• buying after moving

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    @silverbullet said in buying after moving: i would like this option available for all maps as i think less mistakes and thus less time is used during purchase phase when it is after pre-combat moves. Sadly, One Does Not Simply Buy After Moving. As already partially pointed out, there are some outstanding rules changes which you cause in the moment you switch the Purchase Units and the Combat Movement phases, or however they are called. At least by intended v1 rules, the Develop Weapons and Purchase Units phases are actually the same phase, yet you can develop weapons only before you buy any units (so, at all effects, even in v1, it is like they are two separate phases), so, if they are not, you should at least not forget also to move the Develop Weapons phase after the Combat Movement phase. However, doing so is a huge rule change for every game having technology but Revised LHTR (example, you get "Heavy Bombers" and suddenly all your bombers roll 3 dice, yet you know about this only after you have made your moves if you have put the Develop Weapons phase after the Combat Movement phase!). If you are keeping the Develop Weapons phase before the Combat Movement phase and moving the Purchase Units phase after the Combat Movement phase, this doesn't actually cause any rules changes related to developing weapons, yet you are likely making the game harder to play because you separate even more the phases during which you can spend your income (I think it is better thinking about how much to spend on new weapons and on new units at the same time). Since TripleA incorrectly always immediately changes ownership of entered undefended enemy territories, you will be able to use any income captured from undefended enemy-owned enemy capitals to purchase units (and develop weapons). Still, even if TripleA would work by intended rules, in this regard, in v1 only you would still be able to use captured income on the same round if you blitz an undefended enemy-owned enemy capital (this practically never happens in all basic games from v2 onwards because every capital happens to have a factory in it since the start of the game and factories can never be destroyed nor blitzed from v2 onwards). For the same reasons at the previous point, a player starting its turn without owning any capitals each of which is its capital yet having saved income (which it captured from other players while each of its capitals is enemy-owned) which he would not normally be able to spend on that same turn can use it on the turn to purchase units (and develop weapons) by retaking an own capital during Combat Movement. As said at this previous point, this would apply in v1 in case of blitzing even if the behaviour of the program would be as intended. For the same reasons at the previous point, from v3 onwards, you will be able to repair newly conquered factories on the same turn (of course, this is most likely pointless, but it might matter at least in theory if the saved income would risk being captured and if the factory is going to be turned over to an ally). Moves validated by Purchase Units choices (which only means landing on new carriers) cannot be made if the Purchase Units phase is after the Combat Movement phase. In v1 and v2 (in theory except LHTR, but in practice not, since TripleA fails to support such LHTR differentiation) there are AA fly-over shots resolved by the end of the Combat Movement phase which would allow you to know such losses before making the Purchase Units (and Develop Weapons) phase. Rockets attacks are to be resolved during the Combat phase, yet TripleA incorrectly resolves them upon ending the Combat Movement phase, which is per se not a problem as long as the Combat Movement phase is immediately before the Combat phase and such attacks, by intended rules, are to be resolved before any other ones during the Combat phase, but would allow you to know the results of such attacks before making the Purchase Units (and Develop Weapons) phase. Moreover, if you also moved the Develop Weapons phase after Combat Movement and the game is not v2 LHTR, you will fail to be able to make such attacks in the same turn as you develop this weapon (in v1, by intended rules, this even means that you would not be able to move your AA Guns during the Combat Movement phase while you should possibly be able to). There might be other things I'm missing, but I think this should be all. As long as "World War II v3 1941" goes, you can already find in download list a game modification made by me, called "WWIIv3 1941 Move-Buy-Move", which allows both moving before purchasing and moving after purchasing (if you want to move only before purchasing, simply always skip the second movement phase) and, I believe, fully details in its notes all outstanding items for which the players must restrict themselves. So there is at least one basic game for which this option is already available, albeit as a map modification (the map being "WW2v3_Variants").
  • Custom Battle Phases

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    TorpedoAT
    @Trevan said in Custom Battle Phases: The air battle has generally the AA phase and the All other units phase. I guess you talk about air battle in conjuction with AA phase because you imagine AA as a related action to aircraft encounters with AAGun-like units? Because we can have non-isAir, non-aircraft units with canAirBattle, fortunately, and additionally have AA ability. I now tested, just to clarify for myself, that AA is not related to air battle per se. I just want to avoid missunderstanding on my side, which is quite possible. Because i thought i can have AA at the start of air battles too. I try my best to conclude as good as i can. Please correct me: Basicaly AA is after air battle phase and before normal battle phase so to say. So we can state that there are indeed 2 seperated Battles. (ignoring the non-fighting phases) 1. Air Battle (no support) phase 2. Normal Battle (support) Bombardment phase (the only still hard restricted one -> amphibious assault) First Strike phase (v2 vs v3 destroyer) phase In terms of order of phases (at minimum 1) air battle phase aa phase bombard phase first strike phase normal phase The main reason why i lay it out so much, is that i want to be sure about the order of phases in general at the most basic if i use all battle options whether or not i then modify further.
  • Support attachments allowed for air battles

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  • bombard option not restricting to amphibious assaults

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  • Why not using real flags in WWII scenarios?

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    LaFayetteL
    Armies did not march under political flags. It's not historic to have that. I do not think the flag in the OP quite looks like the wermacht flag (I'll leave it to the reader to do their own wikipedia search). Though, FWIW it does resemble German WWI insignia and symbols. We do allow the CSA battle flag for US Civil War maps. As a blanket policy TripleA does not allow swastika's nor any other hate symbol to be used even in a historical context without explicit permission. There are several reasons for this policy, it's not up for debate.
  • Handling LOADING / REPAIRING ( 2 different systems now...)

