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RE: WaW Revised Version R Available

 
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RE: WaW Revised Version R Available - 1/28/2010 11:54:33 PM   
explorer2

 

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rjh1971-
Now that's the darnest thing I've ever seen, and I've had people send me a lot of surprising stuff!
Hijacked supply!!! (Your opponent must have found some deep dark secret backdoor code or something!

It would help me seeing if I can figure out what's happening if you would be able to send me a saved game file, with the passwords for the players.
Take care and sorry for the glitch/bug/ or what ever it is.

(in reply to rjh1971)
Post #: 91
RE: WaW Revised Version R Available - 1/29/2010 9:51:28 PM   
rjh1971


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Hi Explorer it's more striking viewing it than in reality, I should have told that I was able to change Sevastopol's HQ production destination and deny the germans the output from that city. I need your email, please send me a pm with it and I will gladly send you the save with the pwd.

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Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI

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Post #: 92
RE: WaW Revised Version R Available - 1/30/2010 1:41:00 PM   
explorer2

 

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rjh1971-
Thanks for letting me look at the file.
Mystery solved I think.
You have Sebastapol because on your turn a partisan revolt appeared in Sebastapol.
Last turn, it was under GE control, and thus its HQ was GE. Since it just this moment came under your control, until you change its HQ it will show its former HQ, though its production will not go there.
You can now change its HQ to wherever you like freely.
Sweet to get a free city!! He probably didn't keep an adequate garrison.

(in reply to rjh1971)
Post #: 93
RE: WaW Revised Version R Available - 2/25/2010 7:16:30 AM   
LazyBoy

 

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Hi
I ran into a problem when playing the Major Chinese offensive card.

All the Japanese forces Canton, Shautou and Wenzhou cannot move.

They all have 100% supply, plenty of AP's but the move button was Greyed out.

I found that if I transfered 1 sub unit out of the unit it could then move.

Is this a bug or have I missed something.

It appears to only effect units in the single hex enclaves.

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Post #: 94
RE: WaW Revised Version R Available - 2/25/2010 2:49:28 PM   
explorer2

 

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Thanks for the find LazyBoy-

I'll look into it.

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Post #: 95
RE: WaW Revised Version R Available - 2/25/2010 9:58:28 PM   
rjh1971


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Hi Explorer, I would suggest you would add a cost for creating new units, the reason I say this is that empty units can be created without any cost for the sole purpose of obstructing the enemy advance and making the enemy waste AP in attacking them.
I have used this strategy in a pbem and now my opponent is ding the same, kind of gamey imho.

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Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI

(in reply to explorer2)
Post #: 96
RE: WaW Revised Version R Available - 2/26/2010 12:01:32 AM   
Barthheart


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From: Nepean, Ontario
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If you both think it's gamey then don't do it...

Just kidding... but I don't think it should cost anything to make units other than HQ's.

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(in reply to rjh1971)
Post #: 97
RE: WaW Revised Version R Available - 2/26/2010 12:21:24 AM   
explorer2

 

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Changing something like that has huge effects throughout the whole game - research tree, supply needs, tactics.
I still believe that with a game of this size scale and time scale 0 pp for unit formation is the best way to model strategy and tactics at this level, though I fully recognize by creating 0 pp units it can mess things up.
I, like several others before me, highly recommend you and your compatriots discuss this matter and agree on house rules.


(in reply to rjh1971)
Post #: 98
RE: WaW Revised Version R Available - 2/26/2010 3:12:24 PM   
rjh1971


Posts: 4919
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From: Madrid, Spain
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I guess both of you are right, I'll talk with my opponents (it's a four player game) and discuss it, I must admit it was me who started it, I can imagine his face when he saw it the first time

Thanks for the replies

_____________________________


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Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI

(in reply to explorer2)
Post #: 99
RE: WaW Revised Version R Available - 2/27/2010 12:43:45 AM   
ghoward

 

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is it possible to add a routine to eliminate empty units between turns as an option.I cant think of anything that would get eliminated that shouldnt be, but I dont know if the functions to do it exist

another thought on a different subject: ship supply consumption
is it possible to use an event to adjust the supply stock of an sft based on its location? If a ship sft is in port can its supply status be reset to 100% (or 80%) before it sucks supply from its HQ. If a method for this could be cobbled up, then ships could be designed where operating the navy, not just having it would be a big logistical deal. Leave the AI in the dust, of course.

< Message edited by barerabbit -- 3/6/2010 12:48:50 AM >

(in reply to rjh1971)
Post #: 100
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