Maybe you have omitted more than one script.
I'm playing now on the NATO side and trying to attack a Pact unit with a French unit. Simply: I cannot.
But I can attack a russian unit, instead.
Yes, this appears to be correct, thank you for spotting it.
Production is generally unfinished in this version. The intention is that no powers will have the ability to build any additional units, only rebuilding previous units. This will be implemented by setting force limits that are lower than the number of units that are already on the board. However, this isn't entirely done yet.
It is impossible to declare war manually to Greece with Yugoslavia playing as Pact side. And it is impossible to declare war manually to Pact with France playing as NATO.
If Yugoslavia produces zero, cannot rebuild anything.The Land wrote: ↑Wed Apr 13, 2022 5:00 pm
Production is generally unfinished in this version. The intention is that no powers will have the ability to build any additional units, only rebuilding previous units. This will be implemented by setting force limits that are lower than the number of units that are already on the board. However, this isn't entirely done yet.
Thanks. It works.BillRunacre wrote: ↑Mon Apr 18, 2022 8:35 pm It should be possible to disable the campaign's end date via the Options screen. Hopefully this will enable you to play further.
Yes, the intention is that there is no warfare in the Middle East. So there are no OOBs for these countries. I've not yet got around to making them neutral (which I think will stop them taking part in the war at all).
The intention is that the scenario ends after 10-12 turns, with either a negotiated peace or an escalation to nuclear warfare. There will be events to represent this, but for the meantime there is just an end date.
That's quite impressive for 10 turns! Well done - what tactics did you use?sad ham wrote: ↑Wed Apr 20, 2022 11:02 am In my short test, West Germany has fallen, Austria has fallen, Belgium and Holland have fallen, Denmark has fallen, France has fallen, Greece and Turkey have fallen. Great Bretain and Usa have lost almost everything, by the way the result is just a "stalemate".
No special tactics; simply the computer is stupid.
Glad you liked it!guy1962 wrote: ↑Wed Jun 08, 2022 3:11 pm Enjoyed playing this Mod and thank you for making it. Question about Italy's delay to war entry. Is there a way other than using chits to speed up Italy's entry? Having relatives there we've discussed the anti war movement but also the likely hood of them following the USA in a 1985 timeline. Thanks!
Sorry I haven't checked back for a while - am definitely up for a multiplayer test if you're still interested.Raptor341 wrote: ↑Sun May 22, 2022 10:26 am Still, perhaps, given current events, the campaign should be designed more around a more extended timeframe (up to a year or more) with the assumption of a protracted conventional campaign. Or, if the author has enough time, create two scenarios, one with a shorter timeframe and strategic nuclear escalation possible outcomes and a more protracted campaign with the assumption that leaders on both sides refrain from that kind of messaging and the war continues in a more conventional manner over a more extended period of time. Something to explore at least.