Hello everyone, with the new year and a new support drive beginning, @mikawagunichi and I have decided to sweeten the pot a bit and generate some interest for our favorite league game variant. For any player who has never played PTV or whose most recent PTV league game was completed in 2023 or earlier, we will pay for a Gold badge for any player who completes 3 PTV League games this year. For players who pay for their own badge, we will still make an equivalent dollar amount donation to the forum. Limited to the first 5 sign ups, please DM if interested, thank you!
Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain
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OK, I shot you the quickie revision. My solution for now was just to slide Sumatra a bit. Sort of a tradeoff there, got a few more place for the sz round Singapore, but the straits are more abstractly/wide. Another solution would be to do a tilt for the island and tweak the geometry of the sz, but this was relatively quick and worked with the current relief, and figured my be easier so you don’t have rework the unit place too much, just moved like 100px or so to the left. Oh and the label. I shifted the center, but you’ll want to adjust the PU probably. I tried to get the line so it wouldn’t strike across too hard. Thanks again for the eagle eye there!
Let me know if that works for ya for now :)
Right then, I’ll let you guys get back to it. But I’m obviously getting a kick out this game/thread! haha
Have fun!
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@black_elk F yea !!! Thanks Brother !!! It is an active seismic zone, so mighta been some underwater movement shifted something :)
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@Black_Elk @VictoryFirst F Yea ! Back in business :) Our Save works to Victory.Probably an hour toredo place and upload. Gotta jump over to UHD Global and fix there and we’re ready to ROCK
Actuallly u can play whenever you’re ready Victory. It won’t affect anything :grin:
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@VictoryFirst
https://github.com/beelee1/global_40_expansion_uhd
The fix is in lol :)same link as before. This time, with the number of changes, you want to replace the “games” folder with your current 1.2 one. Use everything else new.
Don’t forget the rename “-master” deletion.This a temporary fix. Elk gonna bust out the 5 star model in the future. Since he ran a 5 star joint for a couple decades where all the Big Wheels went. It’s just how he rolls :)
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Actually just slam the entire new ball of wax in. You don’t need todo anything but the rename :)
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Thank you so much Black Elk for the fix! I wanted to move my sub from sz 36 to sz 41, but the game wouldn’t let me do it. Even when I moved to sz 43 first and then to sz 41 the game curved my path along sz 37 and said the distance was too great. Turns out that on the real map, these SZs aren’t adjacent at all!
I like the solution. Simple, but effective. The war can go back on at full speed!
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Alright, but is our game still compatible then, or do we have to edit in our board position?
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@victoryfirst No Brother ! Just reload and go :)
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@VictoryFirst so just DL latest and upload after you open zip and rename. Then open our save and were Golden :)
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@barnee
Game HistoryRound: 2 Purchase Units - Italians Italians buy 1 Italian_LCV, 1 destroyer and 1 italian_para; Remaining resources: 3 PUs; Combat Move - Italians Trigger Americans DemoHarbour: has removed 1 demo_harbour owned by Americans in Philippines Trigger Americans DemoAirfield: has removed 1 demo_airfield owned by Americans in Philippines Trigger RailMovementAutoPlaceItalians: Italians has 1 Rail placed in Southern Italy 1 destroyer moved from 95 Sea Zone to 92 Sea Zone 1 submarine moved from 95 Sea Zone to 98 Sea Zone 1 bomber moved from Southern Italy to 98 Sea Zone 2 armour moved from Romania to Greece 1 infantry moved from Albania to Greece 2 fighters moved from Southern Italy to Greece 1 artillery and 1 mech_infantry moved from Tunisia to Algeria 1 infantry moved from Bulgaria to Greece 2 infantry moved from Southern Italy to 95 Sea Zone 1 cruiser, 