Total World War: December 1941 3.0.0.6
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@RoiEX yeah let me try the previous version i think it was 3002 pretty sure that was working fine and oddly enough the games saved previously in that version were still working fine with this version of tww installed, the problem only started after i tried to start a new 3004 game. which was a pbf game i suppose that's the only other variable, at first that's what i thought was borked.
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@ubernaut
Here you go: https://file.io/zA2YkH
This link will expire in 14 days, I hope it works, haven't actually tested it
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@RoiEX so that was actually the same.
i tried reinstalling triplea and also removing the entire triplea folder and redownloading tww. nothing seems to be working. -
i think allied neutrals can enter Russian territories unrestricted currently.
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@ubernaut That's probably true. Not sure that the rules are even really clear on how Allied neutrals and Russia/China land restrictions should work.
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Hi all. This map looks intriguing. It's clearly had a lot of great development but I see one recent post opining that the balance is currently strongly pro-Allies. Is that the case? Should I therefore avoid the map till the next tweak?
Also, I see in the manual that I should set the Neutrals to EasyAI - is that still the case in v3? For some reason, the Neutrals revert to Human each time I reload - is that a bug?
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A small request: pls can the players/resources summaries show Axis and Allied totals?
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The manual says AT has 3 Def and that can be improved +1 twice with Tech. It appears however to be listed as 1 Def on the unit purchase screen and in the Calculator tool. Please advise?
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@mattbarnes No, the map is pretty balanced in v3.0.0.4 and IMO if either side has a slight edge its Axis.
Its best to either disable the neutrals if you aren't playing with politics or set them as Does Nothing AI. Most people play with politics off.
Players/resources summaries would need to be enhanced in the engine because the way the map works is that each Major+Minors are a 'team' so the summary is per team not for the entire Axis or Allies side. This is a good feature request though.
This was changed in v3. You'll need to read the appendices at the end for some of the updates.
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@redrum Thanks for the replies. I will follow your guidance and adopt DoesNothingAI but my question was really why the save game forgets/overwrites the AI selections each time? Other triplea games (incl earlier TWW I think) will โrememberโ which nations are AI controlled I believe.
Thanks for the pointer on anti-tank. Looks like a change for v2.8, shown in the manual appendix. Whatโs not clear to me though is how the relevant Tech interacts. Germany (with bonus techs ON) should start with +1 Def for improved AT and Iโm not seeing it.
Also, is the manual indicating that AT guns also serve as AA guns? The comment next to AT in the v2.8 appendix is that AA fires in every round.
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@mattbarnes It should remember what players are set in the save game. If you aren't seeing that then its a bug. Can you upload a save that you set AI and that is reverting back to human players?
And yes, Improved AntiTank increases AT gun defense from 1 to 2. The AA reference is just how targeted attacks (like only against air, only against vehicles, etc) is referred to but they only target vehicles not air

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@redrum i started a game with colin and couldn't quite figure how to start it and inadvertently unchecked the use button for the neutrals now it wont let me reactivate them in the UI is there any way to fix that?
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@ubernaut No. You would have to start a new game as far as I know.
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@Hepps thanks

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@redrum Here's a save game. I had set all the neutrals to DoesNothingAI, saved, exited, then reloaded. The neutrals were back to Human. What am I (or the game) doing wrong please? Thanks, Matt M&M1a.tsvg
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Is it fair to say that the Techs in fact are granted in arrears? As far as I can tell, the German "initial Tech" of improved AT only kicks-in at the end of their first turn, is that correct? And any "rolled-for" Tech is "won"early in the sequence but only takes effect at the end of the turn. Is that right? I suppose anyone playing the game twice will cotton on to such things but I am finding it quite unpredictable and confusing in my first game: the manual is not at all clear on such aspects.
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@mattbarnes i dont think that's different from any other triplea variant you always roll tech first in turn order and activate tech last.
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i noticed that on page 6 & 7 it indicates that mobilized artillery only supports mech inf and tanks but on page 5 it says that it supports inf as well, which is correct?
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@ubernaut Page 5 is incorrect as Mobile Art don't support regular inf. Page 6 & 7 are correct and provide more detail.
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@redrum thanks for the clarification.

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