Naval War Mod glitches

SittingDuck
Posts: 1188
Joined: Sat Aug 31, 2002 9:08 pm

RE: Naval War Mod glitches

Post by SittingDuck »

I sure hope that gets up on the list. The reason why is because if a unit (or task force) is committed to evasion, then the very idea of substantial return fire and damage infliction does not make sense. At least not compared to a force that stands in for the fight.
stryc
Posts: 176
Joined: Mon Jul 30, 2012 7:20 am

RE: Naval War Mod glitches

Post by stryc »

...not to mention 'evading all damage' while in port. (Wut?!)
ralaric
Posts: 12
Joined: Sun Mar 28, 2021 8:00 pm

RE: Naval War Mod glitches

Post by ralaric »

Noted a possible bug where some some Allied STFs start with 10/6 strength. It may pertain to the STFs received for 'free', i.e. already in production the cue.
aswa84
Posts: 3
Joined: Mon Mar 26, 2018 1:13 pm

RE: Naval War Mod glitches

Post by aswa84 »

I think I found a bug where this Japanese hq in the south east pacific refuses to die despite being in no supply and repeatedly bombarded by battleships and aircraft carriers
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Elessar2
Posts: 1447
Joined: Wed Nov 30, 2016 12:35 am

RE: Naval War Mod glitches

Post by Elessar2 »

HQs always have an unlimited supply reserve of (I want to say) 3, can heal up to 5 or 6 no matter how cut off they are. Yeah, a bit unrealistic but a side-effect of other game design decisions.
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