• TWW 3.0.9? NTSH (ax) v (al) ubernaut Game 4

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    ubernautU
    @Nothingtoseehere hey man got my first good chance to look at this today turning out to be a bit of a thinker got end of month coming up here too so probably won’t be able to look again till the weekend hopefully i can figure it out before i need to head out of town next week
  • TripleA Server Costs

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    @Cernel ah my bad. so I'm paying more. My Bots are cloud-based for better or for worse. They seem to be working fine but I haven't had crashes that I'm aware of.
  • Multi Game 2 barnee Trout vs Alex Panzer

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    @beelee Just checking if you did the mine rolls in the south? Will be sending Panzer some plans and will thus complete my turn in a day or so
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    Panzerstahl-Helm 0P
    @beelee Game History Round: 16 Purchase Units - Americans Americans buy 4 TotalWarFighters, 6 TotalWarMechInfs, 6 TotalWar_Artys and 1 USA_Hvy_Bomber; Remaining resources: 2 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States 1 elite and 6 infantry moved from Soviet Far East to Siberia 6 mech_infantrys moved from Soviet Far East to Siberia 1 USA_Hvy_Bomber moved from Soviet Far East to Siberia 2 usa_fighters moved from Soviet Far East to Siberia 6 artilleries moved from Morocco to 91 Sea Zone 1 infantry moved from Morocco to 91 Sea Zone 6 artilleries, 1 infantry and 4 transports moved from 91 Sea Zone to 105 Sea Zone 1 FighterAceUSA, 6 artilleries, 1 infantry and 1 usa_fighter moved from 105 Sea Zone to Normandy Bordeaux 1 USA_Hvy_Bomber moved from United Kingdom to Normandy Bordeaux 1 USA_Hvy_Bomber moved from Eastern United States to Normandy Bordeaux Combat - Americans Battle in Normandy Bordeaux Changer loiter and taunt; Americans attack with 1 FighterAceUSA, 2 USA_Hvy_Bombers, 6 artilleries, 1 infantry and 1 usa_fighter Germans defend with 1 Panzer_General3 and 5 armour; Changer defend Americans roll dice for 1 USANC1, 1 battleship and 1 cruiser in Normandy Bordeaux, round 2 : 1/4 hits, 2,50 expected hits Americans roll dice for 1 FighterAceUSA, 2 USA_Hvy_Bombers, 6 artilleries, 1 infantry and 1 usa_fighter in Normandy Bordeaux, round 2 : 7/14 hits, 6,50 expected hits Germans roll dice for 1 Panzer_General3 and 5 armour in Normandy Bordeaux, round 2 : 4/10 hits, 5,00 expected hits 1 infantry owned by the Americans and 3 artilleries owned by the Americans lost in Normandy Bordeaux 1 Panzer_General3 owned by the Germans and 5 armour owned by the Germans lost in Normandy Bordeaux Americans win, taking Normandy Bordeaux from Germans with 1 FighterAceUSA, 2 USA_Hvy_Bombers, 3 artilleries and 1 usa_fighter remaining. Battle score for attacker is 10 Casualties for Americans: 3 artilleries and 1 infantry Casualties for Germans: 1 Panzer_General3 and 5 armour Battle in Siberia Americans attack with 1 USA_Hvy_Bomber, 1 elite, 6 infantry, 6 mech_infantrys and 2 usa_fighters Japanese defend with 5 armour Americans roll dice for 1 USA_Hvy_Bomber, 1 elite, 6 infantry, 6 mech_infantrys and 2 usa_fighters in Siberia, round 2 : 6/18 hits, 4,67 expected hits Japanese roll dice for 5 armour in Siberia, round 2 : 3/5 hits, 2,50 expected hits 3 infantry owned by the Americans lost in Siberia 5 armour owned by the Japanese lost in Siberia Americans win, taking Siberia from Japanese with 1 USA_Hvy_Bomber, 1 elite, 3 infantry, 6 mech_infantrys and 2 usa_fighters remaining. Battle score for attacker is 16 Casualties for Americans: 3 infantry Casualties for Japanese: 5 armour Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Slovakia Hungary Non Combat Move - Americans Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Central America Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States 1 USA_Hvy_Bomber and 2 usa_fighters moved