TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Over the Top- new WWI mod

    Scheduled Pinned Locked Moved Maps & Mods
    54 Posts 11 Posters 24.6k Views 11 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • panzermanP Offline
      panzerman @djabwana
      last edited by

      @djabwana awsome

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

        @beelee It's not a perfect game, but it's a pretty game ๐Ÿ˜‰

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

          @djabwana @GenerationKILL

          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 ๐Ÿ™‚

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

            @beelee Thanks! I didn't know about those forums but I just responded there.

            What do you mean by updating to YAML version 3?

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

              @djabwana

              right arm RightArm.png

              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

              Screenshot from 2025-06-29 22-59-31.png

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

                Hi @djabwana

                I didn't see your post over there. Maybe you have to join ? pita Idk ๐Ÿ™‚

                I'll link it again with a shot of his latest.

                https://www.axisandallies.org/forums/topic/36205/over-the-top/5?_=1751256293122

                Screenshot from 2025-06-29 23-08-18.png

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

                  @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.

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

                    @djabwana

                    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 ๐Ÿ™‚

                    He was a playtester on the new North Africa game. Knows a lot of the wheels fwiw ๐Ÿ™‚

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

                      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 โ€œbuildโ€ 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 donโ€™t 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 doesnโ€™t 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 โ€œnormalโ€ 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 donโ€™t 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!

                      1 Reply Last reply Reply Quote 1
                      • TheDogT Offline
                        TheDog
                        last edited by TheDog

                        @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 & Steel

                        eg (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 Railguns

                        Search 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-thread

                        Here 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

                        https://forums.triplea-game.org/tags/thedog
                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                        1 Reply Last reply Reply Quote 1

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better ๐Ÿ’—

                        Register Login
                        • 1
                        • 2
                        • 3
                        • 1 / 3
                        • First post
                          Last post
                        Copyright ยฉ 2016-2018 TripleA-Devs | Powered by NodeBB Forums