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  • RE: Battle Calculator Question/Feature?

    Changes so far:

    • Added ability to use CTRL+A and CTRL+D to add attackers and defenders to last active battle calc window
    • Improved default player selection for attacker and defender when opening a new battle calc
    • Allow changing defending player in BC and if any of the current units are owned by the new defending player then units no longer reset
    • When switching players in BC, it only moves over the units of the new attacking player (not any allied units which can't actually attack)
    • BC considers isInfra units in unit counts and TUV (otherwise you could add combat isInfra units and it would appear they would always improve your TUV chance even if they were pretty much always being lost)
    • Can have 0 move and can't combat move units in BC attackers for maps which have limited combat rounds (this is because battles can last more than 1 round so these units can become attackers)
    • Changed action tab hotkey to 'C' and updated help menu
    posted in Feature Requests & Ideas
  • RE: Dragon War - Official Thread

    @Frostion Below are my thoughts on 1.2.4. The latest BC changes should address some of the AI weirdness around moving dragons to exposed unit stacks as they now understand the value of losing isInfra units.

    The Good

    • Grouping turns together makes for a much faster and smoother experience
    • AI plays much more aggressively and generally more intelligent now that their units have a reasonable TUV. Pirates in particular are difficult to deal with in the early rounds.
    • Nerfs to air/sea/dragons are definitely a step in the right direction and less crazy OP now

    Things to Improve (not gonna highlight everything that is already covered in my previous post and hasn't been changed)

    • Dragon spawn for both the water dragon and all dragons given to AI is really poor and often leads to them being immediately captured with no battle. Luckily in our last game, Blue and Red dragons were split but if one of us had gotten both for essentially free then its pretty much game over which is totally possible. There are a few different ways to address this from having specific spawn locations that are difficult to get to early game, giving guard units with the young dragons, etc.
    • The game still mostly comes down to who gets the best dragons and who can get the largest fleet (everything else is fairly unimportant). Even with reducing naval movement to ships having 2 or 3 that is still a lot on this map as sea territories are much larger than land. Sea units are also around the same price as land units and the threat of blockade and amphibious assault really multiplies the effectiveness of land units. Most likely sea units need nerfed further by either less movement, higher cost, less capacity, lower attack, etc (just gotta be careful that they don't become too weak compared to air/dragons). Essentially there needs to be some cost effective way to counter massing ships and right now there isn't. After you fall even a little behind on the naval arms race, you are essentially dead. This also means the game mostly comes down to how much wood you can get and that resource is vastly more important than all others.
    • The siege system has good concepts but generally forts/castles are too expensive and too easy to counter to ever be worth building. The ones that start on the map add a little bit of strategic value but more than anything they just look cool.
    • Characters help add some depth on where to focus them and build an army around them but they all seem too similar and have similar stats. More uniqueness would be great.
    • Very few if any artillery have been built as wood must be used for ships.
    posted in Maps & Mods
  • RE: Dragon War 1.2.4 Black_Elk (Evil) vs redrum (Good)

    @Black_Elk Alright GG. Its definitely quite a unique map in a number of ways. If you don't already, I highly recommend playing it with Map Details Off as its much easier to see what's going on then.

    There definitely is less of a true fodder unit and really the Auxillary units that are generated each round is kind of the bar for a fodder unit. Its almost more about using those plus any dragons to get some cheap HP and then have a combination of other units depending on if you want more movement for cavalry or lower transport cost for infantry. I haven't really figured out when/if to use any of the artillery type units as they tend to be too pricey and need too much wood for their value.

    I think naval units maybe need to have more defense then attack to avoid games always ending in a naval arms race. Or at least have more ship variety so that there is some feasible counter to your opponent massing as many ships as possible to eventually overwhelm you and then blockade your capital while landing amphibious assaults everywhere.

    posted in Play By Forum
  • RE: Total World War: December 1941 3.0.0.0 (Now Available)

