Total World War: December 1941 3.0.0.6
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@Ondis Well, I don't think there is much else I can say if you disagree that subs during ww2 were generally not as useful to protect surface ships as they were as lone hunters or in wolf packs. I'd encourage you to read this article which discusses how submarines were mostly utilized: https://en.wikipedia.org/wiki/Battle_of_the_Atlantic
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Of course they were more effective, but that is on the attack, not on the defense, so two different subject matters entirely. You've not limited their attack capacity in conjunction with other ships but their defense.
On the issue itself I'd suggest keeping the removed AA defense that they had before vs Destroyers but letting them defend at least at 1 and 2 respectively, regardless of situation, or 1-3 if you prefer that. Maybe even 2-3.
Still like the direction as I said, but without fog of war of some sorts ambushes are just too unlikely and they will find themselves hunted into oblivion in the high seas as it is now, not being able to be rescued by the main surface fleet in any effective manner due to their inability to contribute significantly to any fight.
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Did I miss something and there is this new feature that the EA don't get to produce anything? Doesn't seem right..tww ladder wirkey vs chewbaluba.tsvg
EV 1.9.0.0.11612
MV 3.0 -
@wirkey Not sure quite what you mean, could you describe the issue a bit more? Also you should probably upgrade TripleA to the latest stable version 1.9.0.0.13066.
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@redrum EA doesn't have any production phase
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@chewbaluba @redrum @Hepps yeah, EA don't have any money in rnd1, but still can't produce in later rounds with PUs
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Im not sure about the issue overall but the subtraction is probably due to the occupation/protectorate status of certain provinces, no?
They should still be getting a few PUs, but just a few. For a couple of provinces in Africa and the one in the UK.
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@wirkey Ah I see. There is a bug in 3.0 causing the Exiled Allies PUs to be set to 0 at the start of the UK turn. And then since they have no money, it skips their turn. If you edit back in their PUs after the start of the UK turn then it should work fine. I'll look to put a fix in for 3.0.0.1.
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@wirkey @chewbaluba This is fixed and will be in the next TWW release.
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@redrum When will the next release be available? I jist started a game and now I have to wait, until release is ready - right? Or can I do a manual repair by myself?
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@LovePlayingAAA Probably this week. You can use edit mode to get around some of the issues but there isn't anyway to fix existing save games when the new release comes out.
Here is what will be included in the next release so far:
v3.0.0.1 (in-progress)
- Fix some missed HeavyDestroyers by removing isDestroyer
- Fix StrategicBombers and HeavyStrategicBombers by removing defensive AA (not used and simplifies tooltips)
- Add trigger for converting any vichy and exiled allied units to major in sz42, sz48, sz61, sz62, sz64
- Fix technology tab
- Fix unit icons
- Fix Vichy and Exiled Allies Occupations and Protectorates income deductions that were firing twice
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Thanks for the feedback!
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3.0.0.1 is now live. Please update and provide any feedback here.
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@redrum Thank you sir.
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@Hepps is it intended that the Vichy ships, that were being saved from scuttling can't move?
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@wirkey They can't move that turn but should be able to move the following turn similar to how inf gained by conquering certain territories work.
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Appears there is a bug with North African territories turning back to Vichy owned after the Protectorate falling. Here is a save game showing that it being captured by UK2 and then turning back to Vichy owned in Italy2: test.tsvg
And here's a save right before it happens that you can see it turn back to Vichy after Italy's tech phase: test2.tsvg
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The bug is fixed now and will be part of v3.0.0.2 release.
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