Human Torpedo Bug?

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Taxman66
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Human Torpedo Bug?

Post by Taxman66 »

Playing Case Blue Scenario vs. AI.

Italy surrendered to the US after Naples falls.
Germany occupied Rome, so Italy has not been 'liberated' and is not an active/mobilized power.

Several turns later (slow push towards Rome)
I had a naval unit in Algiers port damaged by Italian Human Torpedo.

Shouldn't this check/attack be turned off given the situation (i.e. Italy surrendered)?
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Taxman66
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RE: Human Torpedo Bug?

Post by Taxman66 »

I think what happened here is that Germany 'liberated' Italy.
Will be curious to see if Italy joins the Allies later.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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BillRunacre
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RE: Human Torpedo Bug?

Post by BillRunacre »

The scripts will check for Italy's status, so if it is Axis 100% then the scripts can fire.

We don't have a way to say to it, if Italy surrenders but is then liberated again, don't fire.

But then it's not unrealistic given that many Italians did serve the Axis after Mussolini was deposed in 1943.
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Taxman66
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RE: Human Torpedo Bug?

Post by Taxman66 »

It was just a bit shocking and unexpected.

I find the Italy situation a little annoying because in some circumstances you can get them to join the Allies, and others (like this example) when the Allies do finally get to Rome they just stay conquered.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
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BillRunacre
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RE: Human Torpedo Bug?

Post by BillRunacre »

Understood, and the mechanism to have them join the Allies isn't foolproof because it is triggered by Italian National Morale being low but not enough to make them surrender. So if the Allies hit the Italians too hard in one turn, it will make them surrender. Not so hard, and they will change sides.

Plus the presence of German units in Italy is also a factor, and this might vary from game to game.
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