Navigation

    TripleA Logo

    TripleA Forum

    • Register
    • Login
    • Search
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags

    Total World War: December 1941 3.0.0.6

    Maps & Mods
    35
    661
    855775
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Hepps
      Hepps Moderators @prastle last edited by

      @prastle In light of some of my glaring errors... I shall condone the further use of your blasphemous interpretation of English till further notice. 😃

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

        @Hepps i know the feeling. 😉

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

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

          @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.

          So I like this idea since destroyers no longer block sub movement. I did some testing and it appears to work properly when setting isAAforFlyOverOnly=true on destroyers. The only limitation is that fly over AA uses the attackAA as the strength so would have to be equal to the combat defense AA of the unit.

          Given that we could do something like make destroyer depthcharge have a base strength of 2 for attack/defense/flyover and 3 with improved destroyers and heavy destroyers would have say 4.

          wirkey B 2 Replies Last reply Reply Quote 1
          • wirkey
            wirkey Moderators @redrum last edited by

            @redrum I think I'd prefer higher values. Starting with 1 or 2 just doesn't make any difference if you have the single DD blocking imo. To be some kind of deterrence it has to have a higher value.

            1 Reply Last reply Reply Quote 0
            • B
              beelee @redrum last edited by

              yea been using the DD shoots at the sub when the sub passes through or enters the DDs SZ. I also have it shooting at the sub before combat, so had to lower attack from 1 in 6 to 1 in 10 since it'll shoot twice now if the sub attacks the DD. Once moving in and once before combat.

              Not what I wanted but was only way I could get it to work in NCM too.

              Anyway, just letting you know that it works.

              C 1 Reply Last reply Reply Quote 1
              • C
                Cernel Moderators @beelee last edited by

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

                yea been using the DD shoots at the sub when the sub passes through or enters the DDs SZ. I also have it shooting at the sub before combat, so had to lower attack from 1 in 6 to 1 in 10 since it'll shoot twice now if the sub attacks the DD. Once moving in and once before combat.

                Not what I wanted but was only way I could get it to work in NCM too.

                Anyway, just letting you know that it works.

                If the fact that you get shot during Combat Movement in the final destination and moreover in Combat Resolution, as well, is true, that should rather be considered a bug. This should never happen, in any rulesets, and I believe it doesn't happen for regular AA guns, so it should not happen in some other applications.
                I suggest you open a bug report, with the savegame.

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

                  three related questions:

                  1. When was it changed, that if you conquer a (neutral) capital that you get all the money?
                  2. when was it changed, that once the neutrals are at war, they don't loose all the money
                  3. what are we supposed to do with the neutrals while they are not at war? I find it very unrealistic if the just kept building their army. But doing nothing doesn't seem right, either.
                  redrum 1 Reply Last reply Reply Quote 0
                  • redrum
                    redrum Admin @wirkey last edited by

                    @wirkey Not sure I can answer any of those given I pretty much never play with politics on and most players don't. But here are my thoughts:

                    #1/2. I honestly have no idea if that used to be how it worked so I'll have to defer to @Hepps. Might we worth testing 2.7 or 2.8 to see if the behavior there is the same or if something has changed (I'm not aware that anything has). My expectation is however it works now is how it worked in 2.7.7.2.

                    #3. I think their turns should just be skipped and that they shouldn't build any units. Otherwise they end up with an absolutely massive stack that makes ever attacking them completely insane. That way it may eventually be worth players attacking them to open up the map a bit more towards late game. But again, I don't think neutrals were ever balanced that well or fully flushed out so that its better to just play with politics off.

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

                      found a bug tried strat bombing Vladivostok got a result of 0 damage and the following error:

                      Mar 12, 2019 9:43:46 AM games.strategy.engine.framework.GameRunner lambda$start$0
                      SEVERE: null
                      java.lang.NullPointerException
                      at javax.swing.ImageIcon.<init>(ImageIcon.java:240)
                      at games.strategy.triplea.image.DiceImageFactory.getDieIcon(DiceImageFactory.java:168)
                      at games.strategy.triplea.ui.DicePanel.create(DicePanel.java:70)
                      at games.strategy.triplea.ui.DicePanel.setDiceRollForBombing(DicePanel.java:36)
                      at games.strategy.triplea.ui.BattleDisplay.bombingResults(BattleDisplay.java:165)
                      at games.strategy.triplea.ui.BattlePanel.lambda$bombingResults$17(BattlePanel.java:408)
                      at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
                      at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:758)
                      at java.awt.EventQueue.access$500(EventQueue.java:97)
                      at java.awt.EventQueue$3.run(EventQueue.java:709)
                      at java.awt.EventQueue$3.run(EventQueue.java:703)
                      at java.security.AccessController.doPrivileged(Native Method)
                      at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:74)
                      at java.awt.EventQueue.dispatchEvent(EventQueue.java:728)
                      at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:205)
                      at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
                      at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
                      at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
                      at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
                      at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)autosaveAfterBattle.tsvg

                      ubernaut 1 Reply Last reply Reply Quote 2
                      • ubernaut
                        ubernaut Moderators @ubernaut last edited by

                        tried editing this reply to make the save file easier to spot but my edit got flagged as spam by akismet 😕

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

                          @ubernaut Its a known error and has already been fixed in the latest pre-release with this PR: https://github.com/triplea-game/triplea/pull/4140. Thanks for reporting it though.

