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    Topics created by CrazyG

    • Air Superiority
      Map Making • • CrazyG  

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      @Hepps What I believe to have made clear is that I meant that air battles are always going to be followed by the regular (land) battle. That is you cannot do air battles only, without the following standard battle. So, if those two fighters are attacking alone a territory with a zeppelin and a bunch of land units, that is not going to end well for them.
    • CrazyG's Big WW1 - CrazyG (Centrals) vs redrum (Entente)
      Play By Forum • • CrazyG  

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      TripleA Turn Summary: Russia round 3 TripleA Turn Summary for game: CrazyG's Giant World War 1, version: 0.1 Game History Round: 3 Combat Move - Russia 10 Infantrys and 3 Light-Artillerys moved from Bulgaria 11 to Bulgaria 09 4 Cavalrys moved from Serbia 03 to Bulgaria 09 2 Cavalrys moved from Macedonia to Bulgaria 09 1 Infantry moved from Serbia 02 to Serbia 04 1 Infantry moved from Albania 01 to Serbia 02 2 Infantrys and 1 Light-Artillery moved from Caucasus 01 to Caucasus 02 1 Cavalry and 3 Infantrys moved from Caucasus 01 to Caucasus 03 1 Transport moved from Sea Zone 210 to Sea Zone 200 2 Cavalrys moved from Russia 74 to Caucasus 07 1 Light-Artillery moved from Poland 09 to Belorussia 04 2 Cavalrys, 4 Infantrys and 1 Light-Artillery moved from Ukraine 04 to Ukraine 03 1 Infantry moved from Ukraine 06 to Ukraine 04 2 Infantrys moved from Ukraine 06 to Ukraine 07 1 Cavalry moved from Poland 08 to Poland 06 1 Cavalry moved from Poland 08 to Poland 06 4 Cavalrys moved from Poland 08 to Poland 09 1 Recon-Plane moved from Poland 08 to Poland 09 1 Recon-Plane moved from Lithuania 02 to Poland 06 2 Light-Artillerys moved from Poland 08 to Poland 09 7 Infantrys moved from Poland 08 to Poland 09 22 Infantrys and 8 Light-Artillerys moved from Poland 08 to Poland 06 1 Infantry moved from Poland 07 to Poland 06 1 Infantry moved from Lithuania 03 to Poland 07 3 Infantrys and 1 Light-Artillery moved from Lithuania 03 to Poland 07 1 Infantry moved from Lithuania 01 to Lithuania 03 1 Infantry moved from Latvia 02 to Lithuania 01 1 Light-Artillery moved from Latvia 02 to Lithuania 02 Combat - Russia Battle in Poland 06 Russia attack with 2 Cavalrys, 24 Infantrys, 8 Light-Artillerys and 1 Recon-Plane Germany defend with 2 Infantrys Russia roll dice for 2 Cavalrys, 24 Infantrys, 8 Light-Artillerys and 1 Recon-Plane in Poland 06, round 2 : 11/1 hits, 11.08 expected hits Germany roll dice for 2 Infantrys in Poland 06, round 2 : 1/1 hits, 0.67 expected hits 1 Infantry owned by the Russia and 2 Infantrys owned by the Germany lost in Poland 06 Russia win with 2 Cavalrys, 