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    Ondis

    @Ondis

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    Best posts made by Ondis

    • Could we organise a tournament or two during the corona crisis?

      I'd be willing to chip in 15 bucks.

      Most interested in Global but I think it would be fairest to roll in like 1941 or something.

      Let's see what interest exists!

      (Edited in by Prastle) - I added a poll to the thread so anyone can vote on the next tournament. Please read the thread and vote if you are interested in joining thanks! Anyone interested in donating towards the prize money can donate through the donation drive link at the bottom of every page. I will attach a proposal by my good buddy @Raville about the next format.

      NEW TOC v3 1941-2020 Raville Proposal.pdf

      posted in Feature Requests & Ideas
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      Ondis
    • RE: Worst jokes ever.

      Ok here's a new one.

      Why are women more cautious and safe drivers?
      They know how it is when someone comes too fast.

      common boys give me somethign to work with here πŸ˜„

      posted in The War Club
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      Ondis
    • [Open] 2 bugs in Civil War map

      So me and WIrkey started playing this and it's really a great map but there are two bugs, one minor and one pretty grand.

      1:st minor bug is that capturing Hostile Neutrals with Confederates leads to the downgrading/destruction of Storehouses and nothing else (except for manpower). The same is not true for the Union and nothing in the manual indicates it should be different. So this needs to be fixed.

      2:nd Major bug
      Torpedoes do not work as advertised.

      Under notes
      " *Torpedoes are naval mines, special defensive units that fire once before a battle and cannot be taken as casualties. Each torpedo rolls at 3 at one ship. To target more ships you need more torpedoes. Torpedo fields are either cleared after combat, or in the case of empty torpedo fields devoid of enemy units, cleared at the beginning of enemy combat move phase. "

      The part about having more torpedoes thus targeting more ships is simply not true in LL when tested. It really devalues any real torpedo based strategy for the confederates. You're currently only able to kill just one ship no matter how many torpedoes you have in a territory.

      Hopefully someone can fix this!

      Mind you with dice it's all bonkers.With 99 torpedoes in place they ended up hitting 6 times, that's an extremely improbable result.

      Thats as if each torpedo had a hit ratio of less than 1/12 not 3/12. And absolute statistical improbability if seen over nearly 100 attempts.

      Something is probably wrong in the way they are coded.

      posted in (ARCHIVED) Bug Reports
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      Ondis
    • Units Can Load In Hostile Sea Zones

      So me and a guy had a bit of a falling out over this.
      Nothing major happened between us but it got me thinking.
      There's a rule against loading transports if there are enemy combat ships present. In general it makes sense. But the bigger the map the more unusual situations it presents.

      All of the original scenarios available have factories on land tiles placed in such a way that not one single original factory ever shares a sea tile with an other.
      There are further not one single reasonable placement for such a factory as the game goes on except for the position of Norway. Norway on the other hand provides several other sea tiles as alternatives from which you're able to load and then hit the german capital no matter what original position you may start on.

      This brings me to the issue at hand. As we've made our own maps we've not taken into account some problems associated with this that IMO go against the spirit of the rule.

      What happens or what is possible is to buy a combat ship in a tile where the enemy has his fleet and suddenly block the loading of troops somewhere that previously was open.

      I imagine the only reason why the purchase of naval assets in otherwise occupied territories is allowed to begin with is to avoid situations where single, weak ships like destroyers penetrate the lines and suddenly block all possible deployment sea zones/tiles around the factory.

      I don't know personally, I think it's fine the way it is even though it's a bit lame. But since it caused an argument to the point of the game being abandoned I think it deserves a discussion.

      So the question is if there should there be an option or a rule exception to allow for the loading of troops if an enemy fleet has been purchased on the same tile that you're currently on or not?

      In one way it makes sense, as long as the transport is escorted...because the unloading itself is possible.


