Total World War: December 1941 (BETA) 2.8.0.5
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@hepps works fine if UK takes it, but not if Russia takes itself
1_1520946124558_UK.tsvg
0_1520946124558_russia.tsvg -
@wirkey Ok. I'll look into it. Thanks for the heads up.
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@hepps It appears there is an issue with "when" the liberation triggers fire. The liberation triggers are set to fire at the start of Russia's turn so if their allies liberated at least 1 of Russia's capitals then it correctly adds a factory/combat engineer. If Russia liberates itself these won't ever fire since it won't control 1 of its capitals til after the battle phase. The easiest fix would be to update so the liberation triggers fire after Russia's battle phase so they also take into account Russia liberating itself. It appears this is the case across the board for liberation triggers so for example the UK liberating itself has the same problem.
Current Russian Liberation Triggers
<attachment name="triggerAttachmentLiberationRussia10" attachTo="Russia" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentLiberationRussia:conditionAttachmentMoscowlost:conditionAttachmentUralsnotlost"/> <option name="placement" value="Urals:russianFactory"/> <option name="placement" value="Urals:russianCombatEngineer"/> <option name="when" value="before:russiaCombatMove"/> </attachment> <attachment name="triggerAttachmentLiberationRussia11" attachTo="Russia" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentDummyCondition"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentLiberationRussia"/> <option name="playerProperty" value="switch" count="false"/> <option name="when" value="after:russiaCombatMove"/> </attachment> -
@hepps you made red get interested again

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@redrum Red can do it yes he can.... if he can't find it no one can.... (shakes pom poms vigorously)
Gimme a R...... R!!!! Gimme an E.... E!!!! Gimme a D..... D!!!!
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@hepps Not sure if watching you shake pom poms would be consider a reward or punishment...
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@redrum Depends on whether I am wearing my entire cheer leader outfit or not.... but then again.... I guess it'd still be a matter of what floats your boat to decide whether its a reward or punishment.
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@hepps ROFL that is a Frightening mental IMAGE!
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@prastle Why? I shaved my legs first.
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@hepps Not sure what your cheerleader outfit entails but most male cheerleaders wear pants...
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@redrum he shaves his legs ....
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@prastle Well it was really just manscaping that went horribly wrong.
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@redrum Well this is actually the wife's outfit from Fantasy night.... so no pants... all skirt baby!!
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@hepps God SAVE the Queen! ?
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@prastle Would you prefer if I put on my sexy fireman outfit?
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Just had the idea to add a 2nd repair phase after purchase phase (especially for the beginner nations). You wouldn't have to calc your purchase, in the first phase you could only make the repairs necessary (factories...) and in the 2nd you could make use of your surplus PUs.
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@wirkey What would be even better is if you could just do purchases and repairs at the same time in the same phase.
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@redrum agreed, but I don't think that's possible at the moment
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what's the total bombard damage from battleships supposed to be?
I thoguht it was 6, but it seems to be doing mor ethan that.
I had a BB and 2 cruisers, attacked wtih 4 units; and the bombard roll (using LL) said it rolled at 6, with 1 auto hit as well, for a total of 18 pips. but I don' thave any of the techs that improve those and thought it'd be 6+3+3=12 pips.
I tested a bit and it looks like bbs are getting 2 bombard shots.i'm in 2.8.0.3 and using .9862
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@zlefin That's correct. While undamaged the BB has 2x Bombard at 6.
I will add that to the Appendix.... was an over-sight on my part. Thanks for pointing it out.
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