Jump to content

Boron

Members
  • Posts

    32
  • Joined

  • Last visited

    Never

Everything posted by Boron

  1. So the Kalypso patch will not work with my version of SC 2? That would be most annoying. Or will the Kalypso 1.08 german patch also work with the German SC 2 version from Most Wanted Games which are now bankrupt afaik?
  2. The new patch looks awesome. Unfortunately i have the german retail version from most wanted games. Is 1.08 for this version out too? If not when will it probably be released? Thanks in advance, patience is just not my strength
  3. Win98 compability mode didn't help neither unfortunately. OT: Thank you very much Hubert. I really appreciate how you care for your games and your customers .
  4. Tried the Cataclyst 7.1 drivers now too, still pink. I have an old Radeon 9800 card and Windows XP home.
  5. Thanks n0kn0k. Unfortunately it didn't help much, now i get this error message after installing the suggested directx dl + the new ati drivers: "[02/24/2007 3:53:59; 5.1.2600; 1024x768x16(0); v1.06] DIRECTX FAILED(draw_sprite_array): dderr_surfacelost" And apologies, i didn't notice that there is a tech support forum for SC 1+2, i totally overlooked it.
  6. Thanks n0kn0k. Unfortunately it didn't help much, now i get this error message after installing the suggested directx dl + the new ati drivers: "[02/24/2007 3:53:59; 5.1.2600; 1024x768x16(0); v1.06] DIRECTX FAILED(draw_sprite_array): dderr_surfacelost" And apologies, i didn't notice that there is a tech support forum for SC 1+2, i totally overlooked it.
  7. I bought the german retail Strategic Command 2 version from mostwantedgames. The german 1.06 Patch seems buggy, my whole SC gets pink with it Here an example: Since the english patch is about 10 mb larger where there maybe forgotten some graphic files? Or is this a driver problem on my side?
  8. I bought the german retail Strategic Command 2 version from mostwantedgames. The german 1.06 Patch seems buggy, my whole SC gets pink with it Here an example: Since the english patch is about 10 mb larger where there maybe forgotten some graphic files? Or is this a driver problem on my side?
  9. Oh it is from Slitherine. I have their old game Chariots of War. Seems they try a new concept, i just checked their homepage and it seems they did not yet release Legion 2 and i wonder if they release it at all. Maybe they decided to use a different game concept. Because afaik Spartan and Troy were still almost like chariots of war and legion 1 and my guess would be that they intended to be legion 2 like that too. I never liked their build model though, it was like civilization but worse. Since RTW and the addon Barbarian Invasion got released in the time period when they wanted to release Legion 2 i think they maybe thought that Legion 2 will find almost no customers. It would most likely basically have been like RTW but with not as good looking tactical combat which you probably can't influence much neither. But since all their old games had the same pattern from Legion 1 to Spartan i suspect they can build a good WW 2 game. Their other game, the Fantasy Warriors game, could be quite nice, but with their WW 2 game i am really sceptic. Doesn't fit for Slitherine.
  10. Yeah i had this bug too. Seems to only occur with HQs and to work fine with other units like corps or tanks.
  11. It would also help a lot for total conversion mods i think. Then someone could for example maybe make a battletech or star wars mod. I did not mention it yet, the ability to add new units is missing too i think. Or is this already possible? This way someone could e.g. maybe diversify ships more, then you have cruisers, carriers, submarines, destroyers, battleships, and light and heavy cruisers. Or you could split the luftwaffe into 5 units instead of 2: Marine Bombers, Stukas, Tactical Bombers, Strategic Bombers and Fighters. The possibilities would be unlimited . The SC 2 engine is imho really good because it is so abstract but still has lots of possibilities. I would love to play Mods in a few years that have a totally different conflict/universe. Currently it seems slightly limited, anything from WW1 till Future seems easily possible, but making e.g. a mod that plays in the time of the roman empire or barbarian invasion or in the middle ages seems a bit too complicated.
