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Recent Posts
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Name Bad-Ass 4 Nation FFA
Description Abstract 4 player conflict on a world map
https://axisandallies.fandom.com/wiki/Bad-Ass_4-Nation_FFA

Good Points
Extensive diplomatic rules Neutrals get stronger each turnBad Points
The diplomatic rules don't work too well in AI play The AI does a poor job with the large initial bids
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@GREGOREK
You are bonkers trying to shoehorn a RPG style into TripleA.However I will join you in the Bonkers club, for I have thought of trying to do similar.
For your consideration look at
https://forums.triplea-game.org/topic/3264/arena-of-death-official-thread
for multi wound heroes and different classes.For the levelling of the heroes a Tech tree could be used, see, each tree could be a hero?
https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-threadFor random distribution of monsters and treasures, see
https://forums.triplea-game.org/topic/3666/shogun-advanced-official-thread
and look for Kami, Japanese spirits. The Kami start out with lots of dots in their unit name, this so the player cannot count them, when found/revealed they change into stuffEbbe and I are working on an Heroic FFA island map with Fates, using the ./dot principles above.
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Took a detour on game development and added a dungeon module to the automated scripts with dirt, rubble, water, and of course lava.

Ya'll have made TripleA diverse and feature rich. A cave system brings up some questions. Please educate me if these adaptations already exist. Otherwise, please consider their addition/discussion. Remember, you are making a toolbox, not a game; that's for the map makers. And they need more tools.
A dungeon crawler could be played by standard tripleA territorial battles. However, it would be more open to RPG style with specialized units and item distribution. Not trivial upgrades but some form of menu system is required to add and remove found items to units. Tech/triggers affect all units of a type. I dont expect DOOM style gaming, but some form of treasure hunt would be nice. Currently, a single hero-unit could satisfy the RPG side of the game, absorbing all found items.
The Production Menu is a sore spot. It needs greater control by the map. The engine provides a default, but let the map override it with col/row size and access (add/replace cells by col/row). Treat it like the table it is with Rules and Notes. A specialized Rule could allow item distribution but would wreak havoc on the battle calculator and battle menu to have so many unique units.
Relief Tiles remain as the default display, but consider a territory tile with x,y alignment offset. It might ease the burden of border/corner overlaps on fully wrapped XY maps. It would also usher in territory animations and unleash the FOG OF WAR.
Current script status is close to release. They will generate random terrain and cave maps along with a generic game.xml to hog out the bulk of the work. Finished speeding up the territory carver that works like a bubble machine. It tracks terrain changes reasonably well. The tricky bit remains narrow edges and corner horns/spear like structures. Mostly cleaned up. Dungeon module running slow. It be nice to integrate both surface and subterranean maps together for a 3Dish stacked hive affect but access points would require a lot of scrolling.
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I can confirm that it downloads fine now. That already was a good example for the workflow.
Thank you