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Hubert Cater

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Everything posted by Hubert Cater

  1. A friendly HQ will at least give supply values to friendly units under it's range, minor or not. Hubert
  2. Good ideas all around, let me think about it a bit... Hubert
  3. The only drawback I can see to this is that the Axis player can't move their navy out until they conquer Denmark, any comments on this? Funny enough, originally I had a port in Denmark to do exactly what is being suggested, but I believe I ended up removing it a long, long time ago for this very reason. Hubert
  4. Can either of you send me an email at support@furysoftware.com, I may have a solution to the CPU problem. Hubert
  5. OK how is this, when you minimize SC via ALT-TAB or ESC, it will stop playing the drumbeat once the wave plays through, i.e. once the SC window loses focus. When you restore it, the music will start up again. It's the quickest and easiest way for me to this for now but I think will give you what you want essentially. Hubert
  6. Never thought about why the game would just be left open but I can see that now, as for a patch to this, I'll see what I can do Hubert
  7. You would have to create one I guess, there are some free wave programs available, GoldWave is one. Quick question, is the background music playing throughout the game or just in the intro menu screens? Hubert
  8. OK if in all cases here Russia was set to neutral, then that's a bug I've introduced with v1.02, I'll fix this! Hubert
  9. If by the end of the game the Axis AI still hasn't done anything, and you have a saved game from around 1941, please send it to me so I can take a look. Thanks, Hubert
  10. Exactly! Yeah (grudgingly ) that might not be a bad idea either, no promises just yet, although I think that if this were added it should just be limited to Spain, Turkey and Sweden. Anybody have any names of cruiser size vessels for these countries or at least close to that size? Comments? Hubert
  11. No problems and thanks! I agree it would make for a more interesting game, but the engine is kind of set in stone in this respect for now, but I am not discounting this for a furure version Hubert
  12. Good points Bill, I'd just be hesitant to make any wholesale changes to the time setup as it is now for a variety of reasons, but I think some of these suggestions are valid and would probably do well in another version of the SC engine down the road. Hubert
  13. OK I've found the culprit and I'm taking a look at it now. Hubert
  14. How about both then, a SU cruiser and a port attached to Istanbul that would block enemy naval traffic through the Dardanelles ala Gibraltar. Any comments? Hubert
  15. OK looks like this has been tracked down with a little help from 'Stimey'. If you also have encountered this problem and would like to run with the 'directx = 1' option then try running the following line from Start -> Run: regsvr32 dx7vb.dll This should resolve the issue. Hubert
  16. OK looks like this has been tracked down with a little help from 'Stimey'. If you also have encountered this problem and would like to run with the 'directx = 1' option then try running the following line from Start -> Run: regsvr32 dx7vb.dll This should resolve the issue. Hubert
  17. Could you be a little more specific, does the interface not allow you to change it, i.e. the backspace key does not work? As for the PBEM problem, the files should end in .sav, when your oppenent recieves the file, is it around 300-400K, otherwise it may have been stripped by his or your ISP and this could be the problem. If this is the case I would try zipping it as it seems to resolve this. Edit: If you still think it should be working, send me the PBEM file and I'll try it out. Hubert [ August 14, 2002, 10:54 PM: Message edited by: Hubert Cater ]
  18. There were 2 problems I saw with normalized 2 week turns, i.e. 1 turn per month per side, and added weather effects such as limited movement etc. 1) Time length for summer turns would seem too short and 2) Time length for winter turns would seem too long Now keep in mind the design philosophy of SC where I wanted to balance realism with playability before you jump all over me for the following explanations. 1) With normalized 2 week turns it would be very hard to recreate late spring/summer activity such as the invasion of the Low Countries and France, preparations for Sealion etc. along a quasi historical timeline. As it stands now the Axis player starting on May 10, 1940 has turns as follows: Turn 1 - May 10 Turn 2 - June 7 Turn 3 - June 21 Turn 4 - July 5 Turn 5 - July 19 Turn 6 - August 2 With the normalized 2 week turn system it would be like this for the Axis player: Turn 1 - May 10 Turn 2 - June 7 Turn 3 - July 5 Turn 4 - August 2 Turn 5 - August 30 Turn 6 - September 27 So from this example by Turn 6 you've almost lost 2 months of summer 'action time' 2) The winter turns would run the risk of seeming very long and ineffectual for this type of game especially with reduced movement etc., consider these months during a PBEM game for example - Income Comparison - Current System: 100 MPP per turn = 13 x 100 = 1300 MPP Normalized 2 week system: 100 MPP per turn = 12 x 100 = 1200 MPP - Time Effect - 13 turns vs 12 turns but with the desired longer summer months and shorter winter months - Movement Effect - With the current systems reduced time length of Fall/Winter/Spring the net effect is having about the same kind of movement/action activity as if it were the case with longer winter turns and lower action points etc. Again, I know that this is all a simplification and just a few examples of the pros and cons, and it's not to say that the normalized 2 week system doesn't work, but I would like to think for a different type of SC game... perhaps possibly a more advanced version. Generally with the 13 turn system what I tried to create was a simplification of a one to two month turn with impluses, with the net effect similar to what you would get from a normalized 2 week turn system. Hope that helps in regards to what I was thinking Hubert
  19. I have to agree with Mike when it comes to the Russian subs, but I think a cruiser or two should do the trick and make things a bit more interesting. Hubert
  20. Hi Leith! Glad to hear you enjoyed the demo and thanks for ordering If you did not recieve an automated email response on your order I would suggest emailing Matt at matt@battlefront.com and he will straighten it out for you. Hubert
  21. So far it looks like a problem with how I am accessing DirectX on some systems. For now a workaround is to use the backward compatiblity mode by setting the line 'directx = 1' back to 'directx = 0' in the SC.ini file. The SC.ini file can be found in your installation directory of the game. Hubert
  22. So far it looks like a problem with how I am accessing DirectX on some systems. For now a workaround is to use the backward compatiblity mode by setting the line 'directx = 1' back to 'directx = 0' in the SC.ini file. The SC.ini file can be found in your installation directory for the demo. Hubert
  23. Sounds like the pocket was still able to trace a line back to it's capital (at least on it's turn), if you completely cut it off, their max reinforcement value drops, (but could be boosted if they have an HQ in the pocket) and if you completely cut off a unit in a city, i.e. completly surround all open land hexes around the city, the max reinforcement value will be 5. Hope that helps, Hubert
  24. Sounds good, but just a word of warning, it might be a little while Hubert
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