@MartyMoose Global 50
No wonder the Canadians are going first Yea you need to activate "Tech Development" in "Map Options" before you start the game or it will skip the tech phase. I don't remember tanks being able to move infantry. I thought it was they could just blitz with 2 mechs or maybe mech boost the inf ?
Anyway, just click on both and move them together and see what happens : )
@zlefin @Cernel @redrum
I dont have access to test it (no PC at the moment), but if I recall correctly, you can mouseover and then slightly move the mouse pointer around every 1-2 seconds, while inside the boundaries of the unit picture, that way keeping the pop-up alive.
Anyway... a good solution/engine fix could be a to have the pop-up stay popped up by default until the mouse is moved like 10-15 pixel or something?
Thanks for bringing The Grand War to my attention. It looks interesting. Also, I didn't know about the option of choosing a random scenario at fandom.com.
I'll give that a go. TripleA is great & has an informative forum.
Going full force Atlantic and Pacific should be equally good.
Going only Pacific must result guarantee falling of Japan and Russia but going only Atlantic musn't guarantee falling of Germany.
But as I said before; balanced manner should be better than focusing only one front. It doesn't have to be %50-%50.
For Making Pacific front more tempting and variety, its better to make Australia and New Zealand American hence USA would be closer to East Indies. Otherwise Western USA is too far away to reach here. Western USA is even too far away for to protect Australia.
hawaii can be overvalued too. It wouldn't be even too unrealistic. Some cities could be much more important than their actual values. Strateic locations, historically imprtant towns etc... Verdun in ww1 is a good example. The same can be applied to Hawaii. Had the Japanese captured it, it could be major blow to American public morale.
@ubernaut It is well known that in all basic games (as well as the NWO series) there are absolutely no "kamikaze" related limits at what you can do during the conduct combat phases. You can freely take carriers out or retreat them with no regard to what will happen to your fighters.
This is why I said that, substantially, the item primarily discussed at the topic is unrelated to low luck and easy to clarify: no kamikaze limits during anything happening in conduct combat, while you are in the course of that phase.
As said, the only indirect element is that, while you are in the combat movement phase, you may have to think in term of what might happen during conduct combat; and here indeed the rules may be reinterpreted based on low luck.
heh heh not being defensive. Sometimes one comes across different than they intend on the net
"BM Rules" just sounded cooler and thought that it was something the mod originators would appreciate
Glad you got it sorted out
The thing I've notice consistently is that the AI is able to move infantry from West Canada to East Canada, pick them up on transports, and transport them to Karelia all on one turn. I've also noticed several instances of AI bombers traveling 7 spaces. I'll try and send a saved game if I can.