Over the Top- new WWI mod
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@Schulz the way we implemented trenches is novel (as far as I know) and adds realism and fun by not having them "shoot" by themselves (with a non-zero defensive power) but just absorb hits. This means you have to have some unit in the trenches to have them be useful (and to not have them be easily captured). To achieve this, I had to use triggers to change their attributes between combat move (when they are able to be captured) and combat (when they should participate in battle). I'm dealing with the limitations of TripleA by putting one trench per faction at the top of the board near the "Over the Top" logo
to ensure that it's always present in the battle calculator. Changing the 2HP and adding defensive fundamentally changes the battle simulation and the odds would no longer be accurate (changing hit points to defensive power makes the battle very different). -
Also forgot to mention there should have been victory conditions and draw option would be a nice addition as well.
Without draw option, I feel games end mostly anti-climaticly because of the cumulative nature of the A&A, turning the tide of wars after seatback rarely happens hence there should have been a strong reason to keep the loser side in the game instead of forcing them to surrender early rounds. Hence loser side will continue to pursue draw rather than victory at that point.
Of course its hard to represent draw option but I believe there are plenty of undiscovered ways to represent it. For example, draw occurs in my game if no side achieve its economic victory within 20 rounds.
BTW i would like to learn how to generate territory names exactly like this.
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@Schulz Yes, draw options are definitely a good suggestion. I never really thought about that; I've always been bent on complete destruction of the enemy and nothing less
. I'm not sure what would constitute a draw in our game though without the winning side being 'cheated' out of victory.The text is created on the relief tiles map as an overlay. The triplea territory labels generated by the game are just hidden.
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Actually there could be another ways to prolong games like giving bonus incomes to loser side one time when their production capacity reduced to certain level. Just I wouldn't want loser side to be forced surrender too early due to early blunders.
We played 1 multi game in the lobby which ended in r2 with Entente victory. Too early to say but the game looked us to significant Entente advantage or probably Central powers have not much luxury to make mistake in r1.
What is the optimal Central Power's openings?
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We played 1 multi game in the lobby which ended in r2 with Entente victory. Too early to say but the game looked us to significant Entente advantage or probably Central powers have not much luxury to make mistake in r1.
A game that is decisively over in round 2 does not bode well for game balance, unless the round 1 moves on the part of the Central Powers were catastrophic blunders.
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@Hepps @Schulz Wow, that is unusual! @GenerationKILL , another tester, and I are on round 13 of our game and Central Powers are actually looking very good. They are always behind in TUV and income, but Allies have a very hard time mobilizing and gaining ground. I do think it's true that Central Powers has to be very careful the first two rounds so that has something to do with it.
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@djabwana Could you share your load game?
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@Schulz @Hepps
French Round 14.tsvgHere is our current game. I'm playing the Central Powers (as usual). The first couple rounds are most certainly crucial. I've never lost decisively in 2 rounds though, but then again I know this game inside and out so I know what to watch out for. I can't tell you the "perfect" opening moves as I've done something different each time, some more successful then others. The bid creates new opportunities to explore as well, so it's really about where and what you focus on in Round 1
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@GenerationKILL @Schulz Heads up that you'll get an error when trying to open this file because the map is "over-the-top" in this game instead of "over_the_top"

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Is there any way to make it loadable? I would just want to see particularly openings and how does Entente react.
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@Schulz No, this is because of necessary changes I had to make because of the particular way the engine expects things to be named, so all of our previous testing games can no longer be loaded on the "real" version you download through the game now. We'll just have to start another game and we'll definitely share the file (or you and @GenerationKILL can play directly!)
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Of course, I will post load games if I will be able to play it on the lobby again.
My suggestions:
- Bonus incomes once to loser side via trigger/draw option or both as I said. It is the most important thing for me as casual player I would definitely want it.
- Adding victory conditions to both engine and notes.
- Adding notes a strategy guide that mostly emphasize optimal round 1 movements.
- Its hard to check zeppelins due to their 8 movement power.
- Gallipoli should really connect to Istanbul.
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Hey General. Put the sword down and grab something 30 caliber.

You should play a game in the lobby. You need some visibility.
This is a Monster Game just waiting to take off : )
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@Schulz @GenerationKILL I just released a new version of the map, though I haven't opened a new pull request to bump the version so you'll have to delete and re-download if you want to try it.
I fixed some issues (sub vs. air logic, emplaced artillery repair, simplified train "battles") and added projection of power, total, and economic victory options.
We're playing another game now with this version and will post the load game soon as soon as we're in a couple rounds. As Central Powers, I committed most of my firepower to break through the Alps and into Italy. We'll see how it goes!
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@GenerationKILL Just taking a look at this... noticed some of the rail lines don't really represent the connections you created.

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@Hepps Good catch. That is a question for @GenerationKILL. I wrote code that automatically finds connections based on adjacency, and it worked really well (didn't require hardly any hand corrections) but as you can see- those two territories aren't really connected as much as it shouldn't cost the extra movement based on how it's drawn. I had assumed my code was correct and the railroad drawings were just stylistic, but I should confirm that with him and see if we need to manually add in some "hop" connections to account for the way the tiles were drawn
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Yeah that's my bad, I should have placed the hub at the intersection. Good catch
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Hi ! I just played the map against the AI and noticed that it does not seem to take trenches into account in its calculations, leading it to make suicidal attacks that would be reasonable if no defending trenches were present. It ruins the map when playing against the AI by giving to the human player a big advantage. I know that trenches must be added manually in the battle calculator by the human player but the AI does not seem to do it on its side.
The AI does not seem to know how to use long range ammunitions. If its ammunition-spawning ships were already moved to battle before they spawn then fine they will be used anyway, but if not, it will just keep them where they spawned instead of using them to attack something. This gives a big advantage to the human player on the sea.
Otherwise I enjoyed the new mechanisms like trains and long range ammunitions. It's a pity that research to unlock heavy artillery is so expensive, it makes those two new interesting units difficult to try...
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