Search found 72 matches

by Firebomber47
Thu Apr 04, 2024 11:28 pm
Forum: Rule the Waves 3: Tech Support
Topic: Two Turns In One
Replies: 1
Views: 439

Two Turns In One

There seems to be a problem with some (not all) turns when fighting a war in which a new turn begins, but then suddenly the game goes into another combat phase, freezing out the human player from making any changes to their force (building new ships, moving divisions around, etc), so the human ...
by Firebomber47
Wed Mar 06, 2024 3:20 am
Forum: Rule the Waves 3: Tech Support
Topic: AI Control Of My Divisions
Replies: 2
Views: 475

AI Control Of My Divisions

Is there any way to prevent the AI from arbitrarily taking control of my ships? I have had repeated problems trying to steer my divisions away from oncoming ships, having the check mark for AI control of my ships hazed out so I can't take control, watching my ships kamikazee into an oncoming fleet ...
by Firebomber47
Wed Feb 21, 2024 3:22 am
Forum: Rule the Waves 3: Tech Support
Topic: Ship Redesign Collision
Replies: 1
Views: 460

Ship Redesign Collision

Ran into an interesting problem while playing RTW3 tonight. Both my new CA and a BB designs needed to be redone to add a catapult, which had just been discovered by research. When they both were ready to build on the same turn (using an earlier design) and I opted to redesign them from the ...
by Firebomber47
Thu Feb 01, 2024 2:44 am
Forum: Rule the Waves 3: Tech Support
Topic: Carrier Battle Bug
Replies: 1
Views: 476

Carrier Battle Bug

So I am finally up to the period when everybody has aircraft carriers in their fleet, and the screen indicates that there is going to be a carrier battle against my bitter enemy, the French (two wars and counting). So the screen below comes up:

Rule the Waves 3 Carrier Bug 013124.jpg

With the ...
by Firebomber47
Wed May 20, 2020 12:29 am
Forum: Scenario Design and Modding
Topic: Activating Romania and Finland
Replies: 12
Views: 678

RE: Activating Romania and Finland

<r> Have run this modified scenario a couple of times. Moved 4 panzer divisions and a motorized division down onto the Romanian border, but a game feature that I couldn't change kept all units in Romania deactivated during the 6/22/41 turn, so had to set the start date for the following turn, when ...
by Firebomber47
Sat Mar 28, 2020 4:25 pm
Forum: Scenario Design and Modding
Topic: Activating Romania and Finland
Replies: 12
Views: 678

RE: Activating Romania and Finland

<t> Also, if you opt for Reduced Blizzard Effect, the Axis end up in better shape after the 1941-42 winter. It makes you wonder how much better they would have done if Hitler had prepared the army for winter conditions. Commentary from von Manstein and others has indicated that Hitler was ...
by Firebomber47
Sat Mar 28, 2020 4:11 pm
Forum: Scenario Design and Modding
Topic: Activating Romania and Finland
Replies: 12
Views: 678

RE: Activating Romania and Finland

<t> I did a little additional research on the possibility of launching Barbarossa earlier and came across some historical info on the topic. Here are some points from that dissertation:<br/>
<br/>
*Because of the annual spring floods in eastern Poland and western European Russia, 15 May was the ...
by Firebomber47
Sat Mar 28, 2020 3:43 pm
Forum: Scenario Design and Modding
Topic: Activating Romania and Finland
Replies: 12
Views: 678

RE: Activating Romania and Finland

<t> I took a look at the Random Weather Table and noticed that there could be much better weather on a number of turns, including traditionally mud turns in the spring and the fall. The disclaimers were the following:<br/>
<br/>
»» There will be at most one snow turn per weather<br/>
zone in ...
by Firebomber47
Sat Mar 28, 2020 2:43 pm
Forum: Scenario Design and Modding
Topic: Activating Romania and Finland
Replies: 12
Views: 678

RE: Activating Romania and Finland

<t> Well, the fun thing is to encircle on clear turns and then creep the infantry forward during the mud turn to be prepared to exterminate the cut off Soviet formations with the infantry during the following clear turn. I typically do a HQ buildup during the mud turn to have the mobile formations ...
by Firebomber47
Sat Mar 28, 2020 2:22 pm
Forum: Scenario Design and Modding
Topic: Activating Romania and Finland
Replies: 12
Views: 678

