TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Global 40 House Rules

    Scheduled Pinned Locked Moved Maps & Mods
    32 Posts 6 Posters 12.8k Views 6 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • B Online
      beelee @Hepps
      last edited by beelee

      @Hepps said in Global 40 House Rules:

      @beelee Need more Map options! šŸ˜‰

      Been slacking but added a few more heh heh šŸ™‚

      Update to 2.6

      Changes the Battleship AA fire to 1 shot that hits at 1 in 10.

      Added Cruisers Attack at a 4 when paired 1:1 with a Battleship.

      Also adds Planes Target Naval which allows Tac Bombers and Fighters to target Cruisers and Battleships with 1 shot that hits at 2 out of 10 before regular combat.

      And adds Planes Target Carriers which includes Carriers as Targets as well.

      Was talking about Cruisers again with some guys over at A&A .org a few weeks ago and said how I like to give CAs and BBs AA ability.
      Even though I've been doing that for a few years now, it started me thinking some more about it.

      If one sends all planes at a Cruiser that has 2 AA shots then it's regular combat shot, you could lose up to 3 planes in the first rd of combat.
      This is the opposite of all planes against ships historically, so added the ability to have planes target the ships back.
      Seems a good compromise that doesn't give the ships AA fire an undue advantage. Although according to my test games it seemed mostly small or early round battles where Ship AA was most impactful. Thought about it some more and realized the OOB game had the same issue. So the AA abilities and the plane targeting abilities are pretty similar odds wise.
      The idea was to encourage Cruiser buys without adversely affecting other Naval builds, primarily Battleships. With the Cruiser Attack 4 and Battleship AA reduced, I think it should work. However, while I've tested a lot of "situations" I'm still on the first full test game. And, as I've said before, I'm not a real good player, šŸ™‚ so could be a flawed idea. Hopefully there are enough other Options to counter any unintended advantage. : )

      Unfortunately there is a undesired side effect when "Subs Can Evade Destroyers" is active. The Tac Bombers will now attack at 2 out of 10 on Subs instead of 1 out of 6.
      They also can no longer stack attacks against Subs, which is the bigger disappointment, but one I feel is worth it.
      Their 2 out of 10 attack is slightly stronger than 1 out of 6, so that helps somewhat and the majority of my test games usually don't have multiple Tac attacks on a single Sub.

      Another unwanted side effect was that Subs will also be one of the "Targeted" ships along with the Cruisers, Battleships and Carriers. So if you attack with Tacs and there are Subs present, the defender can use them as fodder if you get a "Targeted" hit. Attack with only Fighters and the Subs aren't an option.

      As I said above, since I'm still on my first test game, Idk if this will be a problem or not. My guess is you will want to protect your CVs with CAs for their AA ability and Subs for fodder and they're pretty good anyways being unblocked.

      DDs are cheaper than subs in the Options I use, so that helps and the Plane targeting should help. Should also encourage multi unit attacks with Destroyers and Escort ASW Carriers because they could kill the Sub/s first and then all Plane attacks would go against the Capital Ships. Hopefully it makes for some interesting tactical decisions anyway : )
      I guess as the Zen Master said

      We'll see šŸ™‚

      These are the Options I've been using. Added the CA A4 and the Plane Targeting RD 2.

      Option Redesign Notes.txt

      @Roybot

      The only thing changed from what you were using is the BB only getting 1 AA shot now.

      B 1 Reply Last reply Reply Quote 1
      • B Online
        beelee @beelee
        last edited by

        @beelee Ran into a couple things that needed fixing during test game. While at it I redid the math on "Planes Can Target Naval" and decided I had over compensated for the fact that Tac Bmbrs can't stack against Subs, so changed that up.

        Here's what we have now:

        When "Planes Can Target Naval" is activated Tacs and Ftrs will now hit ships at 1 in 8. Ftrs attack has been separated from Tacs so they can do joint attacks against Ships without Subs adversely affecting the battle.

        Before if you attacked with say, 3 Ftrs 3 Tacs against a CA BB CV and 2 SS, the 5 Ships would undergo 5 shots and if you had 2 hits, the Sub could take both hits.

