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

    Scheduled Pinned Locked Moved Maps & Mods
    205 Posts 17 Posters 145.8k Views 13 Watching
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    • General_ZodG Offline
      General_Zod Moderators @ebbe
      last edited by General_Zod

      @ebbe Off the top of my head, I've got some alternate methods of handling out of supply due to encirclement by enemy.

      First of all, is it logical to give the encircled army a defensive penalty? Historically Stalingrad and Leningrad held the military lines. In fact they dug in like ticks within the city limits within the rubble.

      The out of supply situation was terrible for the denizens however. They were severely rationed on everything.

      Anyways this would definitely affect moral of the army. I would go with desertions as the main penalty on the army. Chance roll perhaps that increase chance as long as encircled. The territory economy and production should be slashed though.

      So maybe attached convoys routes will function well for this purpose.

      <!-- Convoy Centers, Convoy Routes, Blockade Zones -->
      <!-- Convoy Routes must be attached to both the Requiring territory and the Required territory. Sea convoys can have income too, and if they do then they operate just like Convoy Centers for the income

      <attachment name="territoryAttachment" attachTo="13 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">

      <option name="production" value="0"/>
      <option name="convoyRoute" value="true"/>
      <option name="convoyAttached" value=""/>
      </attachment>

      <attachment name="territoryAttachment" attachTo="14 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">

      <option name="production" value="2"/>
      <option name="convoyRoute" value="true"/>
      <option name="convoyAttached" value=""/>
      </attachment> -->

      They impose the territories economic/production penalty automaticllay too.

      Also land blokades might be possible for a increased economic penalty.

      ebbeE 1 Reply Last reply Reply Quote 0
      • ebbeE Offline
        ebbe @General_Zod
        last edited by ebbe

        @general_zod

        okej I got it working... sorry for the turmoil and unnecessary post.. sometimes one just has to try a it a bit harder with after more sleep 😉
        so .... yes I fully agree with you..... still wanted to have some impact after 4 or more months of being besieged in battle readiness, especially attacking...

        This whole idea was one of the meassures I wanted to take , with max.placement and max amount of cheap units , to avoid to massive stacking I often see in human and both AI players in Victory cities.....
        sometimes deliberately letting themselves getting encircled...
        and still getting the full PU's ...unacceptable .. haha.....

        the economic impact is a good one! didn't think about that.....
        could also be stimulus to get -PU's for the town being besieged every turn... I'll work that out.... the "ration" token could easily generating -1PU or so per turn.. hmm interesting...
        <option name="createsResourcesList" value="-1:PUs"/> when rationing starts and -2 when out of supply... that would hurt a bit more, even mostly psychologically 😉

        and yes, via Terr. effect is easy... but my struggle is how to get this trigger working properly after a city has been besieged one time...
        -How could I set the trigger again for a second occasion , without it spawns every turn a "Ration"-token in the besieged city.. if the attackers do not conquer the place.... and what if germans in Stalingrad get islotaed themselves as they somehow were... anyway: that is the hard part for me in getting the coding well done.. 😉

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

          Actually the most interesting and realistic feature to prevent mega stacks would be having increased upkeeps up to the amount of units per territory.

          For example Germany should pay more upkeep if its 3 infantries are on Belarus rather than 1 in the Baltics 1 in the Belarus and 1 in the Ukraine.

          This could offset typical Axis tendency of rushing Leningrad first which obviosuly the most tempting choice.

          ebbeE 1 Reply Last reply Reply Quote 0
          • ebbeE Offline
            ebbe @Schulz
            last edited by

            @schulz also nice way: but could AI handle that? with a fuel usage scenario for example I doubt that AI really wants to compensate for running out of oil.....

