sure, no prob
2016 League General Discussion Thread
-
I don’t know. tripleawarclub is working for my opponent and me both at various times today
-
Yeah it should be working again. When it was down, the entire site was gone (probably an issue with their hosting provider, I guess).
-
well Obvious im not lying about this, you guys have any other suggestion or could i contact someone about this?
-
Try it again now if you haven’t already
Veqryn is the Triple A man. Try a PM on this site, and/or go to the Triple A sourceforge.net site and look him up or post a ticket
Otherwise, ask around in the league and see if others are still having problems -
Is the issue that you can’t roll dice, or that you don’t get the emails?
-
I don’t get the emails, I can roll again. I also registered a new adress but no confirmation looks like im blocked or so. Maybe too many results on my acoount :-o
-
ty gamerman i’ll look him up
-
If it’s the emails then Veq won’t be able to help, as TripleA doesn’t send the emails, it just calls the dice server.
What email provider are you using? Could it be a spam filter? The emails come from marti@tripleawarclub.org if that helps for a whitelist. I’ve never had problems receiving them in gmail so you could consider setting up a dedicated dice account there if you aren’t already using it.
-
I was using a hotmailaccount I registered a new gmailaccount now it’s working… Thanks Bmnielsen!!
-
Yep, tripleawarclub seems to hate hotmail accounts. Works for my new gmail.
Thanks guys. -
Gents,
The G40 Balance Mod file required a minor XML correction. Somehow, in the latest version the number values for USA’s “Vital Forward Bases” objective (Marianas, Caroline, Marshall, Paulau) got mixed up, so the game was awarding 4 PUs instead of 5 for that objective.
Attached is a corrected version of the G40 Balance Mod file. Apologize for the mix up there.
Also, in the Game Notes in the attached file, there are a few rule clarifications based on questions we received about the Mod (e.g., specifying that Russia only gets its +3 for having no allied units present if it is at war with Euro Axis). Also, the Game Notes clarify that Japan may not move its units into originally Russian territory unless Japan is at war with Russia.
I’ve been following all the league games using Balance Mod with great interest. Glad to see it getting so much traction :) Hope ya’ll enjoy!
So I have 2 games started before this fix.
Is the US NO the only issue? So we will edit in an extra 1PU when USA hits it in those games and it is fixed? -
For the value of the NOs yes it’s the only issue. There are still rules exploits that are possible with the current rule set, but they will be corrected soon.
-
For the value of the NOs yes it’s the only issue. There are still rules exploits that are possible with the current rule set, but they will be corrected soon.
Do Tell!
-
For example landing Japanese planes (or simply ground units) on German territories to force Russia to declare war on Japan if it wants to attack those territories. This was corrected in the latest version, but I think the vast majority of mod games started without the extra rule that corrects this.
-
So the now accepted rule is what? No Japanese planes in German territory unless at war with russia?
-
On originally owned Russian territories occupied by Euro-Axis.
Update mod is here for now: http://www.axisandallies.org/forums/index.php?topic=36862.90
-
On originally owned Russian territories occupied by Euro-Axis.
Update mod is here for now: http://www.axisandallies.org/forums/index.php?topic=36862.90
Thanks ADAM!
If you are reading regularkid. You should put future amendments in a different color on that awesome description page so that those of us playing older versions can see what changed!
You Rock!
-
will do for sure. thanks :mrgreen:
-
One other note on rule adjustments for balance.
This probably falls under realism more than balance, but what about changing the victory conditions a little. I like 8vc in Europe but 11 axis needed globally and 6vc Pacific but 11 needed globally? This isn’t really much harder than it is now, but removes that crappy Japanese complete sell out move for Europe victory… -
@Infrastructure:
One other note on rule adjustments for balance.
This probably falls under realism more than balance, but what about changing the victory conditions a little. I like 8vc in Europe but 11 axis needed globally and 6vc Pacific but 11 needed globally? This isn’t really much harder than it is now, but removes that crappy Japanese complete sell out move for Europe victory…Could work. But two things come to mind. First, I’m not sure the “japan sell out” is really what makes Axis overpowered in the vanilla game. Occassionly, you do see games where Japan patently abandons its position in the Pacific to aid Germany. But, speaking from my own experience, it seems like the more common (and better) strategy is for both Axis sides to pursue their own objectives very aggressively, leaving Allies in the horns of a dilemma–if they go KGF, Japan wins, if they go KJF, Germany wins.
Also, I think you’ll find that the Balance mod makes the strategy your describing less viable than in the regular game. Among other things, the money that USA would earn from achieving its additional NO in the Pacific early game could be used in Europe (that’s 10 Pus per round, not to mention Phillipines money). So Germany has an added interest in seeing Japan play its traditional role in checking US advances there.
Just my two cents.