    Here is the v3.0 change log:

    v3.0.0.0

    • Revamp sub/destroyer mechanics to make game play more dynamic and less about just researching ImprovedDestroyers. Subs are meant to be strong units in open water that are difficult to hunt down but weak when trying to defend surface fleets and facing scrambling air defenses along coasts.
      • All air units can now target Sub/AdvancedSub without a Destroyer (can scramble to defend against them)
      • All surface ships give -2 support on defense to 1 Sub/AdvancedSub to decrease Sub/AdvancedSub effectiveness when defending fleets
      • Sub/AdvancedSub units: removed targeted defense against Destroyer/HeavyDestroyer
      • ImprovedSub tech: increases Sub attack to 5 instead of increasing targeted defense
      • Destroyer unit: added DepthCharge targeted attack of 1 against Sub/AdvancedSub
      • HeavyDestroyer unit: removed isDestroyer and added DepthCharge targeted attack of 3 against Sub/AdvancedSub
      • ImprovedDestroyer tech: increases Destroyer DepthCharge to 2 instead of give isDestroyer
      • StratBomber unit: added DepthCharge targeted attack of 1 against Sub/AdvancedSub
      • HeavyStratBomber unit: added DepthCharge targeted attack of 3 against Sub/AdvancedSub
      • ImprovedStratBomber tech: increases StratBomber DepthCharge to 2
    • Add German N.Africa Protectorates to show German control over the area and simulation Allied invasion impact.
      • Morocco and Algeria are both Protectorates so generate no income but if they both are owned Vichy receive a free material each turn
      • If either or both are captured by the Allies then the rest of Vichy N.Africa turns to German owned and Vichy's capital becomes an Occupied territory giving its income to Germany
    • Add Vichy Toulon Fleet events to show Vichy naval presence along Southern France and allow for operation Lila.
      • Added immobile German ships to SZ44: BB, Cruiser, 2 Destroyers, 2 Subs, and Transport
      • Added event if 1 of the 2 N.Africa Protectorate territories are captured by the Allies then on the next German turn they receive user action to pay 1 PU per ship to try to prevent them being scuttled (2/12 chance) and turn to regular German ships
    • Add Vichy Dakar Fleet events to allow for Operation Menance.
      • Added immobile German ships to SZ64: BB and Destroyer
      • Added event if West Africa is captured by the Allies then Dakar Fleet transforms into regular UK ships
    • Add several automatic unit placements in Western Europe and Africa (Both Vichy & Exiled Allies) to increase strategic value of capturing these territories.
      • Western France: 1 UK inf
      • Morocco: 1 UK inf
      • Tunisia: 1 UK inf
      • West Africa: 1 UK inf
      • Gold Coast: 1 UK inf
      • Cameroon: 1 German inf
      • French Equatorial Africa: 1 German inf
    • Increase PU and ownership of a few African territories to increase strategic value of controlling these territories.
      • Morocco: Increased PU to 2
      • Tunisia: Increased PU to 2
      • West Africa: Increased PU to 2
      • Nigeria: Increased PU to 2
      • French Central Africa: Starts as Vichy controlled
    posted in Maps & Mods
  • RE: Total World War: December 1941 3.0.0.0 (Now Available)

    @Krautz I just tested this in 3.0 and seems to work fine. Here is the save game showing it: test.tsvg

    If you have a save game to show/reproduce the issue please upload it here so I can take a look.

    posted in Maps & Mods
  • RE: A&A Hardware Device Project

    Idea for a nice gimmick: Build your own dice you can roll on your desk instead of relying on the PC to generate randomness for you.
    The tricky part would be to have your dice/die talk to TripleA.
    The easiest approach to this would probably be to create your own little HTTP server that answers dice rolling requests like MARTI, our dice server software (open source as well). Then you could simply add a config file and start a dummy PbF game using your own die.

    posted in Feature Requests & Ideas
  • RE: Total World War: December 1941 3.0.0.0 (Now Available)

    @Krautz Ok, I'll take a look at it. I don't think anything should have changed around L&L in 3.0 but I'll double check and see if I can reproduce it.

    posted in Maps & Mods
  • RE: Dragon War 1.2.4 Black_Elk (Evil) vs redrum (Good)

    @Black_Elk Starting to look a bit bleak for Evil. I think you were so focused on your navy that you ended up leaving a lot of land units exposed.

    posted in Play By Forum
  • RE: Dragon War 1.2.4 Black_Elk (Evil) vs redrum (Good)