RE: Activating Romania and Finland

<r> Yes, mud turns could be a problem, but the first turn would still be clear, as would the 3rd. When I played the standard campaign game I would take that into account and made excellent progress during the May/Early June turns in 1942.<br/>
<br/>
But my main concern, besides the start date, is ...
by Firebomber47
Sat Mar 28, 2020 12:53 pm
Forum: Scenario Design and Modding
Topic: Activating Romania and Finland
Replies: 12
Views: 678

Activating Romania and Finland

<t> I'm putting together a campaign game which looks at what would have happened if Hitler had been able to restrain Mussolini from his North African and Greek adventures, pushing Barbarossa's launch date forward to May 11th (the planned start date) and bringing in the Finns, Romanians, Hungarians ...
by Firebomber47
Fri Dec 28, 2018 7:18 pm
Forum: Strategic Command Classic WWII
Topic: Weather Issues
Replies: 2
Views: 719

RE: Weather Issues

<r> Okay, to check out this possibility I created a custom campaigns based on both 1939 and 1944 campaigns using 7-day turns and simultaneous movement. The weather stays clear and the ground clear as well for the AI side, but the weather closes down with rain/snow with muddy ground conditions for my ...
by Firebomber47
Sat Dec 15, 2018 12:59 pm
Forum: Strategic Command Classic WWII
Topic: Weather Issues
Replies: 2
Views: 719

Weather Issues

Having installed the 1.3 patch I noticed something weird. The weather changes within the turn, so that the AI-controlled forces get clear weather and the human-controlled forces get lousy weather (rain/snowfall). Has anyone else seen this?
by Firebomber47
Thu Oct 05, 2017 9:37 pm
Forum: After Action Reports
Topic: Undead Units?
Replies: 0
Views: 1182

Undead Units?

<r> Just in time for Halloween, I seem to have encountered undead units. Playing the Germans in the 4th Directorate campaign I managed to crush the Allies in Sicily, wiping out all of the units they managed to get ashore. Or so I thought. The very next turn after doing that, as the Axis units were ...
by Firebomber47
Thu Jun 29, 2017 9:49 pm
Forum: Gary Grigsby's War in the West
Topic: Knocking Out French Railways
Replies: 13
Views: 379

RE: Knocking Out French Railways

<t> One of the biggest problems with bombing is the limit on the number of attacks per air HQ (6, typically). Anyone tried boosting the number of attacks smaller groups of heavy bombers could make on railyards and tracks by assigning heavy bombers to, say, RAF Coastal Command, Fighter Command, etc ...
by Firebomber47
Tue Jun 27, 2017 11:32 pm
Forum: Gary Grigsby's War in the West
Topic: Knocking Out French Railways
Replies: 13
Views: 379

RE: Knocking Out French Railways

<t> Yep, they could move by night, as I pointed out in a previous response, but not by rail and many of the road bridges had been dropped by Allied planes as well, further slowing German movement even at night. <br/>
<br/>
In the game, many of the units that redeployed across France to block ...
by Firebomber47
Tue Jun 27, 2017 9:33 pm
Forum: Gary Grigsby's War in the West
Topic: Knocking Out French Railways
Replies: 13
Views: 379

RE: Knocking Out French Railways

<r> Thanks Joel. The problem is that I can't interdict every hex along the line of advance in order to simulate the highly effective Allied bombing campaign in April-June 1944. I tried interdicting the hex a panzer division occupied while doing a ground and railyard attack on its hex, but it did ...
by Firebomber47
Tue Jun 27, 2017 8:05 pm
Forum: Gary Grigsby's War in the West
Topic: Knocking Out French Railways
Replies: 13
Views: 379

RE: Knocking Out French Railways

<t> Nope, no improvement. Panzers are still able to move across France unimpeded to block my way. Even if I take over the German side for a couple of turns and drive them across country instead of letting the AI move them by rail it wouldn't truly reflect the fact that many road bridges were also ...
by Firebomber47
Sun Jun 25, 2017 5:44 pm
Forum: Gary Grigsby's War in the West
Topic: Knocking Out French Railways
Replies: 13
Views: 379

Knocking Out French Railways

<r> I've looked through the tutorials and read the manual thoroughly, but can't find any details on knocking out rail transit by the Germans in Northern Europe. I have directed air attacks from all of my available air units in Britain and Italy against cities across France that have rail centers ...
by Firebomber47
Thu Aug 13, 2015 2:06 am
Forum: Tech Support
Topic: Air Transport Mode Problems
Replies: 2
Views: 156

RE: Air Transport Mode Problems

Yep, that fixed it. Thanks

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