23 Infantrys, 8 Light-Artillerys and 1 Recon-Plane remaining. Battle score for attacker is 5 Casualties for Russia: 1 Infantry Casualties for Germany: 2 Infantrys Battle in Bulgaria 09 Russia attack with 6 Cavalrys, 10 Infantrys and 3 Light-Artillerys Austria-Hungary defend with 1 Factory, 4 Infantrys, 1 Light-Artillery, 1 Railroad and 1 Recon-Plane Russia roll dice for 6 Cavalrys, 10 Infantrys and 3 Light-Artillerys in Bulgaria 09, round 2 : 6/0 hits, 6.00 expected hits Austria-Hungary roll dice for 4 Infantrys, 1 Light-Artillery and 1 Recon-Plane in Bulgaria 09, round 2 : 2/1 hits, 2.08 expected hits 2 Infantrys owned by the Russia, 1 Recon-Plane owned by the Austria-Hungary, 4 Infantrys owned by the Austria-Hungary and 1 Light-Artillery owned by the Austria-Hungary lost in Bulgaria 09 Russia takes Bulgaria 09 from Austria-Hungary Russia win with 6 Cavalrys, 8 Infantrys and 3 Light-Artillerys remaining. Battle score for attacker is 27 Casualties for Russia: 2 Infantrys Casualties for Austria-Hungary: 4 Infantrys, 1 Light-Artillery and 1 Recon-Plane Non Combat Move - Russia 1 Heavy-Artillery and 3 Infantrys moved from Belorussia 02 to Poland 08 3 Infantrys and 1 Train moved from Belorussia 17 to Poland 08 1 Transport moved from Sea Zone 37 to Sea Zone 38 1 Battlecruiser, 2 Dreadnoughts and 1 Submarine moved from Sea Zone 37 to Sea Zone 35 3 Infantrys and 1 Train moved from Ukraine 18 to Ukraine 11 1 Train moved from Ukraine 11 to Ukraine 18 1 Train moved from Latvia 06 to Russia 02 1 Train moved from Russia 46 to Russia 42 1 Infantry and 1 Train moved from Russia 42 to Belorussia 07 1 Infantry moved from Belorussia 15 to Belorussia 14 1 Train moved from Belorussia 09 to Russia 46 1 Train moved from Belorussia 02 to Belorussia 07 1 Infantry and 1 Train moved from Belorussia 07 to Belorussia 03 1 Train moved from Belorussia 03 to Belorussia 09 1 Train moved from Poland 08 to Belorussia 07 Purchase Units - Russia Russia buy 1 Entrenchment, 12 Infantrys and 6 Light-Artillerys; Remaining resources: 0 PUs; Place Units - Russia 1 Entrenchment and 3 Light-Artillerys placed in Serbia 04 2 Infantrys placed in Macedonia 1 Infantry and 3 Light-Artillerys placed in Poland 08 3 Infantrys placed in Belorussia 17 3 Infantrys placed in Ukraine 18 3 Infantrys placed in Russia 02 Turn Complete - Russia Trigger RemoveAmmo: has removed 1 Barrage owned by Russia in Belorussia 02 Russia collect 164 PUs; end with 164 PUs Objective RussianGovernmentCorruption: Russia met a national objective for an additional -50 PUs; end with 114 PUs Russia creates 1 Barrage in Poland 08 Combat Hit Differential Summary : Germany regular : 0.33 Austria-Hungary regular : -0.08 Russia regular : -0.08 Savegame
    • Question about this webstie
      Help & Questions • • CrazyG  