      Changes

      • Add new property that allows loading of units in hostile sea zones
          <property name="Units Can Load In Hostile Sea Zones" value="true" editable="false">
            <boolean/>
          </property>
      

      PR: https://github.com/triplea-game/triplea/pull/2984

      posted in Feature Requests & Ideas
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      Ondis
    • I'd be up for a new PBEM in Civil War or TWW

      Hey guys, so after a long and good but bit buggy game with Wirkey playing Civil War I'd like to go for it again with someone. It was really pretty Epic.

      I haven't tried Yankies yet and I'd like to do that if you want or you can go them if you really want too.

      Wirkey you're welcome for a rematch too if u want.

      If nobody wants to play some CW I'd be up for a TWW too.

      posted in Play By Email
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      Ondis
    • RE: Donation Drive For 2020

      @Ondis FU ondis you stupid twat xD the answer was literally in this thread. I gotta flame myself since everyone are too polite here haha!

      posted in Donation Drive 2021
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      Ondis
    • No retreat LL games? Especially NML/NWO

      As people may I know I almost play Dice, even on big maps like this. Heck I think it's more natural to play on big maps with dice than on small, cause there is a bigger pool of units, battles and thus variables to even out over time. Very small maps like Classic also allow easy strategic redeployment from one front to an other, making LL more enjoyable.

      But there's a reason I like dice. It's not so much the uncertainty of it but the variance of it. Lucky battles on one side of the front and an unlucky battle on the other side create a whole new game.

      Still, this isn't my biggest problem.
      As an Axis player who tries to think of new strategies I get hit in the head every time in LL due to the inexplicable and unrealistic and imo cheesy way retreats work.

      The ability to attack, always know how many units you need, always hit the enemy to 1 and then go back is cheesy enough.
      But what ruins it for me completely is the ability to block a flanking attack by attacking a stack for 1 round from 4 different directions and retreating to any of those 4 with your main army.

      In NML, NWO, other maps like this there are a few natural places of flanking but this retreat mechanic and the absolute certainty of it make such moves an impossibility, reducing the game to a numbers game of who can pressure what front most effectively instead of a tactical game.

      Often this ends up being quite static, unless the Axis get a very good breakthrough.

      In dice, retreats make some sense, if a battle goes badly you can retreat. You may even attack a stronger stack hoping that it goes good the first round if there is great strategic value of such an oppurtunity.

      But in Low Luck, to me, it's just a cheesy mechanic that is exploited to the detriment of variance and complexity.

      What are your views?

      PS: There's a general flaw I think with the design of the maps too, but it is probably there precisely because of this mechanic, otherwise flanking would perhaps be too easy. This is the aspect of bigger territories the deeper into enemy lands you get, essentially always giving the defender an advantage in terms of stoping a flanking attack, but if it was the other way around with LL Retreats it would make flanking too powerful.

      Still it is completely unrealistic that as you push into the strategic depth of your enemy, you get fewer options to spread your wings. IN reality there were entire portions of the northern caucasian front in WW2 for example that were barely manned by Soviet troops but that the Germans lacked the manpower and fuel to exploit.

      posted in Maps & Mods
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      Ondis
    • RE: Donation Drive For 2020

      oh i dont know dude, i might i join, didnt notice it until now. Lets take it in chat

      posted in Donation Drive 2021
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      Ondis
    • RE: Why don't naval units constantly bomb enemy shores?

      I'm more wondering why shores full of artillery aren't bombing enemy ships bombing them πŸ˜‰

      One of the reasons I can't play some maps is this 20 BB bombardment bullshit. I mean I'd be fine with it if my atlantic wall could shoot back. But since it can't, nooooooooooooooooooo.

      posted in Player Help
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      Ondis
    • RE: Revised Tournament of Champions, Season 12 (ToC 12)

      At least LHTR bombers and limit on bombing missions.
      Add me too!

      posted in Revised Tournament Of Champions
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      Ondis

    Latest posts made by Ondis

    • RE: Revised Tournament of Champions (ToC 15) "Arctic Convoy"

