further info on SC2 development status. As you know our goal was to have this game finished by the end of this year and while I have been working away feverishly, double time in the last six months, unfortunately at this point it looks like we will be holding off release a little while longer. While it would have been great to get this game in everyone's hands for Christmas we wanted to first and foremost make sure we delivered a final product that was properly finished and not, as RLEETE has pointed out, arbitrarily tied into the up coming sales season. The good news is that the game is VERY close. Beta testing reports that the game plays very well and that the balancing is just about right. There has also been a lot of positive feedback on the new features such as Weather, Production Delay, Diplomacy, and the expanded Atlantic and not to mention the flexibility of the Editor. While we’ll all have to wait a bit longer, myself included, before the game is wrapped up I do hope you will find any necessary delays worth it as I think the game will offer much more depth and flexibility than anything else similar. Sincerely, Hubert
  18. While I can't speak for Blashy's game or for his strategy (keep in mind this is a single game from his point of view), it is true that Tanks can be formidable defensive units when entrenched in cities, fortifications etc. (as in real life), but of course you lose the advantage of their mobility if you are not using them in the field. I think it is a give and take and at times it may be best to use them in a defensive role to make that particular city that much more difficult to capture while at other times it might be in your best interest to use them for their natural strike and penetration ability. Or perhaps a combination of the two. Many options and of course more than one strategy
  19. Very moddable as you can set each nation to have its own unique combat data values should you desire that
  20. John, I think it is fair to say that everyone sees your posts for what they are... so I ask you, is it really that hard to post constructive criticism rather than constant insults? As I've said before many times on this forum, I am open to constructive comments and in fact encourage it, but your recent posts have been nothing more than drivel and my patience is honestly wearing thin. Please consider how hard everyone is working here, much of it on their own free time, as I politely ask you to reconsider your tone. Thanks, Hubert
  21. John, seriously, relax. Each game is different and depends on what you research and the end results. As stated, this is not SC1 and the economics work very differently. By default, and as Blashy mentions if the US is fully active with no adjustment to their Industrial Modifier they will colllect 180MPPs, but with R&D MPPs can go up to 324 MPP per turn for the US. In fact this applies to all countries as they can affect their overall MPP income by investing in Industrial Technology which in turn affects their overall Industrial Modifier, i.e. their per turn MPP collection.
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