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    💥 1941 Global Command Decision - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
    mapsthedog
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    • Black_ElkB Offline
      Black_Elk @Black_Elk
      last edited by Black_Elk

      Also, regarding the relief just cause I have it open right now hehe, adding the beacon/canal graphics and the extra SZ is pretty easy, although the stuff on land can be kinda tricky just cause of the opacity there not being at 100%. I think it'll be simpler to recreate the relief, than it'll be to try to modify the existing one. I ran into a similar issue when I was trying to help modify the Iron War relief. There's a quick transparency heal tool in gimp, but it kinda fritzes out if the background image is also semi-transparent.

      Anyway, since I was going to adjust the base for the sz 113 A/B thing, I could probably tweak the base for Texas at the same time, as well since I wasn't super happy with my earlier solution.

      One possibility is to make the relief slightly different than the base there, to preserve the shape of the Texas tile across the map edge (basically be removing some of the border lines on the relief map edges, so the wrap line isn't splitting the tile) but then the map blends would look weird showing the base. So it's a bit of a bind. It'd be nice to have Texas bordering Jaurez and such too, without Arizona-New Mexico tile coming between them which was my quicky solution. Also since Texas has a fairly recognizable shape, it'd be nice to preserve that a bit more if can. I mean compared to some of the the surrounding TTs which are mostly rectangles, it'd be nice to have something recognizable along the border.

      Oh speaking of map blends, I think they look pretty good honestly. Like it's a pretty nice blend for players who prefer a more subdued/pastel aesthetic for the overall color scheme, although it would probably work better with a black line in relief as opposed to a white line. I'm not sure if there's a way to make the baseline display as white rather than black border, but with the blend on tripleA will show the black line under the white resulting in a 50% gray, which can be a little choppy in the visual. The map wrap I believe will show as a 1px black line regardless right, like where the two edges of the board meet? Not sure that can be avoided, it flashes in/out when scaling or scrolling. Though for the blend it would be less noticeable with black lines for everything probably. Did you want me to do a black line relief next time, so it works better for that stuff? Or just keep with the white?

      I think I prefer the white lines relief with no blend for a default look, since to me that's just got a cleaner read at glance and recalls the Domination. But with blends on, I'd prefer black lines in the relief, cause they blend better. Mixing black with black to get black, instead of black with white to get gray, if that makes sense lol. I can be kinda brutal though and probably a bit judge-y when it comes the visual first impression and nitpicky with my own stuff hehe. Like usually I'll determine whether I'm going to play a map pretty quickly as a newb, based on how it looks when I first launch it, and whether I'm vibing on that sufficiently. I'd probably bail on a map before for trying to tool around in the settings to make it more beautiful, unless I found it kinda beautiful to begin with, cause I'm kinda lazy that way. Although for the standard WW2 fair I'd sometimes changes the Hex colors to suit my taste like if something was neon and garish, but unless I was already invested in it for some reason that's about as far I'd go lol. Of course I like this map, since I had a big hand in drawing it lol, but my tastes are on full display here too with default preferences heheh.

      Anyhow, let me know what you think is best and I'll dive in on tomorrow.

      ps. Here's what I mean about the white line relief blend thing, with the area I want to fix.

      Blends Off
      c10ca917-eced-4a0c-b403-f81401f60145-image.png

      Blends On
      3742326c-2cfe-4e9d-b57d-0b4eea93be56-image.png

      You can see also how I missed the alignment by a couple pixels for that W. Texas edge and the panhandle too. Creating that weird 4 point. If anything I'd have had a 4 point at Utah/Colorado/Arizona/New Mexico, since that one actually exists, kinda, but anyway... I think combining Arizona and New Mexico was to avoid having a 4 point, so I don't know really the rational. Like even in 1914 they were both already separate states hehe. We could split the tiles and that might be more interesting for invasion USA if that ever went down.

      New York/New Jersey tile, I also spotted to add to the list. Honestly there are some other TTs that Hepps has in the USA that are a little wonky, since I think they were imagined as Metro regions, but the stuff in the midwest just kinda looks like the political boundaries there. I didn't want to mess with the baseline too much more though, since we're already pretty far along and they seemed alright.

      But anyway, for the W. Texas thing, the map edge is kinda artificial when in-game, so I'd almost be inclined to work the relief to bring the border of Colorado over and such as well. Basically to mix it up along the map edgeline.

      I know Hepps' map had the map edge break, but not sure if that would mess with the blends? But anyway in that second image above, like where you can see the double pixel of the map edge, that one.

      I'm not sure it's possible to nix entirely with blends on, but we might be able to kinda dance around it when they're off. Or with a hop connection to the relevant tiles, with the relief showing that, even if the base shows an extra? So like having the Chihuahua tile connection skip over the West Texas triangle to connect to Texas, which on the relief would appear to be a single spot. Or to do the same with Colorado and the spots in Canada, so they don't have to follow the hard line the whole way down. That way we don't have to do much to the base, but I can just tweak those in the relief display. For the stuff in the ocean I don't think matters as much, cause those are all just large rectangles anyway, but for the stuff on land that would be nice. It's really just this section of North America that's kinda problematic, cause it's where the map edge falls.

