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    • ubernautU

      TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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      ubernautU
      @Nothingtoseehere turns out idk have. bad scramble for ya autosaveBeforeBattle.tsvg
    • B

      EXP Game 12 barnee vs Trout

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      @Trout Yep odds are against you but the big battles can be dicey. One bad first rd can make a Huge difference. We'll see how it plays out but we can go back in time if Axis end up victorious to USA 10 pre Korea. I didn't notice it until I tried to run a test and it wouldn't let me load the dudes, so i missed it too. I woulda said something otherwise. Anyway, we'll see how this plays out Glen Campbell Classical Gas lol He and Roy Clark were Awesome
    • SchulzS

      World War I with more territories?

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      SchulzS
      @iratoric That's great. I can't wait to produce the game, but I'm so busy nowadays and don't have much time. But it will have to be created one day.
    • I

      Poll on how Defender Retreat should work

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      @iratoric Cool. The idea of having units able and units unable to retreat is neat. This is not really a request (because I believe you or the developers who will have to decide to accept this new feature probably don't want to go that complex at least initially), but in reality that would be mostly determined by the tactical speed of the units. So, I'm throwing this idea as a possible future feature request (once a basic retreat system already exists). One could have a "speed" unit option (defaulting to "movement" if absent) which determines if a unit can or cannot retreat based on what units are attacking, under the rule that all units with a speed equal or greater than the slowest attacking unit can retreat. For example, if I have "transports", "battleships" and "destroyers", I could assign value of tactical speed of 1, 2 and 3 respectively. In this case, if I attack with only battleships a force of only transports and destroyers, the destroyers would be able defensively to retreat but not the transports (which would be left fighting alone if the destroyers retreat). In case of multiple forces, one could have (as written) the rule that for the attacker counts only the tactical speed of the unit with the lowest value, and that for the defender only the units with a value equal or greater than that can defensively retreat. For example, if I attack with battleships and destroyers a force of transports, battleships and destroyers, only battleships and destroyers can defensively retreat, but, if I attack with only destroyers (or after only destroyers are left in attack if I decide to remove all my battleships as casualties), then only the destroyers can defensively retreat (and, if they do so, the combat would proceed between the attacking destroyers and the defending transports and battleships). Obviously, such a feature would also assure that movement 0 units cannot retreat unless there are movement 0 units in attack (normally impossible) which did not receive a "speed" greater than 0 in their attachments. (Obviously, instead of transports, battleships and destroyers, they can be respectively corbitae, lembi and triremes or whatever.)
    • SchulzS

      Bugs in World War I

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      wc_sumptonW
      @RogerCooper said: It seems strange to not build anything. I understand this. The first problem was that the AI player was not purchasing anything. Now the AI can purchase. Will the AI make a purchase, depends now on the AI logic. Cheers...
    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      @beelee The USSR is bracking for what is to come exp-game-2-multi-apbt-az-r-21.tsvg Purchase Units Setting uses for triggers used this phase. Russians buy 1 TankDestroyerFS, 1 Tank_General, 1 elite and 4 infantry; Remaining resources: 1 PUs; 0 AirLendLease; 0 TankLendLease; Combat Move Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia Setting uses for triggers used this phase. Resetting and Giving Bonus Movement to Units Cleaning up during movement phase 2 infantry moved from Volgograd to Kazakhstan 1 elite moved from Novosibirsk to Vologda 1 guard_infantry moved from Novosibirsk to Vologda 1 FighterAce, 1 fighter and 1 tactical_bomber moved from Russia to Kazakhstan Turning on Edit Mode EDIT: Adding units owned by Russians to 1st AirFleet: 1 AirCommanderTac, 2 fighterAFs and 1 tactical_bomberAF EDIT: 1 AirCommanderTac, 2 fighterAFs and 1 tactical_bomberAF moved from 1st AirFleet to Vologda Combat EDIT: Battle in Kazakhstan Battle in Vologda Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Russians from Vologda: 1 AirCommanderTac, 2 fighterAFs and 1 tactical_bomberAF EDIT: Turning off Edit Mode 1 1stAirFleet moved from Russia to Vologda 1 1stAirFleet moved from Vologda to Russia 1 FighterAce, 1 fighter and 1 tactical_bomber moved from Kazakhstan to Russia 1 Russian_Rail moved from Russia to Caucasus 1 elite moved from Russia to Tambov 1 Russian_Rail and 1 infantry moved from Caucasus to Nenetsia 1 guard_infantry moved from Russia to Novosibirsk 2 armour moved from Urals to Russia 1 russian_para moved from Russia to Caucasus 1 Russian_Rail moved from Russia to Caucasus 1 Russian_Rail and 1 aaGun moved from Caucasus to Russia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Russian_Rail owned by Russians in Nenetsia Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 1 Russian_Rail owned by Russians in Russia Setting uses for triggers used this phase. Cleaning up during movement phase Place Units 1 TankDestroyerFS, 1 Tank_General and 1 elite placed in Russia 1 infantry placed in Volgograd 1 infantry placed in Caucasus 2 infantry placed in Russia Turning on Edit Mode EDIT: Adding units owned by Russians to 1st Tank: 1 Tank_General3 and 5 armour EDIT: Removing units owned by Russians from Russia: 1 Tank_General and 5 armour EDIT: Removing units owned by Russians from Russia: 1 1stCorps EDIT: Adding units owned by Russians to Russia: 1 1stSovietAG EDIT: Adding units owned by Russians to 1st Army Group: 1 1stCorps, 1 1stTankArmy, 1 Elitearmour, 2 SP_ArtilleryUSSRs, 1 TankDestroyerFS, 5 armour and 1 elite EDIT: Removing units owned by Russians from Russia: 1 Elitearmour, 2 SP_ArtilleryUSSRs, 1 TankDestroyerFS, 5 armour and 1 elite EDIT: Turning off Edit Mode Turn Complete Russians collect 18 PUs; end with 19 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 25 PUs
    • RogerCooperR

      Pregunpowder Experiment

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