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    Power of Politics 1914 : A WWI scenario

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    • CrazyGC Offline
      CrazyG Moderators @alkexr
      last edited by CrazyG

      @alkexr
      I agree. There is room for player vs AI games, but they should be a totally separate product. Hepps has enough projects on the go that he need not start another one, especially one he isn't passionate about.

      On the note of the USA, I really like the idea of making it AI controlled, or doing nothing until it enters the war. Some of the other WW1 games have really fumbled the USA in my opinion.

      HeppsH 1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators
        last edited by Hepps

        So here is a little example of the seasonal mechanics in store for the game...

        Next to the PU value for every territory there will be a colour coded system of six dots which are positioned specifically to represent what seasonal effect the territory is subject to.

        0_1542669430708_PU example.png
        (In this example a territory with this PU marker would mean it is impassable on every turn) {which will not happen on the map}

        Here is a look at how this will practically play out on the map.

        Here is a look a Egypt on turn 5
        0_1542669653067_Turn 5.png
        You will see that because the territories with the yellow dot have a Sun Icon in the Territory... thus those would be impassable.

        On Turn 6...
        0_1542669742338_Turn 6.png
        You will notice that only the territories with the orange dots for Late summer have the orange sun... and those are now impassable.

        Oh sorry I had re-engineered the seasons to reflect the start date of the war.

        0_1542670107455_Seasonal outline.png

        "A joyous heart sours with the burden of expectation"
        Hepster

        1 Reply Last reply Reply Quote 2
        • HeppsH Offline
          Hepps Moderators @CrazyG
          last edited by

          @CrazyG said in A WWI scenario design based loosely on NML & TWW:

          @alkexr
          I agree. There is room for player vs AI games, but they should be a totally separate product. Hepps has enough projects on the go that he need not start another one, especially one he isn't passionate about.

          I agree that there is a market for such games... and we have some here that have been done very well. But as you note... it is not my cup of tea... and I would never bother to design a game I have no intention of ever playing.

          On the note of the USA, I really like the idea of making it AI controlled, or doing nothing until it enters the war. Some of the other WW1 games have really fumbled the USA in my opinion.

          The US will have some purchasing power (as not to leave them vulnerable to a declaration of war and surprise attack) but will not actively move around the map.

          "A joyous heart sours with the burden of expectation"
          Hepster

          1 Reply Last reply Reply Quote 0
          • Black_ElkB Offline
            Black_Elk
            last edited by Black_Elk

            Just looking at the screenshots its clear the AI wouldn't know where to begin hehe, I mean its only just begining to handle something simple like 1942.2, let alone something as advanced as AA50. I think there is something to be said for autogameporn that tickles the megalomaniacal desire to watch a world map change into 'your color.' But you only need a couple of those to keep tripleA on the hard drive. I think the main purpose there is for introductions to the UI, or no stress on the newb for a first time out to get a feel for what's on offer. I think you can hook some players that way. But the guts of the thing will always be the pvp, and for that having a hella complex WW1 game is a total winner.

            This one is like leaps and bounds beyond my silly attempt of a decade ago with the great war. That one was a looker with the boxes and such lol. The A&A offical for 1914 never quite measured up either. To do WW1 one right you need all this stuff that Hepps is bringing with weather and rail movement and era specific unit types, so it doesn't turn into a WW2 style game playing out with WW1 graphics.

            I'm just stoked that all the hours doing the baseline mockup for the Domination world weren't a total waste. At least had some guideposts in there for regional map abstractions/distortions to blow out Europe and Africa and not have it look way wonky relative to everything else. But the screens of what Hepps is doing with all the detail given to each tile is next level. It just looks so good! Hella clean. Even down to the color palette. Badass all around

            Only 100 years waiting for the right game for the war to end all wars. I'm excited!

            HeppsH 1 Reply Last reply Reply Quote 2
            • HeppsH Offline
              Hepps Moderators @Black_Elk
              last edited by

              @Black_Elk I had no idea this was your original work.

              "A joyous heart sours with the burden of expectation"
              Hepster

              B 1 Reply Last reply Reply Quote 0
              • Black_ElkB Offline
                Black_Elk
                last edited by Black_Elk

                Hehe I used to handle my insomnia by staying up late into the morning drawing in ms paint. Back in like 2005-8 mainly. Since tripleA was pretty ghetto way back when. It was kinda a reaction to Big World or the other mercator gamemaps, where there was just never enough room for units in Europe, or the really distorted map projections that Larry put out that we used for Revised, where its just blobs. Tried to do something in the middle, and was reasonably happy, but I got lazy in a few spots and never had a way to make it into an actual game that might work. It looks a thousand times better without the city circles all over the place lol.

