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    redrum

    @redrum

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    Posts made by redrum

    • RE: Made a promotional video to grow community

      @Götterdämmerung Great video and cool youtube channel. If you have any feedback on TripleA just let us know!

      If you are interested in maps that are a bit more complex and realistic to the historical situations, you may want to take a look at these:

      • Total World War: https://forums.triplea-game.org/topic/1181/total-world-war-december-1941-3-0-0-6
      • Global Dominance (in-development): https://forums.triplea-game.org/topic/95/global-dominance
      • Power of Politics 1914 (in-development): https://forums.triplea-game.org/topic/1063/power-of-politics-1914-a-wwi-scenario
      posted in The War Club
      redrum
    • RE: Bug in 2.0.16742

      Ok, well if it happens again then please post a save game or screenshots otherwise nothing I can do to fix it.

      posted in Bug Reports
      redrum
    • RE: TWW 3.0.0.6 Gully (al) vs redrum (ax)

      TripleA Turn Summary: Italy round 5

      TripleA Turn Summary for game: Total World War: December 1941 3.0, version: 3.0.0.6

      Game History

      Round: 5
      
          Research Technology - Italy
              Italy spend 0 on tech rolls
                  Italy rolls : 1/1 hits, 0.00 expected hits
              Italy removing all Technology Tokens after successful research.
              Italy discover ImprovedProduction
      
          Combat Move - Italy
              Trigger italianTank1: Setting isLandTransportable to false for unitAttachment attached to italianTank
              Trigger italianHvyTank1: Setting isLandTransportable to false for unitAttachment attached to italianHeavyTank
              Trigger italianAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra1: Setting attack to 1 for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra1: Setting destroyedWhenCapturedBy cleared  for unitAttachment attached to italianAirTransport
              Trigger italianMecht3: Setting isLandTransportable to false for unitAttachment attached to italianMech.Infantry
              Trigger italianMecht4: Setting isLandTransportable to true for unitAttachment attached to italianMech.Infantry
              Trigger italianTank2: Setting isLandTransportable to true for unitAttachment attached to italianTank
              Trigger italianHvyTank2: Setting isLandTransportable to true for unitAttachment attached to italianHeavyTank
              1 italianBattleship moved from 50 Sea Zone to 53 Sea Zone
              1 italianBattleship moved from 51 Sea Zone to 53 Sea Zone
              1 italianCruiser moved from 51 Sea Zone to 53 Sea Zone
              2 italianInfantrys moved from Southern Italy to 50 Sea Zone
              2 italianInfantrys and 1 italianTransport moved from 50 Sea Zone to 53 Sea Zone
              2 italianInfantrys moved from 53 Sea Zone to Sinai
              2 italianTransports moved from 53 Sea Zone to 51 Sea Zone
              1 italianStrategicBomber and 1 italianTacticalBomber moved from Crete to Syria
              2 italianFighters moved from Crete to Trans Jordan
              2 italianInfantrys moved from Tobruk to 51 Sea Zone
              2 italianInfantrys and 1 italianTransport moved from 51 Sea Zone to 53 Sea Zone
              2 italianInfantrys moved from 53 Sea Zone to Syria
              1 italianInfantry moved from Tobruk to 51 Sea Zone
              1 italianInfantry and 1 italianTransport moved from 51 Sea Zone to 53 Sea Zone
              1 italianInfantry moved from 53 Sea Zone to Trans Jordan
              1 italianNavalFighter moved from Crete to Trans Jordan
      
