Pete's correct. I added it a few months ago: <a href="https://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276">https://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276</a>
..although you probably knew that. I got disk corruption on my hosted server, and it was then one problem after another trying to get it all back. The backup was too big for the server to store whilst also restoring it, so I've had to rent a new server. Then it turns out that since I've not updated the server for years, Java and MariaDb have moved on and so there was a few problems with the source code needing some modifications to handle how they've changed.<br /><br />However, it looks like it's working again now, fingers crossed!
I think it's your fault that you were very passive and just stood up and started to defend yourself. I seized the initiative and tried to attack you with every move. At the same time, it was difficult for me to control the entire map. It seems to me that your any sabotage group, passing through the right flank, could be change situstion the battle.
I do love these missions. They develop to be as much about logistics as tactics. Certainly the engineers are key. In fact, this is the first time my engineers didn't spend half the game exhausted. Which probably helped.
The minute you killed my 2 engineers was the decline in my game. I thought I was still fighting Rabid & Rosti. My tactics were focused on their style of attacks. I didn't realise you had wiped them out and were so close. You hit my borders very fast, good strategy.
Yes! Just for the first turn. I wasn't aware of this, but. now I am I can account for it. If it's the same for every player then I'm fine with it, I just lost a few games because I never read the forums :)
Armour is usually the biggest cause of low APs, especially heavy/superheavy. If a unit gets exhausted, this will halve their APs.<br /><br />I've just had a look at that game, and your only surviving unit should have 57 APs? Let me know of any specific running games where the APs are low and I'll have a look.
Hey Steve. Maybe it's a new feature I missed, but I've started a few games recently and all my units only have about half the action points they usually have, like 30 or so. Obviously this puts you at a pretty big disadvantage, especially on games like Assassins. It's happened to me 4 or 5 times recently, enough now that I know I'm not imagining it! Most recently it happened on game 52543.
Steve Congratulations! I was playing at my most ruthless...(friendly ruthless). Epic game and I was getting very stressed each turn, I started getting the "oh no its my turn again ". But it was brilliant and though I'm glad every game isn't like this one I'm glad we glad the opportunity to go head to head in all out warfare. It's interesting the impact of dwindling resources on the ability to fight. I really did try to invade but your tactics always managed to win.
In honour of Her Madge, Stellar Forces will remain running on Monday, as I'm sure it's what she would have wanted,<br /><br />(I feel like I should send out an email about this, since it seems like everyone else and his dog has).
Steve it's probably a leftover effect of the recent Campaign. I still like the regular missions. The 4 player ones are addictive and last a long time a bit like mini campaigns in themselves. I'm sure the other missions will be picked up soon.
Thanks, I did, but I pushed it a bit hard at the end. I played volleyball in 33deg heat and didn't drink enough water (but too many cocktails). I've only just recovered from the severe dehydration!
Looks like SF is experiencing its usual summertime lull, quiet forums and not many games. Everyone is out enjoying the summer! I've just got back from a week in Mallorca, that's why I was a bit slow in taking turns in the last few days.
Thanks Dijon.<br />I just watched the replay. That was an extremely lucky reaction shot through your defensive wall.<br />It really is all about those engineers isn't it.<br />Mine were exhausted most of the time! ha ha<br />That was great game chaps.<br />A real resource management puzzle especially towards the end.
Hi Apologies. My son has set up a bunch of games by mistake<br />I had intended for him to play against the AI but he got a bit carried away. I'm teaching him about the game step by step.<br />Sorry to waste your time. Love the game
I see! Thanks Steve. Think I was just unlucky in the moments I had and got explosions more rarely. I don't know why I had an idea they exploded 100% of times at least if caught in the ground zero of the explosion, like for example the death grenade.
I've just discovered that in the Android , the incendiary grenades *do* have a 50% chance of exploding just like other grenade types. For some reason I missed them out in the PC client. (Does anyone use the PC client?)
Anhhh ok! I definitely noticied that nerve grenades always explode.. incendiary never do, and the "regular" just sometimes. Would be logical that they all explode when affected by a death grenade being carried by the soldier? I don't know if makes sense or other players agree.
@Steve, returning to this topic, I'm trying to understand what types of "other" grenades carried by a soldier, are triggered, after his death grenade explodes. Apparently some are effected by an explosion, while others stay unaltered.
I've started a new thread on this to make it more visible:- <a href="http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276">http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276</a>
Interesting idea. But wouldn't the the next 3 players be able to also annihilate the others on their "first" turns? Maybe everyone should have reduces AP's on their first turns to get into position?
I'm not sure blocks in the centre area would have helped in this situation? Or do you mean the "centre top", "centre bottom" etc...?<br /><br />I've thought before about reducing the APs for the player who goes first, as they often have an advantage. It would give the other players chance to at least move their units before a sudden slaughter. I might test that out.