Engineer not working well. 5.00.00.10 (my error, due to lack of info in the combat mods).

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Joseignacio
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Engineer not working well. 5.00.00.10 (my error, due to lack of info in the combat mods).

Post by Joseignacio »

Engineer is asked whether to bonus a combat, I decide to do so (no river, fortification, ..., involved); his factors are not added (bug 1) but he is still demanded to be destroyed (bug 2).

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If needed I can supply the save
Last edited by Joseignacio on Fri Jan 20, 2023 12:23 am, edited 1 time in total.
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paulderynck
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Re: Engineer not working well. 5.00.00.10

Post by paulderynck »

You say above you did use the engineer's bonus and it looks like it was applied as it would (and did) cancel the city mod. (City mod -1 and engineer mod +1 per factor but city mods cannot go above zero). Odds look right to me. (+9-1+1-1 = +8)

As for not including the engineer's combat factor in the attack, I cannot tell as there must have been air and/or naval support.
Paul
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Courtenay
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Re: Engineer not working well. 5.00.00.10

Post by Courtenay »

The Allied naval support is given -- they were +40! No air. However, the total Allied combat factors add up to 87. The only reasonable way to get to 99 is if the two American units were doubled by an O-chit. If that is the case, the total is 99, including the ENG. I do not see any bugs here.
I thought I knew how to play this game....
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Joseignacio
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Re: Engineer not working well. 5.00.00.10

Post by Joseignacio »

paulderynck wrote: Thu Jan 19, 2023 9:46 pm You say above you did use the engineer's bonus and it looks like it was applied as it would (and did) cancel the city mod. (City mod -1 and engineer mod +1 per factor but city mods cannot go above zero). Odds look right to me. (+9-1+1-1 = +8)

As for not including the engineer's combat factor in the attack, I cannot tell as there must have been air and/or naval support.
I meant the ENG modifyers. Ok, so I was wrong and once again part of the blame can be for the incomplete info. It was not explicit that City mod -1 and of course not the Eng +1. It is true that I could not have a +2, and I forgot this.
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Joseignacio
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Re: Engineer not working well. 5.00.00.10

Post by Joseignacio »

Courtenay wrote: Thu Jan 19, 2023 9:51 pm The Allied naval support is given -- they were +40! No air. However, the total Allied combat factors add up to 87. The only reasonable way to get to 99 is if the two American units were doubled by an O-chit. If that is the case, the total is 99, including the ENG. I do not see any bugs here.
It was just like that, I had had several attempts to take Palermo with good odds and failed because of bad rolls, so i used an O Chit and wanted to duplicate all CW and US units (since my air force had suffered serious losses and IT could duplicate with bombers with no opposition), but that is only possible in CE, in FE (=RAW7=MWIF) I could only duplicate US units with a US HQ, so I had to give punch with all the Med CW fleet instead, and it was still risky. :oops: But I took it.

I didnt want to wait till more good fighters would arrive because I got a flip-flop and had to take advantage of it. And I did, in Manchuria, Poland and East Prusia and finally Palermo.
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