triplea-game / triplea

TripleA is a turn based strategy game and board game engine, similar to Axis & Allies or Risk.
https://triplea-game.org/
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Original Europe map (1999) #9552

Open Thegoodcaptain opened 2 years ago

Thegoodcaptain commented 2 years ago

I have written a comprehensive bug report for the original axis and allies Europe map (below). I'm a monthly contributor, a YouTuber for Axis and Allies strategy and make heavy use of TripleA. I even have a video titled, "In Defense of TripleA". I'm about to review original Europe and Pacific but they both have a few bugs compared to the out-of-box rules. I will donate/shoutout/compensate any developer willing to help get these games up and running. Please email me at ryanvoz@yahoo.com or skype at ryan.voznick Respectfully - The Good Captain

Discussion thread is here: https://forums.triplea-game.org/topic/2918/axis-and-allies-europe-1999-map-in-triplea/2 Download bug report here or simply see below: https://www.mediafire.com/file/428tlrgkq4vj1qh/Europe+Bug+Report.docx/file

Escorts/Interceptors and Strategic Bombing raids in Europe:

How it currently works: 1) Escorts and interceptors are not supported (i.e. there is no option for air battles at all) 2) Bombing raids otherwise function normally except that damage from a successful raid is restricted to the printed value of the territory being bombed.

pic 6

How it should work: 1) The attacker selects a combination of bombers/fighters and moves to a territory with an enemy IC. 2) At the conclusion of the combat move phase, the defender decides if and how many interceptors will challenge the SBR. 3) Defending AA guns roll a number of dice equal to the total number of attacking fighters and bombers. The owning player decides which units take which hits (bombers and/or fighters). 4) Defending fighters then roll for the air battle. A hit is counted for every “2” (TWO) or less. The owning player decides which units take which hits (bombersand/or fighters). 5) Finally, attacking FIGHTERS (even those designated as casualties in the previous phase) roll. A hit is counted for every “1” (ONE). Casualties are removed. 6) Surviving bombers now roll for SBR. The total rolled is how many IPC the owner of the bombed IC must IMMEDIATELY surrender to the bank. (rules reference: page 15/16 in Europe rulebook)

Middle East IPCs: How it currently works: 1) Middle East IPC are assigned to the British economy like normal territories of any power.

How it should work:

1) Allies never collect the printed IPC value of these territories. 2) If the Germans gain control of any Middle East territory with an IPC value, the allies must decide amongst themselves who pays Germany what amount of IPC (it can paid off by one, two or all three allied partners) *I recommend Germany collect the printed value of the territory at the end of their turn like normal. On the USSR turn immediately following, a prompt should display asking the player to allocate which Allied power will pay how much to fulfill the payment out of the Middle East. That amount is deducted from the Allied totals and play proceeds as normal. (rules reference: page 19/20)

The Soviet Patriotic War rule: How it currently works:

1) UK/US units located in any Soviet territory automatically converted into Russian units on the “Turn Complete” phase.

pic 7

How it should work: 1) At the conclusion of the USSR’s non-combat movement phase, the Soviet player decides if he will exchange some, none or all US/UK forces for Soviet pieces of the same type. This action is restricted to territories in which an original Russian IC is located (i.e. Archangel, Leningrad, Moscow, Stalingrad). They may not be moved at this time, only converted.

(rules reference: page 18 and 2nd edition rules update)

First phase for naval combat sequence for attacking submarines: How it currently works:

First phase - “German first strike units fire” pic 8

How it should work:

First phase: “Germans submerge subs?” *i.e. attacking subs can choose to engage in combat or not regardless of the presence of a destroyer. A subs ability to submerge is never negated by the presence of a destroyer, only its “first strike” (page 26). Yes, this will create a hostile sea zone at the end of the turn. This is intentional. Otherwise subs may not move into enemy occupied sea zones (page 18).

Defending submarines in combat sequence: How it currently works:

pic 9

How it should work:

FIX #1: First phase: “Russians fire” OR (if subs present “Russians first strike units fire”). Defending submarines do not qualify for first strike (page 26). FIX #2: After “Germans select casualties” it should read, “Germans submerge subs?”. Weather or not the German sub was selected as a casualty, this option is available to any defending submarines. If the defender wishes to “submerge” the sub, it is removed from the battle and placed back on the map in “submerged” status. It does not get to return fire (page 10). It is “resurfaced” after the place new units phase (page 7). Yes, this can create a hostile sea zone at the end of the turn. This is intentional.

