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If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Thu Feb 18, 2021 1:05 pm
by APrusty
Can anyone that diplo annexed D.E.I. answear this;[&:]
-When did Dutch East Indies join Axis side?
-How much IC would be needed in diplochits?
I am trying to find out how to compensate Allies opponent for D.E.I. joining in May 1940.
Best with many responses to find the average.
THANK's
Our game is on hold till we figure it out.
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Thu Feb 18, 2021 3:59 pm
by havoc1371
I just agree with my opponents that if DEI activates for the Axis, that the Axis player will leave it undeveloped and idle unless attacked by the Allies. No building, reinforcing or moving units. While the Axis do get the added mpp's, they lose the use of the ports and terrain. Hopefully the patch will be out this week as they said.
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Thu Feb 18, 2021 4:23 pm
by APrusty
ORIGINAL: havoc1371
I just agree with my opponents that if DEI activates for the Axis, that the Axis player will leave it undeveloped and idle unless attacked by the Allies. No building, reinforcing or moving units. While the Axis do get the added mpp's, they lose the use of the ports and terrain. Hopefully the patch will be out this week as they said.
I don't find this to be a satisfactory solution.
1. Axis never has an income loss from oil embargo.
2. They never spend IC on landing troops to get back that sweet oil.
3. The Japanese expansion becomes easier with less places to invade, pluss you get to observe more enemy navy movments.
4. A solution that inactivates a country is bad for the game in my eyes.
I would prefere to throw away Axis IC as agreed with my opponent. "Simulating" the axis player diplo-annexing DEI instead.
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Thu Feb 18, 2021 9:50 pm
by ThunderLizard11
Best solution for PBEM until patch is to not have more than 5 naval units near Syracuse so this event doesn't fire. It cramps the Allies style a bit but I don't see it as game breaking.
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Thu Feb 18, 2021 10:51 pm
by OldCrowBalthazor
I have a feeling this fix is coming soon...but I understand the frustration of something like this happening in the middle of a good match. I have a great MP going and this DEI didn't fire..so my opponent and I aren't having to deal with it.
However, I personally am going to hold off on another WaW MP until this gets resolved....

RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Fri Feb 19, 2021 7:52 am
by BillRunacre
The frequency with which this bug is reported suggests to me that penalizing US mobilization if the Allies prepare to attack a neutral Italy simply wasn't enough to change this from being a "must do" to a "might do" strategy.
If that is the consensus then I will move to Plan B that will give the Allies another reason to ponder whether or not they really want to attack a neutral Italy.
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Fri Feb 19, 2021 10:40 am
by eriador08
In my game with Aprusty the bug triggered, cause there was too much allied navy arround the Mediterranean Sea. It had no intention on attacking Italy but was there as cover, when Italy fully mobilizes. The bug also fired after Italys declaration of war, when itbis just reasonable to have enough navy arround to counter them.
But i guess it is hard to tell with a a script, if the allied naval setup in the Meds is of defensive or offensive nature.
I guess it is also my fault to not look up, how much navy i am allowed to have arround Malta, Gibraltar and Egypt. But on the other hand, why should GB not be allowed to station as much navy at their colonial possessions, as they want?
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Fri Feb 19, 2021 11:11 am
by calcwerc
I agree with eriador.
To me the key is, as has been suggested before, that Italy can not be forced to join, but that axis can decide this themselves if approaching 100 % war readiness for italy before June 40.
And perhaps the script can differ between amphibious units and naval vessels, letting the allies have unrestricted number of the latter in the mediterranean, but none of the former prior to June 40.
An allied war of declaration against Italy should have a severe penalty in US war readiness, but I presume that is already the case.
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Fri Feb 19, 2021 11:14 am
by APrusty
ORIGINAL: eriador08
In my game with Aprusty the bug triggered, cause there was too much allied navy arround the Mediterranean Sea. It had no intention on attacking Italy but was there as cover, when Italy fully mobilizes. The bug also fired after Italys declaration of war, when itbis just reasonable to have enough navy arround to counter them.
But i guess it is hard to tell with a a script, if the allied naval setup in the Meds is of defensive or offensive nature.
I guess it is also my fault to not look up, how much navy i am allowed to have arround Malta, Gibraltar and Egypt. But on the other hand, why should GB not be allowed to station as much navy at their colonial possessions, as they want?
We agreed on Axis(me) sending the max amount of diplomats. 11dipchitsx50IC=550IC Then imidiately rechiting/aborting them to simulate a successful diplomatic annexation of D.E.I.
NB! This also gave me some extra costs wich I can not tell my opponent about. SHUSSS!!!
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Fri Feb 19, 2021 2:32 pm
by BillRunacre
In the other thread discussing this:
https://www.matrixgames.com/forums/tm.a ... 1�
USGrant1962 has posted this that is of relevance here too:
ORIGINAL: USGrant1962
A slight tangent on this subject, but the trigger range of 12 hexes for regular naval units feels a bit too far and risks inadvertent triggering by inexpert Allied players. In addition to Malta and Tunis (unavoidable), 12 hexes incorporates Corsica, Algiers and French and Egyptian coastal waters. 11 hexes would at least not extend into French and Egyptian coastal waters, and 10 hexes would probably still serve the purpose and not include the French ports at Corsica and Algiers.
20 hexes for Amphibious (basically the whole Med) makes sense.
Just to add in answer to calcwerc above, that the script does trigger if there are 2 amphibious transports in range.
I am happy to amend the details to stop an accidental triggering, though whether an unlimited number of naval units should be allowed is a different question, as I am unsure that could ever be seen as anything but aggressive?
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Fri Feb 19, 2021 2:46 pm
by ElvisJJonesRambo
I gotta be honest. I'm not smart enough to figure all this out, let alone read it.
Need a beer, some pretzels and a game.
-Legend
RE: If you ever diplo annexed D.I.E. answear this! PLZ!!
Posted: Fri Feb 19, 2021 5:16 pm
by CaesarAug
In the meantime, this issue is very easily moddable by the player.
In the Scripts folder, in the Mobilization #2 script, search for these activation parameters regarding Italy’s Axis mobilisation:
; 2 Allied Amphibious units within 20 hexes of Syracuse Port
#CONDITION_POSITION= 104,60 [20,20] [2,2] [2] [0] <47,48>
; 7 or more Allied naval units within 12 hexes of Syracuse Port
#CONDITION_POSITION= 104,60 [12,12] [7,7] [2] [0]
In a few lines above these parameters, change the #Country ID= 33 which incorrectly activates Dutch East Indies mobilisation,
to #Country ID= 59, which is Italy’s number code. Seemingly, this should set things aright. [:D]