I uploaded the patch here:
https://drive.google.com/file/d/1BfdyHjl8kpcQQtkDI01Dca9CEgzjLeUD/view?usp=sharing
My first time attempting this so hopefully it works.
I uploaded the patch here:
https://drive.google.com/file/d/1BfdyHjl8kpcQQtkDI01Dca9CEgzjLeUD/view?usp=sharing
My first time attempting this so hopefully it works.
At the end of Round 1 if you go heavy to Pearl you should take Hawaii rather easily. Round 2 take your loaded transport and your capital ships(you may have to send one home depending on what allies are doing) and take out Australia. Round 3 move your capital ships off of French Indo-China. Round 4 prepare to move to the Arabian Sea and support German holdings in Africa with Japanese forces. Keep them here for a bit and protect this seazone from allied air attacks so you can keep the pipeline to Africa open. Make sure to buy plenty of transports so Allied lone bombers no longer pose a threat. If the German fleet was able to escape into the Indian Ocean make sure to join up with the Japanese fleet in the Arabian Sea. If allies do not send enough to Africa watch for the opportunity to move your Axis fleet into the Mediterranean Sea and threaten the allied fleet likely stationed in the NE Atlantic(increase the threat by moving most of the Japanese Airforce to Europe). If you have two battleships always use one infantry and attack allied positions…you may get lucky and take out three allied units.
If your opponent is buying DD’s with the USA it is unlikely you are playing 2nd edition. You should post on the correct forum to make sure you are receiving the best advice.
The problem with counting on Larry to create a ‘perfectly balanced’ ruleset is that feat may be impossible. Strategies develop over time. The global version is still in its infancy. Bids in second edition at first were in the 14 to 16 range but gradually increased to 23-24 over the years. If and when a ‘beta’ version is released strategies will be developed over the years that will throw off the balance. What better way to fix this than a bid? And if you do not like what or how the other player is bidding you can always bid lower. Some may be worried that the addition of an extra transport for example may throw off the Sealion odds…limit the bid then. In Anniversary edition an intriguing bid idea I thought was adding/subtracting Chinese infantry units in the territory that contained the Flying Tigers unit. So a bid of six would add two infantry there and a bid of negative three would take away an infantry there.
Are players using a bid in this version of the game? It is a great way to balance the game. If a player feels the axis is at a disadvantage then bid some extra units and if the other player bids lower give him the axis.
Updated…6.0 Patch released…just use the same links up above.
Great new features including video options that might allow some to launch successfully who could not in previous versions. Give it a try!
See you on the Warzone!
KURT
Version 6.0(3.71) of the Patch has been released: Give this download a try if you have had trouble launching with previous versions.
Download location: http://ewarzone.com/aa.html
Any further patch updates to the 6.0 version will be located here:
http://users.cjb.net/aqrit/drawfix.zip
So this download would update your 6.0(3.71) to 6.0(3.72) for example
Patch additions:
-New Video options- May allow those with video issues to play the game once again…I have helped several new players on the Warzone launch with these options.
Show FPS- Show Frame-per-second…displays the frame-rate in the upper-left corner of the game window.
Surface Flipping- While in fullscreen mode: Swap the front and back display buffers.
Flipping is faster than simply copying the back buffer to the front buffer. (and might be better supported by graphic cards as well)
VSYNC- Sync the frame rate with the moniter refresh rate. This prevents screen “tearing”. It also limits Fps Max to your monitor refresh rate (60-75 fps). This feature is not supported by the “Force DirectDraw Emulation” option.
Force DirectDraw emulation- Initialize the DirectDraw object for all features.
Edit Mode Improvements:
-Allows other units of your alliance to be placed on your capital.
-It is now possible to edit several aaguns on a single territory.
-Removal of units no longer requires that the editor be set to ‘all countries’
-Click the “Unit Edit” bar a third time for an even smaller menu
-If 2-Hit battleships are enabled:
Edit in 1-Hit battleships
Move 1-Hit battleships (in edit mode) without healing them
-Kremlin selection menu
Located on the unit edit screen allows a player with the press of a button to select scenarios and setup neutrals for each country. Automatically adjusts ipc victory levels when neutrals are selected.
New game setup options:
Set Allied occupation one of four ways:
1. Off
Rule used before the 6.0 Patch.
2. Second Edition rules
How the game is supposed to be played…this fixes major bugs we have been forced to play with for years. AAWC games must have this setting turned ON.
