💥 1941 Global Command Decision - Official Thread
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Here, just in case the power goes down haha.




Here is the relief with SZ 113 added and the Texas thing corrected. Nothing too fancy, it just follows the current base for the map wrap area. I had a simple blue square dot at 3x3 px motif going that I was using as a draft, not sure if it was attention grabbing enough, or if I'm fully sold on the dotted squared off design, something more swoopy might or circular might be better, but anyhow, this is the one that I was trying to save earlier before gimp crashed lol.
I just did a little half box around the canal entrances as the simplest thing I could come up with, but it was more just to try and see how small I could make the dots and still have it read, so not sure. Or maybe it works? But like I said, in case the lights go out, or till I can come up with something cooler hehe.
I did a version in white borders and another in black borders, so you could check em out and see which line color you prefer for that...
https://www.dropbox.com/s/gcj73rryoj47s5w/41 white line relief.png?dl=0
https://www.dropbox.com/s/k6tvsj8f100g11p/41 black line relief.png?dl=0
And then here's one with just the beacons, in case you weren't feeling the dotted blue squares thing, since I did those on a separate layer.
https://www.dropbox.com/s/9jmwxv0cq0ovd2z/41 white line relief just beacons.png?dl=0
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@black_elk oztea's 41 Global setup probably closest A&A Pearl Attack for what you're saying. Basically whack the BBs and get outta there. Got a couple Subs for fodder.
Or you can go Big and bring everything. That usually doesn't work for the long haul but it is an option.
Anyway, just some food for thought


There's a smaller US Fleet off West Coast. No CVs tho
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Yeah Oztea's looks interesting. I haven't played the scenario all that much to be honest. I think I gave it a whirl in early days, but I definitely like his choice of start date hehe. To me that's got the right sort of vibe in the A&A context.
Here I'd be less confident with offering suggestions for how to set it up unit-wise, cause I'm not terribly familiar with all the unit interactions yet. Basically the more individual unit interaction there are, the harder it is for me to parse just based on like raw attack/defense power or hitpoints in the way I'm used to. You get a little of that already even in a game like v3, just from stuff like submarines I guess. Here though the units are targeting/not targeting each other in different ways, and you have more units doing the first strike thing. I've been entirely winging it thus far for the most part, like just running attacks and seeing what happens, to try and figure out how the units pair off against each other. Since I can't really parse it from the calc and my headmath doesn't work cause the naval combat mechanics here are new to me. Still something with that sort of vibe, like the smash and grab, blast and jet. I'd also probably do something similar, where the carriers are just outside of range and build that historical near miss into it hehe. I feel like if the USA loses it's carriers before they even get a move, it just discourages their Pacific play, whereas I like a scenario that pushes the Pacific game on the USA.
For Japan I like the idea that they hit big in the opener, and then reposition to home waters if going all defensive, to receive pressure from the Allies, or else to Truk if going forward to place pressure. I think Truk is a good anchor spot for Japan to lock them into a more forward position, and to give them some skin in the game vs USA and ANZAC in the central pacific. I like that they have starting production there in this one. I think the wise Japanese player would want to pull back in order to shore up their lines along the spots that can be reinforced, like where they can drop ships in the water. But I like it where the USA has an angle to move out as well, regardless. Like with that Solomon's launch you get in many games, where USA can sorta wheel it around eventually, after the initial shock of J1 wears off hehe.
Anyhow, always exciting to puzzle out a J1, since it usually has a lot of moving parts. In the A&A games there's always something going on with the British India fleet on UK1 too, though I'm not a huge fan, since it really doesn't match much in the history. I think the Brits should be kinda bouncing from the Pacific with that fleet, or just barely trying to hang on by the finger nails at Singapore, maybe pulling a Madagascar run if they're feeling saucy. Whereas in Revised and a lot of the A&A games that followed, we have them all exploding on UK1 with those ships. Or bidding subs to mess with Japan around the Dutch East Indies, trying to tip the scales on a KJF, which was a bit silly to have happen before Japan was even up to bat haha
Also, just looking at Oztea's map, I'd definitely like to get the G40 version up and running too with this big ass map hehe, cause it's looking pretty clean to me! The part I don't know how to do though, is the one where the Dog was able to like figure out where the little breaks were occurring and charting the TT connections from the 1941 base with the grabbers and whatnot. To me that's all still a complete mystery how that stuff works hehe. But I think all the labels and everything else could just port over from the current G40 files right? Anyhow, that one would be fun to get banged out too. I think the relief and base for that one are good to go since most of the floating pixels were from the subdivisions stuff, but I'm not 100% on that, there might be something on that Global 1940 base that still needs a fix. But fewer lines so it stands to reason there'd be fewer breaks. Fingers crossed lol. But that way we could play Oztea's scenario again with the new supped up digs and unit graphics and such hehe
Anyhow, let me know if there's anything else to spruce up for the 41 stuff and I'll try to dial it tomorrow.
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@black_elk Just uploaded Command Decision
Holy Bong Water Batman !!! That looks Cool AF !!!Gonna take me awhile to wrap my head around it lol. Lots going on. Probably just play Germany and AI everybody else when i get time. Just wanted to check it out

@TheDog I was getting a unit error. "early-fighter" I renamed to "Early-Fighter" which is what you had in xml and it went away. Just a heads up.
Nice Work Guys

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@beelee
Oh you Linux guys
Good catch, Im glad you're on board testing it

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@Black_Elk
In game white borders and blue dots from the chats dropbox file, not the thread dropbox file.
If you change your mind on it then post a link, its a quick fix.I spent way more time looking/thinking about the choices you gave me than putting it game.
Now back to the Pearl Harbour puzzle attack and balancing.
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@TheDog Sound good!
@beelee Right on! I'd definitely scope the Unit Help descriptions, since it's pretty different than what we're used to hehe. I'll admit I don't really know how combat works here yet, but it's kinda intriguing. Basically almost every unit has some form of AA shot or targeting vs other units, though I'm not sure how to read the battle calc for that really, so I don't know what I'm doing exactly. I think a full spread unit description in the notes would probably help.
Here just since I mentioned let's see if I can get it to paste the txt for the G units and I'll add the unit images at 100%...
Right now the unit help window in-game shows them with some fuzz and kinda pixel-y from that window, but I think it's a tripleA thing. What we could do as a stopgap is make Units section for the game notes as an image and then maybe arranged the unit graphics and specs in columns/rows by type or by pairing, instead of just a alpha-numeric listing like the unit help will display. That could be a way to tutorialize what's going down with the unit roster too.
I'd actually like to make something like that for the G40 map files as well, if we can get that map cooking. Since World War II Global 1940 isn't exactly the easiest game to play either hehe, and it would probably be pretty helpful to have all the units laid out in the game notes in some kind of matrix with the descriptions and key info. Or to do something similar for whatever mod/HR packages are popular. Not all the G40 graphics I made or borrowed from Frostion are in use here, but I'd probably just included everything I have images for at 54 px and then people can figure out how best to make of use them or add new stuff to the pile.
Anyhow here's the current Command Decision spread real quick... there's some additional units for other nations, like Russian conscripts and US bombers and whatnot, but this is the stuff that'd show in the list if pulling up the Unit Help screen on G1...
Germany Units
Unit
Name
Cost
Tool Tip
Air-Transport
6 PUs
Type: Air Att | Def | Mov: 0 | 0 | 4 Produces Resources each Turn: -1xPUs Is an Air Transport Transporting Capacity: 2 Placement Requirements: Industry-Hvy - Carry 2x Inf-Elite/Paratroopers or 1x Inf-Trained units
Anti-Air
5 PUs
Type: Land Att | Def | Mov: 0 | 0 | 2 Produces Resources each Turn: -1xPUs Targeted Attack for Combat & Move Through: 1/6 AA with 1 Attacks for Unlimited Rounds Targeted Defense for Combat & Move Through: 1/6 AA with 1 Attacks for Unlimited Rounds Transporting Cost: 5 Placement Requirements: Industry-Hvy - Good v Aircraft
Anti-Tank
4 PUs
Type: Land Att | Def | Mov: 1 | 1 | 1 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 Anti-Tank with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 2/6 Anti-Tank with 1 Attacks for Unlimited Rounds Amphibious Attack Modifier: -1 Is First Strike Can't Target: Bomber Can be Land Transported Transporting Cost: 3 Placement Requirements: Industry-Hvy - First Strike - Good v Armor & Motorized Infantry - Attack most units at 1/6, & another (Defence 2/6 v Armor or Attack 1/6 v Armor)
Armor-Hvy
11 PUs
Type: Land Att | Def | Mov: 4 | 4 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 ArmorShock Power to 1 Allied Inf-Conscript, Inf-Elite, Inf-Motorized and Inf-Trained Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Is a Land Transport Transporting Cost: 5 Placement Requirements: Industry-Hvy - Researched Heavy Tanks - Can carry 1 Inf-Conscript or 1 Inf-Trained
Armor-Lgt
6 PUs
Type: Land Att | Def | Mov: 2 | 1 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 ArmorShock Power to 1 Allied Inf-Conscript, Inf-Elite, Inf-Motorized and Inf-Trained Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Transporting Cost: 2 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Includes Armoured Cars & Light Tanks
Armor-Med
8 PUs
Type: Land Att | Def | Mov: 3 | 2 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 ArmorShock Power to 1 Allied Inf-Conscript, Inf-Elite, Inf-Motorized and Inf-Trained Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Is a Land Transport Transporting Cost: 3 Placement Requirements: Industry-Hvy or Industry-Med - Medium Tranks - Can carry 1 Inf-Conscript or 1 Inf-Trained
Artillery-Hvy
8 PUs
Type: Land Att | Def | Mov: 3 | 3 | 1 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Hvy-Barrage Power to 1 Allied Armor-Hvy, Armor-Lgt, Armor-Med, HQ- Army, Inf-Conscript, Inf-Elite, Inf-Motorized and Inf-Trained Amphibious Attack Modifier: -1 Is First Strike Can't Target: Bomber Transporting Cost: 5 Placement Requirements: Industry-Hvy - First Strike - See supportable units above.
Artillery-Med
6 PUs
Type: Land Att | Def | Mov: 2 | 2 | 1 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Barrage Power to 1 Allied Armor-Hvy, Armor-Lgt, Armor-Med, HQ-Army, Inf-Conscript, Inf-Elite, Inf-Motorized and Inf-Trained Amphibious Attack Modifier: -1 Can't Target: Bomber Can be Land Transported Transporting Cost: 3 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - See supportable units above.
Battleship
18 PUs
Type: Sea Att | Def | Mov: 4 | 4 | 2 HP: 2 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 2/6 AA with 2 Attacks for 1 Rounds Targeted Defense for Combat: 2/6 AA with 2 Attacks for 1 Rounds Is First Strike Can't Target Some Units Blockade Loss: 1 Placement Requirements: Industry-Hvy - First Strike
Bomber-Lgt
7 PUs
Type: Air Att | Def | Mov: 1 | 1 | 4 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 2/6 Land+Surface with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 2/6 Land+Surface with 1 Attacks for Unlimited Rounds Can Perform Raids: 0-1 Damage Can't Target: HQ-Submarine and Submarine Carrier Cost: 1 Placement Requirements: Industry-Hvy - Tactical 2 engined bomber. Single engined Dive Bomber - Attack most units at 1/6, & another Attack 2/6 v Ground/Sea Surface units
Bunker
5 PUs
Type: Land Att | Def | Mov: 0 | 3 | 0 HP: 2 Can be Placed Without Factory Can be Damaged by Raids, 2 Max Operational Damage, 2 Max Total Damage, Dies if Max Damage Reached, Can't Target Some Units Must be Placed in Territory with Value of at Least: 1
Carrier
14 PUs
Type: Sea Att | Def | Mov: 0 | 1 | 2 HP: 2 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 AA with 2 Attacks for 1 Rounds Targeted Defense for Combat: 1/6 AA with 2 Attacks for 1 Rounds Can't Target Some Units Carrier Capacity: 2 Placement Requirements: Industry-Hvy - Carry 2 Aircraft
Cruiser
8 PUs
Type: Sea Att | Def | Mov: 2 | 2 | 3 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 AA with 1 Attacks for 1 Rounds Targeted Defense for Combat: 1/6 AA with 1 Attacks for 1 Rounds Can't Target Some Units Blockade Loss: 1 Placement Requirements: Industry-Hvy -
Destroyer
5 PUs
Type: Sea Att | Def | Mov: 1 | 1 | 3 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 AA with 1 Attacks for 1 Rounds Targeted Defense for Combat: 1/6 AA with 1 Attacks for 1 Rounds Can't Target Some Units Is Anti-Stealth Blockade Loss: 1 Placement Requirements: Industry-Hvy or Industry-Med - Anti-Sub
Fighter
10 PUs
Type: Air Att | Def | Mov: 1 | 1 | 4 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 2/6 Dog Fight with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 2/6 Dog Fight with 1 Attacks for Unlimited Rounds Can't Target Some Units Carrier Cost: 1 Placement Requirements: Industry-Hvy - Mid war+ fighter - Attack most units at 1/6, & another Attack 2/6 v Air units
Fighter-Early
10 PUs
Type: Air Att | Def | Mov: 1 | 1 | 3 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 Dog Fight with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 1/6 Dog Fight with 1 Attacks for Unlimited Rounds Can't Target Some Units Carrier Cost: 1 Placement Requirements: Industry-Hvy or Industry-Med - Early war fighter - Attack most units at 1/6, & another Attack 1/6 v Air units
Fighter-Jet
12 PUs
Type: Air Att | Def | Mov: 1 | 1 | 4 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 3/6 Dog Fight with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 3/6 Dog Fight with 1 Attacks for Unlimited Rounds Can't Target Some Units Placement Requirements: Industry-Hvy - Researched Fighter jets - Attack most units at 1/6, & another Attack 3/6 v Air units
Flag
1 PUs- Shows national owner

HQ-Air
16 PUs
Type: Air Att | Def | Mov: 0 | 1 | 6 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Command-Air Power to 5 Allied Air-Transport, Bomber, Bomber-Lgt, Fighter, Fighter-Early, Fighter-Jet, HQ-Air, Kamikaze-Plane, Nuclear-Bomber, P51-Mustang, V1- Rocket and V2-Rocket Can Perform Raids: 1-6 Damage Carrier Cost: 1 Max Built Allowed: 1 Placement Requirements: Industry-Hvy - Highly co-ordinated Air Command HQ - The big 6 nations can only have 1
HQ-Army
8 PUs
Type: Land Att | Def | Mov: 0 | 1 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Command-Army Power to 5 Allied Air-Transport, Anti-Air, Anti-Tank, Armor-Hvy, Armor-Lgt, Armor-Med, Artillery-Hvy, Artillery-Med, Bomber, Bomber-Lgt, Fighter, Fighter-Early, Fighter-Jet, HQ-Air, HQ-Army, Inf-Conscript, Inf-Elite, Inf-Motorized, Inf- Trained, Kamikaze-Plane, Nuclear-Bomber, P51-Mustang, V1-Rocket and V2-Rocket Amphibious Attack Modifier: -1 Can Blitz Transporting Cost: 3 Max Built Allowed: 3 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Highly co-ordinated Army & Air Command HQ - The big 6 nations can only have 3
HQ-Submarine
8 PUs
Type: Sea Att | Def | Mov: 0 | 1 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Command-Submarine Power to 5 Allied Battleship, Carrier, Carrier- Fleet, Cruiser, Destroyer, HQ-Fleet, HQ-Submarine, Submarine, Submarine-Adv and Transport Can Evade Is First Strike Can Move Through Enemies Can Be Moved Through By Enemies Can't Target Some Units Can't Be Targeted By Some Units Max Built Allowed: 2 Placement Requirements: Industry-Hvy - Highly co-ordinated Submarine Command HQ - Germany can only have 2
Industry-Hvy
30 PUs
Type: Land Att | Def | Mov: 0 | 0 | 0 Can Produce Units: 4 Produces Resources each Turn: 7xPUs Targeted Attack for Raids: 2/6 AA-Industry with 2 Attacks for 1 Rounds Targeted Defense for Raids: 2/6 AA-Industry with 2 Attacks for 1 Rounds Can be Captured Can be Placed Without Factory Can be Damaged by Raids, 3 Max Operational Damage, 7 Max Total Damage, Dies if Max Damage Reached, Allows Scrambling Can Modify Unit Movement Must be Placed in Territory with Value of at Least: 7 - Heavy Industrial Complex can produce 4 units per turn - has own Anti-Air defence - Rail links to move units 3 territories - Can produce most national units
Industry-Lgt
15 PUs
