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US opponent wanted, scenario 17

Posted: Wed Mar 15, 2006 12:33 pm
by Tordenskiold
Hi, want to play scenario 17 as Jap. The only house rule I prefer is a larger comitment of Jap forces to make the game more balanced. Can play a round a day and 2-4 in the weekend. Not a quitter. Suggest 160% comitment for Japs. The rest historical.

RE: US opponent wanted, scenario 17

Posted: Wed Mar 15, 2006 12:45 pm
by jeffs
Done. Please reach me at jeff@sports-j.net[:)]

For me other house rules.
No corsairs flying combat (transport is ok) from carriers except for the one unit organic to the bunker hill.[:-]

No night bombing over 20 hexes[&:]

Any other house rules please let me know.

Thanks

Jeff

RE: US opponent wanted, scenario 17

Posted: Wed Mar 15, 2006 1:06 pm
by Tordenskiold
Hello Jeff, we have actually discussed this earlier on. I lost my partner due to PC crash who was joining my rules, so I intend to stick with mine and hope to find a new opponent accepting them. Good luck to you!

RE: US opponent wanted, scenario 17

Posted: Wed Mar 15, 2006 6:58 pm
by Barbarigo
I am interested. My mail is acca170@yahoo.com

B.

RE: US opponent wanted, scenario 17

Posted: Wed Mar 15, 2006 10:02 pm
by jeffs
I will accept your rules. Though I do think long range night bombing is BS.
R U game or what?

RE: US opponent wanted, scenario 17

Posted: Thu Mar 16, 2006 11:01 pm
by jeffs
As stated I accept your rules.[X(]

(as an aside, long range night bombing is completely bogus, but if it
is so central to your strategy, I will just keep it in mind).[:-]

So at least give me a response.[&o]


RE: US opponent wanted, scenario 17

Posted: Mon Mar 20, 2006 2:02 am
by jeffs
Tordenskiold

I have responded to you in good faith. Whether you wish to play or not,
it is, in most of world at least, considered good manners to give a response
to me.[X(]

So I guess if you can find some manners, please tell me what is going on.[&:]

And, should you find some guts and a pair of balls, you can send the first turn to
jeff@sports-j.net
[:)]

RE: US opponent wanted, scenario 17

Posted: Mon Mar 20, 2006 7:38 am
by marky
lol maybe his computer putzed

wat version r u running jeffs?

RE: US opponent wanted, scenario 17

Posted: Mon Mar 20, 2006 8:13 am
by jeffs
2.42..

I would hope a PC on the fritz is the reason....

RE: US opponent wanted, scenario 17

Posted: Mon Mar 20, 2006 8:15 am
by jeffs
Marky, should you be feely IJNish, please send me your requests!

RE: US opponent wanted, scenario 17

Posted: Mon Mar 20, 2006 8:25 am
by marky
im an Allied fanboy [:'(][:D]

im running 2.00 LOL i need to patch

RE: US opponent wanted, scenario 17

Posted: Mon Mar 20, 2006 8:28 am
by marky
whoooo i got ALOT of patching to do [X(]

RE: US opponent wanted, scenario 17

Posted: Mon Mar 20, 2006 8:38 am
by jeffs
Understood....I have played the IJN..And am even playing now...But
I am much more of an allied fanboy, my location not withstanding (I am in Tokyo)

RE: US opponent wanted, scenario 17

Posted: Tue Mar 21, 2006 1:54 am
by marky
whered u get 2.42?

RE: US opponent wanted, scenario 17

Posted: Tue Mar 21, 2006 2:53 am
by jeffs
To clarify, this v2.42 public beta is available through the MEMBERS link above and requires signing up with our Members' Area. If you have an older copy of UV, just click on the "retail" link for it to download the update. If you have a newer digital download version, you can register it to get the digital update.


Bugs Fixed:

1) Aircraft were disappearing for no apparent reason. Fixed.
2) Pilots in excess of maximum aircraft for group were being retained. Fixed. Note that if the group has many excess pilots, it may take a couple turns to reassign them all and pilots with kills will not be removed from group, so if you have a 24 plane group with 28 pilots, all of whom have kills, don’t worry. Be happy.
3) Coast watcher reports for enemy shipping far out to sea were being generated. Fixed.
4) Air groups in the reinforcement queue with zero aircraft were being classified as “Disbanded/Withdrawn”. Fixed. All groups in the queue are now classified as “Reinforcement”.

Clarification: When a player tries to bomb a target hex, with friendly troops in it, effectiveness will be reduced, as group commanders try to avoid friendly fire casualties.

Clarification: If orders to load a task force are given and the entire load can be accomplished, immediately, the load orders become “Idle”. So, if you give orders for a fast task force to load a small land unit and it can load the entire unit right then and there and you want to take some supply in some extra, empty destroyers, you should then click on “Load Supply”.


Erik Rutins
Director of Product Development and Business Relations