Over the Top- new WWI mod
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@djabwana one request outside of my house rules, don't make the railroad spots harder to find then the G spot giggidy. Hopefully my house rules have inspired you to make it more historical.
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We have just launched version 2.0 and it is now available for download!
@panzerman I think you have some great ideas but I mostly defer to @GenerationKILL on the historical rules and unit design. We did fix the sub rules and remove AA units altogether, as well as moving the rail zones to the "top" of the map so they are more easily selectable - I agree that selecting rail zones and the units in them is really tricky! Also, we added Lawrence of Ariabia and Bedouins for the Arab uprising.
Commies sharing Russia tech was an accident at first, but then we really liked it, because as the revolutionaries move closer to the capital, they are finding and using Russian units..
If there are any house rules that you have listed that are really annoying to implement with edit mode and you would love to have them just be base rules, please make an issue here: https://github.com/triplea-maps/over_the_top/issues/new and we'll see if we can integrate it into a future version.
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Awesome !
I suggest updating the yaml to version 3 and do a PR. I will ping the thread at the A&A site with this.
Well done

Edit
Wow ! The Ocean looks Way Cool !
Western Front looks different too

You might want to list all the changes so there easy to see. I see you have them listed in the changelog but maybe a more in depth would be good for promo thread ?

Edit
Here the A&A thread if you want to promote it there as well
https://www.axisandallies.org/forums/topic/36205/over-the-top/2?_=1750731694330Once again well done

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@djabwana awsome
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@beelee It's not a perfect game, but it's a pretty game

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Hi guys
You got a hit at the A&A site https://www.axisandallies.org/forums/topic/36205/over-the-top/4?_=1751250888520
He's a very experienced and highly respected player so thought I'd ping you

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@beelee Thanks! I didn't know about those forums but I just responded there.
What do you mean by updating to YAML version 3?
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right arm

yea so the yaml will let people who have already DL'd it know there's a new version. Any current DL will still give the latest.
https://github.com/triplea-game/triplea/blob/master/triplea_maps.yaml#L2199
I have trouble with the search on yaml but you are L 2199
Change version number from 2 to 3. Have to be whole numbers when you change. Then do a PR and I or someone will merge it

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Hi @djabwana
I didn't see your post over there. Maybe you have to join ? pita Idk

I'll link it again with a shot of his latest.
https://www.axisandallies.org/forums/topic/36205/over-the-top/5?_=1751256293122

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@beelee Yes, I'm waiting for a moderator to approve my post, probably because I'm a new user.
I'll open that PR soon, will likely need to revise the game notes based on his feedback.
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ah ok. He's on right now so i just pinge him the link here again lol
Edit
ahh I guess he's gone now
He was a playtester on the new North Africa game. Knows a lot of the wheels fwiw

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Here's what I had posted there:
@AndrewAAGamer Thank you so much for trying out our map!
Alas, yes, our map does not work well with AI because of the two combat moves with a βbuildβ phase in between for the battleships to create the munitions. You do have to manually restrict your movement to not blitz like that to honor the intent. I donβt know of any other way to accomplish the munition mechanic in the TripleA engine, which is one of our favorite parts of this map, without causing issues like this.
Also, the AI doesnβt properly account for the defense effect of trenches. Again, I had to use rules that marked trenches as capturable infrastructure during the combat moves, so that undefended trenches can be captured, but then they switch back to βnormalβ defending units for combat. We humans can plug in a trenches value into the battle calculator, but the AI consistently underestimates the offense needed against territories with trenches.
So yes- unfortunately, due to the unique mechanics we implemented, I donβt think we can ever really fully support AI.
The victory conditions are either victory cities or economic victory based on the game options.
Thank you @beelee for alerting me to this thread!
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@djabwana
You can restrict the movement of units by step and switch them on & off, between steps, not just by turn as in 1888A Steam & Steeleg (I have not played your game, so this will probably be wrong)
turn off all movement for none Battleships/Cruisers, Heavy Artillery, and Railguns
step Move Battleships/Cruisers, Heavy Artillery, and Railguns
turn on all movement for none Battleships/Cruisers, Heavy Artillery, and RailgunsSearch go winter in the xml and apply the principles to different step phases of a turn
https://forums.triplea-game.org/topic/4056/1888a-steam-steel-official-threadHere is an overview, there are a lot of components, you will not them all
- Winter
- Search go winter in the xml to see the components that make up how to use terrain effects and a dummy player
- needs an allied dummy player, eg. winterp
- define TT & SZ to be affected
- define a new allied relationship eg winterr allows combat takes over in TT/SZ (oops has no go winter)
- needs a WinterLand & WinterSea to be shown in the TT & SZ
- define territoryEffect eg. Winter
- Triggers to make it happen when you want it. Note -reset- has to redefine the TT/SZ when a TT/SZ changes effect
Hope this helps
- Winter
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