Games published by Internecine
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Action Stations!
Some ideas from Mark C. Jeffery:
The game is primarily mathematical. It will seem to crash in large, complicated scenarios, but if you leave the game alone, it will finish the math the next day (to avoid this, just speed up dosbox - see dosbox.com for instructions)....
Clarification: there are two moments when the game crashes against the AI opponent.
At the end of a turn, when the battle plot is displayed just before the detailed report is displayed if necessary, when the turn(s) is calculated before the battle plot is displayed. (it really doesn't crash and speeding up corrections improves gameplay)To mitigate 1 - The second time I play the scenario, I will save the game every turn so I can restart the scenario on that turn. (ok, sometimes I'm lazy and only do it every 5 - 10 turns until the battle starts...).
The main reasons I play 3.2 are the torpedoes (overall accuracy has also improved minimally). A naval academy cadet doesn't need 3.2's automatic launch option and is trained in the calculations; the rest of us don't. Torpedoes were a major factor in WWII naval surface combat. This makes the game much easier and more realistic for the rest of us.
FYI, if you modify a ship file and leave an extra character or line, scenarios with that ship will be locked. If you add ship types, you have to add them to the ddf file you use. The file layouts are simple and easy to understand. I have a number of ships I added to play that were seriously proposed but never seriously considered for production (and a few sci-fi fantasy ship variants to add spice to this game that I have been playing for over 28 years).