Type: Land Att | Def | Mov: 0 | 0 | 0 Can Produce Units: 2 Produces Resources each Turn: 3xPUs Targeted Attack for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Targeted Defense for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Can be Captured Can be Placed Without Factory Can be Damaged by Raids, 2 Max Operational Damage, 3 Max Total Damage, Dies if Max Damage Reached, Allows Scrambling Can Modify Unit Movement Must be Placed in Territory with Value of at Least: 3 - Light Industrial Complex can produce 2 units per turn - has own Anti-Air defence - Rail links to move units 3 territories - Can produce Inf-Conscript, Inf-Trained, Inf-Motorized, Armor-Lgt, Artillery-Med, Bunker
Industry-Med
23 PUs
Type: Land Att | Def | Mov: 0 | 0 | 0 Can Produce Units: 3 Produces Resources each Turn: 5xPUs Targeted Attack for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Targeted Defense for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Can be Captured Can be Placed Without Factory Can be Damaged by Raids, 2 Max Operational Damage, 5 Max Total Damage, Dies if Max Damage Reached, Allows Scrambling Can Modify Unit Movement Must be Placed in Territory with Value of at Least: 5 - Medium Industrial Complex can produce 3 units per turn - has own Anti-Air defence - Rail links to move units 3 territories - Can produce Destroyer, Transport, Fighter-Early - Can produce Inf-Conscript, Inf-Trained, Inf-Motorized, Armor-Lgt, Artillery-Med, Bunker
Inf-Elite
5 PUs
Type: Land Att | Def | Mov: 2 | 2 | 1 Produces Resources each Turn: -1xPUs Can't Target: Bomber Can be Land Transported Can be Air Transported Transporting Cost: 1 Max Built Allowed: 9 Placement Requirements: Industry-Hvy - Marines, Paratroopers & Special Forces - Transport can carry 5, Air-Transport can carry 2 - Most big 6 nations can only have 9
Inf-Motorized
6 PUs
Type: Land Att | Def | Mov: 2 | 2 | 2 Produces Resources each Turn: -1xPUs Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Transporting Cost: 3 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Trucks & half-track mobile infantry
Inf-Trained
4 PUs
Type: Land Att | Def | Mov: 1 | 2 | 1 Produces Resources each Turn: -1xPUs Amphibious Attack Modifier: -1 Can't Target Some Units Can be Land Transported Transporting Cost: 2 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Trained Regulars - Transport can carry 2, Air-Transport can carry 1
Oil-Field
99 PUs- Produces Oil (1xPU), the AI will target this territory - The Oil-Field, with a yellow star are a Victory Centre

Submarine
8 PUs
Type: Sea Att | Def | Mov: 2 | 2 | 2 Produces Resources each Turn: -1xPUs Can Evade Is First Strike Can Move Through Enemies Can Be Moved Through By Enemies Can't Target Some Units Can't Be Targeted By Some Units Blockade Loss: 2 Placement Requirements: Industry-Hvy -
Submarine-Adv
9 PUs
Type: Sea Att | Def | Mov: 3 | 2 | 2 Produces Resources each Turn: -1xPUs Can Evade Is First Strike Can Move Through Enemies Can Be Moved Through By Enemies Can't Target Some Units Can't Be Targeted By Some Units Blockade Loss: 2 Placement Requirements: Industry-Hvy - Researched improved attack submarine
Transport
10 PUs
Type: Sea Att | Def | Mov: 0 | 1 | 2 Produces Resources each Turn: -1xPUs Can't Target Some Units Is Anti-Stealth Is a Sea Transport Transporting Capacity: 5 Placement Requirements: Industry-Hvy or Industry-Med - Transport 1-2 units or 5 Inf-Elite/Marine units - Anti-Sub as the Transport convoy unit includes Corvettes & Frigates
V1-Rocket
3 PUs
Type: Air Att | Def | Mov: 1 | 0 | 2 Produces Resources each Turn: -1xPUs Can Perform Raids: 1-2 Damage Is First Strike Can't Target: Kamikaze-Plane, V1-Rocket and V2-Rocket Suicide on Attack Unit Suicide on Defense Unit Is Kamikaze: Can use all Movement to Attack Target Placement Requirements: Industry-Hvy - Researched Doodle bug, suicide rocket unit
V2-Rocket
5 PUs
Type: Air Att | Def | Mov: 1 | 0 | 3 Produces Resources each Turn: -1xPUs Can Perform Raids: 2-3 Damage Is First Strike Can't Target: Kamikaze-Plane, V1-Rocket and V2-Rocket Suicide on Attack Unit Suicide on Defense Unit Is Kamikaze: Can use all Movement to Attack Target Placement Requirements: Industry-Hvy - Researched V2 suicide rocket unit -
@black_elk Just let me know when the serie of HQ-units is definite and I can fix them for you... remind me then when needed;
my small contribution to another nice groupwork here at tripleA..... -
@ebbe Right on!
