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    Over the Top- new WWI mod

    Scheduled Pinned Locked Moved Maps & Mods
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    • GenerationKILLG Offline
      GenerationKILL @djabwana
      last edited by

      @djabwana @Schulz @Hepps
      My bad lol, I forgot we were using the original version

      Yeah I'm down to battle whoever......tired of beating @djabwana all the time ๐Ÿ˜‰
      Nice to have new adversaries

      Maybe we can start an official game test thread with pics or something

      B HeppsH 2 Replies Last reply Reply Quote 1
      • SchulzS Offline
        Schulz
        last edited by

        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.
        1 Reply Last reply Reply Quote 0
        • B Offline
          beelee @GenerationKILL
          last edited by

          @GenerationKILL

          Hey General. Put the sword down and grab something 30 caliber. ๐Ÿ™‚

          You should play a game in the lobby. You need some visibility.

          This is a Monster Game just waiting to take off : )

          1 Reply Last reply Reply Quote 0
          • djabwanaD Offline
            djabwana
            last edited by

            @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!

            panzermanP 1 Reply Last reply Reply Quote 0
            • djabwanaD Offline
              djabwana
              last edited by djabwana

              @Schulz @Hepps Here's our current game in the 7th round. I do think we still have some balance issues but you can see that the Central Powers have gained ground and are doing well overall.

              2020-12-27-Over-The-Top.tsvg

              1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @GenerationKILL
                last edited by

                @GenerationKILL Just taking a look at this... noticed some of the rail lines don't really represent the connections you created.

                OTT Rail issue.png

                "A joyous heart sours with the burden of expectation"
                Hepster

                djabwanaD 1 Reply Last reply Reply Quote 0
                • djabwanaD Offline
                  djabwana @Hepps
                  last edited by

                  @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

                  panzermanP 1 Reply Last reply Reply Quote 0
                  • GenerationKILLG Offline
                    GenerationKILL
                    last edited by

                    Yeah that's my bad, I should have placed the hub at the intersection. Good catch

                    1 Reply Last reply Reply Quote 0
                    • T Offline
                      TankTop
                      last edited by

                      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...

                      djabwanaD 1 Reply Last reply Reply Quote 0
                      • djabwanaD Offline
                        djabwana @TankTop
                        last edited by

                        @TankTop Thank you so much for trying it out! Yes, unfortunately, due to the novel elements of the game, AI is pretty much broken. I'm not sure how to solve that since in my/our mind the ranged munitions and trenches are my favorite mechanics in the game and we don't want to sacrifice them to get the AI playable.

                        Heavy artillery are so powerful (especially since they unlock rail guns and emplaced heavy artillery) we felt they needed to be a hefty investment to not be overpowered. Feel free to bump up the default bid amounts if you want a faction to have a shot at having that tech at the start of the game.

                        B 1 Reply Last reply Reply Quote 1
                        • B Offline
                          beelee @djabwana
                          last edited by

                          @djabwana In case you are unaware, there is a git issue

                          https://github.com/triplea-game/triplea/issues/9087

                          djabwanaD 1 Reply Last reply Reply Quote 0
                          • djabwanaD Offline
                            djabwana @beelee
                            last edited by

                            @beelee Thank you! This is only possible if someone uses edit mode to put in the wrong kind of trench and then there's a battle. Trenches-If-Defended are only there for the battle calculator, since normal/real trenches are capturable during combat move and thus don't appear in the calculator (even though they will participate in the combat later)

                            1 Reply Last reply Reply Quote 1
                            • SchulzS Offline
                              Schulz
                              last edited by

                              @djabwana @GenerationKILL Any possibility to reconsidering some of the unit images? As much as I like the unit images, I would want to see slightly altered versions of some of them.

                              For example I would definitely prefer infantries that points their gun to a direction parallel to the floor as much as possible like Russian (my favourite infantry image on TripleA) and American ones while standing shooting/assault position.

                              I would prefer to see artilleries with the same aspect.


