π 1888A Steam & Steel - Official Thread
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Note This map needs testing and the advanced Techs need to be decided
This is a collaborative map between Ebbe (Graphics, Sound, Code, Testing) & TheDog (Code, Testing)
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v010 Download it from google drive here;
https://drive.google.com/file/d/1TVUnHl4wZTmMmvoO8zfCUMR881A4XG5i/view?usp=sharing.
v010 1888A_Steam_&_Steel_Manual here;
1888A_Steam_&_Steel_Manual.pdf.
Introduction
"It is 1888 in a world so similar, but not the same, where history took surprising turns, where strong ideologies &Β political powers are about to erupt, where war is just a step away and the technology race has just started."FEATURES
- 8 player Free For All, FFA, each start with 5 random high value territories, randomly placed Coal & Oil Fields
- Large map 8800 x 7450px=66Mpx. Unit size 72 x 54px high, this is with 2-4K screens in mind.
- 216 land & sea locations, with 13 terrain effects
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- Dice D8
- Resources of PU, Tech & Diplomacy
- Complex Tech Tree with 30+ Tech to research (similar to Age of Tribes but ++enhanced )
+Tech is split into Land, Sea & Air, this aids the player (visually) and the AI (selection)
+Tech grid on Players tab to see what the other nations are researching
- Politics has 5 relationships; War, Hostile, Neutral, Accord, Allied
- To change a relationships costs 0-2 Diplomacy
- Stacking limits are enforced to help the AI. Only 5 Air & 5 Sea units are allowed per Sea Zone/Territory. Only 10 Land per Territory.
- AI friendly-ish, no Objectives & no Technology phases
- Sea Zones are worth 1-3pu/turn
- All land territories bordering Sea Zones can be blockaded. There are no convoy centres/routes/zones.
- Three different type of βFactoryβ, some generate PU & Tech
- As a minimum requires TripleA 2.7+
Your comments would be most welcome.
Note this version requires a minimum of TripleA 2.7.14900+ as it makes use of a new feature called "isAI" here;
https://github.com/triplea-game/triplea/releasesHow to have TripleA 2.5 & 2.7 installed at the same time
https://forums.triplea-game.org/topic/3724/how-to-have-triplea-2-5-2-6-installed-at-the-same-time -
For Code Raiders
This map has the following code that is worth looking at;
- Buy Tech advances in the Purchase Phase, like Age of Tribes, but is ++++,
+Tech uses isSea & isAir so AI will target its Tech advances if it needs Sea or Air
+Tech advances are shown on Tech grid on Players tab
+Display grouping, Tech is prefixed with _DevL, _DevA, _DevS (Land, Air, Sea)
+Uses Foreach for easy xml maintenance, hundreds of lines of code, reduced to tens of lines
- Custom Purchase Panel (see above) (see file production_tabs.Autocrats.properties)
As the Purchase Panels are complex with lots of Tech Research & units being added & removed it has the following tabs
< All > < Land & Land-Tech > < Air & Air-Tech > < Sea & Sea-Tech > < All-Tech-Research > < Tech-Land > < Tech-Air > < Tech-Sea >
- Search GO RandomField - to see how the following are placed randomly
40 Coal-Field - generate 1 pu/turn
8 Oil-Field - generate 1 tech/turn
3 Inf-Garrison
8 Oil-Field Fixed
- Politics has 5 relationships
- War -> Neutral -> Accord -> Allied (note HOSTILE is skipped when suing for peace, goes from War to Neutral)
- War <- HOSTILE <- Neutral <- Accord <- Allied
- Uses Foreach for easier xml maintenance, thousands of lines of code, reduced to hundreds of lines
- Impending Victory - When this is notified all isAI players that are;
- HOSTILE will declare War on the impending victory alliance
- Neutral will be HOSTILE to the impending victory alliance
- Using atWarPlayers function a player faction will if;
- At War earn 1 Tech /turn with one or more factions
- At Peace earn 10 pu /turn with all faction so HOSTILE, Neutral, Accord, Allied (not at War)
- Coastal-Fort
- Give it a move of 1, then the AI will buy it
- Place like any sea unit
- Restrict its movement in territoryEffectAttachment like below
<option name="movementCostModifier" value="Coastal-Fort" count="1"/> - Rewrite the tooltips so it looks like the TripleA tooltip but with 0 for movement
- This can also simulate Torpedo Boats, Sea Mines
- Winter
- Search go winter in the xml to see the components that make up how to use terrain effects and a dummy player
- needs an allied dummy player, eg. winterp
- define TT & SZ to be affected
- define a new allied relationship eg winterr allows combat takes over in TT/SZ (oops has no go winter)
- needs a WinterLand & WinterSea to be shown in the TT & SZ
- define territoryEffect eg. Winter
- Triggers to make it happen when you want it. Note -reset- has to redefine the TT/SZ when a TT/SZ changes effect
- Buy Tech advances in the Purchase Phase, like Age of Tribes, but is ++++,
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Latest version v005 ready for download.
The wait is over
the link is up, so what are you waiting for
- It is in its early development and needs testing and improving
- It is playable using Fast of Hard AI opponents.