            SchulzS 1 Reply Last reply Reply Quote 0
            • SchulzS Offline
              Schulz @ebbe
              last edited by Schulz

              @ebbe If upkeep rates aren't very high, it is really AI compatible feature, I'am not sure how would it impact combining with oil. Even if AI fails badly they should be still tough opponent if they are given enough bonus incomes.

              ebbeE 1 Reply Last reply Reply Quote 0
              • ebbeE Offline
                ebbe @Schulz
                last edited by ebbe

                so this is working but still a lot of code: if anyone sees a better idea how to connect the trigger with each player / faction / victory city and even the opposite sitaution of invaders getting isloated in enemies VC?? you are very welcome.... my MAP is drowning in triggers..... @hepps --> yes , I seem to be trigger-happy for a hippy... I am on the highway to coding-hell... 😉

                attachment name="unitAttachment" attachTo="ration" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="isInfrastructure" value="true"/><option name="canBeDamaged" value="false"/>
                      <option name="isConstruction" value="true"/>
                      <option name="constructionType" value="rationing"/>
                      <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
                      <option name="maxConstructionsPerTypePerTerr" value="1"/>
                     <option name="createsResourcesList" value="-1:PUs"/>
                    <option name="destroyedWhenCapturedBy" value="BY:Germans:Italians:Vichy-French:Japanese:Russians:Chinese:British:Canadians:ANZAC:Americans:French"/>
                	   <option name="destroyedWhenCapturedBy" value="FROM:Germans:Italians:Vichy-French:Japanese:Russians:Chinese:British:Canadians:ANZAC:Americans:French"/>
                </attachment>
                
                  <attachment name="unitAttachment" attachTo="out_of_supply" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="isInfrastructure" value="true"/><option name="canBeDamaged" value="false"/><option name="consumesUnits" value="1:ration"/> 
                    <option name="createsResourcesList" value="-2:PUs"/>   
                    <option name="destroyedWhenCapturedBy" value="BY:Germans:Italians:Vichy-French:Japanese:Russians:Chinese:British:Canadians:ANZAC:Americans:French"/>
                   <option name="destroyedWhenCapturedBy" value="FROM:Germans:Italians:Vichy-French:Japanese:Russians:Chinese:British:Canadians:ANZAC:Americans:French"/>
                </attachment>
                 
                 <attachment name="supportAttachmentOut_of_Supply" attachTo="out_of_supply" javaClass="UnitSupportAttachment" type="unitType">
                      <option name="unitType" value="bla bla all units"/>
                      <option name="faction" value="allied"/>
                      <option name="side" value="offence:defence"/>
                      <option name="dice" value="strength"/>
                      <option name="bonus" value="-1"/>
                      <option name="number" value="99"/>
                      <option name="bonusType" value="out_of_supply_penalty"/>
                      <option name="impArtTech" value="false"/>
                      <option name="players" value="Germans:Italians:Japanese:Vichy-French:Russians:Chinese:British:Canadians:ANZAC:Americans:French"/>
                </attachment>
                
                  <attachment name="unitAttachment" attachTo="supply" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="isInfrastructure" value="true"/><option name="canBeDamaged" value="false"/><option name="consumesUnits" value="1:out_of_supply"/><option name="whenCapturedChangesInto" value="any:any:false:supply:1"/>
                       <option name="isAirTransportable" value="true"/><option name="isLandTransportable" value="true"/><option name="transportCost" value="1"/>
                       <option name="requiresUnits" value="barracks"/><option name="requiresUnits" value="factory"/><option name="requiresUnits" value="factory_major"/>
                       </attachment>
                
                <!-- OUT  OF SUPPLY TESTT-->
                  <!-- STALINGRAD  STEP1 RATION STEP 2 OUT OF SUPPLY               +   ADD NOTIFICATIONS-->
                      <attachment name="conditionStalingradBesiegedByAxis" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                              <option name="players" value="Americans:Russians:Chinese:British:Canadians:ANZAC:French"/>
                             <option name="enemyPresenceTerritories" value="Rostov:Volgograd:West Kazakhstan" count="3"/><option name="alliedOwnershipTerritories" value="Stalingrad" count="1"/></attachment>
                
                    <attachment name="triggerAttachmentPlaceRationStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                        <option name="conditions" value="conditionStalingradBesiegedByAxis"/>
                        <option name="placement" value="Stalingrad:ration"/>
                        <option name="notification" value="StalingradBesieged"/>
                        <option name="when" value="after:frenchNonCombatMove"/>
                </attachment>
                
                      <attachment name="conditionStalingradBesieged2byAxis" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                          <option name="players" value="Americans:Russians:Chinese:British:Canadians:ANZAC:French"/>
                          <option name="directPresenceTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="ration" count="1"/><option name="alliedOwnershipTerritories" value="Stalingrad" count="1"/></attachment>
                    
                    <attachment name="triggerAttachmentPlaceOut_of_SupplyStalingradByAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                        <option name="conditions" value="conditionStalingradBesieged2byAxis"/>
                        <option name="placement" value="Stalingrad:out_of_supply"/><option name="removeUnits" value="Stalingrad:ration" count="1"/>
                        <option name="notification" value="StalingradBesieged2"/>
                       <option name="when" value="after:frenchNonCombatMove"/>
                </attachment>
                  
                <attachment name="conditionStalingradBesiegedByAllies" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                      <option name="players" value="Germans:Japanese:Italians:Vichy-French"/>
                      <option name="enemyPresenceTerritories" value="Rostov:Volgograd:West Kazakhstan" count="3"/><option name="alliedOwnershipTerritories" value="Stalingrad" count="1"/></attachment>
                
                    <attachment name="triggerAttachmentPlaceRationStalingradbyAllies" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                        <option name="conditions" value="conditionStalingradBesiegedByAllies"/>
                        <option name="placement" value="Stalingrad:ration"/>
                        <option name="notification" value="StalingradBesieged"/>
                        <option name="when" value="after:japaneseNonCombatMove"/>
                </attachment>
                
                <attachment name="conditionStalingradBesieged2byAllies" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                          <option name="players" value="Germans:Japanese:Italians:Vichy-French"/>
                          <option name="directPresenceTerritories" value="Stalingrad" count="1"/><option name="unitPresence" value="ration" count="1"/><option name="alliedOwnershipTerritories" value="Stalingrad" count="1"/></attachment>
                    
                    <attachment name="triggerAttachmentPlaceOut_of_SupplyStalingradByAllies" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                        <option name="conditions" value="conditionStalingradBesieged2byAllies"/>
                        <option name="placement" value="Stalingrad:out_of_supply"/><option name="removeUnits" value="Stalingrad:ration" count="1"/>
                        <option name="notification" value="StalingradBesieged2"/>
                       <option name="when" value="after:japaneseNonCombatMove"/>
                </attachment>
                

                and this means I should repeat this final piece of code for every Victory city...... wholy Moses..... maybe soon I am gonna ask some experienced coders a huge favor to look through my Game.XML before starting next project... somehow I have the feeling I code things not smart enough creating massive amount of coding.. ...

                RogerCooperR 1 Reply Last reply Reply Quote 0
                • RogerCooperR Offline
                  RogerCooper @ebbe
                  last edited by

                  Lots of things can be done with for each loops. For example in AAZ.xml, Zombies are randomly generated by a small amount of code. In WW2v4-Maintenance.xml the Americans receive bonus income equal to the turn#. Big World Logistics Mod has supply lines (without loops).

                  If you want to have higher upkeep in certain territories, all you need to do is to create list of these territories and have a series of events that take PU's if a certain threshold is reached by counting units in those territories.

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

                    @general_zod Your suggestion of handling the economical impact of isolation/being besieged with Convoys Routes works excellent!
                    great idea... thanks... will be implemented for all capitals/urban terr's......

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

                      @ebbe Just to share: VARIABLES !! so usefull!

                      thanks to VERQUINS excellent explaining & sharing...
                      I found these interesting options I was not aware of...
                      (ofcourse most of you Code Wizards know allready so nothing new there...)

                      as seen in PACT OF STEEL 2...
                      (and partly in SCHULZ's AGGRESSION 1941...)
                      but not seen being used so often in general it seems.....

