Gundam - One Year War
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Hello folks!
Looking to add my map onto the downloads and for folks to try it out. Let me know what you think!
https://drive.google.com/drive/folders/1ldhZ3luweUEmKyKILpYUh1Mu8_07LNRw?usp=sharing
Gundam: The One Year War v1.1
by Unit332Author's Note
This is the fifth mod I've ever made for TripleA, but the first I'm actually releasing. The aim of this mod is to simulate the One Year War (OYW) from the Gundam anime series. There's a silly amount of OYW content across anime, managa, books, and side releases, so this isn't entirely comprehensive, but I did try to include everything I felt I could justify (sorry Gyan mass-production.) There is a Readme folder containing a spreadsheet with all the units in the game and their stats.
Introduction
It is the year 0079 of the Universal Century. A half-century has passed since Earth began moving its burgeoning population into gigantic orbiting space colonies. A new home for mankind, where people are born and raised.
And die.
9 months ago, the cluster of colonies furthest from the Earth, called Side 3, proclaimed itself the Principality of Zeon and launched a war of independence against the Earth Federation. Initial fighting lasted over one month and saw both sides lose half their respective populations. People were horrified by the indescribable atrocities that had been committed in the name of independence. Eight months had passed since the rebellion began. They were at a stalemate.
Fight for either the Earth Federation to stop the genocidal spacenoids and restore peace or as the Principality of Zeon, seeking freedom from the Earth Federation for the ideals of Zeon Zum Deikun or Gihren's Greed.
IMPORTANT
A massive 24,000 x 20,000 pixel map, meaning you better bump up your TripleA's memory limits. The file you need to edit is "TripleA.vmoptions" in your installation directory for TripleA. Below you can see mine is in Local Disk D.
You can use any text file application to edit the available memory. The base limits are usually ~2000M (2 GB), but I've bumped mine up quite a bit. Based on testing, 4000M (4 GB) should be sufficient.
Win Conditions
Controlling 20 VPs for either faction.Features
⦁ Dice are 12-sided.
⦁ Turn sequence: Combat Moves, Non-Combat Moves, Purchases, then Placements.
⦁ All battles last 4 rounds.
⦁ All territories are treated as Land, though there are unit movement and placement restrictions.
⦁ Upkeep/maintenance, most units cost 1 PU to maintain per turn while "Ace" units are 2 PU.
⦁ This map is large, being split between a moderate-sized map of Earth and an even larger section for Earth orbit out to just beyond Luna (the Moon.)
⦁ In order to capture the scale of the war, its various fronts, and to make the game multiplayer compatible, both Zeon and the Federation are made up of 3 players each.
⦁ Familiar Gundam audio provides extra immersion (there is an introduction.)
⦁ Number of units: If you are a fan of Gundam and your favorite mobile suit or mobile armor happens to be from the One Year War era, there's a good chance its in here. There are 90 units total in the game where within a faction, no two are the same. Some units are general purpose, some units get a bonus against general purpose, some units boost general purpose units, etc.General purpose units are those with no special indicators besides the terrain indicator in the top right corner. These are cheaper units that can be supported and which will likely make up the bulk of your army.
Support units are those with a black circle with a green cross on them. Support units provide 1 strength to two friendly General purpose units on both the attack and defense.
Heavy units are those with a white circle with a skull in the bottom left corner of their indicator. These are units which gain 2 strength on the attack against general purpose units. They are powerful against defensive formations as a result.
Ace units are those with a white Ace of Spades in the top left corner of their indicator. Ace units have an additional, first-round attack equal to half of their offense/defense. A handful of high-tier Ace units have two first-round attacks. These Ace units have a gold Ace of Spades instead. Each player can build 1 of every Ace unit they have access to. Note that Ace units are subject to being replaced in the Tech tree, meaning they may not always be rebuilt.
Some units are a combination of multiple types, such as Gundam.
⦁ Territory Effects: 12 different territory effects, covering the Earth, space, the colonies, and Luna. Earth has the most variation, with overlapping territory effects creating unique territories where specialized units will have a strong edge over non-specialized units. Unit pictures have indicators in the top-right to denote visually what their terrain specialization is.