Your comments are most welcome ...
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Link to 1st post that has;
Google Drive download link
Latest 1888a SAS manual
Latest TripleA versionhttps://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-thread
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@thedog
yes... tripA community, feedback is very welcome....!!!once this basic start is settled the game setting will twist in a even
more fiction/fantasy/Jules Venre/Steampunky way....
and gets spiced with more Graphics, Notifications, Faction-feelies,
and more suitable Sound filesthanks at The Dog for a jolly good coop again ( after TheShogun ) with our 2nd team project.........
another Free For All game with random setup is born!!!!
-- to be continued .... -- -
@board-3659 was into steampunk I know. Haven't seen him in a while. Idk if this is different than what he was playing. But we'll ping him in case he still around
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@beelee The diplomatic rules look interesting and could be applied to other scenarios.
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@rogercooper said in
1888A Steam & Steel - Official Thread:
The diplomatic rules look interesting and could be applied to other scenarios.
Yes, if you need help with the politics in your module/map just ask.
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we would really welcome some testplaying feedback,
on this basic start we made....as with all the tripleA experience around here
and all the different views and preferences ,
it could really help to make our map as complete and ballanced as possiblethanks
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@abendigos
@board-3659
@cameron
@luhhlzYou might find this map/thread useful as you like to play Steampunk Advance?
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I have not encountered the error. Testing on 2.7.14943. Will check for the code and reply later.
Cheers...
I'm still having problems duplicating this error. If you are still experiencing the same error, submit it to tripleA so that the causes can be traced. Or if you have triplea.log (error file), post the output.
Thank you
Cheers...
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Yea I couldn't get it to trigger either. I remember seeing something similar a while back. I don't recall the specifics of what caused it or what the fix was.
Might try searching git issues both closed and open for the last year. I think it was in that time frame.
It's possible Panther might know
Edit
Cool looking map and units. just scanned throught the Notes. You guys did a good job.I'm blaming that error on the liberals
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@beelee
The 8 nations are all as bad as each other, a bunch of war mongers.Yeah I could not get to error either, its will need the dice roll like the example, so 1 in 36, very rare.
Cool looking map and units. just scanned throught the Notes. You guys did a good job.
Thanks! -
@wc_sumpton
As requested the triplea.log
triplea-log.zip -
First, this error log was produced by various 2.6.14684, maybe that is why I cannot reproduce it in version 2.7.14934.
Second, this error may have been caused by no main battle in a territory with only surviving defense air units. It seems that when the attacker lost the air battle, it the engine/JAVA tried to merge air units with ground units with both being empty of units.This is only a guess, as there have been earlier reports of this type of error, in 2020/22. So it has been kind of hard to track down because of its rarity.
Sorry.
Cheers...
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This mod is great even as-is so far!
Some thoughts
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2-move land units are not as useful as they appear due to there being a lot of industry around the map providing 3-moves to everything. I'm not sure how to add something extra to them (don't make it so industry gives them 4 moves obviously, the map is small enough)
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There could be a few more rivers, but thinner ones that run through provinces rather than divide them. The rivers all being impassable walls is kinda strange, but its interesting. Just please add some of them that aren't. Oh, also, places like Crater Lake just kinda confuse the AI and make for a waste of perfectly good barges and gunboats
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Inf-Elite improve on Inf-Trained in sea and air transportability, but they need just a smidge of an improvement in terms of land combat over Inf-Trained to truly be an upgrade. Maybe make it so tanks and bombers can provide arty support bonus to them as alternatives to gun-artillery (not stacking of course)? Or, give it a low-power version of the Hail_Bullets anti-infantry-targeted attack, like the Machine_Gun unit?
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Machine-Gun ought to be considered as artillery NOT in terms of providing the +1 atk to infantry, but in terms of RECIEVING the +1 +1 atk/def from all levels of General (and possibly the balloon, etc bonuses as well) Also it should have a bit of added anti-air capability on top. Rn its a bit expensive for 8 PUs, don't reduce its price, just buff it a little.
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Add more techs that are sidegrades instead of outright upgrades. Also make it so fewer units become obsoleted, because sometimes I want to go back to cheap options (ie, trenches will never become obsolete IRL, ever)
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After you have reached the end of a tech line and unlocked the highest quality unit, you should be able to get techs that removes the PU maintenance cost from them, starting from the bottom-up. Removing the maintenance cost of the mid-range units would cost the most Science (because those are the most widespread), with the starting low-range units and the late high-range units would cost less Science to remove their maintenance. The techs that remove PU maintenance from units that are cheap to buy would be more expensive than removing maintanance from expensive units.
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There could be techs that increase resource yields, or maybe even reveal and unlock entirely new resources to fight over. The idea of regions becoming more or less valuable over the course of the game sounds rather interesting. What if I want uncontested river control so that I can build hydropower, or if I want to invade my neighbor for their helium to make my zeppelins more survivable?
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@wc_sumpton
Thanks for taking a look -
@jkprince
Some interesting comments, I will talk them over with Ebbe. -
@jkprince
that is a good piece of high quality feedback! thanks for that....- Rivers: we're working on a bridge concept...