      Here it is in the 1914 map. You can see that the map edge break is still pretty visible there. Where the player just kinda ignores the edge break I guess, and follows the displayed borders to know where to click for the connect.

      b170d028-a423-43bd-a2be-af0f0c82fbd7-image.png

      19bc9f8d-d92d-40b2-be57-97aac286e426-image.png

      And then here's ours...

      cc4d01fa-38cd-421f-b712-ab7d0eecf768-image.png

      We moved the map edge a bit when we went 16000 with it, but basically same kinda dilemma for the nearby land tiles. I think as long as it's not too striking and kinda played down should still look ok though. Like I was playing for a while before I even noticed that with W. Texas and Netherlands hahah.

      This is the line I was going to use for sz 113 A/B, if it works for you...

      https://www.dropbox.com/s/xnvwl23sf092dia/Domination_1941_baseline.png?dl=0

      Right then, off for a few! See ya on the next up

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

        @black_elk
        replying to this post
        You quoting me I am redoing the US Philippines
        so number 102

        Your essay ( 🙄 Im teasing) makes sense, I will try and be your fairy godmother, "you shall go to the ball".

        Hopefully you will like the dress and carriage.

        Time is not on my side either, so the weekend is fine, I might be releasing later than this weekend.

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

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

          @black_elk

          I was just thinking: what about having the nice commanders pics in the same 3d style as the units and especially the Country-token? a small detail but just sharing it ; ) example.jpg

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

            Right on! You know I'll stay out way past midnight hehe

            Oh bam! Ebbe!

            Haha I like that Bradley detail!

            Yeah, they might need some more love to bring them in line. Least with unit icons we can doll em up and try stuff out on the fly, now that we got some scaffolding erected with the playable game. Alas GIMP was being annoying earlier. I did a quick black line, but it crashed halfway through adding the blur and then windows decided to update. Lol Go figure!

            ps. one final thought on Pearl, but in A&A terms I always thought the Pearl battle would be well handled as a strafe. Like where Japan sticks it out for only a couple combat rounds, does a bunch of damage in the opening salvo, but can then withdraw the IJN at advantage. The prob is that usually the unit set up in A&A has a secondary USN fleet or air that can still threaten to wipe any of the fallback points, so it never really works the way it could. There's also the prob of a strafe being a somewhat more advanced tactic I guess, but anyhow, that always seemed like it might be a cool approach to that one. Alternatively, a situation where anything that survives to occupy the sz if cleared is sort of a write off from Japan's perspective. So units that are a bit more expendable. That way even if they die, they're not upending Japan's game too hard, like might happen if one of their starting carriers gets smoked on the J1 opener.

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

              Here, just in case the power goes down haha.

              0d41d4a8-70c5-4fb0-9bd0-6245d6096631-image.png

              16ca923b-3427-4371-8a21-fbd40de94789-image.png

              b3527b80-e7fc-405d-95f4-e6cea3a530f5-image.png

              5662f7f7-2a38-4e20-852d-3dd4cda1e61d-image.png

              Here is the relief with SZ 113 added and the Texas thing corrected. Nothing too fancy, it just follows the current base for the map wrap area. I had a simple blue square dot at 3x3 px motif going that I was using as a draft, not sure if it was attention grabbing enough, or if I'm fully sold on the dotted squared off design, something more swoopy might or circular might be better, but anyhow, this is the one that I was trying to save earlier before gimp crashed lol.

              I just did a little half box around the canal entrances as the simplest thing I could come up with, but it was more just to try and see how small I could make the dots and still have it read, so not sure. Or maybe it works? But like I said, in case the lights go out, or till I can come up with something cooler hehe.

              I did a version in white borders and another in black borders, so you could check em out and see which line color you prefer for that...

              https://www.dropbox.com/s/gcj73rryoj47s5w/41 white line relief.png?dl=0

              https://www.dropbox.com/s/k6tvsj8f100g11p/41 black line relief.png?dl=0

              And then here's one with just the beacons, in case you weren't feeling the dotted blue squares thing, since I did those on a separate layer.

              https://www.dropbox.com/s/9jmwxv0cq0ovd2z/41 white line relief just beacons.png?dl=0

              B 1 Reply Last reply Reply Quote 1
              • B Offline
                beelee @Black_Elk
                last edited by

                @black_elk oztea's 41 Global setup probably closest A&A Pearl Attack for what you're saying. Basically whack the BBs and get outta there. Got a couple Subs for fodder.

                Or you can go Big and bring everything. That usually doesn't work for the long haul but it is an option.

                Anyway, just some food for thought 🙂

                75d60139-755f-4302-9d4f-53912a2e9950-image.png

                There's a smaller US Fleet off West Coast. No CVs tho

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

                  Yeah Oztea's looks interesting. I haven't played the scenario all that much to be honest. I think I gave it a whirl in early days, but I definitely like his choice of start date hehe. To me that's got the right sort of vibe in the A&A context.

                  Here I'd be less confident with offering suggestions for how to set it up unit-wise, cause I'm not terribly familiar with all the unit interactions yet. Basically the more individual unit interaction there are, the harder it is for me to parse just based on like raw attack/defense power or hitpoints in the way I'm used to. You get a little of that already even in a game like v3, just from stuff like submarines I guess. Here though the units are targeting/not targeting each other in different ways, and you have more units doing the first strike thing. I've been entirely winging it thus far for the most part, like just running attacks and seeing what happens, to try and figure out how the units pair off against each other. Since I can't really parse it from the calc and my headmath doesn't work cause the naval combat mechanics here are new to me. Still something with that sort of vibe, like the smash and grab, blast and jet. I'd also probably do something similar, where the carriers are just outside of range and build that historical near miss into it hehe. I feel like if the USA loses it's carriers before they even get a move, it just discourages their Pacific play, whereas I like a scenario that pushes the Pacific game on the USA.

