• RE: L24 PTV mikawagunichi (X+11) vs 666

    @mikawagunichi slight ncm…mech and arm from MOS dont stop in SMO but go onto S. Bel, also 6 inf from BRY don’t go to Kursk but also go to S. Bel

    posted in League
  • RE: L24 PTV mikawagunichi (X+11) vs 666

    TripleA Manual Gamesave Post: Russians round 9

    TripleA Manual Gamesave Post for game: WW2 Path to Victory

    Game History

    Round: 9
    
        Purchase Units - Russians
            Russians buy 3 armour, 1 artillery, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            1 infantry moved from Archangel to Karelia
                  Russians take Karelia from Germans
            1 infantry moved from Vologda to Leningrad
                  Russians take Leningrad from Germans
            1 infantry moved from Southern Belarus to Northern Belarus
                  Russians take Northern Belarus from Germans
    
        Combat - Russians
    
        Non Combat Move - Russians
            1 aaGun and 3 infantry moved from Southern Manchuria to Jehol
            1 artillery moved from Northern Manchuria to Southern Manchuria
            1 armour moved from Siberia to Northern Manchuria
            1 artillery and 2 infantry moved from Tsinghai to Szechwan
            1 aaGun and 6 infantry moved from Bessarabia to Ukraine
            1 infantry moved from Ukraine to Western Ukraine
            3 infantry moved from Stalingrad to Rostov
            2 armour and 3 mech_infantrys moved from Southern Caucasus to Iraq
            1 submarine moved from 94 Sea Zone to 108 Sea Zone
            2 fighters and 2 tactical_bombers moved from Gorky to Norway
            2 infantry moved from Nenetsia to Archangel
            1 aaGun, 1 artillery and 3 infantry moved from Gorky to Vologda
            1 mech_infantry moved from Archangel to Novgorod
            1 infantry moved from Smolensk to Novgorod
            10 infantry moved from Bryansk to Kursk
            1 armour and 1 mech_infantry moved from Russia to Smolensk
            1 armour and 1 mech_infantry moved from Gorky to Smolensk
            6 infantry moved from Russia to Smolensk
            2 artilleries moved from Bryansk to Smolensk
            2 aaGuns, 4 artilleries and 31 infantry moved from Bryansk to Southern Belarus
    
        Place Units - Russians
            1 infantry placed in Siberia
            1 artillery and 2 infantry placed in Stalingrad
            3 armour and 3 mech_infantrys placed in Russia
    
        Turn Complete - Russians
            Total Cost from Convoy Blockades: 7
                Rolling for Convoy Blockade Damage in 5 Sea Zone. Rolls: 1,2,1,3
                Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 2,3,4,5
            Russians collect 42 PUs (7 lost to blockades); end with 42 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 45 PUs
            Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 47 PUs
            Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 49 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Kursk: 6 infantry
            EDIT: Adding units owned by Russians to Southern Belarus: 6 infantry
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Removing units owned by Russians from Smolensk: 1 armour and 1 mech_infantry
            EDIT: Adding units owned by Russians to Southern Belarus: 1 armour and 1 mech_infantry
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame

    posted in League
  • RE: L24 PTV mikawagunichi (X+11) vs 666

    TripleA Turn Summary: Russians round 9

    TripleA Turn Summary for game: WW2 Path to Victory

    Game History

    Round: 9
    
        Purchase Units - Russians
            Russians buy 3 armour, 1 artillery, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            1 infantry moved from Archangel to Karelia
                  Russians take Karelia from Germans
            1 infantry moved from Vologda to Leningrad
                  Russians take Leningrad from Germans
            1 infantry moved from Southern Belarus to Northern Belarus
                  Russians take Northern Belarus from Germans
    
