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Hubert Cater

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Everything posted by Hubert Cater

  1. Even for me this sounds like an interesting game Great job, thanks Blashy!
  2. Sorry my misunderstanding, I was refering to the bonus defense a unit will have if stationed on a fortress tile.
  3. "Or if France abandones the Maginot early (whatever that means), Italian readiness goes way up?" This is an option as well
  4. "Perhaps a fix would be to give the fortress their own inherent defense value?" They do
  5. "Anyway, I didn't catch the production lengths for capital ships in SC-2. There should be a way of reflecting that those vessels were being produced and would appear at the appropriate times. Maybe they aren't in the production box, but make a scheduled appearance at the time they entered service? No idea -- but this is a good point to be elaborated on." This is pretty much the system we are using for a few unit types and countries
  6. I tried to keep it as close to historical and you are right they do actually start with a bit extra... but this is mostly due to game play reasons and mostly just so the US has an initial, albeit weak garrison of a few strength 5 units. BUT play your cards right and invest in the appropriate research areas and you can bump up the US from an initial 80% industrial modifier to 180%
  7. Thanks For the screenshots, they are actually a bit out of date as we have been updating the interface and game graphics and should have some new ones shortly
  8. It should but I think since weather has been new to playtesting we are trying to find the right balance. We've gone from what has been argued as extreme weather to what is probably now weather effects that are too light (as shown in the recent AAR) so I figure something in the middle should do the trick.
  9. Thank you for the kind words SeaMonkey as it is always greatly appreciated Hubet
  10. Not to worry guys, this is still beta stage and that early couple of months is still being tweaked (weather effects, unit OOB's) as we all know how critical the period between late 39 to mid 40 can be to the rest of the campaign.
  11. Correct, here you can either accept the name you've selected or edit it to your liking... also as Bill mentioned the name can also be edited once placed on the map as in SC1
  12. In this case you could script Japan to enter the war based on a certain set of conditions i.e. unit build up, or even from just events during the war etc., or just by simply entering on a certain date. Lots of flexibility
  13. John, At the moment things are still under development so patience is always appreciated. What I can say is that in terms of a pre-game viewing of all pieces I have elected to implement a simpler system that checks for the original campaign (for the current game in question) on your system. If the original campaign is not found on your system a warning message pops up and let's you know that you are about to play a turn with essentially an unknown campaign. If you want to play the turn without the warning message simply ask your opponent for the original campaign and then you can view it in the Editor for all the details you desire. Hubert
  14. Good thing you bumped this one jjr as I actually I wanted to get back to Brad on this one but got a little distracted with that SC2 game For the graphics engine on SC1 I actually didn't use DirectX or OpenGL, rather I just used the much simpler Windows GDI methods. SC2 now uses DirectX as there is much more going on with multiple layers etc., so GDI really wasn't an option anymore. I hope this helps and thanks for the kudos on the first game as it is always appreciated. Good luck!
  15. Nope, bombers, battleships, cruisers and rockets now all hit the resource/city first with a small % chance of doing additional damage to the unit within the city after that. Note, that % chance increases for each applicable tech such as Heavy Bombers, Gun Laying Radar, Rockets etc.
  16. For that tactical feel we've got some smaller scenarios already built with the editor such as Overlord, Kursk, Bulge and Market Garden. Some of the things you can do with the Editor is assign the game to be objective based (i.e., capturing objectives instead of forcing country surrenders etc.), tweak game length and turn amounts from days to months etc., and you can even control the MPP scheme to be collection based (as in SC1) or by setting an initial start amount with no further collection where the players only have a finite amount of MPPs to work with for the duration of the scenario. This works well for some of the shorter scenarios like Overlord where you have a single month as the Allies to capture all your pre-set objectives. In general lots of flexibility and options Hope this helps, Hubert
  17. Timed reinforcements are possible via script and/or reinforcements that are triggered via a conditional position. For example you could set a tile to be a trigger that checks for any number of axis or allied units and within a specified distance. FYI, this is already in use in many of the scenarios/campaigns for the game
  18. Kuniworth, relax, the game is still under development and remember there is only so much one person can do. FYI, I'm still aware of your leaders thread I honestly just haven't had the chance to look at it as I'm continuing to work on more pressing issues for now.
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