Total World War: December 1941 (BETA) 2.8.0.5
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Just out of curiosity, why are technical indicators not all just round and cake-slice like? Would that not lead to most consistency and also make the player not have to learn too many icons and symbols?
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@frostion I had all the icons the same in my first draft and it was very difficult to distinguish or differentiate between different units and which had been improved. There were just to many circles on the map.
So what I did was I simply made the indicator system the same format... just using different shapes for each branch of the military... Land, Sea and Air being Circles, Pentagons and Triangles.
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Yea, I thought the answer was something like that. I can imagine the crowded territories. I still think that the round one is the nicest, cleanest and best looking.
I am looking forward to using this new feature on one of my own maps. -
Crowding really isn't the issue. Though late in the game there are lots of icons one the map. But since you rarely have 1 of every unit in a territory... it's less obvious than in the example. Just ensuring the icons are clearly understandable at a glance. By having different shapes for each type of unit it makes it very clear which unit have which techs. There is no chance to mistake Improved
SWF with Improved Fighters. Also it reinforces at a glance what type of unit you have. -
NEW TWW 2.8.0.5 NOW AVAILABLE on the Map Downloads!!!
Please refer to the first post in this thread for all the technical details...
The game changes are as follows...
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Game manual has all the game changes included from 2.8.0.4
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+1 Airfield added to Copenhagen
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+1 germanCombatEngineer added to West Africa
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-1 britishFighter removed from New Brunswick
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-1 britishInfantry removed from Malta
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+1 japaneseAlpineInfantry added to Eastern Manchuria
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+1 japaneseAirfield added to Peking
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Redrum added to credits on Greenland
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New placements for many territories of the map to reduce overlap from extension bars. Territories now also have extension bars that protrude in a leftward direction to ease the overlap on heavily populated areas of the map.
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New improved image for chineseCombatEngineer
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All fighter and Advanced Fighter classes now perform equally well on Coastal Terrain against a comparable unit. (Slight reduction for both types of naval fighter units)
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Unit icons added to units to be able to determine which technologies you and your opponent have at a glance.
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New Mini Map that gives better indication of units in territories and desaturation of the mini map to make units standout more.
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Neutral Nations can now be made optional and skipped during gameplay when you are playing without them (I am calling it...BOT friendly mode)
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Wave texture added to all water. Lightens map in a subtle way and adds a nice bit of detail.
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Placements in Gold coast SZ now fixed. So Minor nation units will transfer to the appropriate Major power.
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+34.685% fun added due to all these improvements

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Furthermore... I want to underscore just what a tremendous resource @redrum has been, both with making new features available and providing technical assistance to laymen such as myself in getting this product out to you all.
Be sure to give him a hardy slap on the back if you see him in the Lobby to show him how appreciative you are of all his ongoing efforts.
Slap hard and often to show you care! 
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@hepps
BTW everyone... please hold for the time being. I found some issues with the release and I need to find an engine version that is compatible. -
Ok problems solved.
The new usable Pre-release engine is ...https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.11131 the link is also available on the first post in the thread.
If you had already downloaded 2.8.0.5 please delete and re download. There were a few minor errors that have since been corrected.
As near as I can tell the game is backwards compatible with 2.8.0.4 saves. So you can update your game version and reap the benefits of the new icons.

If you come across any issues please post here so I know what else needs to be examined and fixed.
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To give you a glimpse of the near future, the next release is currently under development.
TWW 3.0.0.0 will definitely feature...
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New Sub vs. Destroyer mechanics.
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New Occupation Territories for French North Africa (including some PU valuation changes for FNA as well as French West Africa). French North Africa will be German occupation zones (Similar to The British Occupation areas) and Vichy will not earn PU from them. However, French West Africa will increase slightly in value to compensate the vichy for the PU losses in FNA.
I am also toying with the following...
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Adding a single new Command unit for every nation.
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Adding Mongolia as a new Neutral Nation. This is meant to ensure there are fewer opportunities to exploit the region if you are playing without Diplomacy, while also adding some more zesty goodness if you are.
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Adding Saudi Arabia as a Neutral Nation. This is meant to ensure there are fewer opportunities to exploit the region if you are playing without Diplomacy, while also adding some more zesty goodness if you are.
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Adding Mexico as a Neutral Nation. This is meant to ensure there are fewer opportunities to exploit the region if you are playing without Diplomacy, while also adding some more zesty goodness if you are.
All of these proposed changes are designed to test just some of the new idea's that are being worked on in a Hepp's Secret Government subterranean bunker for Global Dominance.
What I will do is formally retire 2.7.7.2. It has had a good run... but alas progress is an insensitive bitch.
2.8.0.5 will become the Gold Standard for TWW. While 3.0 will be the playground for my evil maniacal tendencies. I do so adore human testing. :smiling_face_with_horns:
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@hepps "subterranean bunker" ? This I need to see