There are a few more faces in this one as well... Even if they don't all get used for the HQ thing here, there might be other other applications for such images in a G40 expansion package or the like. It has some other random stuff in there as well with generic labelling, though it's missing a couple images made more recently like the oil rig one or the 3 stack factory and such.
https://www.dropbox.com/s/pqkn53r1vzjj467/units.7z?dl=0
My Wifi's been on the fritz all day, or I'd update the unit zip to include those too, but I'm just working from my phone today haha.
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@ebbe
If you didnt know Black Elk is producing a toolbox of units for map modders to use hopefully in a new style for TripleA, so Im just using what I want.Command Decision uses a fraction of his Commanders, so wait till the next release as I have removed some Commanders, eg, China does not get a HQ-Army unit for example.
Or do the lot if you wish?
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@Black_Elk
Been coding the German sub spawning, based on your comments.Now if the allies destroy or occupy one of the Heavy Industries territories that border a coast, it reduces the chance of subs in the Atlantic.
So successful strategic or in one TT case tactical bombing will have a direct impact on subs spawning.
.
The detail
The 4 German Heavy Industries that border a coast have a 1:8 chance of spawning a sub in 1:6 SZ, these are 091 A, 104, 108, 117, 118, 123, on an average turn 3 subs will spawn from 4 Heavy Industries territories..
Options- The Sea zones could be changed
- The probabilities could be changed
- The reliefTiles could have a marker (sub periscope or a sinking ship, on a edge/corner or similar) or maybe as a Decoration, so I can place it, as we change our minds? 54px high-ish ?
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Latest version ready for download from 1st page post
Major changes
- Improved reliefMap showing canals with beacons and dotted SZ borders - hopefully now more obvious
- Bunkers now 2 Defence, was 3, still cost the same 5pu
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West- SZ113 split into SZ113 A & B
- German subs code, improved logic on spawning and slightly more of them per turn. Spawn from round 2+
- USSR relocation of Heavy Industry over the Urals automated
- USSR-Neutral changed to Open-Border - stops them from invading neutrals - this forces the AI to focus on the German invasion otherwise it gets side tracked attacking Mongolia.
East
- Japan major repositioning and reinforcements, includes Formosa Invasion force and strike force maybe for Pearl Harbour?
- USA minor repositioning and reinforcements for homeland defence
Testing
For faster testing in the east- Untick all nations except Japan, USA, Pacific-Allies
- Set Japan & USA to Fast AI or Hard AI
- Set Pacific-Allies to Human, you can either play them or just enter through their phases to see what Japan/USA are doing.
Obviously you can also do something similar for testing the West.
.
Disclaimer I hardly play A&A,
so my 1st turn testing is very poor, please suggest improvements, so I can get it right :white_heavy_check_mark:
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Link to 1st post that has the download link
https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread -
@thedog I have a couple important questions about 1941 Global Command Decision map - is it going to be available to download for Triple A eventually? Did you make ANY other maps that Triple A has for download??
Thanks -.-
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There's this one...
https://forums.triplea-game.org/topic/3146/the-shogun-official-thread?_=1673668144106
@thedog
Here's a J4 from the last update...I think Germany and Japan did ok but we had our weak link in Rome lol.
A few things I noticed while playing. UK was able to transit fighters through neutral TTs (at this point in the save they have a bunch in Spain, earlier they clipped the Italian transports with an attack out of Switz). Oh and also the Brits were able to land a dude up in the USSR arctic as well. At some point a Russian fleet entered Marmara Sz.
