Total World War: December 1941 3.0.0.6
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@redrum i started a game with colin and couldn't quite figure how to start it and inadvertently unchecked the use button for the neutrals now it wont let me reactivate them in the UI is there any way to fix that?
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@ubernaut No. You would have to start a new game as far as I know.
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@Hepps thanks
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@redrum Here's a save game. I had set all the neutrals to DoesNothingAI, saved, exited, then reloaded. The neutrals were back to Human. What am I (or the game) doing wrong please? Thanks, Matt M&M1a.tsvg
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Is it fair to say that the Techs in fact are granted in arrears? As far as I can tell, the German "initial Tech" of improved AT only kicks-in at the end of their first turn, is that correct? And any "rolled-for" Tech is "won"early in the sequence but only takes effect at the end of the turn. Is that right? I suppose anyone playing the game twice will cotton on to such things but I am finding it quite unpredictable and confusing in my first game: the manual is not at all clear on such aspects.
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@mattbarnes i dont think that's different from any other triplea variant you always roll tech first in turn order and activate tech last.
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i noticed that on page 6 & 7 it indicates that mobilized artillery only supports mech inf and tanks but on page 5 it says that it supports inf as well, which is correct?
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@ubernaut Page 5 is incorrect as Mobile Art don't support regular inf. Page 6 & 7 are correct and provide more detail.
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@redrum thanks for the clarification.
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i noticed when attacking leningrad with an alpine paratroop in this game:
https://forums.triplea-game.org/post/23089
that the paratroop was being penalized and only getting 1 for attack just curious if that is expected or a bug.
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@ubernaut That is correct. Alpine paratroops get a -2 attack as they aren't meant to be as 'specialized' as regular paratroopers.
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@redrum thanks again!
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for the Alpine-paratrooper thing I noticed something weird. Probably not intended, but I can't think of an easy way to circumvent it within the engine.
Let's say Japan attacks North-China with a normal ground army, including a few Alpines. They have Spec-Warfare2, but the Alpines are not air-dropped. Let's say they also airdrop a paratrooper into that Battle - their total firepower goes down. Paratrooper adds some, but one of the Alpines gets negative support from the Airtransport in the battle, and that's in total more loss than gain. (but you gain the paratrooper's hitpoint).
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@Gully thanks that does seem odd.
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@Gully Yeah, that's an unfortunate side effect of how air transport support is implemented. Once you have SWF2, the air transport will provide its positive support to any paratrooper in the battle and its negative support to any alpine in the battle regardless of if they were the units that it transported. This is currently an engine limitation as there isn't any way to specify to only give support/bonus for air transported units.
Personally, I don't think air transporting alpines should have been added in given this limitation but @Hepps I think added that in one of the last versions of 2.8.
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is it normal that algeria should not be able to produce once it has changed ownership from Vichy to germany? i swear someone was also talking about this recently, i only ask bc the vichy cant produce there either.
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@ubernaut Germany should be able to produce there after it changes ownership. If you have a save where you can't then please upload it.
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@ubernaut Ah. I see the problem. When the territories change ownership, the barracks correctly becomes german but the "flagpole" is still vichy and should change to german as well.
I'll fix it in the next version. I would recommend just editing in the purchase for now. If you edit in the german flag pole then it works fine.
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@ubernaut wait here is one ready for purchase:autosaveAfterGermanyNonCombatMove.tsvg