        Combat - Russians
    
        Non Combat Move - Russians
            1 aaGun and 3 infantry moved from Southern Manchuria to Jehol
            1 artillery moved from Northern Manchuria to Southern Manchuria
            1 armour moved from Siberia to Northern Manchuria
            1 artillery and 2 infantry moved from Tsinghai to Szechwan
            1 aaGun and 6 infantry moved from Bessarabia to Ukraine
            1 infantry moved from Ukraine to Western Ukraine
            3 infantry moved from Stalingrad to Rostov
            2 armour and 3 mech_infantrys moved from Southern Caucasus to Iraq
            1 submarine moved from 94 Sea Zone to 108 Sea Zone
            2 fighters and 2 tactical_bombers moved from Gorky to Norway
            2 infantry moved from Nenetsia to Archangel
            1 aaGun, 1 artillery and 3 infantry moved from Gorky to Vologda
            1 mech_infantry moved from Archangel to Novgorod
            1 infantry moved from Smolensk to Novgorod
            10 infantry moved from Bryansk to Kursk
            1 armour and 1 mech_infantry moved from Russia to Smolensk
            1 armour and 1 mech_infantry moved from Gorky to Smolensk
            6 infantry moved from Russia to Smolensk
            2 artilleries moved from Bryansk to Smolensk
            2 aaGuns, 4 artilleries and 31 infantry moved from Bryansk to Southern Belarus
    
        Place Units - Russians
            1 infantry placed in Siberia
            1 artillery and 2 infantry placed in Stalingrad
            3 armour and 3 mech_infantrys placed in Russia
    
        Turn Complete - Russians
            Total Cost from Convoy Blockades: 7
                Rolling for Convoy Blockade Damage in 5 Sea Zone. Rolls: 1,2,1,3
                Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 2,3,4,5
            Russians collect 42 PUs (7 lost to blockades); end with 42 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 45 PUs
            Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 47 PUs
            Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 49 PUs
    

    Combat Hit Differential Summary :

    Territory Summary for Russians :

    Norway : 2 fighters and 2 tactical_bombers
    Western Ukraine : 1 infantry
    Southern Belarus : 2 aaGuns, 4 artilleries and 31 infantry
    Siberia : 1 aaGun, 1 factory_minor and 8 infantry
    Smolensk : 2 armour, 2 artilleries, 6 infantry and 2 mech_infantrys
    Russia : 1 airfield, 3 armour, 1 factory_major and 3 mech_infantrys
    Karelia : 1 infantry
    Kursk : 10 infantry
    Archangel : 3 infantry
    Bessarabia : 1 infantry
    Ukraine : 1 aaGun, 1 armour, 4 artilleries, 13 infantry and 1 mech_infantry
    Urals : 1 factory_minor
    Vologda : 1 aaGun, 1 artillery and 3 infantry
    Northern Belarus : 1 infantry
    Leningrad : 1 airfield, 1 harbour and 1 infantry
    Rostov : 3 infantry
    Novgorod : 2 infantry and 1 mech_infantry
    Stalingrad : 1 artillery, 1 factory_minor and 2 infantry
    Southern Manchuria : 3 artilleries and 8 infantry
    Northern Manchuria : 1 armour
    Korea : 1 flag
    Jehol : 1 aaGun and 3 infantry
    Szechwan : 1 artillery and 2 infantry
    21 Sea Zone : 1 flag
    Iraq : 1 flag, 5 armour and 5 mech_infantrys
    108 Sea Zone : 1 submarine
    

    Production/PUs Summary :

    Germans : 40 / 57
    Russians : 49 / 49
    Japanese : 53 / 69
    Americans : 59 / 88
    Chinese : 18 / 19
    British : 31 / 41
    UK_Pacific : 7 / 7
    Italians : 18 / 23
    ANZAC : 2 / 0
    French : 1 / 0
    Dutch : 0 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 0 / 0
    Neutral_Allies : 0 / 0
    Neutral_True : 20 / 0
    

    Savegame

    posted in League
  • RE: How to change color of seazones?

    Ok so what I did here was to take the above and just reduce the Opacity of the relief by a little bit so from 99% down to 81%. Then I used the darker baseline for the baseTiles to get something similar going.

