Crazy Europe: House of Habsburg
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Here is a sneak peak of a very delayed update. I found some missing connections, and I'm adding technologies to the map. These should help speed the game up (especially March). See below
March~ pikemen and muskets have 2 movement in the noncombat move phase only
Horseshoes~ knights have 3 movement in NC only
Horsedrawn Artillery~ artillery have 2 movement in NC onlyAccurateCannons~ cannons have +1 attack
HeavyCannons~ cannons roll 3 dice but have -1 attack
Hussars~ knights have +1 attackSailing~ navies get +1 movement in NC only
Naval Cannons~ Navies have +1 attack
Ship of the Line~ Navies have +1 defenseQuick question in case anyone else has tried this, what is the easiest way to give units +1 movement only in the noncombat move phase in a way that can be activated by tech?
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@crazyg
In Invasion USA, the Air units do something like this. Basically the movement for each unit has to be set prior to each combatMovement:<attachment name="triggerAttachmentEasternHumanBomber4CM" attachTo="Western" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentEasternHumanPlayer"/> <option name="unitType" value="bomber"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitProperty" value="movement" count="4"/> <option name="when" value="before:westernCombatMove"/> <option name="when" value="before:easternCombatMove"/> <option name="when" value="before:southernCombatMove"/> <option name="when" value="before:northernCombatMove"/> <option name="when" value="before:americanCombatMove"/> </attachment>You can add different units to the trigger as long as all unit have the same movement setting.
Then you would use the same type of trigger to set the non-combat movement of those unit if the condition for that player is true. I would use a switch type condition which would be set by a tech by the player.
I hope this is helpful.
Cheers...
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@wc_sumpton
I tried this way, but it doesn't seem to work for land units (it does work for air). If changing the movement of land units, it just doesn't change the movement. I found a way to do it by having the units give themselves bonus movement<option name="givesMovement" value="1:Pikemen"/> -
@crazyg I assume you are just going to trigger that attachment during NCM moves.
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@hepps
Nothing else uses bonus movement, so I can just take it away from the combat move phase and add it to the NC phase using step properties -
@crazyg
No problem. I used it for air unit so never tried it with land units.Cheers...
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@CrazyG
If you leave the givesMovement as a unit property set to 1 then all units will receive this bonus. I thought you wanted to give it as a tech? You would still need triggers to increase/decrease the value only for those players that have the tech. Why would you use the step properties?Just wondering...
Cheers...
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@wc_sumpton
Yea I'm turning it on and off every turn using a trigger. Its the simplest way that I found.The other way would be to make FrenchPikemen and OttomanPikemen different units (like in TWW), but the other method seemed like less work.
I wanted to make it so that a land unit which fights this turn doesn't get to move again, and givesMovement does that.
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@crazyg
Thank you for the reply. That was what I was thinking.Cheers...
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Update is being pushed soon. Change log:
Some missing connections added.
Some extra connections taken away.
Turn order changed. Makes the game faster, especially for play by email.
Some territory owners changed.New Mechanic created: March. A unit with march can move more than 1 space, but only in the noncombat move phase. For example, pikemen with march can move 2 spaces, however they can still only move 1 space to enter combat. Units which enter combat do not receive the extra movement. March can be added to various units via techs.
New Tech List
March: Pikemen and Musketmen gain 1 march.
IronHorseshoes: Knights gain 1 march
Horsedrawn Artillery: Cannons gain 1 marchTercio Formation: Musketmen gain +1 defense
HeavyCannons: Cannons roll 3 dice, but have -1 attack
Hussars: Knights gain +1 attack.Improved Sailing: Navies gain 1 march.
NavalCannons: Navies gain +1 attack
Ship of the Line: Navies gain +1 defense -
@crazyg Chomping at the bit! Long awaited revisions to a great design.
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Update is on github
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@crazyg
May have found another connection problem:
France 08 connects to the following France 16, France 17 and France 18.
Also, to use the new tech I had to remove HouseofHabsburg0.5.xml from the games folder.Cheers...
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@wc_sumpton
Let me know how the techs work out for you.I think I'm doing something wrong on github because I know for certain that those connections were removed a long time ago. I double checked and in what I intended to upload there was only one XML.
Anyone have advice on this?
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@crazyg you should be able to check your changes with the compare button before you upload. Is just the xml different ? If so you should be able to remove the xml you don't want and add the new one.
yea i just checked and your other xml is still in there. So at triplea/maps where your repo is you can edit it. i think you might need to do a new PR then, idk.
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@crazyg Little something I doodled last night while waiting for some stuff to load...

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@hepps
Looks like I have a new profile picture -
@crazyg lol
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@crazyg BTW did you get the upload issues resolved?
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@hepps
ITs in process now
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