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Old April 1, 2003, 15:26   #1
Shaka Naldur
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what if the too many units appears?
what should we do if that happens??
when playing it screwed my production of around 7 KV1 that i had bought the turn before, I enable the cheat mode and create them

i agree if some of you say that it is cheating,
what we should decide what to do before it happens
sugestions??
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Old April 1, 2003, 16:13   #2
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Kill lots of units so that it doesn't happen
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Old April 1, 2003, 16:23   #3
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I would't consider it cheating, it's a failure on the part of the Civ 2 engine not us! However it would blemish our score forever, branding for using the Cheat Mode
Can you Cheat Mode in new units if there are too many units already?
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Old April 1, 2003, 16:27   #4
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no, but after killing a few you can creat new ones, I know there are ways to remove the cheat mode from the score, I don't know why though
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Old April 1, 2003, 17:40   #5
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Just disband a few rear gurad red-army in the urals. It also saves time getting those Kollectives and Granaries they should be building anyway.
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Old April 1, 2003, 18:02   #6
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I have some experience with this...
The problem with disbanding units in order to create new units, is that you normally have to disband the units the previous turn, and the AI (Germans) may then build new units, filling up the available slots before your new units are built on your following turn.

The secret to avoiding this situation is to set an improvement to be built in one of our cities which reports earliest (i.e. a city near the bottom of the city list). Then, you send a lot of obsolete units to that city. When our turn starts, we open the city window when the improvement is built, and then disband all the obsolete units there. That way, we can build at least as many units as were disbanded in that city, without getting the too many units message.

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Old April 1, 2003, 18:08   #7
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Old April 1, 2003, 18:09   #8
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I'm not sure how the events work in RF, but I am concerned that if we disband a lot of units on our own turns:

a) we're in violation of the rule
b) we may be allowing the Germans to create more units than they normally would - assuming the event that creates more units can be limited by the 'too many units' feature.

Anyway, be cautious when disbanding units to create room for new ones...
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Old April 1, 2003, 18:12   #9
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I don´t understand what you are saying about the first city to build and improvement...
I understand everything else
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Old April 1, 2003, 18:23   #10
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Quote:
Originally posted by Shaka Naldur
I don´t understand what you are saying about the first city to build and improvement...
I understand everything else
No problem. When our turn starts, all our cities report in reverse order - newest city first, oldest city last. So if you build an improvement in our newest city, that city will report first, before all the old/big cities, presumably.

Once an improvement is built, you have the option to 'zoom to city' , to change the build queue. When you do that, you also can disband units in that city. The idea of disbanding units there, is that all our older cities that are building units can then complete the units to fill the slots vacated by the units disbanded in that first city to report.

The reason I know this is that in another game, I would disband obsolete units to create room for new ones, but the AI would then build new ones before my turn came up again... and I would get the 'too many units' message before the replacements were built by my civ.
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Old April 1, 2003, 22:31   #11
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This is the best way to do it
The marshal saves the game at the end of the turn before the germans move.

If the Marshal then ends the turn and the game reports too many units, he simply reloads and deletes some german units (stacks) and tries again.

The game only overflows when a ridiculous amount of german units are sprawled ie lossing 20 wermach attacking a fortifyed partisan in mountains etc.
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Old April 2, 2003, 13:03   #12
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well. seems complicated but if it works...
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Old April 2, 2003, 13:13   #13
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I only ever saw the too many units error the first time I played this scenario.
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Old April 2, 2003, 13:22   #14
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Re: This is the best way to do it
Quote:
Originally posted by Colwyn
The marshal saves the game at the end of the turn before the germans move.

If the Marshal then ends the turn and the game reports too many units, he simply reloads and deletes some german units (stacks) and tries again.

The game only overflows when a ridiculous amount of german units are sprawled ie lossing 20 wermach attacking a fortifyed partisan in mountains etc.

you delete german units? isn't that considered cheating?
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Old April 2, 2003, 16:55   #15
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Re: Re: This is the best way to do it
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Originally posted by H Tower



you delete german units? isn't that considered cheating?
- Not unless you delete german units near your front, i always delete 3 or 4 large stacks way back in the ememies rear.

Its the only way to stop it happening again and again in the game as the AI spawns up to 4 extra units per event. ie kill red army etc.

If the game overflows its b/c the AI is cheating not us

Its not like new soviet units were contributing much compared to the 100+ per turn german units that are created.

In the end killing off 20 or so german units so we can get some units of our own isn't much as at that point germany has a ridiculous amount anyway and more that what the scenario planned for.

Pretty unusual things need to happen to overflow ie partisans in mountains, us killing a "big" stack of a specific enemy.
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Old April 3, 2003, 03:35   #16
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I think with 150+ units dying on turn one, and plenty more afterwards,
The too many units thing might not be a problem.

I have never had that infamous message in RF....
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Old April 3, 2003, 10:03   #17
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Let's just play on and handle this if/when it appears, I've only ever had to deal with it once when playing RF as noted above.
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Old April 3, 2003, 12:00   #18
Shaka Naldur
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i played red front twice and it only showed up once,
but I prefer to discus it now that we are not very into the game that a few turns further
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