When liberating a territory and the original owner’s capital is under enemy control, then the liberator assumes ownership of said territory, until said capital is liberated. An ally may use a re-captured industrial complex of his ally until said ally is liberated.
3. Liberation scavenger
If the active country’s capital has NOT fallen then if any of their tanks or infantry units move during the Combat Phase onto, or across a friendly territories whose owner’s capital HAS fallen then that territory is seized for the active country
4. Liberation aggressive
If the active country’s capital has NOT fallen then if any of their tanks or infantry units touch a territory whose owner’s capital HAS fallen then that territory is seized for the active country(no need to move, territories can be captured by moving FROM that territory)
-Set any two countries to be the axis powers.
country= RU, DE, UK, JA, US
Select which two Countries will battle the other three.
-Tinted Combat Units- The graphics for tanks, battleships, carriers, transports, and submarines are no longer the default gray. They are tinted towards the color of their owner Countries (like Infantry already are). In multi-nation battles it will be easier to identify which units belong to which country, easing the assignment of causalities.
-Setting to ensure that taking a neutral will cost 3IPC’s. Taking multiple neutrals in the same turn now costs more than 3IPC’s.
New setup screen chat commands:
-Automatically sets up the following rulesets on the game setup screen.
/Omaha
/Kremlin
/Utah
/Gold
/Anzio
/IPC [filename]
Set the IPC value for each territory
IPC values are defined in the file specified
Files are located in your game-directory’s “TerritoryIPC” folder
Open the file then change territory IPC values to desired levels then hit save
On chatbox in setup screen for example type /IPC neutrals1 to finalize the changes
Bug fixes-
Submerged submarine bug fix- Resurfaced submarines are no longer required to fight enemy ships in the seazone they are in…they can move into and attack adjacent seazones. Some examples: This will mean that the USSR transport can not move over the German sub in Omaha games and force it to remain in the Baltic. If the USSR sub attacks the German sub and misses in the NE Atlantic the German sub can submerge and still attack either British battleship.
Paratroop bug fix- Paratroopers were previously allowed only to paratroop one time…this has been fixed.
Game no longer locks up when attacking submarines retreat from a battle where only enemy air units remain.
Technology Roller bug fix- If one waited too long to roll tech and got his tech at the time the game timer ran out he would not be given the tech…this has been fixed.
Un-placing an Industial Complex on the edit unit screen no longer leaves behind an “invisible IC”
Prevents accidental skipping of in-progress weapon development
A 3 IPC penalty is always applied when a neutral is first captured
Amphib assault w/naval conflict to empty territory freeze is fixed
I would actually rather play Guadalcanal than D-day.
I was at a friends house playing this game ftf for my once and only time. He got this box where the dice were rolled in and his japs rolled three hits and I couldn’t take Guadalcanal on round 1. So I said eh let’s just break out the anniversary edition.
If Germany and Japan were able to take over the world and were the last two standing I wonder if Germany would have eventually begun a war against Japan for being ‘racially inferior’?
If you are looking to laugh you have to watch The Hangover.
Roy Orbison & Johnny Rivers at Wolf Trap Filene Center in Vienna, VA in 1987
I enjoyed the Walking Dead. The series was much better than any of the movies.
UPDATE: Aqrit has come out with an unofficial patch(not yet part of the official 5.1 Patch) that has some cool features and may help some who cannot get the game going since it adds many new video options.
http://users.cjb.net/aqrit/drawfix.zip
Of course make sure to download the game first here:
http://ewarzone.com/aa.html
Files will download into your unzipped folder. Just open the drawfix file and doubleclick on the AA_Drawfix352.exe file and then copy and paste the TerritoryIPC folder into your axisandallies directory.
Then go into your axisandallies game directory and doubleclick on the drawfix_config.exe file.(I created a shortcut on my desktop for easy access). A menu will appear with all aqrit’s additions.
Here is what has been added in this unofficial patch:
New Video options- May allow those with video issues to play the game once again.
FPS Max 30- Frames-per-second Maxium Rate. Limit the game to rendering, at most, 30 frames-per-second via a timer. This fixes some animations that are not controlled by a timer. Modern computers may be able run this game at around 1,000 fps
Show FPS- Show Frame-per-second…displays the frame-rate in the upper-left corner of the game window.
