Over the Top- new WWI mod
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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 โbuildโ 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 donโt 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 doesnโt 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 โnormalโ 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 donโt 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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