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View Poll Results: Should we play RedFront's phantom turn 1?
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Yes, let us be prepared!
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8 |
44.44% |
No, it is cheating.
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7 |
38.89% |
Bannana imported by Global Capitalist swine.
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3 |
16.67% |
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March 13, 2003, 21:54
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#1
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King
Local Time: 17:41
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Massachusetts, USA
Posts: 2,048
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Phantom Turn 1
Greetings Comrades.
This is a poll to decide what to do about playing the phantom turn 1 that exists in RF. By phantom turn I mean that the scenario starts with the Soviet turn already having been played. The German attacks, and through events new partisan units are almost always created. These new units have their full movement allowance of course which reverts human control BACK to the Soviets in order to move the new units. However, this gives us a chance to sell off city improvements, adjust the science rate, and spend a turn of rushbuying items.
Some had discussed this as a possible 'cheat' so I want to discuss this before we start. I always use this turn when playing in SP, never considered it a cheat at all.
Captain Nemo obviously was aware of this phenomenon, as he removed the movement points from virtually every soviet unit on the field, so it really does not help that situation at all. It does however, provide a very cherished chance to start our war machine off on the right foot.
So comrades, cast your vote so that we may deal effectively with the Fritzes who will be savagely invading our Proletarian Paradise! For the Motherland!
-FMK.
__________________
It's a wonder that you still know how to breathe.
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March 13, 2003, 22:03
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#2
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Local Time: 16:41
Local Date: November 1, 2010
Join Date: Jul 2001
Posts: 6,135
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A song comes to mind
I know that your powers of retention
Are as wet as a warthog's backside;
But thick as you are, pay attention!
My words are a matter of pride.
It's clear from your vacant expressions
The lights are not all on upstairs
But we're talking kings and successions
Even you can't be caught unawares!
So prepare for the chance of a lifetime;
Be prepared for sensational news!
A shining new era
Is tiptoeing nearer
And where do we feature?
Just listen to teacher!
I know it sounds sordid
But you'll be rewarded
When at last I am given my dues!
And injustice deliciously squared
Be Prepared!
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March 14, 2003, 00:14
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#3
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Emperor
Local Time: 07:41
Local Date: November 2, 2010
Join Date: Feb 2000
Posts: 3,057
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I vote no, simply for the sake of historical accruacy.
__________________
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
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March 14, 2003, 00:47
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#4
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Prince
Local Time: 16:41
Local Date: November 1, 2010
Join Date: Mar 2002
Posts: 368
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Uh, is that song, yes, it is. Scar.
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March 14, 2003, 02:34
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#5
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Local Time: 16:41
Local Date: November 1, 2010
Join Date: Jul 2001
Posts: 6,135
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Quote:
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Originally posted by Iron Chancellor
Uh, is that song, yes, it is. Scar.
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so i quoted the lion king, that's what happens when you hang out with 3rd and fourth graders a couple times a week.
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March 14, 2003, 04:49
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#6
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Chieftain
Local Time: 21:41
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Brittania
Posts: 94
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I'm unsure, so I wont vote...
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March 14, 2003, 06:18
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#7
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King
Local Time: 22:41
Local Date: November 1, 2010
Join Date: Aug 1999
Location: Dilbert
Posts: 1,839
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I say we move the units that are created, but nothing else. No selling of improvements, etc.
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March 14, 2003, 07:15
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#8
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Prince
Local Time: 21:41
Local Date: November 1, 2010
Join Date: Jan 2001
Location: The Kremlin
Posts: 379
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Good compromise Paul Hanson, I agree
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March 14, 2003, 14:48
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#9
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Prince
Local Time: 22:41
Local Date: November 1, 2010
Join Date: Oct 2000
Location: Glasgow, Scotland
Posts: 522
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In the version of RF I have on my computer it simply isn't possible to sell improvements on the Phantom Turn - Nemo fixed it that way somehow. Does that mean everyone else has a different version to me?
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March 14, 2003, 14:58
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#10
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Prince
Local Time: 21:41
Local Date: November 1, 2010
Join Date: Jan 2001
Location: The Kremlin
Posts: 379
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If memory serves our_man, I think my version may do that too, that hardworking Nemo must have given every city an improvement and sold them off so you couldn't sell any more of on the phantom turn.
Anyone care to check this out? (and sit though the whole of the Axis' first turn )
Edit: just checked via the use of the cheat menu, and our_man is correct in RF v1.4 improvements cant be sold in the phantom turn, although tax rate and what is being built can be changed.
Last edited by greeny; March 14, 2003 at 15:45.
