-
5 Votes256 Posts264k Views
-
1 Votes11 Posts362 Views
-
2 Votes26 Posts6k Views
-
1 Votes15 Posts3k Views
-
3 Votes4 Posts291 Views
-
3 Votes588 Posts1m Views
-
0 Votes6 Posts270 Views
-
8 Votes37 Posts24k Views
-
3 Votes39 Posts12k Views
-
3 Votes16 Posts8k Views
-
1 Votes15 Posts5k Views
-
6 Votes264 Posts292k Views
-
0 Votes1 Posts560 Views
-
2 Votes498 Posts784k Views
-
4 Votes10 Posts3k Views
-
1 Votes1 Posts614 Views
-
3 Votes7 Posts3k Views
-
1 Votes3 Posts1k Views
-
0 Votes93 Posts56k Views
-
2 Votes18 Posts1k Views
Recent Posts
-
The next step is to allocate fighters (including fighters, advanced fighters, and jets). These are air superiority units. They can only shoot down other enemy aircraft. They can never attack land or naval units
Ok for a different approach but... this will decrease their utility. If I understood fighter can only help during Sbr (when defending or playing an attack) but not on land or naval battles... They should cost fewer IPCs...
Res.Cen. are not located on the map so hey cannot be bombed, Aa can hit whan attacker tries a Sbr plus, structures located deep inside enemy's lines are very hard to be reached and bombed so...
Also, Aircraft carrers, why should I still land planes (not defending) on them ?These are good questions.
Imagine that Germany builds some dive bombers and Japan builds torpedo bombers. Germany plans to use its dive bombers to strafe the Red Army. Japan plans to use its torpedo bombers to attack the U.S. Navy.
It's very difficult for the Soviet player to defend against this threat with aa guns. If he had 6 aa guns in a territory, those would automatically take out one German dive bomber. (The 6 aa guns would produce 2 hits, and a dive bomber takes 2 hits to kill.) The problem the Soviet player faces is that he might have several armies which would need to be defended against dive bombers. Germany can choose which army to strafe. Unless each army had a bunch of aa guns, Germany would just choose to strafe an army that didn't have a bunch of aa guns. Or he could strafe individual Soviet units which weren't part of a larger stack. Land units do not fire back against air, except for aa guns firing. Therefore, it's very tempting for bombers to strafe land units. Dive bombers are especially good against land units, but really you can use any type of bomber for this.
The Soviet player has two options in a situation like this. 1) Concede control over the sky to the Luftwaffe, and absorb whatever damage the German dive bombers deliver. 2) Build air superiority planes, such as fighters, to fight back against the Luftwaffe.
Suppose the British player decides to dump cash into strategically bombing Germany. There are a number of German factories within range of British strategic bombing attacks. If Germany wants to defend against this using aa guns only, it would need to have 9 aa guns on each factory territory within range of those British bombers. Those 9 aa guns would generate 3 hits, killing a bomber per raid. Germany's other option would be to put fighters on the "bomb Germany" theater, thereby defending all its factories at once. A fighter costs 10 PUs, has a dogfight value of 3, and takes 2 hits to kill. A strategic bomber costs 18 Pus, has a dogfight value of 2, and takes 3 hits to kill.
There are three types of air theaters. Land, coastal, open ocean. To allocate air to a land theater, you need a landing spot within range of that theater. To allocate to coastal, you need either a land location within range of the theater, or carriers in that theater. For open ocean, it's carriers only.
Take the Pearl Harbor attack for example. Japan brought 6 carriers with it to Pearl. Those carriers allowed it to have 8 torpedo bombers and 4 fighters present for the battle. Had there been a dogfight, those 4 fighters would have played an important role. (Fighters dogfight on a 3, compared to a 1 for torpedo bombers or dive bombers.) After the (nonexistent) dogfight, the 8 torpedo bombers attacked, doing 8 hitpoints of damage to the Pearl Harbor fleet. All this happened during the air phase. On Japan's turn, its navy came in to finish off the Pearl Harbor fleet. But, without those carriers, Japan could not have launched the air attack on Pearl.
