Total World War: December 1941 3.0.0.6
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@redrum @wirkey well it really comes down to whether the intention is to liberate or capture the territory. As far as I know there is no mechanism available to allow the user to decide which action is to be taken. Otherwise I would choose to have it behave as it does currently. Thus your strategy is to free the people you are liberating.
To my knowledge if you change the behavior with "when captured by goes to" then the issue is even more magnified when you are actually trying to liberate a territory for a beleaguered nation. Such as the Caucasus becoming permanently British if they liberate them. To me that feels even more wrong.
Perhaps post the save so we can see precisely what the example is.
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@redrum said in Total World War: December 1941 3.0.0.3:
@wirkey I believe that is just the default behavior around liberating capitals on just about all maps. I haven't play many games that I've seen it happen so don't have a strong opinion either way on it. I'd have to leave it to @Hepps if that is how he intends it to work or if he would rather the territories not revert.
No, in all maps I know it is the other way:
revised for example: If moscow is occupied by Axis, any territory orignally russian being captured by UK or US from Axis becomes UK/US with the possibility to build there.
It wouldn't be that big issue (other from not getting the income) if TWW wasn't so prone to logistics. Not being able to build AFs in China or Far Eastern Russia is a huge problem for Allies. Especially as China's capital is a long way from the Sea. -
@Hepps said in Total World War: December 1941 3.0.0.3:
@redrum @wirkey well it really comes down to whether the intention is to liberate or capture the territory. As far as I know there is no mechanism available to allow the user to decide which action is to be taken. Otherwise I would choose to have it behave as it does currently. Thus your strategy is to free the people you are liberating.
To my knowledge if you change the behavior with "when captured by goes to" then the issue is even more magnified when you are actually trying to liberate a territory for a beleaguered nation. Such as the Caucasus becoming permanently British if they liberate them. To me that feels even more wrong.
Perhaps post the save so we can see precisely what the example is.
I'd be fine if you can't build prodcution facilities but logistics (rail, AF) are really important.
In this game the problem has not yet occur, but it might if I decide to go for mainland China.tww spartan.tsvg -
@ubernaut Version number should be fixed now if you update or re-download.
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@wirkey Oh I see. I misunderstood what you were saying. I thought you meant when you liberate an allies capital.
TWW does appear to use the following setting which makes it so any allied territory is given back to its originalOwner regardless of capital ownership at the end of the politics phase (so this behavior might not happen if you turn politics off):
givesBackOriginalTerritories values: "true", "false", or "default". default setting is "default", and "default" means false. If true, at the end of each politics phase, any territories originally belonging to the other player will revert to that players control. -
@redrum @Hepps the problem most likely only affects the Allies, as they have the related landmasses:
- China: an Allied invasion from the coast is almost impossible if both capitals have fallen if the Allies can't build any AFs in original chinese territories
- Russia: same for Far Eastern Russia
- UK: not that big problem
- EA: if EA capital is occupied, problems might occur in Dutch East Indies, North and Central Africa
- India
Don't see the problems for Axis
- Germany: if Berlin has fallen it's game over almost anyway. Italian/original allied territories (Eastern Poland/Lithuania) becoming italian/japanese are only 3 territories away. Switzerland being another possibility.
- Italy: North Africa might be small problem
- Japan: most likely game over anyway. Only territories affected Korea, Indo-China (both having possible infrastructure in adjacent territories) and the Islands (highly doubtful Italy and Germany will invade them)
I get why nobody wants UK/US production facilities in Caucasus or Shanghai.
A possible solution for the most problematic issue (China/Russia) without needing to change the xml and/or engine would be to make Shanghai and Kamchatka or some surrounding territories capitals. Or at least let them collect some income (maybe reduced percentage) even with capitals occupied. With an L&L territory somewhere on the coast of China you could start liberating China, too.Edit: might be a bit confusing, but I guess you got my point.
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@wirkey I like The addition of another L&L territory for china as a solution.
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@Hepps said in Total World War: December 1941 3.0.0.3:
@wirkey I like The addition of another L&L territory for china as a solution.
adding another L&L territory alone won't solve the issue. China will get units, but can't buy anything.
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@wirkey No I get that... but Shanghai as an alternate 3rd Capital... would certainly be within the realm of reason.
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@Hepps can you make a capital a L&L territory? If not maybe Shanghai L&L and Beijing capital
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@wirkey Exactly what I was just looking at.
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@Hepps or just trigger a unit change. All allied heavy units (others than infantry) change ownership
i'm in the lobby, if you want to discuss it further
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trying to understand why these two units are showing different stats:


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@ubernaut nm the Germans got the tech through shared tech previous round but didn't activate i guess until after their next turn even tho the badges were showing.
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Hey everyone, I'm new here.
I was showing this truly awesome map to some friends of mine and suggesting we start a match of it.
There is something, however, that is confusing me: the dice rolls for combat. It seems to me that units do not roll individually as in Axis and Allies but rather add to each other. As an example, it seems having enough infantry to go over the 12 threshold will guarantee a hit and whatever is left over will be rolled for; or attacking with two German subs will give you one roll at six rather than two at three. Can someone clarify this for me? Is this how it's supposed to be?
Thanks!
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@Aidan Hi and welcome aboard.
The game is set to default to Low Luck.
If you want to play dice.... open a game... and select Map Options...

Then in that pop up menu click on the check mark for Low Luck...

Anything in that menu can be changed depending on how you prefer to play the game.
Have fun and feel free to ask any questions you want.
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Ah, that's what it was. Thanks bunches for the quick clarification!
Might I also ask, is the game designed more for low luck, or for dice?
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