Frame Flipping- While in fullscreen mode: Swap the front and back display buffers.
Flipping is faster than simply copying the back buffer to the front buffer. (and might be better supported by graphic cards as well)
VSYNC- Sync the frame rate with the moniter refresh rate. This prevents screen “tearing”. It also limits Fps Max to your monitor refresh rate (60-75 fps). This feature is not supported by the “Force DirectDraw Emulation” option.
Edit Mode Improvements:
-Allows other units of your alliance to be placed on your capital.
-It is now possible to edit several aaguns on a single territory.
-Removal of units no longer requires that the editor be set to ‘all countries’
-Click the “Unit Edit” bar a third time for an even smaller menu
-If 2-Hit battleships are enabled:
Edit in 1-Hit battleships
Move 1-Hit battleships (in edit mode) without healing them
-Kremlin selection menu
Located on the unit edit screen allows a player with the press of a button to select scenarios and setup neutrals for each country.
New chat commands:
Allied Occupation
/lib ON
/lib OFF
When liberating a territory and the original owner’s capital is under enemy control, then the liberator assumes ownership of said territory, until said capital is liberated. An ally may use a re-captured industrial complex of his ally until said ally is liberated.
Option Selection Shortcuts: Use on setup screen
Quick setup for Axis and Allies World Club databases:
/Omaha
/Kremlin
/Utah
/Gold
/Anzio
/IPC [filename]
Set the IPC value for each territory
IPC values are defined in the file specified
Files are located in your game-directory’s “TerritoryIPC” folder
Open the file then change territory IPC values to desired levels then hit save
On chatbox in setup screen for example type /IPC neutrals1 to finalize the changes
/AXIS [Country] [Country]
country= RU, DE, UK, JA, US
Select which two Countries will battle the other three.
Example: /axis ru ja makes Germany, UK, & USA the allies.
Tinted Combat Units- The graphics for tanks, battleships, carriers, transports, and submarines are no longer the default gray. They are tinted towards the color of their owner Countries (like Infantry already are). In multi-nation battles it will be easier to identify which units belong to which country, easing the assignment of causalities.
Submerged submarine bug fix- Resurfaced submarines are no longer required to fight enemy ships in the seazone they are in…they can move into and attack adjacent seazones.
Paratroop bug fix- Paratroopers were previously allowed only to paratroop one time…this has been fixed.
The rules as you state them are correct. The only way you wouldn’t be able to load and then unload a transport on the same turn is when you load your units on to one of your allies transports then you must wait until the next turn to unload them. I think if transports worked the way you wanted them to industrial complexes would become very popular in this game.
Since your email is listed as ‘hidden’ under your profile I’ll post here. My email address is [removed by admin] - I had my old email address under my paypal account which is fixed now.
Check out the software forum.
With a 22 bid I would place an infantry in Manchuria and a tank in Kwangtung for Japan. Two infantry and a tank in Libya and an infantry in Eastern Europe for Germany.
With your limitations of only being able to place on an IC I would place a transport in the Central Med and three infantry and a tank in Southern Europe.
UPDATE: Plotinus and aqrit have announced the release of the 5.0 PATCH.
New additions with this patch include:
* Dice stats (/luck command): Displayed for each side is the number of hits above or below average followed by the actual number of hits/the average number of hits of that side’s dice = % of actual to average hits. I.e., 100% = exactly average, 90% = 10% below average, 110% = 10% above average. Below this is a comparison of the luck of each side, showing which side has done better than which and by how many hits compared to the average, / the total number of actual hits for both sides = % of difference to total hits. This final percent gives a rough idea of how big a roll luck has played in the game, with 0% = luck has played no roll.
* Hot Keys: The following hot keys have been added:
o F1: Shows a help screen.
o ALT-F: Toggles flag display on or off.
o ALT-ENTER: Switches A&A to Windowed mode. To unlock the mouse in Windowed mode, click on the title screen of the window. The game may run very slowly in Windowed mode, it is primarily a way to switch out of the game quickly to do something then go back in. To switch back to Full-Screen mode, simply Maximize the window.
o ALT-TAB: Minimize A&A. Much less stable than ALT-ENTER.
* Combat Movement: The game will now allow you to move units to non-combat locations during the Combat Phase. This is primarily to permit planes to path through allied territory (to avoid AA or establish retreat routes) and to permit Aircraft Carriers to move to show the game potential fighter landing spots. It should not be used illegally to block naval retreats.
