• RE: Low Luck and Kamikaze Fighters

    @ubernaut Discussions around carrier/fighter movement and low luck have happened a lot of the years. The consensus for the most part is that we mostly ignore LL and keep to the standard rules as closely as possible.

    Generally the bigger question than OOL that comes into discussion is if LL guarantees I'll win a sea battle so that I can then move a carrier through that sea zone to pick up carriers in NCM then can I consider that a valid landing spot? The answer to this is no as you must show valid landing zones at the end of CM.

    posted in Help & Questions
  • RE: Domination 1914 No Man's Land - Official Thread

    v1.3 is now released

    • Remove Serbian tech
    • Increase neutral strength or reduce territory value of South America, Japan, Spain, and China (Hebei, Canton, Shangtung)
    • Move UK fighter from London to Ireland
    • Decrease USA turn 1 chance on Chihuahua to avoid turn 2 capture of Mexico City
    • Remove connection sz21 to sz29
    • 6 instead of 3 tech categories:
      • Economy: Victory Bonds, Working Women, Science
      • Innovation: Late Fighter, Armour, Industry
      • Land Offense: Mustard Gas, Creeping Barage, Mobile Warfare
      • Land Defense: Railway Guns, Bunkers, Propaganda
      • Screens and Subs: Sub Warfare, Convoys, Merchant Marine
      • Capital Ships: Dockyard, Fleet Action, Aircraft Carrier
    posted in Maps & Mods
  • RE: TWW 3.0.0.4 Gully (ax) vs redrum (al)

    TripleA Turn Summary: Usa round 7

    TripleA Turn Summary for game: Total World War: December 1941 3.0, version: 3.0.0.4

    Game History

    Round: 7
    
        Research Technology - Usa
            Usa spend 0 on tech rolls
                Usa rolls : 2/1 hits, 0.00 expected hits
            Usa removing all Technology Tokens after successful research.
            Usa discover ImprovedProduction
    
        Combat Move - Usa
            Trigger americanMecht3: Setting isLandTransportable to false for unitAttachment attached to americanMech.Infantry
            Trigger americanHvyTank1: Setting isLandTransportable to false for unitAttachment attached to americanHeavyTank
            Trigger americanL4: Setting movement to 6 for unitAttachment attached to Train
            Trigger americanL2: Setting movement to 3 for unitAttachment attached to Truck
            Trigger americanTank1: Setting isLandTransportable to false for unitAttachment attached to americanTank
            Trigger americanAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to americanAirTransport
            Trigger americanAirtraninfra1: Setting attack to 1 for unitAttachment attached to americanAirTransport
            Trigger americanAirtraninfra1: Setting destroyedWhenCapturedBy cleared  for unitAttachment attached to americanAirTransport
            Trigger SovietFarEastLLUsa1: Usa takes ownership of territory Soviet Far East
            Trigger EasternSzechwanLLUsa1: Usa takes ownership of territory Eastern Szechwan
            Trigger EasternIranLLUsa1: Usa takes ownership of territory Eastern Iran
            Trigger ArchangelLLUsa1: Usa takes ownership of territory Archangel
                Some non-combat units are destroyed: 
            Trigger americanMecht4: Setting isLandTransportable to true for unitAttachment attached to americanMech.Infantry
            Trigger americanHvyTank2: Setting isLandTransportable to true for unitAttachment attached to americanHeavyTank
            Trigger americanTank2: Setting isLandTransportable to true for unitAttachment attached to americanTank
            1 americanSubmarine moved from 127 Sea Zone to 122 Sea Zone
            4 americanNavalFighters moved from 127 Sea Zone to 122 Sea Zone
            1 americanInfantry and 1 americanParatrooper moved from Morrocco to Algeria
                  ExiledAllies take Algeria from Germany
            2 americanStrategicBombers moved from Western Egypt to Sardinia
    
