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    Total World War: December 1941 (BETA) 2.8.0.5

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    • HeppsH Offline
      Hepps Moderators @General_Zod
      last edited by Hepps

      @general_zod said in Total World War: December 1941 (BETA) 2.8.0.5:

      @hepps A couple clarifications for me required.

      1. If Algeria (as a German Protectorate only) is taken by allies instead of Morocco, (not listed) I assume the Germans still gain the remaining 5 Vichy med territories (German Protectorates change into German Occupations). Correct?

      Both are listed as requirements. The Liberation of either terr. produces the same result.

      1. In this version allies essentially auto scuttle anything in Toulon fleet that Germans (trigger) can't save/capture. Meaning no other mechanisms?

      No. The scuttling happens when either Protectorate is liberated. The Germans have to invest 1 PU per unit (7 Vichy units) to try and prevent the scuttle attempt.

      1. Desired, exact timing in sequence?

      Well since either USA or Britain (I guess Russia as well, but really.... not really) can liberate. So ideally the Vichy fleet thing would be immediately following each Allied combat move.

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

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

        @hepps Would it be better to have the scuttle event during beginning or end of Germany's turn since they are now the one making a decision? This also prevents UK taking it then USA killing the remaining units.

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

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        • General_ZodG Offline
          General_Zod Moderators @Hepps
          last edited by

          @hepps said in Total World War: December 1941 (BETA) 2.8.0.5:

          @general_zod said in Total World War: December 1941 (BETA) 2.8.0.5:

          @hepps A couple clarifications for me required.

          1. If Algeria (as a German Protectorate only) is taken by allies instead of Morocco, (not listed) I assume the Germans still gain the remaining 5 Vichy med territories (German Protectorates change into German Occupations). Correct?

          Both are listed as requirements. The Liberation of either terr. produces the same result.

          I meant in the list of what get liberated, but understood.

          1. In this version allies essentially auto scuttle anything in Toulon fleet that Germans (trigger) can't save/capture. Meaning no other mechanisms?

          No. The scuttling happens when either Protectorate is liberated. The Germans have to invest 1 PU per unit (7 Vichy units) to try and prevent the scuttle attempt.>

          Referring to after the liberation takes place, but understood.

          1. Desired, exact timing in sequence?

          Well since either USA or Britain (I guess Russia as well, but really.... not really) can liberate. So ideally the Vichy fleet thing would be immediately following each Allied combat move.

          Yeah I agree that the German turn is ideal as @redrum pointed out.

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          • HeppsH Offline
            Hepps Moderators
            last edited by

            Sure. I guess that's fair. I think it felt more natural to me for it to happen immediately.

            But at the start of the next German turn would be good.

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

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            • S Offline
              Shonn
              last edited by

              Armour & Tactical Bombers

              I feel that armour is less used an amount, now that the AT got beefed up with its cyclical fire.
              I suggest that armour gets +1 attack as well with the Improved Armour tech.

              Tactical Bombers are rarely seen beyond the starting allotment. In general a fighter (either type) is more versatile in attack and defence. Even more so as Fighters get the improved range rather easily (same branch) while TACs need strategic technology as prerequisite, so ultimately a Fighter has matching attack of a Tac or differs of 1 (and it's not something you can easily mass to cut a large difference), and Tac helps tanks which are not overly used as of now.
              So I feel Tactical Bombers too should get some beef in a way or another.

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

                @shonn I have felt for a while now that the key lies in reducing the effectiveness of fighters rather than adding more power else where.

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

                1 Reply Last reply Reply Quote 1
                • S Offline
                  Shonn
                  last edited by

                  That too can work tbh - but it means some reworking.
                  Fighters having some AA against other planes when both defending and attacking and less regular attack / defence. (and Naval Fighters too or they'll end up being used as fighters on land too)
                  That should mirror some 'air battles' too that go each round on.

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

                    @shonn Separate air battles are not slated for TWW. My work on TWW is winding down. Completely separate air battles will be included in GD only.

                    All the work I am doing for TWW is really just as a way of doing proof of concept for many of my idea's for GD.

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

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                    • S Offline
                      Shonn
                      last edited by

                      I did not meant 'separate air battle' which I think it's a wrong concept by how TripleA works.
                      What I mean is to give 'AA fire' (like AA, Anti Tank, etc) to fighters / naval fighters against other planes.
                      It is not a separate battle - but each round fighter shoot at other planes (like each round an AA shoots specifically to planes, and AT to tanks).

                      I don't think it will be massive work that in terms of coding.

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

                        @shonn Generally, I think tanks and tacts are fairly balanced and agree with @Hepps that fighters/n.fighters are overpowered. If fighters/n.fighters were nerfed a bit then tanks/tacts become a more needed source of attack power. In regards to AT guns, if anything they are underpowered (true before and after the changes to shoot every round). I don't believe I've ever built an AT gun in any of the 10-15 TWW games I've played and if I see my opponent building a significant number of them then I know I've already won. Glad to play against anyone that wants to try some AT gun strategy to prove me wrong.