I pushed North to Leningrad and seemed to going alright with G, but our Africa campaign was an unmitigated disaster hehe. I tried to press immediately Cairo to see if I could force the Brits out, but they were just too deep. Then the US fleet passed through Gibraltar and we realized too late that we were already undone lol. Was going to roll the Italian downfall for a round or two, then try my hand as Allies hehe.
ps. by some miracle the Americans decided to back away. I thought Rome was smoked for sure, but looks like the Italians got a reprieve... Germans finally managed to break the Russian army that was pinning them down in the south, and we're nearly at the gates of Moscow, so Axis might yet pull something out. Looks like the Americans were prepping to land in France rather than Italy, so I boosted the garrison there, but we'll have to see what shakes down, since they're clearly shifty heheh. Here it is in Round 5
Follow up G6...
The British managed to sneak one in against Japan, smoking our carrier and trapping our armies in Borneo. USA kicked off the Normandy landing. It feels like Russia and China may be about to buckle, but not quite sure.
Catch ya on the next up
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@TheDog DL'd the new one. What a Monstrosity this is :grinning_face_with_smiling_eyes: Good Job. That's a ton of work !
Sadly my small cranium is unable to process it all.
Lol AI just started attacking ha ha ha Better pause it

Anyway, i've always struggled with the Larger maps. TWW and Iron War. Oil and Snow, although I think that just needs some more detailed Notes.
The upkeep just blows my mind apart, so i basically ignore it and just go for it lol. The spawning Subs is cool. Reminds me of how I did Vichy Ships in oztea's 1939. Although that only happens once.
And the AA shot Designated Targets are cool too. Have used them before too and I like them but it is too bad they auto Kill and can't shoot back. It'd be nice to have the option. Not saying anything specifically here but just as a triplea thing.
You might consider introducing things as Phases/Levels via Map Options so as to not have it to overwhelming at first. Probably mess with Balance, but that's and ongoing process anyway

I know there are some who play the larger maps. wirkey and redrum both played TWW a lot. It will appeal to some new people as well. I know when i first found triplea, I checked out almost all the maps lol Of course about 4 times as many maps now

So Nice Work and I'll still mess around with it a bit, but unfortunately, I won't be much help as a tester, as I'm pretty much an Intermediate A&A player at best.
Keep Kickin Ass and
Rock On Brother
Oh yea I had trouble reading the Game Notes also. It seems kinda blurry to me. And you can't boost the font size for notes, just the map, as it's hardwired into the xml.
I boosted to 22 and that made it easier to read. of course I'm an Old F too so ...

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@TheDog just remembered something else. Short term memory loss is only a myth. Yea right lol
Ok, so even though it's Mega Map, there still is some overflow on E Front. Hepps offered to show me how to change the directions for that years ago, but i stupidly didn't take him up on it.
It's done by Territory. So, could go west with Germans on E Front and east on W Front. SZs probably Big enough it doesn't matter but go West with the Brits and Yanks off W Europe.
If you know how to do it that is
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@Captain-Crunch
Yes Command Decision will be available for download when the changes slow down, Beelee caught a Linux one, missing images, that were wrongly named.When ready for TripleA download it will be stable with better balance, maybe in a couple of months.
Also available for download are;
Arena of Death
https://forums.triplea-game.org/topic/3264/arena-of-death-official-threadMiddle Earth (in the map Download list) a rebalance map by me called;
Lord of the Rings: War of the Ring (in the Select Map Games list)
https://forums.triplea-game.org/topic/2919/lord-of-the-rings-war-of-the-ring-official-threadAs already mentioned by Black_Elk
The Shogun but only for 2.6
The Shogun Advanced but only for 2.6 -
@beelee
upkeep just blows my mind
Yes don't even try to calculate your ending/spending pu
PUs =
Land + SZ + Industry (3,5,7 for Hvy) + Oil Fields + conquered TT from last/previous turns - All units on the map, except Bunker/Garrisons, they cost 0pu to upkeep/maintain.
You might consider introducing things as Phases/Levels via Map Options
How do I do that?For now, to ease you into the game, untick all nations except Japan & China, fight the mainland war, try not to use the Formosia Inf-Elite/Marines

I'm pretty much an Intermediate A&A player at best.
I too am an Intermediate TripleA player, I dont analyze game moves in too much detail..
Game Notes are a png, but the source is here as a docx
C:\Users\%USERNAME%\triplea\downloadedMaps\1941_global_command_decision\map\doc\images\Orginals
For Windows users
so you will have to work it out..
