@John-Cena Which ones and how? I cannot think of a single TripleA game where there is a coherent or even referenced timeline, except only Civil War, that is supposed to be 2 months per round (and that is a far from standard game).
Posts made by Cernel
RE: Questions about Sea Zones
@Schulz As said, there is not a direct option to define whether non-original owners receive income or not. You can do that either with national objectives or by making a trigger that changes the original ownership to the current owner, and fires at the end of any phases in which such a change may happen, but both this options are workarounds.
RE: Questions about Sea Zones
@redrum I tend to think it would be more polished to rather have an option to set if non original owners do not get the income, then updating all maps using convoy zones as to set it true, instead of having it hardcoded as true/false for sea/land zone, but this might be too much or too hard work, by now (this would allow point 1 and 3 at this topic). Point 2 is like a totally different matter, I think should stay in another topic.
RE: Units don't attack together.
@Schulz Actually, there is already such a kind of property, and it is called "Allied Air Independent", but it works (or it is supposed to work) only in case of air on carriers (making such air units fully take part in the battle as attackers). I don't actually know why this property exists, as I don't recall that in any rulesets this should be actually be happening, nor I recall what custom games use this, in case it was specifically added to support any of them.
RE: Units don't attack together.
@Cernel Despite my assumption, I actually just tested World War II Classic and there is not this behaviour:
Units seems attack together on the screen but actually auxiliary forces never attack the enemies. They can be takes as casualty but I want them to attack alongside the main forces.
@redrum @LaFayette @RoiEX @ssoloff What do the developers think about it. Why is this happening and is it supposed to be supported for some reasons? I assumed this is was due to v1 rules, but the above seems not actually happening there, so I'm reporting it as a bug, but this leaves me wondering where that behaviour comes from, then.
RE: No unit - except air units - should be allowed to move during both CM and NCM during the same turn
@redrum I post this as an example of how this rule, that I deem to be silly, can impact in a game.
This is the chat we just had:
Dany: what rule are we using for loading trannies?
tcurin: in terms of block?
Dany: now with new engine set up
Dany: we can load after combat
tcurin: if they were in combat, no
Dany: k because now they can't move combat and non combat
tcurin: this case we need to solve
tcurin: can i load these transports in NCM?
Dany: so has exemple they wont be able too come back in 24
Dany: no they will be stuck in 232
tcurin: ok, solve that
Dany: but maybe they had for counter that they load after combat
Dany: since we use too move them away in combat and back in non combat
Dany: You were slapped by Dany
Dany: what do you think Cernel?
Cernel: let me read
Cernel: yeah no by revised rules you cannot load them in non combat
Cernel: if you moved them in combat
Cernel: which is dumb
Dany: but now engine allows load after combat
Dany: if they didnt move
tcurin: if i keep them in sz24
Cernel: yes because by revised rules you can load or unload (not both) after combat if you took part in a battle without unloading
tcurin: i would be able to load them?
Dany: engine will alow
tcurin: that is wrong i guess
Dany: but not in previous version
Cernel: but if you move them away from the hostile zone, they count as having move during combat move, and don't have the special bonus of being able no load
Cernel: it is not wrong dany, just dumb
Dany: well i would like too adapt too new engine evently
Dany: to load after combat
tcurin: i would preffer that i can move them in CM phase and load them in NCM
Cernel: if those transports remain in 24 and take part in the battle without unloading, they will be able to load or unload but not both
Dany: since trannies don't have attacking value
Cernel: if you only move them away to 23 sea zone, they will be able to do nothing, during non combat move
Dany: so let's play with enigne rules Tcurin?
Dany: a load after combat allowed
tcurin: but not unload?
Cernel: well, before being the engine rules, those are the revised rules; just the old engine gave freedom to the players to follow them or not
Dany: no engine won'T allow
Cernel: so as I said
Cernel: if you keep the transports in 24
Cernel: you should be able to either:
Cernel: 1) load them during non combat move, keeping what you loaded on board
Cernel: 2) now load something on them, and then unload it during non combat move
Cernel: but you should not be able to both load and unload in non combat move
tcurin: option 2 is not possible i guess?
Cernel: tho since the sea zone is hostile you cannot load in 24 sea zone now
tcurin: they are in battle zone
Cernel: so basically, in this situation only things you can do is either:
Cernel: 1) keeping them in 24 sea zone, do battle and in non combat move you will only able to load units on them and keeping such units on board
Cernel: 2) moving them away to 23 or 22 sea zone and do nothing else now and nothing else during non combat move
Cernel: realistically, what I believe you should be able to do is to move out to 23 sea zone in combat movement, then, during non combat movement, moving back to a cleared 24 sea zone and eventually load a...
Cernel: nd unload, but this is against the rules
tcurin: agree on that too
Dany: well it use to be that
Dany: engine allowed that before
tcurin: but let's follow rules on this, altough not ideal
Cernel: that is just because the engine didn't support those rules, but you were supposed to follow them anyways (since this is revised rules)
So, I'm not against enforcing this rule, as I said, since this is the actual rule for the basic Word War II Revised game, but I think it would be good to have either a property that, if set true, would allow to split movement of all units between combat and non combat movement or, even better, an option for define if each unit is able to still move during non combat movement if moved during combat movement or participated in a battle (default true if the unit is air, of course), and, then, a property for validating such option. This editable property (user option) can, of course, be added to World At War, I suppose off as default.
In the above case, this would allow the player to move those Russians transports from 24 Sea Zone to 23 Sea Zone during Combat Movement, then, during Non Combat Movement, go back to 24 Sea Zone and freely load and unload.
Tho I have to say that the recently added property for being able to load in hostile sea zones (not disposable in the mentioned game) goes a long way in reducing the distortive impact of this no-split movement rule.