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Agamemnon

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Everything posted by Agamemnon

  1. @Terif, Ok, I stand corrected. I tested this again using the sequence from the earlier post and it did change hands. Their wasn't a unit in 78,13 or 78,14. When I tested it with a unit in one of those 2 tiles the port did not change hands. Therefore, I must have thought that tiles 79,14 and 80,14 were next to the port. Question: Why would the port changes hands moving a unit into 79,14 and 80,14 if they are not next to the port, like 78,13 and 78,14? Thank you for your in-depth reply, that allowed me to test this, and find out that only tiles 78,13, and 78,14 matter for holding the port.
  2. It was there, I was doing some of that hotseat testing you talked of. It was a fight over Kiel, it changed hands every turn despite having troops all over the place. Plus tile 80,14 does not have any land touching the Kiel tile, yet it switch control when a British unit moved there. Ok, London has been explained. Thank you, I didn't know having a city there changed things. Yes I did when I posted this before, I don't consider it a bug now, because people: A)don't believe it, or B)that is the way it's supposed to work I have to go with option B. Terif, I do appreciate your answer, I just got ticked when I read that all tiles next to the port stuff. The last time I posted about it no one really answered the question. They say the all adjacent tile stuff. I just figured it was Kiel thing. Then this London port happened and it came up again. I can't plan a strategy based on any rule that I know is not really a rule. That is what I don't like about this game. I like strategy, but I can't really have one for a game of SC2 if the rules really don't apply all the time. It would be nice to have a list of the rules that don't always apply, and when.
  3. This is not true, that is why I asked. I had a situation with UK corps XXX landing in tile 77,14, and moving into tile 79,14 taking control of the port Kiel 79,13. On the German turn, corps II moved into tile 78,13 north of the port (Kiel79, 13), and control switched to Germany. The next turn the UK corps XXX moved into tile 80,14 taking control of the port (Kiel 79,13), with German corps II still next to Kiel in tile 78,13. The port changed hands twice while enemy units were adjacent. AS in not "all enemy units adjacent to it are destroyed, until then it belongs to the side who had its corps there first." I also had one like this with Chatham port, the English were in tiles 66,15 and 65,14, this did not stop the port from becoming Axis at the start of the turn. The truth is, that it is NOT how it works. As far as I can tell, ports change hands "whenever". Having a unit next to the port, may or may not have a bearing on when the port is captured. It seems to happen randomly, one turn it won't change hands, the next it will, or will not. Their must be some rule on how this works, known only to the "friend and Family network." Which isn't morally right. I paid legal tender for the game, but I don't get the same documentation as the "friend and Family network." Now this obviously bogus answer insults me as a human being. At least the "friend and Family network" is content.
  4. @vveedd Oh yeah forgot to say, try the uninstall program if you are looking for a total WTF experience.
  5. Wow, I have new computer coming, it's good to know if I try to install the game I will be in for some grief. I have been thinking of getting rid of SC2 anyway, because I am not in the "friends and family program." Not dealing with the travails that is SC2, has it's allure. No more "gee I wish that rules on this concept were available" crap to deal with anymore.
  6. What is the supposed rule for which side controls a port when both sides have units next to it?
  7. What do think happened? Do you think he took Konigsburg on turn 2? How many turns do you think their are before 1940? Do you think he had a chance at winning? Do you think Oct. 1940 is still 1939 and the Russians are not
  8. Agamemnon (Axis) vs Baron (Allies) Turn 2 Benelux and Denmark fall, a French army on the border hammered down to 3 strength points. Poland is slow going the only casualty is a corps. October 8th 1939, Vicious counterattacks; Rundstedt hammered to 6 by the Polish forces looking for revenge. Corps in Warsaw destroyed, mud stops armored unit from taking capital. In the east, French attacks leave a German corps at 3. Hitler orders an immediate offensive. A French tank and army bite the dust. November 5th 1939 dawns to find Rundstedt and Army Group East’s supply lines cut. Mud further hampers their efforts. All they manage to accomplish is damage to a corps in Warsaw, an army northwest of Warsaw, and an army in the south. Hitler is not amused, how could Rundstedt let himself get cut off like that. The General claims the weather has clouded his thinking. On the western front the prospects are much brighter. German troops sweep over an abandoned Maginot Line. Bock’s forces take the French mine, destroying an army on the way. An army east of Paris is hammered. The British BEF is spotted in Paris. Hitler was overheard saying “that’s what I am talking about.”
