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    WW2 Oil and Snow (1st ed.) NEW MAP RELEASE

    Scheduled Pinned Locked Moved Maps & Mods
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    • ebbeE Offline
      ebbe @jkprince
      last edited by ebbe

      @joseph-prince said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:

      are lib

      Hej thanks for feedback:

      1. yes liberation should sound different, lost it on my to do list thnxs
      2. A.I. response japanese
        : can I do something about that...hmm.. I have the feeling A.I. sometimes just takes different approaches... to be less predictable, that was certainely the vcase this time then....
      3. Music softer.... I 'll fix that... the drama I like somehow... but true it has been a headache issue solving the sounds at intro... still on my list if solvable at all...

      and about the Spain placement suggestion: I choose a game with Name /terrain Labels, they acquire some space also

      jkprinceJ 1 Reply Last reply Reply Quote 2
      • ebbeE Offline
        ebbe @Schulz
        last edited by ebbe

        @schulz okej thanks for sharing this views...you definately educated me & convinced me with strong arguments....... history sometimes is a complex thing... let's game ... 😉

        1 Reply Last reply Reply Quote 1
        • jkprinceJ Offline
          jkprince @ebbe
          last edited by jkprince

          @ebbe tempsnip3.png
          It still can fit a good number of units each territory, even with the sizable name and terrain labels. Also, many players like to lower the unit size, so in some cases even more could fit

          ebbeE 1 Reply Last reply Reply Quote 1
          • ebbeE Offline
            ebbe @jkprince
            last edited by

            @joseph-prince yes, for Sweden it was planned to do so... but I am moving slowly piece by piece...

            jkprinceJ 1 Reply Last reply Reply Quote 2
            • jkprinceJ Offline
              jkprince @ebbe
              last edited by

              @ebbe Ok, I am just saying that each neutral should have at least 3-4 territories not necessarily in the layout I posted, but in a way that a land invasion of the country cannot take the capital in a single turn. What will be the colours of the new neutral countries units? (I see Turkey is yellow, I presume Sweden will be light blue or turquoise while Spain will be purple?)

              Also, a slightly unrelated question... once you finish this 1941 version will you make any variants from earlier in the war? In particular I want to see either a 1939 or a 1936 (which would have a greatly more complex diplomacy system) version. Or are there any other projects you are thinking of?

              ebbeE 2 Replies Last reply Reply Quote 2
              • SchulzS Offline
                Schulz
                last edited by

                I can see no good reasons of having WWII scenarios before 1941 honestly.

                It won't be interesting to see Germany conquering Poland, France or the Balkans all the time. It is repetitive and controlling these kind of nations without much choice wouldn't be enjoyable.

                Yes realistically Germany could bogged down on the Northern France and it would led and interesting alternative history but WWII would just end in here.

                I've always though what is the point of having France in NWO/WaW when it is doomed to fall in r3? Why not just strting the game just after the Fall of France?

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

                  @schulz The Brazilians were not even that. What they "contributed" was paid for by the United States of America far in excess of its actual value and took a ridiculously long time of training until accepted as operative. I'm certain that, if the United States of America would have used the same resources for themselves, they would have got more and faster than giving any money to the Brazilians.

                  1 Reply Last reply Reply Quote 1
                  • ebbeE Offline
                    ebbe @jkprince
                    last edited by

                    1.7 uploaded.... end of weekend..... 😉

                    1 Reply Last reply Reply Quote 2
                    • ebbeE Offline
                      ebbe @jkprince
                      last edited by

                      @joseph-prince Hej: my projects? I am becoming father in few weeks so that is the end of free time all other projects I suppose 😉
                      My next project for autumn will be a decent 12 player Shogun/Feudal japan or a 2 player macro scale Stalingrad ....
                      -Sweden light blue indeed and Spain Light yellow....

                      neutrals: the size of the map choosen and layout up till now doesn't allow me to give neutrals space for capital AND 2 or 3 more spaces... I make Sweden and Spain 2 territories each, north and south.

                      ebbeE 1 Reply Last reply Reply Quote 2
                      • ebbeE Offline
                        ebbe @ebbe
                        last edited by

                        @Schulz Starting time game: yes a topic often coming around:
                        for me personally the pearl harbour start moment is too late for
                        experiencing all the european action; starting after fall of France would keep Japan many turns only active in China.... in my option I thought would be interesting to have Greece still unoccupied as jumping -board for Allies and 1 turn preparations for Barbarossa would be best. As for most the Western front after fall of france was a sitting duck 🙂 Japan starts earlier now yhan historiclly but yes, sometimes one needs to sacrifice history for gameplay

                        ebbeE 1 Reply Last reply Reply Quote 2
                        • ebbeE Offline
                          ebbe @ebbe
                          last edited by

                          @Cernel : okej, clear... but I wanted the Smoking Cobras expeditionary force into the game,
                          Distintivo_da_FEBsmall.png
                          Brazils input might have been sponsered and small, but I thought it was enough to be represented ingame.... !! Their expeditionary force came late and was only 3 battaliions, 15,000 men... but fought upto italy. And their small navy and airforce did really good job on sub hunting and convoy protection...

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

                            I would suggest setting up countries totally unplayable (no income collection, mobilization, relocating units etc...) until they join the war. I mean like how nations join the war in CrazyG's WW1 map.

                            "This country will join the war in round:x because of destiny" does not make sense to me either. Just because a country joined the war on a certain date is not mean the otherwise couldn't happen.

                            Also the game can be anachronistic too. Because the most enjoyable part is wondering "Where and how deep the Axis will advance on Russia, N.Africa and the Pacific?" That's why I think 1941 starting date is more interesting than 1942 regardless of the starting month. 1940 is also ok if starts after the Battle of Britain .