          Combat - Italy
              Italy creates battle in territory 70 Sea Zone
              Battle in Sinai
                  Italy attack with 2 italianInfantrys
                  Egypt defend with 1 Flagpole; Britain defend with 1 britishInfantry
                      Italy roll dice for 2 italianBattleships in Sinai, round 2 : 1/1 hits, 1.67 expected hits
                      Egypt roll dice for 1 britishInfantry in Sinai, round 2 : 0/1 hits, 0.25 expected hits
                      1 britishInfantry owned by the Britain lost in Sinai
                  Italy win, taking Sinai from Egypt with 2 italianInfantrys remaining. Battle score for attacker is 3
                  Casualties for Britain: 1 britishInfantry
              Battle in Trans Jordan
                  Italy attack with 2 italianFighters, 1 italianInfantry and 1 italianNavalFighter
                  Britain defend with 1 Flagpole and 1 britishMech.Infantry
                      Italy roll dice for 2 italianFighters, 1 italianInfantry and 1 italianNavalFighter in Trans Jordan, round 2 : 1/1 hits, 1.17 expected hits
                      Britain roll dice for 1 britishMech.Infantry in Trans Jordan, round 2 : 1/1 hits, 0.33 expected hits
                  1 britishMech.Infantry owned by the Britain and 1 italianInfantry owned by the Italy lost in Trans Jordan
                  Italy win with 2 italianFighters and 1 italianNavalFighter remaining. Battle score for attacker is 2
                  Casualties for Italy: 1 italianInfantry
                  Casualties for Britain: 1 britishMech.Infantry
              Battle in Syria
                  Italy attack with 2 italianInfantrys, 1 italianStrategicBomber and 1 italianTacticalBomber
                  ExiledAllies defend with 1 Flagpole; Britain defend with 1 britishParatrooper
                      Italy roll dice for 1 italianCruiser in Syria, round 2 : 1/1 hits, 0.25 expected hits
                      ExiledAllies roll dice for 1 britishParatrooper in Syria, round 2 : 0/1 hits, 0.33 expected hits
                      1 britishParatrooper owned by the Britain lost in Syria
                  Italy win, taking Syria from ExiledAllies with 2 italianInfantrys, 1 italianStrategicBomber and 1 italianTacticalBomber remaining. Battle score for attacker is 4
                  Casualties for Britain: 1 britishParatrooper
      
          Non Combat Move - Italy
              Trigger italianMecht1: Setting isLandTransport to true for unitAttachment attached to italianMech.Infantry
              Trigger IncomeRegulationEA2: Setting switch to false for conditionAttachmentYesEA attached to ExiledAllies
              Trigger italianAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra2: Setting attack to 0 for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Italy for unitAttachment attached to italianAirTransport
              Trigger italianMecht2: Setting isLandTransport to false for unitAttachment attached to italianMech.Infantry
              Trigger italianProd: Italy has 1 Material placed in Rome
              2 italianFighters and 1 italianNavalFighter moved from Trans Jordan to Crete
              1 italianStrategicBomber and 1 italianTacticalBomber moved from Syria to Crete
              2 italianTransports moved from 51 Sea Zone to 50 Sea Zone
              4 italianInfantrys moved from Southern Italy to 50 Sea Zone
              2 italianInfantrys moved from Rome to 49 Sea Zone
              2 italianInfantrys and 1 italianTransport moved from 49 Sea Zone to 50 Sea Zone
              6 italianInfantrys and 3 italianTransports moved from 50 Sea Zone to 51 Sea Zone
              6 italianInfantrys moved from 51 Sea Zone to Tobruk
              1 italianTransport moved from 53 Sea Zone to 51 Sea Zone
              1 italianArtillery and 1 italianParatrooper moved from Crete to 51 Sea Zone
              1 italianArtillery and 1 italianParatrooper moved from 51 Sea Zone to Tobruk
              1 italianInfantry moved from Al Kufrah to Tobruk
              1 Truck moved from Voronezh to Western Ukraine
              1 italianTank moved from Tula to Caucasus
              1 italianSubmarine moved from 70 Sea Zone to 79 Sea Zone
              2 italianDestroyers moved from 53 Sea Zone to 51 Sea Zone
              1 italianAirTransport moved from Crete to Rome
              1 Train moved from Vichy France to Northern Italy
              1 Train moved from Northern Italy to Rome
              2 italianSubmarines moved from 45 Sea Zone to 43 Sea Zone
              1 Material and 1 Truck moved from Rome to Southern Italy
              1 Truck moved from Northern Italy to Rome
              1 Truck moved from Paris to Northern Italy
              1 Train moved from Rome to Northern Italy
      
          Purchase Units - Italy
              Italy buy 1 italianArtillery, 1 italianCombatEngineer, 5 italianInfantrys and 1 italianTransport; Remaining resources: 0 PUs; 0 techTokens; 
      
          Place Units - Italy
              3 italianInfantrys placed in Southern Italy
              1 italianCombatEngineer and 2 italianInfantrys placed in Rome
              1 italianArtillery placed in Northern Italy
              1 italianTransport placed in 49 Sea Zone
      
          Activate Technology - Italy
              Italy activating ImprovedProduction
      
          Turn Complete - Italy
              Italy collect 29 PUs; end with 29 PUs
              Trigger italianIP: Italy met a national objective for an additional 3 PUs; end with 32 PUs
              Units generate 6 techTokens; Italy end with 6 techTokens
      

      Combat Hit Differential Summary :

      Italy rolls : : 1.00
      ExiledAllies : -0.33
      Egypt : -0.25
      Italy : -0.08
      Britain : 0.67
      

