@hiijohnson Best is to use the latest pre-release. Download here: https://github.com/triplea-game/triplea/releases
Rommel's Last Push - DoMan (Axis) Vs. TGC (Allies) - Round 5
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2d10<=4: 9, 6; Hits: 0
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@The_Good_Captain Game History
Round: 8 Combat Move - Italians Turning on Edit Mode EDIT: Turning off Edit Mode 12 I-infantrys moved from Tunis to Kasserine Pass EDIT: 2 infantry moved from Mersa Matruh to Cairo Combat - Italians Battle in Kasserine Pass Italians attack with 12 I-infantrys British defend with 3 infantry Italians roll dice for 12 I-infantrys in Kasserine Pass, round 2 : 7,4,6,2,9,9,9,8,9,3,8,6 British roll dice for 3 infantry in Kasserine Pass, round 2 : 9,6,4 Italians roll dice for 12 I-infantrys in Kasserine Pass, round 3 : 7,1,2,3,1,3,4,1,2,8,4,9 British roll dice for 2 infantry in Kasserine Pass, round 3 : 6,10 Non Combat Move - Italians Trigger AddCoastRoadEl AgheilaRound7: Italians has 1 coast_road placed in El Agheila Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Changing ownership of Kasserine Pass from British to Germans EDIT: Removing units owned by British from Algiers: 2 1-supplys EDIT: Turning off Edit Mode Trigger RemoveCoastRoadEl AgheilaRound7: has removed 1 coast_road owned by Italians in El Agheila EDIT: 2 I-infantrys moved from Kasserine Pass to Tunis EDIT: Italians undo move 1. EDIT: 2 I-infantrys moved from Kasserine Pass to Tunis 2 I-infantrys and 1 truck moved from El Agheila to Mersa Matruh 1 I-infantry moved from Siwa to Mersa Matruh Place Units - Italians Turning on Edit Mode EDIT: Removing units owned by Italians from Tunis: 1 5-supply EDIT: Adding units owned by Italians to Tunis: 1 1-supply EDIT: Turning off Edit Mode 1 5-supply and 12 I-infantrys placed in Tunis Convoy I Assign Convoy Escorts - Italians Trigger AllowItalianBomberToStayAtSea: Setting carrierCost to 0 for unitAttachment attached to I-bomber Trigger AllowItalianFighterToStayAtSea: Setting carrierCost to 0 for unitAttachment attached to I-fighter Trigger ReduceMovementItalianAircraft: Setting movement to 2 for unitAttachment attached to I-fighter Trigger ReduceMovementItalianAircraft: Setting movement to 2 for unitAttachment attached to I-bomber Trigger RemoveSupplySaharaDesert: has removed 26 1-supplys and 3 5-supplys owned by Uncontrolled in Sahara Desert 1 Trigger 1Italian5-supplyTunis Convoy I: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 2Italian1-supplyTunis: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British1-supplyIndian Ocean Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British1-supplyCasablanca: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplyAtlantic Ocean Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2Italian1-supplyItaly: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 4Italian1-supplyTunis: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplySuez Canal Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3Italian1-supplyItaly: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1American5-supplyCasablanca Convoy US: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1Italian1-supplyTobruk: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplyMalta Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1Italian1-supplyTunis: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3British1-supplySuez Canal Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1Italian1-supplyItaly: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British1-supplyAtlantic Ocean Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2Italian1-supplyTobruk: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3Italian1-supplyTunis: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3British1-supplyIndian Ocean Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplyCasablanca: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplyOran: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1Italian5-supplyTobruk: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 2British1-supplyOran: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British1-supplySuez Canal Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplyIndian Ocean Convoy: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1Italian1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Turning on Edit Mode EDIT: Turning off Edit Mode Trigger IncreaseAircraftMovementTo6: Setting movement to 6 for unitAttachment attached to I-bomber Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to I-fighter EDIT: 3 1-supplys moved from Italy to Tunis Convoy I End Turn - Italians Italians collect 0 PUs; end with 0 PUs Objective Italians Base Income: Italians met a national objective for an additional 10 PUs; end with 10 PUsThe other Italian Supply came from Italy (it was bought on previous turns)
Also; @VictoryFirst Something came up during my turn that both of us overlooked.
Vichy is bugged because they have no capital city, so when the Axis counterattack and retake a territory from the Allies in French North Africa, the game crashes. In my opinion the best way to fix this would be to have the “Torch” event change the relationship between Axis and Vichy to “At War”. What do you think?
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@DoManMacgee Good catch. I think it’s best if we change the relationship type between Germany/Italy and Vichy to a separate relationship called “Friendly”, and then with these optionAttachments:
<option name="archeType" value="allied"/> <option name="canTakeOverOwnedTerritory" value="true"/> <option name="canMoveLandUnitsOverOwnedLand" value="true"/> <option name="canMoveAirUnitsOverOwnedLand" value="false"/> <option name="canLandAirUnitsOnOwnedLand" value="false"/> <option name="canMoveIntoDuringCombatMove" value="false"/> <option name="rocketsCanFlyOver" value="false"/>These are copied directly from the XML of G40 of relationship “Friendly_Neutral”. This is because Axis powers can move into Vichy territory and take over the territory. The units will not be taken over as we will omit the playerAttachment “captureUnitOnEnteringBy”.
I need to test if this works, but I think it will. Will correct this, along with the custom territory names probably by tomorrow. Version 1.6 will be the one that is fully ready for play and @The_Good_Captain can use for his video.
Then, there will probably be a version 1.7 that includes a Torch Scenario and has automatic victory conditions. Or possibly additional versions depending on if there are additional bugs discovered.
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Actually, we might need to changes the values of a couple of option attachments because NA might handle this differently. I have a few questions:
Can Axis powers land air units in Vichy territory? What happens in that case?
If Axis moves land units into Vichy territory, do they take over the territory and the units or only the territory?
If they move through a Vichy territory, do they take control over the territory/units in that case?
What happens when a Vichy territory becomes empty through combat. Does it stay Vichy until someone moves in? -
@VictoryFirst said in Rommel's Last Push - DoMan (Axis) Vs. TGC (Allies) - Round 5:
Then, there will probably be a version 1.7 that includes a Torch Scenario and has automatic victory conditions. Or possibly additional versions depending on if there are additional bugs discovered.
Do you still have my initial XML for the Torch scenario that has the setup programmed?
Can Axis powers land air units in Vichy territory? What happens in that case?
Irrelevant. After turn 7 Germany takes control of Mareth/Tunis/Kasserine and the Allies invade the rest. If in the 0.1% chance the Allies lose any of the battles in Oran/Algiers/Casablanca, what happens is that, if either Axis power enters the territory, they take control and gain control of all units. The rules don’t say if this applies to air units but I don’t see why it wouldn’t.
If Axis moves land units into Vichy territory, do they take over the territory and the units or only the territory?
Both.
If they move through a Vichy territory, do they take control over the territory/units in that case?
The blitz mechanic doesn’t exist in NA.
What happens when a Vichy territory becomes empty through combat. Does it stay Vichy until someone moves in?
In the .001% chance that a battle during the Torch landing was a draw, whoever enters the territory first takes control.
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Am I crazy or are there no USA fighters or USA bombers. I don’t see them as a unit available for purchase or editing.
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You don’t see this pop-up during the Purchase units phase of USA8?
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@DoManMacgee said in Rommel's Last Push - DoMan (Axis) Vs. TGC (Allies) - Round 5:
Do you still have my initial XML for the Torch scenario that has the setup programmed?
Yes, I still have it. The Torch XML has been left untouched for all this time. The plan is to simply copy the code from RommelScenario.xml, then update the triggers so that they match with what happens during the Torch game, and also replace the setup. It shouldn’t take much time. The victory conditions however, might be tricky to implement.
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@VictoryFirst and here’s what i see when I use EDIT mode

