Mixed Questions
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I want to mention about variety of different questions I though it would be overloading opening separate topics for each one.
1)How to set up a game without any capital?
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What are some advantages having doubled dice system in games? Can dice nomber also be set up between 6 and 12?
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Is it possible having limited tech system? I mean for example there are 12 different techs but a nation can achieve only 10 techs
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Is it possible setting up possibilities for every tech in terms of achievability?
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Is it possible to create a tech that reduces upkeep for units?
I will probably continue questions.
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@Schulz said in Mixed Questions:
I want to mention about variety of different questions I though it would be overloading opening separate topics for each one.
1)How to set up a game without any capital?
Just examine any game that does not use Capitals. Game of Thrones comes to mind as a good example.
- What are some advantages having doubled dice system in games? Can dice nomber also be set up between 6 and 12?
I'm guessing what you are asking is what is the advantage of using a dice system beyond D6? At the end of the day it is really about being able to have far more variety for unit strengths. If you are using a large unit roster and/or are planning to have techs that improve units... D6 can be way to limiting as you end up with everything being way to similar. Also the larger the dice range the less potent incremental bonuses become... e.g. a +1 bonus to attack on D12 is far less game changing than giving a +1 in a D6 setting.
- Is it possible having limited tech system? I mean for example there are 12 different techs but a nation can achieve only 10 techs
Yes you can customize the techs available to any nation in the XML. Simply look a China in TWW... China only has 6 Techs available to them while everyone else has the full range of techs available.
- Is it possible setting up possibilities for every tech in terms of achievability?
Depending on how you set up techs... it is possible... I would not call it easy work as the process of setting it up would be quite lengthy and laborious... But it could be achievable.
- Is it possible to create a tech that reduces upkeep for units?
I have never looked at it... but I have to guess it could be possible. Looking at Civil War would probably be a good place to start as it is by far the most advanced in the area of unit upkeep to my knowledge.
I will probably continue questions.
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Thank you for answers. But after checking I've noticed there are capitals in Game of Thrones.
I know that it is possible to customize techs but I've asked different thing. For example China has 6 techs and it can unlock all of them. But assuming I want to limit China up to max 4 tech out of total 6 techs. If China researchs 4 of 6 techs China becomes unable to research other techs in this point.
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@Schulz Yes you could make conditions and Triggers to prevent them from getting more than 4.
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@Schulz said in Mixed Questions:
Thank you for answers. But after checking I've noticed there are capitals in Game of Thrones.
I know that it is possible to customize techs but I've asked different thing. For example China has 6 techs and it can unlock all of them. But assuming I want to limit China up to max 4 tech out of total 6 techs. If China researchs 4 of 6 techs China becomes unable to research other techs in this point.
Sorry my mistake. Take a look through the available games... I am sure there is at least one that has it set up where there are no capitals.
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@Schulz The easiest way is to simply make a "fake" capital Territory hidden somewhere on the map that is worth 0 PU and has no territory connections leading to it.
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In WAW 1940 Russia is set up to still collect income when all of its Capitals are lost... you should find an example there of how to do it for yourself.
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@Schulz If you look here there is already a conversation discussing this topic...
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What would be the best income distribution of nations? Been working on another ww1 attemp including Communists and USA on Ancient Times map; I've concluded these results as starting incomes.
Germany 48
Austria 35
Ottoman 25
Communists 12
Bulgaria (Part of Germany) 4Britain 47
Russia 47
France 30
Italy 21
USA 35
Belgium (Part of UK) 7
Serbia (Part of Russia)5
Greece (Part of France) 8Another question in Ottomans and Russia have more incomes than their production powers empty Ottoman/Russian teritories are unavoidable with such a low incomes. Would you set up them separate national objectives for opposite alliances or better leaving them pointless territories?
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Currently is there any easier way allowing placements without factories besides adding hidden factories to every territories?
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Idk but would suggest a reread of POS2. redrum has updated it a lot in the last year or so as a lot more things have become possible.
