@Schulz Many of big map games have the problem that the US has trouble contributing to the war effort.I think that the solution would be the placement of naval bases that boost ship speeds so they can get into action. The naval bases could be placed by events or be paid-for builds.The game Quartermaster General uses a system like this.
Just saves a prompt, as if you want to reinforce, you should do it in non combat. But I guess since the engine illegally allows you to "redeploy" during combat move, I guess that would be consistent.
I disagree with units being unable to move during combat move, in general, and would prefer not using that option in a custom map ever. The main reason is that, for general consistency, I believe I should be able to Combat Move units not intended to be sent into battle as part of combined combat operations. For example, I should be able to load a AA gun on a transport, send the transport in a sea battle, and then offload the AA gun into a friendly territory, or load 1 infantry and 1 AA gun into a transport, then offload the infantry into combat and retain the AA gun on board. All such moves are forbidden in the basic rulesets, and I believe this restriction is based on nothing, thus dumb (also since both moves would be legal if the AA gun is already on board). If a unit is not meant to be sent into battle, I'd rather set its attack stack limit to 0 (this is what I did with the general of a Napoleonic Empires variant of mine).
@CrazyIvan You could create this map using TripleA. You would just need to take a base image of the classic map and stitch 4 of them together. Then rename territories to be like Germany1, Germany2, Germany3, Germany4.
That being said while its an interesting idea, I'd say most players would rather have a larger world map where you say instead split each of the classic territories into 4 smaller territories rather than stitch 4 world maps together.
I would recommend that you try some of the other existing maps that TripleA has to see what is possible and what others have already done.
Actually I say it for specifically v3 map in the other maps it may be not problematic because bomber cost is higher in some maps and Italy is part of Germany ant it makes Germany less vulnerable to bombing.
@Frostion Good to hear. My general advice is that you should make sure that all triggers specify "when" otherwise I think you can sometimes get strange behavior and are relying on some magic trigger defaults on when they fire.
Also, I'm guessing you are using SupportAttachments for the items instead of just having them increase the base values as there are multiple items that could increase the AA strength for heroes?
Well it's working now. Setting it to "0" was one of the first things I tired. I thought "this should be easy". : )
Anyway I obviously had something else off.
At least it made me research the new AA support : )
Thanks again guys
@RogerCooper The victory value needs to be a key for the notifications.properties file not the actual string you want to display. Here is the POS2 XML:
victory values: the string message from notifications.properties to be displayed if the condition is true. victory can be used to play sounds as well. victory will use victory value + "_sounds" as the key in notifications.properties file, and then will use "defeat_" or "victory_" + the notifications.properties value as the new key to look for in the sounds.properties file.
@Cernel said in Map colors in map.properties:
@RobbyPants Another suggestion may be that you search in internet for free fantasy maps, so you can draw it shadowing that, then use that map as the base for the relief thereafter, that can achieve very good results at relatively modest graphical skills.
For my, my concern is more the time it would take to make the tiles and being able to make a map that's "good". I'm not so worried about the difficulty of it.
The thing I like about the Classic and Revised WWII maps is that they have some natural choke points, and the value of certain territories leads the factions into fighting over them. I kind of like looking at the differences between the two maps because of that. I want to make sure that any map I make would be interesting to play and not come off like a chessboard in the middle of an ocean.