Iron War: Europe - Official Thread
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@redrum I can see that other maps also have triggers like mine. I did a search in my little limited archive of XMLs for (resourceCount" value="-) and found some maps that also removes large amounts of resources from players in different circumstances. But I don’t know if the maps experience this error also. Maybe only the mapmakers know.
From Greyhawn wars xml:
<option name="resource" value="PUs"/>
<option name="resourceCount" value="-9999"/>
War of the Middel-Earth 8v8:
<option name="resource" value="Industry"/>
<option name="resourceCount" value="-1000"/>
Civil War: House divided:
<option name="resource" value="PUs"/>
<option name="resourceCount" value="-10000"/> -
Glad to see this project got going. Hopefully my work settles down because I always enjoy Frostion's maps
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@crazyg Agreed. Truly an artist in many disciplines.
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Thanks @CrazyG and @Hepps. I have made alle the trigggers for the "SS-Potential" units now manually (took two hours
), so this map here is ready to go into open beta. I would like to uploade it to GitHub but I am kind of waiting for a new TripleA engine to be released that supports hiding players at the start menu. I also have an updated Iron War global map that is ready for upload, but that xml is also making use of hidden players (the neutrals), so it is also waiting for a new game release. -
@frostion What is this hidden players feature you mention?
Is there a conversation somewhere I can reference?
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@redrum Right... forgot about that. Thanks
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@frostion looks GREAT! nice job!
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I have now updated Iron War Europe to be in line with the Iron War world map. The update details are as follows:
BETA version to v1.0.0:
• Added missing sea connections that form Strait of Messina.
• British Colonial-Infantry now looks different and is now more distinguishable from the normal British Colonies Infantry.
• Tank-Destroyers are now listed in purchase screen before the Light, Medium and Heavy Tanks, not after.
• The Anti-Air unit now costs 9 PUs, not 7.
• The map uses the resource option “isDisplayedFor” to keep nation specific resources only visible to certain players.
• Fuel system has been changed. Now ships and land vehicles use 1 fuel to move one territory, and planes pay half of their full potential movement in fuel when moved.
• More PUs have been added to many map territories.
• Other minor changes. -
Been playing Europe instead of the whole world. Couple of thoughts.
I am playing all of one side against the AI.
Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies.
The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory.
Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied.
After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though.
SS troops seem to need a higher TUV value. They are picked first for casualties.
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