The black square with a white tri-star indicates a space-only unit, meaning it cannot go to Earth. All space units can traverse all territory in space, including colonies and Luna.The half brown, half green circle indicates an Earth-only unit, meaning it can only operate on Earth, and no where in space. Note all Earth-bound units can move anywhere on Earth with the exception of impassable terrain.
The split black square with a single point and the half circle indicate a hybrid unit that can operate both in space and on Earth, however all hybrid units suffer penalties on Earth.
The Earth-only circle with a half pale-yellow section indicates a unit that receives bonuses in desert territories. There's a lot of deserts on Earth with climate damage being severe in the One Year War.
Similiar to the desert indicator is the jungle indicator, with bright green instead of pale yellow. These units are powerful in the jungle environments in the tropics.
The last special land type of unit is the mountaineer/arctic, which can operate efficiently in mountain and arctic territories.
The circle with a wave indicates a marine unit that excells in water. Note all Earth units can move in water, but they receive severe penalties except for marine units. Marine units also operate well in jungles.
Technology Tree
Since it is a mecha anime, technology development is important. To simulate that, this mod has opted for the approach used by Age of Tribes, where technology development is purchased like a unit. Development is shared by each faction, meaning buying a technology for yourself also unlocks it for everyone else on your side. There is a map of all developments below this section. Each Player produces a single Tech point from each Research Facility they have. Each unit requires 3 Tech points to unlock.Pale squares indicate a unit that is replaced by a later unit in the Tech tree. Generally, every unit that replaces a prior unit has better stats and is slightly more cost-effective.
Credits
⦁ Many thanks to the TripleA devs, moderators, and mod-makers who provided useful examples of work directly or indirectly. Also shoutout to the folks on Youtube who conveniently saved and uploaded audio files used for this game.!Small version of the map! (The white is replaced by player colors for control.)
A couple example units
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@unit332
Wow massive map and your first released one, nice!To get it to work with TripleA 2.6 I changed your map.yml to;
map_name: gundam_oyw games: - {game_name: Gundam - The One Year War, file_name: gundam_oyw.xml}
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@thedog Hey thanks! Didn't know about the 2.6 requirement. I'll make sure to change that in the files I'm working with too.
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A nice passionate, fun gundam based map, good job with the work.
I played as Earth Federation vs hard ai Zeon and have some feedback.
Issues
- France and Italy are not connected.
- The tile "Colony 13 2" has no selection, i.e. you cant move units onto it because you cant click the tile. From my experience this usually happens with islands but its not an island so idk.
- Ai Zeon EAF spams Zaku because by raw stats and PU cost, theyre the most efficient unit to make on Earth terrains, but theyre utterly useless on Earth apart from "Ocean" terrain. Since the entirety of Earth is worth about 700 PUs, it lets EFGF win the Earth front easily and then the Earth Federation has essentially won by turn 6+ because EFGF can outspend all of Zeon by themselves.
- Terrain Effect pictures that show terrain effect bonuses cant all fit in on the bar at the bottom so they start wrapping off to the right and are unviewable. Should be in game notes as a text form.
- Looking into the game.xml, some terrain has "Assault Carriers" units have a bonus to offense/defense, but this is just shown as an AC on the terrain picture which I was also very confused about what AC meant until I saw this in the xml.
- "Colony" terrain picture also says -1 offense to all units, but in the game.xml the penalty is only for "Space-Only" units, which doesnt include hybrid units like the basic Zaku_II that Zeon starts with.
- EFGF starts with Penta 4 colony. (Unless its their to give them a space presence?)
- No unit has support attachments for the "Support" and "Heavy" type units described in game notes.
- Game notes say "All Earth units can move on water" but main battle tank units cant (only 1 for each faction and they quickly become obsolete, but it leads to annoying situation were you have them on islands like greenland and australia and cant move them)
Balance issues (I know its a complicated fun map and its very hard to balance but I have 3 general opinions on this)
- Make 2hp Units only repair at Space Factories to avoid doom stacks of 2hp units, especially because you get so much pu.
