💥 1941 Global Command Decision - Official Thread
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@cernel
Thanks I will try that tomorrow. I have been using 2.5 -
Curious, I scanned Shikoku in the base just now and didn't see anything there, but I did notice a rogue pair of pixels on Awaji next door. It wasn't a floater or a line break, just extra pixels hanging jutting out on either side black border. Not sure if that might be the issue, or if the update to pre-release thing works? I updated the base just now to scrub the Awaji borders
https://www.dropbox.com/s/xnvwl23sf092dia/Domination_1941_baseline.png?dl=0
Anyhow, ace work thus far! Hope the holidays and end of year festivities are finding ya well!
Catch you in a few -
@black_elk
Thanks, as expected it made no difference.Use the latest pre-release.
Well that was a surprise it works
& 
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@All
However with latest TripleA-2.6+14246 now I get this error;

My triplea.log file with a txt extension
triplea.log.txtIn the log it mentions
329975 08:39:44.852 [Thread-12] ERROR o.t.game.client.HeadedGameRunner - nullIs this related to a networked/lobby game?
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@thedog a little off topic but since you're on the latest prerelease, does the objectives tab disappear after you open History ?
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@beelee
1941 Global Command Decision does not have Objectives, by design, as the AI does not understand them.However tested The Shogun, and yes they do disappear after you open History.
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@thedog Thanks for checking. I made a git issue when i noticed it. Just thought I'd see if others had it and wasn't Map specific.
Hopefully the Guys jump back in after the Hollidays

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I am working on stacking limitations, but it is getting in the way of game play, that is, when the Germans pile into Russia, the player has to faff about with adding and removing units, to maximise their attack values, so slowing the game.
The detail, 3xTT worth of units(40+ units) attack one Russian TT, the German has to remove certain units and add others in and leave some behind.
Currently I'm thinking let the ground units over stack, but limit Air units and Destroyers and Submarines?
What are peoples thoughts?
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Sounds intriguing. I'll admit to being pretty unfamiliar with the capping dynamic as I really haven't played many maps which work that way, like with a hard limit beyond the purchasing phase. I gather the idea is just to reduce the size of the forces in play overall? I'd guess a stack limit would basically force attrition over time, or to prompt players to spread forces across multiple tiles, whereas typical A&A gameplay favors the consolidated massive stacks in just a few spots. I feel like AA50s approach to China was like that (though restricted to just a couple unit types owing to the nature of that faction in AA50), but I just mean that limit on placement at 3 inf per tile. I wasn't a huge fan, cause it made it so easy for Japan to steamroll them lol.
I think production values and unit costs or first strike/aagun type mechanics can be used to mitigate some of that stuff, but clearly not all of it. Even with artillery, and maintenance or build limits on certain unit types, the fundamentals still kinda lean towards deep stackfast probably, just by the nature of the beast lol. I know it's a perennial concern for big maps with big stacks, though I suppose I don't mind so much if everything else is humming. It's hard for me to visualize, but I can see what you mean if it adds a lot of tedium with the click click or makes it so that it's hard to parse what sort of forces that the opponent can muster for a given fight.
Not sure what approach is best. Guess it kinda depends how the limitation is framed for the conceptual buy-in. Like with Aircraft you could probably rationalize it based on airfields allowing for a certain capacity per tile, sort of like a fixed aircraft carrier but which can accommodate more air units than a carrier does. Doing it like that it'd be more of a soft build cap I guess, like where the ceiling could be raised if the player purchases more infrastructure maybe? Like using the bases as the limit there, but allowing them to be improved over time for the associated unit types. I think as long as it doesn't devolve to a slogfest with the player incentivized to overproduce ground hitpoints, but where they don't have a way to make breakthroughs without enough heavy hitters to crack the fodder walls hehe. Of the standard boards, the familiar prob from Classic boards or like v6 without artillery, where the play-pace is super slow.
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@black_elk
My concerns are player super stacks of Bombers and Subs and the AI over producing Destroyers, so those are the ones I have gone for.I have picked an arbitrary round 10 as the limit for Bombers, as 1000 Bomber raid = 10 Bomber units, yes I know its impossible to link to real world numbers, but you need a start point.
You can limit say Bombers and their Fighter escort and then limit the total number of air units in a TT.
Here is the current Air only code to help you visualise it.
<option name="movementLimit" value="allied:$All-Fighters$" count="10"/> <option name="attackingLimit" value="allied:$All-Fighters$" count="10"/> <option name="movementLimit" value="allied:Bomber-Lgt" count="10"/> <option name="attackingLimit" value="allied:Bomber-Lgt" count="10"/> <option name="movementLimit" value="allied:Bomber" count="10"/> <option name="attackingLimit" value="allied:Bomber" count="10"/> <option name="movementLimit" value="allied:$All-Air$" count="20"/> <option name="attackingLimit" value="allied:$All-Air$" count="20"/> <option name="placementLimit" value="allied:$All-Air$" count="20"/> -
Well one nice thing with "The Elk Mega Map"is there's plenty of room for superstacks

