Banks6060 wrote:Completely agree. I have no trouble with 2 turn months at all. I think perhaps 4 turn months would be slightly BETTER if all of the above issues could be resolved. But as someone who has little to no knowledge of c++ or any programming code of any kind...I will defer any actual modding effort to others who are more qualified

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I was also thinking that it would just make the grand campaign THAT much longer too...I mean it's already pretty heft at 114 turns...228 turns?? Now that's a load....especially for all the PBEM guys like myself. I guess it would just be cool...
EDIT: another problem would be going on the attack...without showing your cards. Usually in AACW...when you are attacking...you usually want it to be as much a surprise as possible so the defenders don't have time to react (and thereby slap that horrific def. fire vs. off. fire stat on you)...just another thought. Unless movement rates could somehow be sped up...that might be a problem as well..
Jeez...more I think about it....15 day turns are just fine
FYI, The game is source coded with Delphi, not C++, but that is only limited to the AACW.exe file itself. The great majority of the remaining files are what I refer to as "output" files, which are generally in text format with different file extensions to distinguish them by type. This incidentally makes the game data quite easily modded (between versions), a technique which Clovis uses extensively.
Quite a few of the limitations I'm referring to are associated with the game engine (AACW.exe) file itself, something a modder or or even a coordinator can't readily change.
Movement rates luckily are by single day increments and are even implemented in that way during game turn processing. In a way that particular feature is self-adjusting no matter the length of the turn.
Your point about overall game length is also quite valid. This is why I want AGEod support changes in the game engine (AACW.exe) to be made flexible enough to be told how to behave/handle data differently depending on the individual scenario requirements. i.e. Different scenarios with different turns per months settings depending on the scenario design criteria. This would allow all the player/gamers to choose from a variety of scenarios depending on their preference and time they wish to devote to game play.