Page 1 of 1

wierd effect

Posted: Thu May 12, 2005 11:25 pm
by Traveler
I tried changing the TD_ARMOR value of SUB FLEET from 0 to 1, because subs start out way to vulnerable. I think this works well. Onew really odd effect was that when I sent the Italain sub group into the WA surface group in the east med, the LIGHT FLEETs did not fire at the sub; but three turns later the PLAYER_UN ai kiked up the LF TD_UA value by 1 and they started shooting at the subs.

RE: wierd effect

Posted: Fri May 13, 2005 6:31 am
by 5cats
Omg! Subs with Armour??
A fleet won't have combat if it's unable to damage the opponent. With Armour, the sub subtracts 1 dice from the enemy #, which is 1 in this case, leaving 0! 3 turns later with their ASW up to 2, they could damage it.
Amazing how such a tiny change can totally un-balance the game, eh?

RE: wierd effect

Posted: Fri May 13, 2005 7:27 am
by Traveler
ORIGINAL: 5cats

Omg! Subs with Armour??
A fleet won't have combat if it's unable to damage the opponent. With Armour, the sub subtracts 1 dice from the enemy #, which is 1 in this case, leaving 0! 3 turns later with their ASW up to 2, they could damage it.
Amazing how such a tiny change can totally un-balance the game, eh?


Hmmm.. If you use the '39 mod, I think that's about right.