Got it, I didn’t see that I also had a FAQ, was thinking I only had the CLASSIFIED clarification
Now I see my specific question is answered, the carriers could not even split up during a combat move that ends in the same place
TheGoodCaptain takes tank to Algeria, infantry to Libya
Russian Restricted
No neutrals
Tech allowed R4
Here’s to a great game for both
Test summary from TripleA, engine version: 2.7.14962, time: 8:52:18 PM
Savegame
The game start file with the bid placement
TripleA Turn Summary for game: Classic League
Game History
Round: 1
Research Technology - Russians
Turning on Edit Mode
EDIT: Adding units owned by Germans to Algeria: 1 armour
EDIT: Adding units owned by Germans to Libya: 1 infantry
EDIT: Turning off Edit Mode
Purchase Units - Russians
Condition NoFactoriesRussians: Russians has their production frontier changed to: production_noFactory
Russians buy 8 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians
Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians
Non Combat Move - Russians
4 infantry moved from Caucasus to Karelia S.S.R.
4 infantry moved from Russia to Karelia S.S.R.
1 aaGun moved from Russia to Novosibirsk
3 infantry moved from Yakut S.S.R. to Novosibirsk
2 infantry moved from Evenki National Okrug to Novosibirsk
1 armour moved from Soviet Far East to Novosibirsk
2 infantry moved from Soviet Far East to Yakut S.S.R.
1 fighter moved from Russia to Karelia S.S.R.
1 submarine moved from Karelia Sea Zone to East Canada Sea Zone
1 armour moved from Karelia S.S.R. to Russia
Place Units - Russians
8 infantry placed in Karelia S.S.R.
Turn Complete - Russians
Russians collect 24 PUs; end with 24 PUs
Combat Hit Differential Summary :
@The_Good_Captain OK, we’re rolling! Zero shots fired, tons of men built, time for Germany to explode
@gamerman01 I can’t open this file on either of my computers. I’m running 2.6.14599 on both. What are you running? I’m going to see if Ragnell can open it…
@barnee is up on these things and he recommended 2.7.14962 so I recently updated to that…
I don’t know yet how it is superior, but I admit I don’t like the change to the battlecalc interface.
R1 can easily be re-run if all else fails.
@barnee always knows what to say and how to explain these current events for Triple A and maps. I’d love to know what’s improved or should I go back to the tried and true. Let’s wait a bit
Hi
I can’t find the map. Downloaded classic but says I need “classic league” . Do you know where I can find it ?
Actually, Panther knows the most about how triplea works. 2.6 and 2.7 saves should be ( actually they are ) compatible. If you have a change to the map xml though, they won’t be.
So I DL’d Classic but it doesn’t work with your save.
Yea, I think it usually says what’s been changed on the prerelease.
https://github.com/triplea-game/triplea/releases/
I would probably just use the latest actually. I just use 14962 because I haven’t really had any problems with it. Sometimes the new ones will have a bug introduced that needs to then be fixed.
Anyway, when I get the right map, I’ll see if I can open it.
I think you’re right! It’s not because I upgraded to 2.7 from 2.6, but because I used “Classic League” map instead of WWII Classic. Classic League is an improvement that adds an internal check on max stack limits, although not the way I would want because it waits until the end of the turn if I recall correctly.
I’m guessing you’d really like that feature (as opposed to no computer help on the count at all), but it would require finding the Classic League map and I don’t remember who told me about it, even though it was not too long ago.
Do you want to use this map with the automatic internal check on unit counts and wait a bit until we can locate a url, or do you want me to redo R1 on the WWII Classic map?
I actually found it. Searching TripleA forums for Classic, I found @VictoryFirst was talking about the improved “Classic League” map that counts stacks.
His last post here on A&A.org was one month ago, on you and Ragnell’s North Africa game, so we may not get his help quickly.
I found the map files and attempted to e-mail it via dropbox to your yahoo email address you’re using for MARTI dice.
If you’re interested, place it to
c:\Users<yourname>\TripleA\downloadedMaps
I think just placing this folder in that downloaded maps folder will make it available in TripleA. Or @barnee can laugh if I’m wrong
What I’m hoping for is that you will successfully get this map in your TripleA directory and will be able to use it, and I hope that you will like it because it tracks the stacks for you, even if it’s retroactively. Otherwise, I will just start the game over in the map we all have.
I was having issues with the Japanese infantry limit in an earlier game in this tournament, so this feature could potentially alert when both players might miss it.
I wish it would just flat out have a count for all plastic pieces in the game, and remaining count, but this is what they (VictoryFirst??) whipped up when I said I wish TripleA would track this.
Just noticed a 2nd folder that should go in the downloadmaps folder with the other one. Used a dropbox e-mail again. If you’re a little tech savvy and you carefully read what I wrote here, I’m quite sure you’ll be successful
@gamerman01 that did it.
Game History
Round: 1
Purchase Units - Germans
Condition NoFactoriesGermans: Germans has their production frontier changed to: production_noFactory
Germans buy 10 infantry; Remaining resources: 2 PUs;
Combat Move - Germans
2 infantry moved from South Europe to Central Mediteranean Sea Zone
1 battleship, 2 infantry and 1 transport moved from Central Mediteranean Sea Zone to East Mediteranean Sea Zone
2 infantry moved from East Mediteranean Sea Zone to Anglo Sudan Egypt
1 armour moved from Algeria to French West Africa
Germans take French West Africa from British
1 armour moved from French West Africa to French Equatorial Africa
Germans take French Equatorial Africa from British
1 armour and 2 infantry moved from Libya to Anglo Sudan Egypt
1 submarine moved from West Spain Sea Zone to West Mediteranean Sea Zone
1 submarine moved from Baltic Sea Zone to North Sea Zone
1 fighter moved from West Europe to West Mediteranean Sea Zone
1 fighter moved from Ukraine S.S.R. to North Sea Zone
1 fighter moved from Finland Norway to North Sea Zone
1 fighter moved from Germany to West Mediteranean Sea Zone
1 fighter moved from East Europe to North Sea Zone
1 bomber moved from Germany to East Mediteranean Sea Zone
Combat - Germans
Battle in East Mediteranean Sea Zone
Germans attack with 1 battleship, 1 bomber and 1 transport
British defend with 1 submarine
Germans roll dice for 1 battleship, 1 bomber and 1 transport in East Mediteranean Sea Zone, round 2 : 2/2 hits, 1.33 expected hits
British roll dice for 1 submarine in East Mediteranean Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 battleship owned by the Germans lost in East Mediteranean Sea Zone
1 submarine owned by the British lost in East Mediteranean Sea Zone
Germans win with 1 bomber and 1 transport remaining. Battle score for attacker is -16
Casualties for Germans: 1 battleship
Casualties for British: 1 submarine
Battle in North Sea Zone
Germans attack with 3 fighters and 1 submarine
British defend with 1 battleship and 1 transport
Germans roll dice for 1 submarine in North Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Germans roll dice for 3 fighters in North Sea Zone, round 2 : 2/3 hits, 1.50 expected hits
British roll dice for 1 battleship and 1 transport in North Sea Zone, round 2 : 1/2 hits, 0.83 expected hits
1 submarine owned by the Germans lost in North Sea Zone
1 transport owned by the British and 1 battleship owned by the British lost in North Sea Zone
Germans win with 3 fighters remaining. Battle score for attacker is 24
Casualties for Germans: 1 submarine
Casualties for British: 1 battleship and 1 transport
Battle in West Mediteranean Sea Zone
Germans attack with 2 fighters and 1 submarine
British defend with 1 battleship
Germans roll dice for 1 submarine in West Mediteranean Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Germans roll dice for 2 fighters in West Mediteranean Sea Zone, round 2 : 2/2 hits, 1.00 expected hits
British roll dice for 1 battleship in West Mediteranean Sea Zone, round 2 : 0/1 hits, 0.67 expected hits
1 battleship owned by the British lost in West Mediteranean Sea Zone
Germans win with 2 fighters and 1 submarine remaining. Battle score for attacker is 24
Casualties for British: 1 battleship
Battle in Anglo Sudan Egypt
Germans attack with 1 armour and 4 infantry
British defend with 1 armour and 1 infantry
Germans roll dice for 1 armour and 4 infantry in Anglo Sudan Egypt, round 2 : 2/5 hits, 1.17 expected hits
British roll dice for 1 armour and 1 infantry in Anglo Sudan Egypt, round 2 : 2/2 hits, 0.67 expected hits
2 infantry owned by the Germans lost in Anglo Sudan Egypt
1 infantry owned by the British and 1 armour owned by the British lost in Anglo Sudan Egypt
Germans win, taking Anglo Sudan Egypt from British with 1 armour and 2 infantry remaining. Battle score for attacker is 2
Casualties for Germans: 2 infantry
Casualties for British: 1 armour and 1 infantry
Non Combat Move - Germans
2 infantry moved from Finland Norway to Baltic Sea Zone
2 infantry moved from Baltic Sea Zone to East Europe
2 armour and 3 infantry moved from Ukraine S.S.R. to East Europe
1 bomber moved from East Mediteranean Sea Zone to West Europe
1 infantry moved from Algeria to French Equatorial Africa
2 fighters moved from North Sea Zone to East Europe
1 fighter moved from West Mediteranean Sea Zone to East Europe
1 fighter moved from West Mediteranean Sea Zone to West Europe
1 fighter moved from North Sea Zone to West Europe
1 armour moved from South Europe to East Europe
4 infantry moved from Germany to East Europe
1 armour moved from Germany to East Europe
1 aaGun moved from South Europe to East Europe
1 armour moved from Germany to East Europe
Place Units - Germans
8 infantry placed in Germany
2 infantry placed in South Europe
Turn Complete - Germans
Germans collect 36 PUs; end with 38 PUs
Combat Hit Differential Summary :
Germans regular : 2.33
British regular : 1.50
G1.tsvg Allies: +0.21
Just FYI, @VictoryFirst if your notes for the TripleA module are correct, there are two errors in your piece count limit. There are 15 infantry for each power and only four industrial complexes available for purchase (you currently have them set for 17 infantry for each power and only three industrial complexes).
TripleA Turn Summary for game: Classic League
Game History
Round: 1
Purchase Units - British
Condition NoFactoriesBritish: British has their production frontier changed to: production_noFactory
British buy 1 carrier and 1 transport; Remaining resources: 4 PUs;
Combat Move - British
1 infantry moved from Syria Jordan to Anglo Sudan Egypt
2 infantry moved from India to Indian Ocean Sea Zone
2 infantry and 1 transport moved from Indian Ocean Sea Zone to Red Sea Zone
2 infantry moved from Red Sea Zone to Anglo Sudan Egypt
1 fighter moved from India to Anglo Sudan Egypt
1 bomber moved from United Kingdom to Anglo Sudan Egypt
2 fighters moved from United Kingdom to Baltic Sea Zone
Combat - British
Battle in Anglo Sudan Egypt
British attack with 1 bomber, 1 fighter and 3 infantry
Germans defend with 1 armour and 2 infantry
British roll dice for 1 bomber, 1 fighter and 3 infantry in Anglo Sudan Egypt, round 2 : 3/5 hits, 1.67 expected hits
Germans roll dice for 1 armour and 2 infantry in Anglo Sudan Egypt, round 2 : 1/3 hits, 1.00 expected hits
1 infantry owned by the British lost in Anglo Sudan Egypt
2 infantry owned by the Germans and 1 armour owned by the Germans lost in Anglo Sudan Egypt
British win, taking Anglo Sudan Egypt from Germans with 1 bomber, 1 fighter and 2 infantry remaining. Battle score for attacker is 8
Casualties for British: 1 infantry
Casualties for Germans: 1 armour and 2 infantry
Battle in Baltic Sea Zone
British attack with 2 fighters
Germans defend with 1 transport
British roll dice for 2 fighters in Baltic Sea Zone, round 2 : 0/2 hits, 1.00 expected hits
Germans roll dice for 1 transport in Baltic Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
British roll dice for 2 fighters in Baltic Sea Zone, round 3 : 0/2 hits, 1.00 expected hits
Germans roll dice for 1 transport in Baltic Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
British roll dice for 2 fighters in Baltic Sea Zone, round 4 : 0/2 hits, 1.00 expected hits
Germans roll dice for 1 transport in Baltic Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
British roll dice for 2 fighters in Baltic Sea Zone, round 5 : 2/2 hits, 1.00 expected hits
Germans roll dice for 1 transport in Baltic Sea Zone, round 5 : 0/1 hits, 0.17 expected hits
1 transport owned by the Germans lost in Baltic Sea Zone
British win with 2 fighters remaining. Battle score for attacker is 8
Casualties for Germans: 1 transport
Non Combat Move - British
1 infantry moved from South Africa to Kenya-Rhodesia
2 fighters moved from Baltic Sea Zone to Karelia S.S.R.
1 armour moved from East Canada to East Canada Sea Zone
1 armour and 1 transport moved from East Canada Sea Zone to North Sea Zone
1 armour moved from North Sea Zone to United Kingdom
1 bomber moved from Anglo Sudan Egypt to Italian East Africa
1 fighter moved from Anglo Sudan Egypt to Kenya-Rhodesia
Place Units - British
1 carrier and 1 transport placed in North Sea Zone
Turn Complete - British
British collect 28 PUs; end with 32 PUs
Combat Hit Differential Summary :
Germans regular : -0.67
British regular : -0.67
Game History
Round: 1
Purchase Units - Japanese
Condition NoFactoriesJapanese: Japanese has their production frontier changed to: production_noFactory
Japanese buy 3 transports; Remaining resources: 1 PUs;
Combat Move - Japanese
1 infantry moved from Manchuria to Soviet Far East
Japanese take Soviet Far East from Russians
1 infantry moved from French Indo China to India
Japanese take India from British
2 infantry moved from Kwangtung to China
2 infantry moved from Manchuria to China
1 fighter moved from Manchuria to China
1 fighter moved from French Indo China to China
1 fighter moved from Japan to China
1 bomber moved from Japan to China
Combat - Japanese
Battle in China
Japanese attack with 1 bomber, 3 fighters and 4 infantry
Americans defend with 1 fighter and 2 infantry
Japanese roll dice for 1 bomber, 3 fighters and 4 infantry in China, round 2 : 2/8 hits, 2.83 expected hits
Americans roll dice for 1 fighter and 2 infantry in China, round 2 : 1/3 hits, 1.33 expected hits
1 infantry owned by the Japanese lost in China
2 infantry owned by the Americans lost in China
Japanese roll dice for 1 bomber, 3 fighters and 3 infantry in China, round 3 : 2/7 hits, 2.67 expected hits
Americans roll dice for 1 fighter in China, round 3 : 1/1 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in China
1 fighter owned by the Americans lost in China
Japanese win, taking China from Americans with 1 bomber, 3 fighters and 2 infantry remaining. Battle score for attacker is 12
Casualties for Japanese: 2 infantry
Casualties for Americans: 1 fighter and 2 infantry
Non Combat Move - Japanese
1 bomber moved from China to Manchuria
1 submarine moved from Solomon Islands Sea Zone to Japan Sea Zone
1 battleship and 1 carrier moved from Caroline Islands Sea Zone to Japan Sea Zone
2 infantry moved from Philippines to Philippines Sea Zone
2 infantry and 1 transport moved from Philippines Sea Zone to Japan Sea Zone
2 infantry moved from Japan Sea Zone to Manchuria
1 transport moved from Japan Sea Zone to Okinawa Sea Zone
1 infantry moved from Okinawa to Okinawa Sea Zone
1 infantry and 1 transport moved from Okinawa Sea Zone to Japan Sea Zone
1 infantry moved from Japan to Japan Sea Zone
2 infantry moved from Japan Sea Zone to Manchuria
3 fighters moved from China to Manchuria
1 fighter moved from Caroline Islands Sea Zone to Japan Sea Zone
1 fighter moved from Philippines to Japan Sea Zone
Place Units - Japanese
3 transports placed in Japan Sea Zone
Turn Complete - Japanese
Japanese collect 32 PUs; end with 33 PUs
Combat Hit Differential Summary :
Americans regular : 0.00
Japanese regular : -1.50
J1.tsvg Allies: +1.28
“Condition no factories”
I didn’t go through and set the game options when we started. My bad.
Fortunately, it looks like the only one that’s wrong is no new complexes.
A quick test reveals that we will just have to use edit mode to add any factory.
It’s a real bummer that the infantry count was set at 17 and the factories at 3 instead of 4.
We/I can simply track the number of remaining factories in the game notes (or I’m sure you’ll track it one way or another), and if Japan goes all crazy we can watch out for the 15. I guess I’ll leave the critters alive on their islands. You’re already at 12!! I recommend you not buy a 3rd battleship, that could be a logistics nightmare 🤭
Thanks for cheerfully going along with the upgraded map. I hope at some point you think it’s a good deal