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RE: Bugs and Issues
Posted: Wed May 11, 2005 3:04 pm
by Agent Smith
I do not know how tu duplicate it. I think it appear then you somehow select units worth more rail points to move than you currently have.
RE: Bugs and Issues
Posted: Wed May 11, 2005 5:41 pm
by JagdFlanker
i'm positive that if you use your rail points down to exactly zero it gets reset to 65,655. this is pretty much a complete lottery situation unless you want to spend the time doing the math every turn. the only big cheat either side would get out of it is that if the soviets manage to nail the 'lottery' on the first first turn they could possibly rail all their factories out instantly!
RE: Bugs and Issues
Posted: Wed May 11, 2005 7:17 pm
by K62_
I'm not so positive. I just played a few turns of '41 and got the Russian rail points to 0 but I couldn't see any bug after that.
RE: Bugs and Issues
Posted: Wed May 11, 2005 7:45 pm
by JagdFlanker
it happened to me twice in previous PBEM games - once as germany, and once as russia. to be honest, i had no idea what i did, but i assumed it went to excactly 0 - it could be another magic number. if you find it impossible to recreate then i don't think it should be a big issue!
RE: Bugs and Issues
Posted: Wed May 11, 2005 11:37 pm
by EvilWeevil
ORIGINAL: Agent Smith
1.
Players can not change the production of a factory if it has a delay.
note.
I think it is good rule and nice wording.
2. I am playing with this rule right now. I have no special thoughts about it right now.
I'm playing Agent Smith currently with this rule. Due to the limitation on the number of indications/Airfield/Airlift/Strategic ops a single HQ can do i.e. 1 per turn. What it does force you to do is to spread forces out more slightly, but you can still achieve local air supriority and have the same effect of hammering a unit 3 times.
The difficult bit is when your opponent puts 8 wings of fighters in an area of importance i.e as Russian defending Leningrad and that HQ gives air cover to the city & defending units.
I've not taken the game past '41 yet. But the difference is instead of power jacking PzHQ's with all the airgroups, you need to spread them out slightly a bit more. There have been times when I've left large parts of the front with no cover, luckily the Russians were rebuilding in Siberia.
I'm certainly no expert at conducting efficient air operations yet, but I can tell the difference from the normal Lorenzo rules.
RE: Bugs and Issues
Posted: Wed May 25, 2005 4:36 am
by K62_
Added B13.
RE: Bugs and Issues
Posted: Wed May 25, 2005 4:38 am
by K62_
I'm removing B7 - B10 because there seems to be nothing to be done about them. Here they are for archive:
B7 Repeated attacks stop
A player can have overwhelming odds against a repeated attacks hex but these will stop if other combat takes place elsewhere.
B8 Half-way saving
If a player saves during the turn and restores the game, he will get extra reinforcements, entrenchment, readiness etc.
B9 Restarting the turn
A player (especially Soviet) can restart their turn to influence the following: leader resignation; unsuccessful USAAF missions; weather
B10 Editors
The save files are weakly encrypted, making it possible for players to use editors to affect the game stats directly.