From: Melbourne, Australia
I can only test so much.
I intend to drop it here and see how flies.
If it doesn't work or causes too much strife, I'll just roll it back out.
It should only really affect combat where there is no 'real' combat units.
I have one or two people playing around with it.
These are the changes that may or may not be kept.
Tweaked Land combat: Made support devices less likely targets (basically every 10 counts as 1 for target purposes) [MEM]
(Took forever to get hits on combat devices if unit has large support base, like CHI LCUs)
Tweaked Land combat: Inf,Arm,CD LCUs with no current AV are treated like Art for stacking purposes (not made to bear brunt of attack if other AV units present) [MEM]
(Many CHI units end up with much ranged devices but nothing to defend with. But took no loss against the ranged devices in assault)
Other changes for [1108p4] include:
Fixed Overflow of pilot array corrupting map locations [MEM]
Changed Restricted HQ indicator changed from (R) to (R) for temp and [R] for perm attached [MEM]
Tweaked Added "Tonnage" to map taskforce mouse over [MEM]
Changed Made sure group secondary mission gets reset when primary mission changed from NAV_ATTACK [MEM]
Fixed Radar range on air detection was overstated by a factor of 2 or 3. Wrong mix of ft, yds, nm, miles [MEM]
Tweaked Added depth check on DC in ASW combat [DCB]
Added On Army list sceen, 'soft' value of %TOE strength and unit fortifcation level with 'p' to show unit is building them (LCUs in hex only) [MEM]
Due to the land combat changes, I would suggest that PBEM players might want to wait and see how these changes affect play first.
< Message edited by michaelm -- 7/16/2011 11:57:24 AM >