      Savegame

      posted in Play By Forum
      redrum
    • RE: Bug in 2.0.16742

      @Cernel @Schulz Do you have a save game or screenshot?

      posted in Bug Reports
      redrum
    • RE: AI Interesting Moves and Points of Improvement on Revised

      @Captain-Crunch Both updates are a bit more than just tweaking a value:

      • Improve Defend Territory Check - Sometimes the AI would add some units to try to defend a territory and when checking the result vs the result of not adding the units, it would decide not to defend it. Now the AI as long as it projects the defense to have a positive average TUV trade will add the units to defend it.
      • Improve Capital Defense Check - The AI makes a land superiority check (allied vs enemy units within a certain range of its capital) and was only considering units that had already been moved and ignoring units that could still move causing it to often abort defenses. This now makes it consider the max units it could move to nearby territories and then remove units that have moved away from it for other defenses already.

      Both of these improvements impact all maps including Classic though I'd say they probably have a bigger impact on larger maps like Great War. In particular, if you saw cases that the AI didn't move its units forward in noncombat move were it could defend, these 2 changes should hopefully fix those cases.

      posted in Feature Requests & Ideas
      redrum
    • RE: TWW 3.0.0.6 Gully (al) vs redrum (ax)

      @Gully Scramble?

      posted in Play By Forum
      redrum
    • RE: TWW 3.0.0.6 Gully (al) vs redrum (ax)

      TripleA Move Summary: Italy round 5

      TripleA Move Summary for game: Total World War: December 1941 3.0, version: 3.0.0.6

      Game History

      Round: 5
      
          Research Technology - Italy
              Italy spend 0 on tech rolls
              Italy removing all Technology Tokens after successful research.
              Italy discover ImprovedProduction
      
          Combat Move - Italy
              Trigger italianTank1: Setting isLandTransportable to false for unitAttachment attached to italianTank
              Trigger italianHvyTank1: Setting isLandTransportable to false for unitAttachment attached to italianHeavyTank
              Trigger italianAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra1: Setting attack to 1 for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra1: Setting destroyedWhenCapturedBy cleared  for unitAttachment attached to italianAirTransport
              Trigger italianMecht3: Setting isLandTransportable to false for unitAttachment attached to italianMech.Infantry
              1 italianBattleship moved from 50 Sea Zone to 53 Sea Zone
              1 italianBattleship moved from 51 Sea Zone to 53 Sea Zone
              1 italianCruiser moved from 51 Sea Zone to 53 Sea Zone
              2 italianInfantrys moved from Southern Italy to 50 Sea Zone
              2 italianInfantrys and 1 italianTransport moved from 50 Sea Zone to 53 Sea Zone
              2 italianInfantrys moved from 53 Sea Zone to Sinai
              2 italianTransports moved from 53 Sea Zone to 51 Sea Zone
              1 italianStrategicBomber and 1 italianTacticalBomber moved from Crete to Syria
              2 italianFighters moved from Crete to Trans Jordan
              2 italianInfantrys moved from Tobruk to 51 Sea Zone
              2 italianInfantrys and 1 italianTransport moved from 51 Sea Zone to 53 Sea Zone
              2 italianInfantrys moved from 53 Sea Zone to Syria
              1 italianInfantry moved from Tobruk to 51 Sea Zone
              1 italianInfantry and 1 italianTransport moved from 51 Sea Zone to 53 Sea Zone
              1 italianInfantry moved from 53 Sea Zone to Trans Jordan
              1 italianNavalFighter moved from Crete to Trans Jordan
      

      Savegame

      posted in Play By Forum
      redrum
    • RE: AI Development Discussion and Feedback

      @Cernel Correct. The AI doesn't currently support that because there are very few or no maps with those features.

      posted in Feature Requests & Ideas
      redrum
    • RE: AI Interesting Moves and Points of Improvement on Revised

      @LaFayette Ok. That's a relief as if the AI doesn't attack in that situation, I was pretty worried that there was a major issue.

      posted in Feature Requests & Ideas
      redrum
    • RE: AI Interesting Moves and Points of Improvement on Revised

      @Alexei-Svitkine I also reviewed the AI not moving away from its capital area and there was an issue in capital land superiority checks causing it to abort moving units away from its capital. PR to improve that: https://github.com/triplea-game/triplea/pull/5562

      This potentially will make a major improvement in the German AI on Great War.

      @LaFayette That definitely looks bad and I imagine the UK should have captured Germany probably 10 turns ago. I'll try to take a look tomorrow.

      ron-murhammer created this issue in triplea-game/triplea

      closed AI Improve Capital Defense Check #5562

      posted in Feature Requests & Ideas
      redrum
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