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    Maps & Mods
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    • RogerCooper
      RogerCooper last edited by

      I am reserving this thread for comments on my forthcoming mod based on East and West from Imp Games.

      There will be 4 scenarios

      East & West-Automated-7 Player
      East & West-Automated-4 Player
      East & West-Automated-Manual
      East & West-Standardized

      RogerCooper 1 Reply Last reply Reply Quote 3
      • RogerCooper
        RogerCooper @RogerCooper last edited by

        @rogercooper The mod is completed. It can be downloaded from https://github.com/triplea-maps/East_and_West

        I am going to wait a little before posting this into triplea_maps.yaml. You can download this as zip file from github using code/download ZIP

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

          @rogercooper

          Congrats! 🎉

          I'm not sure of the rules so please forgive the stupid questions.
          Submarines can attack fighters, bombers and their ilk, but fighters and bombers cannot attack advance submarines.
          aaGun1 and radar_cruiser can target with their AA attacks all air units along with the armor and heavy_armor but cannot target self-propelled_artillery with the same AA attacks.
          I've noticed that there is no regular artillery, thus no artillery support but the self-propelled_artillery also gives no support.

          Thank you for cleaning these things up.

          Cheers...

          RogerCooper 1 Reply Last reply Reply Quote 0
          • RogerCooper
            RogerCooper @wc_sumpton last edited by

            @wc_sumpton You are correct on all points. Note that the rules for the boardgame are included, so you can check if I have implemented them.

            W 1 Reply Last reply Reply Quote 0
            • W
              wc_sumpton @RogerCooper last edited by

              @rogercooper

              Sorry not ignoring you or this map.

              What bothers me is all the "Dice Rolling" before each player's turn. Have you thought about using 'userActions' for some of this? Right now, with the Soviet_Union, I'm able to do 'Spy vs Spy' and 'Spy vs Minor Power'.
              Screenshot 2026-04-18 221442.png
              The Soviet_Union can do this 3 times, with the last one being able to only do 'Spy vs Spy'.
              The next step will be adding the 'Tech' then letting the spy to choose a category to steal from.

              Thoughts and ideas.

              Cheers...

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

                @wc_sumpton I considered having spy rules but I decided not to do so for the following reasons.

                1. It would add considerable complexity to the XML.

                2. The AI would have no idea what to do with spies and would take random user actions.

                3. The one time I actually played this over the board, each player immediately countered whatever the enemy spy was doing.

                Given that, I just made everything random, so the human and AI players need to adapt to the changing environment.

                Feel free to take my mod and make your own mod from it.

                1 Reply Last reply Reply Quote 1
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