                            ebbeE 1 Reply Last reply Reply Quote 1
                            • ebbeE Offline
                              ebbe @Schulz
                              last edited by ebbe

                              Funny Bug appeared: In my scenario if you want to build a Battleship or Carrier you don't have to buy a hull when purchasing: but when the ship of choice is placed , it will appear as a carrier- or battleship hull.

                              hulls.png

                              In the next turn it will automatically be switched into a readybuild ship...
                              it worked fine but some testers had the bug/situation where the hull would remain, (as the consumeHull didn't work properly),*
                              and by this could add another ship for free every turn ..
                              woehahaha... evil...
                              I added now also a remove Hull so that it works for sure... 1.8 update added. 😉

                              ebbeE 1 Reply Last reply Reply Quote 2
                              • ebbeE Offline
                                ebbe @ebbe
                                last edited by

                                @wc_sumpton @Hepps

                                TO REPAIR OR NOT TO REPAIR that is the question...

                                Okej, personally in my ideal map, repairing all constructions as well as 2 hit units is done by a pop-up at game start, so that one has the choice to spend PU's on that and certainely not done for free. .
                                For now constructions can be Repaired by this popup and Battle Units have the option to be autorepaired in the presence of a repairing unit.... for free?

                                There are situations that for example a battleship is involved in battle and automatically takes in the first hit to avoid loss of other navy. I like the consequence used in f.e. Hepps Total War where the ship gets a less powerfull damaged stand-in.

                                But if this ship would lay next to a home factory it would immediately be auto-repaired for free , in end of this turn or start next turn , depending on setting. That seems to out of ballance for me.

                                For this I started making a Repair Damage -token, which can be bought to repair 2-hit units. (in my case Battleship carrier geavyArmour and Heavy Battleship )

                                Works fine : I let a trigger replace the damaged unit and the repair token with a healed unit.... but with one exception: I don't manage to get it functioning in PLACEMENT PHASE, for BOTH sea and land units. ( to avoid too many options / units to choose from in Purchase screen.

                                And placementAnySeaZone' option only seems to work player connected, not unit. 😞 Any idea anyone?

                                ebbeE 1 Reply Last reply Reply Quote 1
                                • ebbeE Offline
                                  ebbe @ebbe
                                  last edited by

                                  @ebbe okej,still continuing but at a slower speed.... .... fixed some minor bugs, got the repair system for carriers battleships and fortifications working... you gotta pay yo get this fixed,

                                  repair.jpg

                                  no more easy first hit automatically on your double/triple hitpoint units 😉
                                  and ready for 1.9 update...but still having a challenge with one issue:

                                  I simply one have a trigger to change ownership of some territories,
                                  from neutral to active player... but cannot find the clue:

                                  wc_sumptonW 1 Reply Last reply Reply Quote 2
                                  • ebbeE Offline
                                    ebbe
                                    last edited by ebbe

                                    @ebbe okej,still continuing but at a slower speed.... .... fixed some minor bugs, got the repair system for carriers battleships and fortifications working... you gotta pay yo get this fixed,

                                    repair.jpg

                                    no more easy first hit automatically on your double/triple hitpoint units 😉
                                    and ready for 1.9 update...

                                    1 Reply Last reply Reply Quote 1
                                    • wc_sumptonW Offline
                                      wc_sumpton @ebbe
                                      last edited by

                                      @ebbe said in WW2 Oil and Snow (1st ed.) NEW MAP RELEASE:

                                      I simply one have a trigger to change ownership of some territories,
                                      from neutral to active player... but cannot find the clue:

                                      <attachment name="triggerAttachmentBurmaChineseOwnership" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                         <option name="conditions" value="conditionAttachmentAlwaysTrue"/>
                                         <option name="territories" value="Burma"/>
                                         <option name="territoryAttachmentName" value="TerritoryAttachment" count="territoryAttachment"/>
                                         <option name="territoryProperty" value="originalOwner" count="Chinese"/>
                                         <option name="when" value="before:chineseEndTurn"/>
                                      </attachment>
                                      

                                      Is this what you are looking for?

                                      Cheers...

                                      ebbeE 1 Reply Last reply Reply Quote 1
                                      • ebbeE Offline
                                        ebbe @wc_sumpton
                                        last edited by ebbe

                                        @wc_sumpton thanks for the suggestion: I fixed it with a <option name='changeOwnership' value='X:X:false'/>

                                        ebbeE 1 Reply Last reply Reply Quote 2
                                        • ebbeE Offline
                                          ebbe @ebbe
                                          last edited by ebbe

                                          @ebbe

                                          Final issue that tortures my brains 🙂

                                          -I like to have some territories in which Airplanes cannot land ...after battle and by this , not at start of a players turn.

                                          like some remote territories that have to challenging terrain... (like Greenland) or small islands require first to build an airfield to be able to host bombers....for example... anyway...

                                          So i could use a part of the Railroad approach, but then air units cannot fly over that specific "ruled out" territory...

                                          would the only option be a -reset- for the territory after combat...? That would be too much coding and
                                          then still it would be impossible to retreat over it.....

                                          has anyone out here maybe a Genius idea / suggestion?

                                          I like to implement it too in future maps with more micro level maps in which airfield-functions can be limited to few specific areas.

                                          HeppsH ebbeE 2 Replies Last reply Reply Quote 1
                                          • HeppsH Offline
                                            Hepps Moderators @ebbe
                                            last edited by Hepps

                                            @ebbe You could trigger the territories you want, to turn into water="true" after the combat moves then change back after the end of the players turn.

                                            I haven't tested it. But might work

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

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