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Hubert Cater

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Everything posted by Hubert Cater

  1. Probably the quickest and easiest way for me to show you this (for now) is just a screen capture of the mini-map. Note: The white box represents the currently viewed section of the map (Polish frontier), which is 20x15 tiles. As you'll probably notice from this screen capture, the map has grown in size quite a bit over SC1 :cool: My pleasure Hubert
  2. Not to worry, just kidding around... and if in fact you are interested in my *unbiased* opinion, I like the game a lot... especially all the new features and editing capabilities
  3. Just wanted to pop in and thank everyone for the continued interest I'll also mention that it is still a little early for AAR's as things are now getting fine tuned but rest assured, they, as well as a few new screenshots will be coming out when the time is right.
  4. Thanks but I can't take credit for the idea, that was Moon
  5. Very sad to hear this. I too had the honour of a few pleasant exchanges with Jim and fondly remember his contributions to SC, the SC Forum and the SC community. The idea has come up and I think it would only be fitting to honour Jim's memory by including his name in SC2 somehow. There are a few ideas and I'll definitly come up with something for the game's release.
  6. Maybe, maybe not and it really depends on each script. For example if you review the scripts or just by playing the game figure out that if you have X number of units within Y range of Moscow and/or Stalingrad or any other trigger city, then the USSR begins to rebuild it's industry in the Urals. You could in theory avoid these cities to prevent the USSR from rebuilding its industry but then you will not force the surrender of the USSR and/or capture enough resources to limit the effectiveness of the USSR on the battlefield so in the long run you might lose the war. Keep in mind that most of the scripts are intuitive and follow a certain amount of logic and you really have to balance out the pro's and con's of triggering or not triggering.
  7. Too many variances for me to list here in full detail but I'll also mention that for some scripts there are additional filters such as a date that needs to be satisfied, conditions such as whether or not a country has surrendered, joined the Axis etc., as well as ranges for the number of units in a particular area as well as a distances. For example (just off the top of my head), if you want to setup an activation script, like Soviet border activation, you could set a particular trigger border position that for each time it checks it looks for a random value between 3-5 units and an additional random value within 2-4 tiles. So in this case we could hypothetically set Warsaw as the trigger position and if let's say we have 3 units within 2 tiles of Warsaw and the script randomly picked to check for 4 units within 4 tiles the event would fail, i.e. not be satisfied. But if on the next turn we either increase our units there or the script engine picks the appropriate numbers the event is satisfied and the Soviet activation value will increase. This is just to give you an idea that even if you review all of the scripts it will still not be an exact science. The idea was to generally try and recreate the various triggers we had in SC1, put them in scripts and make them flexible enough so they can be edited for any map, and to add some randomness and variety from game to game.
  8. In game, each time you load a campaign you will have the option to review the pre-defined scripts and turn them on or off. Script popups will only appear if the script has some associated popup text. For example, by default the Surrender scripts will have popups like "Germany Annexes Eastern Poland" etc., but for some of the more generic and repeating Activation scripts I have not put any popup text. BUT if you did, then there would be a popup message for each of these scripts as well. Also, each script can be setup as 3 different types when all other script factors have been satisfied: A) Single check regardless if trigger is satisfied Multiple check until trigger is satisfied C) Reoccuring check until end of game If the script is of type A) or then once the script is run it will be removed and not reoccur or be rechecked. It will also be removed from the list of scripts for the campaign.
  9. Although I can't say for sure why CMBB would work and not SC, it does sound like the router... usually in this case if you forward the proper port in your router it will solve the issue. Since each router is a little different probably the best bet is to find how to do this specifically from your router user manual. Hope this helps, Hubert
  10. Hmmm... since this sounds like a Windows specific problem... do you have another computer you could perhaps download and test it on just to see if your download works?
  11. Perhaps the download was corrupted... can you try downloading it again doing a fresh install?
  12. Pretty interesting ideas here as well but unfortunately at the moment there are no plans for this.
  13. Still a little early to say Edwin, but on the plus side this should be happening soon
  14. Nice ideas here Edwin. Still a little early to say what the final reports screen will look like but expect some changes.
  15. At the moment there is at least one Axis convoy, i.e. Iron Ore Shipments from Sweden to Germany, that the Allies will have the opportunity to target.
  16. HQ minors are possible... it's still undecided which countries will have the option to build them in the default campaigns (for many of the reasons Edwin has described) but with the Editor you could add them to any country you like
  17. Interesting idea and although not officially planned... you never know
  18. Not officially but it is still on the table as a possibility
  19. There will be much more control wrt activation value jumps in game, so with the right combination of Activation scripts (custom or default) this would be more than possible.
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