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Hubert Cater

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Everything posted by Hubert Cater

  1. If as Germany you can control Leningrad and a clear path to Berlin exists from there to Scandinavia it should boost the supply, is this not the case?
  2. Just trying to catch up here and no problem at all SeaMonkey, out in the open is good as I agree others can share their ideas as well. Regarding the different layers, there are two real issues, one is the amount of data layers and the other is the amount of graphics that need to be drawn per layer. Unfortunately putting the data all into one layer doesn't help that much in terms of speed as there is still a lot to process... really, and if we are talking about the AI, it is just the amount of data and the number of processes such as calculting supply, best attack poisition, running through multiple attack possibilities looking for the best one etc., that slows the AI down, as otherwise the search times for the data is pretty quick. The biggest issues is the increase in map sizes that slow the AI down because even let's say doubling a map size from 256x64 to 512x128 doesn't double the data, rather it quadruples it!
  3. I'm always serious To clarify though, I unfortunately don't make enough on these games to promise anything concretely, but if all goes well in the next little while then I would likely embark on a project that will hopefully make a lot of people happy Essentially the desire is there but time and money are always an issue. If in the meantime you've got something to give me to think about now is as good a time as any. Reason being that since development cycles can take quite a while, now is really the time to be pointed in the right direction. Definitely feel free to start a new thread or send me an email in private and we can discuss your ideas/suggestions further. Thanks, Hubert
  4. Purple Dreamer, do you by any chance have some saved turns with the situations described above as it would help me to implement any necessary adjustments. Thanks, Hubert P.S. Send to support@furysoftware.com
  5. SeaMonkey, I'm intrigued as I am always considering improvements to the game Care to expand a bit as I am not sure what specifically you are referring to here in terms of the shortcomings. Thanks, Hubert
  6. No problem Barry and glad to hear it is all cleared up now
  7. IIRC in WaW if an HQ was in range of a 10 supply resource then it would maintain maximum supply, i.e. 10, but I believe this was changed in later releases to the current system found in the Global Manual as it was a bit too inconsistent. For example, along the border areas with the USSR, German HQs could maintain full supply and then it would suddenly drop as soon as it was more than 10 tiles away from a 10 strength city. For the linking, the way it works, and this was the same as far as I can tell in WaW, is that if an HQ is calculated to have a low supply giving value, as determined by the table on page 33 then it can be boosted by a nearby HQ that has better supply. For example (looking at 1939 World At War), let's say Germany controls much of the USSR (but not Kuybyshev) and is about to make a push onto Sverdlovsk from Gorki which has a supply of 5. If a German HQ is located 117,10 it is more than 5 supply tiles from Gorki and therefore considered out of normal supply. In this case the HQ would have a supply value of 5. Now let's say we place a second HQ at tile 116,10 this HQ would have a supply value of 8 because it is within 5 tiles of Gorki. The HQ at 117,10 would still originally be calculated to be out of supply at it is more than 5 supply tiles of Gorki, i.e. it would have its maximum supply calculated to be 5, BUT since the neighbouring HQ at 116,10 would give any adjacent unit at tile 117,10 a supply value of 7, the HQ at tile 117,10 now will also have a supply value of 7. Hopefully this makes sense, Hubert
  8. Just quoting Bill here as he posted a similar response in the Beta thread recently, this would happen if the enemy air is in range of your carrier, and represents its ability to target the carrier too (e.g. by following aircraft returning to the carrier, and bombing and strafing it themselves).
  9. There is a script called FREE UNITS that handles this for any of the specified countries for when they surrender. Some are random at let's say a 20% chance that units will become FREE if they make it to alternative friendly territory before the nation surrenders while others are set at 100% for units like the British Indian Navy so they can continue to fight for the UK once India surrenders. If you open the Editor and take a look at this script for the particular campaign you'll get a better idea on how it works and to which nations it applies. Hope this helps, Hubert
  10. What I've ended up doing is using the code that I have to handle pockets of controlled territory that now get swallowed up by the majority controller of an area. For example this was introduced I believe for the WaW release and it handled cleaning up the map when there were no units or resources that could exert control over abandoned areas of the map. In these cases, i.e. lets say there was a pocket of German territory deep in the USSR that no longer had any units or controlled resources associated with the pocket of territory, then the routine would have the USSR swallow it up if USSR territory surrounded the pocket. For the territory issues Wushuki discovered this routine would also be applied but albeit a modified one. In this case, the territory of the surrendered country itself would still be handled the same but territory outside of the surrendered country, i.e. the tiles that Romania controlled in the USSR including the cities such as Odessa and Kiev would now fall under German control as they are the major power controlling that area. Under the tests I've run it is working as expected now and in fact very seamlessly that you would not even realize that there was a previous issue. This will be a part of the next patch. Hubert
  11. Thanks for the files and the detailed information, much appreciated. I have a few ideas for adjustments and will update this thread shortly. Hubert
  12. Thanks, consider it fixed for the next release
  13. Do you happen to have a saved turn before this happened so I can take a look? As a general rule Carriers always have a slight chance of taking ship damage during aerial combat but if the intercepting Carrier was out of range then I can see that this would not be right. If you have a saved turn I can look into this a bit more and see what the issue might be, thanks! Hubert
  14. I tried to repeat this with a simple test and it did not result in what you described above, rather no transfer of control occured in Odessa and Kiev once Romania surrendered and the Romanian troops were removed. Perhaps these were partisans that occupied your cities once Romania surrendered?
  15. Do you have the saves for this so I could take a look?
  16. Glad you like the campaign and from what I remember the Axis minors do not join as they would in previous campaigns. This has mostly to do with the new political reality and of course to improve balance. Hope this helps, Hubert
  17. Just to quickly answer the question on what the future might hold, we hope to do much more with the SC engine but no promises just yet on what that might be Hubert
  18. 1. This is by design when the UK transfers its government to Canada 2. Looking at the v1.02 scripts it looks correct but let me know if this still happens under the latest release. 3. Was this a Free French Battleship? 5. Ok I think I found the problem and made an adjustment. Thanks
  19. Can you send a saved turn with this to support@furysoftware.com so I could take a look. I only ask as it could be a bug or perhaps a misunderstanding of the rules, this way I can confirm one way or the other. Thanks, Hubert
  20. Another issue here that I've recently resolved, thanks for the report.
  21. The only catch is I need the turn before the AI makes its move so I can see exactly why it makes the error move. If you run your games with F1-DEBUGSAVE enabled it will save every turn as you play.
  22. Hi Hendriks65, do you happen to have the saved turn for right before the AI placed the unit in the Italian city, i.e. the AI turn for this? Looks like it might be an error we missed as we did correct one issue for the v1.02 patch.
  23. I've had some trouble reproducing this and I sent you a private email so we can discuss it further.
  24. Thanks John and SeaMonkey and I'll take another look at this because as time passes sometimes the older issues may no longer be problems due to some code changes or even in many cases from my end, a fresh crack/perspective at solving the original problems.
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