        Combat - Usa
            Strategic bombing raid in Sardinia
                Bombing raid in Sardinia rolls: 0,1 and causes: 1 damage to unit: italianAirfield
                Bombing raid in Sardinia causes 1 damage total. 
            Battle in 122 Sea Zone
                Usa attack with 4 americanNavalFighters and 1 americanSubmarine
                Japan defend with 2 japaneseDestroyers
                    Usa roll dice for 1 americanSubmarine in 122 Sea Zone, round 2 : 0/1 hits, 0.25 expected hits
                    Usa roll dice for 4 americanNavalFighters in 122 Sea Zone, round 2 : 2/1 hits, 2.33 expected hits
                    Japan roll dice for 2 japaneseDestroyers in 122 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                    2 japaneseDestroyers owned by the Japan lost in 122 Sea Zone
                Usa win with 4 americanNavalFighters and 1 americanSubmarine remaining. Battle score for attacker is 16
                Casualties for Japan: 2 japaneseDestroyers
    
        Non Combat Move - Usa
            Trigger americanMecht1: Setting isLandTransport to true for unitAttachment attached to americanMech.Infantry
            Trigger americanL5: Setting movement to 5 for unitAttachment attached to Train
            Trigger americanMecht2: Setting isLandTransport to false for unitAttachment attached to americanMech.Infantry
            Trigger americanL3: Setting movement to 2 for unitAttachment attached to Truck
            Trigger americanAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to americanAirTransport
            Trigger americanAirtraninfra2: Setting attack to 0 for unitAttachment attached to americanAirTransport
            Trigger americanAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Usa for unitAttachment attached to americanAirTransport
            Trigger EasternIranLLUsa2: Russia takes ownership of territory Eastern Iran
            Trigger ArchangelLLUsa2: Russia takes ownership of territory Archangel
            Trigger SovietFarEastLLUsa2: Russia takes ownership of territory Soviet Far East
            Trigger UnitsEAAlgeria: ExiledAllies has 1 britishInfantry placed in Algeria
            Trigger americanProd1: Usa has 1 Material placed in Washington
            1 americanDestroyer moved from 123 Sea Zone to 122 Sea Zone
            1 americanInfantry moved from Phillippines to 127 Sea Zone
            2 americanCarriers, 1 americanCruiser, 7 americanDestroyers, 2 americanInfantrys and 3 americanTransports moved from 127 Sea Zone to 121 Sea Zone
            4 americanNavalFighters moved from 122 Sea Zone to 121 Sea Zone
            1 americanCarrier, 2 americanDestroyers and 2 americanNavalFighters moved from 126 Sea Zone to 121 Sea Zone
            2 Materials, 1 americanCarrier, 1 americanDestroyer and 1 americanTransport moved from 116 Sea Zone to 120 Sea Zone
            2 americanNavalFighters moved from Wake Island to 120 Sea Zone
            2 Materials moved from 120 Sea Zone to Wake Island
            1 americanCarrier and 2 americanDestroyers moved from 156 Sea Zone to 116 Sea Zone
            2 americanNavalFighters moved from Hawaiian Islands to Wake Island
            1 americanTransport moved from 115 Sea Zone to 156 Sea Zone
            1 americanAirTransport and 1 americanParatrooper moved from San Francisco to Wake Island
            1 americanTransport moved from 101 Sea Zone to 103 Sea Zone
            1 Truck and 1 americanAntiAirGun moved from Alaska to 103 Sea Zone
            1 Truck, 1 americanAntiAirGun and 1 americanTransport moved from 103 Sea Zone to 101 Sea Zone
            1 Truck and 1 americanAntiAirGun moved from 101 Sea Zone to Soviet Far East
            1 americanInfantry and 1 americanMech.Infantry moved from Alaska to 103 Sea Zone
            1 Material and 1 Train moved from Southern Central US to British Columbia
            1 Material and 1 Train moved from Washington to British Columbia
            1 Train moved from British Columbia to Northern Central US
            1 Train moved from British Columbia to Northwestern US
            2 americanInfantrys moved from Washington to 30 Sea Zone
            2 americanTransports moved from 32 Sea Zone to 30 Sea Zone
            2 americanInfantrys and 1 americanTransport moved from 30 Sea Zone to 32 Sea Zone
            1 americanTransport moved from 61 Sea Zone to 32 Sea Zone
            2 americanStrategicBombers moved from Sardinia to Sicily
    