* Neutral Bug Fixes:
o Planes can now use their final movement point to land on a captured neutral.
o Planes can now capture neutrals by flying over them, and must do so to fly over them. Capturing neutrals in this way costs 3 IPC’s as normal.
o To prevent accidental buying, planes will now never automatically path over uncaptured neutrals. To take a neutral with a plane, you much manually path the plane to that neutral. It can then go on to another combat location in the same phase.
o Tanks can now blitz through captured neutrals, though per the rules, not in the same phase that they are originally captured.
* 2 Dice Heavy Bombers Option: This option replaces the never used No Tech Development option on the main options screen in-game. When selected, Heavy Bombers will only roll 2 dice instead of 3 both in combat and during Strategic Bombing raids.
* Allied Sub Retreats: A bug that prevented allied subs from retreating (notably the USSR sub from the North Sea on Germans first combat phase) has been fixed.
* Combat Unit Lock: A bug causing the error “Max History Log Exceeded” when either side in a battle rolled more than 164 dice has been eased–the limit is now 255 dice for either side. Note this is for each side, not combined–i.e., Allies could roll 255 and Axis another 255 in the same battle without breaking anything.
* Chat Window Clearing: The chat window will no longer clear its contents when it is closed then reopened.
* Drake Passage Pathing: A pathing bug at Drake Passage has been fixed.
* Removed Re-Loading: Removed the ability to reload a save during a multiplayer game to head of any temptation to try running the game in a Window, saving it, editing IPC’s with the IPC editor, and reloading it. Thanks to AABoss for pointing out this idea to me–I don’t know if it would have worked, but better safe than sorry. Re-loading has long been used to “unstick” amphibious assaults into undefended territories that involved a sea battle–however, simply clicking “Done” to the combat phase will accomplish the same thing.
* Not Backwards Compatible: Please not that v5.0 is not backwards compatible with previous versions of A&A. This means if anyone in a game is using v5.0, everyone must be or the game will lock up/malfunction at certain points. Player’s versions are displayed in the chat area of the Waiting For Players screen when A&A first starts–verify there that everyone is using v5.0. Saved games, however, can be shared between v5.0 and previous versions, though games saved in previous versions will not have the dice stat information saved.
A number of enhancements and bug fixes coded independently by Aqrit have been included in v5.0 with his permission. These can all be turned on or off by his new configuration utility, runnable from the AA Helper application. By default, all are turned on except Force Direct Draw Emulation.
* A&A Windowed Mode: Hit ALT-ENTER during the game to for A&A to run in a window. Maximize the window to return to full screen mode. While in Windowed mode, click on the window’s title bar to toggle locking and unlocking the mouse to the windown. Note that windowed mode may run very slowly on some computers (it does on mine), but it is still useful for popping out to change your mp3’s, check if your opponent is still in the WZ, etc.
* ALT-TAB: ALT-TAB may now be used to switch out of the game without running it in a window. However, this is much more likely to lock up than using ALT-ENTER to just go to windowed mode, especially if it isn’t your turn. Its what automatically happens when something tries to “pop up” over A&A, though, so such pop ups are now much less likely to lock up the game–just try to get back into the game as quickly as possible when that happens, especially if it isn’t your turn.
* Improved Video Card Compatibility: Aqrit has made further improvements to his fix for the surface locking bug that was causing some video cards and OS’s to crash running A&A. His fix is now turned on by default.
* Force DirectDraw Emulation Option: This option is off by default, and should only be turned on as a last resort if you can not get the game to run any other way. It turns off all hardware acceleration of the game graphics, and is likely to make the game run very slowly unless you have a very fast computer.
* Arrow-Key Map Scrolling: The map can now be scrolled with the up, down, left, and right arrow keys. This is on by default, but can be turned off if prefer to use those keys for their Chat Window functions.
* Faster Transport Unloading: Automatically selects the next unit to unload from a group of transports.
* Faster Transport Movement: Automatically selected the next transport to move. This option along with the one above it are intended to prevent having to use the special Transport window.
* Uncap USA IC Production: A fix for the bug that sometimes limit US production in the E USA to 12 units. While it technically can be turned off, there is no reason to do so, and doing might cause problems when playing others who have it turned on–so best to always leave this on.
Download the newest patch here: http://ewarzone.com/aa.html