                  For Japan I like the idea that they hit big in the opener, and then reposition to home waters if going all defensive, to receive pressure from the Allies, or else to Truk if going forward to place pressure. I think Truk is a good anchor spot for Japan to lock them into a more forward position, and to give them some skin in the game vs USA and ANZAC in the central pacific. I like that they have starting production there in this one. I think the wise Japanese player would want to pull back in order to shore up their lines along the spots that can be reinforced, like where they can drop ships in the water. But I like it where the USA has an angle to move out as well, regardless. Like with that Solomon's launch you get in many games, where USA can sorta wheel it around eventually, after the initial shock of J1 wears off hehe.

                  Anyhow, always exciting to puzzle out a J1, since it usually has a lot of moving parts. In the A&A games there's always something going on with the British India fleet on UK1 too, though I'm not a huge fan, since it really doesn't match much in the history. I think the Brits should be kinda bouncing from the Pacific with that fleet, or just barely trying to hang on by the finger nails at Singapore, maybe pulling a Madagascar run if they're feeling saucy. Whereas in Revised and a lot of the A&A games that followed, we have them all exploding on UK1 with those ships. Or bidding subs to mess with Japan around the Dutch East Indies, trying to tip the scales on a KJF, which was a bit silly to have happen before Japan was even up to bat haha

                  Also, just looking at Oztea's map, I'd definitely like to get the G40 version up and running too with this big ass map hehe, cause it's looking pretty clean to me! The part I don't know how to do though, is the one where the Dog was able to like figure out where the little breaks were occurring and charting the TT connections from the 1941 base with the grabbers and whatnot. To me that's all still a complete mystery how that stuff works hehe. But I think all the labels and everything else could just port over from the current G40 files right? Anyhow, that one would be fun to get banged out too. I think the relief and base for that one are good to go since most of the floating pixels were from the subdivisions stuff, but I'm not 100% on that, there might be something on that Global 1940 base that still needs a fix. But fewer lines so it stands to reason there'd be fewer breaks. Fingers crossed lol. But that way we could play Oztea's scenario again with the new supped up digs and unit graphics and such hehe

                  Anyhow, let me know if there's anything else to spruce up for the 41 stuff and I'll try to dial it tomorrow.

                  B 1 Reply Last reply Reply Quote 1
                  • B Offline
                    beelee @Black_Elk
                    last edited by

                    @black_elk Just uploaded Command Decision 🙂 Holy Bong Water Batman !!! That looks Cool AF !!!

                    Gonna take me awhile to wrap my head around it lol. Lots going on. Probably just play Germany and AI everybody else when i get time. Just wanted to check it out 🙂

                    @TheDog I was getting a unit error. "early-fighter" I renamed to "Early-Fighter" which is what you had in xml and it went away. Just a heads up.

                    Nice Work Guys 👍

                    TheDogT 1 Reply Last reply Reply Quote 2
                    • TheDogT Offline
                      TheDog @beelee
                      last edited by

                      @beelee
                      Oh you Linux guys 🙄

                      Good catch, Im glad you're on board testing it 🤓

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

                      TheDogT 1 Reply Last reply Reply Quote 2
                      • TheDogT Offline
                        TheDog @TheDog
                        last edited by

                        @Black_Elk
                        In game white borders and blue dots from the chats dropbox file, not the thread dropbox file.
                        If you change your mind on it then post a link, its a quick fix.

                        I spent way more time looking/thinking about the choices you gave me than putting it game.

                        Now back to the Pearl Harbour puzzle attack and balancing.

                        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 2
                        • Black_ElkB Offline
                          Black_Elk @TheDog
                          last edited by Black_Elk

                          @TheDog Sound good!

                          @beelee Right on! I'd definitely scope the Unit Help descriptions, since it's pretty different than what we're used to hehe. I'll admit I don't really know how combat works here yet, but it's kinda intriguing. Basically almost every unit has some form of AA shot or targeting vs other units, though I'm not sure how to read the battle calc for that really, so I don't know what I'm doing exactly. I think a full spread unit description in the notes would probably help.

                          Here just since I mentioned let's see if I can get it to paste the txt for the G units and I'll add the unit images at 100%...

                          Right now the unit help window in-game shows them with some fuzz and kinda pixel-y from that window, but I think it's a tripleA thing. What we could do as a stopgap is make Units section for the game notes as an image and then maybe arranged the unit graphics and specs in columns/rows by type or by pairing, instead of just a alpha-numeric listing like the unit help will display. That could be a way to tutorialize what's going down with the unit roster too.

                          I'd actually like to make something like that for the G40 map files as well, if we can get that map cooking. Since World War II Global 1940 isn't exactly the easiest game to play either hehe, and it would probably be pretty helpful to have all the units laid out in the game notes in some kind of matrix with the descriptions and key info. Or to do something similar for whatever mod/HR packages are popular. Not all the G40 graphics I made or borrowed from Frostion are in use here, but I'd probably just included everything I have images for at 54 px and then people can figure out how best to make of use them or add new stuff to the pile.

