AllenK -> RE: 4 player E-mail: AAR (6/28/2016 9:14:37 PM)
|
quote:
ORIGINAL: Centuur What I'm more comfortable with, where the debug tool is concerned, is to give the Italians saved build points. That's a part of the debug tool which I've never seen causing problems, if you add those in the right phase of the game. The RTB phase of the Italian fleet just before the Italians end that phase (after the Axis have moved all ships back to port first) is the best one to add those build points. It might still be risky, but a lot less dangerous as compared with adding oil resources to the game or making changes between the force pools themselves. I've added build points before to games and never got stuck if I did this during the phase I've mentioned. Thing is also: if the CW takes the hex, the SYNTH should be removed from the production force pool it is currently in. If you are able to test this, this problem might probably be best solved this way. Looking at the historical description, it says if the hex is captured while the Synth Oil is in production it still arrives but damaged and must be repaired, so we can't get rid of it that way. Nice idea though. I suppose in a damaged state nobody gets the oil so it could just be left like this and an 8 BP boost to the Italians used to build the other Synth Oil. Then the only 'damage' is the late arrival and loss of 2 oil (I think) that it would have generated.
|
|
|
|