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Scenario 13 japs....

 
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Scenario 13 japs.... - 11/4/2005 11:26:04 PM   
Bushmaster

 

Posts: 54
Joined: 8/31/2003
Status: offline
There are some wierd things in this scenario like "Home Base Force" planes on Wake island and such, but wtf is with all bases south of Truk?? All the bases are attached to 17th Army. I remember in scen 15 these would all be SE fleet.

Will them being attached to "17th army" have any effect on supplies, R&R, replacments etc for units attached to SE Fleet? Or do I need to change them?

I just noticed something else: There's NOT EVEN A 17th ARMY HQ!!

< Message edited by Bushmaster -- 11/4/2005 11:28:06 PM >
Post #: 1
RE: Scenario 13 japs.... - 11/6/2005 1:13:14 AM   
Bushmaster

 

Posts: 54
Joined: 8/31/2003
Status: offline
whoever designed this scenario 13 is either a moron or just did'nt give a sh!t. This scenario is slopply thrown together and is a disgrace. It's like it was intentionaly designed to force the player to take 5-10 more hours just to move the pieces.

A 5 year old retarded child could have set this scenario up better. This must be a joke.

(in reply to Bushmaster)
Post #: 2
RE: Scenario 13 japs.... - 11/9/2005 3:08:32 AM   
Bushmaster

 

Posts: 54
Joined: 8/31/2003
Status: offline
Having calmed down after spending 2 days on turn one and 2 weeks of game time to finally get things organized, it occured to me there's a reason behind the retardedness. Things like planes attached to other areas like "Home Defense" must be there for the AI, so it won't move them or something.

But after looking over the deployment of everything it occured to me that maybe the AI would be more challenging if THINGS WERE SET UP BETTER!! for it. Just a thought. I mean it's not like it could get any worse.

I could redeploy the forces in the scenario editor i guess but who the hell, except the designers, knows how the AI even works. More thought should have been put into single player.

END Bushmasters Venting Thread.

(in reply to Bushmaster)
Post #: 3
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