                          Anyhow here's the current Command Decision spread real quick... there's some additional units for other nations, like Russian conscripts and US bombers and whatnot, but this is the stuff that'd show in the list if pulling up the Unit Help screen on G1...

                          Germany Units
                          Unit
                          Name
                          Cost
                          Tool Tip

                          f826f9f1-916f-4b7a-8337-bc410e3aaa92-Air-Transport.png
                          Air-Transport
                          6 PUs
                          Type: Air Att | Def | Mov: 0 | 0 | 4 Produces Resources each Turn: -1xPUs Is an Air Transport Transporting Capacity: 2 Placement Requirements: Industry-Hvy - Carry 2x Inf-Elite/Paratroopers or 1x Inf-Trained units

                          81468ba8-dff4-4452-808e-e1c39a74992e-Anti-Air.png
                          Anti-Air
                          5 PUs
                          Type: Land Att | Def | Mov: 0 | 0 | 2 Produces Resources each Turn: -1xPUs Targeted Attack for Combat & Move Through: 1/6 AA with 1 Attacks for Unlimited Rounds Targeted Defense for Combat & Move Through: 1/6 AA with 1 Attacks for Unlimited Rounds Transporting Cost: 5 Placement Requirements: Industry-Hvy - Good v Aircraft

                          be5b29e9-e582-45e7-b202-61006afa468b-Anti-Tank.png
                          Anti-Tank
                          4 PUs
                          Type: Land Att | Def | Mov: 1 | 1 | 1 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 Anti-Tank with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 2/6 Anti-Tank with 1 Attacks for Unlimited Rounds Amphibious Attack Modifier: -1 Is First Strike Can't Target: Bomber Can be Land Transported Transporting Cost: 3 Placement Requirements: Industry-Hvy - First Strike - Good v Armor & Motorized Infantry - Attack most units at 1/6, & another (Defence 2/6 v Armor or Attack 1/6 v Armor)

                          c579b9b0-2a3b-47eb-ba8d-ccb1c15ceafd-Armor-Hvy.png
                          Armor-Hvy
                          11 PUs
                          Type: Land Att | Def | Mov: 4 | 4 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 ArmorShock Power to 1 Allied Inf-Conscript, Inf-Elite, Inf-Motorized           and Inf-Trained Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Is a Land Transport Transporting Cost: 5 Placement Requirements: Industry-Hvy - Researched Heavy Tanks - Can carry 1 Inf-Conscript or 1 Inf-Trained

                          60f75836-846a-4c8d-837c-12d4815a3a86-Armor-Lgt.png
                          Armor-Lgt
                          6 PUs
                          Type: Land Att | Def | Mov: 2 | 1 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 ArmorShock Power to 1 Allied Inf-Conscript, Inf-Elite, Inf-Motorized           and Inf-Trained Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Transporting Cost: 2 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Includes Armoured Cars & Light Tanks

                          747ff957-3a0b-4253-b7e0-bfed1c1a302a-Armor-Med.png
                          Armor-Med
                          8 PUs
                          Type: Land Att | Def | Mov: 3 | 2 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 ArmorShock Power to 1 Allied Inf-Conscript, Inf-Elite, Inf-Motorized           and Inf-Trained Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Is a Land Transport Transporting Cost: 3 Placement Requirements: Industry-Hvy or Industry-Med - Medium Tranks - Can carry 1 Inf-Conscript or 1 Inf-Trained

                          88ae542f-915b-4d9c-8ac1-24897c732e5b-Artillery-Hvy.png
                          Artillery-Hvy
                          8 PUs
                          Type: Land Att | Def | Mov: 3 | 3 | 1 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Hvy-Barrage Power to 1 Allied Armor-Hvy, Armor-Lgt, Armor-Med, HQ-           Army, Inf-Conscript, Inf-Elite, Inf-Motorized and Inf-Trained Amphibious Attack Modifier: -1 Is First Strike Can't Target: Bomber Transporting Cost: 5 Placement Requirements: Industry-Hvy - First Strike - See supportable units above.

                          8d71e72b-0b7a-4df9-a13b-4152fdfe451e-Artillery-Med.png
                          Artillery-Med
                          6 PUs
                          Type: Land Att | Def | Mov: 2 | 2 | 1 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Barrage Power to 1 Allied Armor-Hvy, Armor-Lgt, Armor-Med, HQ-Army,           Inf-Conscript, Inf-Elite, Inf-Motorized and Inf-Trained Amphibious Attack Modifier: -1 Can't Target: Bomber Can be Land Transported Transporting Cost: 3 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - See supportable units above.

                          d9d8b8d8-8683-4466-9f07-6c6d5cc5548b-Battleship.png
                          Battleship
                          18 PUs
                          Type: Sea Att | Def | Mov: 4 | 4 | 2 HP: 2 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 2/6 AA with 2 Attacks for 1 Rounds Targeted Defense for Combat: 2/6 AA with 2 Attacks for 1 Rounds Is First Strike Can't Target Some Units Blockade Loss: 1 Placement Requirements: Industry-Hvy - First Strike

                          d504234f-0083-474b-8851-e728b553717d-Bomber-Lgt.png
                          Bomber-Lgt
                          7 PUs
                          Type: Air Att | Def | Mov: 1 | 1 | 4 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 2/6 Land+Surface with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 2/6 Land+Surface with 1 Attacks for Unlimited Rounds Can Perform Raids: 0-1 Damage Can't Target: HQ-Submarine and Submarine Carrier Cost: 1 Placement Requirements: Industry-Hvy - Tactical 2 engined bomber. Single engined Dive Bomber - Attack most units at 1/6, & another Attack 2/6 v Ground/Sea Surface units