2 infantry and 1 transport moved from 95 Sea Zone to 97 Sea Zone Italians take 97 Sea Zone from British 2 infantry moved from 97 Sea Zone to Greece Combat - Italians Battle in Greece Italians attack with 2 armour, 2 fighters and 4 infantry Neutral_Allies defend with 4 infantry Italians roll dice for 1 cruiser in Greece, round 2 : 1/1 hits, 0,50 expected hits Italians roll dice for 2 armour, 2 fighters and 4 infantry in Greece, round 2 : 3/8 hits, 2,67 expected hits Neutral_Allies roll dice for 4 infantry in Greece, round 2 : 1/4 hits, 1,33 expected hits 4 infantry owned by the Neutral_Allies and 1 infantry owned by the Italians lost in Greece Italians win, taking Greece from Neutral_Allies with 2 armour, 2 fighters and 3 infantry remaining. Battle score for attacker is 9 Casualties for Italians: 1 infantry Casualties for Neutral_Allies: 4 infantry Battle in 98 Sea Zone Italians attack with 1 bomber and 1 submarine British defend with 1 destroyer Italians roll dice for 1 submarine in 98 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Italians roll dice for 1 bomber in 98 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits British roll dice for 1 destroyer in 98 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the British lost in 98 Sea Zone Italians win, taking 98 Sea Zone from Neutral with 1 bomber and 1 submarine remaining. Battle score for attacker is 7 Casualties for British: 1 destroyer Battle in Algeria Italians attack with 1 artillery and 1 mech_infantry French defend with 1 infantry Italians roll dice for 1 artillery and 1 mech_infantry in Algeria, round 2 : 0/2 hits, 0,67 expected hits French roll dice for 1 infantry in Algeria, round 2 : 0/1 hits, 0,33 expected hits Italians roll dice for 1 artillery and 1 mech_infantry in Algeria, round 3 : 1/2 hits, 0,67 expected hits French roll dice for 1 infantry in Algeria, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the French lost in Algeria Italians win, taking Algeria from French with 1 artillery and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for French: 1 infantry Non Combat Move - Italians Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Rail owned by Italians in Southern Italy 1 bomber moved from 98 Sea Zone to Southern Italy 2 fighters moved from Greece to Southern Italy 1 infantry moved from Northern Italy to Southern Italy 1 artillery moved from Yugoslavia to Northern Italy 1 artillery and 2 infantry moved from Yugoslavia to Romania Place Units - Italians 1 Italian_LCV and 1 italian_para placed in Southern Italy 1 destroyer placed in 97 Sea Zone Turn Complete - Italians Italians collect 13 PUs; end with 16 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 19 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
French regular : -0,67 Italians regular : 0,50 Neutral_Allies regular : -0,33 British regular : -0,33
Alright, we can set the game on fire again! :)
Hey, small question: what happened to the objectives tab in game? Can’t see it anymore. Just wanted to check which NOs I’ve obtained.
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@victoryfirst oh wow I totally spaced those ! I’ll add em in later today and send em to ya. Actually I’ll just do another update as Elk finished the update to final version.
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Game History
Round: 2 Purchase Units - ANZAC ANZAC buy 3 Fortifications, 1 artillery, 1 infantry and 1 submarine; Remaining resources: 0 PUs; Combat Move - ANZAC 1 destroyer moved from 54 Sea Zone to 42 Sea Zone 3 fighters moved from Queensland to 42 Sea Zone Combat - ANZAC Battle in 42 Sea Zone ANZAC attack with 1 destroyer and 3 fighters Japanese defend with 2 submarines ANZAC roll dice for 1 destroyer and 3 fighters in 42 Sea Zone, round 2 : 1/4 hits, 1.83 expected hits Japanese roll dice for 2 submarines in 42 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits 1 submarine owned by the Japanese lost in 42 Sea Zone ANZAC roll dice for 1 destroyer and 3 fighters in 42 Sea Zone, round 3 : 2/4 hits, 1.83 expected hits Japanese roll dice for 1 submarine in 42 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Japanese lost in 42 Sea Zone ANZAC win, taking 42 Sea Zone from Japanese with 1 destroyer and 3 fighters remaining. Battle score for attacker is 12 Casualties for Japanese: 2 submarines Non Combat Move - ANZAC 3 fighters moved from 42 Sea Zone to Northern Territory 1 aaGun, 1 artillery and 3 infantry moved from