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March 14, 2003, 17:31
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#11
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Emperor
Local Time: 22:41
Local Date: November 1, 2010
Join Date: May 2000
Location: Castellón, Spain
Posts: 3,571
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you can rushbuild units though
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March 14, 2003, 18:32
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#12
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King
Local Time: 17:41
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Massachusetts, USA
Posts: 2,048
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Quote:
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Originally posted by greeny
Anyone care to check this out? (and sit though the whole of the Axis' first turn )
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All you need to do is start as the germans and cheat menu yourself over to the Soviets. Saves some time, doesn't it.
I hadn't checked on the selling of improvements before posting, but it since that aspect is controllable by the designer, thats definately what he did. Okay so the phantom turn will just serve us to move the created units, adjust the sci/lux/tax rate and alter city build orders/rushbuild items.
Sound good to you?
-FMK.
__________________
It's a wonder that you still know how to breathe.
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March 14, 2003, 19:04
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#13
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Prince
Local Time: 21:41
Local Date: November 1, 2010
Join Date: Jan 2001
Location: The Kremlin
Posts: 379
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Sounds fair enough to me
We still haven't decided on what house rules we will impose on ourselves, I suggested a few in addition to yours on the original red front thread:
No building refugees in non-frontline cities
No maxing out specialists in soon to be conquored cities
No road pillaging
Also should we disalow "ship chaining" or whatever it's called for the Murmansk Convoys, since that could make them too easy.
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March 15, 2003, 07:20
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#14
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Emperor
Local Time: 22:41
Local Date: November 1, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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Why no road pillaging?
Pillaging roads on swamps has allways seemed like a very viable tactic to me. Especially since the AI cheats with movement anyway (sometimes traversing move 6 swamps in one turn).
The poor road network of the Soviet Union did give the germans loads of headaches in reality...
Apart from that I agree with all the suggestions though.
__________________
No Fighting here, this is the war room!
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March 15, 2003, 10:30
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#15
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Prince
Local Time: 22:41
Local Date: November 1, 2010
Join Date: Jun 2002
Location: In my headquarters in Murmansk
Posts: 452
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I think I had discovered 1 or 2 cities where you could still sell of improvements on the first turn, but dunno which ones anymore.
__________________
Alexandr Yopov, Commander of the Murmansk front in the Red Front democracy game. Fighting for the glory of our marchal and the Rodina.
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March 15, 2003, 19:36
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#16
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Prince
Local Time: 14:41
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Sunset and the evening star And one clear call for me.
Posts: 784
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Quote:
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Originally posted by greeny
No maxing out specialists in soon to be conquored cities
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I disagree. It is important that we get as many science bulbs as possible early on, so that we can have KV-1's by September 1941. It is essential, if we intend on holding Perekop, and Rostov in the difficult early part of the game.
__________________
Sea Kings TOT
Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!
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March 16, 2003, 08:29
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#17
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Prince
Local Time: 21:41
Local Date: November 1, 2010
Join Date: Jan 2001
Location: The Kremlin
Posts: 379
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EZRhino:
Well in my last game I got the KV-1 tech in October and never lost Rostov: without maxing out specialists. I agree getting loads of science bulbs is essential eary on, but maxing out specialists is hardly in the spirit of the scenario designers intention is it?
Imagane a town about to be crushed by the Axis war machine, troops are being evacuated, air raid sirens are constanly blaring, but rather than fleeing for thier lives, setting up road-blocks or quickly getting the harvest in before it's burnt to he ground, all the loyal soviet citizens are down as the local library trying to make a breakthrough for Soviet science!
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March 17, 2003, 07:27
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#18
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Moderator
Local Time: 22:41
Local Date: November 1, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Turn 1
1*No rush-builds,
2*Only move created units,
3*Drink vodka for 13 days after hearing about the invasion!
I'll get started on number 3...
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March 17, 2003, 18:38
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#19
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Emperor
Local Time: 22:41
Local Date: November 1, 2010
Join Date: May 2000
Location: Castellón, Spain
Posts: 3,571
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curtsibling sugestions are ok
I'll join you in number three
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March 17, 2003, 19:39
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#20
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Moderator
Local Time: 22:41
Local Date: November 1, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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We will outdrink the fascist invaders! Urp!
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March 17, 2003, 22:04
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#21
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King
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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Yes! Our Smirnoff will defeat their [insert German beer company name here]!
Besides, if we're drunk, we'll be playing at the level of the AIs!
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March 18, 2003, 06:05
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#22
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Moderator
Local Time: 22:41
Local Date: November 1, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Komrade!
Have a flagon of Blowyerheadoff vodka!
96% proof!
Also used as Stormovik fuel!
Patriotic song:
"We drink! We drink! We drink! We throw up! We drink! We fight! We drink! We drink! We drink!...etc, etc..."
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March 18, 2003, 17:43
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#23
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Emperor
Local Time: 22:41
Local Date: November 1, 2010
Join Date: May 2000
Location: Castellón, Spain
Posts: 3,571
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well
stop guys, there are still a few days until the weekend comes
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