        Purchase Units - Usa
            Usa buy 1 americanCarrier, 1 americanDocks, 1 americanHull, 6 americanInfantrys, 2 americanNavalFighters and 2 americanSubmarines; Remaining resources: 0 PUs; 0 techTokens; 
            Trigger EasternSzechwanLLUsa2: China takes ownership of territory Eastern Szechwan
    
        Place Units - Usa
            Units in 156 Sea Zone being upgraded or consumed: 1 americanHull
            1 americanCarrier, 1 americanHull and 2 americanSubmarines placed in 156 Sea Zone
            2 americanInfantrys placed in San Francisco
            Units in Wake Island being upgraded or consumed: 2 Materials
            1 americanDocks placed in Wake Island
            2 americanNavalFighters placed in Hawaiian Islands
            4 americanInfantrys placed in Washington
    
        Activate Technology - Usa
            Usa activating ImprovedProduction
    
        Turn Complete - Usa
            Trigger LLaTRS: has removed 1 Truck owned by Usa in Soviet Far East
            Trigger LLaFS: has removed 1 americanAntiAirGun owned by Usa in Soviet Far East
            Trigger LLaTRS: Russia has 1 Truck placed in Soviet Far East
            Trigger LLaFS: Russia has 1 russianAntiAirGun placed in Soviet Far East
            Usa collect 73 PUs; end with 73 PUs
            Trigger americanIP: Usa met a national objective for an additional 3 PUs; end with 76 PUs
            Units generate 9 techTokens; Usa end with 9 techTokens
    

    Combat Hit Differential Summary :

    Usa : -0.58
    Usa rolls : : 2.00
    Japan : -0.50
    

    Savegame

    posted in Play By Forum
  • Can I set multiple "endRound" delegates in the middle of any turns?

    Let me clarify this is a question for the developers. Let me also clarify that I'm not asking if it factually works, as I've tested it does.

    The question here is if I can have multiple "endRound" delegates wherever I want, in the sequence.
    Specifically, I want to have an "endRound" delegate after each "battle" delegate, so to test reaching the "Economic Victory" condition at that point (meaning anytime), rather than only at end of round.
    It appears working fine, but I wonder if it is legitimate to do such a thing.
    I also wonder if the only purpose of the "endRound" delegate is to test victory conditions (and nothing else).
    If this is the case, then I would also like to update pos2 clarifying that the "endRound" delegate is only for testing victory conditions, doesn't have to be at the end of the round (despite its own name), and can be present in multiple istances at whatever point in the sequence, and should be preferably outright absent if the game doesn't have victory conditions relying on the presence of such step (as having such a step would be, if this is the case, pointless).

    This would be the code for my "270BC 40%" game. Is it fine (I know that it works fine)?

    <sequence>
                            <step name="gameInitDelegate" delegate="initDelegate" maxRunCount="1"/>
                         
                            <!-- Bidding Phase -->
                            <step name="CarthageBid" delegate="bid" player="Carthage" maxRunCount="1"/>
                            <step name="CarthageBidPlace" delegate="placeBid" player="Carthage" maxRunCount="1"/>
                            
                            <step name="RomanRepublicBid" delegate="bid" player="RomanRepublic" maxRunCount="1"/>
                            <step name="RomanRepublicBidPlace" delegate="placeBid" player="RomanRepublic" maxRunCount="1"/>
                            
                            <step name="GreekCityStatesBid" delegate="bid" player="GreekCityStates" maxRunCount="1"/>
                            <step name="GreekCityStatesBidPlace" delegate="placeBid" player="GreekCityStates" maxRunCount="1"/>
                            
                            <step name="MacedoniaBid" delegate="bid" player="Macedonia" maxRunCount="1"/>
                            <step name="MacedoniaBidPlace" delegate="placeBid" player="Macedonia" maxRunCount="1"/>
    