                          1957430e-6019-4ec7-8764-a092e3989b4f-Bunker.png
                          Bunker
                          5 PUs
                          Type: Land Att | Def | Mov: 0 | 3 | 0 HP: 2 Can be Placed Without Factory Can be Damaged by Raids, 2 Max Operational Damage, 2 Max Total Damage, Dies if Max Damage Reached, Can't Target Some Units Must be Placed in Territory with Value of at Least: 1

                          8868dff6-b0b3-42ef-b81c-4a6a7b0a401a-Carrier.png
                          Carrier
                          14 PUs
                          Type: Sea Att | Def | Mov: 0 | 1 | 2 HP: 2 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 AA with 2 Attacks for 1 Rounds Targeted Defense for Combat: 1/6 AA with 2 Attacks for 1 Rounds Can't Target Some Units Carrier Capacity: 2 Placement Requirements: Industry-Hvy - Carry 2 Aircraft

                          381c3a44-9d64-4fe2-9acd-f161232f1b26-Cruiser.png
                          Cruiser
                          8 PUs
                          Type: Sea Att | Def | Mov: 2 | 2 | 3 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 AA with 1 Attacks for 1 Rounds Targeted Defense for Combat: 1/6 AA with 1 Attacks for 1 Rounds Can't Target Some Units Blockade Loss: 1 Placement Requirements: Industry-Hvy -

                          714d1a2f-3a28-44de-83a3-cf999e516285-Destroyer.png
                          Destroyer
                          5 PUs
                          Type: Sea Att | Def | Mov: 1 | 1 | 3 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 AA with 1 Attacks for 1 Rounds Targeted Defense for Combat: 1/6 AA with 1 Attacks for 1 Rounds Can't Target Some Units Is Anti-Stealth Blockade Loss: 1 Placement Requirements: Industry-Hvy or Industry-Med - Anti-Sub

                          383b5e4a-69d6-4483-b82f-1d3528494f29-Fighter.png
                          Fighter
                          10 PUs
                          Type: Air Att | Def | Mov: 1 | 1 | 4 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 2/6 Dog Fight with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 2/6 Dog Fight with 1 Attacks for Unlimited Rounds Can't Target Some Units Carrier Cost: 1 Placement Requirements: Industry-Hvy - Mid war+ fighter - Attack most units at 1/6, & another Attack 2/6 v Air units

                          8dc6fa9b-e2f6-4b78-81f6-28e4a4acebfb-fighter-early.png
                          Fighter-Early
                          10 PUs
                          Type: Air Att | Def | Mov: 1 | 1 | 3 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 1/6 Dog Fight with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 1/6 Dog Fight with 1 Attacks for Unlimited Rounds Can't Target Some Units Carrier Cost: 1 Placement Requirements: Industry-Hvy or Industry-Med - Early war fighter - Attack most units at 1/6, & another Attack 1/6 v Air units

                          713546c7-b828-433a-8a8b-aad11a261a6b-Fighter-Jet.png
                          Fighter-Jet
                          12 PUs
                          Type: Air Att | Def | Mov: 1 | 1 | 4 Produces Resources each Turn: -1xPUs Targeted Attack for Combat: 3/6 Dog Fight with 1 Attacks for Unlimited Rounds Targeted Defense for Combat: 3/6 Dog Fight with 1 Attacks for Unlimited Rounds Can't Target Some Units Placement Requirements: Industry-Hvy - Researched Fighter jets - Attack most units at 1/6, & another Attack 3/6 v Air units

                          7e1c347a-4b07-4dd1-8772-e86eb61a1b50-Flag.png
                          Flag
                          1 PUs

                          • Shows national owner

                          e47d81a9-7a9a-44a1-a920-3fb514e73b62-HQ-Air.png
                          HQ-Air
                          16 PUs
                          Type: Air Att | Def | Mov: 0 | 1 | 6 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Command-Air Power to 5 Allied Air-Transport, Bomber, Bomber-Lgt,           Fighter, Fighter-Early, Fighter-Jet, HQ-Air, Kamikaze-Plane, Nuclear-Bomber, P51-Mustang, V1-           Rocket and V2-Rocket Can Perform Raids: 1-6 Damage Carrier Cost: 1 Max Built Allowed: 1 Placement Requirements: Industry-Hvy - Highly co-ordinated Air Command HQ - The big 6 nations can only have 1

                          3ac8dda4-6e89-4075-b16a-e33357caab71-HQ-Army.png
                          HQ-Army
                          8 PUs
                          Type: Land Att | Def | Mov: 0 | 1 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Command-Army Power to 5 Allied Air-Transport, Anti-Air, Anti-Tank,           Armor-Hvy, Armor-Lgt, Armor-Med, Artillery-Hvy, Artillery-Med, Bomber, Bomber-Lgt, Fighter,           Fighter-Early, Fighter-Jet, HQ-Air, HQ-Army, Inf-Conscript, Inf-Elite, Inf-Motorized, Inf-           Trained, Kamikaze-Plane, Nuclear-Bomber, P51-Mustang, V1-Rocket and V2-Rocket Amphibious Attack Modifier: -1 Can Blitz Transporting Cost: 3 Max Built Allowed: 3 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Highly co-ordinated Army & Air Command HQ - The big 6 nations can only have 3

