Total World War: December 1941 3.0.0.3



  • @wirkey i noticed that option but don't really understand it why should sea transports be allowed to load in hostile sea zones unless they are only occupied by enemy subs?


  • Admin

    @ubernaut The reason is its too easy for many sea zones to then be blocked from loading by 1 destroyer in large maps like TWW. This is especially true for sea zones adjacent to enemy docks where they can buy 1 destroyer each turn to block loading in that sea zone during combat move.


  • Admin

    @Hepps I came up with an idea about the destroyer/sub issue. I think giving destroyers AA capabilities against subs moving through their sz might be way to balance the two units a bit more. To start with I would only give them those first shots during "overfly" (moving through the SZ) and not during combats. Starting with some value that might make a difference; my idea was for 3/4/5 with destroyer/imp/adv tech and 6 with advanced destroyer.


  • Moderators

    @wirkey said in Total World War: December 1941 3.0.0.3:

    @redrum I only know one player who makes all his movements (better most of them) during cm. That's a leftover from nwo/waw, where it had the benefit for better planning your purchase (between cm and combats). But as there is no advantage of making non combat moves during combat movement phase, I'd go with it.

    People should not make non-combat movements during Combat Movement. That is forbidden by the rules. You are supposed not to let your opponent do so (like for any illegal moves not enforced by the program).

    WAW and NWO are no exception to this, as long as an exception is not present in the game notes.


  • Moderators

    @ubernaut said in Total World War: December 1941 3.0.0.3:

    @wirkey i noticed that option but don't really understand it why should sea transports be allowed to load in hostile sea zones unless they are only occupied by enemy subs?

    Are you talking from a "realism" standpoint?


  • Admin

    6dfc8d87-6d26-43b4-bc74-7b038e384c2d-image.png

    6a071e07-4e25-4395-a4cd-e54841149536-image.png

    any ideas what may cause this message? I get that at every start of the round



  • @Cernel no just wondering in general what the reasoning was. 🙂


  • Admin

    @wirkey Yeah, I've seen this as well though only in lobby games. It appears harmless but shouldn't happen.


  • Donators Moderators Admin

    @ubernaut said in Total World War: December 1941 3.0.0.3:

    one other random question sorry I'm so late to the TWW party 😛 why is Japan the only country who's start screen isn't translated into English? just curious what it says.

    Look again closely... I think you may find it is in english... just keep in mind how the Japanese write in their language. 🙂

    excellent work on this map btw i think it is by far the highest quality triplea map I've played yet. 🙂

    Glad you think so! Welcome to the party... Captain. (Hold knee up at a right angle and raise glass as though you are the doucheiest douche on the block. 😉


  • Donators

    @wirkey said in [Total World War: December 1941 3.

    any ideas what may cause this message? I get that at every start of the round

    maybe it's the double meth hits ?
    Sorry...I'll go away now : )


  • Donators Moderators Admin

    @beelee But I get the notification when I'm doing rails as well.


  • Donators

    @Hepps oh no I'm busted 🙂

    Wasn't even able to log off hee hee


  • Moderators

    @ubernaut The main item was to get rid of the silly dynamic that placing ships in hostile sea zones blocks your opponent from loading its existent ships (and TripleA doesn't do a good job displaying what's loaded).

    I would change the behaviour of that property in that you can always load as long as the ship is not blocked (from moving further) by enemy units.

    This would mean that you can always load in the sea zone you started the turn into (as currently nothing in TripleA blocks you from moving out a hostile sea zone) (a movement 0 sea unit would be able to load too, as the reason why it cannot move is not being blocked) and you can also load in hostile sea zones you moved into only if the transport ship itself is a submarine (like the S.Submarine of WAW), and there are no destroyers blocking it (doesn't matter if you have no movement left).

    Practically, adding a check that if an enemy ship is (potentially) blocking your ship from moving any further, then you are also blocked from loading any units.

    But this would be best done by also atomizing submarines abilities, so that you can assign any ships the ability to move past other ships (thus being always able to load in hostile sea zones), without having to make such units full fledged submarines.

    It makes the most sense to me that if a ship is blocked from moving further, then it should be also blocked from loading any more (but if a ship can or could move further, then it should definitely be able to load too).


  • Admin

    @Cernel said in Total World War: December 1941 3.0.0.3:

    @wirkey said in Total World War: December 1941 3.0.0.3:

    @redrum I only know one player who makes all his movements (better most of them) during cm. That's a leftover from nwo/waw, where it had the benefit for better planning your purchase (between cm and combats). But as there is no advantage of making non combat moves during combat movement phase, I'd go with it.

    People should not make non-combat movements during Combat Movement. That is forbidden by the rules. You are supposed not to let your opponent do so (like for any illegal moves not enforced by the program).

    WAW and NWO are no exception to this, as long as an exception is not present in the game notes.

    I know that it's forbidden by the rules. But especially in nwo/waw games it has always been the case as it simplifies the purchase when you know which units you will have around next turn (e.g. for loading transports etc). As I do that myself I will never forbid that.
    In TWW tough, there is no reason to make non combat moves before fighting as the purchase phase is at the very end. But as there is no advantage and only disadvantages in doing so, I don't say anything either. I just recommend to all players to not make those moves as they might miss some opportunities with trucks/rails.


  • Donators Moderators Admin

    @wirkey Yes hard-coding this into the engine seemed like forcing an antiquated rule that really only ever mattered in a board game.



  • noticed something confusing, the russian-chinese lend-lease icon is reversed as compared to the other lend-lease territories the way the icon is arranged it would appear to be a chinese-russian lend-lease territory.


  • Donators Moderators Admin

    @ubernaut Sure give that a try and let me know how many units Russia gets. 😉



  • @Hepps well the manual makes it pretty clear but the icon is def a bit misleading. 🙂


  • Donators Moderators Admin

    @ubernaut I may be perfect.... but the world is definitely not.

    Perhaps I had a momentary case of dyslexia while designing that icon. 🙂


  • Donators Moderators Admin

    @Hepps It appears others are examining your typing skills my friend 🙂 Apparently I can still use pt form? Gigglez


 

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