Multi-player Forces: How it currently works:

pic 10

How it should work: In the above example, American forces attack a German sub in a SZ that also contains British units. If the German sub hits on his return fire the American player has the option of allocating the hit to UK units in the same sea zone, e.g. the UK battleship (page 26).

RogerCooper commented 2 years ago

Some of this stuff can be fixed at the XML level. I will take a look at it over the weekend.

Thegoodcaptain commented 2 years ago

Many thanks Roger. I'll throw 100 bucks into the hat at that point (I have read Dan's thread on paying developers for their time and understand the context better now). I will submit a write up for the original Pacific version this coming Monday (Labor Day) as well as one for Classic (doesn't have column rolling) and Anniversary '41 and '42 setups as well (has the wrong rules for escorts and interceptors). I really appreciate the work you all do. I wouldn't have a YouTube channel without it. And to answer your question, I agree with you about the broken nature of original Europe. But in fact ALL canon games that carry the name "Axis and Allies" from Classic to 1914 (most notably, Global, which is by far the most popular) using oob setups are arguably broken. Part of the intent of my channel is to document where the breaks are. Having an immaculate or near immaculate TripleA platform is so critical to this for many reasons I know I don't need to explain to you. The program is just fkn amazing. Thanks for your service =) -Ryan On Tuesday, August 31, 2021, 02:27:20 PM PDT, RogerCooper @.***> wrote:

Some of this stuff can be fixed at the XML level. I will take a look at it over the weekend.

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RogerCooper commented 2 years ago

I fixed the air rules. I will check the other issues tomorrow.

RogerCooper commented 2 years ago

With regards to the Middle East, I am simplifying things by always taking the IPC's from the Americans, as that would always be the best move.

Thegoodcaptain commented 2 years ago

I would advise against this as there are sometimes moves players like to make in deciding that UK and USA will pay together in some way that optimizes the building of ships. (I.e. on the first two turns, some of us have found it better to have the UK pay a leftover IPC or two in order that USA can build an extra transport or destroyer)

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On Sunday, September 5, 2021, 6:12 AM, RogerCooper @.***> wrote:

With regards to the Middle East, I am simplifying things by always taking the IPC's from the Americans, as that would always be the best move.

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RogerCooper commented 2 years ago

Making it an option can confuse the AI. In the unlikely event that the Allies have lost territory in the Middle East and it is better to finish a US ship, you could use the edit mode to adjust, It would be problem to use options as well, as they are yes/no thing so we would need to ask once for each lost IPC.

The Middle East rule is not a good rule anyhow. It adds a new mechanism to the game without adding historicity or interest.

Thegoodcaptain commented 2 years ago

I recommend disabling any IPC collection from the ME and just make the players add/subtract using the EDIT.  Is that okay? Or did you already make the adjustment? On Sunday, September 5, 2021, 07:46:21 PM PDT, RogerCooper @.***> wrote:

Making it an option can confuse the AI. In the unlikely event that the Allies have lost territory in the Middle East and it is better to finish a US ship, you could use the edit mode to adjust, It would be problem to use options as well, as they are yes/no thing so we would need to ask once for each lost IPC.

The Middle East rule is not a good rule anyhow. It adds a new mechanism to the game without adding historicity or interest.

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RogerCooper commented 2 years ago

I have not done any commits yet.

RogerCooper commented 2 years ago

I was able to resolve some of the sub issues. I removed first strike for defending subs and allow subs to co-exist with enemy units in non-combat. However, submerging before combat with enemy destroyers present is not allowed under the current engine. Nor does the current engine allow loses to be taken from non-participants in combat.

I see that victory conditions are missing. I will add them as well.

RogerCooper commented 2 years ago

I have made the changes that I could and posted them as Europe-Beta. It should be available for download soon.

It is fun playing as the Russians against the AI,

Thegoodcaptain commented 2 years ago

By the time you read this email, I will have donated $100.00 USD. Many thanks for your hard work. I will review the updates to Europe just as soon as I get access to it. I am submitting the Pacific bug report now. I have attached it to this email for your reference. Many thanks again my dude. On Wednesday, September 8, 2021, 03:21:25 PM PDT, RogerCooper @.***> wrote:

I have made the changes that I could and posted them as Europe-Beta. It should be available for download soon.

It is fun playing as the Russians against the AI,

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