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    Total World War: December 1941 (BETA) 2.8.0.5

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    • B Offline
      BlackFox
      last edited by

      Suggestion: option to auto-pause AI between phases would allow doing the unsupported actions for it in the move and production phase.

      1 Reply Last reply Reply Quote 0
      • B Offline
        BlackFox
        last edited by

        How is war declared with war versus neutrals only option? It skip from tech to combat phase.

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

          @blackfox Being able to pause the AI and also having an AI processing indicator is something I would like to add eventually.

          You need to have the map option 'Use Politics' checked to enable the politics phase for declaring war. It is off by default. Essentially you have 3 styles of politics for TWW: none (politics off & the default), war only (politics on & war versus neutrals during setup phase), and all options (politics on).

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

          B 1 Reply Last reply Reply Quote 2
          • HeppsH Offline
            Hepps Moderators @BlackFox
            last edited by Hepps

            @blackfox Not sure if what @redrum was saying was totally clear.

            Before you launch a game you need to go into the "Map Options"...

            0_1539952279761_Main screen.png

            Then you have to enable "Use Politics"

            0_1539952346782_Options.png

            This will allow you to involve the neutral nations in the game.

            Once you launch the game the only other thing you need to decide is how the neutrals will be involved. If you place the "Declare War Only" on Options Island (AKA Greenland) then the only thing you can do is declare war.

            0_1539952938850_Option Island.png

            If you do not use that, then the game will play out with full diplomacy.

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

            B 1 Reply Last reply Reply Quote 1
            • B Offline
              BlackFox @Hepps
              last edited by

              @hepps Is AAA gun supposed to be able to move without a truck under any conditions? I sometimes have them moveable solo and the AI also moves them.

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              • B Offline
                BlackFox @redrum
                last edited by

                @redrum There seems to be a memory leak from leaving-reloading repeatedly. Increasing max heap only increases the amount it crashes at. I don't know whether it happens in other maps. I need to exit the program before each reload.

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

                  @blackfox There is a player enforced rule around AA guns and materials moving. Harbors give them the ability to load onto a transport without a truck now but from an engine standpoint this is achieved by giving them +1 movement. You need to enforce that they can only use that movement onto a transport. There is an engine feature request to eventually address this: https://forums.triplea-game.org/topic/1003/expand-givesmovement-option-to-require-specific-units-at-destination

                  I haven't seen a consistent memory leak but its possible as I don't leave/reload very often. What do you have the heap set to and what engine version are you on?

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

                  B 1 Reply Last reply Reply Quote 1
                  • B Offline
                    BlackFox @redrum
                    last edited by

                    @redrum The current x64 with -xmx4g.

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                    • HeppsH Offline
                      Hepps Moderators @BlackFox
                      last edited by Hepps

                      @blackfox Yes if you exit a game and reload repeatedly without closing Triple A the engine slows down significantly. I have run into this many times over the years to the point that I relaunch Triple A pretty much every time I exit a game.

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

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                      • wirkeyW Offline
                        wirkey Moderators
                        last edited by

                        The possibility that the bots take control of the neutrals is usually a nice feature to increase the speed, it's really a pita if you play in any form with neutrals, being it attack only or the full politics. You just can't take control of any neutral...

                        prastleP 1 Reply Last reply Reply Quote 0
                        • prastleP Offline
                          prastle Moderators Admin @wirkey
                          last edited by

                          @wirkey Atm I am asking @simon33 and @ssoloff to get them to do autosaves like/similar to hosting and playing offline but yes wirks that would be awesome!

                          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                          • B Offline
                            BlackFox
                            last edited by

                            It seems mech inf at base tech and rockets are awful PU trade. Spend 24 PU on advanced rockets to destroy 11 PU factory? Nope. Rail is not worth rebuilding and trains have the issue that you can't load additional things along the route.

                            HeppsH redrumR 2 Replies Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators @BlackFox
                              last edited by Hepps

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

                              It seems mech inf at base tech and rockets are awful PU trade. Spend 24 PU on advanced rockets to destroy 11 PU factory? Nope. Rail is not worth rebuilding and trains have the issue that you can't load additional things along the route.

                              Rockets were intentionally nerfed. They have not been readdressed since as few players ever use nor give feed back on them.

                              Your observations on trains and Mech. would probably be refuted by avid players of the game whom use them to great effect while playing.

                              If you want a match look for me on the lobby. My handle is Guardian.

                              Thanks for the input.

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

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                              • redrumR Offline
                                redrum Admin @BlackFox
                                last edited by

                                @blackfox Thoughts:

                                1. Mech inf are actually probably one of the most OP units in the game because they can transport another unit. Pairing mech inf + inf allows you to have 2 units that can move 2 territories for 8 PUs. I tend to build a good number of mech inf as germany and some as russia. If anything you could maybe argue tanks are a bit UP compared to mech inf.

                                2. The key to trains is planning your moves. You need to group together what you want to transport the following turn. The best thing to use trains for is transporting materials and infantry. If you could pick things up on the way then there would be less strategy involved and they would be way too strong as they currently sit.

                                You may want to look at some of the PBF TWW games to see these units in action: https://forums.triplea-game.org/category/45/play-by-forum

                                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
                                • B Offline
                                  BlackFox
                                  last edited by

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

                                  Mech inf are actually probably one of the most OP units in the game because they can transport another unit. Pairing mech inf + inf allows you to have 2 units that can move 2 territories for 8 PUs. I tend to build a good number of mech inf as germany and some as russia. If anything you could maybe argue tanks are a bit UP compared to mech inf.

                                  I didn't see the need to use fodder to do a truck/train job. It would be a difference if they could carry into combat.

                                  In battle calculator I've never seen one fort beat 2 entrenchments. The problem is terrain bonus is multiplied by quantity. With base tech both are simply worse than plain infantry.

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

                                  Rockets were intentionally nerfed. They have not been readdressed since as few players ever use nor give feed back on them.

                                  I see them only as disables of airfield scrambling to cover a move, like crossing channel or invading adjacent zone.

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

                                    @blackfox In most situations, its better to buy mech inf then trucks for transporting especially given you often have limited production. You almost never have enough trains to transport units and they are very expensive to buy more.

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

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                                    • T Offline
                                      tookarook @Hepps
                                      last edited by

                                      @hepps ok new to the map and it is awesome so far. I am trying to learn the rules about the trains. I figured out how to use them but what about placing the rails? Does the territory need a factory or what do I need so I can place new rails?

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

                                        @tookarook just a material and engineer. Same as air bases.

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

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                                        • B Offline
                                          BlackFox
                                          last edited by BlackFox

                                          The battle calculator does not support how subs work. Subs can't be attacked at base tech because they submerge before rolls are made. But the calculator will show them getting wrecked.

                                          There is a problem with scrambling. Fighters sent to Southern Britain or London don't get escort option and fighters in Central Britain can't intercept. The borders look adjacent.

                                          HeppsH redrumR 2 Replies Last reply Reply Quote 0
                                          • G Offline
                                            Gully
                                            last edited by

                                            The sub thing, yes it doesn't warn you. Also in a few other places. I learned the hard way, when British still had a HeavyDD at game start, that if the DD dies to firststrikes, the detection is immediately gone.

                                            Intercepts to adjacent are never possible I think. And for escorts you need to move fgt and bombers together, try putting them in a seazone and then move them into your target zone.

                                            HeppsH 1 Reply Last reply Reply Quote 0

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