from Siberia to Soviet Far East 6 air_transports and 6 mech_infantrys moved from Alaska to Soviet Far East 6 air_transports moved from Soviet Far East to Alaska 6 mech_infantrys moved from Western United States to Alaska 1 Escort moved from 3 Sea Zone to 4 Sea Zone 1 Escort moved from 3 Sea Zone to 7 Sea Zone 1 USANC moved from 10 Sea Zone to 3 Sea Zone 1 Heavy_Transport and 1 transport moved from 91 Sea Zone to 89 Sea Zone 4 artilleries moved from Eastern United States to 101 Sea Zone 1 Heavy_Transport and 4 artilleries moved from 101 Sea Zone to 91 Sea Zone 4 artilleries moved from 91 Sea Zone to Morocco 2 Rails and 2 artilleries moved from Eastern United States to Central America 1 Hvycarrier, 1 submarine and 4 usa_fighters moved from 26 Sea Zone to 10 Sea Zone 1 Escort_Convoy moved from 91 Sea Zone to 110 Sea Zone 1 submarine moved from 110 Sea Zone to 125 Sea Zone 1 destroyer moved from 91 Sea Zone to 105 Sea Zone 1 usa_fighter moved from Normandy Bordeaux to 105 Sea Zone 2 USA_Hvy_Bombers moved from Normandy Bordeaux to United Kingdom 2 usa_fighters moved from Morocco to United Kingdom 1 FighterAceUSA moved from Normandy Bordeaux to United Kingdom 1 usa_fighter moved from United Kingdom to 105 Sea Zone Place Units - Americans 6 TotalWar_Artys and 1 USA_Hvy_Bomber placed in Eastern United States 4 TotalWarFighters and 6 TotalWarMechInfs placed in Western United States Trigger AmericansTotalWarArtyPlaceEUS: has removed 6 TotalWar_Artys owned by Americans in Eastern United States Trigger AmericansTotalWarMechInfPlaceWUS: has removed 6 TotalWarMechInfs owned by Americans in Western United States Trigger AmericansTotalWarFighterPlaceWUS: has removed 4 TotalWarFighters owned by Americans in Western United States Trigger AmericansTotalWarArtyPlaceEUS: Americans has 6 artilleries placed in Eastern United States Trigger AmericansTotalWarMechInfPlaceWUS: Americans has 6 mech_infantrys placed in Western United States Trigger AmericansTotalWarFighterPlaceWUS: Americans has 4 usa_fighters placed in Western United States Turn Complete - Americans Trigger Americans RemoveUSAConvoySZ110: has removed 1 Escort_Convoy owned by Americans in 110 Sea Zone Trigger Americans RemoveUSAConvoySZ110: Americans has 1 Escort placed in 110 Sea Zone Americans collect 56 PUs; end with 58 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 Optional[PUs]; end with 72 Optional[PUs] Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 Optional[PUs]; end with 69 Optional[PUs] Trigger Americans Loses AleutianIslands: Americans met a national objective for an additional -1 Optional[PUs]; end with 68 Optional[PUs] Trigger Americans Loses WakeIsland: Americans met a national objective for an additional -2 Optional[PUs]; end with 66 Optional[PUs] Trigger Americans Loses Guam: Americans met a national objective for an additional -1 Optional[PUs]; end with 65 Optional[PUs] Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs Turning on Edit Mode EDIT: Removing units owned by Americans from 105 Sea Zone: 4 transports EDIT: Adding units owned by Americans to 91 Sea Zone: 3 transports EDIT: Turning off Edit Mode Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 3 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 infantry moved from Kwangsi to Kwangtung British take Kwangtung from Japanese 1 infantry moved from Kwangsi to Kiangsi Chinese take Kiangsi from Japanese Combat - Chinese Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Slovakia Hungary Non Combat Move - Chinese Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu Place Units - Chinese 3 infantry placed in Kwangsi Turn Complete - Chinese Chinese collect 8 PUs; end with 8 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 14 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 17 PUs Purchase Units - British British buy 2 UK_LCVs, 2 artilleries, 1 elite, 7 infantry and 3 uk_paras; Remaining resources: 0 PUs; 0 AirLendLease; 2 