                          The error is caused by the engine not properly finding and displaying the die image icon for '0' (miss for bombing). It doesn't cause any game problems so you can just close the error and ignore it. It'll be fixed in the next TripleA stable release.

                          ron-murhammer created this issue in triplea-game/triplea

                          closed Add intercept airbase logic & fix dice image when rolling 0 #4140

                          1 Reply Last reply Reply Quote 1
                          • ubernaut
                            ubernaut Moderators last edited by

                            oh gotcha i get it thanks 🙂

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

                              am i missing something here or is scrambling/intercept not working correctly for strat bombing?

                              Screen Shot 2019-03-12 at 3.54.12 PM.png

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

                                @ubernaut You can't scramble to intercept SBR. You can only scramble into regular battles. Only the planes already in the territory being bombed can intercept any bombers.

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

                                  @redrum ah thanks! 🙂

                                  1 Reply Last reply Reply Quote 0
                                  • G
                                    Gully last edited by

                                    Hi, I'm back. Cool to see that you are still advancing TWW.

                                    I'm looking for an opponent for By-Forum or By-Email. Who wants to play me? I'm discussing my moves with a friend, so feel free to form a team as well if you want. We both have more Real-Life atm than usual, so the game will be slow. Two moves per week or something like that.

                                    For settings, I prefer with Low-Luck, with Research, without Tech-Sharing, rest is up to you.

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

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

                                      @wirkey Not sure I can answer any of those given I pretty much never play with politics on and most players don't. But here are my thoughts:

                                      #1/2. I honestly have no idea if that used to be how it worked so I'll have to defer to @Hepps. Might we worth testing 2.7 or 2.8 to see if the behavior there is the same or if something has changed (I'm not aware that anything has). My expectation is however it works now is how it worked in 2.7.7.2.

                                      #3. I think their turns should just be skipped and that they shouldn't build any units. Otherwise they end up with an absolutely massive stack that makes ever attacking them completely insane. That way it may eventually be worth players attacking them to open up the map a bit more towards late game. But again, I don't think neutrals were ever balanced that well or fully flushed out so that its better to just play with politics off.

                                      1. actually I'm not sure if it was that way at all, that you get neutrals money.
                                      2. pretty sure neutrals didn't keep their money. All they had the round war was declared on them, was what they had collected the round before. I think this is what it should be.
                                      3. unless players agree to go a different way: Neutrals collect their income but loose it, if they aren't at war at the beginning of their turn. But they get an inf placed in the capital every 2nd round (or 2 inf in 3 rounds or whatever...)
                                      ubernaut 1 Reply Last reply Reply Quote 0
                                      • ubernaut
                                        ubernaut Moderators @wirkey last edited by

                                        @wirkey maybe i'm missing something, been dabbling with TWW all my game so far i've had politics on and have not seen what you are talking about in 2.7, 2.8 or 3.0. Neutrals are not accumulating PU's or infantry. Have yet to capture or lose a capital yet so cannot speak that in particular.

                                        1 Reply Last reply Reply Quote 0
                                        • redrum
                                          redrum Admin @Gully last edited by

                                          @Gully Count me in. We should be releasing v3.0.0.3 soon so if you don't mind waiting a few days, I'd say let's do that then start one up. You'll probably want to review all the changes if you haven't already.

                                          G 2 Replies Last reply Reply Quote 1
                                          • G
                                            Gully @redrum last edited by

                                            @redrum wirkey was faster. You are the final boss again.

                                            Hm, the sub changes. First look and I think it helps the Allies in the Atlantic (British air superiority, also cant combine Kriegsmarine and subs anymore). And in the Pacific, you have to decide whether you want a fleet that controls large areas or one that can poke and do small trades efficiently. Pacific overall will be more interesting I think.

                                            redrum 1 Reply Last reply Reply Quote 0
                                            • 1
                                            • 2
                                            • 6
                                            • 7
                                            • 8
                                            • 9
                                            • 10
                                            • 33
                                            • 34
                                            • 8 / 34
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums