Just checked.
Yes, kamikazes are used with low luck with that option on.
but he forget the russian subs that could sink all the transports, because there was no dd present.
Swirly time!
:mrgreen:
Veqryn, there is a nuance of the game that you’re missing.
I am attacking a destroyer with 2 fighters with ANZAC in a game right now. I am buying a transport. If my fighters fail, I would not want to place my transport because he will just sink it with the destroyer.
It is significant that the rules prohibit me from holding it back. Triple A allows people to hold it back, and then you might have to prove to them that the rules prohibit that (and it’s not terribly clear in the rulebook, so you might have to go and get Krieghund to say it again).
So it would be nice if you either fixed it, or put a note in that says it doesn’t do it properly, just as Babubaer suggested.
Wait, I thought if you didn’t or couldn’t place all your units in triplea then you lose them?
Also- you ‘can’ place your transport and it would not die until Japan’s turn and he left the DD in the SZ. Perhaps there is a French DD in range or fighters that can scramble in the SZ?
Wait, I thought if you didn’t or couldn’t place all your units in triplea then you lose them?
No, you don´t loose them.
Yes, you can place them the next turn, like you want. 8-)
Also- you ‘can’ place your transport and it would not die until Japan’s turn and he left the DD in the SZ. Perhaps there is a French DD in range or fighters that can scramble in the SZ?
Uh - no.
New South Wales doesn’t have an airbase. There were no allied ships in range. That’s beside the point anyway.
My fighters succeeded, although I lost half of them :x
TripleA lets you carry them over
The rule book says you never carry units over. If you bought more than you can legally place, you get your money back for the excess units. Then you could buy something different the next turn.
Point is, the rule does make a difference, and Triple A doesn’t follow it.
There are times when carrying units over to the next turn is an unfair, illegal advantage whether Veqryn recognizes it or not. Doesn’t matter too much, as Veqryn always says, follow the rulebook and not Triple A. I will not allow my opponents to carry units over to the next turn because it’s illegal. You must place all units if you have the capacity, and no, they don’t always deserve a swirly because adverse combat dice rolls might have caused the problem.
Here’s another example.
Russia has 39 IPC’s and buys 13 infantry. The only complexes Russia controls are Moscow and Stalingrad. The Russian player intends to attack some German infantry in Rostov and leave an infantry blocker to keep the German tank and mech stack in the Ukraine from storming Stalingrad next turn.
The dice fail him, and the Russian player loses all his infantry in the attack on Rostov, and is unable to block. Now he doesn’t want to place 3 infantry in Stalingrad because they will get annihilated and probably only score 1 hit on a mech. He would much rather have the 3 extra infantry in Moscow the next turn, now that he knows the attack in Rostov failed.
Triple A would let him hold it back, and a lot of players would probably assume it’s legal. But like Veqryn says in his disclaimer, it’s the players’ responsibility to know the rules. Might as well make a note of it if you’re not going to fix it, though. I mean, there are a lot of rules and most players don’t bother to learn every single one accurately. They’re going to depend on the engine sometimes.
Also- you ‘can’ place your transport and it would not die until Japan’s turn and he left the DD in the SZ. Perhaps there is a French DD in range or fighters that can scramble in the SZ?
Uh - no.
New South Wales doesn’t have an airbase. There were no allied ships in range. That’s beside the point anyway.
My fighters succeeded, although I lost half of them :x
Was only offering suggestions. Maybe you bought an airbase? Anyway, unlikely that 1 DD would take out 2 planes.
Here’s another example.
Russia has 39 IPC’s and buys 13 infantry. The only complexes Russia controls are Moscow and Stalingrad. The Russian player intends to attack some German infantry in Rostov and leave an infantry blocker to keep the German tank and mech stack in the Ukraine from storming Stalingrad next turn.
The dice fail him, and the Russian player loses all his infantry in the attack on Rostov, and is unable to block. Now he doesn’t want to place 3 infantry in Stalingrad because they will get annihilated and probably only score 1 hit on a mech. He would much rather have the 3 extra infantry in Moscow the next turn, now that he knows the attack in Rostov failed.
Triple A would let him hold it back, and a lot of players would probably assume it’s legal. But like Veqryn says in his disclaimer, it’s the players’ responsibility to know the rules. Might as well make a note of it if you’re not going to fix it, though. I mean, there are a lot of rules and most players don’t bother to learn every single one accurately. They’re going to depend on the engine sometimes.
