• Is it possible to balance AA50-41 without Nos?

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    C
    I'm a long time believer that they should have never added National Objectives to the v3 (anniversary) 1941 game. However, it is a fact that almost everyone plays with them enabled, despite the fact that they are officially optional (differently from technology, that is the other official option, in this case rarely taken).
  • Civil War | War Financing Issues

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

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    C
    @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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Recent Posts

  • @KurtGodel7 said:
    The mechanics of the game require a cannon fodder unit. To a large extent that's infantry. But because I gave each nation an MP cap, a PU-only cannon fodder unit was also needed. I will grant your point that calling it an "anti-tank gun" could be confusing for people unfamiliar with the map. As you say it has no anti-tank properties. But I needed that unit. I needed to give it a name which a) did not imply fast mobility, b) did not imply it was a type of infantry, and c) did not imply it was a very powerful unit. Calling it an "anti-tank gun" checked all three boxes. If anyone here has a better suggestion for a name I'm all ears.

    How about Infantry Gun then? That was a pretty common term and it creates less confusion with the unit’s purpose.

    The concern you're expressing here is that the infantry buff could make the game unbalanced between Axis and Allies. As for the latter concern: if play testing does reveal this latter source of imbalance there are ways it can be corrected. Starting units can be adjusted. The magnitude of the Allies' early game income nerfs can be altered. I can change technologies. Lots of levers I can pull to create game balance.

    There are lots of ways to mess with the balance and compensate, I was just warning you that you’re about to make a lot more work for yourself. The more common a unit is, the higher the impact any change on it has. The impact is higher as well when the starting stats are low to begin with. A unit that gets a stat bump from 3 to 4 increases its hit rate by 33%, but a 2 to a 3 is a 50% increase, and a 1 to a 2 is 100% increase.

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  • Or, instead of anti-tank, having light artillery (like the German 10.5 cm leFH or the Soviet 76-mm divisional gun M1939/M1942 - the latter is actually lighter and is almost an anti-tank gun) for that role. I'm not sure. It would definitely feel better as a "universal" unit which can take out tanks too without having any special anti-tank rule.

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  • @KurtGodel7 said:

    The mechanics of the game require a cannon fodder unit. To a large extent that's infantry. But because I gave each nation an MP cap, a PU-only cannon fodder unit was also needed. I will grant your point that calling it an "anti-tank gun" could be confusing for people unfamiliar with the map. As you say it has no anti-tank properties. But I needed that unit. I needed to give it a name which a) did not imply fast mobility, b) did not imply it was a type of infantry, and c) did not imply it was a very powerful unit. Calling it an "anti-tank gun" checked all three boxes. If anyone here has a better suggestion for a name I'm all ears.

    Having the "light_mortars" or "infantry_mortars" as a unit, decoupling it from "infantry"? (I guess currently the "infantry" unit comprises mortars like the American 60mm and 81mm ones, which would be the mortars I'm talking about?)

    However, assuming same number of men, that cannot cost much more than the infantry unit.

    My suggestion for PUs use would rather be having ammunition consumption (especially for artillery). However, you could make the "light_mortars" unit enough costlier than it should be by just assuming a lot of ammunition consumption being implied in the initial cost (if there is no ammunition consumption in the game).

    (However, adding ammunition consumption - even if comprising any related consumption like barrel's wear - is of course going to open for a lot on many respects, not last the ammunition consumption for AA artillery and of course bombs consumption and so on, then one would also say why not fuel consumption and so on and so on.)

    One possibly nice thing of having "light_mortars" is that then you could represent the Japanese Type 89 grenade discharger (maybe).

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  • To add to my earlier post: territories produce PUs for any nation which owns them. But they only produce MPs for their original owner.

    Suppose that Japan conquers all of China. There would be a PU reward for doing this--maybe 25 PUs or something. But China starts off with an income of 11 MPs, I think. 11 Chinese conscripts per turn, plus whatever units China is able to buy with its PUs. China's main source of military strength is those 11 MPs, and those MPs do not go to Japan if China is conquered. This means that a Chinese-controlled China is a much bigger asset for the Allies than a Japanese-owned China would be for the Axis.

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