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    Domination 1914 No Man's Land - Official Thread

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    • redrumR Offline
      redrum Admin
      last edited by

      BUG: Gases can sink ships once deployed transports and they don't disappear after battle.

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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      • K Offline
        KurtGodel7 Moderators @Schulz
        last edited by

        @Schulz said in Domination 1914 No Man's Land - Official Thread:

        What are your experiences of the game with the latest updates? Some people found Centrals a bit favour.

        I think without any rule game is now alot more balanced than it used to be. But making Mexico guarantee for Germany isn't good. It makes games just predictable. Taking as USA is also huge pain. I think USA infantries should be replaced with cavalries again. I've seen some complains in the lobby too about this issue.

        I agree that the Mexico factory is both predictable and a pain in America's neck. But, neither of those things are necessarily bad. If the Mexican factory is a significant component of German strategy, perhaps it's best not to leave it up to random chance. It's also historical, because the U.S. and Mexico fought a war against each other during the early portion of WWI.

        As for game balance: with the new map, the majority of games I've played have been Entente wins. That doesn't mean the map favors Entente, but it's a point worth considering. Personally I feel we need more data before further balance changes are made.

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        • Z Offline
          zlefin Moderators
          last edited by

          Feels weird to have a key strategic component be a move that would be non-obvious to people picking up the game without knowing existing plays (e.g. offline).

          K 1 Reply Last reply Reply Quote 2
          • K Offline
            KurtGodel7 Moderators @zlefin
            last edited by

            @zlefin said in Domination 1914 No Man's Land - Official Thread:

            Feels weird to have a key strategic component be a move that would be non-obvious to people picking up the game without knowing existing plays (e.g. offline).

            You think it's bad now? 🙂 Consider the way things were before Redrum began making his changes.

            1. There was the opportunity for Germany to take Mexico City on its third turn, with the non-obvious method being discussed.

            2. Britain could block the above by doing the following. On its first turn Britain could use its Caribbean transport to ship an infantry to Florida. Also on its first turn, it could use another transport to ship a field gun and a Colonial from Canada to Florida. On its second turn, it uses the Caribbean transport to ship the field gun and Colonial from Florida to Guadalahara, thus (with reasonable dice) killing the Germans before they can get to Mexico City.

            3. Germany could block the British move in 2, either by sinking the British transport in the Caribbean, or else by sinking all four British transports off the coast of Canada.

            4. If Germany did the stuff in 3), the Entente had some other tricks up their sleeve. I'm a little hazy on the details, but I remember a factory in San Francisco on U.S. 1, along with a need for zeppelins or gass or something on U.S. 2.

            At least this way you only have to learn one thing (that Germany can capture Mexico City with soldiers from the Pacific), instead of having to learn all that! 😮

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            • SchulzS Offline
              Schulz
              last edited by Schulz

              I think we should have kept the original version separately (beside tech arrangements) because now a lot of strategic options have been destroyed. Like taking risk at fully hit to sz 16, trying to capture Mexico City, As UK trying to sink German navy etc are now disappearad...

              Playing with Germany was harder but also more enjoyable. In now its simply impossible to sink German navy. Mexico is guarantee so also SZ16.

              Another point is the original game has never been extensively tested yet. I mean of course playing without any rule. Sure playing with Centrals require a lot more skill but it has no effect over the balance.

              The new version is also a lot more beginner friendly too. I remember well I though Centrals were incredibly weak in the original one when I had realised that they were not weak as much as I though, because I was unaware of some CP tricks like strafe of Galicia, making deadzone with fighters, Ottoman fighter stack in Sinai, buying 5 gas+1blimp for Bavaria in r1 etc... I miss some aspects of the oginial game. I believe there were reasons that why gas cost was 3 with working women in the original one.

              I have the original game too maybe Roger Cooper would want to save it too.

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              • SchulzS Offline
                Schulz
                last edited by

                I want to share a round 4 load that with the original set up and PUs values.

                I am so puzzle how almost its guarantee to lock France in Paris and not letting Russia stacking Belarus at the same time while also protecting German navy in low luck. I have never aware of that it could be possible nor I have ever seen this kind of situation in the lobby.

                The first three rounds decides totally everything. If Germany doesn't strafe to Galicia, Austria rushs Serbia instead of Russia, Germany doesn't keep Champagne then Centrals starts immiadetaly losing in the original scenario.

                What a great map been playing since 2014 still learning some new stuffs.

                deneme.tsvg

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @Schulz
                  last edited by

                  @Schulz The reason that CPs are doing that well in the save is because G1 was very lucky and Entente didn't play that well and made lots of mistakes. It was possible for CPs to do well before the changes but it depended on them either being lucky in the early rounds, Entente making mistakes, or both.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                  • C Offline
                    Cernel Moderators @redrum
                    last edited by

                    @redrum Not a player of this, but isn't it a tad too off to turn merchant marine into something substantially different? Unless I'm missing something, I don't understand why it is still called merchant marine, as now it is about boosting warships.

                    Thinking about it off the cuff, a solution may be keeping it at movement 4 for transports, but only for new transports produced since you have the tech active.

                    Generally this is the ways such techs should work, really. Like, it never made sense that discovering Jet Power would magically turn all your fighters into jets. I can understand if it is a real boardgame, and you wish to keep costs down, but not really here.

                    redrumR 1 Reply Last reply Reply Quote 1
                    • SchulzS Offline
                      Schulz
                      last edited by

                      This tech could increase capacity of transports.