  9. Oh well, I have a couple of games going, and I have run into problems with the other patches. I plan to keep going with the 1.05 games.
  10. Oh well, I have a couple of games going, and I have run into problems with the other patches. I plan to keep going with the 1.05 games.
  11. I noticed that saved games from version 1.05 will load and play using patch 1.06. I haven't noticed any problems so far.
  12. I noticed that saved games from version 1.05 will load and play using patch 1.06. I haven't noticed any problems so far.
  13. I searched the manual, and could find no rules for when a port changes ownership. I remember there was something about controlling all the adjacent tiles, or having no adjacent enemy units, to take over a port. I had a situation with UK corps XXX landing in tile 77,14, and moving into tile 79,14 taking control of the port Kiel 79,13. On the German turn, corps II moved into tile 78,13 north of the port (Kiel79, 13), and control whiched to Germany. The next turn the UK corps XXX moved into tile 80,14 taking control of the port (Kiel 79,13), with German corps II still next to Kiel in tile 78,13. The port changed hands twice while enemy units were adjacent. Is this one of those “Surprise Rules” that are really not rules? Since the manual apparently says nothing about it, or is this a case of maybe it will, maybe it won’t rules that SC2 is so fond of? So instead of saying “their are no rules” lets just say the “Rules are fluid.”
  14. Yes Over the years I have learned most people are full of it, and dying to tell you about it. As time goes on, I take less and less crap. So the answer is a resounding yes.
  15. I didn't mention it because as I stated a tank in a marsh tile was entrenched to lvl 3. Your post talked of woods tiles, of which their were none. So I went into more detail. I knew someone would make up some reason why I was total ignorant of the "rules". I just didn't know the particular's of the post in advance. I did know someone would post some reason as proof that I am totally devoid of any knowledge of the "rules." I am also somewhat confident that someone will post another reason why that tank should have been entrenched. Being that I am totally ignorant of "rules" that are supposed to apply. I stand by my statement: "Their are no rules" Oh, and BTW this not the only instance of the "rules" not being applied. You will have to remember though, that I am totally ignorant of the "rules" and or game play.
  16. Looking in the Manual was your only mistake. The main rule to remember about SC2 is that their are no rules. I had a German tank entrench to lvl 3 in one turn, on a marsh tile. The "Manual" says the their is no entrenchment on a marsh tile. Yeah Right. All you need to remember is "Their are on rules". Oh, and before any of you start twittering about fortifications, their were no fortifications. I sure someone will anyway, so proclaim your folly.
  17. Forget Diplo as the Axis, it's worthless. Don't waste MMP's on the Axis minors, if they won't join, blow them away. As the Axis use your MMP's for something you have a chance of getting. AS far as people saying you should diplo this or that, they are the same people who tell will you to max your diplo with England. At the same time you build 4 AF's, all your corps and armies. Max out your research. You are supposed to do all this buy May of 1941. All with the 62 MMP's Englands gets. They are morons. Tell them to show you a game turn where they have done this, You'll have a long wait, BS er's will never admit they are full of it. They just keep on BSing.
  18. The best solution is, no spotting for any unit any time, period! That takes the guess work out of it. No secret rules. Just grope around in the dark, with no idea, no plan, and no need for a plan. The way a strategy game is supposed to be played. If you run into something out at sea, you run into something. It's simple, it's as it should be. That is the way this game has always worked: Arbitrary, out of nowhere, what the hell moments. Cool
  19. Ah yes I may have forgotten to set an HQ to auto assist. I like to have all of them set the same, to auto assit. Thanks for the info, I am going to fire up the game and check it out.
  20. I didn't know that, I looked at the numbers before and after attaching a unit, and have seen no change. Is it a case of the game not updating the numbers that you see? As far as automatic being the only way the HQ will change attachments unless it's moved out of range. I have to disagree, I have had units and HQ's that haven't been moved (using them for defense) that the game changes.
  21. If you attach a unit to a HQ, it achieves nothing. The bonuses don't go into effect until the next turn. By then the game will have switched unit attachments. The unit you attached will not be attached. It's a useless, broken function.
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