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SeaMonkey

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Everything posted by SeaMonkey

  1. Take your time gang, it's still a little early, there's no big flaws that I've encountered, I'm sure more bugs/balance will be noted soon, might as well save your resources for awhile.
  2. Noticed the UK's research category "antitank" had 5 levels, all other majors at 3, maybe it's by design, maybe not.
  3. Yeah, i could never imagine that I would direct Albert Speer to build an underground factory in the Berlin suburbs! Or for that matter that one of my forward thinking commanders would prestage a bunch of Tigers and Panthers in a camo'd warehouse nearby, knowing the Russians were on the way? Seriously though xwood, I'm pretty sure it would be a very rare occurrence for a surrounded city to display an empty uncontested rhombi for a Q deployment.
  4. With regards to Bill's well founded concern about Capitals not being able to place new units and an eye on the scenario editor's tools, perhaps capitals and Industrial centers should use their "preset" supply value as the defining condition for new unit placement. Because certain urban establishments were capable of generating substantial reinforcements during battle conditions, let that be the decision of the scenario designer as to where those centers will be by using the editor's preset supply level. All others would be at the mercy of the aforementioned levels of my previous post.
  5. Just have supply level equate to unit size deployments. Supply 1 or greater = garrisons only, supply =>5, division; >= to 8, corps; and all others require 10 supply for deployment from the Q.
  6. It surely has given me greater insight into how the loops work. Originally loop emergence could be predicted, especially for the enemy to hang out and ambush units coming through. To add to the unpredictable nature of naval sightings, I would like to see a set of loops have a variable, unpredictable number of tiles in a general vicinity for the unit(s) appearance. I would like to see, on the World jump map, those starting positions in green and the emergence area circled in red. When a player moved his mouse pointer over the green starting position(s) the red circled area will highlight, all on the "jump" map. I understand that the present SC2 engine might not be able to accommodate such a feature, but never the less, the variable emergence area might be within grasp by defining a number of tiles for the units to appear. I don't think it would be unrealistic for the looping player not to know exactly where his units will be appearing, just that they will enter on to the map in a general area.
  7. I've learned the hard way too! When the Allies strike, be ready to answer the call, units in the Q and plenty of MPPs for operating the "quick reaction force" with a backup in case of a diversion.
  8. I've already accomplished a double envelopment of Ichang in one game, about on the same timeline as you guys. You SC masters are providing for some very entertaining moves, keep it up!:cool:
  9. Can you set a variable number of tiles for appearance?
  10. I've noticed that as an Axis player, China is having problems also, but it's still early, we'll see how this first game unfolds.
  11. No doubt that abu will deploy CV Task Forces into the Indian Ocean after those purchases. Good move HC, get those ports garrisoned and better think about some airpower of the naval variety for deployment later and maybe a sub or two.
  12. Some good ideas Mike, but I prefer the evasion factor as developed by Al. I'm afraid that loops may have a tendency to compartmental size the naval game and granted not many intercepts occurred in mid ocean but the potential was there. Probably your ideas would need to be tested as they do have merit and may work as expected. A good point about naval reinforcements reacting to a battle from far away would make me think that there needs to be a factor that tracks the travel distance of the reinforcements and allows the target vessels to have an increasing chance(distant dependent) to evade the engagement. Something probably for SC3.
  13. The "Command Ops" series by Panther Games has a great system. Sure would be nice to see a strategic game adopt such a simultaneous/reactive type system.
  14. Or, for the US, an armored Cav, aka M5 light tank variant, especially useful in the Pacific and a decent recon unit for Europe/Africa. Cheap to build, short build time, air mobile, not meant to be an armored fighting vehicle but useful against infantry / soft targets. Could help get the US army going a little bit earlier after becoming active.
  15. Don't you get a unit definition in the lower left screen when mousing over a deployment? Only requires a glance in my gameplay activities.
  16. First of all, I'm a proponent of simplicity, as the tedium of resolving various intercepts on a long ocean journey would greatly complicate play. Never the less, some additional player micromanagement may be in order for realism. If a naval unit could choose a mode of "patrol" and a player defined route by using the "Ctrl" path(AP limited) finding mechanism be calculated, then any opposing naval unit crossing this defined path would run the possibility of losing strength points every time an intersection occurs is the simplist action I can think of. Obviously the unit initiating movement would end its path at the phasing player's designated location(at a possible reduced strength) and the intercepting naval unit(s) location being revealed would be subject to attack by additional follow on naval/air units at the discretion of the phasing player.
  17. Perhaps the transport should have to wait one turn(supply<5) in the port of formation and be vulnerable to any enemy attacks, in which case it survives and allowed to move on the following turn.
  18. I'm in agreement sanderz. Bill and Hubert are in receipt of a supply model that uses a mutually supporting resource supply degradation model, and with it a supply / communication net that is the underlying foundation for creation of a world war game. I'm sure it will need some tweaking but it is there for them to use, or some modification of, in SC3. The present model is a compromise using the base code available for SC2.
  19. You can still unload in the reduced ports but your transport will have to await the next turn as it sits in the harbor. The longshoremen's equipment for unloading have been damaged and it takes longer under enemy attacks due to unloading suspensions.
  20. Damn-it HC, you left the gate open, the cows are about to get out!
  21. There are eight tiles surrounding every deployment(single tile), seems appropriate that 4 enemy units would cover all points on the compass.
  22. Welcome gentlemen to your future, high tech pirating, fraudulent activity, scams, misrepresentations, it's all a part of this "I'm going to get mine" culture, I'm entitled and at someone elses expense. Funny thing is, no one gets away with anything, cause we all pay in the end, the trickle down effect eventually filters to us all. So next time you think about perpetrating a dishonest act, think a little further down the line, cause baby, it's coming back at you, one way or the other, hence this BF liscensing process.
  23. You can somewhat get around the error by zooming out one level and perform your naval movement without Ctrl + scroll operation, but I confirm, the combination will result in a CtD everytime.
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