New version of Bombur mod

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Bombur
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New version of Bombur mod

Post by Bombur »

Version 0.80 is in the scenario bank.

New changes
-More units (and a lot of heavy bombers for all nations)
-Movement for land units reworked, now motorized units are much faster
-Some combat values adjusted (mostly unit choices for target selection)
-Stacks for airfields introduced.
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RE: New version of Bombur mod

Post by towtow59_MatrixForum »

This is an issue I noticed quickly, all air move types have a move cost of zero on forest loaf snow. This is according to both the unit info, and in game play.
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Bombur
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RE: New version of Bombur mod

Post by Bombur »

Will fix it, thank you.
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RE: New version of Bombur mod

Post by Bombur »

Couldn´t confirm this finding.
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Twotribes
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RE: New version of Bombur mod

Post by Twotribes »

There is one condition I failed to note before. On the map the factories picture are wrong, Aircraft Factory shows as Artillery and Artillery Factory shows as Aircraft. It is just an aesthetic thing, Or could be a problem for an opponent trying to bomb specific factories.
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RE: New version of Bombur mod

Post by danlongman »

Hello. I am having a problem and perhaps someone could offer advice.
I am trying to integrate NATO symbols and perhaps enhanced supply into the great BOMBUR MOD without luck.
Is it possible for me to do this? Without crashing my limited brain?
Also I think Webizen (Roy?) once linked me to a 19th century type mod he had
basically switching truck and Infantry Guns on the tech development tree
so one could start with guns and have to develop trucks just as the old BOMBUR MOD
had truck development. I lost that and can't seem to recover it.
Thanks
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Bombur
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RE: New version of Bombur mod

Post by Bombur »

I thought I have fixed this one. I will check again.
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RE: New version of Bombur mod

Post by Twotribes »

There is no way to conduct naval invasions as you failed to provide port construction. All one need do is place a few powerful units in each port and it is impossible to take a needed port to supply an invasion.
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RE: New version of Bombur mod

Post by ernieschwitz »

I believe Bombur is of the oppinion that a port, is a big facility that you just don´t build, like that. And in a sense I agree with him. On the other hand I have to admit that Allies made temporary ports to facilitate invasions on for instance D-day. I might be able to make a "mulberry harbor", that disintegrates over time. However I am unsure how this will effect ships that are at the harbor as it is destroyed....
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RE: New version of Bombur mod

Post by Twotribes »

Without port construction one can NOT launch invasions and have them succeed at all. There is no reason what so ever to have naval forces or seas in the game at all.
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RE: New version of Bombur mod

Post by ernieschwitz »

Port construction is impossible in GD 1938, and still we are seeing a maybe successfull attempt at a Sealion. I´d say that disproves your point.
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RE: New version of Bombur mod

Post by Twotribes »

I am NOT talking about GD1938 I am talking about the random game generator Bombur1930. There is absolutely no reason to generate a map with water and ports since all a player or the computer need do is put 2 or 3 powerful units in the city and after the invasion with no supplies coming in the invasion fails. You can not even build a ship factory because it requires connection to a supply source to build it. Air supply will not work.

City production is 5000 and capitol is 10000, a factory produces 8000, factor in the drain of a need for man power and no one can afford to sea borne invade.
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RE: New version of Bombur mod

Post by ernieschwitz »

I KNEW you did not talk about GD 1938, but about the Bombur 1930 mod, probably v.080.

If Bombur gives me permission, I can probably program these mulberry harbors, that disappear after a while. It was my attempt at compromise. But hey, if you don´t want compromise, who am I to argue with that. ? :)
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RE: New version of Bombur mod

Post by Twotribes »

Bombur 1930 is a random generator which allows computer control of Nations. What this means is if I, as I have done, start a random game with me against computer opponents with islands, then I can not build fast enough with the resources available to invade enemy held islands, since they will have a headquarters at the port and most of the Islands production will be placed in that and nearby ports, making that Island impregnable. Same with a Human only game, all the Human player need do is defend the city with local production and he can prevent the city from ever falling.
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RE: New version of Bombur mod

Post by ernieschwitz »

Yes, I know, what it is.

Again. I tried to offer a solution :)
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RE: New version of Bombur mod

Post by Twotribes »

I can edit the thing myself. Unless something is official it does not change anything. Ports are in the game just not allowed to be built.
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RE: New version of Bombur mod

Post by ernieschwitz »

Oh since it has to be official, and I anticipated you saying so. I just wrote a mail to Bombur detailing how it could be done, and if he wants it....
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RE: New version of Bombur mod

Post by Bombur »

Hi, ports can be built in Bomburmod. However, It´s possible to invade even if they weren´t. Keep in mind that amphibious opertations are the most complex offensive operations in modern war. You need massive naval and air superiority in the disembark area and you need......well, a port, you must take one, no way to create a port from nothing in real world. The way I intended to deal with this in Bombur mod was to reduce the penalty for over the beach supply (so allowing your units to be at least half supplied) and making ports impossible to be built. It would create a more realistic simulation, you can take a port, but it must be made fast. Trouble is.....the invaders could simply create a shipyard, it works like a port, so it´s useless to forbid players from building ports. This done, I restored the AP penalty for accross the beach supply.
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RE: New version of Bombur mod

Post by Twotribes »

I do not see where Ports can be built. But I have another question? Why do new higher advanced rifle have less attack and defense then the older ones? In .85 I just compared rifle I to rifle II and then to rifle III and each newer model is weaker then the last.
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RE: New version of Bombur mod

Post by Twotribes »

Ok see the port feature in .85. But it costs 400 supply, not sure an engineer unit can attain that level of supply on a beach.
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