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    Total World War: December 1941 (BETA) 2.8.0.5

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

      @redrum That is why I proposed moving the factory. It's really the only thing I can move. The US needs to at least start with a docks on the west coast. Otherwise I would have to really change Japan.

      "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 Agree, it allows them to build sub/dest and repair but not build capitals ships out west. It may actually make building a factory in LA on USA1 a good opening if they want to go pacific.

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

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        • wirkeyW Offline
          wirkey Lobby Moderators
          last edited by

          @Hepps Did you figure out the problem with the materials becoming minors if the territory they are is in "liberated". Guess this could be solved by having a new phase right after combat where all materials change ownership. Guess there is no way to change all units of a certain type at a time? Need a trigger for every minor territory, i guess.

          Something I have on my mind for years: the option to turn off Lend & Lease. I'm thinking of a box in/at every L&L territory with all changeable units in, and you can move them in the box if you want to turn L&L with that unit in that territory off.

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

            @wirkey I think I already fixed the materials.... will double check before I re-release.

            The L&L I have lots of planned changes for in GD. So I am not really planning on revisiting it for TWW. But some of my concepts for GD do include some of what you mention. The only thing is I don't really want the player to decide not to give a unit to another country inside a L&L terr. ... since then you can simply stock pile units in those territories to mass for a separate invasion.... like using Murmansk as a staging point for a future invasion of Northern Finland. Goes against the idea that you cannot have units within the national boundaries unless it is for L&L. If anything I want to limit some of the existing hacks that are available to the Allied nations.

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

            redrumR wirkeyW 2 Replies Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @Hepps
              last edited by

              @hepps I tend to agree with the Russian/China L&L being non-optional for those reasons but you could make an argument for the UK L&L especially Labrador being optional though no idea if its worth the effort to make it optional.

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

              wirkeyW HeppsH 2 Replies Last reply Reply Quote 0
              • wirkeyW Offline
                wirkey Lobby Moderators @redrum
                last edited by

                @redrum Labrador (and Queensland) are air only, and only one per turn, so nothing big.

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                • wirkeyW Offline
                  wirkey Lobby Moderators @Hepps
                  last edited by

                  @hepps true point, especially with stacking Murmansk. Guess next time i'll have to bring adv artillery and tanks 🙂
                  One thing I'd like to consider is the following: allied units already in Russia/China will still be able to move, even if the conditions of free movement are no longer valid. This might be done by those units changing to a new unit with same picture and stats, but a different name, which are able to move freely in china/Russia

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

                    @Hepps forget my last point. That would be way too much triggers. One for every territory, not only for L&L

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                    • HeppsH Offline
                      Hepps Lobby Moderators @redrum
                      last edited by

                      @redrum To your point. In GD Newfoundland has 2 territories, both with the same movement possibilities. One shall be a L&L terr. the other will not. So that option will become available. In TWW I am not planning on any map changes... so we are going to have to live with that in this version.

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

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                      • HeppsH Offline
                        Hepps Lobby Moderators
                        last edited by Hepps

                        The previous post has been updated with my progress so far. (Strike through means changes are implemented). The train changes were slightly more significant than I anticipated. So the release may still be a day or two away.

                        I have also reordered the units in the production frontiers to make use of the new and improved Battle Calc.

                        As well the Tech Tab is back up and running.

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

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                        • O Offline
                          Ondis Lobby Moderators
                          last edited by Ondis

                          Huh! I'm not sure I'm reading this right but why is the AT a better AA than the AA gun O.o

                          Also adding that much AA to Advanced Armor seems op. Sure, the best armored divisions at the end of the war had mobile AA but it was of small caliber and few in numbers. A specialised AA group of stationary mixed caliber guns should be stronger here as well.

                          Are you sure these changes are balanced insofar the planes not getting any boosts, in some ways even getting nerfs. Not tested it so just askingl.

                          redrumR HeppsH 2 Replies Last reply Reply Quote 0
                          • redrumR Offline
                            redrum Admin @Ondis
                            last edited by

                            @ondis AT and Advanced Armor have "AA-type" attacks but only against tanks/mech/etc not air. So different units use "AA-type" attacks to target different types of units. AA is kind of a bad term and really should be called something like "First Strike" or "Targeted Attack".

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

                            HeppsH General_ZodG 2 Replies Last reply Reply Quote 0
                            • O Offline
                              Ondis Lobby Moderators
                              last edited by

                              Ah yes, first strike yup. No worries then, just semantics. Love the reduced combat capability of units once hit. Hadn't thought of that.
                              I like the train addition but for a simpler game I would like it to be optional. I'd love to have it on PBEM but it would clutter a bit too much on an online game for me.

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                              • HeppsH Offline
                                Hepps Lobby Moderators @Ondis
                                last edited by

                                @ondis The AA ability for armour & AT Guns are first strikes verses other mechanized units... not against aircraft.

                                If you read the actual game notes it is much clearer.

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

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                                • HeppsH Offline
                                  Hepps Lobby Moderators @redrum
                                  last edited by

                                  @redrum I like "Targeted Attack". Works really well to separate out the different attack types. I think I just recycled the term "AA" because it is how all of it is described in the XML.

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

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                                  • O Offline
                                    Ondis Lobby Moderators
                                    last edited by Ondis

                                    So is the big change then that the AA/First Strike/Targeted Attack thing works in all combat rounds? Is that in addition to the normal defense values?

                                    Doesn't this provide a very large combat boost to all units affected then? I've not played TWW since November (not had time until now) but in past versions is it true that it only worked for the first round? How has this then been balanced and won't it weaken mobile forces a lot?

                                    I see for example AT used to be 1/3 now its 1/1. But do consider that in a forrest that 1/1 is bumped to 1/2. I.e. a 100 percent increase as compared to a 33 percent earlier, in addition to the constant First Strike.

                                    redrumR HeppsH 2 Replies Last reply Reply Quote 0
                                    • redrumR Offline
                                      redrum Admin @Ondis
                                      last edited by

                                      @ondis Yeah, that is the major change. Units with "Targeted Attacks" use them every combat round not just round 1 but most of them were made weaker per round and many of the units had their defense reduced. It seems relatively balanced for the initial test games we've played.

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

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                                      • HeppsH Offline
                                        Hepps Lobby Moderators @Ondis
                                        last edited by

                                        @ondis In most cases the combat efficiency of units with AA type attacks and defenses has been reduced to compensate for the infinite rounds of AA. So far the balance changes have been negligible. In fact so far it appears as though the changes make the intended use for the specialized units more pronounced and reinforced their situational benefits.

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

                                        1 Reply Last reply Reply Quote 1
                                        • O Offline
                                          Ondis Lobby Moderators
                                          last edited by Ondis

                                          Just added a small note as you wrote yours. It seems balanced on a first glance but there might be some things to consider in terms of terrain advantage.

                                          @hepps. Yup. Liked that aspect of it. You may now be able to switch the strategic plan by changing the purchasing patterns to better exploit weaknesses in the enemy composition.

                                          redrumR 1 Reply Last reply Reply Quote 1
                                          • General_ZodG Offline
                                            General_Zod Lobby Moderators @redrum
                                            last edited by General_Zod

                                            @redrum Also all the AAgun related global game properties are linked to it. And it uses separate rolls and even dice.

                                            It's actually kind of messy as is.

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