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    Total World War: December 1941 3.0.0.6

    Scheduled Pinned Locked Moved Maps & Mods
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    • wirkeyW Offline
      wirkey Moderators
      last edited by

      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...

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

        @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.

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

        wirkeyW 1 Reply Last reply Reply Quote 1
        • wirkeyW Offline
          wirkey Moderators @redrum
          last edited by

          @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).

          redrumR 2 Replies Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @wirkey
            last edited by

            @wirkey Potentially, though I need to take a look at how the triggers currently work and if its using originalOwner/capturedByGoesTo.

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

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

              @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.

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

              wirkeyW 1 Reply Last reply Reply Quote 1
              • wirkeyW Offline
                wirkey Moderators @redrum
                last edited by

                @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.

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

                  @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.

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

                  wirkeyW 1 Reply Last reply Reply Quote 0
                  • wirkeyW Offline
                    wirkey Moderators @redrum
                    last edited by

                    @redrum sorry, meant to fire after combats, before ncm

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

                      @wirkey Ah ok. I actually considered doing that but I know a lot of players do a lot of their NCMs during combat move phase so wasn't sure it would be a good idea. I'd need @Hepps and others to weigh in if they would prefer that change.

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

                      1 Reply Last reply Reply Quote 0
                      • ubernautU Offline
                        ubernaut Moderators
                        last edited by

                        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. 🙂

                        "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                        redrumR HeppsH 2 Replies Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @ubernaut
                          last edited by

                          @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.

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

                          1 Reply Last reply Reply Quote 0
                          • ubernautU Offline
                            ubernaut Moderators
                            last edited by

                            @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?

                            "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                            wirkeyW redrumR 2 Replies Last reply Reply Quote 0
                            • wirkeyW Offline
                              wirkey Moderators @ubernaut
                              last edited by

                              @ubernaut actually the japanese opening message is in English, it just reads from top to bottom with difficulty to read letters.

                              @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.

                              ubernautU C 2 Replies Last reply Reply Quote 2
                              • ubernautU Offline
                                ubernaut Moderators @wirkey
                                last edited by

                                @wirkey thanks for pointing that out didn't even notice. 😛

                                "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

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

                                  @ubernaut Sea transports work as they do on any other map. You can load and move multiple times but only unload once. So a bit different then land transports.

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

                                  ubernautU 1 Reply Last reply Reply Quote 0
                                  • ubernautU Offline
                                    ubernaut Moderators @redrum
                                    last edited by

                                    @redrum hmm thanks again the further clarification not sure why i thought that was a player-enforced rule in newer iterations of the game.

                                    "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                                    wirkeyW 1 Reply Last reply Reply Quote 0
                                    • wirkeyW Offline
                                      wirkey Moderators @ubernaut
                                      last edited by

                                      @ubernaut there is a difference as there is a game option to allow the loading in a hostile sea zone

                                      ubernautU 1 Reply Last reply Reply Quote 1
                                      • ubernautU Offline
                                        ubernaut Moderators @wirkey
                                        last edited by

                                        @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?

                                        "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                                        redrumR C 2 Replies Last reply Reply Quote 0
                                        • redrumR Offline
                                          redrum Admin @ubernaut
                                          last edited by

                                          @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.

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

                                          1 Reply Last reply Reply Quote 1
                                          • wirkeyW Offline
                                            wirkey Moderators
                                            last edited by

                                            @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.

                                            redrumR 1 Reply Last reply Reply Quote 0

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