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  • Question About the Battle Screen

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    @LaFayette said in Question About the Battle Screen: ...Coding up such a feature is probably going to require 5-10 hours... Idk seems like a lot of work. Think it works ok the way it is.
  • Suggestions About Victory Conditions

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    djabwanaD
    @Cernel said in Suggestions About Victory Conditions: (and, if you don't, then it is just bad play not to play specifically to maximize your chance to eventually achieve them, which should assure you not to be surprised to win). This is exactly the point you seem to be missing. Sometimes people aren't playing as competitively. Perhaps they want to re-enact something historically, or are enjoying a particular dynamic on a particular front regardless of the objectives or conditions and want to see it play out. It would be harmful to the experience and enjoyment to force a player to stop playing. Game options can't be changed once the game is started and so if I accidentally left a condition activated (because it was default and I was just playing for fun) and then got stopped by the game when they were met without the option to continue, it would be really frustrating. @Schulz there are times when you want to play a "real" game or map but in a "sandbox" mode (what would happen if...). Perhaps what we're getting at here is an overall "social" vs. "competitive" mode to TripleA overall. Social would be local dice, allow to continue with victory conditions, edit mode, etc. Competitive could be required dice server, game forcefully ends on victory, edit mode requires all players to accept before one player can make an edit, etc.
  • How hard would it be to make an invisible enemy map/game?

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    LaFayetteL
    It's basically what you have described. The game server would have to keep the full game state and the two clients would only be allowed to have partial game state with some level of authentication to resume a save. Splitting up the game data like that is super-non trivial. It'll be more feasible FWIW when we have overhauled the networking technology. There are certainly some thoughts about having a partial system like that where the 'main' server is responsible for rolling dice. Having there be more responsibility on that server to support 'fog of war' would be a logical next step (and there has been quite a bit of demand for fog of war). For expectations, we are talking months of full time work, I can't say for sure it would ever happen.
  • Default maxiumum shrinked right bar (semi-bug)

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    LaFayetteL
    Okay, thanks for the clarificatoin. The bar can be shrunk to a minimum width of the largest required minimum of any element in the side bar. That will either be a component in the action tab or the minimap itself.. The history tab either has no effective min or a min that is always less than any minimap that exists today. While having it so there is a consistent min across any possible tab would be, consistent, it's not necessarily trivial to do.
  • Hiding Ownership informations on the right bar

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    LaFayetteL
    That's hardcoded, no option to hide it.
  • HP bonus with territory effect?

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    TorpedoAT
    @Schulz After reading through PoS xml, i cant say it is possible through territory effect. There is a list of allowed effects. HP not listed. But without territory effect it is possible i say. Condition and Trigger is the place to look at.
  • TOOLTIP UNITS FOR TERRAIN TYPES

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  • "Total Game Report" Option - For Statistical Purpose

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    stucarS
    @Hepps Haha yeah....I'm patient but thorough LOL
  • Two proposals to give more default screen to games

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    LaFayetteL
    I agree the 'Notes' tab being in the 'action panel' is very questionable. Funny enough the min is set to 240px. Swing layout is an odd beast, there is invisible padding that needs to be available. With a more narrow unit scroller now, fewer buttons, that looks okay. The 'player' stats table has issues though and becomes difficult to read. Below is a sampling when setting the min to 200: [image: Screenshot from 2020-12-27 10-52-19.png]
  • Idea: Change LL - Neutralized Subs Roll With Main Combat Roll

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    ubernautU
    @LaFayette as long as we are sure this will not affect dice outcomes i withdraw my objection.
  • Make canIntercept Unit Specific

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  • Show Pathname of Loaded xml

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    LaFayetteL
    The path displaying in the game selection screen makes sense. The duplicate name scenario is an issue, it's a legacy design that expects all scenarios to have unique names.
  • Directing the AI with Events

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    RogerCooperR
    I submitted the feature request on GitHub. We will see if anyone takes it up. On a related note, I think that with user actions, there should be a default AI percent, to give the AI some guidance on whether to do something.
  • Factory Scroller for Placement Phase

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    FrostionF
    @LaFayette To give a suggestion in regards to a counter, I first thought of two methods that I later discarded. One was just a little "x something" like the units-to-be-placed has above, or the white count number at the factory like on placed units have. But I figured that both of these production indicators would maybe lead to confusing. So my suggestion would be to have a counter after the territory name. Like "Berlin (Production X)". This would mean the whole territory. Then the individual factory free producti capability would be seen when placing, just like it works now. What about it?

Recent Posts

  • Love that you (TripleA programmers) made the Axis Allies board game, i have the original when it first came out, fantastic and thank you.

    Now there is a board game 2 actually, but i will i present 1, its called Conquest of the Empire.
    Based on Rome is a big board game nice figurines etc, anyone interested in programming this up using all the full features. I would donate something towards it too, have a look let me know what you think. Its also the original first version, not sure if its around any more.

    thanks.

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  • I get the appeal of having manual rolls in history. For quick out-of-game rolls, I’ve been using https://dice.onl for its simple interface and custom sides – it’s handy when I just need a fast result without syncing concerns. For in-game integration, LaFayette’s points about the upcoming ledger system make sense, but I’d still love to see this feature added eventually.

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  • This is a good suggestion and I would like to see it too. The current manual roller is local only, so logging it will need the upcoming network and history overhauls first.

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  • Never-mind.

    I remapped the <menu> key to execute <shift+tab><space><tab><space> sequence, which does a MAX and OK.

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