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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

      @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

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      • 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

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          • 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.

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                • 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.

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                          • redrumR Offline
                            redrum Admin
                            last edited by

                            I think the restriction is per bombard unit not per bombard shot. Though not sure anyone has ever tried multi-shot bombard before. Might just need to adjust the logic if its generally more intuitive for bombard shot per amphib unit.

                            @wirkey I'll try to take a look at your save game later today.

                            @zlefin Can you post your battle calc result so I can take a look and then compare it when I get a chance?

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

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                            • General_ZodG Offline
                              General_Zod Moderators @Hepps
                              last edited by General_Zod

                              @hepps

                              The ratio of 1:1, landing unit:bombarding ship is not so bad. If you consider the real battleship bombard was devastating. I was aware of this, I didn't mention it because I figured you just had not gotten to game notes regarding it.

                              Is it an exploit? Well it can be if the bb is cheap and easy to build or if a nation is flush and can buy everything it needs every turn. But if you have the cost of bb set accordingly it's a cool ability. I would leave it until it truly becomes exploited. Which it has not to this point.

                              This makes up for lack of a super bb imo. Let the enemy worry and air bomb them if they are getting raped. Or the enemy would have to invest in 2hp fortifications tech.

                              Another supporting reason to keep it is tww is mostly a LL game. It can't be exploited much in LL.

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                              • redrumR Offline
                                redrum Admin
                                last edited by

                                @wirkey There does appear to be a bug and I was able to reproduce it. It doesn't have anything to do with TWW or the CM/NCM change (@Hepps). It appears this was a problem a long time ago that was only partially fixed: https://sourceforge.net/p/triplea/bugs/555/

                                The problem is the engine doesn't properly take into account selecting the proper transport when trying to load in NCM after some of the transports in a sea zone were unloaded during CM. So it tries to load the infantry into the transport that already unloaded so you get the error. If you move the 1 remaining transport to a different sea zone then it will actually let you load just fine 🙂

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

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                                • redrumR Offline
                                  redrum Admin
                                  last edited by

                                  @wirkey @Hepps Here is the PR fixing the transport loading bug: https://github.com/triplea-game/triplea/pull/3344

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

                                  HeppsH 1 Reply Last reply Reply Quote 3
                                  • HeppsH Offline
                                    Hepps Moderators @redrum
                                    last edited by

                                    @redrum I knew if I threw the right slant on this you'd want to prove me wrong. 😃

                                    "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 @redrum I knew being lazy for 5 minutes spares me work for 10 minutes 🙂

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                                      • wirkeyW Offline
                                        wirkey Moderators
                                        last edited by

                                        British trains in Eastern Szechwan don't change ownership to China

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                                        • Z Offline
                                          zlefin Moderators
                                          last edited by

                                          subs are kinda too strong now. they could use some nerf-ing; there's simply very very few things that can beat them at a tuv-equivalent cost, and those have to be setup just right to do so.
                                          it's not good for something to have so few counters, and for those counters to be very select in application as well.

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

                                            @zlefin They were actually nerfed a bit in 2.8 as they used to have 3 AA vs destroyers and now only have 2 AA vs destroyers. I actually think they are relatively balanced now. They do well in TUV trades when attacking but pretty poorly on defense. I think keeping them pretty strong is fairly important to force most naval nations to want to get improved destroyers fairly early.

                                            @wirkey @Hepps There is a bug with L&L trains in Eastern Szechwan. The add/remove triggers point the the wrong condition "conditionAttachmentLLbTRAESC" instead it should be "conditionAttachmentLLbTNAESC".

                                                <attachment name="triggerAttachmentLLbTNAESC" attachTo="China" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                                  <option name="conditions" value="conditionAttachmentLLbTRAESC"/>
                                                  <option name="placement" value="Eastern Szechwan:Train"/>
                                                  <option name="when" value="before:britainEndTurn"/>
                                                </attachment>
                                                <attachment name="triggerAttachmentLLbTNAESC" attachTo="Britain" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                                  <option name="conditions" value="conditionAttachmentLLbTRAESC"/>
                                                  <option name="removeUnits" value="Eastern Szechwan:Train"/>
                                                  <option name="when" value="before:britainEndTurn"/>
                                                </attachment>
                                            
                                                <attachment name="conditionAttachmentLLbTNAESC" attachTo="Britain" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                                  <option name="directPresenceTerritories" value="Eastern Szechwan" count="1"/>
                                                  <option name="unitPresence" value="Train" count="1"/>
                                                </attachment>
                                            

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

                                            HeppsH 1 Reply Last reply Reply Quote 0

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