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      @CrazyG You can turn that off in your personal settings.
    • CrazyG's Big World War One
      Maps & Mods • • CrazyG  

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      Will there be an update soon?
    • The Neutral Player
      Map Making • • CrazyG  

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      @CrazyG But you may be able to use a trigger that controls ownership based on the Territory name... EG. Trigger a change on ownership of "OuterMongolia".
    • How to make a naval unit that can produce units?
      Map Making • • CrazyG  

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      @CrazyG You could make a trigger for the ship that has the ability to make mines then have those ships automatically produce 1 invisible unit at the end of the NCM turn phase. Then you could make the purchasable mine unit consume the invisible unit. Then simply have all the (unused) invisible units removed from the map at the end of the current players turn. I think you could even deal with the invisible unit generation be handled by the unit attachment of "canProduceXUnits" instead of a trigger. But this is all just a suggestion. I have not tested any of this. So I am not sure what complications might arise.
    • Starting Unit Positions
      Map Making • • CrazyG  

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      @CrazyG Well mostly the good habits are the opposite of the bad ones But I think the key tends to be that there are a lot of options so you get a good variety of moves/buys turn 1 and the map plays differently every game. You want some randomness as well but not huge 50/50 battles that end up deciding the game the first round. Generally having some interconnected threaters of war helps make it so each player has different options on what to focus on. Many maps don't actually do this very well and most of the moves are no brainers. NWO/WaW/TRS are examples of really bad initial unit/factory placements as the first 3-4 turns play out almost the same way every time to the point I've seen players take a save at say the start of turn 3 and just play from that again and again. Probably TWW and Civil War have maybe the most interesting initial setup options as they tend to play out pretty differently every play through and almost every player has a different preferred opening. Once you get to UK1 in TWW, things can have played out pretty differently and the UK has tons of options on what to focus on (pressure France vs pressure Scandinavia vs support Egypt/Med vs support Southeast Asia) as well as what to build.
    • Reward for Killing Units
      Map Making • • CrazyG  

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      @alkexr Thank for clarifying
    • Map Creator- Automatic Placement Finder
      Bug Reports • • CrazyG  

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      Yeah I had some difficulties recently with auto placement picker as well. It required a zip version of the map files in the end. This and other zipping requirements are really cumbersome for mapmakers. Anyways I'm glad to see the other zip/load deal resolved.
    • Summary Text: Forum responded with error code 500
      Help & Questions • • CrazyG  

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      @General_Zod Yeah, completely different. Check out https://github.com/triplea-game/triplea/issues/2554 should solve your issue. EDIT: If this doesn't solve your issue just search for other closed issues with the 'certificate' keyword. We're having those issues every once in a while because HTTPS is too good. For example: If your Anti Virus intercepts the connection to check for malicious content and doesn't properly hide it this error message is the result of a intercepted connection. ghostronin created this issue in triplea-game/triplea closed Play by Forum (PBF) Error (Cert) #2554
    • TWW 2.8.0.3 CrazyG (Allies) vs oigroig78 (Axis)
      Play By Forum • • CrazyG  

