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    Total World War: December 1941 3.0.0.6

    Scheduled Pinned Locked Moved Maps & Mods
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    • ubernautU Offline
      ubernaut Moderators @Hepps
      last edited by

      @Hepps here's a thought (sorry if it's already been considered) instead of the negative defense bonus what if mixed fleet just negates sneak attack?

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

      HeppsH 1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators @ubernaut
        last edited by

        @ubernaut Would be awesome.

        "A joyous heart sours with the burden of expectation"
        Hepster

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

          @Hepps just to be more specific meaning only on defense the way the current penalty works. 🙂

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

          HeppsH 1 Reply Last reply Reply Quote 0
          • HeppsH Offline
            Hepps Moderators @ubernaut
            last edited by

            @ubernaut As I had said... much of the design is done to work within some of the current limitations of the engine. There are some plans to eventually change some of the "is Sub" properties... but currently the solutions are not all that easy.

            "A joyous heart sours with the burden of expectation"
            Hepster

            ubernautU redrumR 2 Replies Last reply Reply Quote 1
            • ubernautU Offline
              ubernaut Moderators @Hepps
              last edited by

              @Hepps gotcha, been a bit out of the loop recently. 😛

              "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 @Hepps
                last edited by redrum

                @Hepps Well you can have all subs not be first strike on defense all the time by setting the property Defending Subs Sneak Attack to false.

                Also just to point this out, its fairly rare that a sub only stack is going to choose to not just submerge as they have pretty minimal defense and are almost always better off submerging and then counter-attacking. Honestly, you could give subs a flat 0 defense and remove the negative support attachment and wouldn't make much difference. I think the only edge cases here are you have just a few capital ships (BBs or carriers) with a large number of subs so that most of the subs wouldn't get their defense canceled out and you'd use them to defend those ships.

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

                HeppsH 1 Reply Last reply Reply Quote 1
                • HeppsH Offline
                  Hepps Moderators @redrum
                  last edited by

                  @redrum Oh I had not realized that the sub first strike could be set independently for defense. Guess it has been a while since I have gone through the properties list. Thanks for pointing that out.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

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

                    @Hepps Yeah, the sub properties are pretty confusing. Here is the thread I did some research and tried to outline everything we have today: https://forums.triplea-game.org/topic/355/sub-xml-properties

                    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
                    • redrumR Offline
                      redrum Admin
                      last edited by

                      v3.0.0.3 is now live. The first post is updated and here is a list of the changes:

                      • Bug fixes:
                        • Fix chinese fighters are land units instead of air units bug when disabling neutral players
                        • Fix USA start notification
                        • Allow marine production in Morrocco, Tunisia, West Africa, Nigeria, Gold Coast
                        • Allow alpine production in Nigeria
                        • Fix bug where liberating 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
                        • Fix bug where L&L UK truck not being removed from Soviet Far East
                      • Starting unit updates:
                        • Naval Fighter moved from Florida to Eastern U.S.
                        • British Sub moved from SZ 7 to SZ 10 with the main Scapa Flow fleet.
                        • British Naval Fighter moved from SZ 148 onto Java
                        • British A.A. Gun added to Sumatra
                        • British A.A. Gun added to Papua
                      • Sub/destroyer updates
                        • Update ImprovedDestroyer tech from DepthCharge 2 (+1) to 3 (+2)
                        • Update HeavyDestroyer unit from DepthCharge 3 to 4
                        • Update ImprovedStratBomber tech from DepthCharge 2 (+1) to 3 (+2)
                        • Update HeavyStratBomber unit from DepthCharge 3 to 4
                        • Update Sub unit attack from 4 to 3 (3/1/2)
                        • Update ImprovedSub tech from +1 attack (5/1/2) to +1 attack/defense (4/2/2)
                        • Update AdvancedSub unit from 6/3/2 to 6/4/2
                      • Add Toulon Exiled Allies fleet save actions for if Vichy's capital falls before North Africa Protectorate

                      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 3
                      • ubernautU Offline
                        ubernaut Moderators
                        last edited by

                        is it safe to open a 3002 saved game with 3003?

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

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

                          @ubernaut Yes but it'll not include all the v3.0.0.3 changes.

