Search found 18 matches

by tempest
Sat Sep 27, 2003 10:28 pm
Forum: Decisive Battles: Korsun Pocket
Topic: Movement costs
Replies: 10
Views: 140

Ozie,
The movement cost algorithm rounds down on a hex by hex basis, so you can theoretically pick up a half OP point "bonus" with each hex.
by tempest
Wed Sep 24, 2003 8:01 am
Forum: Decisive Battles: Korsun Pocket
Topic: Optional rules request
Replies: 2
Views: 190

Thank you for taking the time to respond with such an in depth discusssion of my suggestions; I now see that there is an abstracted readiness inherent in the existing system. SSG is tops in feedback!
by tempest
Mon Sep 22, 2003 9:45 pm
Forum: Decisive Battles: Korsun Pocket
Topic: User interface changes request
Replies: 7
Views: 332

<r><QUOTE author="Rob Gjessing"><s>[QUOTE=Rob Gjessing]</s>I never said that the supply radius was static, I said it was an indication of what hexes would be supplied next turn based upon known enemy positions. I also stated that it would vary depending upon enemy movement and interdiction.<e ...
by tempest
Mon Sep 22, 2003 3:21 am
Forum: Decisive Battles: Korsun Pocket
Topic: Optional rules request
Replies: 2
Views: 190

Optional rules request

<t>I request that SSG consider adding the following to the DBWW2 system as optional rules (similar to UV) to increase realism per the players preference:<br/>
<br/>
1. Add a readiness attribute to units consisting of some combination of fatigue and morale:<br/>
Fatigue: A unit moving, attacking(or ...
by tempest
Sun Sep 21, 2003 10:34 pm
Forum: Decisive Battles: Korsun Pocket
Topic: User interface changes request
Replies: 7
Views: 332

Thanks DPoM, I'd never picked up on that. You can scratch my items 1 and 2 from the list, then.
by tempest
Sun Sep 21, 2003 9:30 pm
Forum: Decisive Battles: Korsun Pocket
Topic: User interface changes request
Replies: 7
Views: 332

<t>Some further testing on the supply truck radius display logic showed that neither of us had it completely correct. The supply radius displayed is not static from the start of the turn but updates as OP point penalties change due to retreating enemy units or barrage effects. However, I am correct ...
by tempest
Sun Sep 21, 2003 9:34 am
Forum: Decisive Battles: Korsun Pocket
Topic: User interface changes request
Replies: 7
Views: 332

User interface changes request

<t>Having logged more hours than my wife would like at KP, I'd like to suggest some improvements to the user interface:<br/>
1. With multiple units selected in a stack, make a double click on a unit selection button deselect all other units in the stack. It is tedious to one by one deselect multiple ...
by tempest
Tue Sep 16, 2003 10:21 pm
Forum: Korsun Pocket Support
Topic: TAO3 (Ardennes) specific map/unit errors
Replies: 1
Views: 71

TAO3 (Ardennes) specific map/unit errors

<t>The following are errors with units or the map in the Ardennes scenario:<br/>
1. 99th Norweigan is treated as an elite unit but shown as regular in unit info display.<br/>
2. Hex 24,42 shows a minor road going south to hex 24,43(Florenville). However, hex 24,43 shows no road going north. The game ...
by tempest
Wed Sep 10, 2003 5:57 am
Forum: Korsun Pocket Support
Topic: Bug: unit exceeds maximum movement
Replies: 1
Views: 156

Website problem?

Is there a problem with the website? I get an error 503 when trying to attach the file for the above.
by tempest
Tue Sep 09, 2003 10:36 pm
Forum: Korsun Pocket Support
Topic: Bug: unit exceeds maximum movement
Replies: 1
Views: 156

Bug: unit exceeds maximum movement

<t>The 4th Armored recon unit starts out of supply in hex and surrounded by enemy zocs in hex 31,45 with an OP point(movement allowance) of 24(this is its normal maximum OP point rating). It correctly spends 12 OP points moving to hex 29,44, where it is still out of supply and has 12 OP points ...
by tempest
Wed Sep 03, 2003 8:07 pm
Forum: Korsun Pocket Support
Topic: Isolated unit combat loss not working
Replies: 7
Views: 177

Not a retreat loss issue

<t>Matthew? Why aren't you working on our turns?<br/>
I should have noted that the retreat hex was not in a zoc and had no effect on losses. Note my comment that the isolated units took the same loss as if they had not been isolated(i.e. a D1,D1 resulted in 2 total step losses rather than 4). This ...
by tempest
Wed Sep 03, 2003 11:33 am
Forum: Korsun Pocket Support
Topic: Isolated unit combat loss not working
Replies: 7
Views: 177

Isolated unit combat loss not working

<t>Playing the TAO3 scenario by email, I observed the isolated unit additional combat loss mechanic not working. A stack of 2 4-step, isolated infantry units(hex 30,23 of attached game file) was attacked at 4-1 odds in forest with a result of double die D1 and D1. The units retreated correctly but ...
by tempest
Sun Aug 31, 2003 11:27 pm
Forum: Decisive Battles: Korsun Pocket
Topic: KP/TAO3 strategy hints needed!
Replies: 12
Views: 177

<t>Wallenstein,<br/>
<br/>
Allied strongpoints start behind both major and minor rivers. The Terrain/CRT buton display shows that in thaw conditions there is halved combat allowed over minor rivers and no combat over major rivers. This is the only criteria for permissible combat, OP point values don ...
by tempest
Sun Aug 17, 2003 6:24 am
Forum: Korsun Pocket Support
Topic: OP point penalty discrepancies/expanded explanations
Replies: 0
Views: 65

OP point penalty discrepancies/expanded explanations

<t>While doing test cases to better understand the combat OP point penalty mechanics, I observed both behavior conflicting with the manual(bugs which should be fixed) and undocumented mechanics which I feel should be included in the manual for player reference. See the attached Word doc file since ...
by tempest
Fri Aug 15, 2003 11:16 am
Forum: Korsun Pocket Support
Topic: Caught in a loop by AI bug
Replies: 1
Views: 46

Caught in a loop by AI bug

<t>Found a bug playing human Allied vs computer German (have attached file). After clicking end of turn for Allies, the German AI will attempt an overrun on the Allied supply truck at hex 55,9. If a 1,2 or 3 is rolled, the attacking Germans will lose a step and, presumably, will no longer have ...
by tempest
Tue Dec 03, 2002 8:10 am
Forum: Tech Support
Topic: US planes on Japanese carrier
Replies: 3
Views: 56

Yes, I was definitely playing single player as the Japanese. I am up to turn 25 now in the game and the 3 AirCobras still show as being on the Shoho but nothing else strange has occurred.
by tempest
Sun Dec 01, 2002 9:26 am
Forum: Tech Support
Topic: US planes on Japanese carrier
Replies: 3
Views: 56

US planes on Japanese carrier

<t>Bug report<br/>
<br/>
Ver 2.10<br/>
Single player scen 17 human japanese<br/>
<br/>
I have 2 files in the attached zip;<br/>
sav4: saved just before executing turn1<br/>
sav5: after problem noted start of turn 2<br/>
<br/>
Turn 1:<br/>
Transfered squadron Zeros from Rabaul to Shoho; 3 planes ...
by tempest
Sat Jun 15, 2002 11:15 pm
Forum: Uncommon Valor - Campaign for the South Pacific
Topic: How to send ships offmap for repairs
Replies: 10
Views: 161

How to send ships offmap for repairs

What is the procedure for sending damaged ships to Japan/Pearl for repairs? I have RTFM but can't find how to implement this option. Thanks.

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