                              Also I would prefer all nations having their state flags. The Ottoman flag was actually different than the Republic of Turkey's flag. Though never standardized in the Ottoman era as much as I know but

                              Ottoman Flag

                              ottoman-empire-devlet-i-aliyye-i-osmaniyye-empire-1299-1923-flag-1844-1923-11530968.png

                              Turkey flag

                              220px-Flag_of_Turkey.svg.png

                              panzermanP 1 Reply Last reply Reply Quote 0
                              • Z Offline
                                zlefin Moderators
                                last edited by

                                What are the rules on placing bid units on this map? The default map options seem to include a fair bit of 'bid' placed units for many of the central powers. I can't find anything in the rules covering what limits there are, if any, on what you can place where. In particular, is there a limit of like one, or a few, per territory? Or can one drop massed infantry all in one spot?

                                Since this seems to be an intentional map feature for the start; rather than a manual bid to correct map balanced, I'm not sure what the intent is on placement rules.

                                C 1 Reply Last reply Reply Quote 0
                                • C Offline
                                  Cernel Moderators @zlefin
                                  last edited by

                                  @zlefin said in Over the Top- new WWI mod:

                                  What are the rules on placing bid units on this map?

                                  As in every case (beside "those" game which have rule-books) nothing user-enforced is detailed in notes, the rules are what the program does.

                                  can one drop massed infantry all in one spot?

                                  Yes: one can can bid full infantry and place them all in one territory.

                                  1 Reply Last reply Reply Quote 0
                                  • Z Offline
                                    zlefin Moderators
                                    last edited by

                                    Some people have been playing this lately, and stated they wanted to contact the mapmaker, but they aren't on this forum, anyone know how to contact the mapmaker? Or if they themself show up, that'd work too ofc ๐Ÿ™‚

                                    B djabwanaD 2 Replies Last reply Reply Quote 1
                                    • B Offline
                                      beelee @zlefin
                                      last edited by beelee

                                      @zlefin

                                      yea I think there on github. I'll try and find there info brb

                                      Edit
                                      yea he's @jdimeo Idk how to contact him directly, so i just made a issue and pinged him. Hopefully he'll see it ๐Ÿ™‚

                                      https://github.com/triplea-maps/over_the_top

                                      Edit 2
                                      His last commit was less than a month ago so he's still around anyway ๐Ÿ™‚

                                      1 Reply Last reply Reply Quote 0
                                      • djabwanaD Offline
                                        djabwana @zlefin
                                        last edited by

                                        @zlefin hey! I'm thrilled you are playing it. What are your questions?

                                        @beelee thank you so much for tagging me! I am still active here and did get the original notification.

                                        We're actually putting the finishing touches on a "Version 2" and are about to publish it.

                                        B panzermanP 2 Replies Last reply Reply Quote 1
                                        • B Offline
                                          beelee @djabwana
                                          last edited by

                                          @djabwana said in Over the Top- new WWI mod:

                                          We're actually putting the finishing touches on a "Version 2" and are about to publish it.

                                          :beaming_face_with_smiling_eyes:

                                          1 Reply Last reply Reply Quote 0
                                          • panzermanP Offline
                                            panzerman @djabwana
                                            last edited by

