Total World War: December 1941 3.0.0.6
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@Hendriks1 Aaand I answered that myself by testing as well, as the UK train from India DOES turn to USSR possession in Eastern Iran
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@Hendriks1 I knew you'd figure it out.
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Hey, is it just me or does the engine sometimes allow an AA gun to move to an adjacent space (without a transport) despite its nil movement stat?
I’ve certainly experienced this but I haven’t yet inferred a definitive pattern as to when it is occasionally permitted, given it mostly isn’t. More often that not it occurs when the unit travels along a rail line (but typically not into hills/mountains), although this doesn’t seem to be strictly necessary or sufficient.
I wondered if there is logic at play that behaves a little like the rule that requires planes to have a feasible landing position? The AA gun is permitted a move sometimes if a truck or plane in the vicinity might have been able to assist (even if it is not in fact used)?
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That's a player-enforced rule. You are not allowed to move an AAgun without Truck/Train/Transportship.
Background is, they are allowed to enter Transportships if a Dock is present. To have the engine allow these "enter a ship"-moves, they are given one point of movement, and that has the side-effect that you can move them along land. But you are still not allowed to move them.
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slight correction: Mechs can also move AAguns...
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@mattbarnes What @Gully says is correct... you will also find Materials will behave in the same way. The only allowable move for either unit (AA Gun or Materials) is to move them onto a Sea Transport... any other move without a truck, Mech Inf or Air Transport is illegal as a player enforced rule.
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minor visual bug: When Germany researches Logistics 2, all german airfields will display a green "+" to indicate it. But those in Finland, DanubeAxis and Vichy do not have the indicator. In the game engine, they are still germanAirfield, so I guess they can still scramble 3 planes.
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@Gully I think it eventually updates those. But the tech indicators in general don't always update immediately. Its some sort of engine issue.
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maybe your color depth or resolution? I actually get my comps icons looking different depending on my resolution ... just my thought
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@Captain-Crunch i think it has something to do with the minor powers it only happens to them but it doesn't happen to all of them it's sorta random.
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Hi. I’ve played this map a lot and only just noticed a Haunebu appearing during the German automatic actions between turns, then disappearing. Wikipedia identifies it as a UFO. Is it just there for fun or any other reason?
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@mattbarnes Just for shits and giggles!=) Hitler is going to the dark side of the moon.
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@Hepps Looks like there is a bug with Japan capital liberation unless I'm missing something. If Japan liberates its own capital the switch to allow the free engineer/factory is set to false before it grants the units (trigger 4 fires setting it to true after capital is lost, trigger 10 fires setting it to false after next combat move when japan trying to recapture it, trigger 9 never fires since its false):
<attachment name="triggerAttachmentLiberationJapan4" attachTo="Usa" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentTokyolost"/> <option name="when" value="after:usaBattle"/> <option name="players" value="Japan"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentLiberationJapan"/> <option name="playerProperty" value="switch" count="true"/> </attachment> <attachment name="triggerAttachmentLiberationJapan9" attachTo="Japan" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentLiberationJapan:conditionAttachmentTokyonotlost"/> <option name="placement" value="Tokyo:japaneseFactory"/> <option name="placement" value="Tokyo:japaneseCombatEngineer"/> <option name="when" value="before:japanCombatMove"/> </attachment> <attachment name="triggerAttachmentLiberationJapan10" attachTo="Japan" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentDummyCondition"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentLiberationJapan"/> <option name="playerProperty" value="switch" count="false"/> <option name="when" value="after:japanCombatMove"/> </attachment> -
@redrum Did you just seriously ask me a trigger question? :zany_face:
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@Hepps Well wanted to confirm that Japan should receive the factory/engineer and then I was "teaching" you why it isn't working

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@Hepps note he is "teaching" again
this means he has returned from his hiatus? -
Is it supposed to be allowed to move naval fighters their whole range to a battle where you are sending a carrier? It could lead to them not having a place to land if the attacker retreats, which makes me think it might be one of those things the engine allows that you're supposed to enforce yourself
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@colin no you are allowed to assume no losses for the purposes of combat movement.

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@colin I would need to see an example of what you are asking as there are examples where the engine will allow you to move naval fighters where it should be considered illegal. Some of the validations the engine does for landing aircraft are not in keeping with the rules.
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@Hepps If TWW fully follows any basic rule regarding limitations related to being able to land for movement of air units then this
Is it supposed to be allowed to move naval fighters their whole range to a battle where you are sending a carrier? It could lead to them not having a place to land if the attacker retreats, which makes me think it might be one of those things the engine allows that you're supposed to enforce yourself
is always allowed, during Combat Move, as long as you will be able to land each of the fighters, as well as every other air unit of the turn power, that is launched (which, from v2 LHTR onwards, means all air units of the turn power), assuming you will win all the battles you make not losing any units.
Then, during Conduct Combat, you can freely take casualties and make retreat choices whether or not this will cause one or more of the launched air units to be unable to land.
Substantially, you are an humanitarian during Combat Move, but turn into a cynic as soon as Conduct Combat starts.
In the example, moving fighters of their full movement into a battle in a zone and sending into the same zone the carriers needed to land them, then retreating from the zone, during Conduct Combat, thus assuring the fighters will be unable to land anywhere, is a legal move.
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