  12. And OT 3 requests for a future patch: Request 1: Allow the game to run in window mode. This way while your enemy does his turn you can read in a forum, play another game etc. . Currently you can Alt+Tab but i have noticed that if i do not Alt+Tab back before my opponent submits his turn the game gives a retrival error then and needs to be rehosted. Request 2: Enable a Chatlog . Request 3: Could the Western Allies transport be eventually made less MM-Intensive? That you can deploy US and GB troops everywhere when they are built, but if you deploy them e.g. in France you just pay 10% of their value in MPP as deployment costs. Because currently especially if you play with a mod that adjusts the US MPP the transport of reinforcements to GB/France etc. is a bit dull and mm intensive and thus imho unnessecary. This new feature could be added as an option so that ppl who hate MM like me could enable it where MM fanatics could turn it off . But imagine playing with larger Map and modded MPP, if the US gets e.g. 1000 MPP per turn, then you would have to move around hundreds of armies. In such a case i think you would "waste" 10-20% of your gaming time with this dull task.
  13. First let me state that the editor is already great . There are some things that could be improved though. Issue 1: Annoying Micromanagement when doing changes to costs/combat values etc. for an unit for all countries. Very often you want to modify units for all countries or at least 90% of the countries at once, like e.g. giving all Armies +1 soft defence. Currently you have to do this exactly 20-30 times for all 20-30 countries. Suggestion: Allow to select mutliple countries at once through shift or ctrl + leftclick. This way you can then easily select all countries or all minors to do changes. Issue 2: Research editing. I would love if you could also edit the tech effects. This way i could make a mod where each country gets specific tech advances and thus specific units. So i could for example give germany Lvl 6 tanks that get +3 to soft/hard attack/defence but also -2 movement and +50% additional costs. These tanks would represent then e.g. Mauspanzer . Currently you can only increase/decrease the combat values for the Lvl 0 unit. But my suggested system would be more flexible . Then you could e.g. give the german lvl 0-2 tanks -1 to some values and the russian ones +1-2 to some values to represent the difficulties the germans had early with the russian t-34 and kv-1 models. With later techs then the german tanks get stronger though (and also more expensive and less mobile). Subissue: If this is too much work i would understand . But then please at least increase the maximum IT production increase adjustment. This way i could e.g. set initial US Industry Modifier to 25% but give them +150% per IT tech level. This would model their gearing up better or could at least lead to some nice scenarios . According to a chart in the "Kriegstagebuch des OKW" the usa spent in 1940 1,5 Billion $ in prices of 1944 for armament , in 1941 4,5 Billion $ and in 1943 37,5 Billion $. Especially for a World Scenario with Japan increasing the maximum amount of extra MPP per IT level would be cool, then you could easily mod this . Issue 3: When editing placed units allow to edit unit properties when you have selected multiple units. Atm you can select multiple units but then you cannot edit their properties anymore. If you could select all 10 or 20 corps you placed at once e.g. and with 1 click upgrade them / edit their entrenchment this would save a lot of work compared to selecting them one after the other as you have to do now. Also adding 2 buttons there, 1 named max entrenchment and the other one max upgrades would help a lot. Then you would select just 20 or 30 units, click on properties and then on max entrenchment and the editor entrenches them all to the maximum possible entrenchment level. Issue 4: Allow placing units beyond the maximum build level. In some cases you could want to give e.g. germany at the beginning of the scenario 40 corps but still leave their number of corps to build at hard build limit at 20.
  14. Thank you for your reply Hubert . Looking forward to the 1.1 patch, then i can hopefully give the Usa massive IC Boni and enjoy massive D-Days and the like vs. my third reich .
  15. What exactly does the </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">#TYPE= With all other factors satisfied will this be a (values range [0, 2]): ; A) Single check regardless if trigger is satisfied= 0 ; Multiple check until trigger is satisfied= 1 ; C) Reoccuring check until end of game= 2 </pre>