NavyLendLease; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode EDIT: 1 UK_LCV, 1 artillery and 1 elite moved from United Kingdom to Denmark EDIT: 1 UK_Hvy_Bomber moved from United Kingdom to Denmark EDIT: 1 UK_LCV and 2 infantry moved from United Kingdom to Holland Belgium EDIT: 1 uk_fighter moved from United Kingdom to Holland Belgium EDIT: British undo move 2. EDIT: British undo move 1. EDIT: 1 UK_LCV, 1 artillery and 1 elite moved from United Kingdom to Holland Belgium EDIT: 1 UK_Hvy_Bomber moved from United Kingdom to Holland Belgium 1 infantry moved from Syria to Trans-Jordan 1 infantry moved from Iraq to Trans-Jordan 1 UK_Hvy_Bomber moved from Persia to Trans-Jordan Combat - British Battle in Holland Belgium British attack with 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 artillery, 1 elite, 2 infantry and 1 uk_fighter Germans defend with 1 armour, 1 mech_infantry and 1 waffen_infantry British roll dice for 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 artillery, 1 elite, 2 infantry and 1 uk_fighter in Holland Belgium, round 2 : 4/8 hits, 3,17 expected hits Germans roll dice for 1 armour, 1 mech_infantry and 1 waffen_infantry in Holland Belgium, round 2 : 0/3 hits, 1,50 expected hits 1 waffen_infantry owned by the Germans, 1 armour owned by the Germans and 1 mech_infantry owned by the Germans lost in Holland Belgium British win, taking Holland Belgium from Germans with 1 UK_Hvy_Bomber, 2 UK_LCVs, 1 artillery, 1 elite, 2 infantry and 1 uk_fighter remaining. Battle score for attacker is 13 Casualties for Germans: 1 armour, 1 mech_infantry and 1 waffen_infantry Battle in Trans-Jordan British attack with 1 UK_Hvy_Bomber and 2 infantry Germans defend with 1 infantry British roll dice for 1 UK_Hvy_Bomber and 2 infantry in Trans-Jordan, round 2 : 3/4 hits, 1,67 expected hits Italians roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Trans-Jordan 1 infantry owned by the Germans lost in Trans-Jordan British win, taking Trans-Jordan from Italians with 1 UK_Hvy_Bomber and 1 infantry remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Germans: 1 infantry Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Slovakia Hungary Non Combat Move - British Turning on Edit Mode EDIT: Adding units owned by British to India: 2 Rails EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Persia Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Union of South Africa 1 UK_Hvy_Bomber moved from Trans-Jordan to Persia 1 uk_armour moved from Belgian Congo to Union of South Africa 2 Rails and 2 infantry moved from India to Persia 1 UK_Hvy_Bomber and 1 uk_fighter moved from Holland Belgium to United Kingdom Place Units - British Trigger RussiansParaBoost atSlovakia Hungary: Russians has 1 russian_paraBoost placed in Slovakia Hungary 3 infantry placed in Union of South Africa 1 artillery and 2 infantry placed in Persia 2 UK_LCVs, 1 artillery, 1 elite, 2 infantry and 3 uk_paras placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 8 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 6,5,1,6 Rolling for Convoy Blockade Damage in 70 Sea Zone. Rolls: 3,3 Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 3,3 Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 2,2 Rolling for Convoy Blockade Damage in 82 Sea Zone. Rolls: 4,3 British collect 44 PUs (8 lost to blockades); end with 44 PUs Trigger British Liberates Celebes: British met a national objective for an additional 1 Optional[PUs]; end with 45 Optional[PUs] Trigger British AdvancedProduction: British met a national objective for an additional 6 Optional[PUs]; end with 51 Optional[PUs] Objective British 2 Kwangtung And Malaya: British met a national objective for an additional 5 PUs; end with 56 PUs Combat Hit Differential Summary : Americans regular : 0,33 Italians regular : 0,67 Japanese regular : 0,50 Germans regular : -2,50 British regular : 2,17 exp-game-10-straw-US UK-16.tsvg
  • IllegalStateException

