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Nupremal

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Everything posted by Nupremal

  1. I got it - sorry for posting all over. Someone still needs to update the script examples and such
  2. I still dont have an answer on AI scripts for minors - 1 - are they necessary for offensives? 2 - Can the parent use minor units for their own offensives? 3 - does the opposite also work? 4 - do purchase scripts for minors work? 5 - do purchase scripts for majors ever include purchases for minors?
  3. The escorts do work 2x but in that case i dont see any real point in 2 strike fighters other than for defense vs carriers and I dont think that is a big enough issue to make the change
  4. Yes my CVs are already 0 for both. I also increased most ground units to 2 carrier defense, so attacking ground units is possibly but pricy for carriers. I am still debating the 2x fighter strike because I am not having a clear idea of how the escort works. It doesnt always seem to work and I dont jknow why. Ah... maybe it is a bug? Hubert - remember how minors of inactive majors would not intercept? I think that same rule is causing the german fighters not to escort vs french fighters. That was the error I found as I was testing vs. the french fighter. - let me go test to see yep - bug - will report
  5. No I prefer the 2x strike for a variety of reasons. You don't want that many units clogging things up, for one, nor should their attacks be that strong either, which making them cheaper also does. I am going to also have the more standard fighters for minor nations because they are representing more mixed air forces (some fighters with some bombers included) so they are a bit better at ground stikes but have only one strike. Thenn again - it does not stop anything as long as you have escorts, so I am not sure if it helps. I wonder if you get 2 escorts if they have 2 strikes? Now I can't even get any escorts to work - do escorts not happen under some circumstances?
  6. hmmm - 2x strike fighters is an interesting idea. That would mean you really need full air superiority to get the bombers through. I like the idea - I am going to try it. I will also therefore reduce their strength vs. other targets (ground and naval attacks) so they are not as good at those types of attacks.
  7. Another note - no one seems to update the examples as the scripts change. They are missing things like date, destination resource, etc... I am assuming if I use a location of the minor I can get the purchase to be there using destination resource, but let me know if that is wrong please and instead I need a script for the minors?
  8. I am going to try making AI scripts again, so I have some questions on how the scripts work. Purchase Scripts: I recall mention that there is some change in that the script % for each unit is not read in sequence, or is that wrong? In other words, if you set up units to be purchased and the AI hits in several areas, how does it prioritize say building a corps vs. building a fighter if it has money for either but not both? Also - how do minors get purchased if they are available builds?
  9. he fixed it - I can get you the new version buty you have to play me - no ai yet
  10. Ok this is working very well now. I have done some testing and fixed some bugs. Until the repository is back up I can upload a copy to whomever wants it or wishes to play it with me further- just add me as a friend to windows live messenger (which every win machine has or you can get free from microsoft - just google it). Look for me as vypuero@netscape.net.
  11. What is strange is that when he is NOT on the forum he is a very reasonable and nice guy. I also think you guys are a bit too sensitive but that is your choice.
  12. I use a 50% system but 100% cost, so an upgrade to a Romanian unit adds .5 instead of 1
  13. I know you did well, but I certainly have beaten you before...
  14. don't think that adds much - seems fine the way it is
  15. 1 - I have Egypt as surrendered to UK. However, the UK cannot unload transports using these surrendered ports. 2 - In addition to the "bug" where the USA not being active prevented the UK from entering france - it ALSO prevented the French fighter from intercepting air attacks from Germany - I don't know why.
  16. 1 - I think you should always NOT play with undo, so I don't think this is necessary 2 - I don't agree, it is already too easy to spot naval units, making it moreso would be a mistake 3 - This shows you where subs sunk some of your ships - something I believe could be found out by anyone who had had their ships sunk
  17. I was about to send the BEF to France and found (this is in my mod) that the French ports are closed! In my mod, France is associated with the USA. Now the USA is not at war with Germany, but France is and so is the UK - and both are cooperative. Is this a bug? intentional? is it solved by just subbing France to UK - which I can do, but prefer not to
  18. Hubert did it! It works just the same as any other game now, so if you want to play BIG you CAN! That is nice news. While I wait for a human player I will try some hotseat solo to test it. Also you can find me on windows live and I can upload a copy direct to whomever wants it- look for me at my email address vypuero@netscape.net and invite me to be friend or whatever it is then I can upload it to you
  19. If he can do that we are back on - I still have not found anyone to test the game with - there are bound to be bugs and imbalances
  20. How can you create a free for all when the sides are set? I plan on historic w/what-ifs. If Hubert makes some changes I can do that later. I tested this - you can cut the size down - made the game very playable to me and not slow at all. The 1/3 size makes the difference. There is too much to handle for that large a game unless the whole coding gets re-optimized. Besides, it may have been a tad too large. It was very nice though. Not sure may have to wait some more before I am ready it is depressing to lose that much work.
  21. I think I have to start over. My new plan is a scenario smaller in scale, say 360x130 - to cover 1 degree per square from +70 to -60 latitude. That is 2.8x smaller than my current map.
  22. That is why I came to the conclusion AA units need to stay in the game - I noticed right away that tac bombers will get out of control as their tech levels go up - if you allow 5 AT upgrades they get too strong and there is no "counter-balance" i.e. since there is no increase in defense the new balancing rules dont work
  23. There is zero problem with the elicence dude - no idea why you would have a beef with it
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