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    Axis Ascension

    Scheduled Pinned Locked Moved Maps & Mods
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    • SchulzS Offline
      Schulz @Schulz
      last edited by

      I've tried several times to create a relief tiles. But I couldn't make anything.

      Is it easy to get AA50 style relief tiles?

      Here is the full map.

      https://i.ibb.co/XkRccZ5/aaa.png

      Black_ElkB C 2 Replies Last reply Reply Quote 1
      • Black_ElkB Offline
        Black_Elk @Schulz
        last edited by

        I'm not sure, but I think the pattern used in Revised v5/6 Global might be a built-in? I replaced my v3 relief with WOPRs version for AA50, since I like that one a bit better than seeing the political leaders. Though some of the graphics in the standard one were kinda cool like if it's showing fighters or ships or whatnot, but I found the faces distracting hehe. I'm not sure there's a quicker way to do it, but basically you'd take your map image into GIMP or PS or Inkscape and get transparency layer going where you can add design elements or images and then play with the opacity. What ends up displaying for the player would be that stuff when they have the details turned on.

        1 Reply Last reply Reply Quote 0
        • C Offline
          Cernel Moderators @Schulz
          last edited by

          @schulz said in Fortress World 1942:

          I've tried several times to create a relief tiles. But I couldn't make anything.

          Is it easy to get AA50 style relief tiles?

          Here is the full map.

          https://i.ibb.co/XkRccZ5/aaa.png

          It may be advisable waiting on making relief tiles until the map is extensively play-tested. Relief tiles are, unfortunately, a huge burden in redrawing the map once they are done and may discourage further tweaking.

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

            fortress_world_image.png

            This is how Europe looks like without relief and with a fake relief.

            I have still a few doubts about balance.

            Here is the stats of Dec 1941.

            Japan: Starts with 25 ipc but becomes 50 ipc power after completing its historical conquests. Has an unbreakable non-aggression pact with the Soviets. No Chinese front.

            The Soviets: 50 ipc. Allies units cannot enter the Soviet soils.

            Germany: 100 ipc (50 ipc from Germany but probably need to be changed due to the vulnerability of strategic bombing.(Allies can abuse strategic bombing if Germany worths more than 20 ipc) 20 ipc can be removed and 2 German subs could be randomly spawn in the North Atlantic. I am not sure if the AI can handle this. Another method is making Germany 20 ipc and adding 30 ipc as a national objective.

            Britain: 100 ipc but will lost 21 ipc if Japan reaches its historical conquests.

            Italy: 25 ipc.

            USA: 75 ipc.

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

              screenshot.png

              I think I'have made a decent relief for sea zones. But creating a relief for land territories is a whole other beast for me right now.

              Here is the new base image

              https://i.ibb.co/ZG2zgyM/fortress-world-sea-relief.png

              And an incomplete relief with stroked lines only.

              https://i.ibb.co/xMT8KW0/fortress-world-transparent-stroke.png

              SchulzS 1 Reply Last reply Reply Quote 3
              • SchulzS Offline
                Schulz @Schulz
                last edited by

                image.png

                I think adding the Danish straits is necessary for gameplay reason. Same as having ANZAC part of the US rather than the UK. Sydney worth only 3 ipc so USA would still need to use California factory to reinforce the Pacific.

                Balance is the complicated part. I mostly try to mimic v6 set up. But still progressing.

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

                  imge-min.png

                  • Kuybyshev is the capital of the Soviets.

                  • Incomes are collected at the start of rounds.

                  • Iran had to be impossible otherwise AI Britain tries to reinforce the Caucasus even though they are not permitted to enter the Soviet soils.

                  • The flagged sea areas are naval points which has a 25% to spawn a submarine each round. Unfortunately they spawn at the end of rounds to not break AI compatibility.

                  • At what point should the Axis start outproducing the Allies for a balanced gameplay in your opinion? Currently; If Axis holds all their starting territories, takes Baku, Rostov, all the Mediterranean and a few extra Pacific Islands, they start outproducing the Allies.

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

                    Could anybody provide me the location of major power's navies and their situations based on April 1942? Maybe I could implement it in my scenario.

                    My second question is; Was being defensive in naval warfare advantageous as much as it was in land warfare? For example, it is realistic for destroyers, cruisers and battleships having the same attack and defense values?

