![]() ![]() Embarked units no longer employ their own strengths in defense.Ships have new armor, durability, accuracy, speed, and agility parameters. Sea Interdiction can now be employed by aircraft, ships, and coastal guns.Naval combat now evaluates attackers’ Anti-Naval strengths as individual shots/planes – employing their shell weights to determine armor penetration and resulting damage. There is now an intermediate supply state that falls between “Supplied” and “Unsupplied”.Ships subjected to sea interdiction fire counterbattery back (or, in the case of carriers, counterstrikes). A new parameter called the Overextended Supply Threshold has been implemented. That is the location supply value below which locations are overextended. Units in such hexes will function somewhat between how supplied and unsupplied units function. Motorized unit movement over improved roads can be set by the designer to be less than one MP per improved road hex (for example, ½ MP per hex).The result will be that it will be much more difficult for units to press on at red-lined unit conditions from such locations. If optioned, this affects supply in that supply lines traced over improved roads will extend proportionately further than over other terrain, like regular roads. Range Limits: Ranged units can have their nominal ranges player limited.The limit of 50% unit supply recovery per turn has been lifted.Note how this would especially affect desert scenarios. New Bridge Destruction Rules: There is an option to limit bridge hexes (for destruction purposes) to locations where the road feature graphically crosses the river feature.Deployment Recovery: Ranged units retain their deployment states after combat and ground assaulters can recover theirs if a planned combat is canceled.This can be used to tailor bomber ranges to match fighter cover ranges or to make units with multiple range equipment operate within the range of the shortest-ranged equipment. Combat reports are saved in the pbl/sal files for review by both players during their player turns.So I've been playing Tannenberg 1914 which is one of the "tutorial" scenarios. I normally don't play on the computer with my reading glasses but after a couple of hours last night I was having trouble. #The operational art of war iv mods modThankfully today I found a mod already posted over on the Matrix forums which alters all the font settings (which of course I could have done each one manually) and it is much, much easier to read all that text and all those numbers. #The operational art of war iv steam mod# I last played TOAW III about eight years ago, but after a couple of hours I was getting back in the swing of things. #The operational art of war iv steam mod#. ![]()
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