Total World War: December 1941 (BETA) 2.8.0.5
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How is war declared with war versus neutrals only option? It skip from tech to combat phase.
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@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).
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@blackfox Not sure if what @redrum was saying was totally clear.
Before you launch a game you need to go into the "Map Options"...

Then you have to enable "Use Politics"

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.

If you do not use that, then the game will play out with full diplomacy.
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@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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@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.
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@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?
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@redrum The current x64 with -xmx4g.
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@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.
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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...
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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.
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@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.
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@blackfox Thoughts:
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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.
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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
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@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.
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@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.
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@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?
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@tookarook just a material and engineer. Same as air bases.
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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.
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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.
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@blackfox I will defer to @redrum for any and all BC questions.
I would need to see a save game... but I suspect that you are trying to send fighters to escort into territories where there are no defensive fighters. If you try to send fighters as an escort into a territory that has no defending fighters in the target territory (to intercept), the attacking fighters have no escort role, they will always directly attack whatever else is in the territory.
Intercepting only works in the territory being bombed... there is no scrambling to intercept. So you cannot intercept a bombing run with fighters that are stationed in an adjacent territory to the one being bombed. You can only "scramble" to adjacent territories to try and thwart a direct attack.
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