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Hubert Cater

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Everything posted by Hubert Cater

  1. I believe it was based on Gold version 1.0, and the current Demo is at v1.01 (which includes the minor changes listed). As Scott has mentioned, sounds like Tom is a tough reviewer and thorough wargamer, and for me that's not a problem, there's always room for improvement. Hubert
  2. I think I've found the problem, for now if you play at Beginner Level or higher it should not happen, and will only occur when driving deep into Russia on the lower difficulty levels. Hubert [ July 22, 2002, 03:45 PM: Message edited by: Hubert Cater ]
  3. I've had a problem responding to your email address, your mail server keeps returning the message as sent to an invalid address, if you hopefully see this please try contacting me again if you have another email address and I can try and look at the original issue for you. Thanks, Hubert
  4. Couple of quick questions, 1) Was FoW on? 2) How deep were you into Russia, did you have units close to Stalingrad, Moscow etc? 3) Had the USSR transfered it's Siberian Army yet? If you can send me an email at support@furysoftware.com that would help as I can send you any future questions direct. Thanks for your time, Hubert
  5. It's an interesting idea, but I don't think it will change. Sea-lion should be tough and this might throw out the balance and make it entirely impossible to ever stop. Hubert
  6. I think this is probably the best idea, a disband without return MPP as suggested. It at least gives you the option to clean up the board if you like and not abuse the feature. I know that it would be nice to get a return MPP base from disbanding even naval units but for scenarios like the 1939/1940 campaigns it would definitly throw out the balance if the Allied player started disbanding the French navy. What do you think? Hubert
  7. The only one I will probably consider (as Jeff has suggested) is to allow disbanding without return MPP's. I know that does not sound entirely correct, but it will allow the disbanding without abuse. If everyone likes this I can do that. Hubert
  8. Correct [ July 22, 2002, 10:58 AM: Message edited by: Hubert Cater ]
  9. Without giving it all away, it's a matter of balance between not having enough to garison the border and having too much. Spreading them out also helps Hubert
  10. OK I'll take a look at this as well Hubert
  11. The beta demo just used a self extractor not an installer like the new Gold demo, deleting the beta folder will be fine and is generally the way to go. Hubert
  12. Another forum member reported the same problem 3 weeks ago with the Beta Demo, J Wagner, unfortunatly I don't remember the exact solution he had, but I believe that he tried a reinstall or a fresh download of the demo. Apparently something had been corrupted and everything ran fine after that. If he sees this post maybe he can help to refresh my memory, otherwise I hope that helps. Hubert
  13. No plans for paratroopers at the moment, and the future versions/possibilities are not fully decided at just yet Hubert
  14. Depending on your current unit strength you may not be able to reinforce them if your supply is too low. Supply lines can be any combination of hexes that you can trace back to either a city, fortification or HQ. Bring an HQ or capture an enemy city as soon as possible I've never played TOAW, so I am not sure what you mean exactly by their system of ZOC, but if you do try and pass through two adjacent enemy units that does increase the Movement Cost by +1 point. Hope that helps, Hubert
  15. No lend lease, and the disbanding of naval units would lead to abuse of the returned MPP's and most likely be considered gamey. Most people it seems are not big fans of gamey strategies Hubert
  16. With the demo, you are only playing a single year of a possible seven Hubert
  17. Hi Norse, Thanks for your bug description. I think it is the game in this case and not your system and most likely an indefinite loop as you've correctly guessed. I am going to take a look at it and hopefully have it resolved in the next day or two. Btw glad to hear you are enjoying the new demo, Hubert
  18. This is included in the Demo package as a readme file but I thought it would be a good idea to include the official updates here for a reference as well. Note: Some of these changes reflect portions that will only appear in the full version Changes Made For v1.01 (July 12th 2002) - added security patch for Gold Demo - in the Fall Blau campaign there were two units named 4th Pz., one was renamed 5th Pz. - fixed small bug with HQ unit attachments when units were transported, disbanded or operated - fixed spotting bug for naval units when in port and trying to spot subs, had full range now properly reduced to spotting range - 1 - fixed rare crash bug for when carriers move and then attack at sea - fixed the German and French Mine resource bug, these two were linked in memory - changed luftlotte to luftflotte Changes Made for v1.0 (July 5th 2002) - added play-by-email replay - added a 'Disable Undo' option (this can be toggled at any time, but is locked in for Hotseat/PBEM) - added an 'SC.ini' file in the 'Strategic Command Demo' folder. This will allow gamers that were experienceing sound problems to adjust for sound interruption, should eliminate long waits during button clicks etc. - also in the 'SC.ini' file you will be able to set a high refresh rate if you know your system can support it - pop up text boxes that were showing blanks on