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WMD in MC; negative values
01-01-2010, 02:22 AM,
#12
RE: WMD in MC; negative values
Working on it and doing some playtesting. What I propose is simply that by entering negative values in the editor a side can have first use in nukes and no first use in chems. Or the other way around. No need for any AI deciding. Same for the (loose) VP idea; fire a nuke, you pay 100 points "political cost".

Hans
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Messages In This Thread
WMD in MC; negative values - by Hans Boersma - 12-30-2009, 06:36 AM
RE: WMD in MC; negative values - by Dog Soldier - 12-31-2009, 12:20 PM
RE: WMD in MC; negative values - by Kuriltai - 12-31-2009, 01:39 PM
RE: WMD in MC; negative values - by JDR Dragoon - 12-31-2009, 04:41 PM
RE: WMD in MC; negative values - by Dog Soldier - 12-31-2009, 03:46 PM
RE: WMD in MC; negative values - by JDR Dragoon - 12-31-2009, 04:42 PM
RE: WMD in MC; negative values - by Hans Boersma - 12-31-2009, 08:40 PM
RE: WMD in MC; negative values - by FLG - 01-01-2010, 12:07 AM
RE: WMD in MC; negative values - by Hans Boersma - 01-01-2010, 01:29 AM
RE: WMD in MC; negative values - by Hans Boersma - 01-01-2010, 02:22 AM
RE: WMD in MC; negative values - by Hans Boersma - 01-01-2010, 09:59 PM

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