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Old October 9, 2002, 01:28   #91
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Quote:
Originally posted by David Floyd




Actually, in my opinion, I would put one carrier in Portsmouth and 2 in Scotland.
Again, here is the OOB link: http://www.freeport-tech.com/WWII/index.htm

It shows three carriers active on Sept. 1, 1939: two at Scapa Flow (Scotland) and 1 at Alexandria (Egypt). One old reserve carrier (the Argus) at Portsmouth.
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Old October 9, 2002, 01:30   #92
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Quote:
Originally posted by The ANZAC
Government Collapses!!

After crippling strikes and riots in nearly all of France's major cities (hint hint FMK, I thought the fix was supposed to do something )
Not on the game we are allready playing
If we should chose to start a new one however... (something I'd rather like to avoid but with the pollution thing it seems plausible).
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Old October 9, 2002, 18:01   #93
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The 'fix' in the rules only lowers building upkeep costs, which wont solve the problem for you on turn 1. It should however, help you out in being able to set your finances better.

And Henrik brings up a good point. It is certain that shortly the map will become unplayable. Since everyone has had a 'turn' with which to familiarize and point out problems, should we start anew with the Hex-Edited gamefiles? I will need them of course form your Mr. Henrik.

-FMK.
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Old October 9, 2002, 18:05   #94
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Old October 9, 2002, 18:06   #95
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whatever is good
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Old October 9, 2002, 21:03   #96
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I'm all for restarting
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Old October 9, 2002, 21:48   #97
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Would there be anything open for me in a restart? I'd take anything (preferences are Britain-Russia-Germany-whatever, in that order).
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Old October 10, 2002, 00:01   #98
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There were a few people interested in a second game, but apparently not enough. Maybe with you we could.
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Old October 10, 2002, 09:23   #99
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Yeah, restart.
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Old October 10, 2002, 09:27   #100
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Would there be anything open for me in a restart??
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Old October 10, 2002, 11:03   #101
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I'm for restarting the scenario too.
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Old October 10, 2002, 19:41   #102
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Quote:
Originally posted by FiGu
Would there be anything open for me in a restart??
with this being your first post?
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Old October 11, 2002, 08:41   #103
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Hey, I just thought.... It is Ctrl - N and not Atl - N we press at the end off our turns...thats right yeah?
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Old October 11, 2002, 09:02   #104
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Yup
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Old October 11, 2002, 10:57   #105
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Yes, and just to be sure, you'll find the same command at the end of the Orders menu.

-FMK.
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Old October 11, 2002, 11:17   #106
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And now there is a reminder!
I think this will be a handy thing to do in the future for most PBEM type scenarios.

-FMK.
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Old October 11, 2002, 11:42   #107
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Good idea FMK, that'll save alot of trouble in the future
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Old October 11, 2002, 12:24   #108
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/me waits impatiently for FMK to finnish the new version so that he can take another first turn...
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Old October 11, 2002, 13:05   #109
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I want to know what everyone's thoughts are for stackable terrain. I kind of like it.

-FMK.
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Old October 11, 2002, 13:30   #110
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I'm all for it, makes for more realistic fighting. But this is only on land, right?
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Old October 11, 2002, 14:01   #111
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I just have a question about this. As the stackables are invisible fortresses, won't they still give units a 50% defense bonus?
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Old October 11, 2002, 15:19   #112
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Yes, only on land.... Though it is possible to use them in the ocean too, they will have the same effect. I learned that from a WWII scen (name escapes me) which used an ocean fortress to simulate Scappa Flow. But for that you need to manually change all ocean terrain to land, slap a fortress on it, and put it back to ocean. This will leave the fortress intact. Its a matter of clicks though, this would take thousands of them.

Darius, you simply make all of the terrain intended to have fortresses 50% less in defensive value, negating their effect.

The fortresses would probably only go onto grasslands and plains, leaving riverbeds, forests, hills, swamps, wooded hills and mountians alone.

-FMK.
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Last edited by klesh; October 11, 2002 at 15:25.
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Old October 11, 2002, 17:25   #113
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How can you set defensive bonus down from 0?
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Old October 11, 2002, 18:48   #114
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Quote:
Originally posted by Darius871
How can you set defensive bonus down from 0?
From the Rules.txt:
Quote:
defense = multiply by 50% to get % of normal combat factor defended at. (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
So an entry of (1) in the rules.txt--> 1x50%= unit defends at 50% of its value. Then + the 50% of the fortress, and you've got yer 100.

-FMK.
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Last edited by klesh; October 11, 2002 at 18:55.
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Old October 11, 2002, 21:00   #115
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Ok man that was all just a blur to me ( ), so I guess I'll trust you.
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Old October 11, 2002, 22:11   #116
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As you probably guessed, I'm all for stackable terrain
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Old October 12, 2002, 02:53   #117
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So am I, I'd like to point out though that +50% (fortress) on 50% of 1 (the terrain) doesn't equal 1 (but rather 0.75)

With other words you could also just adjust all of the defencive values for the units
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Old October 12, 2002, 08:44   #118
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Ooooh you're right. That why I went with a sociology degree as opposed to something thet required mathematics.

I dont think I will do any adjusting to the unit defense values as these fortresses will only be on grassland and plains. There will be plenty of other high defense-bonus terrains to place your critical units on.

Actually it makes for a nice check against what could be an overly-powerful technique of seiging cities, or preparing assaults from 1 tile away.

Either way, I'll go about adding the fortresses today, and get Henrik to do the math.

-FMK.
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Old October 12, 2002, 09:25   #119
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Here we are
The red areas are places where no stacking can occur. the yellow areas will be for stacking. This is a very monotonous project.

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Old October 12, 2002, 19:44   #120
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Re: Here we are
Quote:
Originally posted by Field Marshal Klesh
This is a very monotonous project.
No kidding. I was considering making the ocean in AaA stackable as well, but decided against it when John Ellis (of Bonaparte fame) told me that doing so is the most boring thing in the world.
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