    Looked like this…

    darkexample.png

    darkexamplezoomout.png

    Had the lines holding down to 18% zoom out and the convoy and sz numbers sorta just visible enough for me at the normal playscale (around 50-70% map zoom probably for most). Not sure if that seems good for you? You could make lighter blue by making the baseTiles lighter, I just tried to go as dark as I could to see what sort of line color might be needed for the sz boundaries that way. You can change the hue to whatever, it was more trying to match the color value (brightness/darkness) for the lines. For the pattern on land easiest way is to just remove that stuff and have tripleA paint a solid color across the tile. This would basically look like the map with map details turned off, except you’d have some border fades just to have the lines holding.

    For the HEX colors on land, you can adjust those in the map.properties for something less vibrant. Wasn’t sure what you wanted there.

    Here are the baseTiles, reliefTiles and smallMap for the UHD to match the darker ocean colors there. Basically you just swap those into your UHD Global 1940 downloaded maps and should see something that looks like the above, with the mini map and such working. The value change was pretty subtle, but it reduced the line dance and made the sz and convoy graphics pop just a little harder against the dark blue. Let me know if that works for ya. If it seems ballpark we can riff off that till you got what you’re after.

    https://drive.google.com/file/d/1pLRotTI9uUmPGmL1ASv6xAmhTvahFnM8/view?usp=sharing

    Catch ya next round dude

    posted in TripleA Support
  • RE: League General Discussion Thread

    Uhhhh Holy cow.

    JDOW tells all! He is debriefed! In a 1 hr+ interview, the professor can take you to school.

    He seems to think he’s retired and competitive games of G40 take too much time away from other pursuits (hmm, that does make sense). So he just TELLS ALL! He’s not worried about you using his own knowledge and experience against him!

    He still knows what he’s talking about and knows the board and situations by memory because he still watches games!
    Take advantage! Enjoy!

    Who’s interviewing next?

    posted in League
  • RE: How to change color of seazones?

    No worries! I went through all this trying to figure out how it works too. It’s just not a particularly easy thing to get the head around.

    That’s a wild image! I can tell what’s going on though, what happened was that you placed the dark blue reliefTiles I made you for the regular World War II Global map, but must have placed em in the UHD World War II Global maps folder.

    Those are different maps with different baselines (different dimensions for the map and different polgyon shapes in the UHD compared to the regular one by Bung). The reliefTiles folder is purely cosmetic and paints on top of the baseTiles. In this case you’re seeing the what it looks like when they’re mismatched hehe.

    To use the UHD Global with a similar visual vibe, I’d need to make you some reliefTiles for that one. Here let me do that real quickly just so you can check it out.

    Ok here, do the same thing you did before, except this time use these reliefTiles for the UHD. I have them already broken into the tiles, so you’d just need to swap the reliefTiles folder there in the UHD map.

    https://drive.google.com/file/d/1YEpjVNHicIl3k-NGiSSkOvaWVpzY2RRP/view?usp=sharing

    Should give you something that looks like this…

    darkviewUHDzoom.png

    Then you can adjust the National HEX colors to match the darker vibe for the land territory paintjob.

    Here is the same relief a reconstructed large image, in case you want to modify it. I might have gone a bit dark for your taste.

    https://drive.google.com/file/d/1hphEfxTPstUBgdKYqXLXk88yJPRONhhK/view?usp=sharing

    All the colors key off each other, since our perception of color is always relative to the other colors nearby, so the HEX colors for the land paintjob may appear quite different depending on which blue you use for the ocean. Tricky part is usually just finding a color for the border blue that will hold to max zoom out, without too much dancing or the lines disappearing when it scales out to the max.

    Going very dark you’ll lose a fair bit of contrast in the mids. What I would do probably is switch the label graphics for the sz zone numbers or convoy graphics to be brighter maybe. Or alternatively you could just play around with the blues till you got one you like.

    To carry the color over into the minimap, the image file to adjust is the one called smallMap. It’s basically just a color swatch with a little ice at the top for the unassigned arctic tiles.

    You can fine tune it if you want, I usually do this by bringing the baseline and the relief into GIMP, then using the baseline to make selections on the relief by using the color select tool and then switching between layers once the selection is made. Then you can control only the stuff that’s happening in the sea zone tiles, while ignoring the stuff on land. Another thing I might try is to expand just the fade around the continent contours, so it will match the thickness of the sea zone boundaries. So you’ll notice the lighter blue line appears thicker in the ocean, because it’s painting light blue on both sides of a black 1px zone boundaries, whereas the transition from land to sea only paints that blue on one side of the line. Has the effect of making the contour lines for the continents appear thinner when zoomed out. Anyway I can show you how to do that or change the border effect once you know what sort of blue you want, then switch those labels to key off it slightly lighter rather than darker for the sz numbers and such.

    ps. the unit graphics for the UHD and regular global are interchangeable, so you can swap them out for either game and should work. The place on the 54px scale units will be a little different if used on the smaller map, they’ll crowd, but you can use the regular 48px unit in the UHD map, upscaled at 125% in the unit view in tripleA 2.6 they will appear somewhat smaller but still works. I haven’t made the rail pattern for it yet, just has the topo, but one could do a different fill if trying to get a different sort of look going. The revised board had a pretty simple pattern for the land TTs, like just a couple graphic design elements, the color fields there were sorta just a uniform color painting over the ground tiles. To achieve something similar you could just collapse the topo completely and have the colors instead pass through like a 50% mat gray at half opacity or something. Then use whatever units you prefer for it.

    If you can get a UHD relief to work for you, I can show you a simpler way to control the blues. Basically it’d work by changing the blue in the baseTiles color so the baseTiles undercolor will show through. Right now it’s quite bright in the basetiles for the default, so I just covered them over completely with the example relief, but basically you could control how light of a blue you want the color pop to be around the sz borders in a few different ways by changing the baseline color which is a single color edit, but you have to use a program like Photoshop GIMP or Paint etc. It’s more just finding the right blue for what you’re after and then kinda keying off those colors to get a more subtle line going in the Relief. Basically just so the 1px baseline doesn’t disappear against a dark background. Once you get something up and running it’s easier to tool around and see how the edits will visualize when you change the colors around.

    I could just make the ocean stuff in the relief more transparent. Currently it’s at full opacity now for the ocean area. Once you know how to run the image tile breaker map creator tool for the reliefTiles and baseTiles it’s easier to switch stuff around I can just send you a base with darker blue and a relief to match that blue and should be simpler to edit.

    posted in TripleA Support
  • RE: Video interviews of league players by Crockett36

    @axis-dominion Oof. Works fine for me. I’ll wait and see if anyone else has trouble like you

    OK, search youtube for crockett36 and you probably find it easily then

    posted in League
  • RE: OOB Oysteilo +40 v Gamerman01 with tech - UHD map

    Oh my, I am really belaboring this messed up battle, but just saw that the history shows 2 USA infantry in the casualties at the end of the battle summary. If you click through round by round, it never took 2 USA infantry off, but there they are at the end. Bizarre. And when I decided to attack, it was based on the less favorable calculation that did include the 2 US infantry because they didn’t disappear from the engine until the battle of Zone 6, and of course I made the decision and the calc before the conduct combat phase.

    Apparently it got confused by the battle of Zone 6 and the 2 infantry on Korea, who knows why.

    But there they are again at the end of the Korea battle?! Just, what???

    posted in League
  • RE: League General Discussion Thread

    Another titan has been interviewed by crockett36

    Take in @JDOW , who is a back to back league champion 2017 and 2018, and #2 ELO over-all all time!!!

    https://www.axisandallies.org/forums/topic/40629/video-interviews-of-league-players-by-crockett36/2

    posted in League
  • RE: Video interviews of league players by Crockett36

    @crockett36 Sounds like JDOW

    Prepare to be blown away

    posted in League