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    Total World War (TWW) 2.7.7.2

    Scheduled Pinned Locked Moved Maps & Mods
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    • redrumR Offline
      redrum Admin @CrazyG
      last edited by redrum

      @CrazyG Cool. Well since it seems @Hepps can't handle playing without the ability to intimate and mock his opponent in live play (j/k), I'd be glad to play a PBF/PBEM game with ya. I think I definitely qualify as 'newer to TWW' as I've never played more than 2 rounds against the AI on it. I tend to mostly do PBF over on A&A (http://www.axisandallies.org/forums/index.php?board=40.0) but open to doing PBF on this forum or directly doing PBEM (those are in order of preference but not a big deal either way). I'm also waiting for @Hepps to post what he considers the standard/most popular settings but if you have a good feel for those then we can setup it today.

      @Hepps Thanks again for the responses. I kind of feel TWW is a little different animal that most TripleA games so it would almost need a form of recruiting or marketing to spread awareness (helps that the map and manual are beautiful). Fair point on the lite version though we have very few maps that use terrain effects well and use that type of major/minor nation setup which IMO are 2 of my favorite aspects of it. I would kind of see it as a step between the true TWW and the 50 different A&A rules based clone maps. I'll try a game with CrazyG since it appears we are both more of PBF/PBEM type players. I also think you might be doing something wrong if its a 1 sided experience with your wife 😉

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

      HeppsH 1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators @redrum
        last edited by

        @redrum Ok. So if you are learning and want the most broadly accepted standard settings...

        National Tech Advancements On
        War vs Neutral Only On
        LL seems the preferred setting for most players, though truth be told it was designed for dice.
        Notifications are generally off as it was really just done for flair... doesn't really matter either way as they are simply aesthetic and don't affect game-play what-so-ever

        The choices in the map options are really personal preference...

        Select AA casualties is really matter of how much you like randomness since bombing runs can be really premeditated if you get to select your own casualties.

        Scramble to any amphibious assault is also just a preference. Once you start playing it really doesn't matter since both sides have to work with the setting.

        "A joyous heart sours with the burden of expectation"
        Hepster

        1 Reply Last reply Reply Quote 1
        • HeppsH Offline
          Hepps Moderators
          last edited by

          Note... Borneo unit transfers.

          "A joyous heart sours with the burden of expectation"
          Hepster

          1 Reply Last reply Reply Quote 0
          • HeppsH Offline
            Hepps Moderators
            last edited by Hepps

            Ok. So while testing for my new map I have been using the TWW XML as a base.

            Since I have been adding and removing things from this XML I figured I'd take the time to correct some issues and add a few new things.

            The plan is to release a new TWW 2.8.0.0. when the next Stable Engine is ready for release.

            The planned game changes are as follows....

            1. Removed all Advanced Units from the starting line up and replaced with normal units.

            2. Added the Strait of Messina to the map.

            3. Added Trains & Rail to the map. (Very limited additions for Trains). {will detail unit abilities and properties in a subsequent post}

            In addition to that I am either working on or have already fixed the following...

            A) Fixed remaining unit transfer issues between Major-Minor in Pacific. ie. Borneo-SZ 93, Queensland-152, etc. etc.

            B) Trying to isolate support issues with Combat Engineer in Urban attacks.

            If there are any other things you can think of that are not functioning properly please let me know.

            Please keep these items limited to things that are a bug! I am not planning on changing any unit abilities or Stats at this time.

            "A joyous heart sours with the burden of expectation"
            Hepster

            1 Reply Last reply Reply Quote 1
            • CrazyGC Offline
              CrazyG Moderators
              last edited by

              Any particular reason for removing the advanced units from the start up? I always thought it was a cool addition.

              HeppsH 1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @CrazyG
                last edited by Hepps

                @crazyg

                We added the Advanced units to give people a taste of what was up the Tech Tree. It was really never meant to be permanent. Just something to draw people into the idea that there was something "down the road" and to enjoy learning the game.

                From a redesign or re-release standpoint... I kind of want to get the game back to having players rely on Tech development to achieve these units.

                Since I have both XML's still I suppose I can add both to the map release. Since the original is still entirely intact.

                "A joyous heart sours with the burden of expectation"
                Hepster

                C 1 Reply Last reply Reply Quote 0
                • C Offline
                  Cernel Moderators @Hepps
                  last edited by

                  @hepps Rather than two games, you can have a trigger related custom option for placing those units at start game. You can copy the code for the "Stuka" of "World At War", mutatis mutandis.

                  C 1 Reply Last reply Reply Quote 0
                  • C Offline
                    Cernel Moderators @Cernel
                    last edited by

                    @cernel I mean, the code that places 2 "Stuka" in Berlin at start game delegates. You can use it for placing whatever, with a custom option like the one it uses.

                    HeppsH 1 Reply Last reply Reply Quote 0
                    • HeppsH Offline
                      Hepps Moderators @Cernel
                      last edited by

                      @cernel Yah... I could put in triggers and just include it with the opening options purchase phase. True.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

                      1 Reply Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators
                        last edited by

                        Finished pretty much everything.

                        Since I didn't have my originals I had to re-create some of the infrastructure units within the game. So all disabled units will now have a slightly different appearance...

                        0_1505019145250_Redesigned infrastructure units.png

                        While for the trains I left them charcoal coloured so that they would stand out next to the white infrastructure units and the rest of the coloured units of each nation...

                        0_1505019245681_Completed Trains.png

                        Some minor things to do to the XML still, but other than trying to figure out exactly what is going on with the Combat Engineer in Urban, the new release is nearing completion.

                        "A joyous heart sours with the burden of expectation"
                        Hepster

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

                          @hepps Looks good. If you further explain the CE issues and post the XML, I'm glad to take a look.

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

                          HeppsH 1 Reply Last reply Reply Quote 0
                          • HeppsH Offline
                            Hepps Moderators @redrum
                            last edited by Hepps

                            @redrum Thanks for the offer Red, but fortunately after much testing and searching today I isolated and found the issue.

                            It was actually a wrong modifier value attached to the Combat Engineer in the "Special Warfare" tech.

                            Which means I am nearly 100% ready. Now that this major issue is resolved... I can look at why the British trucks in the Soviet Far East don't disappear when they are supposed to.

                            "A joyous heart sours with the burden of expectation"
                            Hepster

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                            • HeppsH Offline
                              Hepps Moderators
                              last edited by

                              Entering the final stretch for the TWW 2.8.0.0 release.

                              Worked on some of the final change details today. Here is a taste.

                              All bombing units now have possibility to miss.

                              Strategic Bombers

                              -Strat. Bomber will inflict 0-6 Damage with a 25% chance of missing the target altogether.

                              -Improved Strat, Bomber will inflict 0-8 damage with a 20% chance to missing.

                              -Hvy. Strat. Bomber will inflict 0-12 damage with a 10% chance of missing.

                              Tactical Bombers

                              -Tact. Bomber will inflict 0-2 damage with a 30% chance of missing.

                              -Improved Tact. will remain unchanged from normal Tact.

                              -Advanced Tact. Bomber will inflict 0-3 damage with a 25% chance of missing.

                              Rockets

                              -Rocket will inflict 0-3 damage with a 50% chance of missing.

                              -Improved Rockets will inflict 0-4 damage with a 33% chance of missing.

                              -Advanced rockets will inflict 0-6 damage with a 33% chance of missing.

                              I have reduced the damage Strat. Bombers and Rockets inflict on targets slightly as there seemed to be a general consensus that bombing damage (rockets in particular) was to steep.

                              I will provide the next set of changes when I get home tonight.

                              "A joyous heart sours with the burden of expectation"
                              Hepster

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

                                @hepps Are you changing bombing HP for some units? Wondering about tactical bombers doing different amount of damage.

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

                                prastleP HeppsH 2 Replies Last reply Reply Quote 0
                                • prastleP Offline
                                  prastle Moderators Admin @redrum
                                  last edited by

                                  @redrum See what happens when ya poke him 🙂 Great stuff Hepps

                                  If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                                  • HeppsH Offline
                                    Hepps Moderators @redrum
                                    last edited by Hepps

                                    @redrum said in Total World War (TWW):

                                    @hepps Are you changing bombing HP for some units? Wondering about tactical bombers doing different amount of damage.

                                    Not quite sure what you are asking.

                                    Currently (other than the potential to miss) the bombing damage for Tact. Bombers has remained the same.

                                    The idea that a Tact. Bomber (and more generally all bombing units) can miss really resolves the issue of the guaranteed hits that have been a limiting portion of the game since its creation. This now allows (as it pertains to Tact. Bombers) players to move trucks into say a vulnerable position without the 100% certainty they will be destroyed. Something that has had a very limiting effect on game play up to this point. With the addition of other targets for the Tact. Bomber (Trains and Rail) the need for a potential miss or only a damaging hit (not auto destroy) will only make for more dynamic game play.

                                    If you are asking about whether Tact. Bombers should do more damage then I'd be curious as to the what and the why of it.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

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

                                      @hepps Oh didn't realize that. Thought they just did 1 damage and all material/trucks had 1 hp.

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

                                      HeppsH 1 Reply Last reply Reply Quote 0
                                      • HeppsH Offline
                                        Hepps Moderators @redrum
                                        last edited by Hepps

                                        @redrum Trucks and materials will remain 1 HP. So for them the only change is that the Tact. can now miss.

                                        However, the other new eligible targets are a different story.

                                        -Rail : Max Damage 6 : Operational Damage 2

                                        -Train : Max Damage 4 : Operational Damage 2

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

                                        HeppsH 1 Reply Last reply Reply Quote 0
                                        • HeppsH Offline
                                          Hepps Moderators @Hepps
                                          last edited by Hepps

                                          @hepps

                                          0_1509039094718_Train.png

                                          Train 0/0/6 Cost 10 PU
                                          Max. Damage 4 HP Operational until 2 HP
                                          Unit can be captured

                                          Abilities

                                          • Transports all "isInfantry" units up to max movement during non-combat moves only.

                                          • May pick up and drop off multiple times in the same turn.

                                          • Repairs consuming PU during Repair Phase.

                                          • Requires functioning Rail unit to move into/out of any territory.

                                          • Is a bombable target for Tactical Bombers.

                                          • Constructed at operational Factory.

                                          • Gains +2 mvt. with Advanced Logistics Tech.

                                          0_1509039614514_germanRail.png

                                          Rail 0/0/0 Cost 6 PU (consumes 1 Material and requires C.E.)
                                          Damage 6 HP Operational until 2 HP
                                          Unit may be captured (Russian units destroyed on capture)

                                          Abilities

                                          • Allows unlimited movement of trains into/out of territory.

                                          • Max. 1 construction / territory / turn.

                                          • Max. 6 per territory. (No Territory PU limitations)

                                          • Repairs consuming PU during repair phase.

                                          • Is a bombable target for Tactical Bombers & Strategic Bombers.

                                          • Nation gains 1 free rail / turn with Advanced Production Tech.

                                          These units are being introduced to test and utilize the new coding that @Redrum has so graciously provided. All Major Belligerent nations will begin the game with 2 trains... with the exceptions of Italy (which shall start with 1) and China (which shall start with 0). This also means I shall be making some adjustments to the number of available trucks at the start of the game.

                                          "A joyous heart sours with the burden of expectation"
                                          Hepster

                                          1 Reply Last reply Reply Quote 2
                                          • ghostroninG Offline
                                            ghostronin
                                            last edited by

                                            Hello Hepps, possible bug? In recent game, Russian research center in Urals remains undamaged upon capture by Germany. Per the manual, research centers appears capturable. But, Russia's scorched earth policy for other infrastructure would seem to contradict. So, should Russian research centers survive upon capture, become 1 material, or be destroyed all together?

                                            HeppsH 1 Reply Last reply Reply Quote 0

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