• Game of Thrones & A Song of Ice and Fire - Official Thread

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    Greg AndersonG
    Sorry for not posting in a while. I'm currently quite busy. I'll post again when I finish the units, as there are a few things to iron out.
  • Star Trek Dilithium mod

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  • Missing Connection in Dragon War

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    FrostionF
    Thanks @Michael-Hoover for the notification. I appreciate that you came here to the forum and not just fixed your own local copy Yes, there was a flaw in the XML. Actually there were two connections in the XML between the two territories. But this was not the problem. There has recently been an implementation of “Air connections” to the map as an alternative to bridge connections. (Credit to @Cernel :thumbs_up:) The two territories had gotten an air connection (even though it shouldn’t) and this was preventing normal unit movement. You probably flew over the connection but could not walk over it with another unit. It should be fixed now when v1.2.8 Dragon War is downloadable/updateable. I hope you return and notify if you find other flaws. :winking_face:
  • Broken Mods in Scenario Repository

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    LaFayetteL
    The hope was that we'd have an army of map owners/makers taking care of the maps in repositories. In practice the maps in repository tend to be a last step and a bit of 'fire and forget'. That is not the case for all maps, there are some certainly being actively maintained, though that can't be said for the bulk as we have over a hundred and just a few people maintaining the whole project (code, servers, maps). If you have fixes, it would be great to see them get uploaded, let us know where you are running into trouble and/or what you are trying. Any scenarios you have that can be uploaded are certainly very welcome additions.
  • 1940 map with 1942 rules?

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    Michael HooverM
    Thanks for the ideas I'll check that out!
  • Correcting the Pacific Mod

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  • Ancient Empires: 222 BC

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    HeppsH
    @Name Just checking in to ensure you're ok.
  • 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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    C
    @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"/>

Recent Posts

  • @captain0
    Thanks for engaging.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.

    This could be increased but it might feel too much like WW1.
    When new players come accross Bunkers, they struggled to take them, so I never thought to increase them in number. With the current stacking of other units and of 2 bunkers, it feels about right to give the Atlantic wall feel/vibe and Russian attempt at defence in depth and 1 Bunker in the Pacific gives the dug in Jap feel.

    .

    static fort upkeep be halved?

    Upkeep is in whole numbers only, 0 to say 9, so no .5 allowed.
    To get the equivilent of .5 you would have to double all PU purchase costs including upkeep to 2, except Bunkers they would be 1. This might mess with the current balance and it might put off human players that are so used to A&A PU costs. The Bunker upkeep cost of 1 also deters the human player from spamming them.

    .

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    Yes the current NAP is weak, why would Russia declare war on Japan when it is losing to Germany. A reworking is on my TODO list 🙂

    .

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    We wanted to keep the minor powers to a minimum, although realistic they slow the turn speed down, so a compromise, no Finns, just more Germans.

    I hope others chime in with thoughts to your questions.

    read more

  • Thanks Dog.

    The terrain inclusions are great.
    The AI put 30 infantry into pripyet marshes and with the terrain bonuses they will be 'hard as hell' to knock out.

    I feel like some territories should be a little more fortified and/ or difficult to take i.e. cities could favour defenders more when they are outnumbered.

    The upkeep works well and it is a shame to have a 2 fort limit but I guess that is because of AI.
    You can edit them on I know,
    I don't know if other people would like it but perhaps the fort allowance per territory could be increased and the static fort upkeep be halved?

    Another thing that would be great is that transport planes could airlift HQ units to evacuate them from say, Africa when the Italian navy is knocked out.

    I set Russia and Japan as allied for a historic game and change that when war in Europe finishes,

    On my first game AI Germany took Lenningrad on first turn.
    I was a bit surprised at the effectiveness of the AI at that point.

    I believe historically the Finns were averse to advancing further than the Vyborg territory that they gave up in the Winter war..
    The Finnish commander Mannerheim had Soviet roots and Finnish people were not hugely anti Russian in general.

    Lastly whilst playing the AI some countries are close to maximum upkeep on round one.
    So a solution is to edit and remove the forts you don't need and convert the value into units.
    All my opinion of course but what do other people think?

    read more

  • @beelee said:

    Didn't want to hijack Ramon's thread what is the downside, if any, from having this enabled ? Turns out it wasn't on.

    "Transport Casualties Restricted"

    It can throw errors if units that do transport, have "transportCapacity" greater then 0, have attack or defense values greater then 0. These units will need "isCombatTransport" set.

    Cheers...

    read more

  • @wc_sumpton

    @wc_sumpton said:

    @beelee said:

    What does that one do ?

    From my understanding this setting restricted the taking of 0 attack/0 defense units as fodder during combat, and allows these units to be auto-destroyed if there are no accompanying units.

    Cheers...

    Didn't want to hijack Ramon's thread 🙂 what is the downside, if any, from having this enabled ? Turns out it wasn't on.

    "Transport Casualties Restricted"

    read more