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Missing turns
08-24-2009, 11:15 AM,
#2
RE: Missing turns
After working on a CG mod I don't think automation of 'quiet' turns is a good idea. Considering all the admin tasks a player needs to attend, i.e managing upgrades, withdrawals, Air assets, supply lines, moving up reinforcements, adding replacements etc. After building this CG it seems there is a constant stream of these things to do, for either one or the other player.
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Messages In This Thread
Missing turns - by Mike Bowen - 08-20-2009, 09:59 PM
RE: Missing turns - by Krak - 08-24-2009, 11:15 AM

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