Thanks Vypuero. Silly me, I was using U-boats all this time to try to do that. I wasn't thinking of being gamey. That is a problem.
I'm not sure what a good immediate solution would be, then.
Search found 41 matches
- Mon Mar 24, 2008 5:44 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Unwanted side effect from garrisons not being transportable
- Replies: 21
- Views: 7633
- Sun Mar 23, 2008 4:44 am
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Unwanted side effect from garrisons not being transportable
- Replies: 21
- Views: 7633
Ryben, within the confines of the current game engine what you propose is likely not going to happen, as good a suggestion as it may be. I fully understand what garrisons are intended for; I'm sorry to disagree but it is not logical to a point. This rule means that the US cannot send garrison units ...
- Sat Mar 22, 2008 2:33 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Unwanted side effect from garrisons not being transportable
- Replies: 21
- Views: 7633
Maybe I'm missing something on the positive side of this new rule (or in general; if so apologies), but it seems more negative to me overall. Wouldn't this also mean that the Axis are only able to garrison Norway and/or Sweden with full corps? Or that Italy cannot send garrisons to North Africa? It ...
- Sat Mar 01, 2008 5:07 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: A Couple of Questions and Comments From My First Game
- Replies: 5
- Views: 2554
And note that the icons are not date dependent, rather technology-level dependent. So your opponent (assuming you are the Allies) must have invested heavily in armor labs. Also, there is typically one winter turn where Axis effectiveness in USSR is lowered, and more than Allied. That's the turn to a...
- Fri Feb 29, 2008 5:08 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: 85% Commander review
- Replies: 8
- Views: 4010
A good review overall, while I understand the Replayability: 65 score is due to AI faults, I do not understand Story: 60 score... Well the whole backstory is a bit unbelieveable. In a civilized age some madman takes a country to war and is actually able to conquer territory from the Pyrennes to the...
- Thu Feb 28, 2008 6:36 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: New patch E.T.A
- Replies: 60
- Views: 17967
Normandy took 6 weeks to break out and to contain the allies for 2 turns is about all the German can do. After that there are few German troops between Normandy and Berlin. In spite of that the Russians usually get to Berlin first! - Not to put too fine a point on things, but two turns is about six...
- Tue Feb 26, 2008 5:29 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Any chances for an Expansion?
- Replies: 24
- Views: 7201
Unfortunately the designers made clear in previous posts that they concieve CEAW as a finished game and the patches would only fix small things. Which is a shame as many of us would love to see further game options. Maybe a CEAW 2 some day? I agree, Ryben, on a CEAW 2. It is pretty standard that ga...
- Sat Feb 23, 2008 12:06 am
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: New player, first observations
- Replies: 6
- Views: 2422
One quick fix related to your suggestion on deployment: click on the unit in the queue and it moves to the back and the next eligible unit comes up. Regarding a lot of your other points, especially subs, there is a lot you can mod. I made subs cost 25pp (and destroyers are 30) but greatly lengthened...
- Thu Feb 14, 2008 12:31 am
- Forum: Game Ideas
- Topic: Genghis Khan
- Replies: 8
- Views: 10915
- Wed Feb 13, 2008 5:14 am
- Forum: Game Ideas
- Topic: Genghis Khan
- Replies: 8
- Views: 10915
Just stumbled upon this post. Kleniemann, not sure if you are still out there, but there was a Genghis Khan game that did just what you proposed. It was made in the early 90's by KOEI first for the Nintendo platform and then ported to PC. Not sure where you'd find it these days, but I played my shar...
- Tue Feb 12, 2008 6:04 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Suggestion for future unit types
- Replies: 30
- Views: 12283
Re: Italy, I was just throwing that out there. It does sound like you guys devised a good solution. With beach hexes, I intended that to work only if amphibious assault--actually being able to attack while loaded on a transport--were incorporated. Otherwise, you are correct. Given the lack of resour...
- Tue Feb 12, 2008 4:57 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Suggestion for future unit types
- Replies: 30
- Views: 12283
Happycat, when I read your criticism of how easy it is to take out Rome (and hence Italy), I actually infer as much a criticism of the conquest rules as the amphibious landing model. I do like the solution you and Stauffenberg have of adding a port next to Rome. Just a thought: perhaps you might als...
- Tue Feb 12, 2008 4:07 am
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Fantastic game!
- Replies: 6
- Views: 2670
1. Love to be able to make WaffenSS units. I like the idea of raising WaffenSS units from conqured countries.... as what really happend historically. Borsook's right about the scale of units in the game not really making this worthwhile. There were indeed several divisions raised from foreign volun...
- Mon Feb 11, 2008 12:41 am
- Forum: Commander - Europe at War : Modders Corner
- Topic: Using fractions or percentage greater than 100
- Replies: 2
- Views: 1384
Thanks for the info! I was thinking a workaround would be to double unit movement allowances, and then adjust terrain movement costs accordingly. So I made clear movement 2, rough 3, mountain 4, etc. This worked fine when I tested it out except that the penalty for moving past an adjacent enemy unit...
- Sun Feb 10, 2008 8:02 pm
- Forum: Commander - Europe at War : Modders Corner
- Topic: Using fractions or percentage greater than 100
- Replies: 2
- Views: 1384
Using fractions or percentage greater than 100
I am wondering if the game calculations will recognize fractions or percentages greater than 100. For example, if I wanted to mod terrain so that rough or forest cost 1.5 rather than 2 (i.e. so it's more than clear but less than mountain), would game calculations still work? What about ground attack...
- Sat Feb 09, 2008 10:19 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Ships repair too fast?
- Replies: 2
- Views: 1522
- Thu Feb 07, 2008 9:30 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Partisans as corps?
- Replies: 7
- Views: 2354
I have several issues overall with partisans, and others here have pointed some of these out in the several other posts on partisans. I agree generally that having them appear as a corps unit, or even a garrison, for that matter, is rather strange. I also think it is unfortunate that when they appea...
- Tue Jan 29, 2008 7:19 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: deployment problem
- Replies: 2
- Views: 1402
- Fri Jan 25, 2008 6:21 pm
- Forum: Commander - Europe at War : Tech Support
- Topic: Delete Saved Games - Mac OS X Leopard
- Replies: 4
- Views: 1321
- Fri Jan 25, 2008 6:15 pm
- Forum: MILITARY HISTORY™ Commander - Europe at War : General Discussion
- Topic: Undo function
- Replies: 11
- Views: 3249
Just so Borsook is not alone in lobbying for this feature, I agree that it would be a useful function. There are times, say when I should probably be sleeping, that I might mean to deselect a unit but click the wrong button or a hex within the move radius and suddenly my fighter is in Denmark for an...