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    Total World War: December 1941 (BETA) 2.8.0.5

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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

        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.

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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.

                            1 Reply Last reply Reply Quote 1
                            • 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

                              1 Reply Last reply Reply Quote 2
                              • 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 🙂

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

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

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

                                            their AA vs destroyers may be 2 instead of 3, but it's now EVERY round remember, so it's not a nerf, and more of a buff really. they do well in tuv trades on defense as well, and the only cases where they don't are one where there are no enemy destroyers so they can simply submerge and avoid all damage (but fail to protect other ships). straight destroyers WITH the imp destroyer tech attacking subs lose.
                                            20 dd with imp dest attack 20 subs, run it in the battle calc: the subs win.
                                            and 20 dd's cost MORE than 20 subs.

                                            and remember - you can't jus tattack with 1 dd and a bunch of air: the subs first strike shot kills the dd and they get to submerge immediately after without taking a round of shots.

                                            HeppsH 1 Reply Last reply Reply Quote 0

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