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    @Cernel yes there's a temporary workaround which is to go to "show current game". i say it is attached to being online because it's ok with a local game.
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    Thanks Dog. In the game I am playing I am using Hard AI but I generally use a combination of both. Oh yeah in the stack the Russian AI was holding back in Yekaterinburg? area was not 150 TUV but about 81 units/ 640 TUV The AI kept a fair bit there since the start of the game really. With some old double hit 1941 tanks.
  • World War I with more territories?

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    SchulzS
    Let's handle the Battle of the Atlantic in the same way as it is handled in Big World 2. It will be named Handelskrieg instead of Wolfpack. It spawns 1 German submarine each round. It will have a unique submarine appearance (slightly different from regular subs) with 0/4/2 stats and 2 HP. I drew 3 new territories in the South Atlantic just in case the Allies try to kill it, so that "Handelskrieg" will have more space to escape. [image: 1785075450210-wwieurope_names_values-copy.jpg]
  • How to add to Big World Variations

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    @RogerCooper enjoy your vacation!
  • Game Engine Rules (AI Training)

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    RogerCooperR
    @Kindwind On round 3 the Germans spent more money on purchases than they had.
  • Middle Earth: Battle For Arda - Official Thread

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    Interesting video, and welcome back! I think the changes are interesting. Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus. Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses. I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities. Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls. Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces. I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value. I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard. I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth? I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry
  • Pact of Steel 2 mods for new Version

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    TheDogT
    @djggml So here is a working map.yml (remove the .txt to use it. map.yml.txt map_name: the_pact_of_steel games: - {game_name: Pact of Steel, file_name: pact_of_steel.xml} - {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml} - {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml} Note it has the version line removed.
  • EXP G40 Game 4 Trout (Axis) vs Panzer (Allies)

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    Panzerstahl-Helm 0P
    @trout Ciao- Nothing exciting on ANZACs turn. They are building up their fleet a bit and preparing for some....holidays in the Pacific. BR c1546cac-e896-4615-b39c-64ce8cf91d0e-exp-game-4-trout-vs.panzer-ANZ6.tsvg
  • EXP Game 12 barnee vs Trout

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    @Trout Good Morning EXP Game 12 Trout J 9.tsvg There was error that wouldn't load JPN Trprts in NCM so I had to edit. I vaguely remember seeing that after the update and it was fixed. Forgot how weak JPN is. Well they have one job. Give the Germans enough time to get to Moscow lol We'll see how it goes
  • Have in Game Dice Roller Show in History

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    I get the appeal of having manual rolls in history. For quick out-of-game rolls, I’ve been using https://dice.onl for its simple interface and custom sides – it’s handy when I just need a fast result without syncing concerns. For in-game integration, LaFayette’s points about the upcoming ledger system make sense, but I’d still love to see this feature added eventually.
  • TripleA Maps List

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    TheDogT
    @rogercooper Cant find Ansalon/Analon on Github maps Missing from your list, but on Github maps Settlers: Fallen Empire Shogun Advanced
  • 🏯 Shogun Advanced - Official Thread

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    RogerCooperR
    @TheDog I recently tried this mod and there is a lot to like about it. However, it does have one problem, at the start of everyone is at war with everyone else. This is both ahistorical and confusing to play. They should either start neutral with each other or grouped into two loose alliances, one in Eastern Japan and other in Western Japan.
  • Roger's Scenario Thread