                            <step name="EgyptBid" delegate="bid" player="Egypt" maxRunCount="1"/>
                            <step name="EgyptBidPlace" delegate="placeBid" player="Egypt" maxRunCount="1"/>
              
                            <step name="SyriaBid" delegate="bid" player="Syria" maxRunCount="1"/>
                            <step name="SyriaBidPlace" delegate="placeBid" player="Syria" maxRunCount="1"/>
            
                            <step name="ParthiaBid" delegate="bid" player="Parthia" maxRunCount="1"/>
                            <step name="ParthiaBidPlace" delegate="placeBid" player="Parthia" maxRunCount="1"/>
            
                            <step name="NumidiaBid" delegate="bid" player="Numidia" maxRunCount="1"/>
                            <step name="NumidiaBidPlace" delegate="placeBid" player="Numidia" maxRunCount="1"/>
    
                            <!-- Carthage Game Sequence -->
                            <step name="CarthageCombatMove" delegate="move" player="Carthage"/>
                            <step name="CarthagePurchase" delegate="purchase" player="Carthage"/>
                            <step name="CarthageBattle" delegate="battle" player="Carthage"/>
                            <step name="CarthageEndRoundStep" delegate="endRound"/>
                            <step name="CarthageNonCombatMove" delegate="move" player="Carthage" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="CarthagePlace" delegate="place" player="Carthage"/>
                            <step name="CarthageEndTurn" delegate="endTurn" player="Carthage"/>
                          
                            <!-- RomanRepublic Game Sequence -->
                            <step name="RomanRepublicCombatMove" delegate="move" player="RomanRepublic"/>
                            <step name="RomanRepublicPurchase" delegate="purchase" player="RomanRepublic"/>
                            <step name="RomanRepublicBattle" delegate="battle" player="RomanRepublic"/>
                            <step name="RomanRepublicEndRoundStep" delegate="endRound"/>
                            <step name="RomanRepublicNonCombatMove" delegate="move" player="RomanRepublic" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="RomanRepublicPlace" delegate="place" player="RomanRepublic"/>
                            <step name="RomanRepublicEndTurn" delegate="endTurn" player="RomanRepublic"/>
                            
                            <!-- GreekCityStates Game Sequence -->
    						<step name="GreekCityStatesCombatMove" delegate="move" player="GreekCityStates"/>
                            <step name="GreekCityStatesPurchase" delegate="purchase" player="GreekCityStates"/>
                            <step name="GreekCityStatesBattle" delegate="battle" player="GreekCityStates"/>
                            <step name="GreekCityStatesEndRoundStep" delegate="endRound"/>
                            <step name="GreekCityStatesNonCombatMove" delegate="move" player="GreekCityStates" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="GreekCityStatesPlace" delegate="place" player="GreekCityStates"/>
                            <step name="GreekCityStatesEndTurn" delegate="endTurn" player="GreekCityStates"/>
    
                            <!-- Macedonia Game Sequence -->
                            <step name="MacedoniaCombatMove" delegate="move" player="Macedonia"/>
                            <step name="MacedoniaPurchase" delegate="purchase" player="Macedonia"/>
                            <step name="MacedoniaBattle" delegate="battle" player="Macedonia"/>
                            <step name="MacedoniaEndRoundStep" delegate="endRound"/>
                            <step name="MacedoniaNonCombatMove" delegate="move" player="Macedonia" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="MacedoniaPlace" delegate="place" player="Macedonia"/>
                            <step name="MacedoniaEndTurn" delegate="endTurn" player="Macedonia"/>
    						
                            <!-- Egypt Game Sequence -->
    						<step name="EgyptCombatMove" delegate="move" player="Egypt"/>
                            <step name="EgyptPurchase" delegate="purchase" player="Egypt"/>
                            <step name="EgyptBattle" delegate="battle" player="Egypt"/>
                            <step name="EgyptEndRoundStep" delegate="endRound"/>
                            <step name="EgyptNonCombatMove" delegate="move" player="Egypt" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="EgyptPlace" delegate="place" player="Egypt"/>
                            <step name="EgyptEndTurn" delegate="endTurn" player="Egypt"/>
                            
