Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUsG40 League House Rule project
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Curious about the factory. It’s basically a gemany japan boost. I like the idea of the unit, I think YG has one in one of his set ups. Just wondered what the thinking was behind it.
Too dramatic a difference between 3 and 10. It’s about the starting setup too - especially India. I don’t like India having a major, but a minor is too small. Etc.
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Can I add: It is also because many of us thought it was stupid that 10 units could be put on a territory, which did not start with one. Norway or Romania, for example should not be allowed to produce as many units as an industrialised nation, like Germany, England or the US. These are nations that have been industrialised for centuries.
Starting Majors should be the only ones allowed, in my opinion. -
@wittmann:
Can I add: It is also because many of us thought it was stupid that 10 units could be put on a territory, which did not start with one. Norway or Romania, for example should not be allowed to produce as many units as an industrialised nation, like Germany, England or the US. These are nations that have been industrialised for centuries.
Starting Majors should be the only ones allowed, in my opinion.I don’t see the point in buying a major either.
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That’s a new point for me, Wittman, and I agree.
However, as Soulblighter has already kind of pointed out, we probably don’t need a rule against it because it really is never a good idea anyway. Especially with the mid-complex option.However, thinking about this now (I came up with the rule early this year), I don’t think any mid or major complexes should be allowed to be built. I would like India to be a mid-level complex instead of a major, but maybe it’s better to not introduce the mid-level complex and have India start with a minor on West India, and a minor on India.
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Yes, that’s the way I want to go.
Reducing the major also gives Japan a better opportunity to SBR India, but adding the minor to West India really helps offset that too. I’m going to change the document. -
I am happy with that, Gamerman.
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Barney, I made the one change, and highlighted it in green for you. I removed all yellow highlight because I don’t think it’s needed any longer. I will highlight any changes in green now, so that you can find anything that’s changed since you first looked at it.
I need to look over my whole document again soon
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Curious about the factory. It’s basically a gemany japan boost. I like the idea of the unit, I think YG has one in one of his set ups. Just wondered what the thinking was behind it.
Too dramatic a difference between 3 and 10. It’s about the starting setup too - especially India. I don’t like India having a major, but a minor is too small. Etc.
Ahhh that makes sense. I hadn’t thought of the start being different. Thought japan and germany would just be able to pump more dudes at russia and in japan’s case asia. I definitely like the flexibility this unit brings.
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Yeah, that’s what I thought before, too, but after another year of playing G40, and a bunch of WWII documentaries I’ve rewatched, I really don’t like giving Germany or Japan the option to build anything but minors.
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Sorry about the change in mid-stream - I trust you enjoyed the challenge of figuring it out anyway, but I think you can quit trying to figure out the mid-level complex, thanks a lot
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np It’s out there now if anyone wants to use it.
Here’s flying tigers. Unfortunately was unable to make it work like kamikazies so some edit will be necessary.
Flying Tigers:
Defends against any attacking air unit with a single shot. Hits on 2 or less. Dies after shooting.
You’ll need to activate radar tech for china otherwise it will only hit on a 1. This gives any chinese AA guns the same ability, so you’ll probably want to use a US one instead.
Also when japan has made her attacks she will have to send a save game asking for flying tiger attacks. Which pretty much works the same as kamikazies, however when japan receives her reply she will have to undo any attacks where flying tigers are. Then she will have to edit the correct number of tigers and then continue with the attack.It’s a little sloppy but I don’t think it will be too bad once you get used to it. You can always look at game history if you can’t remember the attack exactly. I’ll check around some more and see if it can be done with kazis.
Just remembered you’ll have to keep track of how many you use. I’ll try to limit them in the future.
You’ll have to add 2 units to the chinese folder. Added a c to the end of the xml.
I’ll try and figure neutrals out next.
There’s two units that need to go in the chinese unit folder. Added a c to the xml for clarity.
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Here’s the other one
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I like the icons, but I don’t think a complicated workaround is necessary. I thought we’d just roll flying tiger dice on the forum. It doesn’t have to be done in Triple A. Does that make sense to you?
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absolutely wasn’t aware you could do that.
I guess neutrals is probably pretty much the main thing left? You can probably edit the other stuff or would something else help?
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Are all the neutral blocks true neutrals? Brazil is no longer pro allies?
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Well bad news on the neutral front. Just took a look and each neutral block would be like creating a new country. All the countries and 3 types of neutrals are attached to each other numerous times. You’d have to do the same with the new ones and then attach them to each other and … well not gonna happen. If there is anything you find particularly annoying let me know and I’ll see what I can do.
:)P
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Are all the neutral blocks true neutrals? Brazil is no longer pro allies?
All the neutral blocs are true neutrals as per G40. When I wrote “South America” I only meant South American true neutrals.
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Well bad news on the neutral front. Just took a look and each neutral block would be like creating a new country. All the countries and 3 types of neutrals are attached to each other numerous times. You’d have to do the same with the new ones and then attach them to each other and … well not gonna happen. If there is anything you find particularly annoying let me know and I’ll see what I can do.
:)P
This is not a big disappointment - I was not counting on getting anyone with your skills to come along. I guess I was hoping I could send the finished product to Veqryn to make us a module, but was not counting on him actually doing it…. So I am thrilled about what you have done.
Neutral blocs can be handled by players knowing the rules and using edit mode as necessary.
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I guess neutrals is probably pretty much the main thing left? You can probably edit the other stuff or would something else help?
I’ll need some time to look over what you’ve accomplished before updating my wish list
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I know that the reason for the middle east NO’s is mostly historical accuracy. However. It makes no sense that when Japan captures the middle east, the axis gains less from it. A suggestion would be to change the NO’s so that Germany and Italy each get 1 ipc for each Axis controlled TT (Iraq, Persia, Northwest Persia). This is the same for Caucasus. It doesn’t matter which Axis power controls it, as long as it is controlled by the Axis.