  16. Basically the old War in Russia has been such a game already. And Soldiers of Empires 2 might have it too. http://www.igorlab.com/ I prefer the system of SC 2 though, WiR and SoE are too much MM. SC 2 has a good balance between MM and (abstract) realism. Finally there is Hoi 2 where you can at least attach brigades to divisions and where you can stack multiple divisions too. But at least for me SC 2 is superior to Hoi 2 because Hoi 2 has a really lousy AI, sometimes quite annoying MM and it seems to need a lot of resources, so once the war starts the game crawls. This is bad because during reinforcement periods or the winter you can't do much so you are basically forced to play 2-3 hours for 1 winter virtually doing nothing.
  17. I tend to think that corps are better too. Advantage 1, as already mentioned: +1 Movement 2 Corps for the cost of one army and they are quicker, so you can try to swarm your enemy and flank and encircle him. The 3 Movement (4 with Motorization 1) makes also river crossing much easier. Advantage 2: 2 Corps instead of 1 Army, so vs. some enemies 1 Corps will survive where the Army would have been dead. It seems that upgraded Tanks do about 6-8 Damage to a Corps or an Army, there is no or little difference. Similiar it seems with Airforce. I think just lowering the cost for an Army to 160 MPP or so would do the trick though.
  18. My icq is 311-104-655 I have Gerry as nickname there . Also i am very often in the IRC Dominions channel, probably more often than in ICQ. irc.gamesurge.net port 6667 channel #dominions My nickname there is Boron.
  19. Unfortunately i don't know how to set up a bot though . But hopefully someone of the fellow SC 2 players can do that . Temporarily i suggest that we just use the Dominions Channel at Gamesurge. IRC irc.gamesurge.net port 6667 channel #dominions It is basically the channel for Dominions 2 but with Dom 3 near it has recently mutated into the meeting channel for the former Dominion 2 players to play other games like Wesnoth . I can be found there very often till we get an "official" SC 2 channel
  20. Is there an IRC channel for SC 2? If not let's make a permanent one . Then players who want to discuss the game or want to play could just go to the IRC channel and starting games would be easy and you don't have to add a ton of users to your IM Programs like ICQ . So if there is already a permanent SC IRC channel can you tell me the server please? If not what would you think about making one?
  21. Getting Brest should not be that difficult for the AI imho. Normally the western allies have naval and air supremacy. So they can bomb brest free. At least in the 1944 scenario it works well. And because of the really great editor in 10 minutes you can adjust the 39 Campaign to your skill level and give the Usa enough Boni to balance it .
  22. I was playing the Overlord scenario and enjoyed it a lot . When time ran out the fog of war was disabled. Seems there is much more to fix with the D-Day routines though: The AI needs also to learn to constantly reinforce France and Italy. In 1947 i was "winning" because the russian front was collapsing for Stalin and in Italy i achieved a breakthrough too. Only France i couldn't completely liberate because of the too strong allied Air force. If the Allies would have constantly shipped their new Divisions to France though i would have lost . Has anyone looked already into the reinforcement scripts after D-Day? Seems as if they need to be fixed for both Western Allies.
  23. Yeah i think you are right TaoJah . Or at least there is a 2nd amphib attack script right beyond the one i posted. Well i will play allies then till the patch comes out .
  24. </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ALLIED SCRIPTS - Build Up Amphibious (USA) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; USA prepares to attack France: { #NAME= USA Build Up Amphibious - Brest (D-Day) #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 3 #TRIGGER= 100 #LEVEL= 0 #PLAN_ID= 2 #SIZE= 4 #LENGTH= 1 ; Brest #GOAL_POSITION= 59,18 #DATE= 1943/01/01 #STEAL= 0 ; Set friendly positions: ; 1st Line - Manchester #FRIENDLY_POSITION= 61,13 ; Set variable conditions: ; 1st Line - USA politically aligned with Allies and not surrendered #VARIABLE_CONDITION= 3 [2] [100] [0] ; Set tactical conditions: ; 1st Line - Washington D.C. not tactically threatened (dummy condition) #TACTICAL_CONDITION= 2,23 [3] ; Set activate position: ; 1st Line - 20 Allied units in England #ACTIVATE_POSITION= 64,15 [7,7] [20,20] [2] ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] } </pre>
×
×
  • Create New...