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Hubert Cater

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  1. Our pleasure It should be fine, it just fixes some crash to desktop bugs with the actual game EXE.
  2. Battlefront has just posted a hotfix for the v1.03 patch which can be found here: http://www.battlefront.com/index.php?option=com_versions&Itemid=221#Strategic%20Command%20WWII%20Global%20Conflict%20-%20Assault%20on%20Democracy Please install the v1.03 patch first prior to applying this hotfix as the hotfix is not all inclusive. The hotfix is installed via the installer by double clicking the hotfix EXE installer file. The hotfix includes the following CTD corrections: - fixed a controlled unit movement error (patrat618) - fixed a rare submarine movement error when the sub is in Silent mode and passes near hidden enemy Destroyers that may interrupt the movement path (rjh1971) - animate recon error Hubert NOTE: If you are playing a multiplayer game both you and your opponent will need to upgrade to the v1.03.2 Hotfix. The hotfix will load all v1.03 and v1.03.1 games in progress.
  3. I would try to run it as an Administrator as wlape3 suggests and if not then you should be able to re-download from your Battlefront account. If you need help with this please open a support ticket with the helpdesk: http://www.battlefront.com/helpdesk Hope this helps, Hubert
  4. Not that I know of to be honest and generally speaking Blitzkrieg as far as I know runs fine on Windows 7 as well... I run Windows 7 at home and Blitzkrieg runs as expected so this could very well be an unexpected quirk with the Demo. You could try to see if the error is repeatable and even try disabling the Aero Desktop theme for Windows 7 if you are running that as from past experiences that seemed to help. The D-Day scenario also comes with the Weapons and Warfare expansion but that's about it other than possible mods for newer releases but I don't know of any offhand. Hope this helps, Hubert
  5. 1) Definitely a fair point and we can adjust this for future games 3) I had to double check as the parent HQ experience that is passed on in that formula has its own formula and yes it does depend on HQ strength The parent HQ experience value that is passed along is as follows: hq_unit.experience * hq_unit.strength / 10 Note, the rating is not reduced by the HQ strength, only the experience. It should also have an immediate effect during the turn as readiness is a dynamically calculated value and never stored... so whenever a unit readiness value is in need of determination the formulas are applied to determine the most up to date value.
  6. Hi 1) Correct 2) Correct 3) The bonus a unit receives from an HQ is the HQ rating as well as the experience of the HQ and these are always taken into account when calculating the attached unit readiness. Here is the most recent formula for unit Readiness which may differ from the manual: ((unit.strength + attached HQ Rating) / 2 + unit.morale + attached HQ Experience) / 2 4) It would be 5%, not percentage points and is always the value specified and entrenchment or other defensive bonuses do not play a role In all cases, if the demoralization value is let's say 5% the calculation is as follows: morale_recalculation := defender_unit.morale - defender_unit.morale * 5% * attacker_unit.strength / 10 Hope this helps, Hubert
  7. If you are running Windows 8 then this might be an issue with the older Blitzkrieg game as it has some issues unless it is not run in Full Screen mode. Unfortunately the older Blitzkrieg game does not have the option to disable the full screen mode... however the newer releases such as Weapons and Warfare, or even the Global Conflict releases for Strategic Command have this option. This can be tested out with one of their demos to see if that helps, Hubert
  8. Hi Caustic, Sorry to hear about the trouble. We've also come across this bug and unfortunately it would also appear in the pre hotfix version so no advantage to rolling back. This is fixed on our end and I could release another hotfix as needed. Can you send me the turn that is causing this crash and once I confirm that the current fix on our end resolves this I'll release a new v1.03.2 Hotfix. Please send to support@furysoftware.com Thanks, Hubert
  9. Hi Philippe, I would suggest to simply think of the base WWI game and the Breakthrough expansion as two separate games, and only because of the number of game engine changes. This is unfortunately why the older WWI campaigns are not compatible with the Breakthrough expansion and vice versa. If you want to port a WWI campaign into Breakthrough then you would need to export all the applicable data sets of the WWI campaign using the 'Export' feature in the Editor and then 'Importing' this data into Breakthrough using the Breakthrough Editor 'Import' feature. Note, not all data will be compatible and you may need to skip the unit map and other unit related items such as the production queue data. There could also be quite a bit of manual adjustments required to country data as well as the bitmaps and so on. It is not impossible, but unfortunately usually quite a bit of work which is why we tend to mostly build new campaigns from scratch for expansions or as we build the expansion on our end we begin the porting process earlier on and use coding techniques to ease the transition. Hope this helps, Hubert
  10. The difference doesn't have any effect on the +/- 1, i.e. it is the same regardless of any previous rounding. Yes Yes, even though it is not shown, HQs have a value for readiness and morale and it is calculated the same way as it is for all units. Internally the values are stored (generally speaking) as a value between 0 and 10 and then converted to a % when shown in the information displays. So when you fill in the old value for morale it would be 9 and not 90. I can agree that this is more confusing than it has to be so we'll clarify this in the next version of the manual for future games. Hopefully that helps Hubert