Queensland to Northern Territory 1 mech_infantry moved from New South Wales to Northern Territory 2 infantry moved from New South Wales to Queensland Place Units - ANZAC 1 submarine placed in 62 Sea Zone 1 artillery and 1 infantry placed in New South Wales 1 Fortification placed in New Guinea 1 Fortification placed in Dutch New Guinea 1 Fortification placed in Java Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC Liberates DNG Turn2: ANZAC met a national objective for an additional 2 PUs; end with 16 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs Combat Move - French 1 destroyer moved from 76 Sea Zone to 98 Sea Zone 1 destroyer moved from 91 Sea Zone to 104 Sea Zone 1 fighter moved from United Kingdom to 104 Sea Zone Combat - French Battle in 104 Sea Zone French attack with 1 destroyer and 1 fighter Germans defend with 1 GermanUBoat French roll dice for 1 destroyer and 1 fighter in 104 Sea Zone, round 2 : 1/2 hits, 0.83 expected hits Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 GermanUBoat owned by the Germans lost in 104 Sea Zone French win with 1 destroyer and 1 fighter remaining. Battle score for attacker is 4 Casualties for Germans: 1 GermanUBoat Battle in 98 Sea Zone French attack with 1 destroyer Italians defend with 1 submarine French roll dice for 1 destroyer in 98 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Italians roll dice for 1 submarine in 98 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits French roll dice for 1 destroyer in 98 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits Italians roll dice for 1 submarine in 98 Sea Zone, round 3 : 1/1 hits, 0.17 expected hits 1 destroyer owned by the French lost in 98 Sea Zone Italians win with 1 submarine remaining. Battle score for attacker is -7 Casualties for French: 1 destroyer Non Combat Move - French 1 infantry moved from Trans-Jordan to Egypt 1 infantry moved from French Central Africa to French Equatorial Africa 1 fighter moved from 104 Sea Zone to United Kingdom Turn Complete - French
Combat Hit Differential Summary :
Italians regular : 0.67 French regular : -0.50 Japanese regular : -0.50 ANZAC regular : -0.67 Germans regular : -0.17
I’ll bang out the update next
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so rename to “objectives.properties” and replace old one. It’s where all the folders are after you start opening stuff up
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@VictoryFirst Updated 1.4 with the finishing touches same link https://github.com/beelee1/global_40_expansion_uhd
You can just power slam the whole thing in again after the rename :)
Right Arm :muscle: @Black_Elk Thanks Brother ! :)
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Game History
Round: 3 Purchase Units - Germans Germans buy 5 GermanUBoats, 1 Panzer_General, 2 Waffen_Obersts, 1 armour, 1 elite, 2 german_paras, 5 infantry and 2 waffen_infantrys; Remaining resources: 0 PUs; Place Units - Germans Units in Germany being upgraded or consumed: 2 infantry and 2 waffen_infantrys 2 Waffen_Obersts and 2 waffen_infantrys placed in Germany Combat Move - Germans Trigger RailMovementAutoPlaceGermans: Germans has 2 Rails placed in Germany 1 GermanUBoat moved from 112 Sea Zone to 104 Sea Zone 1 tactical_bomber moved from Holland Belgium to 104 Sea Zone 1 fighter moved from Holland Belgium to 104 Sea Zone Combat - Germans Battle in 104 Sea Zone Germans attack with 1 GermanUBoat, 1 fighter and 1 tactical_bomber French defend with 1 destroyer Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits French roll dice for 1 destroyer in 104 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the French lost in 104 Sea Zone Germans win with 1 GermanUBoat, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 destroyer Non Combat Move - Germans Trigger RailMovementAutoPlaceRemoveGermansItalyTakeover: has removed 2 Rails owned by Germans in Germany Trigger Urals Tank Unit: Russians has 1 armour placed in Urals 1 fighter and 1 tactical_bomber moved from 104 Sea Zone to Holland Belgium 5 armour moved from Germany to Slovakia Hungary 1 armour moved from Slovakia Hungary to Germany 2 armour moved from Greater Southern Germany to Germany 1 armour moved from Western Germany to Germany 1 Panzer_General3 moved from Germany to Slovakia Hungary 1 mech_infantry moved from Greater Southern Germany to Slovakia Hungary 2 mech_infantrys moved from Germany to Slovakia Hungary 1 Waffen_Arty, 1 Waffen_Oberst and 2 