• Civil War | War Financing Issues

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    Tagged as Fixed. Moved to Maps & Mods.
  • Switching out default units

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    @Joe-Pants said in Switching out default units: @Hepps I still have it as well; is there a new group repository? Here are the relevant links: https://forums.triplea-game.org/topic/918/map-maker-resources Here it is the one you are asking for: https://github.com/triplea-game/map-maker-assets Here it is the old one, for the units: https://sourceforge.net/projects/tripleamaps/files/developer resources/units/ Are your old units images in there, or were you asking for something else? Going back on topic, I suggest you share your map customization of WAW as a mapskin. This would also make much easier deciding what possibly to integrate into the original skin itself.
  • Oil Wars (WW3) - Official

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    wc_sumptonW
    @NinjaWolfHybrid the edits @Cernel is talking about are not that much. In the xml replace "attatch" with "attach", this will replace both "attatchment" and "attatchTo", "Attatchment" with "Attachment" and "victoryCity" value="true" with "victoryCity" value="1" . This should allow the map to be played when uncompressed. File contains only edited xml: Oil Wars.zip Cheers...
  • WaW Customized. Lots of units

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  • HOME RULES for Great War

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    @hale Looks like most of these rules are not something players can self-enforce, but would require changes to the map (or more realistically making a variant), so I'm moving this to "Maps & Mods". Anyways, good luck, but being Great War a high quality map currently not owned (and rarely played), it is going to be tough getting any gamechanging updates accepted (up to @redrum or @Lafayette).
  • Germany's Iron War music

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    FrostionF
    @Mike-Baker Iron War uses a mix of “real” historical / national orchestral music from the different countries as well as random music I found on the WWW. I would say that it is about 50/50 real historical music mixed with new music from various sources. Besides me tracking down national anthems and military marches and such, I used a lot of time searching for like Indian style/themed orchestral music, Asian style music etc. I didn’t really keep track on where exactly I found the music, but it is from places like YouTube, free game resource sites, free music sites, sites that listed the music files of old computer games etc. To me the Music_Germany_13_3 sounds like some kind of game music. I really can’t remember where I found it.
  • world at war variants & the option of changing units

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    forthebirdsF
    @Captain-Crunch I'm specifically referring to the WAW v3 variant game when I am saying that the AI plays a much better game without the "defense" unit . I assume that the same thing would occur with the other WAW variants that have the "defense" unit.
  • AA50: Anniversary edition

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    Black_ElkB
    It is listed as World War II v3 in the maps depot
  • WW2 alternate Scenario - 7 years war Revisited

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    HeppsH
    @PortableDoor I use a combination of paint . net and GIMP. But there are lots of different programs. As far as a map choice... that is for you to explore... I would not rob you of the joys of making what you want.
  • Has anyone ever made a XCom themed map?

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    RogerCooperR
    @redrum No one has done anything like that. Take a look at Steampunk 1915 for how to handle alien invaders.
  • Fixed Game of Thrones Map Bug

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    redrumR
    @Cernel Yeah, can probably repurpose that thread to be the official one and should probably move the conversation there since this was really about fixing some of the bugs in the map.
  • Connected Empire: Contiguous Landgrab vs Can Opener Criss-Cross?

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    RogerCooperR
    @Cernel I don't see the current patchwork is a problem (it rewards the minor allies for participating). But you could easily create an event that triggers in the current version of the engine, changing ownership to reflect the assigned sphere of influence. Here is the reference from POS2 changeOwnership values: This will change the ownership of the territory, either directly or by conquering the territory (there is a difference). Format is "territoryName:oldOwner:newOwner:booleanCaptured?". territoryName can be "all", and oldOwner can be "any". Can have multiple instances. examples: <option name="changeOwnership" value="South France:Germans:VichyFrench:false"/> or <option name="changeOwnership" value="all:Mongolians:Russians:true"/> or <option name="changeOwnership" value="Danzig:any:Germans:false"/>
  • Revisiting an old project

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    redrumR
    So there doesn't appear to be an appetite to rebalance this map based on the territory differences between RTW and 270BC. So I've taken the improved unit images and dice images and merged them into standard 270BC: https://github.com/triplea-maps/270bc/pull/4 I will also be reviewing the changes in 270BC variants to see if any balances adjustments should be added from those. New official map thread: https://forums.triplea-game.org/topic/1448/270bc-official-thread
  • This topic is deleted!

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  • Unit costs of World at War

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    @Schulz Moving to Maps & Mods.
  • D-Day Version 3

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  • did anybody fix that bug on the game of thrones map?

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    @runman Sadly, I don't think anyone fixed anything. It's many years that several people talk about the Game of Thrones map, but nothing has ever come out of it (I may be interested in playing that map if well remade). If you are interested in learning mapmaking and fixing it yourself, you can do it (whatever changes are probably going to be accepted, I assume, the map being just largely broken).
  • Historical Statistics

