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Post by TheTomDude »



Post by jwilkerson »
Post by michaelm75au »
Post by Andrew Brown »
It was a last minute change that didn't make it into the readme file.ORIGINAL: Harain
How can it be intended if the What's New file says it added a shipyard there?
Quoting from page 15: "3. Truk now has a size 4 Repair Shipyard"
Post by TheTomDude »

Post by Erik Rutins »
ORIGINAL: TheTomDude
Why not giving Truk the size 4 rep yard and make it impossible to expand?

You can do that now, by adding a sufficient number of Naval Support squads.ORIGINAL: TheTomDude
This way one could at least repair the subs and small crafts so you don't have to send them all the way back to Japan? Wouldn't this be a good tradeoff?
Post by TheTomDude »

Post by Jonathan Pollard »
Not really. We considered this, along with several other options, but someone 'would' try to move it anyway, and there are too many movement routines to check against all the potential divide by '0' catastrophies.ORIGINAL: Jonathan Pollard
Couldn't the 2500 ton floating drydock be best simulated by a repair ship with a maximum movement rate of 0?
Post by Jonathan Pollard »
Maybe give it a movement of '1' but make its fuel capacity and usage rate so prohibitive that nobody in their right mind would want to move it. Yes, I realize that in order to play AE in the first place, not being of right mind is a prerequisite...[:D]ORIGINAL: JWE
Not really. We considered this, along with several other options, but someone 'would' try to move it anyway, and there are too many movement routines to check against all the potential divide by '0' catastrophies.
Perhaps. [:D] My proclivitiy is to have band-aids be functional to a certain, useful, and playable, degree, and have true "fixes" reflect a certain functionality that crosses the subroutine borders.ORIGINAL: Jonathan Pollard
Yes, I realize that in order to play AE in the first place, not being of right mind is a prerequisite...[:D]