        Now Ftrs attack, if they get any hits the Sub can't take them. Tacs then attack and their hits can be taken by the Sub or the Capital ships.

        Also, Ftrs Target ships at 1 in 12 on defense and Tacs 1 in 8. This is so the Tac can still shoot at Subs on defense when "SubsCanEvadeDestroyers_ChangerMustActivate" is activated.

        Because of that, when "BBandCA_AA" is activated, Cruiser's and BB's AA will work when attacking. They hit at 1 in 12.
        This can make the Battle Window a little busy, but I think one can get used to it fairly easy. Well see.

        Here are the odds of AA and Planes Targeting hits:
        AA _ Planes
        Shots _ % of Hit _ % of Hit
        1 _ 10 _ 12.5
        2 _ 19 _ 23.4
        3 _ 27.1 _ 33
        4 _ 34.4 _ 41.4
        5 _ 40.5 _ 48.7
        6 _ 46.9 _ 55.1
        7 _ 52.2 _ 60.7
        8 _ 57 _ 65.6

        Guess i should figure out how to make a table some day heh heh

        Basically Planes Targeting has a slight advantage over the Ships AA which was what was wanted, as I feel Defensive Fleets tend to have the advantage and Historically Planes were more effective against Ships. It varies depending on the makeup of the forces though and Idk how 2 hit units and Subs will affect things, so we'll see how it shakes out.

        1 Reply Last reply Reply Quote 1
        • B Online
          beelee
          last edited by

          Updated to 2.639 and added these ideas from simon

          7)German Trade With Russia
          When Deactivated Germany will not receive the Trade with Russia National objective if it has any units in Original Russian Territories.

          Prevents Italy declaring war on Russia and taking control of Russian Territory and having Germany move Units into that territory while not at war with Russia and still able to collect the Trade National Objective.

          8)Russia Spreads Communism In Africa
          When Deactivated Russia will not receive the Spread of Communism National Objective for any Territories Not in Mainland Europe.

          Also Mursilis China rules and some of his other ideas

          9)China M
          Adds the Mursilis China Rules. Changes China’s National Objective to 1 PU for each Burma Road Territory that is Allied controlled. Also allows Artillery builds as long as at least 1 of Burma or India is under Allied control.

          If Chinese Guerrilla Fighters have been activated, they will now only spawn once All Burma Road Territories are under Axis control.

          Note UK Pacific is Allied with China from the start, which allows UK Pacific Units to move into China. This is unintended and will need to be Player Enforced. May be fixed in the future.

          10)China M BM
          When used with the ā€œChina Mā€ option, Chinese Guerrillas will spawn according to BM Rules .

          11)Italy Controls Original
          Italy receives 3 PUs when it controls all of it’s Original Territories.

          12)USA bonus for North Africa 3 PU
          Reduces the BM North Africa USA bonus to 3. Note You need to turn off the ā€œUSA bonus for North Africaā€ option or it will show up as well.

          13)Western Europe Beach Head 3 PU
          Reduces the BM Western Europe Beach Head for USA bonus to 3.

          1 Reply Last reply Reply Quote 1
          • B Online
            beelee
            last edited by beelee

            Air Battle Error

            Just ran into this a couple days ago and haven't been able to diagnose it yet. This the modifed Bomber

            Screenshot from 2019-05-18 20-23-17.png

            What happens is, If Escorts are present and Interceptors get the same number of hits as Bombers, it doesn't give the option to take a Escort as a hit. When fewer hits than Bombers, then it does but sometimes throws this error

            Screenshot from 2019-05-18 20-10-40.png

            The small window can't be closed and I have to manually kill the machine. Was able to catch a glimpse of the error here

            Screenshot from 2019-05-18 17-03-14.png

            Been using this modification for a couple years now and never encountered this. Went as far back as I had previous mods and was still doing it so, kinda strange to me. Think it's probably got something to do with making the Bomber "isInfrastructure" but that was the only way I could make it have a zero combat factor.

