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willgamer

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About willgamer

  • Birthday 10/05/1945

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  • Location
    Mt. Juliet, Tennessee
  • Interests
    TBS, WG, RTS
  • Occupation
    retired programmer

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  1. Mostly the entire Attack section, both against units and against cities. Is one of the numbers a "to hit probibility"? Is one a damage? When there are multiple possible targets, like in a city, is just one chosen for attack? How is it picked? The Unit Description window's Question Mark takes me to the manual. Is that what you mean?
  2. I fear I've missed another obvious feature in plain sight... I see the buttons, but pressing them doesn't seem to do anything.... How do you set rally points? Are rally points the city itself? Can there be only one? One per city?
  3. One of the units in the official rules is a freighter. I can't seem to find it. Is it actually in the game?
  4. The manual seems a bit sketchy for this newb.... Could someone explain in plain english how to interpret the combat stats for a unit (pick a unit, any unit)? Also, there seems to be a transport unit for shipping units and production around that I can't find in the game.
  5. On several occasions, TAB worked for me to get out of a freeze...
  6. Here's another approach, kinda a modified Lars... Add a Partisan Suppression Effort parameter specified a percent. The game calculates the MPP cost based on this percent and the number of occupied cities. One hundred percent represents the best bang for the buck producing the fewest partisan at the lowest cost. The permitted values would range from 0-1000%. The game would automatically subtract the resulting MPPs each turn. At least 3 advantages: no new units; expensive to totally supress, partisan appearance uncertain.
  7. Haven't gotten into the scripting/editor thing, but I'm wondering if it's possible to something like giving a carrier, upon arrival at a friendly port, up to some number of free replacements? If not, perhaps HC could consider this approach as a quick fix possibilty. Maybe even consider adding "airgroup" as a research item to give the number of free replacements available.
  8. This approach has the advantage (imho) that it puts all possible results on a bell curve of probabilities. That way, in the simple case of 2 countries with evenly competing votes, the most likely result is canceling out but it's not a certainty. More complex cases work out nicely as well, preserving a diversity of results with appropriate probability. Canceling offsetting votes before "rolling" them eliminates this effect.
  9. Playing '39 campaign as Germany I happened to take Iceland before taking Denmark. A Corps occupied its capitol. A later turn I took Denmark and Iceland declared itself neutral and the corp disappeared. Is this correct that an occupied country can become neutral again?
  10. Broadband connection (capable of 200+KB/Sec.): currently 6% done @ 7.65 KB/Sec. (about 4 1/2 hours to to).
  11. IMHO, Bill Macon is right on point. One way to look at a wargame is ask if it's more of a sim (Uncommon Valor) or more of a fantasy (Panzer General). Either way can be very successful. Seems to me SC is straddling down the middle with the ground warfare more of a sim, but the air, sea and production more of a fantasy. Thus the debates about which way it should go in the future will remain unresolved unless/until HC reveals his design goal. Of course, the goal may be to keep the game a hybrid just the way it is! Grogly waiting, quietly, hopefully.....
  12. Posting in support of same length turns and seasonal effects. Generally not in favor of tweaking, but imho this is the single most vexing aspect of the game. I would love to have a change along the lines of what BillMacon suggests. HC, Is there a downside to fixing this? Hopefully this thread will encourage people to express their opinions one way or another....
  13. Another possibility for Finnish supply: It goes up by 1/turn as soon as an overland route is completed back to Berlin. A path can usually be created east past Lenningrad and north around the lakes long before L. falls.
  14. Although I'm reluctant, generally speaking, to support changes to the gem that is SC, this one has my support. Since there are really only 13 turns/year (I thought it was 27), I no longer understand any rational for the current approach. As a reader of WW2 history, winter penalties would greatly enhance my enjoyment of SC. Many of Bill Macon's suggestions sound very doable. Please
  15. Yes I'm talking about having to click on MAX 99% of the time when taking replacements. Me and my overstressed wrist are begging for relief Could there at least be an option for Max Replacements (Max Headroom's brother?)
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