Total World War: December 1941 (BETA) 2.8.0.5
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@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.
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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.
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@zlefin Tell you what... the day the AI can play this... I'll be your huckleberry.

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what si the list of missing ai capabilities that prevent it from playing tww properly? I can think of quite a few offhand, but it's always nice to see a complete list.
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The gracious and glorious @redrum has offered to help with the changes so they should be up-loaded to GIT Hub today.
ALL HAIL RED!
I will be changing the name of the thread to 2.8.0.4 as soon as all the changes are done. Once you see the thread name change you know you can re-download the game.
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Here is the Appendix with the revisions. It shall be added to the new download.


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@hepps Woot! Starts a cheering section for redrum

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Just want to say thank you for all the help and input from everybody on the last couple rounds of more ambitious changes.
I realize that many of the changes take the game further away from generally "accepted" rule structures. But I think with continued examination and refinement we shall end up with a game that has a truly superior and dynamic play style.
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2.8.0.4 is live. Here is the PR with the changes: https://github.com/triplea-maps/total_world_war/pull/8.
Summary
- Fix L&L trains in Eastern Szechwan
- Change subs AA back to just 1 round
- Change BB bombard to 2x5 and BB-damaged bombard to 1x5
- Set BB-damaged TUV to 17
- Set ACC-damaged TUV to 16
- Set H.Tank-damaged TUV to 7
- Update notes appendix images
** There is an engine bug that needs to be addressed so that non-purchaseable units properly read the manual TUV XML option
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@redrum on it boss
like Hepp's @ the massage parlor
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@prastle Every rub deserves a little tug.
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@hepps All bots updated
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Nice to hear, and wishing to test...
After the desert troops suggestion, I would like to suggest a new adding for future releases: Commercial raider/auxiliary cruiser, they played a role in the first stage of WW2...Thanks for this beautiful game
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@oigroig78 I don't think we need another unit. But in the upcoming GLobal Dominance with its shipping lanes this might be a nice idea, if those units have some special abilities.
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@oigroig78 Thanks for the suggestions.
TWW is for the most part a complete work. Many of the most recent additions to the game have been done simply to include some of features made available through the hard work of @redrum . These were added to TWW as a method to both; test and showcase them to the community. At this point I consider TWW a finished peice of work other than to continue testing for balance and tweaking for functionality.
Your suggestions however are not falling on deaf ears. Work on Global Dominance (the expansion to TWW) is moving forward with vigor.
GD will represent a more comprehensive envisioning of WWII.
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'Merchant Raider' is definitely on the table already as potential idea. The key to its design and implementation really hinges on the further development of a feature request.
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'Desert terrain' has already been defined conceptually. Whether that leads to having a specific category of Infantry units or not remains to be seen.
I am glad you are enjoying TWW and I hope that you will dip your toe in the dark waters of GD once it is ready.
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Realized that I never went back to examine the Capital Liberation issues. Will re-examine over the next little while. This portion of XML manipulation is not within my comfort zone so I might be a while examining it.
On top of that I have also decided to make one last addition to the TWW 2.8 franchise due to other changes already made...
Since the changes to Strat. Bombing have reduced the effectiveness of bombing campaigns.... I will be making some changes to the Hvy. Strat. Bomber unit to increase its appeal as a potential long-term strategy and Tech pursuit.
The Hvy. Strat. Bomber will now become a 2 hit unit. It will suffer from the same reductions in performance as the other 2 hit units and will require repairs to be made to it when damaged.
I shall be examining the stats for both types of Strat. Bombers and making some decisions about their capabilities.
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how would repairs for it work? 2 hit air can end up bein crazy powerful if you're not careful.
and if the changes to strat bombing have made it too weak, why not simply undo some of those and up the bombing damage rates a bit? -
@zlefin I Suppose I will have to be careful then.

Remember I am all about testing new idea's... not so much about regurgitating watered down versions of existing one's.
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and aren't there some other tech paths/trees which are underutilized?
any other balance issues to be addressed?
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