            Anyway, I'm gonna continue to try and decipher this, just thought I'd throw it out there in case anyone has run into a similar problem.

            Sorry about the screenshots. Still trying to figure out this new OS. Not that I was any good with the others I've tried : )

            Oh yea tried it on the windows machine and it did the same as linux

            Thanks

            see if this is any better

            Screenshot from 2019-05-18 20-53-44.png

            redrumR 1 Reply Last reply Reply Quote 1
            • redrumR Offline
              redrum Admin @beelee
              last edited by

              @beelee If you change bombers to not be IsInfra does it still happen? Not sure that having strat bombers as isInfra works properly.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              B 1 Reply Last reply Reply Quote 2
              • B Online
                beelee @redrum
                last edited by

                @redrum

                Thanks for the reply. I'll give it a go, but I don't think I can give the bomber a zero combat factor if I remember right. Is that possible ?

                B 1 Reply Last reply Reply Quote 0
                • B Online
                  beelee @beelee
                  last edited by

                  Everything seems to work correctly. Not sure what i was thinking, maybe units can't have 0 PU. Heh heh well only I would know and I don't remember.

                  Thanks for your help redrum.

                  B 1 Reply Last reply Reply Quote 1
                  • B Online
                    beelee @beelee
                    last edited by beelee

                    @beelee

                    Now i remember why I had "IsInfrastructure" in there. I don't want the SBR able to have a hit point in regular combat.

                    Anybody know if it's possible to have a unit that does strategic bombing but doesn't have a hitpoint ? I don't think you can but a lot has changed since this unit was first designed about 3 years ago.

                    What's really surprising is that I never encountered that error in all that time. I'm gonna go through everything yet again and make sure something else isn't also responsible.

                    13066 has been out quite a while, so I doubt it's anything that happened there. Guess i'll go back to the very beginning or as far as I can and see what I get.

                    Thanks

                    Oh yea, so for right now, you have to use edit and not use the bombers as hitpoints. A little bit of a hassle, but not completely unplayable, as usually the Bombers aren't on the front lines.

                    redrumR 1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin @beelee
                      last edited by

                      @beelee Not sure. I would recommend testing just that change around IsInfra false vs true. If just changing that makes this error occur then we know the issue and it would probably be a good feature request to allow it.

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      1 Reply Last reply Reply Quote 1
                      • B Online
                        beelee
                        last edited by

                        I dug into this some more and have been getting inconsistent behaviour. When i turn off "isInfra" it works ok, but it seems as if I'm missing something as to why this started showing up, so I'm still doing some testing with "isInfra" turned on.

                        Now i have a new error that i've never gotten. Idk if this is related or not but it says I'm out of memory

                        Screenshot from 2019-05-22 22-06-03.png

                        I click on the memory thingy and it says i have plenty. Anyone have any ideas on what's up with this error ?

                        Thanks

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @beelee
                          last edited by

                          @beelee Its probably related. Both that error and the previous error are related to memory issues probably caused by some sort of infinite loop when bombers have isInfra=true. For now I would suggest having it set to false so you don't get weird errors and make a feature request to enable it to work properly.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          B 1 Reply Last reply Reply Quote 1
                          • B Online
                            beelee @redrum
                            last edited by

                            @redrum right on. i'll make a request a little later. was trying to get some more info on why it was doing it. Thanks

                            1 Reply Last reply Reply Quote 0
                            • B Online
                              beelee
                              last edited by

                              Hey if anybody wants to give this a test drive (Option redesign with Cruiser A 4, Planes target Naval and Carriers RD 2, …:)
                              2.642 is the latest. Let me know if you wanna give it a go : )

                              1 Reply Last reply Reply Quote 0
                              • B Online
                                beelee
                                last edited by beelee

                                Update to 2.646

                                Changed Tacs hitting Subs to ā€œ1 in 12ā€ and allow them to stack again when ā€œPlanes Target Navalā€ is activated. They also hit Ships the same way now.

