ORIGINAL: crsutton
Real men pay retail.
No discounts here...[:'(] the only for sure issue is to discuss this w/ your game partner.
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ref post 37.
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
ORIGINAL: crsutton
Real men pay retail.
ORIGINAL: SuluSea
Where did Elf say this?
I read this site religously and have never seen any developer advocate manupulating the PP system . I count many members on the site as my virtual friends (whether they know it or not)[:'(] Elf included and have never seen any of it.
Changing code for the game isn't as easy as flicking a lightswitch .
I'll assume Elf has been taken out of context by you few until I see otherwise .
ORIGINAL: CV2
Ok, how hard do YOU think it would be to make all HQs so they can't change command, wouldnt that do EXACTLY what Kereguelen "intended" according to him? You can actually do it in the editor, it's THAT easy to do.
Sooooooo, if it WASN'T intended, why is there even an option for HQs to change HQs? I have shown you in the rules where it IS permitted (via witpqs's post). So now you are arguing just to argue?
So you are saying that a) Kereguelen does not in fact know what he intended to do with the HQ system or b)He is lying about what he intended to do with the HQ system ?ORIGINAL: CV2
They corrected an abuse by disabling the ability to disband HQs, but they wont set HQs to not be able to change their HQ. Unless you prove otherwise, Elf is correct and Kereguelen is wrong. Working as intended. Or if you prefer working as designed.
Shall I send you screenshots of the ground units attached to either of these two HQs ? I do not use air HQs for ground units. Not even WC air units go to 11th air force unless they are destined for Alaska, the historical location of that HQ. I do admit that I have used the Australian I Corps to unrestrict Australian forces so I did get a discount there, though none of the discounted units have left Oz so far and I fully intend to switch them back and forth to get them up to full PP by the time they leave. Earlier I though this was legitimate enough as there simply are no other unrestricted Australian HQs and I wanted to keep Australian units in an Australian corps, my opinion on how gamey this is has changed a bit since then.ORIGINAL: CV2
(But then taking away the ability to change HQs HQs doesn't keep the allies from changing India to 221 group or West coast to 11 airforce, but hey, you like the allies anyway, right?)
You fail to grasp a very simple rule of proper debating. The person making a claim provides the proof. 'You look it up yourself' is pretty poor form.ORIGINAL: CV2
And I already said PM The Elf and ask him.
ORIGINAL: Smeulders
Where exactly does anyone say that the intention is that no HQ can change command ? Please, do tell me where anyone is arguing that. HQs should be able to change command, but using that ability as a vehicle to get discounts on unrestricting units is what is gamey.
ORIGINAL: Smeulders
You fail to grasp a very simple rule of proper debating. The person making a claim provides the proof. 'You look it up yourself' is pretty poor form.ORIGINAL: CV2
And I already said PM The Elf and ask him.

ORIGINAL: Smeulders
So you are saying that a) Kereguelen does not in fact know what he intended to do with the HQ system or b)He is lying about what he intended to do with the HQ system ?
ORIGINAL: USS America
ORIGINAL: Smeulders
You fail to grasp a very simple rule of proper debating. The person making a claim provides the proof. 'You look it up yourself' is pretty poor form.ORIGINAL: CV2
And I already said PM The Elf and ask him.
This is a pretty good point....
No worries, I just did that. [:)] Lets hope he has the time to reply.ORIGINAL: CV2
All you have to do is click the "PM" button.

What other reason would you change the command of a HQ? For historical accuracy? All HQs are already under their historical control. So please tell me mister master of the pointless argument, what OTHER purpose is there?
I'm sorry, I'm not quite sure what you're saying here.Nope, never said he lied. His purpose is lost on me and point in fact on him too apparently, since it was never fully implemented.
Lol what point? I said ask Elf. He is on the boards. All you have to do is click the "PM" button. Like I said, master of the pointless argument. What logic, "well if you can't find the link then you don't know what you are talking about never mind the person that wrote the link is a "PM" away, you can't find it then it doesn't exist". Lol, whatever dude.
And witpqs saw it also. So I guess I just made it up, right? Course you could ASK ELF and find out for sure, but pointless argument is much better. Good point he says - heh.
ORIGINAL: CV2
Thank you. The search function on this board is useless. I search for "air" for author "TheElf" and find no references at all (yeah, right). If I search for "wad" for "TheElf" I get 2 hits (again, yeah right). But since I have time waiting for michael to get my turn back, I'll do some digging while I wait.

ORIGINAL: CV2
Never said you can't or shouldn't make house rules on anything. However. As I have already pointed out if the designers of the game hadn't intended to use these "loopholes", they wouldn't be there because they are easy enough to "fix" if that's what they had wanted.

ORIGINAL: CV2
Actually don't knock it until you've tried it. I have a game right now (1 of 3) the only house rule we have is no crossing boarders without PPs (the other 2 games have an assortment of HRs). Its actually one of the best games I've played (we are in early 43). Only thing that would have made it better (in my opinion) would have been 2 day turns.
Give me the code and I will. How do I propose "fixing it"? Simple. At the point where you click on the HQ change field on the unit display you insert a few "if - then - else" statements:
If unit is an air unit then allow only air HQs as options
elseif unit is naval unit then do whatever it does for naval right now
elseif unit is a non-HQ ground unit then allow only land HQs as options
elseif unit is a HQ unit then allow only non-restricted HQs as options.
.
.
.
I figure it would take about 30 minutes to code and test (depending on how screwed up the existing code is that is. I worked in some software houses where the existing routines were so bad it was faster to toss that section and rewrite it). Figure 2 days for a rewrite of that section, either way they have had 4 YEARS to do something about it if they did indeed feel "it wasn't working right".