There is something I don't understand with the replacements & costs.
In my example, I have 2 RP and there 2 infantry units (strength 9 & 8 ).
With 2 RP, it is possible to repair the unit strength 9 -> 10 (2 RP = +1 strength) :
But it is impossible to repair the unit strength 8 -> 9 (2 RP = +1 strength) :
Replacements & costs
Moderators: Order of Battle Moderators, The Artistocrats
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terminator
- Field Marshal - Gustav

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Re: Replacements & costs
It’s an unfortunate demand that you have to "fully" repair a unit. Comfortable one-clicks beat multiple-clicks here, but it also depends on the game's one-action per turn standard-rule. The UI can quickly run out of space for action-buttons, hence if was left to only two different repair buttons.
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terminator
- Field Marshal - Gustav

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Re: Replacements & costs
I speak about a situation which arrives at the end of turn when there is still some RP whom we would want to use but whom we cannot use. We can note that it is more expensive to increase the strength of a unit from 9 to 10.
Re: Replacements & costs
No bro, its not the same. I heard that 8 strength = 7.5->8.5 real strength(or from 7.01 to 8, but you know what i mean). From 7.5 to 9 can be 3 times expensive than 8.5 to 9 but you just see 1 strength recovered.
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terminator
- Field Marshal - Gustav

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Re: Replacements & costs
My previous examples were made with the Editor. It is I who determined their strength. I think that the game rounds off the number through the top (1.5 RP -> 2 RP for strength 9->10).
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

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Re: Replacements & costs
Yes, the game rounds up to full (natural) numbers when it comes to RP: 1.5 -> 2 and even 1.1 -> 2terminator wrote: ↑Sun Oct 28, 2018 8:20 pm I think that the game rounds off the number through the top (1.5 RP -> 2 RP for strength 9->10).

