thanks. will do.
randy
The only things I can see is some of the setups are off, Ukraine needs a factory and 3 infantry. And a few other placements… Also is there anywhere that explains the technology in the tripleA global? I am not sure they were named properly… so that’s a little confusing.
I don’t know what map you think you’re playing, but the one I am playing has a factory. Please update you map, and then choose the correct one to play.
I used a 2.7 version, then upgraded it to the 3.2 it is all good now… I am still having a hard time finding any info on tech. Any guidance would be very helpful!
So I am playing my first game. As Germany I bought a aircraft carrier. I left a tac and a fighter in the sea zone where I placed the AC, but at the end of my turn, the Tac was gone. I’m I mistaken in thinking I can leave a tac in a sea zone where a new carrier is going to be placed? Is it only fighters that can do that?
bob,
i was able to leave a tactical and fighter, then place a carrier under them.
go back and check what you did, you probably did something else.
the history panel will show what happened to the tactical
bob,
i was able to leave a tactical and fighter, then place a carrier under them.
go back and check what you did, you probably did something else.
the history panel will show what happened to the tactical
Oh excellent! I didn’t know about the history button. And you are 100% right. I accidentally grabbed that Tac again and moved it to Western Germany after I had moved it to the sea zone. Thank you!!!
OK, Now China (as the AI) has moved troops into the Himalayas. Is that allowed? Maybe I don’t understand that rule, but I thought it was a dead space!
LOL no… but what a cool house rule!
LOL no… but what a cool house rule!
OK, good. I was worried I missed something. Thanks,
On a different note, if a transport is at a seabase, can it move one space, pick up a infantry, move another space, pick up a tank and move another space and drop off? Or does stopping to pick up a unt negate the 3 space bonus of the original seabase?
the AIs sometimes do silly things
I recommend never using the AIs on any “advanced” maps, because the AIs were all coded to play “Revised” and not any other versions. The AIs simply do not understand Global 1940 rules (hell, most humans don’t either).
I’m not actively working on the AIs, and have no plans to update their code except to fix null pointer errors, etc.
LOL I love it when I play guys that think they’re something, because they can beat “Moore N. Able.”
…
On a different note, if a transport is at a seabase, can it move one space, pick up a infantry, move another space, pick up a tank and move another space and drop off?
Yes, this is fully rules compliant.
Or does stopping to pick up a unt negate the 3 space bonus of the original seabase?
No.
Thank you. Wasn’t sure how that worked. It must be in the rule book, but I couldn’t find it.
LOL I love it when I play guys that think they’re something, because they can beat “Moore N. Able.”
My first time playing on the computer so I wanted to try and familiarize myself with how it all worked. But so far the AI hasn’t done much to stop the Axis rolling to victory. I like how it all works though. Amazing job by those that put it all together. Thak you so much for the hard work. I hope to play some humans one day when I feel I can put the time in.
FYI:
Global was updated today to version 3.3
(that is the file version)
You guys all need to redownload it.
The fixes:
3.2 - 3.3
3.1 - 3.2
3.0 - 3.1
2.9 - 3.0
Everyone needs to download it.
http://sourceforge.net/projects/tripleamaps/files/maps/World War II Global.zip
Make sure that both you and your opponents have it. If your opponent does not have it, then you might end up playing by the old version….
thx,
veqryn
and, if you haven’t already, you will need to…
UPDATE your copy of TripleA to version 1.6.1.2
this is a stable release
link: http://www.axisandallies.org/forums/index.php?topic=28038.0
(you will need both the latest version of the Global Map, AND the latest version of TripleA, to take advantage of all the new features and bug fixes)
I just discovered a game-play issue.
Since the only unit in the game that remains permanently UK Pacific is the IC in India, the option to repair the naval and air bases in India is given to the UK Europe economy instead of the UK Pacific economy.
Sorry I didn’t catch this sooner, it hasn’t come up in a game until today.
I think it was just -placed- there under the wrong power. If you remove it, and edit the proper one back in, it should be fine.
Otherwise Malaya, HongKong, etc, will have the same problem.
I did that and that provides a one turn fix.
The bases still revert back to UK Europe units at the end of the turn (just like units mobilized by UK Pacific do).
You bring up a good point about Malaya and Hong Kong though … the bases there are also UK Europe units and suffer from the same issue.
fixing this might take a long time
i suggest just using edit mode to give the money to the british, then let the british repair it
or just use edit mode to repair it, then subtract the money
FYI:
Global was updated today to version 3.4
(that is the file version)
You guys all need to redownload it.
The fixes:
3.3 - 3.4
Everyone needs to download it.
http://sourceforge.net/projects/tripleamaps/files/maps/World War II Global.zip
Make sure that both you and your opponents have it. Â If your opponent does not have it, then you might end up playing by the old version….
thx,
veqryn