                                Primarily to help Japan with mid to late game Sub spam. Also help the Allies in the Atlantic, although this doesn’t really seem to be necessary. May still be an issue (Sub spam) but I’ve yet to see it prevent a win. ā€œAttack0 Cost5ā€ Bombers are another concern, but once again, I’ve yet to see them prevent a win and there are Options available to counter them if needed.

                                Biggest concern is Tacs ganging up on solo BBs, CAs and CVs. However, it does represent Dive Bombers and ASW planes well and while not ideal, subs can still be used as hit soakers.
                                Basically the ā€œBig Boysā€ shouldn’t be sailing without support, which is an okay thing imo and they still get to shoot back : ) Well not the CVs…but…

                                Of course this is only an Option šŸ™‚ Lots of ways to play šŸ™‚

                                At any rate...that be the update

                                heh heh

                                B 1 Reply Last reply Reply Quote 3
                                • B Online
                                  beelee @beelee
                                  last edited by beelee

                                  @beelee

                                  So latest test is showing some concern. Lots of subs in Pacific RDs 8,9,10. Don't have enough Tacs to stack attack subs, although it may be better to have the ability to stack attack on single subs. Early round attacks could make a difference as well.

                                  Might be better to have higher attack value and not stack. Early game is where it will impact most. Thinking 1 in 10 for ftrs against ships and no stack and 1 in 6 for tacs against ships and subs and no stack might be the way to go.

                                  I'm gonna play this out and maybe another one. We'll see how it goes.

                                  Basically want Tacs to be able to hit Ships and Subs and Ftrs be more of a Defensive/Escort role.

                                  At any rate, looks as if the Axis are gonna lose this one. Russia seems a tad too strong, but they've lost before šŸ™‚

                                  oh yea, in case anybody interested heh heh :grinning_squinting_face: 2.645 June 18 2019.tsvg game 1.tsvg

                                  1 Reply Last reply Reply Quote 0
                                  • B Online
                                    beelee
                                    last edited by beelee

                                    Updated to 2.647

                                    Change Tactical Bomber to hit at 2 in 12 when "Planes Target Naval" activated. Defends at 1 in 12. Does not stack against Subs and Ships. Fighters attack and defend at 1 in 12 against Ships. They do not stack.

                                    Decided since Subs start to increase quite a bit mid to late game, you'd be better off to have the Tac hit at 1 in 6 against multiple targets than being able to stack at 1 in 12.

                                    Ftr is a bit weaker. Ftr and Tac are now 23.6% vs the 25% that they were before when Targeting Ships, so not a big difference. Also emphasizes the Tac over the Ftr, which is what is wanted and keeps things a little more uniform with the CA/BB being the only 10 sided die now.

                                    1 Reply Last reply Reply Quote 1
                                    • B Online
                                      beelee
                                      last edited by

                                      Update to 2.662

                                      I'll try and update this more frequently in the future. Here is the Change Log since last post:

                                      2.662 Fix Military Base to only place infantry. Fix no Military Base image for China. China may now capture Military Bases.

                                      2.661 Change "German Boost" to Poland and Slovakia Hungary only.

                                      2.66 Remove "Canada Boost" from "Option Redesign" in Game Notes. Didn't previously work.

                                      2.659 Fix Naval image error.

                                      2.658 Adds "Charles de Gaulle Neutrals Modified".

                                      2.657 Make "Planes Target Carriers" also target Battleships and Cruisers.

                                      2.656 Fix battleship-damaged not repairing.

                                      2.655 Replace wrong units folder.

                                      2.654 Adds additional German, British and Japan Naval Units. Change New Foundland Ownership to British. Made Ontario worth 1 PU when "Canada Boost" is activated.

                                      2.653 When "BB and CA 2 Shot" CA will now activate before "Purchase" phase.

                                      2.652 When "BB and CA 2 Shot" is activated BB will only have 1 shot when damaged.

                                      2.651 Add "BB and CA 2 Shot".

                                      2.650 Add "Movel Victory Conditions".

                                      2.649 Adds unit images for supply crate for Canada, ANZAC and France.

                                      2.648 Adds "Argothair's" "Supply Token". Also adds "Argo Canada Boost" and "UK One Economy". Adds "Amur Lend Lease" as well. Fixes UK "Shipyard" tech.