- "Flying" units like Tin Cod and Fly Manta are considered land units, and because they dont have blitz so they cant capture multiple territories at once, it leads to annoying/awkward moments were as a flying unit, they cant fly over a piece of empty enemy or neutral territory to go attack something. This occurs mostly on the "ocean" terrain because the "ocean" terrain isnt considered water either, its land. Because they can also capture territories, don't suffer heavy penalties from being hybrid units and they have 4 movement, they are the best unit to spam on earth, much better then "ground" units or mobile suits unless youre fighting on water.
- Perhaps make only star ships have the -1 offense penalty while attacking colonies. I mean in law, mobile suits are actually better for assaulting them compared to ships right?
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@zaroph Thanks for playtesting! The feedback is super helpful to improve it. There's only so much I can do playing my own map and watching AI!
Alright to do list.
1.) Connect France and Italy
2.) Colony 13 2 - pretty sure there was something weird with this territory back when I first made it, so I'll take a look and figure that out.
3a.) What I'd really love to find out is whether TUV for a unit can be conditionally provided. If that's the case then I could simply make land-based units conditionally higher TUV for ground units.
3b.) I've noticed Earth is too wealthy relative the colonies. In canon I think believe two thirds of humanity is in space, so the colonies/Moon should definitely be worth more. I think I will work on this by a combination of making space worth more and Earth worth less.
4.) The terrain effects are a work in progress for the visual. I recently simplified the effects some so it should be easier to condense. Game Notes will for sure have terrain effects added.
5.) I'll clarify AC in the Game Notes, unit tokens, and terrain so its more consistent.
6.) Oopsies that was an oversight on the -1 to all units. Ironically I think there was a mistype on the Zaku II Reuse-P that caused the $All Units$ category not to work.
7.) Penta 4 is intentionally given to the EFGF so that they can help keep the space bridge from Penta to Brazil open. Unfortunately, the way I setup the Earth Factories and Space Factories means you can't make space units on Earth and launch them.
8.) Oversight on the Support and Heavy unit-types for not including them in the Game Notes. Those will be added in.
9.) I'll probably just give MBTs the ability to move on water with no movement penalty, so its just 1 movement.Balance Issues
10.) Repairing at factories for 2HP is something I'd like to add in, if you have a code example as to how to implement it that would be great!
11.) I think I'll make the "Flying Units" actual flying units instead of fake ones. I remember problems playing as the Zeon-MAF where the Federation kept taking Eastern Canada from me with Air Units. I agree, very annoying.
12.) I think I'll penalize MS less than Starship in colonies. It's a good point. -
Change Notes 1.2
⦁ Thanks to Zaroph for feedback!
⦁ 1.) Connected France and Italy
⦁ 2.) Added connections for Colony 13 2
⦁ 3a.) Added AI Trigger for Zeon-EAF to set TUV of Zaku II Ground higher so the AI will make more of them instead of other units when they are unlocked
⦁ 3b.) Variety of territories on Earth have had their value lowered and the colonies/Moon increased. In Gundam canon, the colonies/Moon have the majority of humanity and resources.
⦁ 4.) Territory effects had visual updates on the bottom bar and a simple explanation of each territory type was added in the Game Notes.
⦁ 5.) A description of assault carriers/cruiser (ACs) have been added to unit types.
⦁ 6.) In-depth stats and unit types added to unit descriptions. Officially added a lightning bolt symbol for "Agile" units that can move further than 2 territories per turn.
⦁ 7.) MBTs can now move on Ocean, they stil suffer movement penalties.
⦁ 8.) Starships now penalized more than other units in Colony-type terrain
⦁ 9.) Two hitpoint units must now be repaired at either Space or Earth factories.
⦁ 10.) Fixed oversight where Federation TIN Cod and Fly Manta weren't considered Air units.
⦁ 11.) Increased Zeon-EAF's starting forces to compensate for EFGF's high production. Also increased all Zeon player's starting PUs. -
Clarified game modes into a 2 player version (Federation or Zeon) and the original 6 player version.
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@unit332 planning on adding it to downloaded games so others will try it?
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@luhhlz I was able to download sucessfully, so I will eventually put on github if no one else does.