                                            over the top mod.tsvg @djabwana I am actually the guy who has been promoting it Panzerman and I made some house rules and a mod, I will send both for your consideration,[0_1748872526535_over the top house rules.docx](Uploading 100%)
                                            Over the Top House Rules mod indicates changes. Austria does not have to be defeated first. Ideally, infantry should defend at a 2.
                                            USA factory changes back to America once enters war so that you can build planes. If that area is occupied USA may place one plane in Paris instead. USA may not attack German ships until they join but may transport troops however Germany can sink but cannot be escorted by USA destroyers.
                                            Shelling restrictions and at starting entrenched coastal guns:
                                            A unit shelling must stop its movement. France and Russia may pick where they want their starting port coastal gun. Only coastal shelling of Shipyards is allowed plus you can target the one costal artillery. This means the defender has to pick the one coastal artillery excluding bunkers. Shells are also limited per number of units amphibiously or coast invading units, but you can use leftover to shell other targets. There are no free shots from entrenched gun against land and only 2 shells for naval, but you cannot shell subs even with a destroyer. Only 1 entrenched gun at sea ports are considered coastal except the starting Ottoman one. Rail guns cannot shell naval targets. You cannot shell mines unless you have at least one ship or sub that investigates.
                                            Air & Strategic raids of rail, airfield and factories or combination of both
                                            Air superiority involves the number of attacking and defending air units. The first hits count towards planes and zeps per number of fighters on each side or if you play dice, itโ€™s easy to see. You may pick a lower value zep over a fighter. At least one infantry is required to attack with artillery so you can have 1 guy and 20 artilleries however you can conquer an empty territory with artillery alone or if you are rescuing you capital.
                                            Fighters and zeps only support artillery, not infantry, so you can only attack if you have artillery piece but this is not requirement with bomber. Or you could have one plane per artillery, player pick. You could also play like this with the artillery see below
                                            Non-armored trains are considered captured and spoils of war. AA guns if alone get a one defense so edit them into a man. However, all defending air units including fighters, if caught alone, with defending units, get to escape up to range if attacking air is not in the mix. Planes do not get to defend bunkers alone; the bunker must have a land unit and the bunkers are considered captured.
                                            When heavy bomber is achieved also put game on LL. The best way to do strategic raids is use Sweden and Norway territories to set this up and announce which raid you are doing. Edit in the attacking and defending targets both players intend to use including AA gun and factory before the 2nd combat phase. Then you will have to use edit move each plane and say if you want to bomb or attack. Retreat after one round and edit in the results including factory damage. You only have to edit out defending fighters if the same area is getting attacked and remember not the use the attacking planes twice. Question must be asked if defending player wants to scramble to bombing of factory or rail but if attacking airfield player has no choice.
                                            The whole rail thing is very odd for instance, you can attack trains with fighters but the game will not let you defend them even with edit. So you could play that any defending fighters in defending areas can be used to defend rail but if area being simultaneously attacked a decision must be made. You will have to use the set up mentioned above for attacking defending planes and then regular play for attacking the rail and you can pick an unarmed trains first.
                                            Sea shit
                                            Submarines are picked last as casualties for both attacking and defending unless destroyers are involved. The easiest way to do this is once the game system tells you that you can submerge you must state picking Submarines last. In defending Submarines only situations, freighters, bombers, subs, and zeps and fighters can sink subs but you have to have a destroyer of course except for other subs. They get a one round and must submerge after first round even with paired with destroyer. You donโ€™t have to submerge subs if attacker has no more destroyers just pick subs last.
                                            If a destroyer or Freighters is not present, a free, 1 round only Sub sneak-attack is allowed. This means no hits from all the other ships count but you may edit pick a trannie as your casualty if applicable.
                                            Troop-Transports, not Freighters, are only sunk per attacking ship or air so no more one sub killing 20 Troop-Transports. Edit surviving boats back into the same sea zone. They have to be picked last for defense unless attacking subs AND AIR ARE still in the mix. You may not bring them into battle unless beach landing plus it does not block so edit move past them. Freighters do block. Likewise unarmed trains must be picked last.
                                            Harbor-Defenses do not defend against air units so edit them out if attacking with air only or if a combination of both, select naval units first as casualties. Harbor-Defenses block Submarine movement.

                                            Other belligerents
                                            Ottomans may only attack Russia and vice versa the first round but may combine fleets. Romania joins Russia turn 3 Bulgaria joins Germany turn 2. Upon Russiaโ€™s second round, the amount of Hungarian troops that were there, turn Russian with factory so you can buy for them and or reinforce but starts 3rd. Make sure all Austrian troops are out there by round 2.
                                            Italy joins Allies turn 2 but CANโ€™T can be reinforced by France until 2nd round. If France combines fleet with Italy consider sz 30 still neutral, canโ€™t be attacked or attack out of.
                                            Greece remains neutral unless the Allies land a ground unit there starting turn 3. Additionally, the sea zones on both sides must be cleared. It turns French with Factory and starting game units that were British but make them French.
                                            Arab uprising happens British Commonwealth round 3; 2 Entrenchments, 2 Cavalry and 1 Field-Artillery all BCW each in Hejaz, Al-Hawa and Oman. Additionally, a Factory in Oman. The Ottoman infantry there must be edited moved away to adjacent territory. The factory in Oman is removed is once conquered by and the brits canโ€™t make ships. The commies do not get to share Russian tech.

                                            djabwanaD GenerationKILLG 2 Replies Last reply Reply Quote 0

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