                The detail on the islands and territory sub divisions you built out is a thing of beauty! I can't wait to see it end to end with all the glorious flurishes and decals. I want to like print it out and hang it on the wall! Its awesome to see

                HeppsH 1 Reply Last reply Reply Quote 1
                • HeppsH Offline
                  Hepps Moderators @Black_Elk
                  last edited by

                  @Black_Elk Well then apparently this one goes out to Triplelk! AKA Black Elk... AKA Jason Clark. 😃

                  "A joyous heart sours with the burden of expectation"
                  Hepster

                  1 Reply Last reply Reply Quote 1
                  • Black_ElkB Offline
                    Black_Elk
                    last edited by

                    Hehe playing this thing is going to be a minor dream come true. Something about that Era just always stays badass. Aces high!

                    Look forward to seeing it in action man. Great work!

                    1 Reply Last reply Reply Quote 1
                    • B Online
                      beelee @Hepps
                      last edited by

                      @Hepps said in A WWI scenario design based loosely on NML & TWW:

                      @Black_Elk I had no idea this was your original work.

                      and then on to World War II v3 : )

                      Rock on guys : )

                      1 Reply Last reply Reply Quote 1
                      • SchulzS Offline
                        Schulz
                        last edited by

                        I think air units need slighly debuff on ground only.

                        What about mobile factory? Sea Mines?

                        Also subs are underrepresented in maps since one destoyer can block and make ineffective thousands of enemy subs it does not really make sense.

                        HeppsH 1 Reply Last reply Reply Quote 0
                        • HeppsH Offline
                          Hepps Moderators @Schulz
                          last edited by

                          @Schulz said in A WWI scenario design based loosely on NML & TWW:

                          I think air units need slightly debuff on ground only.

                          As previously stated, air is going to be a very different experience.

                          What about mobile factory? Sea Mines?

                          Sea Mines are a must for a WWI scenario.

                          I have no idea what you mean by "mobile factories" and thus there are no plans for any such thing.

                          Also subs are underrepresented in maps since one destoyer can block and make ineffective thousands of enemy subs it does not really make sense.

                          The impending re-re-re-re-re-re-release of TWW will showcase my new sub/anti sub mechanics... and that will be duplicated for this game. But (so long as the last few items are completed) TWW 3.0 will surely be released prior to this.

                          "A joyous heart sours with the burden of expectation"
                          Hepster

                          CrazyGC 1 Reply Last reply Reply Quote 2
                          • CrazyGC Offline
                            CrazyG Moderators @Hepps
                            last edited by

                            @Hepps said in A WWI scenario design based loosely on NML & TWW:

                            I have no idea what you mean by "mobile factories" and thus there are no plans for any such thing.

                            He might mean a ship that is a factory and can place the mines.

                            HeppsH SchulzS 2 Replies Last reply Reply Quote 1
                            • HeppsH Offline
                              Hepps Moderators @CrazyG
                              last edited by Hepps

                              @CrazyG Then definitely no. No mine spamming on my watch. 😃

                              "A joyous heart sours with the burden of expectation"
                              Hepster

                              1 Reply Last reply Reply Quote 1
                              • SchulzS Offline
                                Schulz @CrazyG
                                last edited by

                                Sea mine codes do exist in triplea engine. I had implemented them their construction rule is similar to trench/bunker one. You will be able to drop sea mines to adjacent sea territories only.

                                But a bit buggy because fighters and sea mines fight with each other 🙂

                                HeppsH CrazyGC 2 Replies Last reply Reply Quote 1
                                • HeppsH Offline
                                  Hepps Moderators @Schulz
                                  last edited by

                                  @Schulz You can see how I am handling them when this is released. But I assure you there will be no willy-nilly sea mine placements in this game.

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

                                  1 Reply Last reply Reply Quote 0
                                  • CrazyGC Offline
                                    CrazyG Moderators @Schulz
                                    last edited by

                                    @Schulz
                                    You can make sea mines only target naval units in a couple of ways.

                                    Easiest is just make them isSub

                                    1 Reply Last reply Reply Quote 0
                                    • SchulzS Offline
                                      Schulz
                                      last edited by

                                      I am not sure but giving submarine abilities to sea mines could cause another problems because they gain stealth ability.

                                      Making Danist strait is canal is another way to protect German navy in Baltic Sea.

                                      1 Reply Last reply Reply Quote 0
                                      • HeppsH Offline
                                        Hepps Moderators
                                        last edited by

                                        Happy to announce that we have a new member of the development team for this project!

                                        Progress to making this project a reality just took a grand step forward. Looking forward to having @redrum contributing his vast skills to the endeavor!

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

                                        1 Reply Last reply Reply Quote 2
                                        • ubernautU Offline
                                          ubernaut Moderators
                                          last edited by

                                          id be down to help if i can in some way. 🙂

                                          "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                                          HeppsH 1 Reply Last reply Reply Quote 0
                                          • HeppsH Offline
                                            Hepps Moderators @ubernaut
                                            last edited by

                                            @ubernaut Thanks for the offer. I am working on the relief and the details for the map ATM.

                                            @redrum is working on the map maker stuff.

                                            Not sure of what else we need help with ATM... but we will ask you if there is something.

                                            "A joyous heart sours with the burden of expectation"
                                            Hepster

                                            1 Reply Last reply Reply Quote 1

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