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    RogerCooperR
    I have added total mobilized: [image: 35360048-954c-449f-984e-7a611e94440c-image.png] Country Manpower on Entry into War End of War Peak Number Total Mobilized Albania 13,000 13,000 13,000 Australia 91,700 575,100 575,100 993,000 Belgium 600,000 650,000 650,000 900,000 Bulgaria 160,000 450,000 450,000 1,011,000 Canada 63,100 759,800 759,800 1,100,000 China 2,500,000 5,000,000 5,700,000 14,000,000 Denmark 6,600 6,600 6,600 Finland 127,800 270,000 270,000 270,000 France 900,000 437,000 2,680,000 2,680,000 Germany 3,180,000 7,800,000 9,500,000 17,900,000 Greece 430,000 540,000 540,000 Hungary 80,000 210,000 210,000 210,000 India 197,000 2,159,700 2,159,700 2,581,800 Italy 1,899,600 259,100 2,563,000 2,563,000 Japan 1,700,000 7,200,000 7,200,000 9,100,000 Netherlands 270,000 400,000 400,000 400,000 New Zealand 13,800 192,800 192,800 192,800 Norway 25,000 25,000 90,000 Poland 1,200,000 250,000 250,000 2,400,000 Rumania 686,000 370,000 1,225,000 1,225,000 South Africa 19,000 198,000 250,000 UK 681,000 4,683,000 4,683,000 5,896,000 USA 5,413,000 11,877,000 11,877,000 16,354,000 USSR 9,000,000 12,400,000 13,200,000 13,200,000 Yugoslavia 150,000 800,000 800,000 1,500,000
  • World at war : variant v3 (Victory Conditions)

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  • Feudal Lords

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    @redrum Wow that is seriously Ethnic oriented. There is that single "Slavs" players that groups together Pomerania, Bohemia, Polonia, almost all Russia, Serbia and Bulgaria. Tho, in this case, they got the name "Britons" wrong, as those are, rather, the "Anglo-Saxons" migrants, since also "Brittany" ("Little Britain") I see it is not part of the "Britons"...

Recent Posts

  • Some updates to the map.

    image.jpeg

    The above is the start of round 1.

    I've been doing some play testing. Play testing is revealing that some of the stuff is working as I'd wanted. That makes me very happy. But it's also revealing a lot of stuff which needs to be corrected. Like, a lot of stuff.

    In my test game, Germany pushed east into the Soviet Union. At first there was good German progress. But the USSR starts the game with two or three turns worth of MPs, and it has the largest MP income of anyone in the game. It used that massive stockpile of MPs to buy huge amounts of conscripts. Conscripts cost MPs only. No PUs. This allowed the Soviets to come up with a stack which could stand up to the German onslaught. The Soviets have a good PU income, so they're able to combine non-infantry units with their conscripts.

    Something similar happened in China. Good initial progress by Japan. However, China also has access to lots of MPs, and also used that to buy conscripts. China doesn't have a lot of PU income, but what it did have it used to purchase good defensive units like heavy guns. The result was good initial Japanese progress into China, followed by a slowdown due to China's stack getting big.

    Germany and Japan used dive bombers to strafe Soviet and Chinese soldiers, respectively. However, dive bombers start the game with a range of only 3. It is necessary to research "extended range" tech to get that range up to 4. At a range of 3, you're only able to hit targets at the very edge of the front. If there was no big stack at the edge of the front, Axis dive bombers could not be used to full effect. The conscripts grew in number, quickly, without being trimmed back very much by dive bombers. Lesson: it might be a very good idea for Germany and Japan to set Piston technology as a primary research priority, at least until they get extended range.

    Another problem: Japan does not go to war against the U.S., U.S.S.R., or the U.K. until round 3. In the meantime, Britain built a factory in Singapore, and another in the East Indies. Trenches and heavy guns for those factories. Those things were supposed to be easy money for Japan. Instead they were turning into British bases for its upcoming war against Japan.

    Germany and the USSR each built a specialized production center (SPC) on round 3. The Soviet Union had unlocked KV-2 tech, and was looking forward to receiving its one heavy tank per turn. Germany hadn't yet unlocked Panther tech, which meant that Germany's SPC would have produced nothing for at least a little while. A player error on my part for building Germany's SPC too early. But also a GUI problem, because the game should warn you if you're about to build an SPC which won't become useful until later.

    read more

  • Can someone help me readjust the relief tiles to match the new shape of Britain and Ireland?

    Here is the old one:

    old_uk.png

    And here is the new one:

    new uk.png

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  • @Vendetta said:

    @KurtGodel7

    I would recommend a name swap for the Advanced Production Centers, since APC is an acronym that every wargame is going to associate with armored personnel carrier.

    Special Production Center / SPC should be a pretty easy substitute to avoid the overlap.

    Your Europe map looks beautiful, from what I can see. Taiwan and Okinawa are a bit off-putting on the Asia one, they’d look better if they swapped sizes with one another. Okinawa being placed that close to the edge of the sea zone also leaves me wondering whether it should be shifted onto the boundary line instead.

    Your combat system ventures far enough from any version of the game I’ve played that I can’t really offer any judgement about it at this point. Hopefully, once you’re far enough along in development, you can share a play by play of a test game as a demonstration.

    Good feedback on APCs and Okinawa.

    One of the places from which I drew inspiration was Axis and Allies Naval Miniatures. With that game, you use fighters to gain air superiority. Bomber type aircraft to benefit from air superiority. It's normal for units to have multiple hitpoints. The mighty Yamato was given 6 hitpoints. Cruisers, battleships, and dive bombers are unable to hit enemy subs. There was a very good paper-rock-scissors dynamic to that game which I wanted to bring into an Axis and Allies style map.

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  • Naval combat now works differently.

    Step 1: destroyers fire. Enemy subs are taken as casualties first. Only after all subs are dead can surface ships be hit. Enemies killed during this phase do get a casualty shot.

    Step 2: Subs fire. Anything hit during this phase does not receive a casualty shot. Only surface ships can be taken as casualty.

    Step 3: Surface ships fire, except for destroyers. Enemies killed during this phase receive a casualty shot. Only surface ships can be taken as casualty during this phase.

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