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drrowley

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Everything posted by drrowley

  1. again, yes and no i have had bombers/tac, as soon as enemy unit in site, change direction and attack. i have also seen them fly over and do nothing. in that massive action, what were the losses on the other side? d
  2. still like to see: a 'loiter' command for aircraft a 'standground' command a 'runaway if bigger than you' command d
  3. if people can't tell, joe's been waiting for a game like this, since some people on this forum have been alive. ;)d
  4. yes and no. just did a sweep of 6 uav tacbombers (attack sea units order) accross an area where i had seen a damage enemy cruiser and a damaged battleship. both were sunk with no losses. then attacked infantry6, dugin, mountain bonus, with uav bomber and 2 uav tacs. bomber was shot down, no damage to infantry. another infantry6 with like group, no losses on both sides. next turn, it died, with no losses for me. (but nothing like the 6 battleships in one turn)!!! i've seen alot of variation. d
  5. post disappeared... i asked, where does one sign up? clicked on a link and got a window that said proceedure was changing but no other link. 6+ years, can't believe a missed your post...?? thanks d
  6. zarq not sure where to sign up? hit one link and it went to a window, saying proceedure had changed and no link. 6 years, can't believe a missed the post. thanks d
  7. wouldn't mind game joe, jon, how did you get contact? dave
  8. not bad idea, as long as not linear. the carrier your trying to think of is the 'yorktown', heavly damaged at shara cruz. (yea, and repair is not the word, since it sailed to midway with civ workers on board, functional). d
  9. seen that happen aswell. all though the nuc's have a range of distruction, it is not a very large diameter. i fired at a group (or thought was a group) and some died and others didn't. zooming in closer, could see that they were actually spread out. i do believe the nuc's distruct diameter should be expanded. (another time, a stack of 10+ units should up as a solid bright diamond in the fog, right next to a city, which i zoomed in and targeted with a icbm right in the middle. the whole stack was gone next turn, drop paratroops in and took the undamaged city). i have never played any game that the ai doesn't cheat in some way. boosted production/research i find is a crutch. game i am in right now, the oddiest thing is that the ai has put together this 40+ stack that is sitting on the farthest north/west point of the it's continent. in other games, this generally meant the stack was trying to move to some spot off the continent. in this game i have seen groups move to edges of island/continent to be picked up by a transport. but this particular ai has 10+ transports scattered about and so far, haven't seen any move for 'several' turns (i have several satellites). as far as ai declaring war, have seen several different things happen. currently, there are 5 elite ai's and by current turn (123), NONE, have declared war on me. they have been bickering between each other since turn 60. i declared war on one, not current one, because it was encroaching on a continent i was on, reduced him to single island. he has a couple of 15+ stack's and got a cease fire, with 10+ sams' it would be tough nut to crack. ai finally build a transport and with "one" tank, is off for someplace (being tailled by a crusor). all the other ai's all so declared war on this guy, but have done nothing about it. i have had other games where by turn 70, all the ai's have declared war on me. i haven't figured out why the do/don't declare war yet. at one time, i thought that once they filled out all neutral citys/resources, then they start looking for those to take. but in this current game, i was stunned to find unoccupied lands behind the groups. >ai programming is very complicated and will take time. >adding/changing units means the ai has to be programmed to use it. >if people want very precise ai, turns could take 'minutes'. i too, am a beer&pretsel player, so i don't care. i would like it challenging, with out having big cheats. the upgrading in the field, i sorta don't care (can be a shock to think your attacking level6 tanks, only to find they have become level7). 2c d edit: was writing this when brit answered...
  10. this actually been discussed before. as i recall, there is no problem for different period mod. it will be just a matter of time, until modding community gets rolling, before you'll being seeing period mod's. :cool:d
  11. aggree here. overall, what difference does it make if somethings ends up being delay'd a turn or even couple turns. as long as people understand that the delay's are there. whenever an ai declares war on myself, it is many turns before it actually does something. d
  12. i have never understood (and have asked this ? before), the difference between 'default' and 'attack all' stance. as near as i can tell, there is none. so why the two? why is there a 'attack freighters' if there is no freighters. why do range weapons, (arty,bb,ect), with any attack order, close with the target when they don't have to? why do range weapons with 'no standing order', and sitting there, ignore enemy units? would also like 'runaway' stance. when doing recon, would like to avoid fights. also, aircraft returning from attack sometimes flyover a bb that just moved into the neighborhood and get shot down. (maybe, at least a defence bonus?) d
  13. yes, been asking for this since beta release. how about, sorting city list from highest production to lowest (or reverse). above all, show all paths key. :cool:d
  14. wondered about this too. i assume freighter==transport.. manual also reference a 'forts being build by a unit'. what unit? d oh yea, class4 battleship list 2 unit capacity and can launch air units but not land. (?) (load missles in a city to be launched later??)
  15. like these ideas, escp,,, #3. d
  16. had crash to desktop last night. the only thing i was doing at the time was clicking on cities to see their status. d
  17. third that..... especially the ""show all paths key""....
  18. '... proccessing stopped'; yes. i was able to back up too main screen, reload and turn completed normally. d
  19. had two freezes'. both were after 'turn end' key pressed. one said 7% of turn completed, the other said 49%. as was able to stop both games and return to the main screen. reloaded 'saved turn', (i save everyturn), and both completed the turn fine.
  20. third that idea...............
  21. like this idea. new <bigger> map and unlock some features to be tested......
  22. still would like the 'show all plots' key.
  23. i think a 'farm similar to an oil refinery' and connected to tech level is not a bad idea. bumbing up 40% i, tentively, now don't agree with. i had problems with food in other games, some worse than others. last game, started roughly middle of the map and by turn 60, had almost 1000units of food. when mechanical unit count went up, though, i was now faced with a sudden lack of oil. in other words, resources depend on where one starts on the map.
  24. n3's point about negative food. maybe when hitting 'done', any negative resources would bring a warning box, "do you really what to end the turn?" y/n. (done that myself, negative food). would like 'replay turn', speed controls. allot of times things just fly past and can't see what happened.
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