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New version of Bombur mod

 
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New version of Bombur mod - 12/22/2014 9:50:13 PM   
Bombur

 

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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.
Post #: 1
RE: New version of Bombur mod - 12/27/2014 1:43:38 AM   
towtow59

 

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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.

(in reply to Bombur)
Post #: 2
RE: New version of Bombur mod - 12/28/2014 11:46:57 AM   
Bombur

 

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Will fix it, thank you.

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Post #: 3
RE: New version of Bombur mod - 12/28/2014 12:07:02 PM   
Bombur

 

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Couldn´t confirm this finding.

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Post #: 4
RE: New version of Bombur mod - 12/28/2014 2:33:55 PM   
Twotribes


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From: Jacksonville NC
Status: online
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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Post #: 5
RE: New version of Bombur mod - 12/28/2014 8:06:44 PM   
danlongman

 

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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

_____________________________

"Patriotism: Your conviction that this country is superior to all other countries because you were born in it." - George Bernard Shaw

(in reply to Twotribes)
Post #: 6
RE: New version of Bombur mod - 12/28/2014 11:15:04 PM   
Bombur

 

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I thought I have fixed this one. I will check again.

(in reply to Twotribes)
Post #: 7
RE: New version of Bombur mod - 12/30/2014 7:56:45 PM   
Twotribes


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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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Post #: 8
RE: New version of Bombur mod - 12/30/2014 8:27:24 PM   
ernieschwitz

 

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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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Post #: 9
RE: New version of Bombur mod - 12/30/2014 9:32:39 PM   
Twotribes


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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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Post #: 10
RE: New version of Bombur mod - 12/30/2014 9:56:51 PM   
ernieschwitz

 

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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.

(in reply to Twotribes)
Post #: 11
RE: New version of Bombur mod - 12/30/2014 10:12:29 PM   
Twotribes


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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.

(in reply to ernieschwitz)
Post #: 12
RE: New version of Bombur mod - 12/30/2014 10:27:48 PM   
ernieschwitz

 

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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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Post #: 13
RE: New version of Bombur mod - 12/30/2014 10:28:04 PM   
Twotribes


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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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Post #: 14
RE: New version of Bombur mod - 12/30/2014 10:30:05 PM   
ernieschwitz

 

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Yes, I know, what it is.

Again. I tried to offer a solution :)

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Post #: 15
RE: New version of Bombur mod - 12/30/2014 10:38:54 PM   
Twotribes


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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.

(in reply to ernieschwitz)
Post #: 16
RE: New version of Bombur mod - 12/30/2014 10:43:15 PM   
ernieschwitz

 

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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....

(in reply to Twotribes)
Post #: 17
RE: New version of Bombur mod - 12/31/2014 1:25:29 PM   
Bombur

 

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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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Post #: 18
RE: New version of Bombur mod - 4/2/2015 11:59:12 PM   
Twotribes


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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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Post #: 19
RE: New version of Bombur mod - 4/3/2015 12:32:21 AM   
Twotribes


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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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Post #: 20
RE: New version of Bombur mod - 4/6/2015 2:10:44 AM   
Twotribes


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Hey Bombur still no US armored cars? You know they had the M8 and M20 armored cars right?

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Post #: 21
RE: New version of Bombur mod - 4/6/2015 11:38:35 PM   
Twotribes


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Something strange with Naval movement in .85. It appears that mud effects the sea as well Or something else is going on anyway. A fleet with 100 ap can move as far as normal outside mud zones but can only move a truncated move in a mud zone. I say mud cause before this mud turn I had seen nothing wrong.

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Post #: 22
RE: New version of Bombur mod - 4/8/2015 7:39:02 PM   
Twotribes


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From: Jacksonville NC
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You there Bombur?

(in reply to Twotribes)
Post #: 23
RE: New version of Bombur mod - 4/8/2015 8:55:59 PM   
ironduke1955


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I can confirm that I built a port in the last game of Bombur 0.80 it was something of a undertaking requiring 600 EP, and was capable of producing naval vessels and I put it to use immediately. It was not built for the purpose of amphibious invasion, but to allow the naval transit of supplies and equipment, to a isolated British city on its own in the interior. Now Mulberry was a gargantuan task and subject to the elements and the Allies desperately tried to obtain a proper deep water port, a real deep water port was a large civil engineering project taking several years anything that the military did was a temporary fix real ports were either available or they were not, that is the point of strategy to capture what is important if you can just build it for a very low cost, its just not accurate, anyone care to name a port that was built just for purely military reasons during the Second World War.

*"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."*

I take issue with the wording of this missive from Twotribes. Bomber did not "FAIL" to include ports, but for purely valid reasons he decided to exclude them. And its his MOD so like it or lump it.

Regards amphibious invasions you can land a HQ on a beach with a large quantity of supply, you can even supplement that supply with airdrops you can land sufficient forces to isolate and capture a real port this takes planning and logistics and is part of the fun of the game. Also I seemed to remember that there is limited supply for units on beaches with a friendly port in the same sea zone.

< Message edited by ironduke1955 -- 4/8/2015 10:08:18 PM >

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Post #: 24
RE: New version of Bombur mod - 4/9/2015 1:17:12 AM   
Bombur

 

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I will check your complaints about mud ASAP

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Post #: 25
RE: New version of Bombur mod - 4/9/2015 1:22:47 AM   
Bombur

 

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USA still lacks armoured cars. Next version I´m going to place the M3A1. M8 and M20 in the list (they are latter models, however). Currently, I´m in the process of eliminating all pre 1930 generic units, replacing them with real world units. So expect to see the Keystone bomber, the Bristol Bulldog, I-5´s and other new stuff.

(in reply to Bombur)
Post #: 26
RE: New version of Bombur mod - 4/9/2015 1:25:05 AM   
Bombur

 

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I was unable to confirm your complaint about Rifles, are you sure you made the comparison with the right subtypes? Heavy Rifle I vs. Heavy Rifle II and so on...

(in reply to Bombur)
Post #: 27
RE: New version of Bombur mod - 4/9/2015 4:15:10 AM   
Twotribes


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I did not check heavy rifle I checked just rifles.

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Post #: 28
RE: New version of Bombur mod - 5/21/2015 5:44:47 AM   
Twotribes


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Ok in the latest version when mud hits it effects naval movement as well. Any sea zone that is in the same plane as a mud area the movement of the naval vessels are severely curtailed.

(in reply to Twotribes)
Post #: 29
RE: New version of Bombur mod - 5/22/2015 7:55:07 PM   
Twotribes


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You around Bombur this is a major bug

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Post #: 30
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