    TripleA Turn Summary: Elves round 10

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 10
    
        Combat Move - Elves
            1 Auxiliaries moved from Blood Island to Sea Zone 11
            1 Auxiliaries and 1 Transport-Ship moved from Sea Zone 11 to Sea Zone 22
                  Elves take Sea Zone 21 from Crowton
            1 Auxiliaries moved from Sea Zone 22 to Northern Baldoria
                  Elves take Northern Baldoria from Crowton
            1 Marines, 1 Wizard and 5 Wood-Elvess moved from Durlan South Coast to Sea Zone 9
            2 Biremes, 1 Marines, 1 Trireme, 1 Wizard and 5 Wood-Elvess moved from Sea Zone 9 to Sea Zone 11
            1 Marines, 1 Wizard and 5 Wood-Elvess moved from Sea Zone 11 to Blood Hills
            1 Auxiliaries and 1 Crossbowmen moved from Doomed Bridge to Blood Hills
            3 Auxiliariess and 2 Hvy-Infantrys moved from Durlan South Coast to Sea Zone 9
            3 Auxiliariess, 2 Hvy-Infantrys and 2 Transport-Ships moved from Sea Zone 9 to Sea Zone 22
            3 Auxiliariess and 2 Hvy-Infantrys moved from Sea Zone 22 to Dolmarsh
                  Elves take Dolmarsh from Crowton
            1 Auxiliaries, 1 General, 1 Lgt-Infantry, 1 Spearmen and 1 Wood-Elves moved from Pontic Desert to Pontic Salt Desert
                  Elves take Pontic Salt Desert from Greenskins
            1 Lgt-Infantry moved from Ponticor to Pontic Salt Desert
    
        Combat - Elves
            Battle in Blood Hills
                Elves attack with 1 Auxiliaries, 1 Crossbowmen, 1 Marines, 1 Wizard and 5 Wood-Elvess
                Crowton defend with 1 Auxiliaries, 1 General, 2 Hvy-Cavalrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard
                    Elves roll dice for 1 Auxiliaries, 1 Crossbowmen, 1 Marines, 1 Wizard and 5 Wood-Elvess in Blood Hills, round 2 : 5/9 hits, 5.13 expected hits
                    Crowton roll dice for 1 Auxiliaries, 1 General, 2 Hvy-Cavalrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard in Blood Hills, round 2 : 2/8 hits, 4.00 expected hits
                    1 Auxiliaries owned by the Crowton, 1 Auxiliaries owned by the Elves, 1 Spearmen owned by the Crowton, 2 Hvy-Cavalrys owned by the Crowton, 1 Wizard owned by the Crowton and 1 Crossbowmen owned by the Elves lost in Blood Hills
                    Elves roll dice for 1 Marines, 1 Wizard and 5 Wood-Elvess in Blood Hills, round 3 : 3/7 hits, 4.50 expected hits
                    Crowton roll dice for 1 General, 1 Lgt-Cavalry and 1 Lgt-Infantry in Blood Hills, round 3 : 2/3 hits, 1.88 expected hits
                2 Wood-Elvess owned by the Elves, 1 General owned by the Crowton, 1 Lgt-Cavalry owned by the Crowton and 1 Lgt-Infantry owned by the Crowton lost in Blood Hills
                Elves win, taking Blood Hills from Crowton with 1 Marines, 1 Wizard and 3 Wood-Elvess remaining. Battle score for attacker is 60
                Casualties for Elves: 1 Auxiliaries, 1 Crossbowmen and 2 Wood-Elvess
                Casualties for Crowton: 1 Auxiliaries, 1 General, 2 Hvy-Cavalrys, 1 Lgt-Cavalry, 1 Lgt-Infantry, 1 Spearmen and 1 Wizard
    
        Non Combat Move - Elves
            1 Wood-Elves moved from Oorsik Forest to Oorsik Tirith
            1 Auxiliaries and 1 Marines moved from Athondir to Durlan Steppes
    
        Purchase Units - Elves
            Elves buy 1 Hvy-Cavalry, 1 Rangers and 1 Transport-Ship; Remaining resources: 0 PUs; 13 Food; 0 Wood; 5 Metal; 
    
        Place Units - Elves
            1 Transport-Ship placed in Sea Zone 11
            1 Hvy-Cavalry and 1 Rangers placed in Athondir
    
        Turn Complete - Elves
            Trigger Wood-Elves in Oorsik Forest: Elves has 1 Wood-Elves placed in Oorsik Forest
            Trigger Auxiliaries in Athondir: Elves has 1 Auxiliaries placed in Athondir
            Elves collect 50 PUs; end with 50 PUs
            Units generate 10 Food; Elves end with 23 Food
            Units generate 9 Metal; Elves end with 14 Metal
            Units generate 9 Wood; Elves end with 9 Wood
            Units generate -15 PUs; Elves end with 35 PUs
    

