ORIGINAL: Big B
Hi mefi,
I may have misunderstood you - but I checked all the starting TFs and they all seem to be where the stock game has them.
Were you just suggesting a change from stock for realisms sake?
Or is something you noticed amiss?
B
Hi Big B - I was just suggesting a change for realism's sake. It's not a bug (I'll preface suspected bugs with "Now this might just be me but is there a problem..." [:o]), just a little odd to see everyone still at port in Mako apart from the units on Batan when all the invasion fleets from Mako left at the same time. Just a thought and a "might be better to show the historical starting points" as (although I could be wrong) it seems that you may have changed some historical starting points. Reading the difficulties which are entailed in doing this, I can see why Matrix did not do this and why you might not wish to play with the initial starting points here.
Not found anything which strikes me as a bug in scenario 16 after a week's play. One concern I do have is that not destroying the aircraft may upset the 'balance' of Japan's ahistorical aircraft production in a way which favours Japan, allowing them parity for longer but December 1942 is hardly the best time to base any projected figures for losses so I'll let you know in a few months' (real) time if I run into that. That said - that's not a problem with your mod but with the underlying economic model. If your air model continues to perform as it has so far for me, I think it could provide a basis for a way to pull the game away from the lalaland that it exists in when you get to 1943 if your mod were combined with one which plays with the production figures. I'm seriously impressed so far with the results of your changes to the air combat model.
Now back to figuring out whether to invade quickly or to prep and invade slowly. Japan first turn nightmares