                      I still need some more time to understand the
                      "nested foreach loop" // using the '^' character....
                      that really goes beyond my stoneage coding-understanding , haha...
                      anyway....
                      first variables incl. in my map now and yes it saves a sh*tload of
                      repeating unit- naming and so in my game.xml...!

                      great! thanks for your detailed sharing @VERQUIN

                      <!-- variableList provides a way to define "variables" which represent a list of elements in order to manage that list in a single place and avoid copying-pasting it multiple times. 
                       Whenever the variable name is specified in attachments using :
                       $nameOfVariable$,
                        its replaced with a colon delimited string of the elements (ex. "$russianAntiAirTargets$" would be replaced by "russianFighter:russianTacticalBomber". 
                        They can be used in attachment "foreach" attributes as well to allow having an attachment "template" which then generates multiple attachments by 
                        looping over the elements and replacing each element into 
                        @nameOfVariable@.      This is particularly useful for repetitive attachments where only a few values change across them (see "foreach" below in attachments 
                        for more detail/examples). -->
                        <!--<variableList>
                          <variable name="AntiTankTargets">
                            <element name="germanMech.Infantry"/>
                            <element name="germanTank"/>
                            <element name="germanHeavyTank"/>
                            <element name="germanHeavyTank-damaged"/>
                            <element name="russianMech.Infantry"/>
                          </variable>	
                          <variable name="Infantry">
                            <element name="germanInfantry"/>
                            <element name="russianInfantry"/>
                          </variable>   
                          <variable name="Barracks">
                            <element name="germanBarracks"/>
                            <element name="russianBarracks"/>
                          </variable>
                          <variable name="TriggerPlayers">
                            <element name="Germany"/>
                            <element name="Brazil"/>
                          </variable>
                          <variable name="Phases">
                            <element name="germanyBattle"/>
                            <element name="brazilBattle"/>
                          </variable>-->
                          
                          
                          <!-- This shows how variables can be chained together to combine lists of elements -->	
                          <!--<variable name="russianAntiAirTargets">
                            <element name="russianFighter"/>
                            <element name="russianTacticalBomber"/>
                          </variable>
                          <variable name="americanAntiAirTargets">
                            <element name="americanFighter"/>
                            <element name="americanTacticalBomber"/>
                          </variable>
                          <variable name="AntiAirTargets">
                            <element name="$russianAntiAirTargets$"/>
                            <element name="$americanAntiAirTargets$"/>
                          </variable>-->
                          
                          <!-- Having an element that is empty ("") means that whatever option that is referenced by in a foreach using @nameOfVariable@ will skip that option 
                          (see attachment "foreach" for more details) -->
                          <!--<variable name="Players">
                            <element name="Germany"/>
                            <element name=""/>
                          </variable>
                        </variableList>-->	
                      

                      see for more in Pact of Steel 2....

                      General_ZodG 1 Reply Last reply Reply Quote 2
                      • General_ZodG Offline
                        General_Zod Moderators @ebbe
                        last edited by

                        @ebbe I was wondering if you were aware of this or requesting an even more capable solution. Also I was certain you've been reviewing POS2 xml as reference.

                        ebbeE 1 Reply Last reply Reply Quote 0
                        • ebbeE Offline
                          ebbe @General_Zod
                          last edited by ebbe

                          @general_zod Yes a more capable solution ( to NoAirlanding... you mean? ) or hints / direction of solution is still very welcome... even if it will be overtaken in time by a new terrain feature option....

                          ebbeE 1 Reply Last reply Reply Quote 0
                          • ebbeE Offline
                            ebbe @ebbe
                            last edited by ebbe

                            @ebbe so now cleaning up the game.xml-code....
                            like a living room after a wild party.. what a mess , 😉

                            and adding more Propaganda...
                            hej , ww2 propaganda ... even if it is just for the "flavour"....
                            I really like this element... 😉 to get in the right "sphere"

                            PropaGer.jpg

                            ( or do I sound tooo hippie ? )
                            anyway future posts will be more practical....

