Total World War: December 1941 3.0.0.6
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@zlefin It appears the ASW marine bonuses aren't triggered until right before USA's next combat move. So you should see the change during USA's round 9 combat move. Why it doesn't trigger til then I'm not sure.
@Hepps Any idea why the ASW unit buffs don't happen til the following turn rather than at the end of that player's turn?
<attachment name="triggerAttachmentamericanASW5" attachTo="Usa" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachmentamericanAdvancedSpecialWarfare"/> <option name="territoryEffects" value="Coast"/> <option name="territoryEffectProperty" value="combatDefenseEffect" count="1:americanMarine"/> <option name="when" value="before:usaCombatMove"/> <option name="uses" value="1"/> </attachment> <attachment name="triggerAttachmentamericanASW6" attachTo="Usa" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="trigger" value="conditionAttachmentamericanAdvancedSpecialWarfare"/> <option name="territoryEffects" value="Island"/> <option name="territoryEffectProperty" value="combatDefenseEffect" count="3:americanMarine"/> <option name="when" value="before:usaCombatMove"/> <option name="uses" value="1"/> </attachment>
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@redrum Nope. Should be consistent with all other Techs. I will chastize @Rolf-Larsson next time I talk to him.
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Hey guys. We’re still loving this map.
One question: when fighting against a human we will usually let the comp choose casualties in battles. But we’re finding it often removes AA and AT guns sooner than we’d expect. Does the comp ignore ‘targeted defence’ power when selecting casualties?
And some possible small bugs: it sometimes says “there is no AA gun in zone xx” after a plane flew over. I think it just means the gun missed its toll but the text is confusing. I’ve also had confusing messages when a plane tries to strat bomb and (presumably) has missed its roll.
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@mattbarnes Responses:
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Correct, the casualty selection doesn't consider targeted attack/defense. I would like to add better support for this.
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I haven't noticed that. If you have an example please post it.
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@redrum Hey, no problem, it’s such a great game that there’s bound to be little imperfections. That said, including a little warning in the game notes or within the program would be handy to wake players to this issue. When you play, do you manually override the casualty selection? If so, how do you judge whether a defender would (say) prefer to lose a unit with 1/12 targeted plus 1/12 defence versus another unit with 3/12 defence? Has anyone done the stats?
I’ll try to find an example of the other thing in due course.
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Separate question: a 3-move truck can in theory move one object to the next territory and then go back and collect a second, effectively hauling twice its capacity. Is that regarded as reasonable (trucks can certainly do multiple journeys in real life) or is it seen as an exploit?
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@mattbarnes Most override the automatic selection. When playing over PBEM/PBF, most players will just ask for an Order Of Losses (OOL) if it isn't obvious what the defender would like to choose. Different players have different preferences as sometimes you want to keep those AA guns to try to kill an extra plane for keeping an infantry that has more overall strength.
Trucks can land transport multiple units in the same turn. That is completely legal.
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Trucks can land transport multiple units in the same turn. That is completely legal.
Can you please add a line in pos2 to make this officially supported this way? This is how the engine works at the moment, and I surely like this behaviour (as it makes for more advanced and realistic logistic possibilities), but, based on the rules, it might be argued that a land transport should be able to transport only 1 unit per turn (so, at any point, someone might, then, enforce such a limit, potentially damaging games relying on the current behaviour).
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@Cernel To be clear, it doesn't actually matter for the basic games (the two v3), as the land transport doesn't have the movement needed to transport more than 1 unit, anyways. So here I'm talking purely for custom maps, though the matter can be argued upon by extrapolating the wording out of the Anniversary rulebook.
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curious what the current thinking in terms of bid for this map is.
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having trouble understanding the mixed fleet sub defense penalty, it doesn't seem to effect the sneak attack roll or any other ship.
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@ubernaut If subs are paired with surface ships then the subs have 0 defense (they received negative support).
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@redrum not seeing that in this battle
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@ubernaut Hmm there is definitely a bug as the subs are showing they should be at 0 along the top but are rolling for 2s. I wonder if its because you have improved subs or if this happens without the tech as well.
Thanks for reporting this if you find any more info around it let me know as I'll have to take a closer look.
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@redrum i swear ive seen the same thing happening with standard subs but ill keep my eyes out
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should neutrals be able to amphibious assault?
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@ubernaut Not sure but my assumption is because they don't have techs that they can't.
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@redrum engine allows it, at least with brazil