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    Teferi

    @Teferi

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    Best posts made by Teferi

    • Comparison of Steam1942 versus TripleA

      The user Interface is a Struggle. Every Combat is a Struggle - every instance of every step of every combat on your side you need to click a button - but you aint doing anything. The Game rolls the Dice, the Game auto-assigns the losses to the opponent (he aint clickin anything either), and then you click it again, step by step, each and every combat.

      Where in tripleA I would be mashing the spacebar ONCE to resolve ONE round of combat ; in Steam1942, I click up to 5 times on my own go around every round (having no agency however), and then 5 times to roll the dice on the enemy go around, inbetween clicking single losses into Infantry and clicking confirm;

      So where the tripleA ; which is for heavens sake a free software ; can resolve a combat in a single spacebar-press ; in Steam1942 you need to be making 20 tedious clicks!

      This is not even getting me started on how clunky it is to get transports to work, onloading one unit, moving a space, onloading another unit, moving another space, offloading these - ALL OF THAT is single clicks each, you need to execute in the precise order, or else your naval invasion will FAIL! And then you need to do this sequence for every transport, one by one, every time, every go around. For the average american chuck of 5 transports, thats 5 clicks to select transports, 10 clicks to select units, 5 clicks for the intermediary step, 5 clicks for the final step, EACH AND EVERY TIME.

      In Triple A ; I select 8 Infantry and 2 Artillery, put them in a Seazone with 5 Transports, then click all the transports in that Seazone once, get them into the target seazone and can then distribute the landunits as I wish - no need to cautiosly adhere to sequencing for every single transport! The effort to do repeated Naval Invasions in Steam1942 is easily twenty to fourty times as many clicks and sequences which you need to keep in mind higher level of complexity than tripleA!

      For Moves! It is incredibly clunky to get an overview of what goes where. So I click on an infantry in one country, and click into an enemy country, and I do this for some airplanes, and some tanks, and all the game will show me is a generic Marker telling me that there is say, 18 units going into a territory. If I want to figure out what these units are, I need to click the territory, I click the tab on the bottom left to expand, and then I can start figuring out what I got - and GOOD LUCK trying to decipher which specific unit you want to undo the move for to send her elsewhere you need to click β€œundo” in the bottom left expanded window, then!

      Meanwhile in tripleA, I click once on any unit or units(!) I want to select and put them into the country I wanna put them In! On the Map, IMMEDIATELY; I see exactly which units are where, and if I feel the need to undo a single move, its a quick scroll and single click in the bar on the right side of the action history.

      So then I do all my combat moves, and the entire Map is a coloured mess of overlapping arrows pointing any which way, but often nont even the country they should go to (which is most egregiously in Northwestern Europe! Put some Naval Landing, some Shore Bombard and some Airplanes in there! WITHOUT FAIL one of the arrows will point STRAIGHT at Paris and the France Territory, as opposed to the Northwestern Territory! Ten more clicks to figure out you did not screw that one up!)

      And all these colours and overlapping arrows make it so hard to tell which units where are even remaining untouched or where they can go. God have mercy if some tanks move through a territory - their arrow may well straight up hide from you the presence of some Infantry.

      Next: Readability. I have a slight red-green-colourblindness. The American and Japanese units are NOT AT ALL DISTINGUISHABLE FROM ONE ANOTHER. And it aint a quick zoom in either to figure it out - because all unit sprites look the same, but slightly chromatically recolourd, and they all look from bottom left to top right, in the same orientation and direction.

      In Triple A ; the Colours are Clear, and all Axis ships ALWAYS look from top left to the bottom right, while all Allied ships ALWAYS look from top right to bottom left - they always look at each other, you can at a glance always distinguish which one is which.

      I have paid Money for this game.

      And I cannot believe some Developer did his HOMEWORK ( ! ) looked at what was out there ( tripleA ) and managed to screw the UI up so badly. INCREDIBLE!
      and this is not even yet getting into the slow Animations playing inbetween you pressing a Button where you havent any other choice: After concluding the last combat of the combat phase, a small window will animate after the small flags and battle animation; and this window will have only a single button to proceed to the next Phase (the entire rest of the game is greyed out). Upon the press of the button, all this stuff is animated again to disappear, only then letting you proceed to the next phase.

      Who thought this was a good Idea? Why waste 15 seconds of every players Life each and every Combat Phase if there is not any action to be taken and nothing to be done except advance to the next Phase?

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • RE: AA50 Airunits ending Noncombat in Hostile Seazone

      @sensenschwarm thank you.Reprint.jpg

      this rule was expanded in the reprint of anniversary edition - but not in the PDF Rulebook on axisandallies.com, and not in the FAQ/Errata, and in my physical copy of the original AA50, it is the version which I had quoted above.

      The issue is resolved! Thanks alot! πŸ™‚

      posted in Axis & Allies Anniversary Edition
      Teferi
      Teferi
    • RE: They Fixed Transports in the New Patch

      @djensen you mean the wurd β€œf***ed” in the first sentence? Replaced it.
      What else do I need to remove / replace πŸ™‚ I do want to comply with code of conduct and Forum Rules πŸ™‚

      ((Edit:)) I cannot rectify this Post, when trying to edit the post I get this error Message: You are only allowed to edit posts for 3600 second(s) after posting

      Please advise what action I need take to be in compliance πŸ™‚

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • RE: They Fixed Transports in the New Patch

      @djensen thank you very much πŸ™‚

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • RE: They Fixed Transports in the New Patch

      @juliusborisovbeamdog said in They Fixed Transports in the New Patch:

      We’ve put together a quick guide explaining Transport Rules and UI for Axis & Allies 1942 Online.

      https://steamcommunity.com/sharedfiles/filedetails/?id=2384347603

      I got this as a reply onto my steam review, too!
      I will say this: That Guide is helpful.

      But writing or filming a Guide instead of FIXING the problem is not professional, it is at best a band aid for an annoying problem which has been known SINCE DAY ONE

      If this Developer Studio were my Company, I would be firing people left right and center.

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi

    Latest posts made by Teferi

    • RE: AA50 Airunits ending Noncombat in Hostile Seazone

      @sensenschwarm thank you.Reprint.jpg

      this rule was expanded in the reprint of anniversary edition - but not in the PDF Rulebook on axisandallies.com, and not in the FAQ/Errata, and in my physical copy of the original AA50, it is the version which I had quoted above.

      The issue is resolved! Thanks alot! πŸ™‚

      posted in Axis & Allies Anniversary Edition
      Teferi
      Teferi
    • RE: AA50 Airunits ending Noncombat in Hostile Seazone

      @andrewaagamer
      Correct, everything occurs in Noncombat move and Mobilization.

      Why would you assume, that the additional Rule (not replacing, not exempting, but adding) about the carrier vehicle permitting landing, would overrule the immediately previous rule, in the same paragraph, that Aircraft may move through hostile spaces, where only the Combat Move Phase specifically tells you that you may move into hostile spaces?

      Why would an additonal rule ontop of the previous Statement in Noncombat Move create an Exception? Why does it specify moving through hostile spaces in noncombat as permitted for aircraft, but not into
      Exception Questionmark.jpg

      whereas meanwhile, in the Combat Move Phase, specifically, moving into hostile spaces is permitted.
      into.jpg

      .

      I do not understand I think, at which point it is decided that the additional option will ignore other restrictions. Moving into a Seazone with a Carrier does not permit moving into a hostile seazone in noncombat at any point.

      Can you try to explain further?

      posted in Axis & Allies Anniversary Edition
      Teferi
      Teferi
    • AA50 Airunits ending Noncombat in Hostile Seazone

      Hello there! In the Axis and Allies League we are running right now, a Rules question came up. I shall summarize / quote the relevant rules sections as I understand them first ; outline the specific situation then, and do ask for your input:

      1. Permissive Ruleset: Generally you are only permitted to do specific actions which you are given specific permission for - this is a Foundation of how the rules work, I think.

      2. AA50, Rules, Phase 3: Combat: "(…) Move as many of your units into as many hostile territories and hostile seazones as you wish. Movement into a hostile territory counts as combat movement

      3. Sea Zones "(…) Hostile sea zones contain enemy surface warships. (…)

      4. Phase 5: Noncombat Move: In this phase, you can move any of your units (…) Only aircraft and submarines may move throgh hostile spaces during this phase.

      5. (dito) Air Units: (…) Only fighters may land in a sea zone with a friendyl carrier present. (…) Additionally: (*) a fighter may land in a sea zone that is adjecent to an industrial complex you own if you will be placing an aircraft carrier that you previously purchased in that zone.

      the specific Scenario: The British Fleet is in the Baltic SZ. The German Player has purchased Carriers and wishes to end his noncombat move with his fighters inside the hostile seazone of the Baltic Seazone. He stipulates, that he is permitted to end his move inside a hostile seazone, because he has bought and will place Carriers in the Mobilization Step of his turn.

      The opposing stipulation is ; that you are only permitted to do specifically what you are being given permission. Moving into hostile spaces, both territories and seazones, is only permitted in the Combat Move. In the Noncombat Move, specifically, aircraft are only permitted to move through hostile spaces ; but are not given an exception to move into hostile spaces and end their movement. The additional rule does not negate other provisions such as moving through or ending in hostile spaces, as is given permission in Combatmove Phase - but rather, onto the given permissions, it adds another clause, but not an exception.

      Which side is correct ?

      posted in Axis & Allies Anniversary Edition
      Teferi
      Teferi
    • RE: They Fixed Transports in the New Patch

      @juliusborisovbeamdog said in They Fixed Transports in the New Patch:

      We’ve put together a quick guide explaining Transport Rules and UI for Axis & Allies 1942 Online.

      https://steamcommunity.com/sharedfiles/filedetails/?id=2384347603

      I got this as a reply onto my steam review, too!
      I will say this: That Guide is helpful.

      But writing or filming a Guide instead of FIXING the problem is not professional, it is at best a band aid for an annoying problem which has been known SINCE DAY ONE

      If this Developer Studio were my Company, I would be firing people left right and center.

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • RE: They Fixed Transports in the New Patch

      @djensen thank you very much πŸ™‚

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • RE: Comparison of Steam1942 versus TripleA

      @boston_nwo this happened to you on tripleA ? I only experienced this once. Maybe the trick is to figure out a circle of β€œRegulars” on whom you can depend; I suspect that the way the play by mail works on 1942 is not actually conducive to games not taking forever and ever after πŸ™‚

      if you ever wanna play a game on tripleA ; write me a PM πŸ™‚

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • RE: They Fixed Transports in the New Patch

      @djensen you mean the wurd β€œf***ed” in the first sentence? Replaced it.
      What else do I need to remove / replace πŸ™‚ I do want to comply with code of conduct and Forum Rules πŸ™‚

      ((Edit:)) I cannot rectify this Post, when trying to edit the post I get this error Message: You are only allowed to edit posts for 3600 second(s) after posting

      Please advise what action I need take to be in compliance πŸ™‚

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • Comparison of Steam1942 versus TripleA

      The user Interface is a Struggle. Every Combat is a Struggle - every instance of every step of every combat on your side you need to click a button - but you aint doing anything. The Game rolls the Dice, the Game auto-assigns the losses to the opponent (he aint clickin anything either), and then you click it again, step by step, each and every combat.

      Where in tripleA I would be mashing the spacebar ONCE to resolve ONE round of combat ; in Steam1942, I click up to 5 times on my own go around every round (having no agency however), and then 5 times to roll the dice on the enemy go around, inbetween clicking single losses into Infantry and clicking confirm;

      So where the tripleA ; which is for heavens sake a free software ; can resolve a combat in a single spacebar-press ; in Steam1942 you need to be making 20 tedious clicks!

      This is not even getting me started on how clunky it is to get transports to work, onloading one unit, moving a space, onloading another unit, moving another space, offloading these - ALL OF THAT is single clicks each, you need to execute in the precise order, or else your naval invasion will FAIL! And then you need to do this sequence for every transport, one by one, every time, every go around. For the average american chuck of 5 transports, thats 5 clicks to select transports, 10 clicks to select units, 5 clicks for the intermediary step, 5 clicks for the final step, EACH AND EVERY TIME.

      In Triple A ; I select 8 Infantry and 2 Artillery, put them in a Seazone with 5 Transports, then click all the transports in that Seazone once, get them into the target seazone and can then distribute the landunits as I wish - no need to cautiosly adhere to sequencing for every single transport! The effort to do repeated Naval Invasions in Steam1942 is easily twenty to fourty times as many clicks and sequences which you need to keep in mind higher level of complexity than tripleA!

      For Moves! It is incredibly clunky to get an overview of what goes where. So I click on an infantry in one country, and click into an enemy country, and I do this for some airplanes, and some tanks, and all the game will show me is a generic Marker telling me that there is say, 18 units going into a territory. If I want to figure out what these units are, I need to click the territory, I click the tab on the bottom left to expand, and then I can start figuring out what I got - and GOOD LUCK trying to decipher which specific unit you want to undo the move for to send her elsewhere you need to click β€œundo” in the bottom left expanded window, then!

      Meanwhile in tripleA, I click once on any unit or units(!) I want to select and put them into the country I wanna put them In! On the Map, IMMEDIATELY; I see exactly which units are where, and if I feel the need to undo a single move, its a quick scroll and single click in the bar on the right side of the action history.

      So then I do all my combat moves, and the entire Map is a coloured mess of overlapping arrows pointing any which way, but often nont even the country they should go to (which is most egregiously in Northwestern Europe! Put some Naval Landing, some Shore Bombard and some Airplanes in there! WITHOUT FAIL one of the arrows will point STRAIGHT at Paris and the France Territory, as opposed to the Northwestern Territory! Ten more clicks to figure out you did not screw that one up!)

      And all these colours and overlapping arrows make it so hard to tell which units where are even remaining untouched or where they can go. God have mercy if some tanks move through a territory - their arrow may well straight up hide from you the presence of some Infantry.

      Next: Readability. I have a slight red-green-colourblindness. The American and Japanese units are NOT AT ALL DISTINGUISHABLE FROM ONE ANOTHER. And it aint a quick zoom in either to figure it out - because all unit sprites look the same, but slightly chromatically recolourd, and they all look from bottom left to top right, in the same orientation and direction.

      In Triple A ; the Colours are Clear, and all Axis ships ALWAYS look from top left to the bottom right, while all Allied ships ALWAYS look from top right to bottom left - they always look at each other, you can at a glance always distinguish which one is which.

      I have paid Money for this game.

      And I cannot believe some Developer did his HOMEWORK ( ! ) looked at what was out there ( tripleA ) and managed to screw the UI up so badly. INCREDIBLE!
      and this is not even yet getting into the slow Animations playing inbetween you pressing a Button where you havent any other choice: After concluding the last combat of the combat phase, a small window will animate after the small flags and battle animation; and this window will have only a single button to proceed to the next Phase (the entire rest of the game is greyed out). Upon the press of the button, all this stuff is animated again to disappear, only then letting you proceed to the next phase.

      Who thought this was a good Idea? Why waste 15 seconds of every players Life each and every Combat Phase if there is not any action to be taken and nothing to be done except advance to the next Phase?

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi
    • RE: They Fixed Transports in the New Patch

      transports are still effed.
      If you wanna start in one SZ ; load a single unit ; move one or two steps ; load a second unit ; then offload both of these into a third territory ; you must ALWAYS without fault follow this Sequence:

      1. Click on the Transport you wanna lose with leftclick, make sure it is properly highlighted as selected. 2) RIGHT CLICK on the first unit you wanna onload 3) RIGHT CLICK move the transport into the SZ you want it next ; 4) RIGHT CLICK onto the next unit you want to LOAD ; // THIS IS IMPORTANT // do not move into another seazone and try to click onto an adjecent Land territory, BUT!! 5) Right Click onto the Land Territory you want to conduct the Naval Invasion towards immediately, not taking any intermediary steps in the Seazone.

      It will never work if you try to move the land unit by clicking it and moving it onto the transport
      it will also never work if you have several transport in a SZ and you try to onload all of them, then move all of them, onload some new units, and then offload them - you must ALWAYS conduct this sequence exactly for each single individual transport; no excuses.

      Its Unplayable!

      posted in Axis & Allies 1942 Online
      Teferi
      Teferi