  11. Correct The effect of the prepared attack bonus applies to the 'multiplier' in the combat formula. Attacker Multiplier = Readiness / 100 + 'Prepared Attack Bonus / 100' The effect for attacking across rivers only reduces the final defending unit losses by the amount specified for being across a river. So if the normal predicted losses would be 10 points, then it would be reduced by 30% and result in 7 points of losses. Defender losses are reduced by 50% when they are attacked by air units that attack in rain, snow or sandstorms, or by ground units that attack on frozen ground, or by naval units that attack during storms. I'm not sure I understand, 3:3 just means that the attacker is predicted to lose 3 points and the defender 3 points as well. After that there is the possibility for both sides to receive an extra +/- 1 point loss to their predicted losses. It calculates with the exact uneven value. In terms of the 'entrenchment' value that applies to the combat formula, no, but you do get the defensive bonuses applied to the formula when a unit is inside a trench only when it is 'entrenched'. All this means is that when you entrench you also build trenches that give you the additional defensive bonuses of being within a 'fortification' that is applied to the combat formula as well. When you look at the properties of a unit on a 'Trench', right click unit and select Properties->Trench, you'll see the defensive bonuses that will apply during combat when defending. It will have whatever the current 'entrenchment' value is applied to the formula. It could be at entrenchment 4 but it will receive no defensive bonuses for being in the trench if it is attacked from a side the trench is not facing. This just means that in the above formula, the value for Def Bonus = 0 Not quite, if let's say the attack is a 'Soft Attack' then the 'Soft Defense Bonus' for a Trench of 3 would apply as follows: 90/100*(4+1/3) - (70/100*(1/3 + 2 + 3) Not quite either, it would rather look like this: 90/100*(4+1/3) - (70/100*(1/3 + 2 + 0) Hope this helps Hubert
  12. This is shown in the formula on page 40 as cumulative, i.e. it is 'entrenchment + defense bonuses' These are actually treated identical in the formula as 'entrenchment', it is just that we rename 'entrenchment' to 'ground cover' for the WWI releases if and only if a unit is not in a Fortress/Trench. Entrenchment will always have an effect in the formula, but the defensive bonuses may not apply if and only if they are attacked from a side that a Trench is not facing... otherwise the defensive bonus will apply for other items such as a forest, hill, town and so on regardless from which side it is attacked from. It should be just the one time chance to avoid all losses. would be glad, to hear your opinion, Furchtlosundtrew
  13. Hi Furchtlosundtrew, I would suggest starting on page 37 (WWI manual) in order to understand how Unit Morale and then the subsequent Readiness values are calculated first as these play an integral part in the final combat formula. The combat formula on page 40 is indeed the full one as it makes use of the previously calculated morale and readiness for each unit. For example, once attacker and defender readiness is calculated based on unit morale, the 'multiplier' is determined (as shown in the formula for multiplier on page 40) for each of the attacker and defender, i.e. the attacker multiplier and the defender multiplier. Then this multiplier value is factored into the final combat formula. The defender and attacker type values are determined by the type of combat. For example, if a Corps is attacking another Corps unit then it would be the Soft Attack value for the attacker, and the Soft Defense value for the defender. These values can be seen for the unit types either in the Game or Editor under the 'Properties' screens for each unit type. The 'experience', 'strength' values etc., are what are shown for the unit when clicking on them or moving the mouse over them. The specific 'defensive bonuses' for the various terrain and resource types can be found by right clicking the specific item and viewing its properties. Hope this helps, Hubert
  14. Hi Ranger33, Welcome aboard Sounds like your WWI game is up to date and yes you would just need to patch to v1.05 for Breakthrough to be fully up to date there. Unfortunately there were too many game engine changes added to the Breakthrough Add-On that the older WWI campaigns are not compatible and simply dropping them into the Breakthrough campaign folder won't do the trick. We did update some of the more popular ones from WWI to include in Breakthrough but after that Breakthrough simply contains many new and great campaign additions. To get started I would highly recommend reading the AARs as you've done as well as to take a look at these threads: Information for New Players: http://www.battlefront.com/community/showthread.php?t=107356 New Features (Breakthrough): http://www.battlefront.com/community/showthread.php?t=95162 For campaigns, some of my personal favourites for the smaller campaigns would be the following: WWI 1915 Gallipoli 1918 Megiddo Breakthrough 1915 Siege of Kut 1916 Verdun And then for a very nice medium sized campaign I would highly recommend the 1870 Franco-Prussian War. Once you are feeling comfortable with any of these then a crack at the much larger and detailed main campaigns such as 1914 Call To Arms should provide you with a great feeling and overview of the entire war. Happy gaming Hubert
  15. Hi Lofty12, Is it possible for you to send me the saved turn you might have where you moved the British units to Persia so I can check against the eventual surrender of India to see what might be happening? Thanks and send to support@furysoftware.com Hubert
  16. Hi Siaron, The only thing I can think of is perhaps a firewall setting or anti-virus setting that might be causing the delay in transfer times. You can try temporarily disabling any of these, both you and your opponent to see if it helps or adding an exception in case one of these 3rd party programs might be slowing the transfer of the data. Hope this helps, Hubert
  17. That's a typo in the Decision Event Log PDF file. It should read that the US must control Manila and then one of Tapei, Naha, Iwo Jima, Seoul or Saipan.
  18. Hi Titan, Sorry to hear about the trouble, have you tried using the Helpdesk at http://www.battlefront.com/helpdesk They should be able to help you sort it out, Hubert
  19. Hi Cantona66, The landing of Amphibious Troops can be set by the #COASTAL_POSITION and the troops at sea will then try and land as near as possible to this position. For Paratroops, this is automatically handled, you just need to place them in range of the #GOAL_POSITION and set them to Prepared if this is something you want them to do at the start of the campaign. Otherwise, the AI will attempt to put them into position and automatically set them to Prepared for the eventual amphibious assault. Another trick is to have them placed in range via a UNIT script once the Amphibious Assault script has been triggered and then they will prepare on their own and join the assault. Hope this helps, Hubert
  20. Hi DarthFreddy, The reinforcement experience re-calculation is as follows: unit experience = unit experience - reinforcement points * unit experience / 10 Hope this helps Hubert
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