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Hubert Cater

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Everything posted by Hubert Cater

  1. It's still a little early as I just gave everyone a sneak peak last week and I wanted to wait until I put together all the scripts, i.e. events and AI, before I handed off a version for official testing which will be in the next few days... we'll have more info hopefully soon enough
  2. Hi Geolab, Please see my response here: http://www.battlefront.com/community/showpost.php?p=1249120&postcount=4 I would also love to have the game on Android and the iPad but that will take more time (long term idea sort of thing) but hopefully one day we'll get there
  3. Correct, if you can tell us which title you are playing there will be an appropriate patch that should resolve the Windows 7 issue for you... just let us know or download the appropriate patch from the patches page and it should get you up and running. Hubert P.S. I would also ensure you run the game as an Administrator (the first time after you apply the latest patch) by right clicking the game icon and selecting 'Run As Administrator'.
  4. Hi Geolab, Amadeus is correct in that the SC2 Blitzkrieg and Weapons and Warfare releases limited you to having at least 2 belligerent nations but starting with the Patton Drives East release this was no longer the case. In fact, with the Patton Drives East release we had a campaign that started in March 1939 with only Germany fully activated/mobilized and they then had the choice on how to pursue the war from there, i.e. invade Poland first, or France and so on. Hope this helps! Hubert
  5. Thanks Sharkman and I would say that an update to the current Global campaigns using the latest engine is a strong possibility
  6. Thanks Dave and everyone and I agree in that I really don't think this WWII campaign will disappoint
  7. Hi Krista, Unfortunately there is no other way at this time but I'll have to think if there is a way to just make it mouse driven that is as straight forward as the current implementation. Hubert
  8. Hi Lettowvorbeck, Thanks for the feedback and I'm glad to hear you are enjoying the AI improvements and we'll do our best to continue to make any necessary improvements as we continue forward Hubert
  9. Do you mean a Global campaign at the above scale or an upgrade to the existing Global campaigns using the latest engine?
  10. Global WWI would be an interesting campaign and has been requested by others as well, I'm just doubtful if that will come from our end due to the amount of work we already have in the queue on our end. For a WW2 campaign, can you be more specific as I am not sure what you are looking for here other than what we've shown above?
  11. Glad to hear that there is interest and that you guys like what you see so far
  12. Yes and this is something we are still thinking about, just can't say exactly when at the moment
  13. Hi Marky84, For which version of SC2 is this for? Have you tried the latest patches the SC game in question? The latest patches can be found here: http://www.battlefront.com/index.php?option=com_versions&Itemid=317 Hubert
  14. wlape3, The unit density has increased slightly, i.e. if you compare the above OOB relative to let's say the Weapons and Warfare Expansion 1939 Fall Weiss Campaign, but at the same time we didn't want to add too many units as initial testing is showing that with just the right number of units relative to the increased maneuverability, the game plays out quite well and you are more likely to see sweeping encirclements and engagements. Essentially what we were after with this release was to really take advantage of the bigger map
  15. Hi Karhu, Yes and no and it all depends on how you break down the units. For the Polish representation we are so far just using the their main Armies on the map and not including any of the 'Groups' that made up the armies. For example, the Krakow Army was made up of the Slask Group and the Beilsko Group and so on but so far we are just placing the Krakow Army on the map. For the Germans we have Armies such as the 3rd, 4th, 8th, 10th and 14th Army on the map but also we've filled in the lines a bit with their sub Corps to give them the appearance of more units. Why? This helps replicate the rapid advances of the German army and if we don't want to revise the turn lengths then this is ideal. If we end up lengthening the game by shortening the turn lengths to let's say 7 day turns throughout then it would make sense to add more Polish units to slow things down. As mentioned it is a work in progress but as it stands now the current setup does allow the Germans to capture Warsaw near the historical time frame while at the same time giving us a reasonable turn length relative to previous releases. So far it plays out pretty well and does indeed feel like Blitzkrieg of the Polish forces and countryside
  16. Yes, I just provided an update here http://www.battlefront.com/community/showthread.php?t=95918 Hubert
