Bombur v1.00

Post descriptions of your brilliant victories and bitter defeats here.

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Bombur
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RE: Bombur v1.00

Post by Bombur »

French air defenses, boosted by Lend Lease Bf-109 D´s, shot down 70 Fiat G.50, with minimal losses.
A Huge amphibious force is being assembled at Niort. Our allies were alerted on a possible disembark in Burgundy for the next months.
falco148
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RE: Bombur v1.00

Post by falco148 »

Havnt played a turn in this for what seems like ages. Looking at the old files in Dropbox, it almost appears like the Germans have been cut out of the
sequence of turns or something.
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Bombur
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RE: Bombur v1.00

Post by Bombur »

Don´t you think this mod has aan excessive amount of resources? I´m seriously considering to fix this in the next edition, but I would like to know your opinion.
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ironduke1955
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RE: Bombur v1.00

Post by ironduke1955 »

Not really noticed what is restricting military force sizes is supply can only produce relatively small number of units I have 6 cities two are just producing supply, not really a problem means you have to look after what you have as its a finite resource. As to resources well that could have been a factor but I always feel starting a game with zero resources is not really very accurate as the resources for war are the same for peace time production, well not exactly the same but the bulk of them are.
Are we like late Rome, infatuated with past glories, ruled by a complacent, greedy elite, and hopelessly powerless to respond to changing conditions?

LJBurstyn
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RE: Bombur v1.00

Post by LJBurstyn »

Haven't notice anything about resources as SUPPLY is the biggest problem I've had. Production is limited because I don't have the supplies to keep any new production in supply.
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Tac2i
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RE: Bombur v1.00

Post by Tac2i »

If you play with the 'Depleted Land' option checked there will be less resources. I've been playing with this option checked in my anewdawn3 games vs the AI for awhile. It appears to help somewhat with the AI overbuilding issue. It is also a brake on my own production and makes it more critical that I capture AI resources to expand my offensive capability.
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Bombur
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RE: Bombur v1.00

Post by Bombur »

I was considering to increase the supply cost for the next version (actually I alreadchanged the file)
As for supplies, it´s important to notice you can produce them in factories.
Do you feel I should decrease supply costs too?
Could you check how many resources (oil and fuel) do you have when compared to turn production?
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ArmouredLion
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RE: Bombur v1.00

Post by ArmouredLion »

From the rooks' perspective I feel I can build alot of units, but I don't know jack when it comes to your mod. I working on boning up because I love it. Also, sorry guys for the slow turn around, but I have been battling a re-aggravated hernia for a bit. Picked up my daughter today and it laid me up and it's taking everything just to finish my computer work. I'll do my best to get it back to you asap, but trying to do my best for my team within your mod is far more trying than my familiar grounds of the vanilla. Sorry, I will def. have by tomorrow and hate to break the groove.
LJBurstyn
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RE: Bombur v1.00

Post by LJBurstyn »

It is very hard to make enough PP to build a factory and when you build one you need it to produce units...which of course increases the need for supplies which reduces further the ability to produce PP.
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ironduke1955
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RE: Bombur v1.00

Post by ironduke1955 »

Except I think in this MOD the factories can also produce PP and Supply.
Are we like late Rome, infatuated with past glories, ruled by a complacent, greedy elite, and hopelessly powerless to respond to changing conditions?

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Twotribes
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RE: Bombur v1.00

Post by Twotribes »

Yup supply and PP production are stunted in this mod. If you are going to change the production values of the Oil and Raw also fix the production values of cities (adjust them UP) and maybe provide a supply factory for building.
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Bombur
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RE: Bombur v1.00

Post by Bombur »

ironduke is right, factories can produce supply (representing spare parts and replacement for lost equipment)
I like the idea of a supply factory, not sure how to implement it
Another idea, of course, is to use ernie´s cards to develop your economy.
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ironduke1955
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RE: Bombur v1.00

Post by ironduke1955 »

Makes perfect sense that factories can also produce munitions and what ever else you need even R&D. Makes them a lot more attractive to build if they have flexible use.
Are we like late Rome, infatuated with past glories, ruled by a complacent, greedy elite, and hopelessly powerless to respond to changing conditions?

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baloo7777
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RE: Bombur v1.00

Post by baloo7777 »

The Japanese sink 3 DD Leningrad, 4 DD Soldati, 1 CA Kirov, and 9 troop transports, along with a US Armored Unit. We only lost 3 aircraft.
JRR
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ironduke1955
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RE: Bombur v1.00

Post by ironduke1955 »

"US Armored Unit" The armored unit is reduced in strength but it was still offloaded in the newly built port.
Are we like late Rome, infatuated with past glories, ruled by a complacent, greedy elite, and hopelessly powerless to respond to changing conditions?

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Bombur
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RE: Bombur v1.00

Post by Bombur »

And French dive bombers finished a Italian battleship damaged by the Japanese air attack
LJBurstyn
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RE: Bombur v1.00

Post by LJBurstyn »

Italian ships are like death traps for the crews. Badly built and poorly designed. As are their tanks. But they are fairly cheap to build.
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baloo7777
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RE: Bombur v1.00

Post by baloo7777 »

The Japanese Fleet succeeded in sinking 5 more enemy ships, including 1 transport, but lost 9 aircraft this turn. However, we only lost 3 carrier based aircraft. The rest were lost to land based aircraft, mostly in an attempt to damage the port built to support the amphibious landing in Burgundy. Japan has no good fighter aircraft and poor land based bombers.
JRR
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baloo7777
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RE: Bombur v1.00

Post by baloo7777 »

Another month and another 6 enemy transports sunk, but lost 18 aircraft. The other side is outproducing us AND has superior equipment. We cannot sustain these types of losses any further. We are doing all we can to help Burgundy, but it is an uphill battle.
JRR
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baloo7777
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RE: Bombur v1.00

Post by baloo7777 »

Not sure what happened. The turn in the dropbox called nippon_May 11 1939med.at2 is really the one I just moved on and is in my saved pbem game file. So either I put the wrong one back after taking my turn, or something else weird happened. I'll put the correct saved turn in the folder and hope this was the right way to go.
JRR
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