CrazyG's Big World War One
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@Hepps Fair point. Moved discussion here: https://forums.triplea-game.org/topic/1145/expand-isinfra-functionality
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@CrazyG To come back to the original issue with gas not doing anything at the moment, to make them work with the current engine I think you'd need to make them "isInfra" and remove "isSuicide". That way they survive the 1 round of combat but I think they will die after that battle (some what questionable behavior that might change in the future).
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@redrum I'm not sure that is correct. The "isInfratructure" only creates an outcome after the possession of the territory is determined following the conclusion of a battle.
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@Hepps I haven't tested it but it was the best idea I could come up with at the moment. Otherwise you instead could just trigger to remove any gas that are located in enemy territories or captured territories I guess.
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Planned changes-
Major repositioning in Serbia, Italy and Austria
Ottomans begin with fewer trains
UK gets +30 PUs if it controls Suez
Gas is removed, will be added again later
A single Recon Plane will support up to 1,000 artillery or barrages (so basically all of them)
Cruisers get +1/+1
Move End of Turn Phase to beginning of turn. It changes income and heavy artillery functions more easily -
@CrazyG Did you want to continue our game or call it with all the planned changes?
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@CrazyG Like the plans... but what I would say is that you have an opportunity to make better use of some of the peripheries of the map to add some other dimensions....thus giving the Axis a reason to pursue a naval strategy.
Suez... +10 Australia & India (to Britain)
SZ 93... +5 Caribbean & Colonial West & Central Africa (to Britain)
SZ 77... +10 America (to Britain)
SZ 78 ... +5 America (to France)
SZ 89... +5 America (to France)
SZ 66 ... +3 Canada (to Britain)Very general and unscientific suggestions.... just some idea's to give Germany a reason to try some naval maneuvers... since currently the Atlantic has little role in the overall game.
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@Hepps I do agree trying to add more value to peripheries and naval. Though I think there are plans to add in more minor nations joining that could help some with that as well.
One other thing I'll mention is I think you need to have a bit more unit strength if you are going to stick with 1 combat round as right now the battles aren't quite decisive enough. Alternatively, you could consider moving to 2 combat rounds.
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@redrum
2 combat rounds leads to strafing attacks, which I'm trying to stop.I'm going to try and see if I can get artillery to do enough damage through support from other units. Long term, I might add technology that would increase damage output (to help end the war).
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@CrazyG I honestly like the single round of combat for the first time in my life.
My only desire is to also see the "attacker" in a contested territory be able to build a trench if they survive the first (current) round of combat.
Right now it feels weird that the original territory owner can build a trench in a contested territory... but that an attacker who has been there over a round cannot.
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@Hepps
I'd like to block placing any units in contested territories. If not possible, I agree with your approach. -
@CrazyG Yes either would seem more balanced... but it feels more WWI-ish if the opposing sides became entrenched in close quarters.
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@redrum
2 combat rounds leads to strafing attacks, which I'm trying to stop. I really like that by having 2 medium sized armies next to each other can stop a big army from attacking either one. It also creates a ton of interesting situations for players who begin the turn with contested territories, and overall just reducing stacking to a big extent.I'm going to try and see if I can get artillery to do enough damage through support from other units to make 1 round of combat enough. Long term, I might add technology that would increase damage output (to help end the war).
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@CrazyG Makes sense. I just think you need to ensure there is enough damage to inflict some meaningful casualties when one side does have a significant advantage. Right now if I have say 10 inf attacking 5 inf, it really doesn't do much damage as I kill like 1 more inf than my opponent which doesn't feel very exciting and while with unlimited combat rounds I would kill all 5 and lose say 2-3. I think with 1 combat round limit the strength to HP ratio just needs to be higher or add in targeted attacks or support which is what Civil War tends to do for its 2 combat round limit with things like artillery and generals.
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Here is just a conceptual idea of what I was mentioning earlier...
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@Hepps
I'm concerned that Germany won't be able to interact with those sea zones very much with anything other than its starting units. I'm working on a solution to it though. -
@CrazyG Just throwing some food for thought your way.
Not my Christmas pudding... let the chef do the cooking.... I'm just a guy with too much time on his hands.
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Trying the map atm and have to say that I love the trains movement 6, but it makes me wish there would be artillery shells to move with them.
I see that the planes gives support to the suicide unit. I remember I tested support time ago and it didn't work given to suicide. It would be very cool if, instead, it does (let's see if it is the case).
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I'm able to move with British through the Kiel canal despite Denmark 06 being German. I assume this is a bug. Also I suggest rewording the notes, telling exactly what is the territory that you need to own.
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@CrazyG Perhaps this would identify the canal so players have a visual aid to identify it.