Total World War: December 1941 3.0.0.6
-
@ubernaut said in Total World War: December 1941 3.0.0.6:
@barbarossa41 i made a self-contained one it's too big for the forum (88mb) but if you want to dm me your email i can wetrasfer it to you.
You can find it inside the game . Once you opened the map, click on
HELP menu > GAME NOTES
Also HELP > UNIT HELP is nice... -
@ubernaut said in Total World War: December 1941 3.0.0.6:
@barbarossa41 i made a self-contained one it's too big for the forum (88mb) but if you want to dm me your email i can wetrasfer it to you.
I downloaded a 18 MB version of 2.8 manual with appendix for 3.0
-
@Hepps Is it intended that the Vichy fleet can transport troops and conduct naval bombardment? Currently it can.
It becomes relevant whenever Spain is at war.
-
I finally got around to making some more videos for the TWW map. Enjoy or not, it's your choice
I’m playing the Axis - Germany, Italy and Japan.
Turn 1: https://www.youtube.com/watch?v=yK5rhU9PdPo
Turn 2: https://www.youtube.com/watch?v=h5hX9lG-JY8
Turn 3: https://www.youtube.com/watch?v=Tcmz63ii9C8
I'll continue to add additional turns as I get time.
Thanks for all your effort in creating this map @Hepps
-
@netorious Just started watching the first video.
For your information, once you "set all to" Hard (AI), you may just click on any Alliance button to set all names of that alliance to "Human" (instead of drop-down-selecting a type for each of them and double check you didn't miss anyone). Just letting you know what you did from 1:30 to 1:52 could have taken less than 1 second.
Cheers
-
@cernel Thank you for the insight. I will for sure use it going forward.
-
@netorious I don't think it coulda taken less than 1 second but good advice all the same
Nice job on the videos. I'm sure Hepps appreciates it
-
I can't find in the manual what the victory conditions are for winning the game?
We conquered Moscow and Cairo and a lot of city's. Bud do not win the game? What do the axis need to do to win?
See our game here: https://forums.triplea-game.org/topic/2460/danny-en-laurence-axis-en-allies/217?page=12
-
I can't find in the manual what the victory conditions are for winning the game?
Just checked the xml code, there does not appear to be any Victory conditions set.
-
Thank you for your reply, we are missing one important key aspect of the game. How strange, I see more Play by email games of this map, don't know how other people resolve this.
-
@danleedr01 They haven't been around in a while but you could ask @wirkey or @redrum
-
@danleedr01 this map does not have victory conditions usually someone gives up way before any capital is captured
-
While I haven't played it in awhile; I generally do it the same way I do most games: play continues until one side concedes, and generally a player concedes once their defeat is inevitable. When people reach that conclusion varies, but generally once you're several rounds in, the income needs to be close to parity, if it's not, then the side that's behind is generally doomed unless they have a much stronger board position (note that you can't just directly compare tuv values for board position, because a lot of it represents infrastructure that doesn't affect things much, you have to make an estimated adjustment that varies by map).
The concession happens long before the caps would finally be captured, it's just a recognition that you're being badly outproduced, and that though it might take 10 or 20 more turns, you will lose.
-
Krautz found another bug: the alpine infantry build restrictions have one of the US territories wrong; the code lets them be built in the hill-less Eastern US but not in Eastern Central US which does have a hill. most likely it's a typo in the alpine territority that noone noticed because noone ever bothered to build a barracks there before. It'll need to be fixed in eahc instance of the alpine territoriy build list (ie each nation has a copy of the full list of territories alpine units can be built in for its alpine unit)
to see, go to a nation's alpin einfantry with
attachTo="russianAlpineInfantry" javaClass="UnitAttachment" type="unitType">and look down a few lines for
<option name="unitPlacementOnlyAllowedIn" value="Burma:
-
Ány way for an option without railways? I know you can just ignore them but I feel they clutter up the map too much consider the amount of units and artifacts in general. More is not always better and although I love the railway system in say Civil War,, well here we already have trucks. I Like the idea of being able to bomb things in the middle of nowhere for an advantage though, so im still torn. But an option would been nice.
Are you all in general in favour of railways? Moving troops from one side of the country to the other in one turn feels a bit disruptive to me, Civil war or say Red Sun over China or what ever its called is on an other scale with land being the main tile and so railways aren't that extreme in their application.
If you all like it keep it for sure, ignore me. But if theres more out there that dont like it an optional trigger for creating them would be awesome.
-
it depends how many people request that feature; if a lot of people wanted it, maybe it'd get coded. Right now the map's primary/original owner isn't around, so making modifications and fixes is a question of wrangling one of hte people with the requisite skill to do it. As such the priority is going to be bug fixes or severe balance problems, and after that stuff that a lot of people want. I'm not sure exactly how hard it would be to code that; that also affects how likely someone is to do it.
-
It would just be like a trigger that you drag into a box like with everything else that then spawns them all around the map. I dont know how to mod this game but it wouldnt be too hard, just a pain in the ass to do.
I rarely play the map anyway so if its just me then ignore this.
Is there a github or something with older versions of the map to download perhaps? Or if you could be bothered just to upload the newest version without railways then id be really grateful, cheers.Maybe Im overthinking this anyway ,I observed a game recently and they barely had any trains. Maybe its not really worth building them anyway so that balances it out a bit?
-
Hi, I have a bunch of random questions.
-
Is this game perfectly balanced, or is a bid required?
-
Why has it been chosen to let Germany go before Russia and add the Russian winter, instead of making Russia go before Germany?
-
Can I as a beginner have a competitive game against the AI? Should the AI be the Axis or the Allies?
-
-
1 basically yes
2 not rly sure but germany has limited movement for the first turn this is all explained in the player guide
3 ai does not handle this map very well the only phase it can kind of do properly is the combat move phasethis game is more or less an evolution of global many of the same basic atactic can be used at least as a starting point
-
@victoryfirst said in Total World War: December 1941 3.0.0.6:
Hi, I have a bunch of random questions.
-
Is this game perfectly balanced, or is a bid required?
-
Why has it been chosen to let Germany go before Russia and add the Russian winter, instead of making Russia go before Germany?
-
Can I as a beginner have a competitive game against the AI? Should the AI be the Axis or the Allies?
Are you trying to learn 2.8 or 3.0 version ?
-