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Hubert Cater

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Everything posted by Hubert Cater

  1. Actually now that I have reread this question I think gundolf may have also been referring to how the map was previously split, i.e. now that the split no longer divides the USSR but rather the US, the Axis and Allied strategies, movements and defensive planning will be much more flexible and *ideally* hypothetical (as suggested above) in nature
  2. Absolutely, in fact Japan and Germany can both Declare War on the USSR independently and at any time Hubert
  3. Thanks for all the interest and I can confirm that the main campaigns will be global in nature only but we should have some more info on the final campaigns hopefully soon enough Hubert
  4. Generally the same but there are a few new sprites such as the Soviet rocket trucks etc.
  5. Hi Mikerolf1, Welcome aboard and while things are progressing nicely we still can't announce a firm date just yet as not all critical items are in place. I realize this is not much help in answering your question specifically, but hopefully it will all be ready soon enough Hubert
  6. Great to hear pcpilot and be sure to take a look at the expansions as well such as Weapons and Warfare and Patton Drives East as there is a lot of great content there too. If the Pacific Theater interests you we also offer a Pacific version of the game to boot
  7. Ludi, can you send me the saved turn where this is a repeatable crash, I'd like to take a look, thanks! Send to support@furysoftware.com Hubert
  8. Snowstorm, Gladly this was only an issue with the Blitzkrieg Editor and was fixed starting with Weapons and Warfare. Needless to say this is no longer a problem and won't be an issue with the latest release, i.e. Global Conflict, either Hubert
  9. Great idea for a mod Cantona66 and thanks for sharing
  10. Great stuff Amadeus and let us know who the eventual winners will be
  11. I would suggest trying out the Demo and if it works then so too will the game as it is essentially an identical code base with only a few features limited and/or stripped: Here is the link for the demo and let us know if it works! http://www.battlefront.com/index.php?option=com_content&task=view&id=1311&Itemid=318
  12. Should be fine, actually that is almost the same system I am running and in one of my most recent tests I had the AI running some turns in 1944 at under 5 minutes with turns in 1940 running at around 2-3 minutes... so hopefully that gives you an idea of just how fast it is playing now with all the recent improvements
  13. Yes there are a build limit changes as well as combat target changes that needed to be made to not only address the larger map size but also the adjusted scale. In terms of speed, naturally the more units and the larger the map things will slow down a bit, but the good news is that I've worked out quite a few AI optimizations over the last few weeks that now has the AI running at about double the speed of previous releases. It's actually quite fast now relatively speaking I've also incorporated a new 'Quick AI Animation' option that greatly increases the playback of the AI turn. The nice thing is that you still get all the important information, i.e. popups, combat, movement etc., but animation is considerably faster for those that don't need to see the AI play out its turn in tremendously fine detail. Hubert
  14. I believe my response quoted above was regarding another issue... but to answer your question specifically, if in one of the campaign setups Germany and the UK are not at war, then it certainly would be a major factor much as it was in the Storm of Steel campaign released for Patton Drives East.
  15. Yes this file can be edited and found in the 'Bitmaps' folder, it is called 'national_tile_sprites.bmp. Note, this is a bit tricky to change and likely requires a photo editing program that can change a range of colours as each national tile is a shade of colours, i.e. China is made up of a range of blue pixels etc.
  16. Yes that is a typo, it should read F6
  17. Everything from previous releases is included except for Artillery, Anti-Tank and Anti-Air with the only exception for the USSR in that it has Katyusha Rocket Trucks that act as Artillery units.
  18. K Man, I see that they are shown in the 'Purchase Unit' screen shot but this is only because even if they are greyed out, they are still listed as mods may still allow them. Also, one thing I mentioned in Pacific thread and forgot to mention with the latest new features is that non belligerent naval units can also now pass through each other under Fog of War, i.e. you will not know if you passed through a hidden non belligerent unless you end your move right next to them. Essentially the same logic that is used for Subs etc.
  19. Those are still included and as usual we'll have more info on the entire campaigns in due course
  20. Just a quick response and I can confirm that Anti-Tank and Anti-Air are not included in the main Global maps either.
  21. Seamonkey, Thanks for your feedback as well as it gives us a few options to think about as well. Hubert
  22. Wushuki, Thanks for your feedback and questions and I would say that the artillery issue has never really come up as 'artillery' is not currently included in the Global campaign maps. This is just a design decision due to the scale and an attempt to avoid some unnecessary clutter. But of course these units are still available if you should decide to mod them in. That being said, I think with any change there will be some unintended side effects and we'll do our best to sort them out, but at the same time some of the side effects may still be considered reasonable and might be Ok to leave as is. For example, while it is true that some upgraded units wrt SD will essentially render Artillery to perpetual Level-0, it may not be entirely unrealistic but at the same time one of the effects of Artillery remains the same which is the decrease in morale of the defender, i.e. the damages may be blunted but they will still lose morale etc. The other option is to of course exclude the new algorithm for special units such as Artillery and Rockets where the defender does not fire back. For subs, one option would be to increase the ND of subs for each research level applied and that is something we can look into with our current testing.
  23. I should add that it works really well in terms of building up well experienced units and hanging on to them if you play your units just right. For example, in some of my tests with higher level tanks such as Level-5 versus Level-5, instead of seeing losses of 9 points now it is down to 3 each. Of course knocking out 'Green' units with a Level-5 Tank is still the norm
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