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

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                        • S Offline
                          Shonn
                          last edited by

                          They're built if you produce armour.
                          If you do not produce armour (which is easily countered by having many cheaper AT in the mix of forces) then no, no one plays an AT strategy.

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

                            @shonn Separate air battles is the definitive solution. In my prototype design it solves OHHH SO MANY issues and finally makes air warfare sensible and realistic.

                            I have no idea on what basis you have already determined it doesn't work for Triple A, as to my knowledge the prototype I have is the only functioning example of these mechanics.

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

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                            • redrumR Offline
                              redrum Admin @Shonn
                              last edited by

                              @shonn As both Germany and Russia, I often have a good number of tanks and mech and hope that my opponent builds lots of AT guns.

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

                              1 Reply Last reply Reply Quote 1
                              • S Offline
                                Shonn
                                last edited by

                                I meant if there is a whole airbattle and only 1 side gets through fighters and bombers - that's conceptually wrong.

                                If it is possible to have 1 air battle round - then 1 ground round, and cycling that way all is good.

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

                                  @shonn Why would it be conceptually wrong?

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

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                                  • S Offline
                                    Shonn
                                    last edited by

                                    In the mirror of the scale of the fights no side had 'total' air superiority unless the enemy did not had pratically absence of fighters / bombers (ie - late '44).

                                    If you take in the average time of the war when both sides had an active airforce there was no side having absolutely 0 bombers or so flying through enemy fighters.

                                    Thus it should be that each round there is 1 round of air combat - do it with separate air battle OR with AA style fire - and then the surviving planes support ground forces for 1 round of ground combat.

                                    It is called realism where bombers can go through fighters - albeit with losses.

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                                    • HeppsH Offline
                                      Hepps Moderators
                                      last edited by

                                      All the map changes and unit placements are now complete.

                                      Now I just need a hand with all the conditions and triggers to make the Vichy rules complete.

                                      0_1536076618444_699de560-7e2e-4389-9609-47ea443981a4-image.png

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

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                                      • HeppsH Offline
                                        Hepps Moderators
                                        last edited by Hepps

                                        The new Sub & Destroyer rules are all now in the game and are undergoing rigorous testing.

                                        So here is how the changes break down...

                                        • The "isDestroyer" mechanic is completely removed from the game.

                                        • Submarines can submerge throughout the entire game (nothing can prevent this).

                                        • Submarines no longer have a "First Strike" at Destroyers on defense.

                                        • Destroyers and Strategic Bombers now begin the game with the ability to "Depth Charge" attack submarines @ 1 on offense for the first round of combat (whether the defending sub submerges or not). If the submarine remains surfaced it is subject to normal combat rolls from all enemy units (including all fighter units).

                                        • All aircraft can attack and defend against submarines (provided they remain surfaced) from the start of the game.

                                        • Improved Destroyers Tech increases destroyer "Depth Charge" attack to 2.

                                        • Improved Strategic Bomber Tech increases the Strat. Bomber "Depth Charge" attack to 2.

                                        • Advanced Destroyer Tech (which unlocks the unit) enables construction of the Heavy Destroyer which has a "Depth charge" attack of 3 (on offense) and a defensive "Depth Charge" @ 1.

                                        • Submarines now start the game with an attack value of 3.

                                        • Submarines now have "Wolf Pack Tactics" where they get +1 Att. & Def. when paired with Allied subs.

                                        • Submarines now receive -2 to their defense if they share a SZ with Allied surface vessels (meaning submarines are rendered useless defensively when paired with surface fleets).

                                        • Improved Sub Tech now gives Subs a +1 to attack. (4 total).

                                        What does all of this mean for the game?

                                        The intent is to create an environment where submarines are now a threat throughout the game, where they are powerful on offense and vulnerable on defense. Where they can try to survive in open waters by submerging to avoid the strength of surface fleets while being subject to limited attacks from ASW efforts. It creates a "cat and mouse" dynamic that is absent in all current mechanics.

                                        Subs are now designed to be all but useless defensively when paired with their own Surface fleets. While this is a very abstracted mechanic... it is designed to make submarines even less useful for covering fleets defensively and reduces their roll to purely fodder if a player does try this.

                                        As soon as I have all the Vichy triggers and conditions figured out the game will be released as TWW 3.0; The Second Happy Time.

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

                                        General_ZodG 1 Reply Last reply Reply Quote 4
                                        • General_ZodG Offline
                                          General_Zod Moderators @Hepps
                                          last edited by General_Zod

                                          @hepps Nice! I've also been doing a similar submarine model for Big World 3. I also added actual underwater sea zones to really spice it up. Although that is pushing the envelope and may be hard for people to accept at first. But it sounds fun to me.

                                          Are you adding convoy centers, blockades and/or a mechanism to strangle England by sea? An interesting mechanism might be the idea I once pitched to you a while back, about transports shipping actual materials to the home island, from Canada and America. Where once those materials arrive, they can be converted into currency or a intermediate currency. This will give Germany more incentive to adopt a Atlantic based strategy, so they can sink those materials while they are in transit.

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

                                            @general_zod The whole convoy and resource exchange will play a much bigger role in GD. TWW will not incorporate these as the map really has to be specifically designed for them to be effective.

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

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