Mixed Questions
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@Cernel Yeah, I actually don't know how the randomization works and would have to look at the code or test it. I don't think any maps have really used it extensively yet.
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@redrum However it does work, I tend to think it is not intended. I think that randomization was intended only for when (once upon a time) the AA attacks were ignoring hitpoints, thus killing everything with one shot each (a behaviour that is still the default, but can be opted out with the "damageableAA" option). So, if I'm right, it would be just a matter of seeing how it "happens" to work. Of course, maybe only veqryn could actually say if anything is intended or not (I cannot be sure).
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Do these AA attachments perfectly work in land and sea battles?
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@Schulz They work neither better nor worse that they do against air units. Targeting all air units only is merely the behaviour you get when you don't specify any targets (just a legacy item, likely).
If you want to knock yourself out:
https://forums.triplea-game.org/topic/989/aa-fire-casualty-selection-issues-in-revised-and-other-versions?page=1 -
I doubt it would make better combats. Expensive units are already mostly redundant and this property would make them even worse since they could get hit too before sacrificing cannon fodders. But the on the other hand battles would force people to adopt more different situations plus no cheesy boring attaks like 2 inf+1 fighter anymore.
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Is there any way making unable to build factory on original enemy territories and being unable to produce units in captured factories with just only modifing XML?
It is probably something to do with <option name="special" value="canOnlyPlaceInOriginalTerritories"/> -
@Schulz "unitPlacementRestrictions" should work but you'll probably have to make player specific units
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Is there any way to separate production lines as percentages without adding new type of resources?
For example x nation has 50 PUs but coded to spend 30% to land (15), 30% air (15) and 40% naval (20) units.
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Can the current engine handle having 33 nations proplerly? (Only 2-4 selectable combatants, some of them aren't even present in the set up)
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I have 18 on my current map, and besides my coding errors, it has worked fine. My guess is that it would work fine. i see another one with 26.
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@Schulz
Frostions Warcraft Heroes has ~36? different players, 8 main and the rest are in the background so it should probably be ok in your case as well. -
I have issues to launch Warcraft thinking is has something to do with the heavy game.
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So how could we give reasons to seemingly losing side to continue to fight? Any good ideas? Maybe giving an income bonus only once if their income significantly lowered and introducing draw option other than losing or winning?
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@Schulz what would your goal with this be?
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@Schulz so people won't quit as soon as things go bad ? If so, I'd have a tiered victory system. TKO. Major, Minor, Draw. It would work best in a league system or tournament. Deciding what the requirements of each are would be the challenge. Could go by X rounds and X territories controlled, number of PUs or resources. etc...
You still need to crunch that all out. Lots of test games or just games in general would be the way to go. You should be able to start out with something basic and adjust accordingly.
You could also give a Mulligan of one redo of a battle. Or 3 rerolls per game. I'd say only one reroll per battle though. I've seen people who play that way, or something similar, but don't remember who. Personally when things go bad, I look at it as a challenge.
I may have misunderstood you though

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The purpose is preventing anti climatic ends because currently even if losing side lost slighly it momemtum it becomes clear that nothing can turn the tide of war. Even a few mistake in initial rounds can lead unavoidable defeat it may be good for people expecting the course of war decided in a few rounds but I wouldn't want it.
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