Steampunk Advanced: Available for download now.
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@LaFayette I was actually talking about the very specific manual that the original author made for Steampunk 1915 (the base game I modded). It is in the Map folder. You can tell there was a lot of work put into this! I converted this PDF to Word with an online tool, and will start to chip away at updating it. It is still useful as it explains the background of the game, the tech tree (as per Lord Bevans query) and some of the units. It definitely needs to be update with the new units I inserted. I am hoping to get some feedback on the general game, make any needed tweaks or suggestions, update the manual, and then release a "SteamPunk Advanced" 2.0.
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@Swampy one point of suggestion, getting the manual as much as possible added to the game notes should go the furthest. It's pretty rare for anyone to view map assets outside of the game, such assets also add to unnecessary download size as well.
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@LaFayette said in Steampunk Advanced: Available for download now.:
@Swampy one point of suggestion, getting the manual as much as possible added to the game notes should go the furthest. It's pretty rare for anyone to view map assets outside of the game, such assets also add to unnecessary download size as well.
TWW did (and still does) it by converting the PDF to image files, then having them in notes in sequence. This really doesn't seem the right way to do it, as you are displaying as images what was really supposed to be primarily text (and still need keeping the PDF too, for any future need of making changes, duplicating everything).
In this case, I believe @Swampy doesn't want to operate on PDF at all, so what I understand he would need is something to convert the PDF to a html that can be displayed in Notes (sort of the same you did with the TripleA rulebook, I assume) and changed.
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@Cernel I meant, in theory. In practice, under what I understand are the current limitations and issues, if I would have a rulebook in PDF, I would display it the TWW way, as well (I'm not sure if it would be possible to display something looking exactly as the TWW manual in the Notes as html, but I guess that would at least imply hacking it using tables everywhere).
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Hmm. that is a good point. The original PDF manual is pretty cool, and was a lot of work. However, it is pretty annoying to have a stand alone companion manual that you need to play the game. I think I can move most of this over to the game notes as you suggest. I will put this on the list for version 2.0.
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@Cernel there are pdf to html converters out there. Having image files for PDF still has the drawback you can't edit, but at least it is in the game and not just on the file system.
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the 1 PU unit for Russia is a bug right?
Alsace is Germany or France? i know my history but this is a fiction story.Alliance can easily crush Austria not just because its has a higher PU but because it start the round first. Talking Trisetie in the first round is a major blow for Austria since it only has 3 factories. Austria has a lot of high PU territories that Alliance steal PU from.
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Regarding 1 PU unit (assume you are talking about Penal battalions). This is a 0 defense suicide unit similar to gas (can't gain or hold territory), but attacks much weaker (only 3). Due to low production values of Russian territory and overall weaker attack, I think the risk of "penal battalion spam" is low.
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Regarding the weakness of Austria. I tend to agree that this is a problem (but it was inherited from the original game as I didn't change any territory values or unit dispositions). Do you think if I built up a "Maginot line"-like ring of bunkers around the Austrian border.. this would give them time to build up forces against the French and Alliance? Another option might be give Austria another factory further East and bump up a couple territory values. Yet another option might be to give Austria a single "Land Leviathan" multi-hit point unit at start... (must still roll tech to build more). This could give them more of a fighting chance.
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or you can let Austria start first
edit: Penal have 1 HP so they are not gas, but more like conscripts, ridiculously cheap and can move 2.
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@Lord-Bevan Hi, I'm not sure what you are talking about to be honest. My statements about Penal battalions are correct. These are a 0 hit point, Gas unit(see below). Normal "Gas" has 5/0/2 stat and costs 3, this unit (meant to give Russia a unique boost) is a 3/0/2 stat and costs 1. Yes that is cheap.. but the attack is much weaker and Russia has limited factory output and must defend on two fronts. A "spam Penal" strategy is risky because of the weaker attack here, and the fact it would steal production needed for troops. Have you actually done a play through of this game and found my logic unsound?
<attachment name="unitAttachment" attachTo="penal" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="movement" value="2"/>
<option name="transportCost" value="1"/>
<option name="attack" value="3"/>
<option name="defense" value="0"/>
<option name="isSuicide" value="true"/> -
Okay i stand corrected, penals work just as gas, But it is the battle calculator that says it has 1 HP.
Edit: it seems penals can attack by itself, (take territory?) but gas cannot?
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@Lord-Bevan Penal battalions cannot take territory but can attack by themselves. This is the same as "Assassin unit" but different than gas (gas must have support)
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Apart from Alliance opening move against Austria being too game changing, the other one is Nemo trying to take Sidney. It has a 10% chance of success ( with France help being factored in) but pirate ships being 2 hits you can just hit and run.
Australia + NZ is just 7 PU, maybe not worth saving. If Nemo is only meant to be played by AI, then I guess its not a problem.
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Hi Folks,
Unfortunately I will no longer be able to be a contributor to this community. I want to thank all the many members who helped me along the way. Along with all the code I "borrowed" from them! I am still working on updates to this map and have a new stable version correcting many of the errors that still exist. Please email me if interested as I would be happy to share the latest version. Have fun folks!
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@lord-bevan The reason you would want Australia/New Zealand safe is to prevent two VC's for Nemo Pirates
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