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Hubert Cater

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Everything posted by Hubert Cater

  1. For the most part this is just a part of the game mechanics as a unit that goes ahead blindly is not necessarily doing so without penalty. For example, the discovery of a hidden unit may result in a surprise combat encounter and usually at the disadvantage of the moving unit as the hidden defender will receive combat bonuses and so on. Granted in this case you've discovered an HQ but it could also very well have been a well prepared Tank and thus a different final result to the moving unit. For the APs exhausted during movement question, this is just a game mechanic as well as we do have 'strikes' as a separate category from action points or 'movement points' if that term is more desirable. Hope this helps, Hubert
  2. Hi Conan, The WWI game is primarily of course a WWI release but does now come with a free European Theater campaign. This was included to take advantage of the latest code as well as the largest European Theater map created for the SC series so far and to give our long time fans/customers a bit of a freebie just to say thanks for all the support over the years If you are interested in playing the Pacific Theater, the entire world or a bit of alternate history like Patton Drives East then we have previous releases that cover those in quite some detail. For the Global release, there will likely be at least one more patch... hope this helps, Hubert
  3. This was just a design decision to try and keep (roughly) the same OOBs from previous versions of the SC European Theater campaigns but this time on a larger map. There were a few reasons for this such as helping to speed up the design, but one important consideration was game play or turn length time... which often comes up in other threads as a primary concern. That being said, an all corps map is possible and hopefully a modder will have the chance to put one together
  4. In most cases Austrians would still have a better supply than a cutoff Russian Army, would they not? For example, if supply was also drawn from an Austrian city then it would be at 10 as opposed to a cutoff and occupied Austrian city which would be at 5. Granted HQs also have their own rules at determining maximum supply and as mentioned an HQ citing in the city that is cutoff and occupied could get to 8 but I would argue that this is still less than the Austrians in a similar situation.
  5. This one just enables the AI to perform less exhaustive checks for a considerable improvement in speed. It does affect the AI performance but really only marginally and probably would not be noticed by most players.
  6. Glad to hear you are enjoying it , and as for an ETA it is hard to predict exactly but maybe in the next few weeks as there were a few minor issues introduced in the last patch that we'd like to correct sooner rather than later. There are of course some bug fixes to be included as well as some campaign adjustments but one big addition will be a much quicker and better optimized AI. Turns will be approximately 50% faster and the AI will now be better protecting specialized units like HQs and Air units on the bigger WWII map. All in all I think the next patch will be a big step forward with the latest engine Hubert
  7. As far as I know supply rules have not changed and the only thing I can think of is perhaps a different/higher 'Occupational Efficiency' setting for the captured resources than you were expecting? For example, and IIRC, capturing a German city would provide a supply of 8 if it were connected and 5 if it were disconnected. With an HQ on a city with supply level of 5, this would mean the HQ would provide 8 supply etc.
  8. Glabro, one way to speed up the delay between event messages is to just left click on the game screen as that will pop down the message if you have finished reading it before it normally pops down. Beyond that there are quite a few events for the engine to process, also there are many conditions associated with them so that there is a variance from game to game, so there may be a natural delay between popups. For the AI though, since the release of the v1.02 patch I've been working on improving the speed and there will be a significant difference for when the v1.03 patch is ready, up to 50% faster for most turns and that should help as well. Hubert
  9. I believe they can be, for example in older releases Poland was active while the UK was not yet at war etc. Have you found this to not be the case with the WWI engine?
  10. Feel free to send me the turn but you are right it could be related to the modded scenario... either way I can take a look to confirm.
  11. For anyone else that has encountered the National Morale bug as described by Lokesz... it looks like it is triggered when you select to enable the display of 'National Morale Objectives' on the map via the OPTIONS->ADVANCED dialog. There was a bit of a coding loop error in the display and subsequent parsing of the scripts and if you disable this option it is a temporary workaround until it is properly fixed.
  12. Can you try sending me the saved turn so I could take a look? Send to support@furysoftware.com Thanks, Hubert
  13. Lokesz, Do you still have the last saved turn where this occured? If so can you send it to me at support@furysoftware.com? Thanks, Hubert
  14. Aesopo, not to worry as this AAR was started with a campaign approximately 5-6 weeks before the official release. Many fixes were incorporated into the official release as well as a few more tweaks planned for the upcoming follow up.
  15. Apologies for missing the question and the answer would be yes, hopefully within the next few weeks if all goes well. Are there any items you would be looking for specifically in the 1.05 patch?
  16. Yes it is still being used and your assessment is correct
  17. mrnhvy, Can you open a support ticket at http://www.battlefront.com/helpdesk as they should be able to get you up and running. Hubert
  18. This was just a design decision to spice up the Battle of the Atlantic. In previous releases we had hoped that Axis players would entertain the idea of building more subs at the expense of a weakened Barbarossa but since that never seemed to happen we just opted to include more subs as a way of ensuring an interesting Battle of the Atlantic experience for both sides.
  19. Hi CMC, There will likely be more patches/updates but I can confirm that there won't be any heavy changes to the base code, more just looking to include any necessary fixes, and in this case nothing you work on will be incompatible in the future. Hope this helps Hubert
  20. Hey Leopardson, Welcome back and here is a link to the Battlefront Repository with various downloads for all of the Strategic Command games... hopefully you find in there something that you are looking for: http://www.battlefront.com/index.php?option=com_remository&Itemid=314 Hubert
  21. Hi AZGungHo, I think this has a large part to do with the much bigger map and lower unit density. For example, the German AI is scripted to focus its efforts on Amiens and then Paris with some smaller offensives to mop up some of the neighbouring towns but with the lower unit density the AI offensive units might get sidetracked by weaker French units a little bit off of their primary targets. Then when the HQs are set to move, since they don't attack, they will proceed towards their main objectives even if their offensive units didn't necessarily do so. However the HQs will only move forward if it is generally safe to do so and shouldn't really expose themselves too badly if this is the case. In any case I will see what I can do to improve the situation and some of my recent tests have it looking a bit better Hubert
  22. Not that I can remember, can you send me a saved turn so I can take a look at what it might be? support@furysoftware.com Thanks, Hubert
  23. Sigmatico, if I understood correctly it sounds like you might be left clicking the unit first and then right clicking... if this is the case, just right click on the unit first and it should bring up the right click menu. Hope this helps, Hubert
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