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    Total World War: December 1941 (BETA) 2.8.0.5

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    • HeppsH Offline
      Hepps Moderators @zlefin
      last edited by redrum

      @zlefin & @redrum The priorities for techs tends to be fairly consistent. That is not to say certain techs aren't valuable... yet under utilized because players continue to follow the same patterns regardless of what is available.

      While some of the techs are consistently a lower priority.... it makes sense. As an example you can look at something like "Improved Gunlaying" which is sorely under utilized.... however, with the double Bombard of the BB this tech can be extremely valuable. +2 for each BB and +1 for each CC during an Amphibious assault. No small bonus for a nation like Japan at the start of the game. Does the fact that most players ignore it make it underpowered? No just under utilized because players choose other priorities.

      I am open to discussion... but I feel like for the most part the Tech Chart is fairly well balanced. Low priority Techs aren't necessarily under powered.... they are simply deemed not as important due to the pressures exerted by your opponent and the immediate needs of your nation.

      To be honest the only three techs that I see consistantly over looked are...

      1. Gunlaying - which makes sense. It can be valuable but is often overlooked until later in a game.
      2. Improved Submarines - which is hit and miss as far as usage depending on the player.
      3. Improved Strat Bombers - which has always been the case since few players have ever really tried a bombing strategy. (Which is weird since the few games I have seen where a player has actively pursued a Bombing strat. have fared very well.)

      EDIT (redrum): I'd probably add 2 more techs from tier 1 to the list of overlooked:
      4) Improved Hulls - Similar situation as Gunlaying.
      5) Rockets - Similar situation as Improved Strat Bombers.

      Generally, naval and strat bombing techs are probably the least used. Strat bombing is tough to say on balance given the changes were pretty significant in 2.8. Naval techs will always be a bit more niche since they only apply to really UK, USA, and Japan. But overall, naval techs feel kind of weak even with BB having 2 rolls buffing Gunlaying and Improved Hulls. It would probably be better if those 3 nations were at least considering more of the naval techs in the early/mid game.

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

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

        @zlefin Yes due to the way the game defines the escort role... the fighters are never actually engaged in the bombing run itself.

        Really you can look at this in a specific way... that the fighters are there while enemy interceptors are in the air... then they peel away and head for home before the bombers head into the targets. Thus the AA are only firing once their own fighters either return to base or have been shot down.

        I would be curious if the behavior could even be changed... since the bombing run is actually its own battle.

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

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        • HeppsH Offline
          Hepps Moderators @zlefin
          last edited by

          @zlefin said in Total World War: December 1941 (BETA) 2.8.0.4:

          also, what modifiers affect the air defense value?

          I don't believe air attack and defense values are affected by anything during an air battle.

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

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

            I've yet to see a savegame where someone used rockets at all effectively. I really hesisitate to build them, now that they have a chance to do nothing at all. I am missing out?

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

              @crazyg Well people have been gun shy of anything bombing since the changes.

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

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              • redrumR Offline
                redrum Admin
                last edited by

                PR to fix the engine bug that non-purchaseable units don't properly read the manual TUV XML option: https://github.com/triplea-game/triplea/pull/3357.

                Here is the damaged-BB (17) and damaged-ACC (16) for a total of 33 TUV:
                0_1523335315391_ee7c35e7-6452-4978-913a-a738304e2b39-image.png

                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 Moderators
                  last edited by

                  there is one more thing, that is bothering me:
                  If the your capital is occupied and an allied liberates any of your original territories, those territories won't be controlled by the liberator, but the original owner after one turn. No way you can build infrastructure there. This is especially a problem if the Allies are trying to liberate Russia through Siberia or China coming from the Coast.

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                  • HeppsH Offline
                    Hepps Moderators @Hepps
                    last edited by Hepps

                    @hepps I agree with Rockets. I think my oversight of that Tech demonstrates just how far off the radar it is... But Improved Hulls gets used very frequently.

                    Of course to say naval techs are a bigger priority for nations whose strategy is prominently reliant on naval action is pretty self evident. Not sure balance or strength of Techs could ever be fairly evaluated by looking at all the nations, but rather if those nations that can benefit from a Tech, actually use it.

                    As far as Rockets is concerned... I had already considered making changes to the unit costs after I changed the bombing behaviors. I simply wanted to get the bombing changes completed before going making any dramatic changes to them.

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

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                    • HeppsH Offline
                      Hepps Moderators
                      last edited by Hepps

                      It is important to note that my observations about Techs have been addressed in my work on GD. The Tech chart for GD has been increased by +20 Techs. This has been done as a way of creating more interest in some of the categories... while also extending the research process in others. It is also due in part to some of the changes that have been made to certain aspects of game-play... ie. Separate air battles.... Sub & Destroyer rule changes.... changes to how economics works... changes to Diplomacy. The changes also create more defined paths between offensive and defensive abilities so that nations have the opportunity to counter an opponent based on their position relative to them.