    Combat Hit Differential Summary :

    Elves : -1.63
    Crowton : -1.88
    

    Savegame

    posted in Play By Forum
  • RE: Dragon War 1.2.4 Black_Elk (Evil) vs redrum (Good)

    TripleA Turn Summary: Dwarves round 10

    TripleA Turn Summary for game: Dragon War, version: 1.2.4

    Game History

    Round: 10
    
        Combat Move - Dwarves
            Trigger Dwarven fishing in Sea Zone 27: Dwarves has 1 Whales placed in Sea Zone 27
            Trigger Dwarven fishing in Sea Zone 20: Dwarves has 1 Fish placed in Sea Zone 20
            1 Auxiliaries moved from West Parnesis Desert to Sea Zone 27
            1 Auxiliaries and 1 Monoreme moved from Sea Zone 27 to Sea Zone 22
                  Dwarves take Sea Zone 25 from Crowton
                  Dwarves take Sea Zone 22 from Crowton
            1 Auxiliaries moved from Sea Zone 22 to Winterash
            1 Halflings moved from Lone Island to Sea Zone 27
            1 Halflings, 3 Monoremes and 1 Water-Dragon moved from Sea Zone 27 to Sea Zone 22
            1 Halflings moved from Sea Zone 22 to Oldengard
            1 Small-Ship moved from Sea Zone 20 to Sea Zone 27
            1 Monster moved from Glassville to Iceburn
                  Dwarves take Iceburn from Crowton
            1 Marines moved from Glassville to Strongnin
                  Dwarves take Strongnin from Crowton
            1 Marines moved from Glassville to Sea Zone 20
            1 Marines and 1 Small-Ship moved from Sea Zone 20 to Sea Zone 16
                  Dwarves take Sea Zone 19 from Crowton
                  Dwarves take Sea Zone 17 from Crowton
                  Dwarves take Sea Zone 16 from Crowton
            1 Marines moved from Sea Zone 16 to Barrenbor
            1 Halflings moved from Spectoria to Hells Bayou
            1 Gnomes moved from Mount Chaos to Hells Bayou
            1 Lgt-Cavalry moved from Drake Peninsula to Badlands
                  Dwarves take Wild Mire from Greenskins
                  Dwarves take Badlands from Greenskins
            1 Wizard moved from Glassville to Faraway
                  Dwarves take Faraway from Crowton
            1 General moved from Glassville to Maningscar
                  Dwarves take Maningscar from Crowton
            1 Hvy-Infantry, 1 Lgt-Infantry and 1 Spearmen moved from Faranwall to East Parnesis Desert
            1 Auxiliaries moved from Ironhorn to East Parnesis Desert
            1 Auxiliaries moved from Mithrildon to Mount Thoril
            1 Halflings moved from Faranwall to Mithrildon
            1 Hvy-Cavalry moved from Faranwall to Mount Thoril
            1 Knights moved from Dol Ulum to Mount Thoril
            1 Auxiliaries, 5 Gnomess and 2 Monsters moved from Dol Ulum to Mount Thoril
            1 Gnomes and 1 Halflings moved from Gnomen Lowland to Dol Ulum
            1 Halflings moved from Halfling Meadows to Ironhorn
    
        Combat - Dwarves
            Battle in Winterash
            Battle in Barrenbor
            Battle in Oldengard
    
        Non Combat Move - Dwarves
    
        Purchase Units - Dwarves
            Dwarves buy 1 Lgt-Cavalry, 2 Small-Ships and 10 Woods; Remaining resources: 2 PUs; 0 Food; 1 Wood; 2 Metal; 
    
        Place Units - Dwarves
            1 Lgt-Cavalry placed in Glassville
            2 Small-Ships placed in Sea Zone 28
    
        Turn Complete - Dwarves
            Trigger Halflings in Halfling Meadows: Dwarves has 1 Halflings placed in Halfling Meadows
            Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
            Trigger Gnomes in Gnomen Lowland: Dwarves has 1 Gnomes placed in Gnomen Lowland
            Dwarves collect 65 PUs; end with 67 PUs
            Units generate 17 Food; Dwarves end with 17 Food
            Units generate 12 Wood; Dwarves end with 23 Wood
            Units generate -15 PUs; Dwarves end with 52 PUs
            Units generate 9 Metal; Dwarves end with 11 Metal
    

    Combat Hit Differential Summary :

    Savegame

    posted in Play By Forum