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      TripleA Turn Summary: Thailand round 6 TripleA Turn Summary for game: Total World War: December 1941 BETA, version: 2.8.0.3 Game History Round: 6 Training Troops - Manchuria Manchuria collect 0 PUs; end with 10 PUs Consolidating - Thailand Thailand collect 0 PUs; end with 9 PUs Research Technology - Japan Japan spend 0 on tech rolls Japan rolls : 1/1 hits, 0,00 expected hits Japan removing all Technology Tokens after successful research. Japan discover AdvancedSpecialWarfare Combat Move - Japan Trigger japaneseAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra1: Setting attack to 1 for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to japaneseAirTransport Trigger japaneseTank1: Setting isLandTransportable to false for unitAttachment attached to japaneseTank Trigger japaneseMecht3: Setting isLandTransportable to false for unitAttachment attached to japaneseMech.Infantry Trigger japaneseL2: Setting movement to 3 for unitAttachment attached to Truck Trigger japaneseHvyTank1: Setting isLandTransportable to false for unitAttachment attached to japaneseHeavyTank Trigger japaneseL4: Setting movement to 6 for unitAttachment attached to Train Trigger japaneseTank2: Setting isLandTransportable to true for unitAttachment attached to japaneseTank Trigger japaneseHvyTank2: Setting isLandTransportable to true for unitAttachment attached to japaneseHeavyTank Trigger japaneseMecht4: Setting isLandTransportable to true for unitAttachment attached to japaneseMech.Infantry 1 japaneseBattleship moved from 128 Sea Zone to 92 Sea Zone 1 japaneseCruiser moved from 128 Sea Zone to 92 Sea Zone 1 japaneseCruiser moved from 128 Sea Zone to 92 Sea Zone 1 japaneseDestroyer and 1 japaneseSubmarine moved from 96 Sea Zone to 94 Sea Zone 3 japaneseCarriers and 6 japaneseNavalFighters moved from 128 Sea Zone to 94 Sea Zone 6 japaneseNavalFighters moved from 94 Sea Zone to 92 Sea Zone 2 japaneseMarines moved from Luzon to 128 Sea Zone 2 japaneseMarines and 2 japaneseTransports moved from 128 Sea Zone to 94 Sea Zone 1 japaneseMarine moved from 94 Sea Zone to Brunei 1 japaneseSubmarine moved from 115 Sea Zone to 120 Sea Zone 1 japaneseNavalFighter moved from Japan to Iwo Jima 1 japaneseFighter moved from Japan to French Indochina 1 japaneseMech.Infantry moved from Manchuria to Shansi 1 japaneseMech.Infantry moved from Manchuria to Shansi 1 japaneseInfantry moved from Chahar to Suiyuan 1 japaneseMech.Infantry moved from Shanghai to Hunan Japan take Hunan from China 1 japaneseMech.Infantry moved from Shanghai to Hunan 1 japaneseMech.Infantry moved from Anhwei to Hunan 1 japaneseTank moved from Anhwei to Hunan 1 japaneseMech.Infantry moved from Shanghai to Hunan 1 japaneseTank moved from Kwangtung to Hunan 1 japaneseTank moved from Kwangtung to Hunan 1 japaneseTank moved from Kwangtung to Hunan 1 japaneseArtillery moved from Kwangtung to Hunan 1 japaneseStrategicBomber moved from French Indochina to Chungking 1 japaneseStrategicBomber moved from French Indochina to Chungking 1 japaneseFighter moved from French Indochina to Thailand 1 japaneseFighter moved from French Indochina to Thailand 1 japaneseFighter moved from Southern Thailand to Thailand Combat - Japan Usa scrambles 4 units out of Sumatra to defend against the attack in 92 Sea Zone Strategic bombing raid in Chungking AntiAircraftGun fire in Chungking : 0/1 hits, 0,08 expected hits Bombing raid in Chungking rolls: 3,0 and causes: 3 damage to unit: chineseBarracks Bombing raid in Chungking causes 3 damage total. Battle in Brunei Battle in 92 Sea Zone Japan attack with 1 japaneseBattleship, 2 japaneseCruisers and 6 japaneseNavalFighters Usa defend with 1 americanCarrier, 1 americanCruiser, 2 americanDestroyers, 2 americanNavalFighters and 2 americanTransports; Britain defend with 1 britishBattleship-damaged, 2 britishFighters, 2 britishNavalFighters and 2 britishTransports CruiserAntiAircraftGun fire in 92 Sea Zone : 0/1 hits, 0,17 expected hits Japan roll dice for 1 japaneseBattleship, 2 japaneseCruisers and 6 japaneseNavalFighters in 92 Sea Zone, round 2 : 5/1 hits, 4,83 expected hits Usa roll dice for 1 americanCarrier, 1 americanCruiser, 2 americanDestroyers, 2 americanNavalFighters, 2 americanTransports, 1 britishBattleship-damaged, 2 britishFighters, 2 britishNavalFighters and 2 britishTransports in 92 Sea Zone, round 2 : 5/1 hits, 4,92 expected hits Units damaged: 1 japaneseBattleship owned by the Japan 1 americanDestroyer owned by the Usa, 2 japaneseCruisers owned by the Japan, 2 japaneseNavalFighters owned by the Japan, 2 americanTransports owned by the Usa and 2 britishTransports owned by the Britain lost in 92 Sea Zone 1 japaneseBattleship owned by the Japan lost in 92 Sea Zone 1 japaneseBattleship-damaged owned by the Japan added in 92 Sea Zone CruiserAntiAircraftGun