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A couple of Suggestions

 
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A couple of Suggestions - 12/21/2016 11:21:25 AM   
JervisBay

 

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Hi, I love the previous versions of this game and the extra granularity and dynamic movement of the new version is even better.

I'll mention a couple of glitches you may already know about;

* I've once or twice seen the AI make carrier strikes in storms.
* I don't know how I've done it but once or twice by clicking I've had a doubled movement allocation for a naval unit, so that my sub could move 40 (?) hexes in one turn. A wild ride.
* The AI has made parachute landings into rain (with no losses!)
* The tech progression of the AI seems too fast - I've faced British Jet Fighters in late '42.

Also, if I dare, can I make a couple of suggestions?:

* I've never felt it was realistic to destroy a ground unit entirely by air power, though I've taken advantage of it often enough. Air attacks should be able to reduce morale, mobility and strength, yes, but in a declining proportion with each successive strike, so that the last one or two strength points should have to be destroyed by a ground attack.

* The naval warfare is so much improved now, but damaged units should take more time to repair. How about: You spend the MPP's up front, then if its a level 8 port or above you get two strength points added back per turn or if below 1 strength point per turn.

Thanks for all your work with a great game.
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RE: A couple of Suggestions - 12/21/2016 4:18:52 PM   
n0kn0k

 

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Joined: 6/23/2007
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quote:

* I don't know how I've done it but once or twice by clicking I've had a doubled movement allocation for a naval unit, so that my sub could move 40 (?) hexes in one turn. A wild ride.


It's called cruise mode. Look it up in the manual. Clicking on the unit one more time activates it and the hexes turn orange.

< Message edited by n0kn0k -- 12/21/2016 4:19:31 PM >

(in reply to JervisBay)
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