CrazyG's Big World War One
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@Hepps
Only light blue sea zones connect to land, to force players to only use transports in those sea zones.Britain is able to fly planes across the English channel, they can reach Belgium or some French territories. If Germany advances far enough I suppose they are blocked, but I don't see it as a problem.
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Any plan about adding aerial warfare at least optional?
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@CrazyG I guess I never noticed this by-product of the map since there are few air units in the mid 1400's.
Seems like a bit of an unusual behavior... since it causes some real strange situations when you look a Airships.
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Sounds like what you really need is some canals
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@redrum "Manager' crazy, he always smokes dust... he's got his own room at the back of the bus".
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@redrum
Can you create canals with one end being land, the other being sea?If so, I would to allow better air unit movement. Though at the moment, I don't think its an issue. The air units are intended to be used for land combat anyways.
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@CrazyG Unless something changed in the last years, it works. However, unless something changed in the last years, that stops movement but doesn't stop other things (for example, you cannot move from the territory into the sea zone, but you can still place new units the same way).
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@CrazyG Since for you it would be something fixed, you can patch it with a full list of placement limits (look at Civil War, for an example). However, unless something changed in the last few years, it is sadly not possible (aside from trigger hacks) to define something like you cannot place ships or load onto ships from "Leningrad" to "Baltic Sea Zone", if both "Finland" and "Soviet Baltic" are enemy owned, as, for what I tested, that stopped movement, but not placement.
Of course, it would be better if a developer fixes the canal so that they block placement territory-to-sea too, for the validated units (not tested in some years, so just assuming it still works the same).
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@Cernel Actually, I'd add "Libya 14" too, as a territory to be given to Egypt. While it is about half Libya and half Egypt (so, I excluded it), the most notable city there is Sollum, that is Egyptian.
EDIT: But it can be left Neutral (Italian), as "Bardia".
https://en.wikipedia.org/wiki/Bardia -
@CrazyG Really liking the feel of this in my tests. Have to say I was a little skeptical of 1 round of combat... but there is something really fresh feeling about the dynamics given the other things you have done with unit abilities.
Great work!
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But I still hate it... and its awful.
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@Hepps
Post a savegame if you have one, I'd like to see it.1 combat round is a big change, I did consider 2 rounds, but I'm really liking 1 round right now. Infinite combat rounds is a cause of almost every complaint about balance or realism there is.
@Cernel
Thanks for information. I'm deciding against adding those connections, I've looked over what occurs and I think it creates more problems than it fixes. When I get to world war two, I will need some other way to do aircraft movement, but I'm going to cross that bridge when I get to it.Currently, aircraft is really weak and hard to use in naval combat (but not impossible!), and I like it that way.
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@CrazyG I haven't really been saving any games. I just play through and see how things work and get a feel for where each side can either press the offensive or needs to fight to hold the line.
But I will take a save the next time I play through. Got as far as round 7 so far.
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@Hepps Playing with yourself, against the machine, or both?
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@Cernel
Seeking your wisdom on a game mechanic.Contested territories and air units. It appears if the defender has only air units left, they lose the territory and all units are destroyed. Do you have any experience with this?
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@CrazyG said in CrazyG's Big World War One:
Contested territories and air units. It appears if the defender has only air units left, they lose the territory and all units are destroyed. Do you have any experience with this?
No. But I tested it now. It appears happening when the defender is defending an enemy owned territory. Moreover, it appears having nothing to do with the air units being alone.
Reproduction steps:
Start "CrazyG's Giant World War 1".
Remove all units but 1 Infantry in "France 19".
Add 3 "Recon-Plane" in "France 19".
Change the ownership of "France 19" to "Austria-Hungary".
Attack with all from "Germany 25".
Take only air units as casualties with France (the battle should end contested with 1 Infantry and 1 or 2 Recon-Planes left, for the defender).
Skip/end Germany's turn.Behaviour:
At the end of "Non Combat Move", the surviving France's "Recon-Planes" are removed, for being unable to land.The limited combat round (as well as a bunch of other stuff) is the half-backed aftermath of several aborted attempts at making the WW1 version of a well known boardgame brand.
However, without politics involved and with only two fixed alliances, fully at war with each other, I don't believe that, beside editing, you can ever be in that situation, as someone's aeroplanes in an enemy owned territory could go there only during one's turn, and would have already crashed during it.
However, this might be a bug or unintended behaviour, relevant for games with politics or with not fully polarized relationships, in which some player, you are allied with, may liberate a territory, your air is in, in favour of another player you are at war with.
Is the situation you are experiencing something like what I described and, if so, how did you actually get in that condition (of having air in an enemy owned territory outside your turn)?
p.s.: If you want to go humorous and simple, I suppose you can call it simply "Giant War".
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@Cernel I think that is a slightly different but related use case. In @CrazyG example, the issue is really that there shouldn't be a changing of territory owner if there is a contested territory with units from 2 different teams where the current player doesn't own any of the units. So his example is that Russia attack Germany and was left with 1 Russian inf and 2 German recon planes in a contested territory owned by Germany. Then on Austria-Hungary's turn the Russian inf takes control of the territory and Germany loses its 2 planes as they can't land there now.
Your example, France couldn't ever have planes starting in a territory owned by Austria-Hungary so isn't a possible scenario.
But yes, I believe limited combat rounds work fine for land units and only 2 players (1 on each team) like Civil War. But I think air units and multiple players on each team hasn't ever been fully tested with limited combat rounds.
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I think what is happening is that the game is checking if Russia should take any territories, and it can't tell the difference between a territory Austria retreated from and a territory contested between Russia and Germany.
Maybe there should be an option that air units can hold contested territories?