I reread it all the time and still don't understand it all
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@Schulz Yes. You can do things like China in Global 40:
<attachment name="rulesAttachment" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="movementRestrictionTerritories" value="Shantung:Kwangsi:Kiangsi:Kiangsu:Jehol:Manchuria:Shensi:Yunnan:Suiyuyan:Kweichow:Hunan:Kansu:Hopei:Tsinghai:Szechwan:Chahar:Sikang:Anhwe:Kwangtung:Burma"/> <option name="movementRestrictionType" value="allowed"/> <!--<option name="productionPerXTerritories" value="1"/>--> <option name="placementAnyTerritory" value="true"/> <option name="placementCapturedTerritory" value="true"/> <option name="placementPerTerritory" value="9999999"/> <option name="unlimitedProduction" value="true"/> </attachment>
Here are the POS2 player options: https://github.com/triplea-maps/the_pact_of_steel/blob/master/map/games/pact_of_steel_2.xml#L3927
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@redrum If he is asking about an alternative to placing factory anywhere, that doesn't cover, as the v2 Chinese rules don't allow for limiting placement by territory values, but only by a same number for each territory.
However now that you can hide units, placing factories everywhere has no real drawbacks (look at Red Sun Over China).
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China can place limitless units while I've found another way just adding construction properties to units kinda work.
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Can anyone give me examples of this kind of units;
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A land unit that perform pre-emptive strike like sub and roll 3 dice (ex: with 4 attack they instantly take on 2 enemy units in ll)
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Sucide planes (Like gas but they attack enemy fighters only)
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Ships that perfor shore bombard per combat round instead performing once per battle.
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Functional sea mine codes if exist
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Unit that can gain additional +1 or +2 defense power when used with another units (similar to supporting ability but defensive version)
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Moved to Map Making.
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@Schulz said in Mixed Questions:
Can anyone give me examples of this kind of units;
PoS2 will at least give you information about everything that can be done; so I won't be detailing.
- A land unit that perform pre-emptive strike like sub and roll 3 dice (ex: with 4 attack they instantly take on 2 enemy units in ll)
There in a unit option for setting multiple rolls per unit, for attack or defence, and a unit option for first striking. Both can be applied on any kind of units.
- Sucide planes (Like gas but they attack enemy fighters only)
Currently attacking only specific units is not supported. You can only specify attacking anything but air units, with a unit option that is presented as making you unable to attack a list of unit (just input whatever list). More information on this incomplete feature at this topic:
https://forums.triplea-game.org/topic/328/unit-option-can-submerge-hide-for-land-units-partisan-guerrilla-spy-diplomat-munition- Ships that perfor shore bombard per combat round instead performing once per battle.
Not possible.
- Functional sea mine codes if exist
Too vague request. I don't think sea mines can be very well represented, both as a matter as how they fight as well as how they are put in place, but this would need testing, especially regarding the behaviour of sea infrastructures.
- Unit that can gain additional +1 or +2 defense power when used with another units (similar to supporting ability but defensive version)
Support attachments can be defined as defensive. There is no such option for the units, but unit support options are deprecated, anyways.
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Thanks for the answers. Is it possible to set up suicide or submarine units preventing enemies to pick their casualties?
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@Schulz No. However, you can hack such a behaviour by having those units suiciding at power 0 while also having an AA attack (defensive or offensive), and setting the relative AA properties so that AA casualties are randomized. However, the exact dynamic of this randomization is currently inconsistent, thus it may be liable to change in future, if any developers fix the problem. More information about this last issue here:
https://forums.triplea-game.org/topic/989/open-aa-revised-bug-aa-fire-casualty-selection-issues -
Does anyone help me how to preperly create "Objectives file" and and objectives panel. Seems like there are hidden rules about that for example zip name is world_war_ii_v3 while objectives name is "World_War_II_v3_1941" XML one is "WW2v3-1941"