By removing the "destroyed after attacking flag" you can make nukes that will not be carried by subs (but by carriers, unfortunately). The unit still dies in the attack since it is in the blast radius.
An event that spits a line of text each turn works, as do events that give units when a technology is researched.
I wrote two events that would print text if a flag was on or off - neither event occurs.
I'm having an issue with a new events file for Roman Britain. I can't get flags to be acknowledged as either on or off. I understand that the CONTINUOUS modifier may not work, but that shouldn't keep them from remaining in one state or another.
Grousing about units in an airbase. Even though the airbase is within the radius of my city, they object to units there.
I want to keep the Allies a democracy because it makes using bombers and nukes trickier.
My next project is Operation Unthinkable - Churchill's proposal to liberate Poland at the end of World War Two. The human player will need to decide whether to use the US' first two nukes in Japan or Europe, and hopefully it gets crazier from there.
I have to say designing a map with five extra...
Have any of our esteemed artists made a ZSU-37? Mine is a horrible mashup child of fairline and Broken Erika - the gun on fairline's SU-76 is right over the inside of the tread, so I can't tell what's what.
I've redesigned it with much of our changes in mind. I still expect the mainland defenses to be inadequate: instead of making Nazi units when Sicily falls, the Axis cities seem to like making city improvements they already have, despite rules.txt.
Still, I doubt I will change much more, now...
The first atomic bombs had a low shelf life - 48 hours after assembly, a team of specialists had to recharge the batteries powering the electronic components (and there were only seven such teams as late as 1949). Even more modern designs have a life measured in decades.
How would you do this...
Thank you sir!
I think you've identified the main problem I've been grappling with: how to involve naval transport without rendering the scenario too easy. I am wary of increasing movement, as I expect players can find any number of ways to outmaneuver the defenders with them.
Did you...
This is what I am thinking:
-change the road movement to x8, & Allied infantry to 1 MP [this will increase max aircraft movement to 31, addressing some other issues]
-Allied wheeled vehicles can't traverse impassable terrain (Valley/Line)
-Valley terrain is transformable at special "pilings"...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.