Thanks for clarifying.
Global 1940 and 1943 Expansion for use with TripleA
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@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:
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@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:
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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
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:angry: not nice to mess with SS.
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@general-5-stars heh heh Kriegsmarine in this case, but yea, definitely don’t wanna mess with them :)
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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
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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.
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Major Bug with Commandos and Elites attacking same TTy with artillery support. Jacks the battle all up. Has right number of units but wrong hit factors. So don’t combine attack with them for now. Marines probably same.
Idk if this can be fixed. Seems a triplea engine issue to me, from what I remember of the xml code, but we’ll see. I’ll report to triplea if needed but guys are rewriting the entire program right now, so doubt anything happens anytime soon.
Only thing I can think of at the moment, is make a new unit that hits like Elite, but doesn’t need artillery support. Have to edit it in and out. Kinda sloppy and I don’t like it but …
Anyway, test game is dead. See if we can fix some stuff.
Yea just tested without artillery and they attack together correctly. The supportAttachment is jacked up for the artillery. Maybe it can be fixed. We’ll see :)
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Ok looks like a minor panic on my part. Made a separate supportAttachment and it seems to be working.
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Unfortunately, my earlier concern was legit. I remember having trouble with them when I first did it. Not really sure of the best solution. Thinking of making them A2 get +1 with Arty. I don’t like the edit new unit in and out. Already gotta do it with Oberst and Commiesars. PGs too.
There’s only one of them to deal with though usually, half a dozen be a bit much.
Maybe make em cost an extra buck ? +2 to upgrade ? Uggh Idk. That’s a big rule difference, although Basic has Waffen at +2. Usually just paired with Arty anyway. Mostly amphib attacks for the Marines.
Well, that’s the way I’m leaning. @The-Captain what do you guys think ? Everything would work right then, as far as the artillery support with all units.
Edit
So it’d be 5 bucks for an A2 D2 +1A with Arty . Arty A2 D2 gives support for 4 bucks. I’d think you’d still want the 3 hitter ability for amphib attacks for the extra buck though. Actually, it’s really 2 bucks.Hmm … Well, Idk, I think they’d still be purchased. You got any number crunchers in your group ?
Edit 2
Maybe leave at +1 ? Still cheaper to buy a Arty/Inf than 2 Marines for same attack power. They’re limited build wise too.Edit 3
Yea I think A2 D2 A+1 with Arty for +1 PU. Tanks are 5 bucks, so, they wouldn’t get bought. -
yea so it all works fine now. I wonder if this would cause any issues in India early game ? Or Egypt with rail move ?
Idk. Best I can think of. 6 sided die are limiting.
Tank and Arty A3 A2 C9
2 Commando A2 C8
Commando and Arty A3 A2 C8Might just need to be a triplea exception. Guess we could limit builds early rounds if needed for India.
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DNG fix is done. Gotta do it for them all now lol
Hopefully just some cleanup after that. We’ll see.
Anyway, to a good weekend of Gaming
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Hi,
I’ll have to get back to you on that one… if we change the cost on any unit, it might influence the choise of units in an “un-wanted” manner… in other words - that unit might not be purchased.
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Tomorrow, 2 players from The Netherlands (they are from this forum) are coming to Denmark to join us for a weekend of Axis & Allies gaming including Axis & Allies Global 1940 House Rules Expansion.
So I might not be online unitl Sunday…
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@the-captain yea cost would stay the same attack factor would increase by 1. That can influence buys as well.
Only thing to do would be to make a new unit and have it edit in when paired with arty. As i said earlier though, that could get kinda sloppy.
Idk, I almost always have them paired on the attack anyway and always take them as casualty first, so maybe it’d be better to edit in the unit that attacks at 1 by itself as that situation wouldn’t happen as much.
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@the-captain said in Global 1940 Expansion for use with TripleA:
Hi,
I’ll have to get back to you on that one… if we change the cost on any unit, it might influence the choise of units in an “un-wanted” manner… in other words - that unit might not be purchased.
Ya with d6 it gets dicey with no room.
barnee. What are u trying to do?
Does art boost all types of inf +1 correct ? -
@general-5-stars yea so Commandos and Marines are A1 D2 C+1 and replaces an existing Infantry. So basically C4. They get A+2 when paired with Artillery.
Artillery also boost Infantry and Mech Infantry A+1. Triplea cant do that. They all have to be boosted the same. So i was gonna make them A2 D2 C+1 A+1 with Arty.
Still should have incentive to buy
Tank and Arty A3 A2 C9
2 Commando A2 C8
Commando and Arty A3 A2 C8But I think I’ll make another Commando/Marine unit that is A1 that you edit in before battle when they attack without Artillery. Should be fairly rare occurrence, as you wanna pair them up for the extra attack boost.
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Inf A1+1 & Art A2 = A4 D4 C7 8.33
Mech A1+1 & Art A2 = A4 D4 C8 6.00
Comm A1 +1 & Art A2 = A4 D4 C8 6.00
Tank A3 & Art A2 = A5 D5 C9 5.88
2 Comm A2 = C8 3.00Commando to weak at A1 for C4.
If you gave Comm/Marine A2 C4
2 Com/Mar A2 = A4 C8 6.00
Comm A2+1 & Art A2 = A5 C8 7.50Now by giving Com/Mar a A2 +1 with an Art to strong. But keep in mind there’s a build cap I believe.
Why not just give the Com/Mar a A2 and Art doesn’t boost it +1. This way if attacking alone they still are worth the money on there own without off setting everything.
You would assume these special Inf are kind a on there own and doing specific attacks ?Maybe by giving all these special Inf in game a flat A2 with no +1 boost. Be easier on triple A ?
The decimal number shows cost for punch showing you best cost for pieces.
Be cool if special Inf could be air transported but Captain I think has a clamp on that.
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@general-5-stars said in Global 1940 Expansion for use with TripleA:
Now by giving Com/Mar a A2 +1 with an Art to strong. But keep in mind there’s a build cap I believe.
yea the build caps and the fact they only A1 unless paired w/Arty is where there at. To make that work with triplea is why I need to make them A2 +1
I can’t remember on the Air Trprt but they can be built/transformed in friendly Factories as well
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Change Log:
7.1 12/1/21
Fix Dutch New Guinea not activating correctly on Allied counter attack after lost and reconquered. Fix Wolfpack removing Sea Zone 109 when 3 U-boats present. Fix Wolfpack not removing with less than 3 U-boats present in Sea Zone 99.Make Heavy Industry placement compliant. Fix extra Italian rail not showing up after German takeover of Italy. Fix Chinese rail showing up, unless 3 Territories are owned. Fix Allies activating Liberate of Pacific Territories when only having battle and not winning. Update D-Day Notes.
Add Roundels to all Changer Landmines. Change “Commando/Marine” units to attack at 2 and get +1 when paired with Artillery. Add “CommandoA1/MarineA1”.