TripleA map for Global 1940 Alpha Final


  • There seems to be an issue with scrambling to defend a seazone when the attacker lands on a nearby territory.

    Scramble:
    Scrambling is a special movement that the defender can make at the end of the Combat Move phase. It must be done after all of the attacker’s combat movements have been completed and all attacks have been declared. The attacker may not change any combat movements or attacks after the defender has scrambled.
    A quick reaction team of no more than 3 defending fighters and tactical bombers (strategic bombers can’t scramble) located on each island or coastal territory that has an operative air base can be scrambled to defend against attacks in the sea zones adjacent to those territories. These air units can be scrambled to help friendly units in adjacent sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjacent sea zones, whether or not the territory being assaulted is the territory containing the air base. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present.

    In a game I’m playing, my opponent tried doing an amphibious assault on an empty Denmark. There were no axis warships in sz112, but there was a tac & fighter on W.Germany with a functioning airbase. There wasn’t even an option to scramble the air. I set up some different scenarios with the edit tool and it looks like it won’t register unopposed landings as worthy of a scramble option. Put a defender on that territory or in that seazone and the scramble option pops up just fine.

  • Customizer

    Ya, thats a bug in scrambling, one that I fixed last night actually.  (the bug is in the engine, so it requires me to release a new version of triplea, which i will probably do in two months or so)

    Basically, if there is not going to be a sea battle, PLEASE use Edit mode to manually move the fighters.

    TripleA forgets to scramble if there is not sea battle.


  • @Veqryn:

    Ya, thats a bug in scrambling, one that I fixed last night actually.  (the bug is in the engine, so it requires me to release a new version of triplea, which i will probably do in two months or so)

    Basically, if there is not going to be a sea battle, PLEASE use Edit mode to manually move the fighters.

    TripleA forgets to scramble if there is not sea battle.

    Please add the new convoy system to the engine also.  Thanks.

  • Customizer

    @questioneer:

    @Veqryn:

    Ya, thats a bug in scrambling, one that I fixed last night actually.�  (the bug is in the engine, so it requires me to release a new version of triplea, which i will probably do in two months or so)

    Basically, if there is not going to be a sea battle, PLEASE use Edit mode to manually move the fighters.

    TripleA forgets to scramble if there is not sea battle.

    Please add the new convoy system to the engine also.  Thanks.

    I finished that today.  The convoy system, as well as fixed scrambling, are finished for the next engine.


  • I think I found 1 more very minor bug.  You can’t NCM a loaded transport through a sea zone with an enemy sub in it.  In the final alpha rules you should be able to, so I just used Edit to move past the sub.

    Thank you very much Veqryn for your hard work.

  • Customizer

    @Vance:

    I think I found 1 more very minor bug.  You can’t NCM a loaded transport through a sea zone with an enemy sub in it.  In the final alpha rules you should be able to, so I just used Edit to move past the sub.

    Thank you very much Veqryn for your hard work.

    uh…. I can…

    give me a savegame where you can’t please…


  • OK.  It was a transport going from z66 to z54.

  • Customizer

    @Vance:

    OK.  It was a transport going from z66 to z54.

    thanks.  It was the convoy zone, not the submarine.  Actually, it was both together.

    Anyway, i’ve fixed it now.  You’ll see the fix in the next version of triplea engine.


  • Thanks Veqryn.

  • '10

    Hello,

    a friend of mine (Pomme) think he has found a bug with Triple A.

    The latest Alpha 3 rule about japanese NO states :

    Japan
    When Japan Is Not at War with the United States:
    • 10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC. Theme: Strategic resource trade with the United States.

    In a game i’m playing against Noll, Japan has made a J2 DOW against Anzac and UK, and collected that 10 IPC NO at the end of their turn. They didn’t take Fic and didn’t attack Phi or any US unit. But still, they shouldn’t be allowed to receive those IPCs as per current Alpha 3 rules.

    Here is a link where you can find that game vs Noll i’m talking about:

    http://www.axisandallies.org/forums/index.php?topic=27159.30

  • Customizer

    @Axisplaya:

    Hello,
    a friend of mine (Pomme) think he has found a bug with Triple A.

    The latest Alpha 3 rule about japanese NO states :

    Japan
    When Japan Is Not at War with the United States:
    • 10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC. Theme: Strategic resource trade with the United States.

    In a game i’m playing against Noll, Japan has made a J2 DOW against Anzac and UK, and collected that 10 IPC NO at the end of their turn. They didn’t take Fic and didn’t attack Phi or any US unit. But still, they shouldn’t be allowed to receive those IPCs as per current Alpha 3 rules.

    Here is a link where you can find that game vs Noll i’m talking about:
    http://www.axisandallies.org/forums/index.php?topic=27159.30

    Ya, I forgot about the ANZAC/UK part of that objective.  I’ve fixed it, thanks for finding it.


  • Wow there seems to be quite a few bugs after all…and the next update isn’t for 2-3 months???..uughh.

    Probably need a compiled list of bugs for Garg’s tournament.  That will be hard to keep track of.

  • Liaison TripleA '11 '10

    you know what though?  Atleast you don’t have to do everything manually like Battlemap, and the board looks 4000x better.

    It’s about 95% there, and it’s the most impossibly complicated version of Axis and Allies that has ever existed.  Yea we’ll have to watch for some bugs, and yea we might not be able to play with Tech, or correct convoy routes at first…  but 1 thing at a time here.

    We can also donate, and that will pay for improvements to the game.  The game of all games, think of ALL of the stuff that is available.

    Next year at the FMG Convention, I hope to throw this up on a 62" or bigger television - that is BUILT into a table. (Oh my, could you imagine it as a touch screen or 3D?  That’s coming some day).

    You would never have to buy a copy of Axis and Allies, or risk, or whatever again,  and the more people who played TripleA, or made customs maps etc, the more options we would have.

    YOU WOULD NEVER have to Setup, or Clean up, and you could save, stop, and start all your games at any time!

    A table… with a TV in it, that plays all your favourite board games instantly. We are almost there folks.

    Infact I am going to start working on that.

    LOL You could load it into the back of a pickup truck and PLAY ANYWHERE - Even in total darkness!  Think about it!

  • '10

    Triple A is cool. And over the years, it has given us a lot of hours of fun.

    We’re just advising about the bugs we find in here, not criticising Triple A or its creators in any way.

    My buddy, Pomme, who found the latest bug has also donated 50$ to Triple A yesterday.

    We’ll just keep downloading the latest versions/maps when they’ll be released.

    Meanwhile, this thread is also to be used to keep mentioning the bugs as they are found.

    :wink:


  • @Axisplaya:

    Triple A is cool. And over the years, it has given us a lot of hours of fun.

    We’re just advising about the bugs we find in here, not criticising Triple A or its creators in any way.

    My buddy, Pomme, who found the latest bug has also donated 50$ to Triple A yesterday.

    We’ll just keep downloading the latest versions/maps when they’ll be released.

    Meanwhile, this thread is also to be used to keep mentioning the bugs as they are found.

    :wink:Â

    ditto

    Here’s the big question:

    How much do I have to donate so that this thing could be updated with all these bugs fixed in 2-3 weeks vs 2-3 months down the road???

    Riddle me that Batman. :wink:

  • Customizer

    @questioneer:

    @Axisplaya:

    Triple A is cool. And over the years, it has given us a lot of hours of fun.

    We’re just advising about the bugs we find in here, not criticising Triple A or its creators in any way.

    My buddy, Pomme, who found the latest bug has also donated 50$ to Triple A yesterday.

    We’ll just keep downloading the latest versions/maps when they’ll be released.

    Meanwhile, this thread is also to be used to keep mentioning the bugs as they are found.

    :wink:�

    ditto

    Here’s the big question:

    How much do I have to donate so that this thing could be updated with all these bugs fixed in 2-3 weeks vs 2-3 months down the road???

    Riddle me that Batman. :wink:

    $300

    just kidding

    obviously it is my goal to make bug fixes as fast as I can, but you have to remember I also have a life besides triplea

    in addition to that, the biggest problem with bugs is simply that I don’t know about them.

    now, if I release a new version in 2 weeks, and then later people find other bugs, then i’ve just broken everyone’s savegames for nothing (new releases of triplea tend to break savegame compatibility)

    secondly, sometimes fixing a bug introduces a new bug, or the fix is worse than the problem.  I’m not a perfect coder, even though I test my code more than anyone else I know.

    That is why we have a release cycle.

    After a stable is released, we start making new changes, and bug fixes.  Then, later, we release an “unstable / beta” version.  This version is called unstable/beta because it is not fully tested.  After this is released, I hope people try the new version and find bugs.  After one or two unstable/beta versions, I release a new stable.  If people do not test the unstable/beta versions enough, than we end up having a buggy stable version.

    So, I’ll try to work hard on everything and see if I can do a release in a month from now.  It will be beta/unstable, but at least it will be something to go on.

  • Customizer

    @questioneer:

    Wow there seems to be quite a few bugs after all…and the next update isn’t for 2-3 months???..uughh.

    Probably need a compiled list of bugs for Garg’s tournament.  That will be hard to keep track of.

    Download the latest version of Global 1940 first.  Current version is 2.7

    List of bugs (all of which I have fixed for next version):

    1. Do not used edit mode to create a battle. (will cause fatal error)

    2. If you do an amphibious attack, and there is no sea battle, and the enemy Could Scramble.  Please save the game before the end of your combat move phase.  TripleA will not ask about scrambling unless there is a sea battle.  Please used edit mode to move the enemy fighters manually to create the battle.  Do this before the end of the combat move phase.
    (edit mode -> delete fighter from original territory -> create new fighter in sea zone)

    3. If a move is legal, but somehow TripleA does not allow it, use Edit Mode to make it happen.  Also, continue watching for moves that TripleA allows, but are actually illegal.

    Things that are not bugs, but you should know about them:

    1. Convoy Blockade system uses the average damage, not a dice roll.

    2. Do not use technology for Global 1940.

    that is it.

    I’ll release a new version of global 1940 map soon to fix the bug pomme found.

  • Liaison TripleA '11 '10

    Thanks V…


  • Another new rule that are not yet implemented are that attackers should get to pick what air units are lost to aa hits.

    Keep up the good work!  :-)

  • Customizer

    @Mistergreen:

    Another new rule that are not yet implemented are that attackers should get to pick what air units are lost to aa hits.

    Keep up the good work!  :-)

    Really?

    I thought it was chosen randomly?

    Actually, we are already able to do this…. we have a game option called “choose aa casualties” which allows it.  I have it turned off because no game since classic uses it.

    I like random better… but if this is for real I will change it…

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