some systems should now show their information - abandoning allied positions in the Med may peak Italian interest into joining the war if they have not already done so - early Axis invasion of Baltic States prior to Soviet annexation will be much riskier in terms of political fallout with Moscow. Initial political shock will be the same, but now there will be a continued increase in Soviet war readiness - USA and Italy will start with their full income if sneak attacked and units in the capital will have an entrenchment value = 3. This does not make this strategy impossible but simply much riskier - air attacks against rocket and naval units as well as against fortified units (i.e. Maginot) have been intellegently adjusted to limit AI baiting - added SU unit to Riga for the start of Barbarossa - added a few units to the 1940 SU setup - adjusted the SU transfer of Siberian Troops to an open period instead of only when SU existence is threatened during the winter months. (This one I really thought about, but I think it would be reasonable since I don't think the original transfer was made due to weather but rather because of the demands of the military situation at the time) - extended save game file names to 38 characters from 20 - fixed 'next unit' bug when France was targeting units on the Maginot - fixed dissapearing Allied units in Vichy when France surrenders, basically a message pops up and says they surrender - Axis units do now finally and properly move to nearest adjacent city when France surrenders, so if Italian unit was in Africa moving towards Algiers they will move back to Tripolitania if that city is still friendly etc. - renamed 'Strausbourg' to Strasbourg - renamed 'Massachusettes' to 'Massachusettes' - decreased damages during naval Surprised movements in FoW - decreased damages slightly for naval combat (a decrease by 1 point for all attack and defence table values) - added info for saved AI games, basically so you can tell what difficulty and computer bonuses these games were set at - increased max surface raiding in the Atlantic to 40 MPP to include the value of Liverpool - increased individual sub raiding amount slightly in North Atlantic - adjusted reduced spotting to now properly include Air Fleets, Bombers and Rocket Attachments when spotting subs, basically spotting value - 1 - reduced disbanding value to about 50% less - added an updated 'resource_strength_sprite' with an indicator for when strengths are < 5, this will help to realize that some actions may be limited wrt these resources, i.e. no transporting or operations etc. - added a 'ScoreCard' for when you either defeat or have been defeated, keeps track of total resources plunders, units destroyed as well as an early victory bonus or late victory penalty - jet sounds now kick in at level 4 or higher - added units to Turkey and Sweden and increased entrenchment for Swiss units - fixed disappearing ships when you declare war on a country and have blocked their typical start locations
  19. As it has come up several times I thought it might be appropriate to address the issue more formally. Please understand that these are not excuses but rather the facts of the matter. The goal with SC was to have it universally compatible with all Windows OS's by using native windows routines to implement the multimedia (sound, graphics, resolution changes) portion of the game. It seems as though that this has not worked out as initially intended as there have been issues with sound and the desktop icons on some systems. This has to do with a variance it appears between some OS's and how they handle resolution changes etc. Games written in DirectX do not appear to have this problem since it looks like this variance between the Windows Os's is handled by the DirectX runtime, i.e. not the programmer. Now that being said, I have tried to find workarounds to the problem by suggesting the third party utility as mentioned and found here Why has this been done? Well to make a long story short, I know that this solution is not perfect and will not make everyone happy, but I strongly felt that my time would be better suited in improving the overall game, including the AI etc., than attempting to redo portions or entire multimedia code of the game to handle what I see as a minor issue. It is an issue I agree, but the question had to be asked which improvements were more important to implement with the time at hand. I will continue to see what can be done about this as I understand it can be a problem, but please consider the workaround for the meantime as a viable option and happy gaming! Hubert
  20. Please take a look at the SC troubleshooting guide found here under the 'Video Issues' section. Note: please read the Troubleshooting guide and the contents of the SC.ini file carefully. Do not changing the initialization settings in the SC.ini file unless you are positive you have the proper monitor driver installed and that your system supports all refresh rates reported at 1024x768 in your Control Panel -> Display Settings Dialog Hubert
  21. Not right now unfortunatly as the entire demo has been updated including the game sounds and how they interact with the Gold Demo executable. Hubert
  22. Hi everyone, We've just posted the start of an SC troubleshooting page that can be viewed right here. It will be a work in progress and has the final product in mind, but may address some of the issues reported so far here. Note, it can also be accessed by viewing the Battlefront 'Support' page as well. Hope this helps, Hubert
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