      Truly an Epic game and a blast to play. Was looking forward to a new turn all the time.
      Epinikion truly deserved this victory playing a very solid Axis game with an excellent understand of strategic balance against what was very asymmetric Allied harassement on all fronts.

      posted in Revised Tournament Of Champions
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      Ondis
    • RE: Revised Tournament of Champions (ToC 15) "Arctic Convoy"

      Yeah cool game. Learned a lot πŸ™‚ WP Bayder. Had to play a high risk high reward game vs the champ πŸ˜‰

      posted in Revised Tournament Of Champions
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      Ondis
    • RE: Revised Tournament of Champions (ToC 15) "Arctic Convoy"

      Could a summary be posted somewhere so it can be referenced in the future and read by participants? Unless I missed it =p

      edit. It seems to be in your OP Bayder, at least the plane thing, Im sorry. Though I didn't quite understand if they judged that the cargo part was faulty or not but that it was okay to move them to an empty spot and then back.

      Oh well, Im sure if such a situation happens we can have that discussion then (before the move is made)

      posted in Revised Tournament Of Champions
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      Ondis
    • RE: Can subs block movement, lol?

      Appreciate the clarification gents, cheers. If you can add it to the wiki otherwise i will at a later date

      posted in Player Help
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      Ondis
    • RE: Can subs block movement, lol?

      AH yeah I mean thats what I meant. But can someone edit that then in the wiki? Or maybe I can edit it. Like it should be in the v2 section that it differs from what is listed under "basic rules".

      Yeah I will make an account later and add that then.

      posted in Player Help
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      Ondis
    • Can subs block movement, lol?

      So I play revised so little that I have no idea how things work.
      So in my game now with Bayder he was nice enough to let me edit something but I still am not sure what the rule is.

      According to this: https://en.wikibooks.org/wiki/TripleA#Version_2_rules

      The basic rule is that Subs cannot block.

      Yet in this engine they do block in v2 but not in v3?

      So what is the thing? Can subs block or not in revised like in ToC?

      πŸ™ thx

      posted in Player Help
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      Ondis
    • RE: Revised Tournament of Champions (ToC 15) "Arctic Convoy"

      @bayder

      Can I get a confirmation that we don't play with cargo per se (obv you can land planes on friendly allied carriers if you inform people about that but in other aspects we follow the engine?) and follow my suggestion above for our game (and other games?) and that concerning the sub rule is as it was judged last game, i.e. no weird splitting of submerged subs or what ever. ITs all or nothing and we follow the engine in terms of everything else.

      If anone else has concerns about weird rules they've experienced, better take it up now than before it happens because that does (legitimately so) rile up tempers.

      posted in Revised Tournament Of Champions
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      Ondis
    • RE: Revised Tournament of Champions (ToC 15) "Arctic Convoy"

      Hey everyone.

      Suggestion that we clarify rules that happened in ToC 14 and ToC 13 that got people riled up.

      About carriers: Imo you should be able to land on any empty carrier and leave any plane anywhere as long as it can return to a safe spot during non combat phase.

      Also no cargo bullshit discussions. The plane has to move outside of combat to not engage in combat during the combat turn. If this is impossible (which it wasn
      t in ToC 14, it could go to tons of land and sea squares) then it fights.

      Do we agree on this for the future of the tournament?

      Also there was something in ToC 13 about subs and sub s are always interesting so I already asked Cernel to post it.

      posted in Revised Tournament Of Champions
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      Ondis
    • RE: Revised Tournament of Champions (ToC 15) "Arctic Convoy"

      Epic Game between me (Êbül team) and King Kelly (Super best friend rainbow team) ends in marginal Victory for me at round 14 after plenty of back and forths and an unusual progression compared to the usual style of Revised games. Thx again for a GG.

      KingKelly.tsvg

      posted in Revised Tournament Of Champions
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      Ondis
    • RE: Revised Tournament of Champions (ToC 15) "Arctic Convoy"

      Up guys!!!!

      posted in Revised Tournament Of Champions
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      Ondis