The issue with XXXIX Corp is I made air drops and its got nothing same for units.
Server game Peltonx vs Bozo_the_Clown

Moderators: Joel Billings, Sabre21, elmo3



Also can you check this battle the odds seem completely not normal.
ORIGINAL: Bozo_the_Clown
Also can you check this battle the odds seem completely not normal.
How come? I get these results all the time. Don't forget fatigue. There was a lot of combat before your troops were able to cross the river. There they were greeted by my best units.


Like I said I have played 30 plus games vs Flaviusx, MT, Kamil, Hoooper, Saper and Bobo to name a few - them are not normal odds.
ORIGINAL: Bozo_the_Clown
Like I said I have played 30 plus games vs Flaviusx, MT, Kamil, Hoooper, Saper and Bobo to name a few - them are not normal odds.
How can you determine what "normal odds" are? There are so many variables. The most logical explanation would be fatigue because your units had to plow through a field of airborne brigades etc. before they could reach the river. Then they had to attack across the river and move over the river an attack some more.
Curious to see what the answer from tech support is. I guess the game is on hold until we get an answer.
After 30+ games I know what normal is you can whine all you like. I done this opening 30+ times I know for a fact based on data what normal is.
ORIGINAL: Bozo_the_Clown
After 30+ games I know what normal is you can whine all you like. I done this opening 30+ times I know for a fact based on data what normal is.
I'm not whining. I'm just curious why you think it's not "normal" and how you determine what "normal" is. No need to be rude again.
I'm waiting for the answer from tech support. I'm as curious as you.
ORIGINAL: Bletchley_Geek
Very nice work Morvael, I got some questions.
ORIGINAL: Andrew Loveridge
3. Formula Change - Improved the formula which decides whether a unit should be motorized or not. By default all armor, mechanized, motorized, SP artillery, HQ and airbase units will be motorized. Support units attached to motorized combat units will be also motorized (such units will be demotorized when attached back to HQ, unless it’s their natural state). Units containing “Motorized “ or “SP “ in their TOE suffix will be also motorized (this is for flavor, to make units like “Motorized Flak Battalion” or “LW Motorized Flak Battalion” or “LW SP Light Flak Battalion” show up as motorized). It may require advancing to the next turn for the motorized status to adjust properly. Previously, support units attached to motorized combat units had requirements like motorized units, but their motorized status was still showing up as non-motorized.
What's the actual impact of this? Does this mean that up to now the pressure on the vehicle pools from tear and wear were substantially lower than it should?
ORIGINAL: Andrew
1. Fixed a bug with some support units attached to HQ units being resupplied nearly for free. For example a support unit had 132 tons of supply added at a cost of just 1 supply dump from the HQ; also all needs below 1 ton (2000lbs) were resupplied for free.
2. Fixed a bug with HQ units reporting their supply needs as fuel needs. When the supply stock was above 100% of supply needs, this generated negative fuel need and reduced global cost of moving supplies in vehicles and fuel.
3. Fixed a bug with support units attached to combat units, and construction units attached to FBD/NKPS units, not reporting their needs to proper HQ unit, causing said HQ to have supply shortages when it shouldn’t.
4. Fixed a bug with support units attached to combat units not being able to return excess fuel.
5. Fixed a bug with support units attached to combat units to always require fuel (even when full), if another support unit created earlier, attached to the same combat unit, required fuel.
6. Fixed a bug with support units attached to combat units to generate higher vehicle need (1/10 of their parent unit vehicles, instead of 1/10 of their own vehicles) and with support units attached to HQs to generate lower vehicle need (0 instead of 1/10 of their own vehicles).
27. Fixed a bug with units not on buildup and having trucks equal to their need not to respond to truck shortage by giving up their vehicles.
36. Hiwis and pilots in airbases and soldiers in damaged elements will now eat.
37. Hiwis will now require trucks to carry them in motorized units.
38. Horses will now eat half of fodder even when stationary, with the other half reserved for paying for movement.
39. Infantry elements in cavalry units will now require horse wagons to carry them.
#2 Looks to me as a quite important thing, that goes a long way to explain why logistics seemed so easy to me. #38 is also quite big, as both the Soviet and the German army rely quite a bit on horse-drawn carriages, this would make generic supply less abundant as well. Has this - and the rest of the fixes which might seem minor but kind of accumulate - made a noticeable difference in the gameplay?
ORIGINAL: Andrew
55. Fixed a bug with secondary (other than in first slot) weapons in ground elements that belong to infantry and mechanized infantry classes having much reduced chance to fire. The idea behind the rule was to limit effectiveness of secondary weapons, like machine guns on tanks and side arms of gun crews, but it doesn’t look realistic when a 10-man squad armed with 8 rifles, a single SMG and a single LMG is severely limited in using that SMG and LMG, which are actually operated by dedicated soldiers.
56. Fixed a bug where large blast weapons (blast 10 and above) were limited from hitting more than one target with a single shot due to ammo expenditure check being made before large blast allowed another hit from that shot (and usually due to rate of fire less than 2, they were already limited to just a single shot at given range).
Are we to expect higher casualty rates in combat? #55 looks like a quite huge thing to me.