Just checked.
Yes, kamikazes are used with low luck with that option on.
Artillery have same transport cost as Tanks. This is incorrect . Use edit until corrected.
China’s rail movement will still place after china has been conquered. They then will conquer Kansu ( that’s where they’re placed ). While slightly amusing, this is incorrect. Use edit until fixed.
Me 262 Total War is showing up when Total War activates. It should be another 2 rounds yet. Player Enforce until fixed.
Sadly, a couple major bugs that edit can’t fix. Transports are defending @1 Late 41 and on but they can’t be taken as hits and will all die when they’re the only units left. The fix is simple enough but it can’t be done without an update and you’ll then need to Player Enforce the first 3 RDs to not take them as casualties.
@The-Captain is that correct behavior for the Transports ? Can’t take as casualty until RD 4/Late 41 ? Then it’s just like a normal ship ?
The bigger problem is that the "Damaged Battleship " is switching to zero attack mid battle. I assume it should continue to defend at 4 during the battle it’s damaged in and switch to zero after the battle is over ?
Unfortunately, I don’t have an elegant solution for this. Right now I’m thinking I’ll need to make another Damaged Battleship that still attacks and when the turn or phase is over, edit in the non attacking one.
I’ll think on it some and ask the triplea guys. I could trigger it to replace with the non attacking one after battle, but you need one for each player and for every SZ, and that’s not worth the effort as opposed to edit.
There’s a lot of edit use in this game anyways, so i think that’s how we’ll roll.
Anyway, I’m gonna 86 the test game and hopefully get a fix out by tonight USA time.
Change Log: 7.0
11/6/21
Fix British getting ANZAC “Strategic Islands” Objective when 1943 Rules aren’t active. Add Notification for Russia’s 10 PU s when attacked for first time. Fix China rail placement when they have no territories. Fix Me 262 Total War showing up early.
Fix “waffen_panzer” showing up early. Change USA National Guard notification to end of Japan’s turn. Fix “artillery” transport cost. Fix Transports not being able to be taken as a hit. You now need to Player Enforce correct behavior for first 3 rounds.
Fix BB_Damaged changing to Attack 0 in middle of battle. You will now need to edit BB_Damaged after combat phase. Heavy_BB and German_Heavy_BB work the same way.
You need to place Commandos and Marines before placing Underground Factories. Will clarify in Game Notes next update.
When editing in a damaged BB you need to give it 1 hit of damage also or it won’t change until end turn. If you forget, just do it at start of combat move.
Hi @Panther
I would like to change the topic title to this
“Global 1940 Expansion for use with TripleA”
I thought I could do it but if so, I’m not sure how.
Thanks
Just move to your very first posting and hit “Edit” you should then be able to access the title for editing. Try it out - if you don’t succeed I can do it for you :slightly_smiling_face:
@panther right arm :muscle: thank you
Hmm…Wolfpack attack problem. Idk y I didn’t c this earlier but wolfpack can be taken as hit, which means once you have less than 3 U Boats, you need to kill the wolfpack but a U Boat will still be alive that should be dead.
idk how to fix this. I guess take the wolfpack as hit first ? Not ideal but … makes U Boats even stronger. You can’t edit mid battle.
Uggh … this isn’t good. Maybe require 4 U-boats for wolfpack ? That doesn’t seem good either. Well this is a major bummer. I might be able to make a negative bonus for 1 U Boat by the Wolfpack.
Idk. If you have only 3 …
I guess maybe that’s the best triplea can do. Have the U Boat give a negative bonus to 1 U Boat, the other 2 or more still get bonus, and kill it as soon as u have less than 3.
That won’t work either. Uggh … maybe have Wolfpacks cost a buck ? or 2 ? For the extra hit ?
@The-Captain any thoughts on this ?
Edit
I’m leaning towards making Wolfpacks cost 2 bucks for the extra hit. Maybe 3 ?
Gonna roll with Wolfpacks cost 3 bucks for the extra hit. Most UBoat battles gonna be small compared to huge Pacific battles, so that extra hit is big.
Still open to suggestions though :)
@barnee
Yea - I can see what you mean.
I’ll think of something - and discuss it with the play test group.
I’ll be back:relaxed:
@the-captain ok idk what my brain was tripping on. The wolfpack only gives a bonus for 1st rd of combat, so it should be fine the way it is. Just don’t take as casualty period and it’ll die at end of combat or if there are less than 3 U-boats present.
Good grief Charlie Brown :stuck_out_tongue_winking_eye:
Sea Zone 109 is removing it’s Wolfpack even when there are 3 or more U-boats. This has been fixed for the next update.
I guess those Wolfpacks didn’t like me messing with them and decided to mess back lol
:angry: not nice to mess with SS.
@general-5-stars heh heh Kriegsmarine in this case, but yea, definitely don’t wanna mess with them :)
Pacific Island rears it’s ugly head once again. DNG was giving ANZAC the -2 bucks after JPN conquered it from ANZAC but when ANZAC unsuccessfully tried to reconquer, the negative bonus went away.
Hopefully this is DNG specific, since it’s a unique case, but I’m not real confident in that.
At any rate, use edit until it’s fixed. Hopefully it can be fixed lol
Another island bug. JPN took Guam, then USA took it back, thenJPN took it again and both triggers are firing for USA. -1 and +1 So use edit to correct PU total and pay close attention at end turn to make sure only the correct bonus is given.
Only seems to happen after multiple territory control exchanges. Hopefully fix for next update. Probably be a while. Test game is at rd 13 China now. Didn’t think it’d last that long.
At any rate, be done soon and start on the fixes.