                          33bb6e3f-e4a4-43f7-800c-b33b2bcdbe6c-HQ-Submarine.png
                          HQ-Submarine
                          8 PUs
                          Type: Sea Att | Def | Mov: 0 | 1 | 2 Produces Resources each Turn: -1xPUs Support on Attack & Defense: 1 Command-Submarine Power to 5 Allied Battleship, Carrier, Carrier-           Fleet, Cruiser, Destroyer, HQ-Fleet, HQ-Submarine, Submarine, Submarine-Adv and Transport Can Evade Is First Strike Can Move Through Enemies Can Be Moved Through By Enemies Can't Target Some Units Can't Be Targeted By Some Units Max Built Allowed: 2 Placement Requirements: Industry-Hvy - Highly co-ordinated Submarine Command HQ - Germany can only have 2

                          8b6da17a-98e6-488a-bf27-17620847a9a3-Industry-Hvy.png
                          Industry-Hvy
                          30 PUs
                          Type: Land Att | Def | Mov: 0 | 0 | 0 Can Produce Units: 4 Produces Resources each Turn: 7xPUs Targeted Attack for Raids: 2/6 AA-Industry with 2 Attacks for 1 Rounds Targeted Defense for Raids: 2/6 AA-Industry with 2 Attacks for 1 Rounds Can be Captured Can be Placed Without Factory Can be Damaged by Raids, 3 Max Operational Damage, 7 Max Total Damage, Dies if Max Damage Reached, Allows Scrambling Can Modify Unit Movement Must be Placed in Territory with Value of at Least: 7 - Heavy Industrial Complex can produce 4 units per turn - has own Anti-Air defence - Rail links to move units 3 territories - Can produce most national units

                          67b06879-6e27-4ec7-bbcc-9957e59de2d4-Industry-Lgt.png
                          Industry-Lgt
                          15 PUs
                          Type: Land Att | Def | Mov: 0 | 0 | 0 Can Produce Units: 2 Produces Resources each Turn: 3xPUs Targeted Attack for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Targeted Defense for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Can be Captured Can be Placed Without Factory Can be Damaged by Raids, 2 Max Operational Damage, 3 Max Total Damage, Dies if Max Damage Reached, Allows Scrambling Can Modify Unit Movement Must be Placed in Territory with Value of at Least: 3 - Light Industrial Complex can produce 2 units per turn - has own Anti-Air defence - Rail links to move units 3 territories - Can produce Inf-Conscript, Inf-Trained, Inf-Motorized, Armor-Lgt, Artillery-Med, Bunker

                          245f86ad-e9b0-4a03-9d4b-c9b4cad0913a-Industry-Med.png
                          Industry-Med
                          23 PUs
                          Type: Land Att | Def | Mov: 0 | 0 | 0 Can Produce Units: 3 Produces Resources each Turn: 5xPUs Targeted Attack for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Targeted Defense for Raids: 1/6 AA-Industry with 2 Attacks for 1 Rounds Can be Captured Can be Placed Without Factory Can be Damaged by Raids, 2 Max Operational Damage, 5 Max Total Damage, Dies if Max Damage Reached, Allows Scrambling Can Modify Unit Movement Must be Placed in Territory with Value of at Least: 5 - Medium Industrial Complex can produce 3 units per turn - has own Anti-Air defence - Rail links to move units 3 territories - Can produce Destroyer, Transport, Fighter-Early - Can produce Inf-Conscript, Inf-Trained, Inf-Motorized, Armor-Lgt, Artillery-Med, Bunker

                          672148b4-ac96-46c7-96a4-b5d079b829d9-Inf-Elite.png
                          Inf-Elite
                          5 PUs
                          Type: Land Att | Def | Mov: 2 | 2 | 1 Produces Resources each Turn: -1xPUs Can't Target: Bomber Can be Land Transported Can be Air Transported Transporting Cost: 1 Max Built Allowed: 9 Placement Requirements: Industry-Hvy - Marines, Paratroopers & Special Forces - Transport can carry 5, Air-Transport can carry 2 - Most big 6 nations can only have 9

                          54a9a3df-8c6a-4064-bbc5-232135681afd-Inf-Motorized.png
                          Inf-Motorized
                          6 PUs
                          Type: Land Att | Def | Mov: 2 | 2 | 2 Produces Resources each Turn: -1xPUs Amphibious Attack Modifier: -1 Can Blitz Can't Target: Bomber Transporting Cost: 3 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Trucks & half-track mobile infantry

                          ddab5d5f-24ef-490a-9c84-fa0c685bd68e-Inf-Trained.png
                          Inf-Trained
                          4 PUs
                          Type: Land Att | Def | Mov: 1 | 2 | 1 Produces Resources each Turn: -1xPUs Amphibious Attack Modifier: -1 Can't Target Some Units Can be Land Transported Transporting Cost: 2 Placement Requirements: Industry-Hvy or Industry-Med or Industry-Lgt - Trained Regulars - Transport can carry 2, Air-Transport can carry 1

                          1bfe33c4-7abd-4195-a982-2139d1371703-Oil-Field.png
                          Oil-Field
                          99 PUs

                          • Produces Oil (1xPU), the AI will target this territory - The Oil-Field, with a yellow star are a Victory Centre

