Total World War: December 1941 3.0.0.6
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@Hepps seems strange that the sub couldn't defend versus a unit that cannot attack but thanks for clarifying.

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@ubernaut Yes but remember that in this game subs don't really take posession of the sea zones, do not block movement and themselves can avoid a fight at any opportunity. When you combine that with the idea that they are primarily an offensive weapon. It kinda makes sense that they aren't really patrolling while on the defensive or while not their turn. Plus this was a by-product of the design to work with the engine options available that made all the behaviors operate optimally.
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@Hepps gotcha thanks again.
does that mean that behavior might be modified in the 2.0 future or no? -
@ubernaut Nothing really planned atm. To be honest I am sooo busy... other than looking in on the forum every morning I haven't really looked at any TA stuff in ages. Sadly.
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@Hepps gotcha

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@Hepps said in Total World War: December 1941 3.0.0.6:
@ubernaut Nothing really planned atm. To be honest I am sooo busy... other than looking in on the forum every morning I haven't really looked at any TA stuff in ages. Sadly.
he is probably working on GD, which should come out any day *duckandcover
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@wirkey GD?
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Global Dominance. A mammoth project for people who think the step from the A+A boardgame to TWW was just way too small. Come on, the map can't be that small. People like you and me, that is.

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@wirkey said in Total World War: December 1941 3.0.0.6:
@Hepps said in Total World War: December 1941 3.0.0.6:
@ubernaut Nothing really planned atm. To be honest I am sooo busy... other than looking in on the forum every morning I haven't really looked at any TA stuff in ages. Sadly.
he is probably working on GD, which should come out any day *duckandcover
Never miss an opportunity to take a pot shot at me.

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@Gully i thought power and politics was the next big production.

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@Hepps said in Total World War: December 1941 3.0.0.6:
@wirkey said in Total World War: December 1941 3.0.0.6:
@Hepps said in Total World War: December 1941 3.0.0.6:
@ubernaut Nothing really planned atm. To be honest I am sooo busy... other than looking in on the forum every morning I haven't really looked at any TA stuff in ages. Sadly.
he is probably working on GD, which should come out any day *duckandcover
Never miss an opportunity to take a pot shot at me.

you had this coming for a loooooooong time
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I heard GD was coming out next week...
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Oh this is just turning into a regular roast of Hepster.

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@ubernaut Do you have a save game?
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@redrum you can use the one i just posted but you'll have to advance it to uk's turn:
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I have a kind of specific question about transports that maybe someone can answer. If an amphibious assault was attempted but the transport retreats from the sea battle, should the transport be able to unload in non combat? As it is right now, it isn't able to because it says that the transport has already unloaded in a previous phase, although it didn't.
The save below shows why I am asking in case someone wants to see it, if the uk scrambles fighters to sea zone 24 it might be relevant
https://forums.triplea-game.org/topic/2038/tww-3-0-0-6-8-colin-ax-vs-ubernaut-al-episode-3/6
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@colin any combat move prevents a move in noncombat unless you are an airplane.
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noticed a bit of a bug in terms of how the battle calc works on this map. if you are calculating as a defender it will not grant attacking air transports hp but if you run the calculator as an attacker it does. this can actually make a substantial difference with only a very few paratroopers in even relatively large battles.


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hmm, i guess it's not actually whether you are the attacker or not it has to do with running the calc during an actual combat move (manual or not it seems to be affected by turn phase).
it also seems to not adding the air transports attack value unless you are running the calc in combat move.
For instance, with advanced special warfare, a paratrooper starts with an attack of 2 adding an air transport would normally give 2 support bonus on the paratrooper plus an additional point for the transport itself for a total of 5.
alpine units get 3 to start adding an air transport subtracts 2 for the penalty but then adds one back in for the transport's attack value for a total of 2.
but if the calc is run in a noncombat phase it only gives +2 for a paratrooper for a total of 4. for alpines the end result is -2 for a total of 1.
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