Overflow
Yes lots of overflow in eastern europe, the map is too small
I hated doing it but the unit icons are at .875 and not 1, otherwise it would have been even worse.
Actually the TripleA map tools are at their limit on my screen 1920x1080, I will need a 4K screen to make a bigger map.
Yes I can make it flow left & right, did it for the The Shogun.
Reducing overflow is a boring phase 2 task, for The Shogun I did a spreadsheet that wrote out gridded cells for the place.txt file, but this only works for regular shaped TT & SZ.
.
Keep giving feedback, it all helps make the game better :thumbs_up: -
Here's my second match on G2...
I was going to switch for Allies but wanted to try Axis again first. I whiffed at Pearl but did a lot better vs the Soviets hehe.
I think to hold the line Italy has to try to take Gibraltar somehow this turn. So that's what I was going to attempt.
ps. G3 of the same...
I was just barely able to pull off the Gibraltar attack with Italy. I find it hard to tell how many units I'll need in order to take a TT that has bunkers on it. Like I figure I need more than double the hitpoints which is 4 right? But it always feels like murder hehe. Anyway, the attack stalemated, but then we got lucky on defense. It seemed to me like the only viable play, cause USA entering the med, once it happened I don't know how I'd dislodge them hehe. Not sure if they will be able to hold it. You can see quite a few Allied fighters flying around in the neutral TTs, I fear the rock may not hold out for long lol.
With Japan I just ignored Philippines entirely. I think without production it's not quite a credible threat to Japan, but it's also prickly and pretty well defended, and I didn't want to waste any hitpoints on it, so instead I sailed past Philippines and did a pincer move against the Chinese instead. By transporting a bunch of units to Burma while the main IJA stack headed to Wuhan I figured I could break Chunking on J4. Trying to squeeze them from both sides basically. Not sure if it'll work, but that's the idea.
Anyway, here on the non com phase, I'm not able to land any aircraft at Gibraltar, or pass through the straight with my uboats, even though it appears to be controlled by Italy. The stalemate thing makes it hard to tell, because if control of the TT is contested I'm not sure how to tell who owns it or from when. I figured with the Italian flag displaying and no opposing units in the tile, that Axis held the strait, but the uboats appear to be locked out. On the other side of the Med the Soviets have been shamelessly violating Turkish neutrality by sending their fleet first to Marmara and then into the Eastern Med to join the Brits off Suez heheh. So something might be up with that one
Regarding the Philippines, I can see two ways to make the target more attractive, first would be to add US starting production there, because then leaving it alone would be more dangerous for Japan (USA might stack up and reinforce the tiles) Or to have exposed aircraft that might otherwise fly off to prop up a key enemy defensive position if not destroyed immediately. Basically Japan wanting to kill what it can before that stuff has a chance to build up or move away and escape. But if the cost to clear the spot is high in fallen Japanese soldiers, and the TT value is comparatively low (vs the replacement cost of the dead units) and if the spot isn't posing an immediate threat, then it seemed just better to bypass. The China moves I made I'm not so sure about, because attacking China doesn't weaken the Allied team in the same way that chipping away at UK or USA would (since China can't project into other theaters, beating them up doesn't help G) but China is also pretty rich, and the only faction that can immediately cause Japan headaches by just charging towards them at the coast. So I figure to mop Chunking first, then quickly wheel into India, while the second wave of transports takes out the Dutch territory that's unoccupied. Bunkers are a major consideration here, since they up the attrition quite a bit. The attrition rate for the attacker feels pretty high in general but bunkers make it more pronounced. Same situation sans bunkers I might think Philippines is the more attractive haul there, but with x2 bunkers it seemed too high risk when other stuff was also a priority. Esp since I can do deal with Philippines next round and not much is likely to have changed in the interim. So that's the Japan plan I think.
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@black_elk
If you did not realize your Inf-Elite are special, they are Paratroopers/Marines/Special Forces all rolled into one unit.- attack at 2, even when attacking ship to shore, other infantry are at -1
- Their transport cost is only 1, so 5 to a ship, 2 to an air transport
- You can only have 9 of them.
So for Japan keep them for transport borne attacks

Post coming about neutrals, but it will take awhile.
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