I took a spin of @VictoryFirst 's new World War 1 1914 module that integrated The Good Captain’s balance rules. I played both sides. The game transpired to be quite evenly balanced, and I’d like to continue the game with a human player. You would need to download VictoryFirst’s new module to play it (simply download the zip file, moving into the DownloadedMaps folder, then upzip it, though you might need to restart TripleA): https://www.mediafire.com/file/6iqf74g0s1zyktp/world_war_i_1914_balanced.zip/file
Dice Roller
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Phew!
Ones: 1652 or 16.52%
Twos: 1674 or 16.74%
Threes: 1687 or 16.87%
Fours: 1623 or 16.23%
Fives: 1693 or 16.93%
Sixes: 1671 or 16.71%Since “perfect” would be 16.6666667% each, the “worst” result was the fours and that only delivered 44 “too few” fours than it should have - and that is out of ten thousand rolls.
Good enough for me! 8-)
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This method starting sorting in my game. Testing out if it sorts here…
Rolling 30d6:
(1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6) -
Yeah so the dice roller sorts now. Can anyone explain how I use it now with the rolls sorted?
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The new dice roller should be much eacsier for your games. Now you can specify multiple “groups” of dice to roll at the same time.
For instance…
dice 3d6 1d6 1d6 2d6 3d6
Rolling 3d6 1d6 1d6 2d6 3d6:
(2, 4, 5) (5) (4) (2, 5) (3, 4, 6)Why is this easier? You can do a battle like so…
Attackers: 5 inf, 3 arm
5d6 @ 1, 3d6 @ 3
dice 5d6 3d6
Rolling 5d6 3d6:
(2, 3, 3, 4, 4) (3, 3, 6)Defenders: 4 inf, 1 ftr
4d6 @ 2, 1d6 @ 4
dice 4d6 1d6
Rolling 4d6 1d6:
(2, 4, 5, 5) (2)Since they are sorted it’s easy to find the hits.
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Yeah, happened to me too. Seemed strange to me after my AC and Inf were all hitting, and my Ftrs came up empty in every battle on J1…
The way you do it now is to either do separate rolls, or you can do it like this:
Suppose 5 Inf 2 Ftrs attacking (5@1, 2@3):
;dice 5d6 2d6;Substitute the semicolons with colons:
5 Inf 2 Ftrs attacking (5@1, 2@3):
Rolling 5d6 2d6:
(1, 2, 3, 3, 4) (2, 3) -
Here’s another quick tip … if you’re posting dice, it can be really annoying that afterwards it goes back to the forum instead of the thread of messages. You can fix this 2 ways …
Manually, each time click “Additional Options->Return to this Topic”
Automatically, click “Profile->Look and Layout Preferences->Return to topics after posting by default” and Save
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Yeah, sorry everybody about changing it like that. I put a message in the Website Discussion forum but next time I’ll put it in announcements. So always check for announcements first.
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Test
Rolling 2d6 4d6 3d6:
(4, 6) (2, 4, 5, 6) (2, 2, 3) -
test
Rolling 2d6 3d6 4d6:
(4, 6) (3, 5, 6) (2, 4, 5, 6) -
Testing new feature (default is ‘d6’ so don’t have to specify):
Attacker 3inf 1arm Defender 2inf
Rolling 3 1 2:
(1, 2, 4) (5) (1, 2) -
I hate those dug-in defenders :roll:
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How does this work? This looks like a neat idea!
;dice 5d6 2d6;
Rolling 5d6 2d6:
(1, 1, 2, 6, 6) (5, 6) -
With the groupings I think it would be great if you could specifiy text titles for the groups.
Something like this
;dice “Infantry” 5d6 “Fighters” 2d6;
And the the oputput would be something like this (on multiple lines)
Rolling 5d6 2d6:
Infantry 1, 1, 2, 6, 6
Fighters 5, 6Mot
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Hi Mot, welcome to Axis & Allies.org!
I am working on that. Incremental development. First get something out there that people can use, collect feedback, and improve. I’d like to get to the point where you can press a button and get a dialogue box that helps you fill out the numbers.
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Mot, we’re having a discussion in the Software Development format about creating an open Axis & Allies XML specification. Would you like to join in on the conversation?
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That’s a good idea, considering everyone seems to use something different. It would allow you to write converters and/or include that functionality into current and future map programs.
Where are you working on the project?
Mot
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We’re working on it right here. Look at the Software Development forum.
The TripleA guys have a format as a possible starting point. Question about MapView, does it have a way to determine which units are in which territories? (Actually, can you answer that in the Software Dev forum?)
Thanks.
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Rolling 6d6 3d6:
(1, 2, 2, 3, 4, 6) (4, 4, 6) -
Testing
Rolling 2 3 4:
(2, 4) (2, 4, 6) (2, 3, 4, 5) -
Test:
Attacker:3 inf
Rolling 3d6:
(1, 3, 5)2 arm
Rolling 2d6:
(2, 6)1 ftr
Rolling 1d6:
(5)Defender:
3 inf
Rolling 3d6:
(1, 1, 2)1 arm
Rolling 1d6:
(2)