TripleA map for Global 1940 Alpha Final


  • So I am playing my first game.  As Germany I bought a aircraft carrier.  I left a tac and a fighter in the sea zone where I placed the AC, but at the end of my turn, the Tac was gone.  I’m I mistaken in thinking I can leave a tac in a sea zone where a new carrier is going to be placed?  Is it only fighters that can do that?

  • Customizer

    bob,

    i was able to leave a tactical and fighter, then place a carrier under them.

    go back and check what you did, you probably did something else.

    the history panel will show what happened to the tactical


  • @Veqryn:

    bob,

    i was able to leave a tactical and fighter, then place a carrier under them.

    go back and check what you did, you probably did something else.

    the history panel will show what happened to the tactical

    Oh excellent!  I didn’t know about the history button.  And you are 100% right.  I accidentally grabbed that Tac again and moved it to Western Germany after I had moved it to the sea zone.  Thank you!!!


  • OK, Now China (as the AI) has moved troops into the Himalayas.  Is that allowed?  Maybe I don’t understand that rule, but I thought it was a dead space!

  • Liaison TripleA '11 '10

    LOL no… but what a cool house rule!


  • @Gargantua:

    LOL no… but what a cool house rule!

    OK, good.  I was worried I missed something.  Thanks,

    On a different note, if a transport is at a seabase, can it move one space, pick up a infantry, move another space, pick up a tank and move another space and drop off?  Or does stopping to pick up a unt negate the 3 space bonus of the original seabase?

  • Customizer

    the AIs sometimes do silly things

    I recommend never using the AIs on any “advanced” maps, because the AIs were all coded to play “Revised” and not any other versions.  The AIs simply do not understand Global 1940 rules (hell, most humans don’t either).  
    I’m not actively working on the AIs, and have no plans to update their code except to fix null pointer errors, etc.

  • Liaison TripleA '11 '10

    LOL I love it when I play guys that think they’re something, because they can beat “Moore N. Able.”


  • @boboshonda:


    On a different note, if a transport is at a seabase, can it move one space, pick up a infantry, move another space, pick up a tank and move another space and drop off?

    Yes, this is fully rules compliant.

    @boboshonda:

    Or does stopping to pick up a unt negate the 3 space bonus of the original seabase?

    No.


  • Thank you.  Wasn’t sure how that worked.  It must be in the rule book, but I couldn’t find it.


  • @Gargantua:

    LOL I love it when I play guys that think they’re something, because they can beat “Moore N. Able.”

    My first time playing on the computer so I wanted to try and familiarize myself with how it all worked.  But so far the AI hasn’t done much to stop the Axis rolling to victory.  I like how it all works though.  Amazing job by those that put it all together.  Thak you so much for the hard work.  I hope to play some humans one day when I feel I can put the time in.

  • Customizer

    FYI:

    Global was updated today to version 3.3
    (that is the file version)

    You guys all need to redownload it.

    The fixes:

    3.2 - 3.3

    • Fixing a null pointer error when undoing a placement made by UK.
    • Fixing a trigger related to Japan declaring war on neutrals before at war with USA.
    • Updating the game notes slightly.

    3.1 - 3.2

    • Fixing some errors in game notes.
    • Fixing some small rare graphics issues.
    • Adding a mod/variant for more balanced gameplay.

    3.0 - 3.1

    • Created game option to force tech tokens to be removed after rolling them, regardless of success.
    • Preventing British and UK_Pacific from both rolling for Warbonds. Instead only British will roll, unless their capital is taken, then UK Pacific will.
    • Preventing Kamikaze Suicide Attacks from occuring all the time, now should only occur when there is a battle or an amphibious attack from that sea zone.
    • Created game option that prevent unescorted transports from conducting amphibious assaults.
    • Added PU sign for Okinawa.

    2.9 - 3.0

    • Added all technology to Global 1940.
    • Allowed paratroopers to be moved in a second combat movement phase.
    • Made bonus for Mech Infantry work correctly.
    • Made Rockets go 4 spaces and not fly over neutrals.
    • Allowed UK_Pacific to share the cost of researching technology.
    • Made British share all technology with UK_Pacific.
    • Allowed Convoy Blockades to roll dice (you can turn this off in game options).
    • Allowed Low Luck for Strategy Bombing and Rockets to be set again.
    • Stopped British air units from dying if UK_Pacific was building a factory under them.
    • Forced Tactical Bombers to only be able to target airfields and harbours.
    • Allowed Submarines to enter any sea zone during non-combat, but end movement if there is an enemy Destroyer present.

    Everyone needs to download it.
    http://sourceforge.net/projects/tripleamaps/files/maps/World War II Global.zip

    Make sure that both you and your opponents have it.  If your opponent does not have it, then you might end up playing by the old version….

    thx,
    veqryn

  • Customizer

    and, if you haven’t already, you will need to…

    UPDATE your copy of TripleA to version 1.6.1.2

    this is a stable release

    link: http://www.axisandallies.org/forums/index.php?topic=28038.0

    (you will need both the latest version of the Global Map, AND the latest version of TripleA, to take advantage of all the new features and bug fixes)

  • '17

    I just discovered a game-play issue.

    Since the only unit in the game that remains permanently UK Pacific is the IC in India, the option to repair the naval and air bases in India is given to the UK Europe economy instead of the UK Pacific economy.

    Sorry I didn’t catch this sooner, it hasn’t come up in a game until today.

    india base repair issue.tsvg

  • Liaison TripleA '11 '10

    I think it was just -placed- there under the wrong power.  If you remove it, and edit the proper one back in, it should be fine.

    Otherwise Malaya, HongKong, etc, will have the same problem.

  • '17

    I did that and that provides a one turn fix.

    The bases still revert back to UK Europe units at the end of the turn (just like units mobilized by UK Pacific do).

    You bring up a good point about Malaya and Hong Kong though … the bases there are also UK Europe units and suffer from the same issue.

  • Customizer

    fixing this might take a long time

    i suggest just using edit mode to give the money to the british, then let the british repair it

    or just use edit mode to repair it, then subtract the money

  • Customizer

    FYI:

    Global was updated today to version 3.4
    (that is the file version)

    You guys all need to redownload it.

    The fixes:

    3.3 - 3.4

    • Updating to Global 2nd Edition by removing 1 UK infantry from Egypt.
    • Updating to Global 2nd Edition by adding Korea to the list of territories that Russia can not attack without permanently losing the ability for Manchuria (MONGOLIA - C.Jen) to join Russia.
    • Updating to Global 2nd Edition by removing Yukon Territory from map.
    • Allowed UK_Pacific to repair airfields and harbours under its control.
    • Disallowed China to repair anything.

    Everyone needs to download it.
    http://sourceforge.net/projects/tripleamaps/files/maps/World War II Global.zip

    Make sure that both you and your opponents have it.  If your opponent does not have it, then you might end up playing by the old version….

    thx,
    veqryn


  • @Veqryn:

    Global was updated today to version 3.4

    Great, thank you!  :-)


  • The Battlemap skin is really funny…. nice idea!

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