                            <!-- Syria Game Sequence -->
    						<step name="SyriaCombatMove" delegate="move" player="Syria"/>
                            <step name="SyriaPurchase" delegate="purchase" player="Syria"/>
                            <step name="SyriaBattle" delegate="battle" player="Syria"/>
                            <step name="SyriaEndRoundStep" delegate="endRound"/>
                            <step name="SyriaNonCombatMove" delegate="move" player="Syria" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="SyriaPlace" delegate="place" player="Syria"/>
                            <step name="SyriaEndTurn" delegate="endTurn" player="Syria"/>
                            
                            <!-- Parthia Game Sequence -->
                            <step name="ParthiaCombatMove" delegate="move" player="Parthia"/>
                            <step name="ParthiaPurchase" delegate="purchase" player="Parthia"/>
                            <step name="ParthiaBattle" delegate="battle" player="Parthia"/>
                            <step name="ParthiaEndRoundStep" delegate="endRound"/>
                            <step name="ParthiaNonCombatMove" delegate="move" player="Parthia" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="ParthiaPlace" delegate="place" player="Parthia"/>
                            <step name="ParthiaEndTurn" delegate="endTurn" player="Parthia"/>
                            
                            <!-- Numidia Game Sequence -->
                            <step name="NumidiaCombatMove" delegate="move" player="Numidia"/>
                            <step name="NumidiaPurchase" delegate="purchase" player="Numidia"/>
                            <step name="NumidiaBattle" delegate="battle" player="Numidia"/>
                            <step name="NumidiaEndRoundStep" delegate="endRound"/>
                            <step name="NumidiaNonCombatMove" delegate="move" player="Numidia" display="Non Combat Move">
                            <stepProperty name="repairUnits" value="true"/>
                            </step>
                            <step name="NumidiaPlace" delegate="place" player="Numidia"/>
                            <step name="NumidiaEndTurn" delegate="endTurn" player="Numidia"/>
                    </sequence>
    

    The "endRound" delegates in the code above are only supposed to test for the Economic Victory (default set at 152), as per the following property:

    		<property name="Economic Victory" value="true" editable="false">
    			<boolean/>
    		</property>
    
    		<property name="AntiRomanAlliance Economic Victory" value="152" editable="true">
    			<number min="127" max="252"/>
    		</property>
    
    		<property name="RomanAlliance Economic Victory" value="152" editable="true">
    			<number min="127" max="252"/>
    		</property>
    

    What all the above is doing (I tested it factually works fine) is enforcing a victory condition making you win anytime your alliance reaches 152+ production total, testing it before non combat movement (instead of the usual Economic Victory of WWII Classic, that is tested at the end of the round only (that is, after the turn of the last player in the round)).

    posted in Map Making
  • RE: Domination 1914 No Man's Land - Official Thread

    Here are the proposed tech category changes to 6 instead of 3:

    • Economy: Victory Bonds, Working Women, Science
    • Innovation: Late Fighter, Armour, Industry
    • Land Offense: Mustard Gas, Creeping Barage, Mobile Warfare
    • Land Defense: Railway Guns, Bunkers, Propaganda
    • Screens and Subs: Sub Warfare, Convoys, Merchant Marine
    • Capital Ships: Dockyard, Fleet Action, Aircraft Carrier
    posted in Maps & Mods
  • RE: Domination 1914 No Man's Land - Official Thread

    Example of current house rules for experienced players:

    • 18 gas max per player
    • nothing south of panama, no japans, no spain except top 3, china open only if centrals open it
    • no teching of italy and serbia
    • victory bonds for germany and a choice of industrial tech

    Other considerations:

    • AA vs zepplin balance (maybe decrease AA cost to 5?)
    • Moving UK fighter from London to Ireland
    • Additional balance around round 1 sea battles
    posted in Maps & Mods
  • RE: Donation Drive For 2019

    @prastle Added another $100.00 to the linode account.

    posted in Donation Drive 2019