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Hubert Cater

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Everything posted by Hubert Cater

  1. From what I've researched Canberra is the city in Australia most likely to ever receive snow, granted not as much as what you would see in the Northern Hemisphere, but the surrounding area and especially the higher elevations get quite a bit of snow and some good skiing too Here are a few links to snow in the Australian South East: http://en.wikipedia.org/wiki/Skiing_in_Australia http://www.selwynsnow.com.au/templates/sel/page/page_html_standard.php?secID=68 Based on this I don't think David was far off at all in setting the weather zones for this area. Hubert
  2. Borsook, Can you send me an email at support@furysoftware.com as I have something for you to test that might resolve the issue for you Thanks, Hubert
  3. 1. Likely a placement bug for the fighter aircraft, can you send me a turn from before the AI placed the fighter on the Canadian side of the border so I can take a look? 2. I think this is simply a misunderstanding as the current implementation for rough seas is that it only randomly affects the current side at the end of the turn and not both sides.
  4. Thanks, this has now been fixed for the first patch. Hubert
  5. Yes, v1.00 games will unfortunately not be compatible with the v1.01 patch. Hubert
  6. Hi Aesopo, I think this early surrender for the UK was a glitch for the Alliance of Evil campaign but since we are close to wrapping the first patch up can you tell me which campaign this was for just to confirm? Hubert
  7. Can you send me a turn right before the surrender of Yugoslavia as well as your SURRENDER_1 script so I could take a look? Hubert
  8. Hi Robby1, The USSR/China DoW issue is fixed for the first patch and for the US naval units in Japanese ports this is the correct behaviour as Japan is not set as a cooperative ally so the US units do not receive any supply there and as a result their readiness will not go up. For Japan at Midway I believe this was by design as their main strike force is at optimal strength while their supporting units may not necessarily be the same. This is a bit of a balance reflecting priority on the main battle group and a balance for the campaign as a whole sort of thing.
  9. The basic rules for port control are as follows: - If a land unit is adjacent to a friendly port, or a naval within it, it will retain control of that port even if enemy land units are adjacent to that port as well - If there are no friendly land units adjacent or no naval units within a port and the adjacent city is now enemy controlled then the adjacent city will cause the port to switch sides. For example Axis land in Crete and capture Heraklion but the adjacent port is still held by a UK naval unit. Once the UK naval unit leaves the port the port will switch to Axis control due to the Axis holding Heraklion. If you find a situation that does not fall into one of these two rules then please send me a set of turns and a description of the unusual behaviour and/or the expected behaviour and I will be glad to take a look. Send to support@furysoftware.com Thanks, Hubert
  10. Thanks Gronq and I've made a few adjustments for the patch.
  11. Perhaps but there is a long history with those that have been recently banned and years of warnings and various forms of accommodations but some just don't get the message and in other words the final decision was not made on the recent behavior alone. That being said, when you also mention that the behavior seems to only occur on this forum, then I think it is safe to say we made the right decision because that simply shows a complete lack of respect. Those who behave like this repeatedly, no matter how often I ask them to tone it down, can simply go else where and are no longer welcome. Simple as that.
  12. There was actually a problem with the events themselves that I've adjusted by adding in some more flexibility to the LOOP scripts which now has everything working as expected.
  13. Hi Warrenpeace, 1) We implemented a rule where a unit could not otherwise move forward would be able to move at least 1 action point regardless of terrain penalties but I can confirm that this has been changed for the v1.01 patch as the internal rules on when this will happen are admittedly very confusing to the player, i.e. it doesn't seem to follow any reasonable pattern. The new rule going forward is that this special consideration for a minimum of 1 AP will only apply if the unit is literally stuck, i.e. cannot otherwise move at all, friendly units that can move out of the way will as a result not trigger the minimum 1 AP consideration 2) Is likely linked to 1) as I described although Special Forces do have an additional AP point over normal armies. 3) It can reduce your total AP points for the unit for the turn, there is a pretty good section in the Manual that covers all the possibilities under Unit Supply Hope this helps, Hubert
  14. Sorry about that and I can confirm that we've fixed this section in the Manual for the v1.01 patch.
  15. That is just telling me which routine the crash occurs, can you send me your mod file as well as the saved turn where this is repeatable? Any instructions on how to repeat it will help as well. Thanks, Hubert
  16. Can you try running the game in an alternate windowed mode, i.e. if you are running in full screen try playing in windowed mode or vice versa. These settings can be accessed in the SETTINGS dialog and might do the trick as there was another report of a similar issue. In the meantime I'll see what I can do as this appears to be Win7 specific which makes it very difficult to track down.
  17. I actually like the suggestions and something like this has been on my list for quite some time, I always seem to run out of time as there is so much to be done for each game but I think we'll see something like this down the road one way or another.
  18. Unfortunately the way the formulas work this is the easiest solution as the morale values decrease each turn and having a reasonable cap seems to work out well in the tests so far.
  19. Hi Chargin Smith and welcome aboard Very glad to hear you are enjoying the games and as I always say, please do not hesitate to spread the word. Happy gaming, Hubert
  20. John, Battlefront has a new system in place for the forums that allow us to flag posts and assign and award infraction points and/or warnings. Once you reach 5 points it is an automatic ban... so for both Kuniworth and Rambo it was not just a single post that got them banned but rather a series of posts and infractions. What I see on my end, which I don't think is available outside of administrators, is a series of red cards for each post that garnered an infraction and if you look at the history of their recent posts it is probably not too hard to guess which ones received infractions. These can range from spamming, trolling, axe grinding, insulting other members, provocations and so on. Both of these members have been repeatedly warned in the past and while some threads may devolve into acceptable tongue and cheek or a few off topic discussions there is always some context from where this begins. In this case, regarding Kuniworth, spamming almost every other thread without any context other than to amuse himself about who is not into necrophilia and/or who is not a Nazi I simply don't have the time for as these are forums for people who have paid for and play the game. It is also for potential customers who may be interested in the game and not some juvenile playground for posters that can have their fun elsewhere. Hope this helps, Hubert
  21. Hi Lefty, Welcome to SC and I hope you enjoy the games For detaching a unit from an HQ you of course first need to make sure it is attached to one which can be seen by the green highlight when you click on the HQs in the area, and after that the HQ in question needs to be in either 'Manual' mode or 'Auto-Assist'. This can be set by right clicking on the HQ and then changing it to the desired mode under 'Set Mode' Hope this helps, Hubert
  22. Unfortunately not at the moment but what I can do then is simply change it to 150% for now, i.e. if 200% is likely to be still too high, and look to make this editable in the future.
  23. Hey Geofighter, Very glad to hear you are enjoying the game and nice to see the Editor has been a nice tool for you as well Unfortunately you are correct, once a game is in play any campaign changes do not go into effect and for modding a save, this is also not possible and mostly due to maintain multiplayer integrity etc. Hubert
  24. I can confirm that this has been changed and capped at 200% which quickly goes down after a few turns.
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