waffen_infantrys moved from Germany to Slovakia Hungary 1 Waffen_Arty, 1 Waffen_Oberst and 2 waffen_infantrys moved from Germany to Slovakia Hungary 2 waffen_infantrys moved from Germany to Slovakia Hungary 3 german_paras moved from Germany to Romania 3 infantry moved from Germany to Poland 1 elite moved from Germany to Poland 1 battleship, 1 cruiser and 1 destroyer moved from 112 Sea Zone to 110 Sea Zone 1 battleship, 1 cruiser and 1 destroyer moved from 110 Sea Zone to 112 Sea Zone 1 GermanUBoat moved from 119 Sea Zone to 108 Sea Zone 1 GermanUBoat moved from 119 Sea Zone to 117 Sea Zone 2 GermanUBoats moved from 112 Sea Zone to 119 Sea Zone 2 GermanUBoats moved from 112 Sea Zone to 109 Sea Zone 1 GermanUBoat moved from 109 Sea Zone to 107 Sea Zone 1 GermanUBoat moved from 109 Sea Zone to 112 Sea Zone 1 infantry moved from Western Germany to 112 Sea Zone 1 infantry moved from 112 Sea Zone to Norway 1 infantry moved from Norway to Finland Place Units - Germans 1 Panzer_General and 1 armour placed in Germany 3 GermanUBoats placed in 93 Sea Zone 2 GermanUBoats placed in 112 Sea Zone 1 elite, 1 german_para and 4 infantry placed in Germany 1 infantry placed in Western Germany 1 german_para placed in Germany Turning on Edit Mode EDIT: Adding units owned by Germans to Germany: 1 Panzer_General3 EDIT: Removing units owned by Germans from Germany: 1 Panzer_General EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Germans to 93 Sea Zone: 1 Wolfpack EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 44 PUs; end with 44 PUs Trigger Germans AdvancedProduction: Germans met a national objective for an additional 12 PUs; end with 56 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Combat Hit Differential Summary :
French regular : -0,33 Germans regular : 0,67
By the way, I created this text file for myself to keep track of the armies and army groups. I thought it might be an idea to update the file after each turn and include it in our posts. Unless you prefer to use the Comment Log of course, but I thought the comment log becomes a bit messy when the armies move, or when the mines get stated there as well…
Let me know what you think!
Hehe, the war goes on with the German U-boats scattering across the Atlantic…
This game is so fun, especially with the new map! I am having such a blast! I am really glad I can finally play this game against a human opponent :) As you always say, right army brother :muscle:I cleaned up my table by the way. The 1943 setup was lying there for so long, almost untouched (I only did G1), so I decided to clean it all up and set up the 1940 scenario instead. During this, I became so allergic to all the dust, I cleaned up my entire room as well lol. Spent the entire day cleaning up and throwing away all the old and unnecessary stuff. It is unbelievable how much dust a room can have! It is still far from done though. Gonna spend the next few days finishing the clean-up, and then I will start another tabletop 1940 game of the House Rule Expansion. I will make a nice game report on the game report thread, with pictures.
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I also was thinking about how we can manage the representation of the armies on board, and make it as clear as possible. As a first step, we could represent the Panzer/Tank armies by a token or flag, because a Panzer Army always consists of the same units. This will save space, and it will be easier to move around as well. And when you use them in battle, you can edit the tanks back in.
Not sure how to handle the other Armies though. It might become a bit messy when you have to check every time what’s in the Army, and editing the units back in could also lead to problems. I still think creating a separate section/space on the map could be interesting. This section could function like the Army Board in a real game. For example, the units from the 1st Waffen Army in Slovakia could be placed/edited into the 1st Waffen Army territory (which could be either above the map or below). Then, you place a token of the 1st Waffen Army into Slovakia, and you only have to look at the territory to see what’s in there.
This would need some graphic artwork though, and I know you said graphics aren’t your thing. Neither is mine, but I still think I can be of assistance in this process. I know how to work with GIMP, so I could try to make some tokens there. Then we can see if it works in triplea.
Might this be an idea?