  17. This is still a work in progress but we are getting much closer and with that in mind we thought we'd throw out a screenshot of the current setup for the invasion of Poland. This will hopefully give everyone an idea of what we would be looking at here in terms scale and how we are really trying to take advantage of the brand new European Theater map derived from the highly rated WWI release Invasion of Poland - Click here for the full size image Once complete, this campaign will be a part of a free add-on to the WWI release! Hubert
  18. This is still a work in progress but we are getting much closer and with that in mind we thought we'd throw out a screenshot of the current setup for the invasion of Poland. This will hopefully give everyone an idea of what we would be looking at here in terms scale and how we are really trying to take advantage of the brand new European Theater map derived from the highly rated WWI release Invasion of Poland - Click here for the full size image Once complete, this campaign will be a part of a free add-on to the WWI release! Hubert
  19. With the upcoming v1.01 patch release I've updated the top post to include 3 new key features that are now included: * Unit Swapping - Adjacent units can now have their positions easily swapped with a new in game swapping mechanism. * Movement Path - Movement path is now also highlighted under friendly units to show the full reach of a moveable unit. * Air Units - Air units can now move at 50% of available action points when located on a snow, rain and sandstorm tile. Some other notable changes that will be included are the following: - Rail Guns can no longer enter enemy held territory (Robert) - Entrenching units will now start with a two sided trench by default in the 'Entrench' dialog (Thomas) - Reduced the number of shore bombardments that the AI will engage in when the game is played under WWI mode - Added a full screen toggle option in the SETTINGS dialog (wolfpack) - Improved AI combat under the 'Quick Logic' option (habari, ludi) - Fortifications will no longer show a National Morale value in game (habari) - AI Battleships will no longer purposefully target subs (ludi) - ASW research benefits will no longer increase BB Sub attack values (ludi) - Artillery Weapons upgrades for Heavy Artillery and Rail Guns will no longer increase their Naval, Carrier and Sub attack values (wushuki) - Amphibious Transport costs now have a fixed cost of 100 MPP plus 25% of the unit MPP value - Unit morale calculations relative to National Morale have been changed to the following: - unit morale = unit morale * .95% - at 76 - 90% NM - unit morale = unit morale * .9% - at 40 - 75% NM - unit morale = unit morale * .85% - at 0 - 39% NM - Land units that have recently unloaded from a Transport will no longer be able to 'Entrench' (worg64) - Countries that surrender via an Armistice can no longer be - National Morale is now increased anytime an enemy naval unit is sunk at the value of the enemy naval unit in MPPs (worg64) - Damage evasion for naval units now set to 0% (Bill R.) Additionally there are quite a few fixes, AI improvements, as well as over 50 tweaks and adjustments to the main campaigns. All in all this will be a significant upgrade and improvement from the release version Hubert
  20. Thanks for posting this Airboy and yes the screenshot KB size here is very limiting as well
  21. Hi Lettowvorbeck, It is more or less implemented as suggested in this thread, i.e. two adjacent units can swap positions and if they do it ends their move: http://www.battlefront.com/community/showthread.php?t=95716 In the quick tests I've run on my end it helps out with very concentrated fronts in terms of moving units closer to the action that otherwise would not be able to eventually participate.
  22. Thanks for your patience and just a little bit longer as a few bugs cropped up and we wanted to include a few last minute new features like unit swapping
  23. Great stuff Airboy and thanks for posting this... with the upcoming patch I suspect you'll find the new features and AI improvements will only add to the experience. I'll pop over to the Wargamer to take a quick look over there as well
  24. Fair enough Boudi I didn't really know for sure and was just making educated guesses based on Martin's feedback... not sure why it doesn't work with Fraps then but the game does use DirectX so it should not be a problem. Have you tried toggling the Full Screen/Windowed mode to see if it helps? Hubert
  25. Hi Cantona66, For the 3D units the original file size is correct at 4081x2130 but for the military units the original size is 4081x1207 and these would then be reduced to 3074x901. If this is not the issue then perhaps your original sized bitmap was changed during your experiments and I would just try it again making sure the numbers are all correct as outlined above. Hope this helps, Hubert
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