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    Standard Variants

    Map Making
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    • RogerCooper
      RogerCooper last edited by

      I have been posting all the existing playable mods to TripleA. I would like to improve the organisation of the mods by grouping together relating mods. There are certain variant types that can be applied to a range of maps. There are also some maps that I can consider to be standard, mainly the boardgame ports.

      Here is my list of standard variants.

      • Build Caps (to the number pieces in the box)
      • Upkeep (10%)
      • Move-then-build
      • Combat transports (transports have a defense strength and higher cost)
      • Low Luck (this can be handled as an option)
      • Free tech (1 free tech roll/token per capital held)
      • No national objectives (this can be handled as an option)
      • Stacking (how many?)
      • AI optimized (move-then-build,combat transports,free tech?,stacking?,build caps?)

      Here is my list of standard mods
      *WW2v1 Classic
      *WW2v2 Revised
      *WW2v3 Anniversary edition
      *WW2v4 1942 - 1st edition
      *WW2v5 1942 - 2nd edition
      *WW2v6 1941
      *WW2-G1 Global 1940 - 1st edition
      *WW2-G2 Global 1940 - 2nd edition
      *WW2-E0 Original Axis & Allies: Europe
      *WW2-E1 Europe 1940 - 1st edition
      *WW2-E2 Europe 1940 - 2nd edition
      *WW2-P0 Original Axis & Allies: Pacific
      *WW2-P1 Pacific 1940 - 1st edition
      *WW2-P2 Pacific 1940 - 2nd edition

      and possibly
      *WW2v0 Original Nova Games edition
      *WW2v6z Axis & Allies Zombies (without the Zombies)
      *WW1v1 Axis & Allies:1914

      Your comments would be appreciated.

      W 1 Reply Last reply Reply Quote 2
      • W
        wc_sumpton @RogerCooper last edited by

        @rogercooper

        Most of these are easily implementable, and can be set as optional through properties.

        @rogercooper said in Standard Variants:

        Build Caps (to the number pieces in the box)

        This could only be done during purchase, as there is no way to stop the splitting of stacks during movement.

        Cheers...

        RogerCooper 1 Reply Last reply Reply Quote 1
        • RogerCooper
          RogerCooper @wc_sumpton last edited by

          @wc_sumpton I doubt could doubt I could do upkeep, which involves changing the value of every territory with a property. The others I could put into a flexible mod and AI mod (which defaults to values for AI play).

          For standard variants I can add

          • No politics (fixed DOW)
          • Invadeable neutrals
          W 1 Reply Last reply Reply Quote 1
          • W
            wc_sumpton @RogerCooper last edited by

            @rogercooper said in Standard Variants:

            I doubt could doubt I could do upkeep, which involves changing the value of every territory with a property.

            Changing territory values are not that hard. Check Mega New Elk's map. Territories are a list of variables. Adjusting their PUs values is quite easy, even though a game properly. Or a fancy each to create a charge. Unless I'm completely misunderstanding what you mean, which is totally possible.

            Cheers...

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