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@victoryfirst I’ll reply in more detail when I have time but … :) Go to the triplea site https://triplea-game.org/download/ and go to map making. You’ll see the first three pinned topics by Elk. They contain a Mountain of information. I haven’t gone through them myself in detail yet as all my time was helping get UHD done :) I plan on diving before too long
Also there is a thread “How to modify borders on an existing map” that has a ton of useful information as well and probably closer to what you’re after, although Elk may have addressed it also.
Check out ebbe’s “WWII Oil and Snow April 1941” you’ll see the boxes at the top. So you’d still have to edit the dudes back in before battle but that should work. Might even be able to drag those units directly to any tty as well w/out edit. Not sure. More in a bit
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@VictoryFirst The reason why I like comment log is because it gives an in game record. Posting it again when you post your end turn is fine as well and something I tend to do if it looks questionable. If a document makes that easier for you, that’s fine with me.
Mostly I can tell by just looking at the map. Like you have 1st Pnzr in Slovakia Active and 2 Waffen Armies that probably each have 1 Arty and 2 Inf Inactive. You also have enough units there to make an Army Group but since russia isn’t/can’t attack, it’s not that important. You can always activate it at the beginning of your combat move.
I’ll try and bust out russia real quick and get back to later with a more in depth answer
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Game History
Round: 3 Purchase Units - Russians Note to players Russians: <body><b>It is Early 1941 and The Soviet Union has Formed 2 Tank Armies.<br />You may purchase 1 Tank General per turn.<b></body> Note to players Russians: <body><b>It is Early 1941 and The Soviet Union has Tankograd Up and Running !<br />Russia receives 1 Free Tank per turn as long as they control the Urals.<b></body> Trigger TankGeneral: buyTank_General added to productionRussians Russians buy 1 Soviet_Commisar, 3 artilleries, 1 elite, 3 infantry and 8 mine_unarmeds; Remaining resources: 0 PUs; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia Non Combat Move - Russians Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail and 2 Rails owned by Russians in Caucasus 1 submarine moved from 123 Sea Zone to 116 Sea Zone 1 mech_infantry moved from Belarus to Russia 1 aaGun and 1 elite moved from Bryansk to Ukraine 1 infantry moved from Ukraine to Rostov 2 infantry moved from Western Ukraine to Ukraine 1 artillery and 4 infantry moved from Western Ukraine to Bryansk 1 Soviet_Commisar_3, 2 aaGuns, 2 armour, 2 artilleries, 15 infantry and 1 mech_infantry moved from Belarus to Bryansk 1 elite moved from Russia to Bryansk 1 infantry moved from Russia to Smolensk 1 armour moved from Urals to Russia 8 mine_unarmeds moved from Russia to Bryansk 1 Europe_Rail and 2 Rails moved from Russia to Yakut S.S.R. 1 Europe_Rail, 2 Rails and 3 infantry moved from Yakut S.S.R. to Caucasus 6 infantry moved from Yenisey to Timguska 2 infantry moved from Yakut S.S.R. to Yenisey Place Units - Russians 2 artilleries and 1 infantry placed in Ukraine 2 infantry placed in Volgograd 1 artillery placed in Novgorod 1 Soviet_Commisar, 1 elite and 8 mine_unarmeds placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 37 PUs
Combat Hit Differential Summary :
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@VictoryFirst yea i thought Elk had it all laid out step by step. Go to the triplea site and you want his “A brief guide to the map creator tools (Utilities)”.
So splitting a SZ is basically the same, I’m not sure how to make it land, but I know you can. It might just be in the xml. Then you have the new TTys, connect to All Land TTys or whatever ones needed. That would allow you to move units from the Box/TTy to anywhere. You wouldn’t need edit.
It’s just a matter of putting the Boxes to where they don’t obliterate the Arctic. Now they wouldn’t have to be very big, 1 unit for an Army Group, 2 for a Panzer/Tank Army and 4 for Waffen and Corps and Desert Armies.
There are however, a lot of em. South Atlantic and IO would be fine, because wgaf ? right ? It all looks the same and nobody goes there anyway. Be fine for US and UK.
Germany and russia would be better up North where you could see them without having to scroll or very much.
But anyway, that’s the answer :) I’ll look around for likely spots. Basically each box becomes a Land TTy for whoever’s it is :)