-
The next step is to allocate fighters (including fighters, advanced fighters, and jets). These are air superiority units. They can only shoot down other enemy aircraft. They can never attack land or naval units
Ok for a different approach but... this will decrease their utility. If I understood fighter can only help during Sbr (when defending or playing an attack) but not on land or naval battles... They should cost fewer IPCs...
Res.Cen. are not located on the map so hey cannot be bombed, Aa can hit whan attacker tries a Sbr plus, structures located deep inside enemy's lines are very hard to be reached and bombed so...
Also, Aircraft carrers, why should I still land planes (not defending) on them ?
-
@kurtgodel7
Wow, TripleA, but not as we know it! 🤯
So many hours to get to this stage.Which AI are you using ?
Can the TripleA AI use your new AI interface or is it currently PvP ?
In future is the plan to share your map ?
If so, what would we as players need to install ?Sticky Hits do they change the Atk/Def, if say they reach 1/2 original HP ?
Does the Yamato currently have the most with 8HP ?Keep up the good work!
I am using Claude.
The game is currently PvP. At some point in the future I may allow the AI to use my interface. The problem here is that even though I have a paid Claude plan, I've used 75 - 85% of my weekly usage for the last three weeks on this. Enabling the AI to understand the new rules will require a lot of my weekly usage. Which means it will have to wait a week or two.
My plan is to share the map in the future. I want to make some adjustments to game balance before sharing. There are also a few additional tweaks to the GUI I'd like. The game, once shared, will need additional balance changes, but at least I want it to be farther along than it is now.
There is a separate version of the TripleA engine which must be installed for you to play this game. I will share the engine version when the time comes. I have the normal engine on my computer, as well as the separate engine.
The Yamato has the most hitpoints of any naval unit with 8. (As opposed to 5 for a normal battleship.) The Yamato can be purchased with PUs.
All starting land units have one hitpoint only, except for trenches and tanks. (Each of which have two hitpoints.) Italy and Japan can build light tanks, but not tanks. They can overcome that limitation by researching tanks tech. In my test games, neither of them actually wanted to research tanks tech. Italy was focused on income techs. Japan wanted to improve its income, it wanted to start creating advanced units, and it wanted to improve its piston aircraft and its naval technology. Japan's invasion of China consisted of dive bombers, a medium bomber, infantry, mobile infantry, anti-tank guns, light tanks, and field guns. This was a perfectly good unit mix without the need for tanks.
The heavy tank (U.K., U.S.S.R., U.S.A.) and Panther (Germany) each have 4 hitpoints. These are advanced units, and cannot be purchased with PUs. They are only created by SPCs. Also, you must research heavy tanks tech or Panther tech before you can get them. Late game, Germany can research King Tiger tech. King Tigers have 6 hitpoints, and are the strongest land unit in the game.
Starting game air units consist of fighters, dive bombers, torpedo bombers, and medium bombers. Each of these have 2 hitpoints. The U.S. and Britain start the game with the ability to build strategic bombers, which have 3 hitpoints. All other nations must research strategic bomber tech to be able to build strategic bombers.
Research can unlock the advanced fighter (3 hitpoints), which can be built with PUs. For Germany, the U.S., and Britain, jet research unlocks the jet (5 hitpoints). For Japan and the U.S.S.R., jet research unlocks first the early jet, and later on the jet. The early jet only has 3 hitpoints, and is about equal to an advanced fighter. Advanced fighters, early jets, and jets are all air superiority aircraft. They fire during the dogfight phase only.
The United States has a nation-specific special unit: the Superfortress. This has 5 hitpoints and does 13 PUs of damage when strategically bombing. Germany has the flying wing. 7 hitpoints--the most of any air unit--and does 6 PUs of damage when strategically bombing. If an SPC is set to produce Superfortresses or flying wings, it produces 1 unit every other turn.
Nations' options for special unit production
U.S.S.R.: heavy tanks, early jets, jets, fleet carriers
U.K.: heavy tanks, jets, fleet carriers
U.S.A.: heavy tanks, jets, fleet carriers, Superfortresses
Germany: Panthers, King Tigers, jets, flying wings, fleet carriers, Type XXI U-boats
Japan: fleet carriers, early jets, jets
-
@KurtGodel7
Great ! Go on working, whenever you'll need a playtester consider me !
