Total World War: December 1941 3.0.0.6
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The newest installment features...
Vichy fleets which are interned at Toulon & Dakar. Attempt to scuttle them as the Allies... attempt to capture them as the Axis.

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High level change list:
- Revamp sub/destroyer mechanics
- Add Vichy Dakar Fleet events
- Add Vichy Toulon Fleet events
- Add German N.Africa Protectorates
- Add several automatic unit placements in Western Europe and Africa (Both Vichy & Exiled Allies)
- Increase PU of a few African territories
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But this projects seems to live? Or still apparently dead like "global dominance"?
Best
LPAAA -
@LovePlayingAAA Yes, TWW just released a new version v3.0 with the above updates. GD is still in development at this point.
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@redrum 400 series updated
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@Hepps 500 and 600 series done now as well.
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@prastle Thank you.
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@Hepps NP bro Thank @LaFayette for fixing my ssh

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What is 400 500 600 series?
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@LovePlayingAAA The bots in the online lobby.
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I didn't see anything in the games' notes section that explains how the new sub system works (or for any other important changelog stuff). did I miss it somewhere?
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@zlefin The notes haven't been updated yet. This post outlines the sub/destroyer changes: https://forums.triplea-game.org/topic/493/total-world-war-december-1941-beta-2-8-0-5/392 (there were a few adjustments to that original vision).
Essentially there is no "isDestroyer" attribute to totally cancel sub abilities. The sub targeted attack against destroyers was removed and destroyers/strats now have a targeted attack against subs. Air units can also hit subs now even without a destroyer. Surface ships also give subs negative support on defense so that grouping subs into your surface fleet for defense isn't as effective. Using the in game unit tooltips or unit help should allow you to see the abilities of subs/destroyers/strats.
The major results of all of this is that subs are more useful in open water (away from coasts which can be defended with scrambling), more useful throughout the game as no isDestroyer, and not as effective for defending surface fleets.
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@zlefin As Redrum says the game files themselves are lacking ATM. I will be posting the significant changes in detail here as I have the time.
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hmm, will need to play with them some to assess them. Looking at the math, it seems like subs are very strong right now as a counter to naval units.
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@Hepps and your elves: Thanks for taking TWW to the next level! I am eager for playing

But: Is the new submarine / destroyer logic really working the way it should? Depth Charge Attack seems possible only for DD and tact bomber so far - is that correct?
Also: When attacking, subs remain weak against scrambling aircrafts, since the aircrafts defend at their usual defense values - was that supposed this way?
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@zlefin I generally feel subs are probably a bit too strong in this initial 3.0 but we want to play a few games to see how it plays before making any adjustments (I also think it made N.Fighters a bit stronger since they can now scramble against subs). Mostly just want to put @Hepps fleets at the bottom of the ocean with my wolf pack a few times to thoroughly convince him but I'll take other volunteers as well

@spartan Depth Charge is actually only available to DD and strat bomber (not tact). So those are essentially the units that can hunt down subs at the moment.
Yes, allowing air to scramble to defend against subs is intentional. This is to somewhat counter there not being a hard isDestroyer type unit anymore and simulate that defending fleets along coasts was generally much easier than open sea against subs: https://en.wikipedia.org/wiki/Mid-Atlantic_gap
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There seems to be a bug concerning uk china lend lease. Fighter has not been changed from uk to chinese, instead it has been deleted.
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@Krautz Ok, I'll take a look at it. I don't think anything should have changed around L&L in 3.0 but I'll double check and see if I can reproduce it.
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