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RE: Naval War Mod glitches

 
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RE: Naval War Mod glitches - 12/24/2021 3:53:53 AM   
SittingDuck

 

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Joined: 9/1/2002
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I sure hope that gets up on the list. The reason why is because if a unit (or task force) is committed to evasion, then the very idea of substantial return fire and damage infliction does not make sense. At least not compared to a force that stands in for the fight.

(in reply to BillRunacre)
Post #: 61
RE: Naval War Mod glitches - 12/24/2021 8:33:56 AM   
stryc

 

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Joined: 7/30/2012
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...not to mention 'evading all damage' while in port. (Wut?!)

(in reply to SittingDuck)
Post #: 62
RE: Naval War Mod glitches - 12/27/2021 6:47:46 AM   
ralaric

 

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Joined: 3/28/2021
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Noted a possible bug where some some Allied STFs start with 10/6 strength. It may pertain to the STFs received for 'free', i.e. already in production the cue.

(in reply to rarothl)
Post #: 63
RE: Naval War Mod glitches - 2/22/2022 1:32:02 AM   
aswa84

 

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Joined: 3/26/2018
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I think I found a bug where this Japanese hq in the south east pacific refuses to die despite being in no supply and repeatedly bombarded by battleships and aircraft carriers

(in reply to ralaric)
Post #: 64
RE: Naval War Mod glitches - 2/22/2022 2:42:37 PM   
Elessar2


Posts: 883
Joined: 11/30/2016
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HQs always have an unlimited supply reserve of (I want to say) 3, can heal up to 5 or 6 no matter how cut off they are. Yeah, a bit unrealistic but a side-effect of other game design decisions.

(in reply to aswa84)
Post #: 65
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All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> MODS and Scenarios >> RE: Naval War Mod glitches Page: <<   < prev  1 2 [3]
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