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    World War II v5 1942 Second Edition

    Scheduled Pinned Locked Moved Maps & Mods
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    • C Offline
      Cernel Moderators Lobby Moderators @Schulz
      last edited by

      @schulz Those costs seem fine to me, but cruiser would be better balanced down to 10, then (cruiser is the worst cost effective naval unit in original).

      1 Reply Last reply Reply Quote 0
      • SchulzS Offline
        Schulz
        last edited by Schulz

        0_1527083729994_WW2v5_1942_3rd.xml

        C 2 Replies Last reply Reply Quote 0
        • C Offline
          Cernel Moderators Lobby Moderators @Schulz
          last edited by

          @schulz Latest suggestions:

          • Midway down to 0 production (give it to Central United States at 4)

          It's a game, and many places, like Alaska or Madagascar, are overvalued, but, in case of Midway, since it was a barren island with virtually nothing productive in it, should really not have a production value (you already have Hawaii at two).

          • Iwo Jima down to 0 production (give it to Kiangsu at 2 or Solomon at 1)

          Almost the same as Midway; Iwo Jima or anything around there should not influence production.
          Also, it would make sense that Kiangsu is worth 2, as it has Shanghai and, probably, Peking in it, and anyways that is the most important zone of China.
          If you strongly want income contention in Pacific, rather give that 1 production point to Solomon, instead of Iwo Jima.
          Also, Solomon at 1 would incentive pacific play more than Iwo Jima at 1, as the Americans fleet is likely to move there (common move).

          • Union of South Africa up to 2 production (take it from Egypt down to 1 production)

          It makes sense to distinguish it from the rest of Africa, since it was the most worthwhile part of Africa (raw matherials and some industrial productivity). So, better that at 2 than Egypt. Also, it might get a factory in it, in a few games.

          • Remove 1 production from Russians and add 4 production to Americans (Russians down from 26 to 25 and americans up from 38 to 42 (you can add them up to Central and Eastern United States))

          Stronger Americans mean that Pacific play is more feasible, despite India factory being unlikely, at production 2, and opens up more to Americans playing both oceans, as a worthwhile strategy.

          Fix the notes, so to tell everything the mod is about:

          • Remove the line "1. Several territories/SZs added or modified.", as that is a leftover from the original notes, about the differences coming from v4 (no need keeping any in the mod, as it would be also confusing with what's different for the mod).
          • No need to tell anyone production; they can see that in stats (and Japanese now is at 20, not 22).
          • Mention that Hawaii is not a victory city anymore, beside the fact that Eastern Canada is.
          • Remove the two "Optional Rule" lines from notes, and tell that bombing air battles is default (bomber at 1 and fighter at 1/2).
          • Tell that AA guns defend vs bombing and factories have no AA ability themselves.
          • Tell that AA guns defend at 4.

          I know that some of those were specified the other way round in the game, and you deleted them, but those were the differences from v4, while your notes should be the differences from v5, even in the cases you go back to v4.

          SchulzS 1 Reply Last reply Reply Quote 0
          • C Offline
            Cernel Moderators Lobby Moderators @Schulz
            last edited by

            Also I wonder if a name like "World War II v5 1942 Third Edition" would be acceptable to the repository admins ( @redrum and @Lafayette). This mod seems about ready for at least the experimental.

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            • SchulzS Offline
              Schulz @Cernel
              last edited by

              @cernel

              Giving 1 Pus to Solomon instead of Iwo Jima would be just extra bonus to the US. Jap is unable to easily retake Solomon.

              The older version had 2 serious issue. One of them was inevitable collapsing of the Russia. And another of them was huge USA production. Game was totally depends on dices. If Russia hold caucasus then Axis losing become inevitable due to huge US Production power. Making the US more vulnerable in the Pacific could bring the balance otherwise USA would never invest in the Pacific.

              I think the weakest Allies country should be UK not Russia.

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              • scousemartS Offline
                scousemart
                last edited by

                I have a question for the map maker of this map. I'm assuming this map is equivalent to the A&A 1942 2nd Edition as in the board game (released ca. 2012) and my question concerns the optional rule SZ16 (Black Sea) not being accessible to ships and how to implement this rule when playing against the AI?
                Between human players, this isn't a problem but playing against the AI, there is a reasonable chance for ships to be sent to SZ16. I noticed that the other optional rule Raids may be preceded by air battles has a check/uncheck box in Map Options. Therefore is it possible a similar option can be incorporated into this map, or if not, is there another way to be able to implement this option?
                I know this map is probably not played very often but it is a map I would like to use to introduce people who can't get to an actual board game, interested in A&A and of course TripleA.

