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    Total World War: December 1941 (BETA) 2.8.0.5

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    • wirkeyW Offline
      wirkey Moderators
      last edited by

      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.

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

        @wirkey What would be even better is if you could just do purchases and repairs at the same time in the same phase.

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

        wirkeyW 1 Reply Last reply Reply Quote 2
        • wirkeyW Offline
          wirkey Moderators @redrum
          last edited by

          @redrum agreed, but I don't think that's possible at the moment

          1 Reply Last reply Reply Quote 0
          • Z Offline
            zlefin Moderators
            last edited by

            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

            HeppsH 1 Reply Last reply Reply Quote 0
            • HeppsH Offline
              Hepps Moderators @zlefin
              last edited by Hepps

              @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.

              "A joyous heart sours with the burden of expectation"
              Hepster

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              • Z Offline
                zlefin Moderators
                last edited by zlefin

                it gets both of those shots even if only one inf is attacking, which is brutal!
                it makes it into a super-efficient attrition engine.

                HeppsH 1 Reply Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Moderators @zlefin
                  last edited by

                  @zlefin I hadn't realized that. I thought the restriction on the amphibious assault would still apply. I suppose because the bombard is originating from a single unit it is over looked.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

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                  • Z Offline
                    zlefin Moderators
                    last edited by

                    idunno, i'm just noting what I see in game, i'll run some more tests to isolate the behavior. it's possible that it's only errors in the battle calc'er that don' tshow up in the real game.

                    HeppsH 1 Reply Last reply Reply Quote 0
                    • HeppsH Offline
                      Hepps Moderators @zlefin
                      last edited by Hepps

                      @zlefin Well in truth I had included the multi-Bombard as an initial test for some future concepts.... I had pretty much already decided to reduce the BB bombard to 2x 4 and then have the damaged BB have 1 x 4.

                      Helping with HOH had really pulled me away from continued work on TWW. So I have not looked at it in quite a while.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

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                      • wirkeyW Offline
                        wirkey Moderators
                        last edited by

                        @Hepps once again I have to make a bug report:
                        after an amphibious assault (with bombard), transports that originated in the territory where the assault came from, can't be loaded in that SZ. (see attached game: Germany can't load in SZ 27)0_1522769365408_tww Krautz 3.tsvg

                        1 Reply Last reply Reply Quote 0
                        • Z Offline
                          zlefin Moderators
                          last edited by zlefin

                          I found a save which let me quickly do the test; one bb supporting a single unit definitely gets both its bombard shots. I added a couple extra cruisers to make sure it wasn't just letting any numbe rof shots go through and it was not.
                          one bb + 1 landing inf had the same bombard effect
                          as one bb + some cruisers + 1 landing inf.

                          HeppsH 1 Reply Last reply Reply Quote 0
                          • HeppsH Offline
                            Hepps Moderators @zlefin
                            last edited by

                            @zlefin Cool. Thanks for doing the extra check. I have already made the changes to the XML.

                            "A joyous heart sours with the burden of expectation"
                            Hepster

                            1 Reply Last reply Reply Quote 0
                            • Z Offline
                              zlefin Moderators
                              last edited by

                              so what is it now, 4x2? but can still get in both shots in one landing with one inf?

                              HeppsH 1 Reply Last reply Reply Quote 0
                              • HeppsH Offline
                                Hepps Moderators @zlefin
                                last edited by

                                @zlefin Yes. I am not concerned with the double bombard issue atm. Since that can be examined as a separate behavioral curiosity.

                                @wirkey So in your example are you saying the german transports were present in the SZ but were not utilized during the amphibious assault... and then during the subsequent NCM you tried to use the (unused) transports and they were unusable?

                                "A joyous heart sours with the burden of expectation"
                                Hepster

                                wirkeyW 1 Reply Last reply Reply Quote 0
                                • Z Offline
                                  zlefin Moderators
                                  last edited by

                                  ok; that should limit the exploitability. then it'd take the otherwise weak gun-laying techs to increase it enough to be a problem.

                                  1 Reply Last reply Reply Quote 0
                                  • wirkeyW Offline
                                    wirkey Moderators @Hepps
                                    last edited by

                                    @hepps Germany started with 4 transport in that SZ. Two were used in an assault on Copenhagen, one was used in assault on Leningrad and the other one was not used during CM. But I wasn'T able to load them in NCM in that SZ (loading in a different SZ was fine)

                                    HeppsH 1 Reply Last reply Reply Quote 0
                                    • HeppsH Offline
                                      Hepps Moderators @wirkey
                                      last edited by Hepps

                                      @wirkey Sounds to me like that is an unintended side effect of the changes they made to the silly CM/NCM engine enforced movement rules. Not sure though... a bug report seems warranted.

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

                                      wirkeyW 1 Reply Last reply Reply Quote 0
                                      • wirkeyW Offline
                                        wirkey Moderators @Hepps
                                        last edited by

                                        @hepps guess I will have to make a bug report some time. But at the moment I'm way too lazy.

                                        HeppsH 1 Reply Last reply Reply Quote 0
                                        • HeppsH Offline
                                          Hepps Moderators @wirkey
                                          last edited by

                                          @wirkey Such is your right. 😃

                                          "A joyous heart sours with the burden of expectation"
                                          Hepster

                                          General_ZodG 1 Reply Last reply Reply Quote 0
                                          • Z Offline
                                            zlefin Moderators
                                            last edited by

                                            are there any techs that should be changed/rebalanced? it seems like some techs don't see much use.

                                            oh, and could you set a TUV value for damaged battleships? right now I think they count as 0 tuv; which makes the battlecalc results a bit odd as simply wounding a battleship results in the full 22 tuv shift.

                                            on another note, was runnin gsome battle calcs, and some numbers seem odd: please try running 10 naval fighters (attacking) vs 5 battleship (defending), no techs involved and let me know what the battle calc says. maybe there's somethin wrong with the battlecalc in the version I'm using.

                                            1 Reply Last reply Reply Quote 0

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