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david12345

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Everything posted by david12345

  1. If you move ships/subs into the squares around ports that have pictures of ships, you "raid" the port, and it will lose strength and you can shut it down. If the port has a read line meaning it is part of a convoy route, you can shut down the convoys. In other words, it is handled abstractly.
  2. The only time I can think of a cruiser hitting a battleship with a torpedo was the already dead in the water Bismark..
  3. Wondering what you guys think. Just had a naval battle that makes no sense. Japanese cruiser, (Furutaka) level 2 naval just whooped 2 USA Battleships (Washington and North Carolina by herself. None had enough experience to make the difference. All the ships had 10 strength and the USA ships had 10 supply, not sure about the Jap. cruiser. I hit the cruiser with both battleships and each battleship lost 4 strength. The cruiser lost a total of 4 from the two battleships. The cruiser ran, but I'm willing to bet it could have won the battle, or at least bagged a battleship. Give the cruiser level 3 naval and some experience, and she would have really killed them. The Furutaka had six 7.9 inch guns, the battleships each nine 16 inch guns. The armor, of course, favors the battleships by a great margin. Ok, it's just a game, not perfect, but really? I think that in the real world, the Japanese cruiser probably could empty her magazines into one of these ships and not sink it, and that is assuming it was not firing back. Yes, the cruiser has torpedoes, but the only time I can think of one capital ship torpedoing another in WWII was the dead in the water Bismarck getting hit by the Dorsetshire. Don't you think this should be tweaked?
  4. Hello Mr. Cater. Hopefully you will see this. When I went to reinforce a Russian HQ behind Stalingrad, I had a series of problems: I rounded off numbers: First time I clicked max (2) and looked to see what it cost, it said 0. I hit cancel and tried again, and it gave me a negative number. I hit cancel, did something else, came back and hit reinforce max again, this time it gave me a cost of about 20. I hit cancel and did it again, and the price went to 40, I did this several times and the price continued to go up by about 20 each time. I sent you the file. Hopefully you can recreate this bug. Thanx again for the best support in the business. dave
  5. I'm no expert, but: I think it functions just like the hunt/silent mode for subs. If you have it off, the ship will not raid convoys, everything else the same. One thing, if your ship is low on supply, you should turn it off, because it uses supply when raiding. Also, I noticed that subs that get attacked and move go into silent mode and I have to reset them to hunt. Maybe that is why yours are "turning on and off". Not sure I like that feature...
  6. several times I have taken damage attacking a HQ in the 1.3. I have never seen this before. Is this something new, or maybe a bug?
  7. I can touch on a little of this - but I'm not an expert by any means. Polish-I just try to damage any germans I can. If they put a ship in the port, go after it with land units. I attack anytime I can get any chance of doing damage. Chits - I would not sell any chits that you think you might want later, you will just end up buying them for twice what you sold them for. If you don't think (for example) that you will build heavy bombers as the British, then I would sell that chit. China - I go for Inf weapons, then industry. French fleet-I chase the Graf Spee, then mass with the british when italy joins. Haven't tired a pre-emptive. Just my .02
  8. Is it really necessary that every patch is incompatible with old games? Why can't the patches be set up to patch an existing game and just have both players agree that some of the rules have changed? It is quite frustrating to have to wait for games to end. Always have new games starting. Right now, I have two 1.1 games going, and one 1.2. So can I have 3 instances of Global on my computer at once (adding a 1.3)? Even if I can, it will be very confusing to remember what rules apply to what games. I'm going crazy (short ride). I appreciate the continued improvement of the game, but this makes it a pain as well. Seems we never finish a game because we always quit in favor of the new patch.
