Total World War: December 1941 3.0.0.6
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@ubernaut They can submerge after the 1st round of depth charge fires. So if I say have 12 destroyers (no techs) attack a stack of subs with LL then they will always kill 1 sub and then the subs can choose to submerge. Not sure what you mean by "air only attack of subs".
The AI should submerge if it doesn't have good odds of surviving. I'm fairly sure it works on maps like revised but haven't ever tested in on TWW. If you have a save game showing an example of when the AI should clearly submerge its subs then I'm glad to take a look at it.
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ive never seen hard ai submerge subs on any map i will send the next save after i attack subs which should be submerging. air can attack subs without the assistance of destroyers now so im guessing they act just like destroyers now (in terms of ability to attack subs before they submerge) so i believe you answered my question there.

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sorry correction, i think ive seen subs submerge in the past but not recently (this version of the engine for sure).
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@ubernaut Yeah, strat bombers work exactly the same way as destroyer depth charge. Its possible that I accidentally messed something up with the AI. I'll try to do a quick test later today.
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@ubernaut I ran a quick test with the latest pre-release and the AI properly submerges remaining subs on revised when I attack 10 subs with 10 BB: test_revised_submerge.tsvg

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@ubernaut So there is a bug with v3 sub rules when checking submerging. It works fine in any maps based on v2 rules. Here is the PR with a fix and once that's merged you can test the latest pre-release: https://github.com/triplea-game/triplea/pull/4739
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yeah i was playing a lot of domination 1914 lately i think that uses v3 based rules also. not very git capable i have an account but honestly not sure how to do a pull request or compile things on my own very well.
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@ubernaut You can get the latest pre-release here: https://github.com/triplea-game/triplea/releases. Don't need to know anything about github just download the appropriate installer for your OS. Just be careful with save games as the new pre-release isn't compatible with old save games.
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not sure if I didn't mention it before or if it got ignored: if you liberate russian or chinese L&L territories you can't reinforce them in ncm as they turn russian/chinese immediately instead of being the territory of the nation on turn. Just doesn't feel right...
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@wirkey I wasn't aware of that though guessing that issue has always existed in TWW. I'll try to take a look to see if there is a way to fix that.
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@redrum with my very limited knowledge I'd say a trigger after combat should do it: if territory x is russian/chinese change ownership to UK/US or RUS (for Altay).
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@wirkey Potentially, though I need to take a look at how the triggers currently work and if its using originalOwner/capturedByGoesTo.
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@wirkey I was able to update the triggers to also fire before non-combat move to fix the liberating L&L territory issue. This will be in v3.0.0.3.
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@redrum good job. It just came to my mind that it might be a good idea to fire triggers to change the L&L-territory only after ncm. That way they won't be considered as a potential landing spot planes during movement validation.
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@wirkey Not sure I'm understanding your suggestion. If the triggers didn't fire til after ncm then you wouldn't be able to move units to the L&L territories.
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@redrum sorry, meant to fire after combats, before ncm
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are ground transports meant to be able to move after they unload? the engine seems to allow it and i didn't see anything in the player enforced rules section.
Also, if memory serves, transports (all ground and air?) must pick up loads before any other NCMs (is allowed on some versions of the game?) meaning you cannot collect multiple loads from multiple territories with a single unit in a single turn. Did see anything about that in the player enforced rules section either so just thought i would make sure i was right about that.
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.excellent work on this map btw i think it is by far the highest quality triplea map I've played yet.

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@ubernaut Yes. You can even transport multiple different units in the same turn with say trains. The only limitations are that each unit being transported can only be transported once and units can't be moved before being transported. The idea is that you need to kind of plan your ground transport moves the turn before by grouping the units you want to transport in a single territory so you can load then move them together.
No idea on the Japan start notification. That's a @Hepps question and probably just artistic choice.
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@redrum thanks for clarifying but you are not allowed to do that multiple pick up move with sea transports right or did i imagine that?
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