                          04123b0a-cd55-4de6-aa18-e06777b9f57a-Submarine.png
                          Submarine
                          8 PUs
                          Type: Sea Att | Def | Mov: 2 | 2 | 2 Produces Resources each Turn: -1xPUs Can Evade Is First Strike Can Move Through Enemies Can Be Moved Through By Enemies Can't Target Some Units Can't Be Targeted By Some Units Blockade Loss: 2 Placement Requirements: Industry-Hvy -

                          5dbf76eb-294b-42ab-ac9e-c2c871f4f797-Submarine-Adv.png
                          Submarine-Adv
                          9 PUs
                          Type: Sea Att | Def | Mov: 3 | 2 | 2 Produces Resources each Turn: -1xPUs Can Evade Is First Strike Can Move Through Enemies Can Be Moved Through By Enemies Can't Target Some Units Can't Be Targeted By Some Units Blockade Loss: 2 Placement Requirements: Industry-Hvy - Researched improved attack submarine

                          a312613a-5065-4ab1-8548-bb0a6dde1769-Transport.png
                          Transport
                          10 PUs
                          Type: Sea Att | Def | Mov: 0 | 1 | 2 Produces Resources each Turn: -1xPUs Can't Target Some Units Is Anti-Stealth Is a Sea Transport Transporting Capacity: 5 Placement Requirements: Industry-Hvy or Industry-Med - Transport 1-2 units or 5 Inf-Elite/Marine units - Anti-Sub as the Transport convoy unit includes Corvettes & Frigates

                          bb2f38f3-70e1-43b5-8d2d-b89d5b0f8251-V1-Rocket.png
                          V1-Rocket
                          3 PUs
                          Type: Air Att | Def | Mov: 1 | 0 | 2 Produces Resources each Turn: -1xPUs Can Perform Raids: 1-2 Damage Is First Strike Can't Target: Kamikaze-Plane, V1-Rocket and V2-Rocket Suicide on Attack Unit Suicide on Defense Unit Is Kamikaze: Can use all Movement to Attack Target Placement Requirements: Industry-Hvy - Researched Doodle bug, suicide rocket unit

                          ea668439-24e5-4620-8b4d-9d709e05578f-V2-Rocket.png
                          V2-Rocket
                          5 PUs
                          Type: Air Att | Def | Mov: 1 | 0 | 3 Produces Resources each Turn: -1xPUs Can Perform Raids: 2-3 Damage Is First Strike Can't Target: Kamikaze-Plane, V1-Rocket and V2-Rocket Suicide on Attack Unit Suicide on Defense Unit Is Kamikaze: Can use all Movement to Attack Target Placement Requirements: Industry-Hvy - Researched V2 suicide rocket unit

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

                            @black_elk Just let me know when the serie of HQ-units is definite and I can fix them for you... remind me then when needed;
                            my small contribution to another nice groupwork here at tripleA.....

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

                              @ebbe Right on!

                              There are a few more faces in this one as well... Even if they don't all get used for the HQ thing here, there might be other other applications for such images in a G40 expansion package or the like. It has some other random stuff in there as well with generic labelling, though it's missing a couple images made more recently like the oil rig one or the 3 stack factory and such.

                              https://www.dropbox.com/s/pqkn53r1vzjj467/units.7z?dl=0

                              My Wifi's been on the fritz all day, or I'd update the unit zip to include those too, but I'm just working from my phone today haha.

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

                                @ebbe
                                If you didnt know Black Elk is producing a toolbox of units for map modders to use hopefully in a new style for TripleA, so Im just using what I want.

                                Command Decision uses a fraction of his Commanders, so wait till the next release as I have removed some Commanders, eg, China does not get a HQ-Army unit for example.

                                Or do the lot if you wish?

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

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

                                  @Black_Elk
                                  Been coding the German sub spawning, based on your comments.

                                  Now if the allies destroy or occupy one of the Heavy Industries territories that border a coast, it reduces the chance of subs in the Atlantic.

                                  So successful strategic or in one TT case tactical bombing will have a direct impact on subs spawning.

                                  .
                                  The detail
                                  The 4 German Heavy Industries that border a coast have a 1:8 chance of spawning a sub in 1:6 SZ, these are 091 A, 104, 108, 117, 118, 123, on an average turn 3 subs will spawn from 4 Heavy Industries territories.

                                  .
                                  Options

                                  • The Sea zones could be changed
                                  • The probabilities could be changed
                                  • The reliefTiles could have a marker (sub periscope or a sinking ship, on a edge/corner or similar) or maybe as a Decoration, so I can place it, as we change our minds? 54px high-ish ?

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

                                  TheDogT 1 Reply Last reply Reply Quote 2
                                  • TheDogT Offline
                                    TheDog @TheDog
                                    last edited by TheDog

                                    Latest version ready for download from 1st page post

                                    Major changes

                                    • Improved reliefMap showing canals with beacons and dotted SZ borders - hopefully now more obvious
                                    • Bunkers now 2 Defence, was 3, still cost the same 5pu

                                    .
                                    West

                                    • SZ113 split into SZ113 A & B
                                    • German subs code, improved logic on spawning and slightly more of them per turn. Spawn from round 2+
                                    • USSR relocation of Heavy Industry over the Urals automated
                                    • USSR-Neutral changed to Open-Border - stops them from invading neutrals - this forces the AI to focus on the German invasion otherwise it gets side tracked attacking Mongolia.

