v1.24

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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ulver
Posts: 527
Joined: Sun Sep 09, 2001 8:00 am
Location: Danmark, Europe
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RE: v1.24

Post by ulver »

I don’t suppose there is any way to show the geographical extends of “fronts” on the map for the purposes of allocating air power?

It can get really confusing sometimes to know what front a given hex occupy for the purposes of air power allocation.
EdinHouston
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Joined: Sat Jul 26, 2008 2:06 pm

RE: v1.24

Post by EdinHouston »

I forget what thread it is in, but wasnt there a discussion about not allowing Germany to gain trade from the North Atlantic if the North Sea was controlled by the TE? I thought this was going to be in 1.24. It seems a little unrealistic for 'trade' to be generated when the British Fleet is blockading their ports.
FrankHunter
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Joined: Fri Mar 26, 2004 6:07 am

RE: v1.24

Post by FrankHunter »

If the German transports can get by the British blockade and into the Atlantic then trade is considered to be possible. If the transports are not sunk in the Atlantic then trade occurs. Its the same with the other side, Britain gets to trade simply by having transports on shipping missions in the Eastern Med regardless if there's lots of German UBs in the Western Med or Atlantic.

Its certainly an abstraction but I didn't want to go with a really detailed naval system.
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geoffreyg
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Location: London

RE: v1.24

Post by geoffreyg »

"New patch looking very good - just wanted to check that the Rail movement fixes includes stopping erroneous ones being generated when one cancels ones moves."
ORIGINAL: FrankHunter

I have that down as fixed?

But then perhaps I fixed it in 1.24 but forgot to add it to the list.

This bug still seems to exist - any chance of a fix.
FrankHunter
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Joined: Fri Mar 26, 2004 6:07 am

RE: v1.24

Post by FrankHunter »

I've "fixed" that bug a number of times it seems. If its still occurring just send me a save where it repeats.
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