  9. Hello. still got a game of 1.1 going, so maybe this has changed. China has surrendered, but is getting partisans. Foochow has had 2 pop up, and I just got one to pop up next to Chinese capital. How is it that partisans are popping up after surrender in places that they can't while china is in the war? I hit the p key, and neither tile where they popped up has a P without the line through it. is this right? has it changed for the 1.3? thanx dave
  10. My memories are fading, haven't played 3rd Reich in over 20 years, but.. 3rd Reich accomplished this by having whoever had the most money go first for the year. At the end of the year, the remaining money (money not spent) is factored into the growth rate of the country (each country has a static growth rate that never changes). So the more money you saved during the year, the more your new base for the following year would be. So the last turn of each year and the first turn of the next year, you could have a flip and someone would go twice in a row. In practice, the axis would go first the first several years, then as the USA and Russian money comes in, at some point there would be a flop. The would help the allies gain the initiative. example: Germans base 200 mpp, growth rate .50 Left over money at end of year: 100 100 x .50 = 50 new base = 250. now add all conquered territories, etc. for the total. You add up the UK, Rus., USA and compare to the Ger. Jap. money. Highest total goes first for the year. Of course these numbers are just for example. Sounds complicated, but really simple.
  11. you can also right click on that folder and choose make a shortcut. With this short cut on your desktop, it is very easy to access the sav games. that's how i do my PBEM saves.
  12. do a windows search *.sav If you remember the name of the file you will find it. works in xp, probably vista
  13. As I've said before, no game I have ever played has the tech support of SC. Thanx
  14. I don't want to start a fight, or get flamed, but if Mr. Cater is listening: HEXES. Tiles are the weakest part of the game. I have seen the arguments for tiles and respect your opinions, so no need to rehash this now. I just think that if Mr. Cater is soliciting ideas, that as an SC player going back to SC1, Hexes is the one I would put forth for consideration.
  15. Purple, I'm sure this is not what you want to hear, but AI is, and will be in the foreseeable future, pretty useless. I'm not that great a player, but I can beat the AI like a dog on expert. I have been playing since SC1 and could write pages of dumb things that the AI has done. Strategic Command, by the way, is not alone in this regard. I only use the AI to learn the game and then play multiplayer. Trust me, multiplayer, while not perfect, will be much more fun for you. PM me with your e-mail if you want a game, I would play you. dave
  16. Just checked, sorry, I do not have a save. It was a hotseat I was trying 1942 as both sides just to take a look at the new patch. The autosave is after the ship sank. It was the 2nd turn, I may be able to recreate it, but it would probably take awhile. I would think that anytime an attacking carrier takes hull damage, that it would be wrong, unless it is meant to abstract a returning plane crashing or something like that?
  17. I just tried the new 1.2 patch. Not sure if this is new, or I just never had it happen: My Japenese carrier was 1 strength, and out of the range of the US carrier, set to fighter mode. The US carrier attacked another Japanese ship, and my 1 strenght carrier intercepted. We both took losses of air, but I took a ship hit as well and sunk. How can this be right? My fighters were covering another ship, my carrier was not attacked, or even in range! I can see losing air, but I should not get a ship hit. This seems wrong.
  18. Ok, still playing 1.1. Japanese took Penang (i think it's called). computer asked give it to germans for u-boat. I said yes. u-boat appeared. but the port was occupied by an allied ship, and so was still allied...
  19. I can try to help off the top of my head: Pretty sure that the cruiser and carrier can only go german, so a canadian corps tells me that you are allied, so I don't think it will work. For the carrier, make sure you are in attack mode. There should be a red dot on the carrier.
  20. I tinkered around and found out that both moves went through straits (one by denmark, the other by hong kong).Well that makes sense, but I never noticed it before. sorry. dave
  21. It seems that my naval units, ships and transports often cannot move as far as the action points would make me think they could move. For example, a german cruiser in port with supply 10 in my last turn moved 2 less than the action points and an amphib one less the same turn. no enemy units were around, and I can see the graphic counting off the movement squares, so I know the ships aren't taking the long way around or something like that. I don't remember seeing this before the patch, or before in the series (though I may be wrong). Anyone else having this problem? Is it a bug? Does weather (rough seas) etc. make them move less than the movement points? thanx dave
  22. A british destroyer moved where my japanese (neutral) carrier was. It seems it displaced the carrier, and the carrier is gone. I have the file, Herbert
  23. Curious how you other guys are doing in this regard. The axis seem really strong, and are winning all of my games. It seems that by the time the allies build up, that the axis has so much experience that the allies just bust their heads up against the wall. I would say my ratio is axis 100% allies 0% in the win loss.
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