                      C 1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin @Cernel
                        last edited by

                        @Cernel Yeah, the tech name no longer makes sense. Its was just a quick fix to make it so it wasn't so OP anymore. Given all other techs take into effect for all existing units that wouldn't fit well with the map.

                        @Schulz Yeah increased capacity or unlocking a new Improved Transport unit with more capacity could work.

                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                        C 1 Reply Last reply Reply Quote 2
                        • C Offline
                          Cernel Moderators @redrum
                          last edited by

                          @redrum Well, it would be the same thing as getting the tank, except that you would also remove the old transport, since, then, it would be obsolete. Tho you could, instead, getting access to a faster transport that is a bit more costly, the old one remaining available.

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                          • T Offline
                            TheKhan
                            last edited by

                            hi all

                            Redrum thank you for making all the work it is fantastic and have given the map a good boost.

                            Merchant Marine the name might be good idea to change into maybe fast combat group or something.

                            for now i belive it is good to wait with more upgrades or changes intill we played the map some more.

                            i am normal central player an for me it have become easyer to get good opening in the east and if 100% focus on that front ill say almost imposible for Russia to hold central back unless they get lucky in teck. not that russia is easy taken out but they shurely get less importent front fast.

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                            • T Offline
                              TheKhan
                              last edited by

                              I don´t belive in transport capacity for cruisers it will be to much and fast strength for entende.

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                              • C Offline
                                Cernel Moderators @Schulz
                                last edited by

                                @Schulz said in Domination 1914 No Man's Land - Official Thread:

                                This tech could increase capacity of transports.

                                In that case, I'd rather keep it simple, and just lower the cost of transports. That should probably be a ww2 tech, thinking about it, to represent the Liberty ships.

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                                • Z Offline
                                  zlefin Moderators
                                  last edited by

                                  If Germany doesn't dive for Mexico City; then the US gets to take it, and get a free IC, for a very low cost. while it's not a great position for an IC, it's still somewhat useable.

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                                  • E Offline
                                    epinikion Moderators
                                    last edited by

                                    hey, i just realized that hard ai produces arms with italy without any tech or even tech token. also ai moves into sz 8 (that might be legal in new version ...did not test it so far).

                                    greets, epi

                                    i added the file. ai nml 60.tsvg

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                                    • SchulzS Offline
                                      Schulz
                                      last edited by

                                      SZ 8 had enabled with the updates and its legal. There are some more things about that I would like to learn from anyone who in charge of AI development.

                                      1. Why didn't the Italian zeppelins bomb Austrian factories even though there was no Austrian aaGun?

                                      2. Who does AI UK have fighter obsession?

                                      3. Why does AI UK buys heavy gun in Bombay. Is AI unable to perceive transporting cost?

                                      4. Why does AI Russia buy so much zeppelin? Does it think it is good tactic buying mass of them and threatening multiple enemy nations at the same time? Does AI perceive their high cost and low attack power?

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                                      • SchulzS Offline
                                        Schulz
                                        last edited by

                                        British Columbia is not connected to sz 153

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                                        • Z Offline
                                          zlefin Moderators
                                          last edited by

                                          I still don't have a strong sense of the balance for the current version, other than it seems decent enough, because my strategies keep changing/evolving as I find new things. Here's some of my current thoughts/notes:

                                          1. the US can with high probability prevent german mexico city from happening, which means the US can start investing in their plan pretty fast. It also means the US gets that IC as an extra; US can put quite a solid force to fight the communists due to supply lines to there, or they could just start blimp spamming. I often wonder if the US should just always go almost pure blimp spam.

                                          2. Belarus is overpowered. The particular province that is; it exerts a ridiculously strong amount of control over the area, and controlling it is a huge advantage for whoever does so. In particular, it's very hard to walk past it either on the south or north, and it's not just a single width block like that, it's double width (i.e. in order to walk past you have to go through two provincse before you're past it). Controlling the entire north-south width from a single province is strong.
                                            There are some other provinces which are also very very strong, but it's less apparent because they're less often on the contested zone. Generally things to look for in measuring that are number of adjacent provinces, and how circuitous it is to walk around.

                                          3. I haven't found gas to be a problem; but it could be because I haven't had enough games that run really long. The thing about gas is that it has multiple techs that improve it, so there's a mighty big difference between what it can do at the start, and what it can do once you've got those techs. There certainly do tend to be multinational issues on this map (i.e. where multinational forces defend far strong than they can attack), and gas is something that can mitigate that effect, but it also allows for very rapid theater shifting.

                                          4. I've found neutral farming to be pretty weak; in my experience there's only a small number of places worth farming, and even then it's often sketchy. When areas are tightly contested (as a result of good balance), every troop matters, and having troops go off to a side to grab the income can mean a real difference in those areas, enough of one to enable making an area tradeable where it otherwise wouldn't be, which can be as big an income shift as the farming would be.

                                          K 1 Reply Last reply Reply Quote 0
                                          • SchulzS Offline
                                            Schulz
                                            last edited by

                                            Why? Why it is so hard to see the urgency of taking Morocco-Madeira as fast as possible with USA and rapidly reinforcing N.Italy from newly builded Morocco-Madeira factories? There is a really good reason why isn't Morocco showed as part of France though t was in WW1. It is almost game over for Entente if they lost both Piedmont-Marseille and it is one of the most vulverable Entente spot whereas there is absoltely no urgency taking Mexico city. USA should avoid heavy investments against both Mexico city and Commies. Anything that cause delaying USA participating into war in Europe is plain bad.

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