Search found 96 matches

by Tempest_slith
Tue Jul 02, 2024 3:39 pm
Forum: Tech Support
Topic: Action Mode Toolbar missing
Replies: 1
Views: 688

Re: Action Mode Toolbar missing

Hi;
I was a former playtester of this great game and might be able to help. There are 2 toolbars in the game, the main game toolbar above the map during the move/reaction phases and the unit toolbar to right of map which only appears when one of your units is selected.
Which one are you referring to ...
by Tempest_slith
Tue Jul 10, 2018 9:32 pm
Forum: Across the Dnepr - Second Edition
Topic: Classic game
Replies: 1
Views: 947

Classic game

Tremendously enjoyable game. Too bad it and SSG have suffered the ravages of time.
by Tempest_slith
Fri Dec 23, 2011 3:31 am
Forum: Gary Grigsby's War Between the States
Topic: No initiative check
Replies: 2
Views: 200

RE: No initiative check

The reason nothing shows for initiative is Andrews has a zero chance. He has an attack rating of 1 and Army command modifier of -2, so his attack rating contribution to initiative is 1 - 2 or zero, and all the other initiative contributors are zero
by Tempest_slith
Fri Feb 25, 2011 3:37 am
Forum: Tech Support
Topic: Ver 1.03 Beta6 Disappearing AA elements
Replies: 0
Views: 126

Ver 1.03 Beta6 Disappearing AA elements

<t> In attached, the 41 Panzer Corp units near Riga all have ready AA elements showing expected fatigue.<br/>
<br/>
End turn and cycle thru Russian turn. On the Axis turn 2, the AA elements go to 0 Rdy, 0 Dam with 98 fatigue.<br/>
<br/>
My understanding is a unit element showing 0 Rdy, 0 Dam ...
by Tempest_slith
Wed Feb 16, 2011 10:47 pm
Forum: Tech Support
Topic: Ver 1.03-5 combat morale increases
Replies: 1
Views: 127

Ver 1.03-5 combat morale increases

<t> My recollection of earlier version behavior was that a combat victory would always increase an attacking unit's morale until some other restraint was reached. Also, <br/>
9.1.1. GROUND UNIT MORALE CHANGES The morale of a unit will increase when it is successful in combat (holds on defense or ...
by Tempest_slith
Sat Jan 29, 2011 5:50 pm
Forum: Tech Support
Topic: Ver 1.03-2 AI vs AI not working
Replies: 3
Views: 220

RE: Ver 1.03-2 AI vs AI not working

Selecting end turn works. Thanks.
by Tempest_slith
Sat Jan 29, 2011 5:43 pm
Forum: Tech Support
Topic: Ver 1.03-2 AI vs AI not working
Replies: 3
Views: 220

Ver 1.03-2 AI vs AI not working

Games with computer control set to both Axis and Soviets (AI vs AI) do not progress (i.e game initiates normally but AI is idle and no actions occur on Turn 1).

The AI works normally when one side or the other is human controlled.
by Tempest_slith
Thu Jan 27, 2011 2:13 am
Forum: Tech Support
Topic: Ver 1.03 -2 MP Calculation Possible Bug
Replies: 0
Views: 124

Ver 1.03 -2 MP Calculation Possible Bug

<t> 1) <br/>
There appears to be an error (possibly a rounding error) in the calculation of unit movement points.<br/>
<br/>
In attached, it's the start of Axis turn 2 move phase and the unmoved 1st Panzer div in 58,39 shows 46 MP (I moved and then moved back the units in 55,37 this turn before I ...
by Tempest_slith
Fri Jan 07, 2011 4:48 am
Forum: Tech Support
Topic: Ver 1.01 Bug-Regimental MP costs
Replies: 4
Views: 181

RE: Ver 1.01 Bug-Regimental MP costs

All size mountain units pay the lesser cost, so the chart should have said Mountain Units rather than Mountain Divisions.

