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Recent Posts

  • @sculpt @Cernel
    Does the same thing happen in the latest 2.6 ?
    https://github.com/triplea-game/triplea/releases

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  • S

    @cernel FYI - I did some tests to see what the game would allow regarding loading troops with enemy ships in N. Atlantic sea zone with setting 'Unit placement in enemy seas' with all human players.

    It was not good lol... it was inconsistent. First, in the 2nd round, the game did not allow UK to load its own transport but could load Russian transport. Third or Forth round the game did allow UK to load transport and attack France on same turn (with a German sub in the sea zone). The game allowed me to select the France battle first (which UK won), and then I did the naval battle after and selected the transports as Lost/destroyed... at which point the game poppped a Triplea Error window reading: "java.lang.illegalstateexception.not all units present in western europe. trying to remove infantry owned by british. trying to remove infantry owned by british] present] aagun owned by british, factory owned by british, infantry owned by british, bomber owned by british. If this happens frequently and something you cannont fix, please contact triplea.". The game left the troops in France and the game continued.2023-09-05.png

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  • S

    @cernel I checked out the game. Well played.

    I say, those were some weird moves by the Allies. Right from the start US hiding it's carriers in Gulf of Mex sea zone without reason, putting a full unescorted transport in N Atlantic sea zone when Axis bombers are in France, UK infantry transport hiding in S Compass sea zone when Africa is open, no ships placed in N sea zone or coordination with Allies there, or the worst Russia leaving Russia capital numerically undefended when there was infantry to spare from Karelia. Clearly I had nothing to worry about.

    There was some decent AI by Russia and UK in Asia. I could be wrong, but I think prior AI versions did better with the US regarding advancing transported troops into Africa and Western Europe. The hiding the multiple carriers in Gulf of Mexico, not even properly responding to your move through Panama, Brazil and Cuba, was not very competent. I wonder if the AI is better in World War II Classic, or either (3rd Ed) if you leave the Options with defaults?

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  • C

    @sculpt said in Axis Strategy Advice- Hard AI WWII Classic 3rd Edition Version 2.5.22294?:

    @cernel Ill check out the game you posted. Thanks!

    If you weren't using navel-blocking in the UK sea zone, do you know why the UK AI didn't place any ships, but a human player would? I assume the AI won't place ships if the Axis maintains a 51% battle calculator to destroy any ships it might place. Would a human place them there anyway just to eat up the Axis planes/ships/IPCs?

    I simply made a big air units purchase and some moves to assure that British would be convinced (due to the limited AI) to be unable safely to have a fleet in the United Kingdom sea zone by the end of its next turn, giving up with that.

    Starting from the state of the game in the saved game at the start of the first British turn (that is immediately after I made the Germans turn), what a (human or better AI) player could have done during that turn and the subsequent turns of Americans and Russians is killing the German submarine with air units only (very high chance), moving a British transport to North Sea Zone from East Canada Sea Zone, placing a new British Carrier and a new British transport into North Sea Zone, redeploying two British fighters on the new carrier (which is possible with your rules choice, otherwise two Americans fighters can land on it on the same round), move 1 Americans transport to North Sea Zone and move 1 Russians submarine to West Spain Sea zone. This would have given an Allied fleet of 5 transports, 1 carrier, 1 battleship and 2 fighters which could have been attacked only by the Germans air for a measly 19% chance to destroy the fleet. Alternatively and preferably, the Russians submarine could have been kept in the zone and British could have sent (as the AI actually did in the game) 1 battleship, 1 submarine and 1 bomber to 100% (approximated to 1% ) kill the 1 transport and the 1 (already damaged) battleship in West Mediterranean Sea Zone while still having a very high chance to kill the Germans submarine (attacking it with up to 2 British fighters, 1 Americans bomber and 2 Russians fighters). This would have given an Allied fleet of 5 transports, 1 submarine, 1 carrier and 2 fighters which could have been attacked only by the Germans air for a not good 54% chance to destroy the fleet. I said not good because on average the result of this battle would be all Allied units in the sea zone and all Germans air being lost, and that would be certainly not a good outcome for Germans. However, the AI did neither of these things likely due to some logic failing or missing to see and correctly evaluate such possibilities.

    Subsequently, the AI could have still easily enough placed enough ships in North Sea Zone by saving enough income ahead or coordinating with other Allied ships and aircraft but totally failed at that too.

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