                                      1 Reply Last reply Reply Quote 0
                                      • B Online
                                        beelee
                                        last edited by

                                        Update to 2.672

                                        Change Log:

                                        2.672 Adds "Germany 5 PU Controls France RD 10". Fix Russia being able to move to 8 Sea Zone when not at war with Japan. Adds "Mongolia Boost". Adds "Italy Boost". Remove Primitive Terrain from Evenkiyskiy, Urals and Kazakhstan when "Chinese Guerrilla Fighters" is activated. Remove "AdditionalVictoryCitiesWorthPUs_ChangerMustActivateRD3" from Map Option Redesign. Add "ChinaInfantrySpawnBM_ChangerMustActivate" to Map Option "Redesign". Add 1 PU to Evenkiyskiy when "PacificIslandAndPU_Change" activated.

                                        2.671 Add DDC5 to Sea Zones 113 for Germany and 81 for United Kingdom when "Attack 0 Cost 5 Bomber" is Activated.

                                        2.67 Make China AA Guns Adhere to BM Rules.

                                        2.669 Fix Out Of Box China Burma Road Objective showing up when "Chinese Guerrilla Fighters" activated.

                                        2.668 Fix China AA Gun placing twice.

                                        2.667 Adds "InteceptorDefend2_GiveToAll"to Map Options.

                                        2.666 Give "Slovakia Hungary" 1 PU for "German Boost". Remove 1 PU from "Evenkiyskiy" when "PacificIslandAndPU_Change" activated. Make China and Russia "Allied" when Japan and Russia are at war and "Charles de Gaulle Neutrals Modified" activated. Remove "RussianNationalObjectives" from "Option Redesign" map option.

                                        2.665 Fixes "NormandyTurnsProAllied_ChangerMustActivate" activating more than once. Mongolia now turns Russian after attacked. Decreases "Long Range Fighter" cost to 12 PUs. Adds "BB and CA 2 Shot", "Destroyer Cost 6", "Battleship Cost 18", "Carrier Cost 13", "Escort Carrier Cost 7" and "Cruiser Cost 11".

                                        2.664 Version change.

                                        2.663 Adds Baron's Long Range Fighter Option. Fixes incorrect Mongolian infantry switch when using "CDG Neutrals Modified". Change "German Boost" from Slovakia Hungary to Greater Southern Germany which is now worth 5PUs. Add Version Upload Date to Notifications.

                                        1 Reply Last reply Reply Quote 0
                                        • B Online
                                          beelee
                                          last edited by

                                          Update to 2.674
                                          4/24/21

                                          Change Log:

                                          2.674
                                          Adds "Normandy Original Owner Pro Neutral Allies".

                                          2.673
                                          Adds German Tactical Bomber to Romania and British Tactical Bomber to Newfoundland Labrador and Italy has a Tactical Bomber placed in Sicily when "Attack0Cost5Bomber_ChangerMustActivate" is activated. Changes Canada Tactical Bomber placement to British Columbia when "Canada Boost" is activated.

                                          B 1 Reply Last reply Reply Quote 0
                                          • B Online
                                            beelee @beelee
                                            last edited by

                                            @board-3659 yea you have "battleship_hull" and "carrier_hull" as "isAir" units, so you need these unit images as well.

                                            if the unit has "isAir", but not "isStrategicBomber", then you need "_lr", and "_jp", and "_lr_jp"

                                            You can use the same image. There only needed for the " units " folder. No xml work. Make sure you use the exact unit name though. So "carrier_hull_lr" etc ...

                                            I can't remember. I don't think you added stuff via git did you ? Well you can just post the images here and i'll add them.

                                            B 1 Reply Last reply Reply Quote 0

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better šŸ’—

                                            Register Login
                                            • 1
                                            • 2
                                            • 2 / 2
                                            • First post
                                              Last post
                                            Copyright Ā© 2016-2018 TripleA-Devs | Powered by NodeBB Forums