                                    East

                                    • Japan major repositioning and reinforcements, includes Formosa Invasion force and strike force maybe for Pearl Harbour?
                                    • USA minor repositioning and reinforcements for homeland defence

                                    Testing
                                    For faster testing in the east

                                    • Untick all nations except Japan, USA, Pacific-Allies
                                    • Set Japan & USA to Fast AI or Hard AI
                                    • Set Pacific-Allies to Human, you can either play them or just enter through their phases to see what Japan/USA are doing.

                                    Obviously you can also do something similar for testing the West.

                                    .
                                    Disclaimer I hardly play A&A, 🙄 so my 1st turn testing is very poor, please suggest improvements, so I can get it right :white_heavy_check_mark:
                                    .
                                    Link to 1st post that has the download link
                                    https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread

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

                                    Captain CrunchC 1 Reply Last reply Reply Quote 2
                                    • Captain CrunchC Offline
                                      Captain Crunch Banned @TheDog
                                      last edited by Captain Crunch

                                      @thedog I have a couple important questions about 1941 Global Command Decision map - is it going to be available to download for Triple A eventually? Did you make ANY other maps that Triple A has for download??

                                      Thanks -.-

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

                                        There's this one...

                                        https://forums.triplea-game.org/topic/3146/the-shogun-official-thread?_=1673668144106

                                        @thedog
                                        Here's a J4 from the last update...

                                        J4.tsvg

                                        I think Germany and Japan did ok but we had our weak link in Rome lol.

                                        A few things I noticed while playing. UK was able to transit fighters through neutral TTs (at this point in the save they have a bunch in Spain, earlier they clipped the Italian transports with an attack out of Switz). Oh and also the Brits were able to land a dude up in the USSR arctic as well. At some point a Russian fleet entered Marmara Sz.

                                        I pushed North to Leningrad and seemed to going alright with G, but our Africa campaign was an unmitigated disaster hehe. I tried to press immediately Cairo to see if I could force the Brits out, but they were just too deep. Then the US fleet passed through Gibraltar and we realized too late that we were already undone lol. Was going to roll the Italian downfall for a round or two, then try my hand as Allies hehe.

                                        ps. by some miracle the Americans decided to back away. I thought Rome was smoked for sure, but looks like the Italians got a reprieve... Germans finally managed to break the Russian army that was pinning them down in the south, and we're nearly at the gates of Moscow, so Axis might yet pull something out. Looks like the Americans were prepping to land in France rather than Italy, so I boosted the garrison there, but we'll have to see what shakes down, since they're clearly shifty heheh. Here it is in Round 5

                                        I5.tsvg

                                        Follow up G6...

                                        The British managed to sneak one in against Japan, smoking our carrier and trapping our armies in Borneo. USA kicked off the Normandy landing. It feels like Russia and China may be about to buckle, but not quite sure.

                                        G6.tsvg

                                        Catch ya on the next up

                                        1 Reply Last reply Reply Quote 2
                                        • B Offline
                                          beelee
                                          last edited by beelee

                                          @TheDog DL'd the new one. What a Monstrosity this is :grinning_face_with_smiling_eyes: Good Job. That's a ton of work !

                                          Sadly my small cranium is unable to process it all.

                                          Lol AI just started attacking ha ha ha Better pause it 🙂

                                          Anyway, i've always struggled with the Larger maps. TWW and Iron War. Oil and Snow, although I think that just needs some more detailed Notes.

                                          The upkeep just blows my mind apart, so i basically ignore it and just go for it lol. The spawning Subs is cool. Reminds me of how I did Vichy Ships in oztea's 1939. Although that only happens once.

                                          And the AA shot Designated Targets are cool too. Have used them before too and I like them but it is too bad they auto Kill and can't shoot back. It'd be nice to have the option. Not saying anything specifically here but just as a triplea thing.

                                          You might consider introducing things as Phases/Levels via Map Options so as to not have it to overwhelming at first. Probably mess with Balance, but that's and ongoing process anyway 🙂

                                          I know there are some who play the larger maps. wirkey and redrum both played TWW a lot. It will appeal to some new people as well. I know when i first found triplea, I checked out almost all the maps lol Of course about 4 times as many maps now 🙂

                                          So Nice Work and I'll still mess around with it a bit, but unfortunately, I won't be much help as a tester, as I'm pretty much an Intermediate A&A player at best.

                                          Keep Kickin Ass and
                                          Rock On Brother

                                          Rock On !!!.png

                                          Oh yea I had trouble reading the Game Notes also. It seems kinda blurry to me. And you can't boost the font size for notes, just the map, as it's hardwired into the xml.

                                          I boosted to 22 and that made it easier to read. of course I'm an Old F too so ... 🙂

                                          B 1 Reply Last reply Reply Quote 2
                                          • B Offline
                                            beelee @beelee
                                            last edited by

                                            @TheDog just remembered something else. Short term memory loss is only a myth. Yea right lol

                                            Ok, so even though it's Mega Map, there still is some overflow on E Front. Hepps offered to show me how to change the directions for that years ago, but i stupidly didn't take him up on it.

                                            It's done by Territory. So, could go west with Germans on E Front and east on W Front. SZs probably Big enough it doesn't matter but go West with the Brits and Yanks off W Europe.

                                            If you know how to do it that is

                                            TheDogT 1 Reply Last reply Reply Quote 2

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