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    Total World War: December 1941 (BETA) 2.8.0.5

    Scheduled Pinned Locked Moved Maps & Mods
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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
                      • HeppsH Offline
                        Hepps Moderators @zlefin
                        last edited by

                        @zlefin Yah, I will re-examine. The DD defense each round is problematic. The "is Destroyer" mechanic is such a limiting factor. I have already made an entirely new system but it is not being included in TWW for the time being.

                        I will re-engineer the sub behavior for the next release.

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

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

                          @hepps @zlefin Oh, I thought we had decided to leave sub AA attack to be only on the first round. If its every round then I'd agree they are probably too strong now.

                          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
                          • HeppsH Offline
                            Hepps Moderators @redrum
                            last edited by

                            @redrum Did you fix it Red? Or had you just found the issue?

                            Just want to know whether I still need to address it.

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

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

                              @redrum Yes I had intended to leave it for one round only. But it appears in my zeal to add the infinite rolls to everything else I must have changed the subs at the same time.

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

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

                                @hepps I didn't fix anything yet as wasn't sure if you had many any changes locally that you hadn't pushed to github and didn't want to conflict with you. I'd say at a minimum here are probably the needed changes for 2.8.0.4:

                                1. Fix L&L trains in Eastern Szechwan (probably good to double check the rest of train L&L)
                                2. Change subs AA back to just 1 round
                                3. Reduce BB bombard a bit to probably 2x4 or 2x5

                                I can make those changes if you want. Didn't want to change/fix anything without at least getting your thoughts.

                                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 1
                                • Z Offline
                                  zlefin Moderators
                                  last edited by

                                  that reminds me of a technical question I was wondering: is it possible to have bombard damage be affected by the terrain? much like how the terrain support attachments affect combat values? it seems weird at times that bombardment is equally effective vs an open coast as it is vs a mountain jungle island.

                                  'twas fun getting to play a game again.

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

                                    @zlefin Not currently. Right now there are only 4 territoryEffect options:

                                    combatOffenseEffect	values: the name of the unit, and the count of how much offense you want to give this unit
                                    combatDefenseEffect	values: the name of the unit, and the count of how much defense you want to give this unit
                                    noBlitz				values: the names of the units that can't blitz through this territoryEffect, can be multiple units (separated by a colon ":")
                                    unitsNotAllowed 		values: the names of the units that are not allowed into or through this territoryEffect, can be multiple units (separated by a colon ":")
                                    

                                    But its probably a good feature request and would probably be rather easy to add if a map maker was interested in using it.

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

                                    CrazyGC HeppsH 2 Replies Last reply Reply Quote 4
                                    • CrazyGC Offline
                                      CrazyG Moderators @redrum
                                      last edited by

                                      @redrum
                                      I'm interested in it, and I'm 99% sure Hepps would be as well

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

                                        @crazyg and @zlefin Yes this would be a neat little addition. It would allow for more flexibility in both unit and map design and makes perfectly logical sense.

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

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

                                          @redrum It would also be really cool if a territoryEffect could consume additional movement of specific units rather than simply block blitz. The block blitz has always been of limited usefulness and produces curious behaviors since multi move units are not always necessarily blitzing when a territory effect should be slowing the units movement or limiting its range.

                                          Moving through a forest or Jungle with a tank should slow its movement or potential range whether you own the territory or not and regardless of whether you are doing it in combat or non combat moves.

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

                                          1 Reply Last reply Reply Quote 3
                                          • Z Offline
                                            zlefin Moderators
                                            last edited by zlefin

                                            as a reminder on the list of changes to make it'd be helpful if you could set the TUV value for the damaged battleship to something, maybe 11-ish. right now a damaged battleship counts as 0 TUV, compared to the full battleships 22-ish tuv. that, combined with the engine default to take hits first on 2hp units (which is a bad default rule here, first time we have a multi-hp unit that gets worse when damaged), throws off the tuv estimates in the battle calc. which is annoying, and would really screw over the ai if it could play the map, since it relies on those numbers.

                                            mostly though it's just handy for the rest of us if the battlecalc numbers are more accurate.

                                            HeppsH 1 Reply Last reply Reply Quote 0

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