Crazy Europe: House of Habsburg
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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 -
@CrazyG
Its me again. Looks like the march tech work real good.
France is getting all the techs with the free techTokens, but it look like the other players are miss theirs, and at 5000 a token, France should be the easy winner. LoLCheers...
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I have to set a price for techTokens or I get errors., I made them 5,000 so people couldn't buy them. All players should get 12 tokens (enough for a tech guaranteed) on turns 1,3,5,7, etc. I'm working on a fix, you can edit them until then if you want to play
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@crazyg
No problem. I just added a players line so that each player will receive the 12 tokens during the France turn. Just thought I would let you know. (I use the same method in I:USA as to setting the purchase price of tokens very high so they can not be purchased. Then granting enough tokens with LL to insure a win)Cheers...
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That is what I meant to do before, its fixed now.
I added to the game notes, fixed those connections, and removed the extra XML.
BTW, did you play until round 3 (when you noticed the tech wasn't working for all nations?). If so, let me see the savegame if you don't mind. I'm working on balance and starting unit positions.
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@crazyg
Nice. No did not get to round 3 was playing France in second round when I noticed that I could move 3 spaces with the units on France 08. Thought that might be bugged and started digging around to find out why.Going to try a game soon.
Cheers...
P.S. I was thinking about moving the Tech Activation step to after the Combat step, that way the bonus Movements will start when granted, but the Attack bonus will still be delayed until the next round. Your thoughts? (Also relabeled 0.7 to "with Technologies" so that I can compare 0.5 (baseline) with the new tech.) -
I uploaded a (hopefully) fixed version. The old version isn't there anymore (I want everyone playing with technology)
@wc_sumpton
I think that currently march is probably the best tech. I don't really want it available to use turn 1 because it makes a lot of players able to rush certain positions before the other guy can react (for example Russia's turn 1 is really different if he already has march). I think it coming online on turn 2 is fine.Unless you feel its underwhelming? I think the extra movement on infantry or cannons is really valuable for almost everyone except maybe Italian States. I don't think it needs to activate a turn earlier.
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@crazyg
The way that it is coded, the player does not need to take march on the first turn. All tech are available, which I think is good, a player can decide which best suits their style of play. I'm just giving you some 'food for thought'. Giving the bonus movement on the turn that it is granted does give some advantage to that player, which may force other player into rethinking which tech to take. If Habsburg Monarchy took Heavy Cannons on turn 1, would get them on turn 2, would the Russian still want march on turn 1?Just thinking out loud.
Cheers...
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