                          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 gotcha thanks

                            "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
                            • ubernautU Offline
                              ubernaut Moderators
                              last edited by

                              i updated but the select map is still showing version 3002. 😕

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

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

                                @ubernaut That would be because I forgot to update the version number to 3003 🙂 I'll do that later today.

                                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 thought that was what happened just wanted to be sure 😛

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

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

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

                                    @wirkey @Hepps AA support is included in the latest pre-release and will be in the next stable.

                                    My plan was that naval fighters have a DC@0 but gives DC+1 for maybe two (or three?) destroyers. That way they can't hunt subs on their own but increase the chances for destroyers (https://en.wikipedia.org/wiki/Hunter-killer_Group).

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

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

                                      v3.0.0.3 is now live. The first post is updated and here is a list of the changes:

                                      • Bug fixes:
                                        • Fix chinese fighters are land units instead of air units bug when disabling neutral players
                                        • Fix USA start notification
                                        • Allow marine production in Morrocco, Tunisia, West Africa, Nigeria, Gold Coast
                                        • Allow alpine production in Nigeria
                                        • Fix bug where liberating 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
                                        • Fix bug where L&L UK truck not being removed from Soviet Far East
                                      • Starting unit updates:
                                        • Naval Fighter moved from Florida to Eastern U.S.
                                        • British Sub moved from SZ 7 to SZ 10 with the main Scapa Flow fleet.
                                        • British Naval Fighter moved from SZ 148 onto Java
                                        • British A.A. Gun added to Sumatra
                                        • British A.A. Gun added to Papua
                                      • Sub/destroyer updates
                                        • Update ImprovedDestroyer tech from DepthCharge 2 (+1) to 3 (+2)
                                        • Update HeavyDestroyer unit from DepthCharge 3 to 4
                                        • Update ImprovedStratBomber tech from DepthCharge 2 (+1) to 3 (+2)
                                        • Update HeavyStratBomber unit from DepthCharge 3 to 4
                                        • Update Sub unit attack from 4 to 3 (3/1/2)
                                        • Update ImprovedSub tech from +1 attack (5/1/2) to +1 attack/defense (4/2/2)
                                        • Update AdvancedSub unit from 6/3/2 to 6/4/2
                                      • Add Toulon Exiled Allies fleet save actions for if Vichy's capital falls before North Africa Protectorate

                                      sounds good.
                                      I have an issue going on for years and I think I've addressed it several times. In my latest game (round 20 atm) it might become a huge problem. If the capital(s) of one nation is occupied and territories are liberated by allied nations, those territories revert to the original owner after one round, making it impossible to build any infrastructure. That is really bad in China and Far East Russia

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

                                        @wirkey I believe that is just the default behavior around liberating capitals on just about all maps. I haven't play many games that I've seen it happen so don't have a strong opinion either way on it. I'd have to leave it to @Hepps if that is how he intends it to work or if he would rather the territories not revert.

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

                                        HeppsH wirkeyW 2 Replies Last reply Reply Quote 0
                                        • HeppsH Offline
                                          Hepps Moderators @redrum
                                          last edited by Hepps

                                          @redrum @wirkey well it really comes down to whether the intention is to liberate or capture the territory. As far as I know there is no mechanism available to allow the user to decide which action is to be taken. Otherwise I would choose to have it behave as it does currently. Thus your strategy is to free the people you are liberating.

                                          To my knowledge if you change the behavior with "when captured by goes to" then the issue is even more magnified when you are actually trying to liberate a territory for a beleaguered nation. Such as the Caucasus becoming permanently British if they liberate them. To me that feels even more wrong.

                                          Perhaps post the save so we can see precisely what the example is.

                                          "A joyous heart sours with the burden of expectation"
                                          Hepster

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

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

                                            @wirkey I believe that is just the default behavior around liberating capitals on just about all maps. I haven't play many games that I've seen it happen so don't have a strong opinion either way on it. I'd have to leave it to @Hepps if that is how he intends it to work or if he would rather the territories not revert.

                                            No, in all maps I know it is the other way:
                                            revised for example: If moscow is occupied by Axis, any territory orignally russian being captured by UK or US from Axis becomes UK/US with the possibility to build there.
                                            It wouldn't be that big issue (other from not getting the income) if TWW wasn't so prone to logistics. Not being able to build AFs in China or Far Eastern Russia is a huge problem for Allies. Especially as China's capital is a long way from the Sea.

                                            1 Reply Last reply Reply Quote 0

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