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Hubert Cater

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Everything posted by Hubert Cater

  1. If the UK passes on DE 108 then the US will receive the territory of Fort de France as well as the Emile Bertain Cruiser.
  2. Thanks for the ideas Alaric and some stuff here to think about
  3. Not specifically since Serbia is a minor of the Russian parent and as a result Russia can decide to split funds as they desire, i.e. all to Serbia, all to Russia or some sort of split etc. Granted in the case of spending as much as possible towards Serbia there is only so much that can actually be spent on new units and even after that on repair so usually there will be funds left over for Russia to spend on itself either way.
  4. Not to worry Wolfpack, we are listening and improving quite a few items... I suspect that the first patch will resolve most if not all of these issues as my latest tests show significant improvements in the AI and especially the 'Quick Logic' setting
  5. Glad to hear you are enjoying the AAR as well and the update is that it will continue early next week as soon as a few other items get sorted out first on our end, thanks!
  6. If the Italian unit has gained control of a port, town or city then it would be in supply and would be able to reinforce, is this not the case?
  7. Hi Aesopo, This is just a message letting you know that there may be errors and all you have to do is click 'No' so that you will be taken to the EVENT scripts dialog. From there it will show you the events denoted with a '*' that need to be recompiled to ensure that the campaign is going to be saved with properly functioning events. If you click on the 'Update *' button it will recompile all the events marked with the '*'. Give it some time to do this as it may take up to 5 minutes on some machines and after that you will be able to save as expected. Hope this helps, Hubert
  8. Hi TaichungCanuck, If you click on the 'Maps' button on the right button pane and then go to 'War Maps' you can select the Belgian flag and click on the 'Declare War' button. Hope this helps, Hubert
  9. Hi Lettowvorbeck, I thought about this and the easiest way would be to simply modify the existing NATO symbol sprites included in the game. I've uploaded a modded file to the Battlefront repository and the instructions are included below: "This is a Nato symbol unit mod that has Nato symbols for land units but 3D sprites for naval units. Place modded files within the desired campaign subdirectories in the Bitmap folder so as to not overwrite the original files in the root Bitmap folder. Play with 3D units turned off to view this mod in game." Hope this does the trick for you Hubert
  10. In terms of which units may continue to fight after a surrender it would be the following: Belgians Dutch Montenegrins Romanians Serbians
  11. Hi Worg64, Thanks for this and I think I found the problem as it was related to a small change I made to the code for this release that ended up in a unit reorganization bug. Consider this fixed for the first patch. I will also make adjustments to the French line at Epinai and for the question on which countries will continue to fight once their capital is taken the answer is pretty much all of them *might*... it just depends on whether or not a surrender check has been passed. As Crispy mentioned, taking the capital might cause them to surrender right away but they may continue to fight for several more turns if enough defending units for that country are still on the game map. Page 44 of the manual describes this in more detail. Hubert
  12. Hi Johan, It would be 50% every turn until it is triggered. As for the rest, pretty much anything that changes the required conditions will result in you not being presented with the described DECISION event and subsequently not being able to receive the items/bonuses etc. based on the DECISION. While many of them are connected, there are pros and cons to each decision for both sides so that ideally it is all evened out, i.e. if the UK does not recognize Vichy France then those ships naturally would not be available to the Germans.
  13. Hi Johan, If Germany said no to 507, the British will be presented with 108 only when France has surrendered and when Vichy France is Axis but not yet mobilized. After that London has to be in British control and then you just have to wait for the #TRIGGER to kick in as DE 108 only has a 50% chance of firing off at the end of your turn. For DE 507 to be presented to the Germans, France must be surrendered and Vichy France needs to be Axis but not yet full mobilized. Paris also needs to be in German hands. Hopefully this helps and for an explanation of all the conditions for Decision events, this can be found in the Manual under Appendix B. Hubert
  14. Not exactly as there are some changes that do cross-over such as the 8 majors as well as the various game engine and AI improvements. Additionally the current Artillery setting is now the default for both the WWI or WWII engines and we've got Garrison units now as well. There are more like this but pretty much the WWII engine will be familiar to those that have played the previous SC releases.
  15. The simple answer is that at the moment, scouting, much like the trenches, are a WWI feature only and not part of the WWII engine. We might look into including it but the way it is now for example, since Carriers in WWI and WWII behave completely differently, their functions are not really compatible as they are using two different coding structures and not easily mixed together. Put another way we coded some things specifically for WWI for this release but kept the older code (behind the scenes) so that it would be easy enough to mod WWII by turning on the 'switch' in the Editor.
  16. Just to clarify, the User Manual was not shipped with the hard goods or the hard goods have yet to arrive?
  17. Great to hear Martin and thanks for looking into this for everyone, much appreciated
  18. Not 100% sure yet but I can say that scouting and trenches will be out.
  19. Regarding the AI leaving units at strength=1 alone I've tracked this down to pretty much being the 'Quick Logic' option. If you disable this then the AI will have a much more effective combat turn but at the cost of a longer turn length. In the meantime I will try and make some adjustments to the 'Quick Logic' routines so that this will improve for the first patch.
  20. Thanks gentlemen and all the credit here goes to Bill as he was definitely listening and made sure that the printed manual was the best it could be this time around
  21. Correct and I forgot about that part... I guess if the mod includes several build up turns then it would work but you are right the units would not be able to fight right away if using this method.
  22. Definitely not days and likely not weeks but not months either... hopefully that makes sense!
  23. As the games grew with added graphics we discovered there was an issue with video cards not handling them the way we expected. The 'Video Acceleration' option is really just a coding flag that tells video cards to handle the graphics in a different way but since it seemed to speed things up for most users we just labelled it 'Video Acceleration' externally. Since this was new at the time, we left it as an option since we weren't sure how it would play on all systems, but you are right that for our latest release, i.e. the WWI release, this is just the default with the option no longer shown in the SETTINGS dialog.
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