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

                      @schulz It was advantageous for fleet to be operating close to its bases primarily because of air cover. Scramble rules for air bases show this well.

                      You may want to give a large movement bonus to ships starting at a friendly naval base.

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

                        @rogercooper I was thinking the same too. I will definitely add them.

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

                          I would like to mention about two semi-bug.

                          1. If an unit cannot be bough and doesn't present in the map, they don't appear in calculator. I do believe they should appear in any situation.

                          2. If incomes are collected at the start of rounds, it is not possible to reduce enemy incomes by bombing their factories. Because they already start with 0 income.

                          TheDogT 1 Reply Last reply Reply Quote 1
                          • TheDogT Online
                            TheDog @Schulz
                            last edited by

                            1. True, but they will also be unable to repair anything with a cost. Short of having negative income, although not ideal, the current situation is a reasonable balance.

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

                            Black_ElkB 1 Reply Last reply Reply Quote 1
                            • Black_ElkB Offline
                              Black_Elk @TheDog
                              last edited by Black_Elk

                              Yeah it's kinda rough, particularly the battle Calc thing. The tension is reflected in the tagline: "Community built maps, Axis and Allies game rules." The last part being the sticking point hehe.

                              TripleA has been bent pretty far to do some cool stuff, but there are things it couldn't really have anticipated when it was being put together. For example the A&A phase order is something that hasn't changed much since the thing launched in the mid 80s. The one big thing that happened was that a damage/repair aspect was introduced to SBR in v3 the ruleset. Prior to that bombing just removed money from the opponent's purse directly, with no intermediate input from the player, or any choice there about whether or not to repair, cause it just didn't work like that back then in A&A.

                              Similarly, units being in the game, but not part of a universal purchase roster, is something that would have been hard to see coming. Outside of the Iron Blitz PC translation of Classic technology advances, or China post v3, the only A&A game to mess with that idea was A&A Pacific in the early 2000s, with the introduction of the USA's Marine unit. And that one was sort of a one off.

                              For my part, I find that having different unit rosters for different player nations makes a game much harder to parse at a glance. It means you have to be familiar not just with your own unit roster, but all the unit rosters of every other player nation, in order to play effectively. It can work alright if all you have to worry about is one nation getting Marines, but the more units like that you have, the harder it is for the player to make sense of what they're seeing displayed on the board when they launch. Especially if going in cold.

                              I would caution against designing the balance of a scenario around features that are busted, or which don't currently exist, cause there's no way to know when someone might be able to address that stuff. Like it could be a while, if ever, so just something to consider when planning out the broad strokes.

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

                                I've just removed SBR from my game due to having a diffculty to figure out the correct cost of bombers.

                                roster.png

                                As you can see, naval invasions are harder in here due to expensive transports and enhanced effectiveness of air units over the naval ones. I just didn't want SBR OP.

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

                                  Is anybody interested in to playtest?

                                  https://i.ibb.co/6gyPDqM/fortress.png

                                  ubernautU 1 Reply Last reply Reply Quote 2
                                  • ubernautU Offline
                                    ubernaut Moderators @Schulz
                                    last edited by

                                    @schulz im down

                                    "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

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

                                      @ubernaut I'm planning to upload on Github after I can find a better/original name and relief tiles for the game.

                                      ubernautU 1 Reply Last reply Reply Quote 1
                                      • ubernautU Offline
                                        ubernaut Moderators @Schulz
                                        last edited by

                                        @schulz keep me posted 🙂

                                        "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

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

                                          https://github.com/triplea-maps/axis_ascension

                                          Balance suggestions are welcome.

                                          • I would like to re-integrate bombers but after figuring out the correct cost.

                                          • A more interesting set-up may be needed.

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

                                            @schulz

                                            No Submarines? Germany starts out with 4 and more can be added, to Germany, through triggers, but no player can purchase them.

                                            The idea of not being able to use a captured factory is nice, and factories/harbors cannot be produced. But the axis starts out with 3 each and the allies have 10 factories and 11 harbors. So all the axis production comes for their capitals. Germany and Italy are well protected, but...

                                            Sea zones 140, 148 and 149 have no starting units, a lone infantry stands guard and there are only 2 transport, each costing half of Japan's starting PUs to replace, also The_United_States may receive free destroyers in the pacific.

                                            Advantage Allies!

                                            Cheers...

                                            SchulzS 1 Reply Last reply Reply Quote 1

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