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RE: Reverse 4-player AAR.
Posted: Mon Mar 06, 2017 6:20 pm
by Mayhemizer_slith
Southern China

RE: Reverse 4-player AAR.
Posted: Tue Mar 07, 2017 4:36 am
by warspite1
Does anyone else get a madexcept when trying to save this latest game?
RE: Reverse 4-player AAR.
Posted: Tue Mar 07, 2017 6:55 am
by Mayhemizer_slith
I didn't have any problems.
RE: Reverse 4-player AAR.
Posted: Tue Mar 07, 2017 12:20 pm
by warspite1
Okay could I ask someone to send me the latest version of this game again please? The good news is the first game does not give me a madexcept.
RE: Reverse 4-player AAR.
Posted: Tue Mar 07, 2017 12:46 pm
by warspite1
Ormster has sent me another copy of the game and no mad except. I wonder if it was something as simple as trying to open the game before updating the version? Whatever it was the madexcept problem seems to have gone.
RE: Reverse 4-player AAR.
Posted: Tue Mar 07, 2017 3:39 pm
by Mayhemizer_slith
French believe this front line will hold 3-5 years until Americans once again come to save them. Little they know about modern panzer warfare...
RE: Reverse 4-player AAR.
Posted: Tue Mar 07, 2017 3:59 pm
by warspite1
ORIGINAL: Mayhemizer
French believe this front line will hold 3-5 years until Americans once again come to save them. Little they know about modern panzer warfare...
warspite1
Sadly (for the Axis) the French won't have to hold out anything like 3 years. Unless we start to get some Fuhrer Weather, Fuhrer turn length and Fuhrer initiative - and soon - then the Little Ars...sorry I mean Corporal will soon find himself the subject of an internal coup d'etat.
RE: Reverse 4-player AAR.
Posted: Wed Mar 08, 2017 10:43 am
by Orm
ORIGINAL: warspite1
ORIGINAL: Mayhemizer
French believe this front line will hold 3-5 years until Americans once again come to save them. Little they know about modern panzer warfare...
warspite1
Sadly (for the Axis) the French won't have to hold out anything like 3 years. Unless we start to get some Fuhrer Weather, Fuhrer turn length and Fuhrer initiative - and soon - then the Little Ars...sorry I mean Corporal will soon find himself the subject of an internal coup d'etat.
So have a coup and then we have a leader you have some faith in.
RE: Reverse 4-player AAR.
Posted: Sat Mar 11, 2017 4:14 am
by Orm
The Italian cruiser Captains apparently needs a refresher course in geography. Because this is the second time a cruiser has been ordered to La Spezia and anchored in Leghorn instead. Maybe their favourite pub is in Leghorn? [;)] One more time and I sack 'em all, and promote school teachers to navigational officers. [:D]

RE: Reverse 4-player AAR.
Posted: Sat Mar 11, 2017 4:21 am
by warspite1
I don't think you understand the Italian way of doing things. Foghorn/Leghorn whatever - look they're all in the rough approximate vicinity of La Spezia, you know, and look at it this way, on a global scale its as good as being in La Spezia.
[:D]
RE: Reverse 4-player AAR.
Posted: Sat Mar 11, 2017 6:58 am
by AllenK
I think that must have been my faulty navigation at RTB. The number of times I had to keep redoing those phases as each time I discovered I'd either left something at sea that should RTB or vice versa. Just when I thought I'd got it right [8|]. Sorry Orm

.
RE: Reverse 4-player AAR.
Posted: Fri Mar 17, 2017 4:08 pm
by AllenK
Any action on this game likely?
RE: Reverse 4-player AAR.
Posted: Fri Mar 17, 2017 4:33 pm
by warspite1
Subject to Ormster's movements we can look at this tomorrow.
RE: Reverse 4-player AAR.
Posted: Fri Mar 17, 2017 4:44 pm
by Orm
ORIGINAL: warspite1
Subject to Ormster's movements we can look at this tomorrow.
I thought I posted instructions for this five days ago. [:(]
RE: Reverse 4-player AAR.
Posted: Fri Mar 17, 2017 6:27 pm
by warspite1
ORIGINAL: Orm
ORIGINAL: warspite1
Subject to Ormster's movements we can look at this tomorrow.
I thought I posted instructions for this five days ago. [:(]
warspite1
It appears you did. Sadly I forgot all about that with all the convoy nonsense encountered in Game 3.
I will have a look tomorrow.
RE: Reverse 4-player AAR.
Posted: Sun Mar 19, 2017 4:40 am
by Orm
I think we should try to keep this game going. Even though the others might be on hold.
RE: Reverse 4-player AAR.
Posted: Sun Mar 19, 2017 7:39 am
by AllenK
Why not? Backwards and downwards let's see what else is broken.
RE: Reverse 4-player AAR.
Posted: Sun Mar 19, 2017 9:00 am
by warspite1
If the consensus is to continue then I do not want to be in the way of that (and I am willing to try just about anything to keep these games alive) however we do need a plan.
The Communist Chinese have spent (4?) points to repair a factory that they cannot repair apparently and so is totally useless [8|]. We'll call that the British Leyland plant [:D].
So three things lead from that:
a) how do we compensate the Chinese Communists for the actual points spent?
b) what do we do about other factories that we have destroyed? I don't know to what extent the Axis have destroyed factories generally, but do we think are we in game balance altering territory?
c) we need to ensure we keep a track of actions taken so that they are replicated in Game 2.
RE: Reverse 4-player AAR.
Posted: Sun Mar 19, 2017 10:42 am
by AllenK
Which game are we talking about now? This is the Game 2 thread but Waspite1's comments relate to Game 1.
In Game 1, I suspect and hope the failed factory repair was simply a matter of MWiF not changing a status value when it should have (for whatever underlying bug). That being the case it might be fixable by someone with the debug facilities. They might also be able to reorganise the Japanese fighter on Kwajalein for us.
If so, then we can at least continue with the game looking as we expected it to be. Perhaps the factory repair bug will have been fixed by the time the next one is due but, if not, at least we'll know it can be done so players can carry on repairing factories is they wish.
I'll post the Game 1 file to Tech Support and see if anyone can help.
At the moment, Game 2 is relatively okay and we could try playing on a bit further with this.
RE: Reverse 4-player AAR.
Posted: Sun Mar 19, 2017 11:17 am
by Mayhemizer_slith
ORIGINAL: AllenK
Which game are we talking about now? This is the Game 2 thread but Waspite1's comments relate to Game 1.
In Game 1, I suspect and hope the failed factory repair was simply a matter of MWiF not changing a status value when it should have (for whatever underlying bug). That being the case it might be fixable by someone with the debug facilities. They might also be able to reorganise the Japanese fighter on Kwajalein for us.
If so, then we can at least continue with the game looking as we expected it to be. Perhaps the factory repair bug will have been fixed by the time the next one is due but, if not, at least we'll know it can be done so players can carry on repairing factories is they wish.
I'll post the Game 1 file to Tech Support and see if anyone can help.
At the moment, Game 2 is relatively okay and we could try playing on a bit further with this.
I agree. As far as I'm aware game 2 should be totally OK.