                HeppsH C 2 Replies Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Lobby Moderators @scousemart
                  last edited by Hepps

                  @scousemart This could be achieved by changing the game XML. You just need someone who wants to make the needed changes.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

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                  • C Offline
                    Cernel Moderators Lobby Moderators @scousemart
                    last edited by

                    Actually, this thread is not really the main thread of "World War II v5 1942 Second Edition", but about making a variation of it. I think the title should be changed accordingly.

                    If your question is actually for the map maker of "World War II v5 1942 Second Edition", I doubt he will answer, of we can even be sure about its identity, if anybody put a claim.

                    I suggest opening a new topic for your question. If the matter is being able to swich canal on and off in a clean/easy supported way, it'd have to be a feature request.

                    scousemartS 1 Reply Last reply Reply Quote 0
                    • scousemartS Offline
                      scousemart @Cernel
                      last edited by

                      @cernel Yeah, I was wondering about this thread when I was reading some of the posts. 😉
                      I'm quite happy to open a new topic as suggested however, regarding asking for a feature request, would I be doing that in the same post? Also would it be in this Maps/Mods thread or somewhere else on the forums?
                      Thanks in advance for your help.

                      C 1 Reply Last reply Reply Quote 0
                      • C Offline
                        Cernel Moderators Lobby Moderators @scousemart
                        last edited by

                        @scousemart There is a "Feature Requests & Ideas" subsection.

                        You can ask to support the v5 official optional rule to get a canal in Turkey. Also, for your information, World War II v3 has that option too (tho not o.o.b.). Practically that would need having a property to switch on/off canals and an option to flag canals as optional, then changing the v5 (and probably v3 too) xml.

                        scousemartS wc_sumptonW 2 Replies Last reply Reply Quote 1
                        • scousemartS Offline
                          scousemart @Cernel
                          last edited by scousemart

                          @cernel Super, I'll give it a try. I just hope I can word it correctly... :smiling_face_with_open_mouth_closed_eyes:
                          Also maybe someone could edit this thread title, so not to confuse with my new thread... :winking_face:

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                          • wc_sumptonW Offline
                            wc_sumpton @Cernel
                            last edited by

                            @cernel @scousemart
                            This was already discussed here Optional SZ 16 rule, with an edited xml file for this purpose.

                            Cheers...

                            1 Reply Last reply Reply Quote 1
                            • J Offline
                              jaketheking
                              last edited by

                              I've played A/A for awhile but I'm relatively new to TripleA. I've been playing this version a lot because while I learned the global rules a long time ago I don't remember them well enough and the rules state that it won't stop me from making illegal moves, which I most certainly would at some point.

                              Anyway, I've noticed a fair amount of one-sidedness in this map with the Axis having a noticeable advantage. One problem, as I think has been pointed out here, is the incredible weakness of Russia. It falls inevitably after a few moves, and if Japan can hold onto India that's game over right there. The problem, as I see it, is that the Allies don't have a good way to distract Germany. It's so powerful, especially after making headway against Russia, that landing units in France and bombing Berlin just doesn't cut it. At the same time, the US and Japan tend to get locked into stalemate in the Pacific forcing the UK into a lost ground war in India.

                              Am I just a noob who's playing this wrong or is this a legitimate complaint?

                              RogerCooperR 1 Reply Last reply Reply Quote 0
                              • RogerCooperR Offline
                                RogerCooper @jaketheking
                                last edited by

                                @jaketheking This version favors the Axis heavily. Give Russia a bid of 24.

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                                • R Offline
                                  rlphelps
                                  last edited by

                                  any consideration given to allowing only China to purchase infantry at 2 instead of 3

                                  RogerCooperR 1 Reply Last reply Reply Quote 0
                                  • RogerCooperR Offline
                                    RogerCooper @rlphelps
                                    last edited by

                                    @rlphelps You could easily mod the scenario to do so.

                                    1 Reply Last reply Reply Quote 0
                                    • SchulzS Offline
                                      Schulz
                                      last edited by

                                      I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies.

                                      I think it would be better with Italian presence and reducing armour cost to 5.

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