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Ottosmops

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  1. The tiles 92, 15 and 93, 15 have terrain type Tropical Hill instead of Marsh.
  2. The type of the defender determines the attack value that the attacker uses to damage the defender. The type of the attacker determines the defense value that the defender uses to damage the attacker. The numbers in brackets in the following examples are from the table in the PDE manual page 18. If a carrier attacks a BB it uses its Naval Attack value to damage the BB. (3) The BB uses its Carrier Defense value to damage the carrier. (3) If a BB attacks a carrier it uses its Carrier Attack value to damage the carrier. (4) The carrier uses its Naval Defense value to damage the BB. (2) If a fighter intercepts it doesn't matter whether it is the attacker or defender, because the fighters Carrier Attack and Carrier Defense values are the same, (1) and the carriers Air Attack and Air Defense values are also the same. (0) This means the land based aircraft has in any case a small advantage. I think the loss calculations are done with the values that the units had before combat begun, i.e. simultaneous. At least that is how I imagine the things work. I could be wrong.
  3. JerseyJohn, Thank you for the interesting information about the American Civil War game. As an afterthought I have to add that such a game would need the possibility to zoom in/out to keep an overview.
  4. Perhaps another approach to the stacking problem could be as follows: Make the map substantially larger, let's say ten times as many hexes, but keep the number of units the same. Let every unit have an area of influence, e.g. the surrounding six hexes, or even the next bigger circle. Combat would take place, as soon as the areas of opposing units overlap. Concentration of your own forces would be realized by overlapping of their areas (better combat values). Because the map would be sparsely populated, there should be more room for maneuvering. Does anybody know if such a game already exists? Would it work? Would the players like such a system?
  5. JJ, you can go to User CP Edit Options Miscellaneous Options and change the editor interface to Enhanced Interface Then you can insert the smilies with a mouse click.
  6. I fully agree with Kuniworth. A situation as in the picture below shouldn't be possible. The German tank is in supply, and so is the Polish corps below.
  7. Joe98, try the following link: http://www.battlefront-store.com:8080/community/forumdisplay.php?f=16
  8. @ Rambo Even the Rambo films are intellectual masterpieces compared to your babble. Did you learn German from The Great Dictator?
  9. @ Rambo There are still a few Christians in Europe, but I'm done with it. :cool: Thanks to idiotic immigration policy, EU will be an Islamic republic in the future. :eek: BTW, I thought Maryland is in the USA.
  10. @ Rambo: Johnny Cash failed to enter your list? Shocking! :eek: I recommend that you put him in your list instead of your #5.
  11. How old are you, dud? :confused: Younger than twelve or older than seventy? :confused:
  12. Maybe this old thread is still relevant. Similar topic from SC1 [ January 11, 2008, 04:31 AM: Message edited by: Ottosmops ]
  13. Engine: CURRENT Synopsis: Automatic reinforcements to save a couple of mouse clicks. Design Summary: After the player ends his turn, all of his unused units will be reinforced according to the algorithm described below. Also, the player could intentionally start this process every time during his turn. The player should be able to activate or deactivate this option during the game as he wishes. Manual update (as it is now) should be possible at any rate. Details: Three variables per unit could be used to control the behavior of the algorithm: 1. PRIORITY: range 0 to 9, default 4, units with higher priority are first reinforced. 2. UPPER_STRENGTH_LIMIT: range 1 to 10 (or 15?), default 10. A player might want to keep a unit deliberately at low strength, e.g. a Corps for garrison purpose. 3. MAX_POINTS_PER_TURN: range 0 to 9, default 9. A player might want to reinforce a unit slowly, if he needed it not urgently, e.g. the German BBs. The values of this variables could be changed in the same window, which is currently used for reinforcement. A check box APPLY_PARAMETER_SETTINGS_TO_ALL_UNITS_OF_THE_SAME_KIND would be convenient. The algorithm should try to distribute the MPPs in the currently handled priority class in a way, that the resulting strengths are almost equal, e.g. if a unit is at strength 4 and another at 6 and there are MPPs for 6 points available, then both units should end up at strength 8. Problem #1: The algorithm could not give the results the player considers best. Problem #2: Where should the button AUTOMATIC_REINFORCEMENT_NOW be placed? Problem #3: The player should always see, how many excess MPPs he has per nation to buy other things. How to present this information to the player?
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