The Support/Need does reset to breakdown unit values on the next turn.
by Tempest_slith
Fri Jan 07, 2011 2:38 am
Forum: Tech Support
Topic: Ver 1.01 Bug-Regimental MP costs
Replies: 4
Views: 181

RE: Ver 1.01 Bug-Regimental MP costs

Joel's list of the V1.02 Beta 2 – January 4, 2010 patch changes didn't include these issues, so I take it they're WAD and it's just a documentation problem (same behavior present in V1.02 Beta 1)?
by Tempest_slith
Sun Jan 02, 2011 4:04 pm
Forum: Tech Support
Topic: Ver 1.02 Saved game sort bug
Replies: 0
Views: 123

Ver 1.02 Saved game sort bug

The sort by date function for Load and Save game menus is confused by the new year. There are games saved on 01/02/2011 showing in the midst of 01/01/2011 games when sorted chronologically.
by Tempest_slith
Fri Dec 24, 2010 12:29 am
Forum: Tech Support
Topic: v1.02 Beta 1 Bug - First turn Axis hasty attack MP cost
Replies: 2
Views: 130

v1.02 Beta 1 Bug - First turn Axis hasty attack MP cost

<t> v1.02 Beta 1 Bug - First turn Axis hasty attack MP cost<br/>
<br/>
The MP cost for an Axis motorized unit making hasty attack on June 22, 1841 turn is now 1, rather than the 3 cost in Ver 1.01 and per rules. I didn't see this documented in the version change description.<br/>
<br/>
WAD?<br ...
by Tempest_slith
Thu Dec 23, 2010 10:04 pm
Forum: Tech Support
Topic: Ver 1.01 Bug-Regimental MP costs
Replies: 4
Views: 181

Ver 1.01 Bug-Regimental MP costs

<t> The +2 MP cost (per Tactical Movement Chart) for a Regiment/Brigade size unit move into enemy territory is not being paid by existing regiments but is for Division Breakdown units. Also, the 1st Hun Mtn Brigade pays Mtn Div MP cost (3) when moving into mountain hex rather than non-Mtn Div cost ...
by Tempest_slith
Wed Dec 22, 2010 11:43 pm
Forum: Tech Support
Topic: Ver 1.01 Bug-Air Doctrine escort setting
Replies: 2
Views: 96

Ver 1.01 Bug-Air Doctrine escort setting

<t> The Air Doctrine settings do not seem to work for escort. <br/>
<br/>
My read of the rules is the escort setting will have the computer try to send escorts equal to that percentage of bombers on mission (i.e. a setting of 50 on escort will send 30 fighters for 60 bombers).<br/>
<br/>
I'm ...
by Tempest_slith
Wed Dec 22, 2010 12:51 am
Forum: Tech Support
Topic: June 22, 1941 river crossing EZOC move cost question
Replies: 1
Views: 104

June 22, 1941 river crossing EZOC move cost question


The Axis is not charged the MP cost for crossing a river in EZOC during first move. I couldn't find this MP cost negation listed as a June 22,1841 turn special rule in the manual.

Is this WAD?
by Tempest_slith
Sun Dec 19, 2010 7:11 pm
Forum: Tech Support
Topic: Bug-Ver 1.01 Undo button not removed
Replies: 1
Views: 87

Bug-Ver 1.01 Undo button not removed

<t> Start a scenario. The undo button is not shown.<br/>
<br/>
Move a unit to an eligible undo move hex, then hit undo. Unit will return correctly but undo button remains (should have returned to not shown status).<br/>
<br/>
Hit undo button. Previous move will be shown.<br/>
<br/>
Exit ...
by Tempest_slith
Sat Dec 18, 2010 9:35 pm
Forum: Tech Support
Topic: Ver 1.01 Undo doesn't restore RVV to rail repair unit
Replies: 1
Views: 89

Ver 1.01 Undo doesn't restore RVV to rail repair unit

An undo move for a FBD rail repair unit doesn't restore the RVV the unit had at the start of the move.
by Tempest_slith
Fri Dec 17, 2010 6:27 am
Forum: Gary Grigsby's War in the East Series
Topic: Converting enemy hex question
Replies: 3
Views: 97

RE: Converting enemy hex question

<t> Thanks for the response. <br/>
<br/>
I'll take it then that the design intent was for a successfully attacked hex to always convert to pending phasing player, exempt from the 6.3.3 nullification of adjacent nonphasing combat units levied against moving units, and that this mechanic just isn't ...
by Tempest_slith
Fri Dec 17, 2010 3:48 am
Forum: Gary Grigsby's War in the East Series
Topic: Converting enemy hex question
Replies: 3
Views: 97

Converting enemy hex question

<t> A retreat combat result will convert the (now empty) attacked hex into pending phasing player control, even if unattacked nonphasing combat units are adjacent. This is contrary to 6.3.3 Conversion of Enemy Hexes rule.<br/>
<br/>
I could find nothing in the manual staing an effect of a retreat ...

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