Total World War: December 1941 3.0.0.6
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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 ‘remember’ 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. What’s 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 I’m 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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i noticed when attacking leningrad with an alpine paratroop in this game:
https://forums.triplea-game.org/post/23089
that the paratroop was being penalized and only getting 1 for attack just curious if that is expected or a bug.
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@ubernaut That is correct. Alpine paratroops get a -2 attack as they aren't meant to be as 'specialized' as regular paratroopers.
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@redrum thanks again!

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for the Alpine-paratrooper thing I noticed something weird. Probably not intended, but I can't think of an easy way to circumvent it within the engine.
Let's say Japan attacks North-China with a normal ground army, including a few Alpines. They have Spec-Warfare2, but the Alpines are not air-dropped. Let's say they also airdrop a paratrooper into that Battle - their total firepower goes down. Paratrooper adds some, but one of the Alpines gets negative support from the Airtransport in the battle, and that's in total more loss than gain. (but you gain the paratrooper's hitpoint).
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@Gully thanks that does seem odd.
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@Gully Yeah, that's an unfortunate side effect of how air transport support is implemented. Once you have SWF2, the air transport will provide its positive support to any paratrooper in the battle and its negative support to any alpine in the battle regardless of if they were the units that it transported. This is currently an engine limitation as there isn't any way to specify to only give support/bonus for air transported units.
Personally, I don't think air transporting alpines should have been added in given this limitation but @Hepps I think added that in one of the last versions of 2.8.
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is it normal that algeria should not be able to produce once it has changed ownership from Vichy to germany? i swear someone was also talking about this recently, i only ask bc the vichy cant produce there either.
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