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some of the game pieces disappear like the AA gun but we/I have been able to play around it so far. This is/was happening on the other side of the board as well. Italain fighters and UK battleships for example, german submarines
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@The_Good_Captain said in Rommel's Last Push - DoMan (Axis) Vs. TGC (Allies) - Round 5:
@VictoryFirst and here’s what i see when I use EDIT mode

Check your TripleA Version. Mine does not have this problem:

No blocky units.

However USA cannot buy air units on A8, even though the political event was supposed to fire.

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Update. I tried skipping turns all the way to A9 and they still cannot buy air. Seems like the XML on the trigger to change their purchase profile is bugged.
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@DoManMacgee I did the same thing and it works for me. Did you start from the save file of your game or from a brand new game? I think the issue is one of:
- outdated module version by one or both of the players. Latest is 1.55, can be downloaded here: https://github.com/VictoryFirst1/north_africa
- Mixture of two modules. When you have two different version of a map installed, sometimes the game gets confused and loads data from the older version instead of the newest.
- It is really a bug in 1.55, but not in the north africa module I was working on. I used that one for testing which has some things added/changed compared to 1.55. I can’t recall if I fixed something regarding USA air though.
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@The_Good_Captain It looks like you are using an older module than Eric. Otherwise, you would not have missing unit images. The module version is specified in the game notes.
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I’m/we are using:
2.7+15566
I feel like I/we went out of our way to make sure we were using the most up-to-date version of TripleA prior to playing this game. I’m going to be surprised if this is the problem, but thats the version I’m (and I thought, “we”) were using.
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I started a new game of Africa and I can EDIT in USA aircraft.
When I open save files from the game we are currently playing, I am never allowed to EDIT usa aircraft, regardless of what turn I open.
I’m not sure what’s going on. I will use a different computer and see if that changes things.
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@The_Good_Captain The issue is not the TripleA version. It’s definitely the module version. The situation you described:
I started a new game of Africa and I can EDIT in USA aircraft.
When I open save files from the game we are currently playing, I am never allowed to EDIT usa aircraft, regardless of what turn I open.
Is VERY common when players are running on separate versions, or if the save was made on an older version.
I would stress too much about it, I would simply play out this game as normal and then for the next game make sure:
- Both players are using the latest version
- You only have one Africa module in your downloadedMaps folder when starting a game or opening a save file. (Sometimes having different versions of modules in your downloadedMaps can cause problems. If you are playing multiple games on different versions, best practice is to only have the version corresponding to the save file in your downloadedMaps folder, and move all the other ones to somewhere else)
@The_Good_Captain P.S. I have been doing this for our game. When working on africa, I have the latest version in my downloadedMaps folder so that I can open it. When I am doing a turn in our game, I move it to somehwere else and put an older version in my downloadedMaps, one that we started the game with.
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I meant to say “I wouldN’T stress too much about it”. It is not a problem you can fix right now. The problems should disappear once you start a new game.
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I can edit in US Air units on my file, even when loaded from save:

Sounds like just need to coordinate the map version at some point.