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@prastle Sorry. Access is reserved to Ultra level clearance.
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@hepps Hehe

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Why does Germany get those green marking above the infantry, even without special warfare and UK with adv sw doesn't get them? Same for the fighters -
@hepps said in Total World War: December 1941 (BETA) 2.8.0.5:
To give you a glimpse of the near future, the next release is currently under development.
TWW 3.0.0.0 will definitely feature...
-
New Sub vs. Destroyer mechanics.
-
New Occupation Territories for French North Africa (including some PU valuation changes for FNA as well as French West Africa). French North Africa will be German occupation zones (Similar to The British Occupation areas) and Vichy will not earn PU from them. However, French West Africa will increase slightly in value to compensate the vichy for the PU losses in FNA.
I am also toying with the following...
-
Adding a single new Command unit for every nation.
-
Adding Mongolia as a new Neutral Nation. This is meant to ensure there are fewer opportunities to exploit the region if you are playing without Diplomacy, while also adding some more zesty goodness if you are.
-
Adding Saudi Arabia as a Neutral Nation. This is meant to ensure there are fewer opportunities to exploit the region if you are playing without Diplomacy, while also adding some more zesty goodness if you are.
-
Adding Mexico as a Neutral Nation. This is meant to ensure there are fewer opportunities to exploit the region if you are playing without Diplomacy, while also adding some more zesty goodness if you are.
All of these proposed changes are designed to test just some of the new idea's that are being worked on in a Hepp's Secret Government subterranean bunker for Global Dominance.
What I will do is formally retire 2.7.7.2. It has had a good run... but alas progress is an insensitive bitch.
2.8.0.5 will become the Gold Standard for TWW. While 3.0 will be the playground for my evil maniacal tendencies. I do so adore human testing. :smiling_face_with_horns:
TWW 3.0 = GD? I remember a time you said you wouldn't contribute anymore to TWW.
About Mexiko, Mongolia, Saudi Arabia: I wouldn't make them neutral nations. I would just make them join another nation if attacked.
Mongolia goes to Russia/Japan if attacked by Axis/Allies
Saudi-Arabia to UK/Italy
Mexiko to US/Germany
Is it possible to change turn order? In that case you could even make them minors of the nations they join. -
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@wirkey You are a keen one Mr. Wirkey.

Yes for the new neutrals I am adding them because I will have to create them for GD. So I figure instead of creating everything from from scratch I can build further on the existing XML of TWW.
Yes in GD all Neutral Nations will become Minor nations for a Major Belligerent. That is the long term goal for neutrals.
And yes while I had initially intended to abandon TWW in favour of developing GD, I have found TWW has been a great platform to introduce and test some of the new concepts.
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@wirkey Can you post a save game? The icons have been working flawlessly for me so I would need to see what is going on.
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@wirkey said in Total World War: December 1941 (BETA) 2.8.0.5:

Why does Germany get those green marking above the infantry, even without special warfare and UK with adv sw doesn't get them? Same for the fightersI think I kind of covered it with you personally. What can happen is if you close a game then open another saved game.... (without closing Triple A) it seems the engine somehow keeps ghosts of the existing icons from the previous game. I have found the same issue if try to launch a saved game from a BOT that had a TWW game on it when you entered it. Wasn't sure if it was happening to everybody... but I guess it is.
currently the only solution I have found is to close Triple A completely then reopen it and load the saved game.
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@hepps since when does the overfly of a paratrooper over a SZ enables a cruiser to bombard from that SZ into the territory attacked by the paratrooper?
0_1533844700982_tww spartan bombard.tsvg
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