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Everything posted by Hubert Cater
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"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
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Question : Transfer Tiles
Hubert Cater replied to Edwin P.'s topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Sure -
Any AI News?
Hubert Cater replied to Edwin P.'s topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Soon -
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%
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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.
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Hubert...take your time
Hubert Cater replied to SeaMonkey's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Thank you for the kind words SeaMonkey as it is always greatly appreciated Hubet -
Game grid
Hubert Cater replied to Agent Smith's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Nope -
What's the deal?
Hubert Cater replied to jon_j_rambo's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
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 -
Question for Hubert.
Hubert Cater replied to BradMick's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
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! -
Oil, Raw Material, Industry
Hubert Cater replied to Liam's topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
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. -
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
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Napolean at Waterloo
Hubert Cater replied to Edwin P.'s topic in Strategic Command 2 Blitzkrieg and Weapons and Warfare
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