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KDG

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Everything posted by KDG

  1. Expanding on what Exel said. This would solve the problem and wouldn't be too difficult to program. For each turn that you don't get a tech in a research that you have investments, you gain a 1/2% bonus chance per chit. Example: 4 chits in Jets. Everyone at 0 tech level. 1st turn 20%(zero bonus per chit) 2nd turn 22%(.5% bonus per chit) 3rd turn 24%(1% bonus per chit) 10th turn 38%(4.5% bonus per chit) 20th turn 58%(9.5% bonus per chit) After you get the advancement, everything is reset back to the 1st level. I'd also make this an option, which could be turned on or off. [ April 15, 2004, 07:13 PM: Message edited by: KDG ]
  2. It all works out the same, no matter how you move, diagonal, in line, in conjunction, as long as the diagonal move costs 2 APs. Not quite. Lets say each square is 50 miles across and you have 4 AP's. You could move horizontally 4 squares, total of 200 miles, or you move diagonally 2 squares, a total of 141.5 miles. Thus you need to set the cost to 1.5 AP's for diagonal moves to get the moves fairly equal in milage.
  3. Have to agree. 1.5 times normal AP cost sounds right for Diagonal movement. Pretty standard for all games of this type, and fits pythagorian(sp?) theorem.
  4. Concerning the units of Minors after they join or have war declared on them.: 1) will they be placed in the same place each time similar to SC, 2) or will they be random(could appear in any number of squares), 3) or can the defending side place the units after declaration of war?
  5. 1) 7(most of this isn't even being done by Hubert) 2) 7(editor can always be used to balance the game) 3) 10(most difficult thing to add later) 4) 5(I can see myself watching replays at work)
  6. I am assuming that ZOCs prevent movement through Hubert stated on another thread that yes, this is the case. Diagonal along a line is considered a complete line that can't be moved through.
  7. Did you say Battle of the Bulge? I'm hoping two units side by side exert a ZOC that keeps units from moving between them, thus no need for a double line.
  8. 3 things that have been done to reduce air power. 1) Its been mentioned that planes have been toned down in their raw numbers. 2) You can edit planes and reduce their effectiveness(and easily limit them) if you still don't like them 3) Units can now be attacked from 3 sides even when they are lined up, thus planes aren't needed as much to make breakthroughs.
  9. Concerning units of neutrals, will they be placed in the same place each time similar to SC, or will they be random, or can the defending side place the neutrals units after declaration of war?
  10. What about diagonal moves being made between the two Allied units in diagram two? Is this possible, or do the Allies have a blocking line?
  11. 6 players...what nations. England, France, USA, Russia vs Italy, Germany I'd hate to be France, maybe they could be set to computer, or have another player control them. By the way, what do the U.S. and Russia do for the first 2 years of play? Oh, a timer would be a nice feature. Maybe with a 1 minute warning.
  12. A bit of good news in that we can reduce the spotting distance through the editor, if we so choose.
  13. HQ manual selection of units? This is up to the player. It can automatically select, or you can select. Fortifications? You don't have to play with an engineering unit. I would imagine there would be a 1-2 max anyways on this unit. I'd rather have lots of options, and be allowed to toggle it off if you want, and that looks like what we are going to get.
  14. Hubert, Would diagonal moves take up more AP's, and can a diagonal move be made between the two Allied units you show in diagram two?
  15. I agree completely that you shouldn't be able to make the final kill with jets, but there is one problem. What do you do if you want to land on the coast, but the whole coast is littered with the enemy. Since you can't destroy that unit with air or Carriers, you have a wall that can't be broken. Your troops can't land anywhere. I know this would be difficult to do, but it could happen.
  16. Your wrong....just kidding. Paratroopers can be 5000-15000 if so chosen by Hubert. Whatever would be an accurate amount of men for a 50 mile area. Remember that all units can be edited to have a max amount of units in the game, thus if you didn't like engineers or parachuters, then you set the max to 0.
  17. I wonder if they have to leave the Hex system in order to enlarge the map, thus the move to tiles. Edit This was done for programming reasons per Hubert. Read this topic: I dont understand two things. Please help [ April 14, 2004, 03:18 PM: Message edited by: KDG ]
  18. The key is if units can move diagonally through the ZOC, and if attacks can be made diagonally. Additionally will there be extra costs. North/south line can still be straight as long as ZOC prevents a unit from moving between the two units on the diagonal. Surrounding cities is a whole another story. Edit: Read this topic: I dont understand two things. Please help It answers some of our questions, as well as shows a couple diagrams. [ April 14, 2004, 07:11 PM: Message edited by: KDG ]
  19. How will diagonal movement and attacks be handled? Will it use 1 1/2 AP's? From one of the photos, it looks like some of the Axis units could move diagonally between the Russian front line. Is this the case?
  20. I love the new look. Think of how many complaints there would have been if none of the graphics had been changed. The good news for people who don't like the new look is that this can be modded, and surely will.
  21. I'd go with $35. This will get tons of repeat business, but isn't priced so high as to scare new business away.
  22. Any hints on these research surprises? What carry overs will we have? Any change to the way chits are purchased, used up, pct chances for increases, etc? Thanks.
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