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    RogerCooperR
    Name The Shogun Advanced Description Japan in the Sengoku Period on a large map https://axisandallies.fandom.com/wiki/The_Shogun_Advanced [image: 1784343226921-05614493-26a2-456d-a926-437186a5a058-image.jpeg] Good Points A variety of clearly differentiated units Upkeep costs & build caps prevent spamming and mega stacks Historical economic values and clan locations Political rules Historical events like the introduction of muskets Bad Points Everyone starts at war with everyone else (historically the clans tending to group into eastern and western alliances) Because of the lack of alliances at start and some random placements, it can be confusing to play
  • barnee vs beelee EXP 2.59

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    Game History Round: 4 Purchase Units - Italians Italians buy 1 Escort, 2 armour, 1 fighter, 2 infantry and 3 mine_unarmeds; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Europe_Rail placed in Southern Italy 1 bomber moved from Southern France to Western Ukraine 1 armour and 1 infantry moved from Bessarabia to Western Ukraine 1 artillery and 2 infantry moved from Eastern Poland to Western Ukraine Combat - Italians Battle in Western Ukraine Italians attack with 1 armour, 1 artillery, 1 bomber and 3 infantry Russians defend with 1 armour and 1 elite Italians roll dice for 1 armour, 1 artillery, 1 bomber and 3 infantry in Western Ukraine, round 2 : 3/6 hits, 2.17 expected hits Russians roll dice for 1 armour and 1 elite in Western Ukraine, round 2 : 1/3 hits, 1.17 expected hits 1 infantry owned by the Italians lost in Western Ukraine 1 armour owned by the Russians and 1 elite owned by the Russians lost in Western Ukraine Italians win, taking Western Ukraine from Russians with 1 armour, 1 artillery, 1 bomber and 2 infantry remaining. Battle score for attacker is 5 Casualties for Italians: 1 infantry Casualties for Russians: 1 armour and 1 elite Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Finland Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 119 Sea Zone Non Combat Move - Italians Trigger RussiansParaBoost atFinland: Russians has 1 russian_paraBoost placed in Finland Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Europe_Rail owned by Italians in Bulgaria Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Tobruk 1 bomber moved from Western Ukraine to Eastern Poland 1 infantry moved from Greece to Bulgaria 1 infantry moved from Yugoslavia to Romania 2 armour moved from Northern Italy to Romania 1 cruiser, 1 destroyer and 1 transport moved from 98 Sea Zone to 97 Sea Zone 1 armour, 1 artillery and 1 infantry moved from Alexandria to Tobruk 1 Europe_Rail and 1 infantry moved from Southern Italy to Bulgaria 1 air_transport moved from Gibraltar to Southern Italy EDIT: 1 Italian_LCV, 1 aaGun and 1 infantry moved from Southern France to Gibraltar 1 aaGun moved from Northern Italy to Southern France 1 armour moved from Southern France to Yugoslavia 1 infantry moved from Northern Italy to Southern France Place Units - Italians 1 fighter, 2 infantry and 3 mine_unarmeds placed in Southern Italy 2 armour placed in Northern Italy 1 Escort placed in 97 Sea Zone Turn Complete - Italians Trigger Italians RemoveItalyConvoySZ97Invert: has removed 1 Escort owned by Italians in 97 Sea Zone Trigger Italians RemoveItalyConvoySZ97Invert: Italians has 1 Escort_Convoy placed in 97 Sea Zone Italians collect 18 PUs; end with 18 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 Optional[PUs]; end with 21 Optional[PUs] Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 31 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 36 PUs Combat Hit Differential Summary : Italians regular : 0.83 Russians regular : -0.17 EXP bvsb 7-1-26 I3.tsvg
  • Bugs in World War I

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    RogerCooperR
    The only obvious difference between the xml files is the "placeNoAirCheck". But changing that to "place" did not solve the problem. The AI log offered no clues.
  • Question about trenches domination 1914 no mans land

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    @wc_sumpton thanks a lot! So far it seems to work perfectly!