                            ebbeE 1 Reply Last reply Reply Quote 3
                            • ebbeE Offline
                              ebbe @ebbe
                              last edited by ebbe

                              @ebbe HOW TO CHECK AMOUNT OF AVAILABLE RESOURCES ?
                              of a player... another question from me *
                              (realizing I burried you allready with them since I washed up the tripleA beach...)*

                              Is there a possibility (or even example) of how to check the amount of a resource ..... (like PU's or Fuel) a player has? *
                              ( to use for a trigger)*

                              purpose in my case: to take care AI players run out of the black gold!
                              I have a purchase option that AI not allways uses , so I want
                              to make a forced emergency shopping chart. .. 😉

                              RogerCooperR General_ZodG 2 Replies Last reply Reply Quote 0
                              • RogerCooperR Offline
                                RogerCooper @ebbe
                                last edited by

                                @ebbe There is no event trigger based upon resource amount. It would be a good feature with a variety of uses and would not be hard to implement.

                                For now, the best you can do is to create AI-playable version of the mod which uses no resources other than PU's or have some PU-only unit types so the AI can always buy.

                                1 Reply Last reply Reply Quote 1
                                • General_ZodG Offline
                                  General_Zod Moderators @ebbe
                                  last edited by

                                  @ebbe So @RogerCooper is absolutely correct there is no dedicated option/attribute to add to a condition or trigger to get a result back with minimal effort.

                                  I can comfortably say, we would all appreciate if there was further progress made in this area. We did get something however.

                                  It only applies to userAttachments and politicalAttachments currently.

                                  "costResources" value: amount of resources an action requires and will be removed from the player if action is attempted.

                                  <option name="costResources" value="10:PUs"/>
                                  <option name="costResources" value="2:Iron"/>
                                  <option name="costResources" value="1:Fuel"/>

                                  This works for any resource, and with some creativity and can make them count for you. Lets say by simply subtracting from another known number of resources that are somewhere or represented by units that are somewhere who create said resource. But I think you get the gist of the concept.

                                  There is another somewhat awesome accounting method but so unfortunate that it only allows PUs currently, "objectiveValue".

                                  "objectiveValue" values: any integer number of PUs to be given (example: value="4").

                                  These are POS2.xml descriptions, they could use more detail, anywho....

                                  It can be used if you create a new monetary resource to buy with. And dedicate PUs as an accounting resource.

                                  I've got a couple more ideas, that involve accounting resources, units, etc.. It all depends how much effort you're willing to invest and is the goal worth it.

                                  ebbeE 1 Reply Last reply Reply Quote 0
                                  • ebbeE Offline
                                    ebbe @General_Zod
                                    last edited by

                                    @general_zod That is really great!!!!! thanks for sharing.....!

                                    General_ZodG 1 Reply Last reply Reply Quote 0
                                    • General_ZodG Offline
                                      General_Zod Moderators @ebbe
                                      last edited by

                                      @ebbe I know you make good use of it. Nice work so far.

                                      ebbeE 1 Reply Last reply Reply Quote 0
                                      • ebbeE Offline
                                        ebbe @General_Zod
                                        last edited by ebbe

                                        @bel246
                                        I think I solved the issue of stuck Units when partisan activity occured in a territory:

                                        I added a <option name="canBeMovedThroughByEnemies" value="true"/> to the partisans....
                                        (also found in POS2: which is a true treassure box 😉 )
                                        seems to work fine now....

                                        this is another element not yet listed in the XOB-list....
                                        so I wonder if it was forgotten or not considered to be reliable ?

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

                                          @ebbe

                                          Okej, a way to get Supply and out of Supply in besieged Cities:

                                          besiegedBASE2.png

                                          -If a city will get besieged it will be slowly consuming its supply stocks:
                                          if running out of them they get a battle penalty of -1.

                                          Good thing:
                                          -one can prepare for siege by buying goods.....in advance....
                                          to prepare if the enemies are coming close....