fire in 92 Sea Zone : 0/1 hits, 0,17 expected hits Japan roll dice for 1 japaneseBattleship-damaged and 4 japaneseNavalFighters in 92 Sea Zone, round 3 : 3/1 hits, 2,50 expected hits Usa roll dice for 1 americanCarrier, 1 americanCruiser, 1 americanDestroyer, 2 americanNavalFighters, 1 britishBattleship-damaged, 2 britishFighters and 2 britishNavalFighters in 92 Sea Zone, round 3 : 5/1 hits, 4,33 expected hits 1 americanDestroyer owned by the Usa, 1 britishBattleship-damaged owned by the Britain, 4 japaneseNavalFighters owned by the Japan, 1 japaneseBattleship-damaged owned by the Japan and 1 americanCarrier owned by the Usa lost in 92 Sea Zone Usa win, taking Brunei from Britain with 1 americanCruiser, 2 americanNavalFighters, 2 britishFighters and 2 britishNavalFighters remaining. Battle score for attacker is -48 Casualties for Japan: 1 japaneseBattleship, 1 japaneseBattleship-damaged, 2 japaneseCruisers and 6 japaneseNavalFighters Casualties for Britain: 1 britishBattleship-damaged and 2 britishTransports Casualties for Usa: 1 americanCarrier, 2 americanDestroyers and 2 americanTransports Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra Moving scrambled unit from 92 Sea Zone back to originating territory: Sumatra 2 americanNavalFighters owned by the Usa forced to land in Sumatra Non Combat Move - Japan Trigger japaneseMecht1: Setting isLandTransport to true for unitAttachment attached to japaneseMech.Infantry Trigger japaneseL5: Setting movement to 2 for unitAttachment attached to Truck Trigger japaneseAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra2: Setting attack to 0 for unitAttachment attached to japaneseAirTransport Trigger japaneseAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Japan for unitAttachment attached to japaneseAirTransport Trigger japaneseMecht2: Setting isLandTransport to false for unitAttachment attached to japaneseMech.Infantry Trigger japaneseL3: Setting movement to 5 for unitAttachment attached to Train 1 japaneseStrategicBomber moved from Chungking to Thailand 1 japaneseStrategicBomber moved from Chungking to Thailand Purchase Units - Japan Japan buy 1 japaneseCruiser, 5 japaneseInfantrys, 3 japaneseMech.Infantrys and 1 japaneseNavalFighter; Remaining resources: 0 PUs; 0 techTokens; Place Units - Japan 3 japaneseMech.Infantrys placed in Shanghai 2 japaneseInfantrys placed in Shantung 2 japaneseInfantrys placed in Hong Kong 1 japaneseCruiser placed in 99 Sea Zone 1 japaneseNavalFighter placed in Japan 1 japaneseInfantry placed in Kyushu Shikoku Activate Technology - Japan Japan activating AdvancedSpecialWarfare Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseArtillery Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseHeavyArtillery Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseMech.Infantry Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseTank Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseMobileArtillery Trigger japaneseASW7: Setting canInvadeOnlyFrom to all for unitAttachment attached to japaneseAntiTankGun Trigger japaneseASW1: Japan is added to UnitSupportAttachment attached to:UnitType{name=japaneseAirTransport} with name:supportAttachmentAirtranjapanese2 Turn Complete - Japan Japan collect 53 PUs; end with 53 PUs Units generate 3 techTokens; Japan end with 3 techTokens Some Units in Manchuria change ownership: 1 japaneseCombatEngineer Purchase Units - Manchuria Manchuria buy 1 japaneseArtillery and 2 japaneseInfantrys; Remaining resources: 0 PUs; Place Units - Manchuria 1 japaneseArtillery and 2 japaneseInfantrys placed in Manchuria Turn Complete - Manchuria Manchuria collect 10 PUs; end with 10 PUs Some Units in Manchuria change ownership: 1 japaneseArtillery, 1 japaneseCombatEngineer and 2 japaneseInfantrys Purchase Units - Thailand Thailand buy 3 japaneseInfantrys; Remaining resources: 0 PUs; Place Units - Thailand 3 japaneseInfantrys placed in Thailand Turn Complete - Thailand Thailand collect 5 PUs; end with 5 PUs Some Units in Thailand change ownership: 3 japaneseInfantrys Combat Hit Differential Summary : Usa : 0,75 Japan rolls : : 1,00 CruiserAntiAircraftGun fire in 92 Sea Zone : : -0,33 AntiAircraftGun fire in Chungking : : -0,08 Japan : 0,67 Savegame
    • Crazy Europe: House of Habsburg
      Maps & Mods • • CrazyG  

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      Little one is a galley, big one is a man of war. Both can fight, I really dislike the instantly killed dedicated transports of some games.
    • Missing Image Crashes
      Feature Requests & Ideas • • CrazyG  

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      @Cernel Bingo. I got an error when viewing the history, the top line was about the image not being available, but what actually caused the error is something else
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