New Map: World War 1 End of Empires
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@iratoric If you add <option name="canBlitz" value="true"/> to aaGun, infantry, armour and artillery they won't get stuck in impassable territories.
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@schulz I'm not sure what you mean. As far as I understand it, the canBlitz option only allows units to take multiple unoccupied territories at a time. As for making the United States purple, I may do that if it helps make them more distinguishable from Italy. I will see if I can find a shade of purple that I like.
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@iratoric purple ? hmm...
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@beelee Yeah, I like the green color for the United States but I can change it if people want me to.
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If you add infantry and cavalry to Sweden via edit, you will see that the cavalry will be able to move through Finland while infantry will stuck here forever because <option name="canBlitz" value="true"/> has another hidden feature that prevents land units stuck to impassable territories.
Here is Purple USA if you are interested in;
United_States=713778

If you didn't like Purple then I would suggest having an alternate map skin.
First and default one will be based on having the most distinct colours (The current colours+Purple USA) and alternate skin will be based on Over the Top national colours (which USA will be Green or greenish).
So I would suggest you making USA purple and let me to create an alternate skin.
There are also other color schemes;


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@schulz I tested this for myself and I was able to move out of Sweden very easily:

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@schulz I think you are having a misconception about how impassable territories work. The only effect that impassable territories have is that you cannot enter them, although you can exit them. Therefore, if you have multiple impassable territories in a row, you will get stuck because you can exit the first one but cannot enter the second one.
If you place units in an impassable territory, they will claim it during combat move for their own nation. You have to let the game run until it is your units' turn to move and then you should be able to move out of the impassable territory. For instance, I used Russian units and was able to move out of the territory during Russian combat move. If you used another nation you might have to stay in Sweden until you can claim it but you will definitely not get stuck permanently. It is only an issue when you have two impassable territories in a row.
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I figured out how to do a real capital change without that dumb "No-One" player! I read the code and essentially, all I needed to do was set count to "-reset-" for Petrograd's territoryProperty. Now if I hover over the territory Petrograd is no longer a capital:

This is a great success and I will update the code momentarily!
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I was messing around with the colors a bit but none of it looked really good. If anyone has a visually pleasing color scheme let me know.
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@Schulz I will test the purple USA and see if that looks good or not.
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@schulz That is a good one, but I was planning on making Bolsheviks red. Do you have any other color suggestions for the Ottomans?
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@iratoric If you want to preserve red for the Bolsheviks only you could inspire of unified colour scheme.

But I would strongly suggest to keep British Brown, French Blue ,Germany medium grey and Russia brownish yellow.
USA, Austria, Italy and Ottomans are debetable. Its up to you.
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@iratoric
Plus here is the color of Soviet Russia when the Revolution occurs:

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I am adding a new change to the map: battleships will no longer be able to be placed in one turn! First you must place a hull in that sea zone before you can place a battleship there. You can only lay down one hull in each sea zone so the United States cannot unhistorically spam battleships (since they only had so many shipyards). Here is a picture of the new hull unit:

It is just the battleship unit with the superstructure removed.I am also considering adding different stages such as hull0, hull1, etc. so that it will take months to build a battleship like it did in real life. I also lowered the cost of the hull and the battleship so that you will spend less money per turn.
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@iratoric I would suggest removing battleships if you think placing battleships in one turn is unacceptable.
Plus I don't really like 2HP units.
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@iratoric My concern is that 2 turn battleship builds will never be built by the AI. It is worth mentioning that the Americans had no need for more battleships by the time they entered and neither British or Germans build any battleships during WW1 (British finished off ships already under construction), so perhaps the AI is correct in not building battleships.
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@schulz @RogerCooper I think battleships were still important to naval warfare during WW1, so I want to keep them. It wasn't until WW2 that they were gradually outclassed by aircraft which could destroy them through dive bombing and torpedo bombing. The reason I thought building them in one turn might be too fast is because a lot of battleships took about a year to build, and I wanted the United States to build infantry rather than just spam ships.
I could make battleships one hit, but that might make them too easy to destroy for being such an important unit. Plus a major advantage of battleships was their extremely thick armor.
I was considering making battleships unable to be built, but still have them as units in the game. That way, you would have to make do with what battleships you had from the start of the game. The only problem with this might be that they would become irreplaceable, and losing one would be incredibly frustrating.
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@iratoric Considering each rounds represent roughly 3 months, building battleship after 2 rounds would be already just as unrealistic as building them in 1 rounds. Preventing nations to build battleship would be much more realistic.
Yes, that's why I would suggest any map maker avoid having 2HP units due to very high irreversible TUV swing issues.
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Here is a color scheme I like: