You might have more success when you ask for that on this forum:
https://forums.triplea-game.org/
Good luck :-)
@the-captain said in G 40 Expansion For TripleA:
Simultaneously, I’m working on a new Axis & Allies Global project that has been under way for the last two years. We are entering the final stages of playtesting, and I expect that I can announce some specific information about this project by the end of July.
Awesome hopefully it can go triplea too :)
Yea, Nation by nation probably best way to go with strat guide. Gonna update second post and then start a game right now :grinning:
Second post updated. The changes to earlier were landmines can now be purchased 1 at a time and “Wolfpacks” have unlimited movement. They still get blocked by Destroyers though.
I also took the liberty of adding a “unofficial” SBR option. It’s turned off by default, same as “TripleA Landmines”. Still working on it. Like how it works so far Air battle wise. Still working on Factory productions.
At any rate, it’s Game Time !!!
Update to 5.1
Change Log: 5.1
6/14/21 Correct Non-Agression Pact Game Notes. Adjust “Unofficial SBR Option”.
Unofficial SBR Option
This is independent of the Captain and Company’s Awesome House Rules, thus “Unofficial”. :) May be turned on in “Map Options”. Bombers are now a A0 D0 M6 +1 w/AB C5 unit. They may perform SBR attacks only. They have no Air Battle Attack Factor but can be taken as casualties in the Air Battle with Interceptors. They do 1-6 damage. They no longer receive +2 to an SBR attack.
Fighters now Air battle at Attack 1 on Escort and Defend 2 on Intercept. Tactical Bombers now Air Battle at attack 1.
This seems to give the defender more incentive to intercept, as they won’t be hacked out of the sky for a 9 dollar fighter to 5 dollar bomber exchange as frequently. The more Air Battle rounds the fight goes, seems the Defender will have a better chance of shooting Bombers down and not getting slayed in the process, compared to A3 D4 stats. Anyway , an option : )
If defending in a Land Combat, do not take as casualty. Player enforced. If you receive a Notification that says “Units in Following Territories will Die”. Ignore this and hit “Done Moving”. This will be fixed in the future.
This has no effect on “Heavy Bombers”.
NOTE You may manipulate the number of Air battle rounds in “Map Options” before Game Start, as well as, “Attacker” “Defender” retreat. I suggest using with the default “Expansion” rules, which are unlimited.
You can also Bomb Underground Factories. Max damage to a Major is 7 and a Minor 2. So the major will be able to produce 3 units at max damage and a minor 1. Heavy Industry has 8 max damage to a major, Minor remains at 2. So 4 and 2 for their minimum builds.
This represents bombing of transportation lines to the Factories and to encourage more SBR’s.
I think it gives enough of an incentive to defend the undergrounds while still having some guaranteed builds and demo option. Too light and you’d just pay the 5 bucks to repair if your AA didn’t do the job, instead of risking your Fighters. Anyway … : )
Now it’s Game On : ) Gonna roll with your Guy’s Rules. Just wanted to fine tune the SBR Option and thought I might as well post it. :)
Update to 5.3
Change Log: 5.3
6/16/21
Fix Waffen Artillery not consuming Artillery when placed.
Oh yea @The-Captain Are Waffen Infantry Air transportable ? I didn’t see them listed as.
Update to 5.4
Hitler and Mussolini weren’t getting along too good lol
Change Log: 5.4
6/16/21
Fix Germany and Italy going to war in round 1.
See if I can get through Germany’s turn without any more lol
Update to 5.5
Change Log: 5.5
6/17/21
Fix Battleships and Carriers needing a Harbour to be repaired. Add map option “Naval Repairs Require Harbor”.
Already had it coded, so figured might as well make it an option : )
You lose game already ? !!!
@gen-manstein heh heh trying to make it through rd 1 still. Confidence is getting higher though. Made it to Italy last time : )
You gaming this week ? Good one to spend in the basement and escape this heat
@barnee said in G 40 Expansion For TripleA:
@gen-manstein heh heh trying to make it through rd 1 still. Confidence is getting higher though. Made it to Italy last time : )
You gaming this week ? Good one to spend in the basement and escape this heat
Not till July 24
@gen-manstein well plenty of time to prepare : )
Update to 5.6
Change Log:
5.6
6/23/21
Fix Air Transports.
Went ahead and made landmines air transportable. Easier to player enforce than edit. Can switch it back if needed. No biggie.
Commiesars are not. Just went with the Oberst rules for them. Didn’t do any other adjustments. Edit will work for those. I’ll do it later. Wanna get back to playing the game lol
yea gotta make a Japan specific Destroyer as well. So if you get to rd 5 lol only use transport ability for them.
Update to 5.7
Change Log: 5.7
6/27/21
Add Japanese Destroyer. Remove Fortifications from Russia and Italy purchase windows. Add auto place of 1 Wolfpack in Sea Zone 113 every round through round 8.
Time for another test game. See how far I make it this time lol
Uggh…forgot to auto place rail movement lol. I’ll do it next update :)
Update to 5.8
Change Log: 5.8
6/28/21
Fix Rail movement. Add Auto Rail placements. Make AA Guns moveable by rail.
Yea rail movement was all jacked up. Got it on the run now lol
Rail movement works ! lol woulda forgot about it again lol
Edit
Wow ! Way better than expected ! Just move the rail units, stop, load up and go wherever you want. Sweet :)
Still gotta legal move, but will save a ton of edit :grinning:
Ok I 'll stop gushing over railroads. They were invented about 200 years ago lol and been around in many game variants. Oh … yea, maybe not variant but mods
And they totally rock lol
Forgot to turn on China’s RRs. You can do it by turning on tech in map options and then give them mechanized infantry tech. I got it fixed and it does seem to have some game impact, so it’ll be in the next update.
Update to 5.9
Change Log: 5.9
7/2/21
Armour units will not transport Infantry when Mech Infantry tech is on. Add China Rail movement. Add Colored Mines.
Made it to rd 3 and the mines were getting a bit confusing for SSR. I think having multiple options should help. We’ll see. Gonna start another test game now.
They aren’t hardwired, so can be ignored if desired.
With Rail movement , I turned off the “Improved Mech Infantry” tech for tanks , so they won’t transport infantry anymore when it’s on. Need to use edit if it is. As Captain said to me, “tech doesn’t get used much anyway”. Same as most games, but want to make it as flexible as possible, so, you need to use edit if necessary. If I missed something on it, will fix later, but the less player enforced the better : )
Game on
:grinning:
Hmm…for some reason I had UnArmed Mines unable to move by rail. Thought I’d fixed that. Anyway, is fixed now and will be in next update.
Guess I’ll start another test game lol Italy isn’t falling for Alexandria sucker attack this time lol
Another error. UK wasn’t getting it’s bonus for control of all European TTys. Now that they’re 1 nation lol when Japan takes something it shuts it down. Fixed for next update.
Man, I was just starting to roll too lol. Had made through UK2 when i noticed it. Doesn’t look good for Italy in Africa. Yea, Idk, might need to buy Rommel’s transport turn 1. I guess I could. Been buying 2 U-Boats. Idk if Rommel can help enough. Maybe with the Luftwaffe.
Anyway, I think I’ll just edit the dough and keep going till the next error lol
Fun stuff all the same. Think I shoulda bought 2 Commiesars rd1. Coulda made an Army Group sooner then. lol