wierd effect

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Traveler
Posts: 115
Joined: Wed Mar 30, 2005 11:47 pm

wierd effect

Post by Traveler »

I tried changing the TD_ARMOR value of SUB FLEET from 0 to 1, because subs start out way to vulnerable. I think this works well. Onew really odd effect was that when I sent the Italain sub group into the WA surface group in the east med, the LIGHT FLEETs did not fire at the sub; but three turns later the PLAYER_UN ai kiked up the LF TD_UA value by 1 and they started shooting at the subs.
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5cats
Posts: 291
Joined: Thu Apr 14, 2005 7:17 am

RE: wierd effect

Post by 5cats »

Omg! Subs with Armour??
A fleet won't have combat if it's unable to damage the opponent. With Armour, the sub subtracts 1 dice from the enemy #, which is 1 in this case, leaving 0! 3 turns later with their ASW up to 2, they could damage it.
Amazing how such a tiny change can totally un-balance the game, eh?
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Traveler
Posts: 115
Joined: Wed Mar 30, 2005 11:47 pm

RE: wierd effect

Post by Traveler »

ORIGINAL: 5cats

Omg! Subs with Armour??
A fleet won't have combat if it's unable to damage the opponent. With Armour, the sub subtracts 1 dice from the enemy #, which is 1 in this case, leaving 0! 3 turns later with their ASW up to 2, they could damage it.
Amazing how such a tiny change can totally un-balance the game, eh?


Hmmm.. If you use the '39 mod, I think that's about right.
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