Um? Well if Russia held 3 Infantry back than they may not be able to place them next turn if they plan to build in Moscow? Having 3 units placed in Ukr is worth more than 3 units you may be able to place nest turn.
Anyway, moot point as its not legal anyway.
Triple A would let him hold it back, and a lot of players would probably assume it’s legal. But like Veqryn says in his disclaimer, it’s the players’ responsibility to know the rules. Might as well make a note of it if you’re not going to fix it, though. I mean, there are a lot of rules and most players don’t bother to learn every single one accurately. They’re going to depend on the engine sometimes.
Very nice russian example Gamerman01!
Absolutely, one more reason to fix that problem or take it in the notes, because it’s like gamerman says many players probably assume it´s legal but it isen´t.
Ahem,
According to Revised and older rules, you lose any and all units that you do not place. TripleA handles this correctly.
According to AA50 and Spring 1942 rules, you do not lose units you don’t place, you get to try to place them next round. TripleA handles this correctly.
According to Global 1942 rules, you must place all units if you can, and ones you can’t get refunded. TripleA handles it according to AA50 rules instead.
Since gamerman was able to come up with an example that doesn’t deserve a swirly, I’ll add it to the list of stuff to do.
Also, FYI, there are 2 types of “bugs” in triplea: real bugs (bugs that are forced on you), and incompleteness bugs (bugs not forced on you)
Examples:
A real bug would be TripleA disallowing a valid move.
An incompleteness bug would be TripleA allowing an invalid move.
While I do aim to fix everything possible, my time and energy is limited.
Real bugs take priority.
Incompleteness bugs are a very low priority because “you know the rules and be playing by the rules”.
Just like in a real face to face game, there is nothing really stopping me from moving my bomber 9 spaces. But you don’t because you want to play by the rules.
So, disclaimer again: know the rules and play by them.
Cool, thanks
anything else i need to change (that is specific to this map) ?
Perhaps you’ve already dealt with it, but last time I played the VC victory conditions don’t quite work right. Not a playability bug, but it causes confusion sometimes.
Another minor thing is add/remove units in edit mode for China. This can cause problems because if you remove the fighter it can’t be added back (without going back and redoing everything).
The proper VC victory condition is in the game notes.
I changed how the Engine determines what units you can add with edit mode.
Previously, you could only add whatever units you could produce (which for China would normally be just infantry). This was done because the engine does not know what units you have “artwork” for.
Later I changed it to see what units you currently already have, and add those as possibilities.
Now I’ve updated it again so that it will actually check what unit images are in your image folder, and allow any of those as well.
Global 1940 2nd Edition, version 3.7 is released
download it now!
changes from 3.6 to 3.7:
1. fixed japanese national objective so that if germany/italy takes india and/or the other power centers in asia, that japan gets her money
2. allowed rockets to gang up on infrastructure
3. Added some things to the game notes about what is NOT covered by the engine (and therefore, what you need to manually keep in mind):
Rules the engine does not do, but you must follow:
Lastly, I wish to introduce 2 things that everyone may not know already exist within the TripleA engine:
1. Edit Move Units
To “Edit Move”, you must first be in some movement phase.
Then turn on Edit Mode.
On the right side you see some tabs: “Action” tab, and “Edit” tab, and other tabs.
When you turn on edit mode, you switch automatically to the ‘edit tab’. However you can still perform ‘actions’ during edit mode, and edit mode changes those actions to reflect that you are in edit mode.
So now click on the “Action” tab, and then move the units just like you would normally.
Because you are in edit mode, the movement validation is turned off, so this allows you to basically move units where-ever you want, including moving enemy units, or even making an enemy attack, or loading transports, etc.
2. Game Comments (aka: a way to tell what fighter is on what carrier, among other things)
Click “View” menu, then select “Show Comment Log”
From there, you can type out and add comments to the game. The comments will go into the History Panel, and be permanently added to the game save.
Things you could possibly use this for: telling your opponent which fighter is on which carrier, when you have a mixed-nation fleet.
Excellent work Veq, :-D
Big big thxs to improve TripleA, it’s the best software out there.
All I see is version 6.4 still….
it’s not a new triplea just a updated version of global