                                          • one can airdrop supplies with airtransport to keep besieged city well supplied.
                                            -Once liberated the city doesn't receive any out of supply tokens any more consuming supplies, so remaining unused supplies can be used later in the game...
                                            -Even enemies can get stuck besieged in a enemy city with similair supply consequences..
                                            a kind of Stalingrad scenario

                                          Still to solve:
                                          -A player shouldn't be allowed to buy supplies in a besieged city
                                          -The nr of supplies needed is symbolically...: if one has 1 unit there or 20... it still needs 1 supply per turn, as I do not see how to count nr of units stationed in there....
                                          -Still puzzling ho to get the "getting besieged" trigger -reset- for
                                          occasions the city is freed, but later in the game besieged again....
                                          if I use <option name="uses" value="1"/> it will be triggered only
                                          once in the whole game..
                                          if I leave out <option name="uses" value="1"/> it will repeat each besieged turn, neither what I wanted...

                                          any ideas anyone?

                                          <!-- OUT  OF SUPPLY TEST STALINGRAD-->
                                          <attachment name="CA_StalingradBesiegedByAxis" attachTo="Germans" javaClass="RulesAttachment" type="player">
                                                <option name="Players" value="$AllAxis$"/>
                                               <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="3"/><option name="enemyPresenceTerritories" value="Stalingrad" count="1"/>
                                          </attachment>
                                          <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                                              <option name="conditions" value="CA_StalingradBesiegedByAxis"/>
                                              <option name="placement" value="Stalingrad:out_of_supply" count="1"/>
                                              <option name="notification" value="StalingradBesieged"/>
                                              <option name="uses" value="1"/>
                                              <option name="when" value="after:frenchNonCombatMove"/>
                                          </attachment>
                                          <attachment name="TA_PlaceOutOfSupplyStalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                                              <option name="conditions" value="CA_StalingradBesiegedByAxis"/>
                                              <option name="removeUnits" value="Stalingrad:supply" count="1"/>
                                              <option name="when" value="after:frenchNonCombatMove"/>
                                          </attachment>
                                          <!-- Siege lifted-->
                                          <attachment name="CA_StalingradNoLongerBesiegedByAxis" attachTo="Russians" javaClass="RulesAttachment" type="player">
                                               <option name="Players" value="$AllAllies$"/>
                                               <option name="alliedOwnershipTerritories" value="Rostov:Volgograd:West Kazakhstan" count="1"/><option name="alliedPresenceTerritories" value="Stalingrad" count="1"/>
                                          </attachment>
                                          <attachment name="TA_RemoveOutOfSupply_StalingradbyAxis" attachTo="Russians" javaClass="TriggerAttachment" type="player">
                                              <option name="conditions" value="CA_StalingradNoLongerBesiegedByAxis"/>
                                            <!--  <option name="uses" value="1"/>-->
                                              <option name="removeUnits" value="Stalingrad:out_of_supply" count="99"/>
                                              <option name="notification" value="StalingradSiegeLifted"/>
                                              <option name="when" value="after:germansNonCombatMove"/><!--should be japanese-->
                                          </attachment>
                                          
                                          

                                          and then same for Axis side

                                          besides , if the siege is not lifted within All Allied
                                          ( of the besieged player) players turn, the city will loose its PU income.... ( fixed now with Convoy route concept: thanks to general zod )
                                          Which sounds tough .. I might make a penalty on the PU fot that....

                                          it would be great to have production limited or
                                          stopped also when under siege
                                          ... let's see...

                                          do I hate cities? no no.. but the way some terr's with high PU and factory function now, makes that often like Stack-piled islands,
                                          keeping building up waiting for counterattack.. which for me personally is not too realistic.... the help for besieged cities is mostly expected from outside? 😉

                                          or is there a more simple way to get this idea? I have allready a total of 556 trigger ingame which I am not very proud..maybe I want too much..
                                          ( or code it too complicated 🙂 ) Halelujah!

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

                                            Shouldn't there be a penalty to attemp encircling Stalingrad due to Volga river?

                                            ebbeE 1 Reply Last reply Reply Quote 0

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