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    Total World War: December 1941 (BETA) 2.8.0.5

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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

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                    • 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

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                        • 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
                              • redrumR Offline
                                redrum Admin @zlefin
                                last edited by

                                @zlefin Yeah, I just tested this and you're correct. The BC doesn't appear to handle the damaged units properly. I'll have to look into fixing this. Though this particular scenario highlights how strong naval fighters are on TWW (I'd argue OP) especially as this doesn't even include improved fighters tech which makes it even more lopsided.

                                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

                                  they are kinda OP; ever since some other changes a long way back at least. but that's another story for the balance arguing; and it's hard to get the balance just right.
                                  then of course there's the complicated interplay between tech tree and unit balance; and the issue that tech trees can decrease unit diversity in gameplay.

                                  as to the calc bug; from a few other test scenarios I looked at; I suspect that when it converts the units into the damaged versions it's setting them to 2 hp rather than 1.

                                  oh yeah; that reminds me of another, lesser, issue: historically, units in triplea maps were just as tough damaged or undamaged, so automatically taking the first hit on multihp units was a good default rule (both for the cas picker default, and hence for battle calc which uses those rules), but that doesn't apply with these battleships that get markedly worse when damaged. sure you can repair them eventually, but if it's a losin gbattle there won't be a repair, and even if you win, getting to a repair location may be slow; it's often better to take hits elsewhere rather than letting the bb get hit now.

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

                                    @redrum Nor does it include Advanced Hulls. Nor having some Cruisers in the mix with Advanced Hulls. 😃

                                    Also as @zlefin has mentioned... have you run the battle paying far more attention to the casualty selection for the BB's?

                                    *** Also it is in my view it is not necessarily a bad thing that in this example of pitting extreme numbers of single unit types against one another... that naval fighters would be capable of inflicting dramatic losses against an armada of BB... since BB are not designed to be the weapon of choice to fend off an enormous aerial assaults. Large surface vessels were shown to be particularly vulnerable to aerial attacks.***

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

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                                    • redrumR Offline
                                      redrum Admin @zlefin
                                      last edited by

                                      @zlefin PR to fix the BC issue with damagedChangesInto units: https://github.com/triplea-game/triplea/pull/3390. And yeah, its definitely better to not take BB hits often in TWW. It would be a significant change to update that in the BC and default casualty selection though. Probably should be on the list somewhere though 🙂

                                      @Hepps Fair point though I think just about any naval unit is at a disadvantage to naval fighters (destroyer, cruiser, BB, etc). Generally, I think sea units should have more bang for the buck in strength since air units have more flexibility. But changing any of these things at this point in TWW would be very significant to balance.

                                      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 I agree. Just playing the devils advocate. We have known for quite a while that Air power reigns supreme in TWW. While I am sure some greater efforts could be undertaken to refine the balance between them within the game... and not just to their comparative strength verses navies....but over all... The changes are substantial at this point. Especially given that there are numerous other things I'd like to change.

                                        This is why I have undertaken a new project. So that I could start off with new concepts where they are needed in order to address issues without having to disrupt the overall play-ability of TWW. In truth many of the late additions were done ONLY to test the new features. I never envisioned continued development of TWW. It just seems to have a way of sucking me back in.

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

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                                        • L Offline
                                          LovePlayingAAA
                                          last edited by

                                          Hi,

                                          it's interesting, that the biggest change made here is not discussed: the reduction of the defense value anti-tank gun from 3 to 1. This cripples my standard tactic when playing Soviets: I buy and move from the western allies as many as possible anti-tank guns in order to stop the german invasion. Now this seems to be impossible - how to stop the german tanks? My opinion: The game is now balanced strongly in favour to the axis, the allies have almost no chance.

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

                                            @loveplayingaaa The defense was reduced but the AA defense roll against tanks was increased and made to hit every battle round instead of just the first round. AT guns are probably a little bit weaker with no techs but if you research the AT gun techs then they become very strong on defense vs tanks.

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

                                            wirkeyW 1 Reply Last reply Reply Quote 0

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