                      Furthermore I am currently working on changes to how R&D operates. I am trying to create a system where multiple Tech paths are pursued simultaneously. This is also being designed in such a way as to encourage/force pursuing each branch to yield the best results from the R&D resource you generate each turn.

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

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                      • Z Offline
                        zlefin Moderators @Hepps
                        last edited by

                        @hepps
                        when I press "I" to get info on a unit it says fighters have 5 air attack and 5 air defense; but their actual air defense value in is 6 in practice.
                        maybe the I generator is simply not getting the correct info, or is generating incorrect text.

                        oh yeah, and the I on battleships simply says 5 bombard; rather than 5x2 bombard.
                        so probably just issues with the text generation by the I command.

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

                          @zlefin Yeah... the "I" info is lacking in some area's. In reference to the BB it is because the engine has never been set up to deal with multiple bombards per unit, so it does not know to render the info. There are always pains when you are the first to market with a concept. 😃

                          I'll check the fighters.... I don't know if we perhaps changed it but never changed the manual. I'll get back to you.

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

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                          • Z Offline
                            zlefin Moderators @Hepps
                            last edited by

                            @hepps
                            on the escort role stuff;
                            In some cases, if I were orderin the troops, I'd say to have my fighters wait until the enemy escorts leave and then engage the bombers. thus the enemy fighters would have to stay with the bombers while over the target (and get hit by the aa), or else my fighters would engage them then.

                            I suppose it doesn't matter too much though from a game balance perspective, especially with how weak strat bombing is right now.
                            at times it felt like a weird sort of anti-synergy (which is irksome from a gameplay perspective), where having both fighters to intercept bombing, and aa guns to stop the bombers, was an inferior mix to just focusing on one of them.

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

                              @zlefin One thing to note is that AA is also significantly weaker against SBR so while SBR does less damage in 2.8, its more difficult to counter.

                              The main cause of it being better to focus on either AA or fighters to defend against SBR is due to how the intercept mechanic works. If you have more air defense from fighters than your enemy has air attack then you'll almost always choose to intercept and you get a positive TUV trade even if he does get some bombing in. If you have less air defense then your enemy has air attack then you'll usually choose not to intercept and the fighters are essentially useless. So it is a very black/white type mechanic and if you are going to try to use fighters to defend against SBR then you pretty much have to focus on them to ensure you have the bigger stack.

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

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                              • Z Offline
                                zlefin Moderators
                                last edited by

                                aye; I think with sbr the problem now is more the opportunity cost than anything else.
                                I haven't yet faced someone seriously trying it these days; maybe i'll try it some myself, though there's few circumstances where it feels like it'd be a truly good choice.

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

                                  @zlefin The other reason why the escort mechanic works as it currently is... is that if the escort fighters stayed for the Bombing run and you were playing with random AA rolls... then you would likely never hit a bomber ever since you could simply obsorb all AA shots with your fighter aircraft.

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

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

                                    @zlefin PR for unit tooltip and help improvements for bombard and AA info: https://github.com/triplea-game/triplea/pull/3361

                                    TWW BB and Sub
                                    0_1523417392169_11cd3c01-757d-4081-8c47-8b5157faf5c9-image.png

                                    TWW AT
                                    0_1523417450438_617c0cf3-3093-4a7d-b679-ac2c864b0938-image.png

                                    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 Moderators
                                      last edited by

                                      Played last night. changes look good.

                                      Thanks for the help @redrum .

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

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

                                        @hepps Just found some interesting new bug: Neutrals (at least Spain and Turkey) can place all units (except materials without any production facility. Not sure about the other Neutrals, too lazy to check atm.

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

                                          @wirkey That has always been the case. Since the Neutrals cannot move any units while they are neutral they are capable of placing units anywhere.

                                          The reason we did this is because when the Neutrals were given full control of themselves they would do extremely silly moves. Leaving themselves very vulnerable to attack. We tried a number of different things but in the end decided to lock their unit placements but allow them to build anything anywhere. Materials were left of the list since the AI had no idea what to do with them nor bought any under any circumstance. This was the best solution to a challenging situation.

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

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                                          • Z Offline
                                            zlefin Moderators
                                            last edited by

                                            I'm still seeing a battle calc with battleships. Running 10 naval fighters attacking 5 battleships thru calc shows the battleships winning 100% with many of them surviving; but the actual results of the battle should be the naval fighters winning nearly all of the time.

                                            redrumR 1 Reply Last reply Reply Quote 0

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