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"I feel like AA50s approach to China was like that"
All nations including China obey the same rules, but different have a different unit list, the xml calls them Frontiers. Also each unit on the map costing 1pu for maintenance helps reduce the over stacking.
The unit cap could be temporary we will have to see what the play testers think.
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Deleted.
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@thedog
Here is the latest Game Notes below.The main differences with the last one is (see red)
- An attempt at reducing stacking of certain units
- Themed reinforcements
- Win conditions comprising Capitals, Oil Fields & Canals. (getting close to a beta release)
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This map has lots of non standard ww2 units.
The most important units are the combat commands, your decision where they are used can turn a battle in your favour as they add +1 attack to five units. Britain, Italy, Japan & USA have;
HQ-Army x3
HQ-Fleet x2
HQ-Air x1
However Germany has lots of HQ-Army and replaces HQ-Fleet for HQ-Submarine. USSR only has HQ-Army x3.Transport has isDestroyer so is capable of defending against submarines
Destroyer is 1/1/3, moves faster than a submarine
Cruiser is 2/2/3, is hopefully viable as a unit compared to Destroyer
Most Ships have an extra AA attackFighters base stat is 1/1/3 or 1/1/4 against all units but has an AA attack - use them for Air Superiority not ground attack.
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Super Stacks
Currently to reduce super stacks and help the AI, it makes use of limiting unit Stacks. The following are limited to 10 units per territory per unit type;- Destroyers
- Submarines(includes Submarine, Submarine-Adv)
- Transport
- All Fighter(includes Fighter-Early, Fighter, Fighter-Jet, P51-Mustang)
- Bomber-Lgt (1 & 2 engined tactical support)
- Bomber (4 engined strategic bomber only used by Britain & USA)
There is also another Stacking layer of 20 units per territory per type for;
- All Air (a maximum of 20 air units)
- All Sea (a maximum of 20 sea units)
Search the XML for "Go Stacks"
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AI help & Victory Conditions
Use of "Capital" code to guide the AI.
The map has 20 Capital territories, these include;
7 Nation Capitals
11 Major Oil Fields
2 Canals - Panama and Suez Canals
The German attack in Russia does focus on Southern Russia, the Japanese attacks on Sumatra and Java do sometimes get distracted by mainland China. -
It is currently in Beta and needs testing, please note
- Use 2.5 as 2.6 crashes with "An unexpected error occurred!"
- Use Fast AI for faster gameplay or Hard AI for more considered game play
- Territory connections - need checking
- Territory terrain forests etc - need checking
- Balance - needs play testing
- Territory names & PU to be removed in the final version and are displayed for testing
See post 1 for download link and more details
https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-threadYour comments would be most welcome.
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Download 1st version.
It is currently in Beta and needs testing, please note
- Use 2.5 as 2.6 crashes with "An unexpected error occurred!"
- Use Fast AI for faster gameplay or Hard AI for more considered game play
- Territory connections - need checking
- Territory terrain forests etc - need checking
- Balance - needs play testing
- Territory names & PU to be removed in the final version and are displayed for testing
See post 1 for download link and more details
https://forums.triplea-game.org/topic/3326/1941-global-command-decisionYour comments would be most welcome.
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Looking good! I launched it in 2.6 and threw off the error cause I got excited and didn't read lol. I'll redownload the stable to have a better look when I get a chance, but caught the quick glance. It's always fun to see a map come to life hehe
Nice work dude!
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Are you playing just one player and everything else AI or all allied or axis players against AI ?
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@beelee
Testing has been all players as Fast AI or me as a single nation v Fast AI. -
@thedog right arm
I'll try and give it a go in a week or so. Looks like a lot of cool stuff to explore 
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