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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

      ps. Couple more thoughts on bunkers. So I've kind of accepted these as an abstract feature of basically every TT worth fighting over. The fact that they're so ubiquitous and easy to spawn makes me not really think of them thematically. I mean I guess fortifications cropped up all over the place and probably there were a bunch bunkers and dugouts that never actually got used. But just the way that the bunkers are scaled for the neutral TTs too, makes me think of them, not as bunkers per se, but just a sorta gameplay tool I can use to pull one over on hardAI skynet hehe. Like they're pretty good as cheap blockers, and if defended with even a couple units they can slice and dice the attacker pretty hardcore. When totally empty they're a bit easier to clear, or if you can build enough tactical bombers I guess, but bunker clearing seems to be one of the better uses for artillery and tanks. It made me think that if you had a 2 hit unit on the ground to serve as a bunker clearer, that might be kinda cool. Giving the attacker a way to scale up, and absorb the bunkers hits, might make it more feasible to use a higher than x2 bunkers per TT scheme more generally. Like I could see that as a standard use for armor. I like the tow though. A x2 hit and a tow is pretty powerful. Like they'd have to go up in cost a fair bit. Even right now Armor-Medium is quite good bang for the buck just from the tow. I think the Tank-lgt with a tow might also be fun, if it was more expensive. I don't know where exactly a 2 hit ground unit might fall for a price point, but that might be a way to get more mileage out of the bunker concept. It'd be cool if some sports might have say x3 bunkers (not just from overstacking at the start) but like to give the Atlantic Wall more of a vibe, relative to all the other places.

      I think just to follow on from the above, that if the Industry-Med was capable of spawning more unit types, and pegged at that higher value, that you could get away with just having many more Mediums than Hvys, but still get a similar sort of income from production thing going. Could still save the Industry-Hvy for the most advanced heaviest hitting units to sort control their entry into play, but basically I think you could use Mediums for a lot of spots, and it might even help with the placement/fodder spam. Right now I think having a low placement works, because the factory rail and just the number of factories on the board makes it fairly easy to spawn from multiple spots and then consolidate on the following turn, with some flexibility there. I like how this makes landings a bit more challenging, like particularly for Italy or France, where Axis can clap back. Or how the USSR can muster a bunch of units together pretty quickly from the backfield. Still I think perhaps at 3 place, you could scale down the overall numbers, and still have something pretty similar going on.

      I still worry that being able to nix a factory from the air is too OP. I think it does have some satisfaction in the solo play though. Like it provides some fun trying to decide whether to blast the factory to try and prevent a counter attack across m3. Or just the satisfaction of blasting a factory into the dirt. Or the choice between doing that or trying to take it over, which is always better, though also kinda OP hehe. I don't know, I'm sorta 50/50 there, cause I kinda dig it the way it works, but I can see potential issues when the bombers just go nuts and scale up. I think the idea to give the HardAI factories as freebies so they replace would be a decent work around. Like still allows some of the same satisfaction and purpose to the bombing (even if aa fire attrition can be ugly) the mobility thing or being able to shut that down is so major, or to deny a place for a turn. Anyway, thought would be that if more spots were Medium capable, you could probably have a spawn for Industry-Med or Industry-Lgt as well as the Hvy, basically so they're always trying to build out their production fronts whenever they take over and hold a spot that meets the requirements. Sometimes I've seen the AI buy a base, and then I think they might lock themselves out of the production for a factory, which could sometimes be a problem, but probably if they had say a light factory they'd place that first maybe before dropping a base camp. Anyhow just, a few more thoughts.

      Overall I dig those last adjustments. Eastern front felt a lot more entertaining to me, and China. I like the play in Africa and the Med as well, which feels pretty fun. I like how it's challenging for the Allies to get enough production going to make a push on Italy, and that a whiffed amphibious can sorta stall that front. Going 100% vs Italy, I think USA and UK can probably crush Italy reliably, but that seems thematic so it's ok for me. A lot comes down to Gibraltar and Suez control, which the AI struggles a bit to master. I think Italy if anything could probably use some sort of spawn that supports the Regia Marina to keep them a credible threat, but they are pretty effective when they spawn heavy ground too. I kinda like how the factories are clustered, like I'd keep the same thing going, but maybe just with a few more mediums rather than hvys as sorta the default standard.

      Last though would be on sz 46. I was going to split but I hesitated, first cause I was lazy, but also cause I knew it would mean reworking a lot of sea zone connections there (since the sz borders 9 other tiles.) Right now I think it probably is a bit OP, and perhaps a bit too easy for Japan to get the edge. I can't recall I think we had drafts with many more spots in the pacific and that might have been one. The upside I can see though, would be that it makes the spot more attractive for Japan to go that route. Like whereas, if Japan doesn't have a sorta gamey way to get on New Guinea or Australia early, I think default would have them just always going Sumatra/India center convergence. So the ability to camp off New Guinea or feed into it from Truk does give a little reason for Japan to play forward. Maybe try to actually take out Australia and then double back for the mop up, or play vs USA for keeps (like more in an AI game probably.) Anyhow, I definitely see the rationale to wanting more room there. Perhaps a bit of that flavor could also be handled with the production spread though. I don't know perhaps two competing Industry lgts. I think the scale/size of the likely USN and IJN armadas gives some charm to having a couple kind OP larger-than-life sea zones for the coral sea face off. I don't know, but I do enjoy it having a little production going down in the central Pacific. Something we don't usually get, but an idea I always thought would be fun. These would be some of the TTs that I'd highball like making them in that 1-4 range, I think you do more 3s and 4s for the island chains, just to give the extra incentive to clear some places. Say an Iwo or a Saipan or a Guadalcanal. Like those spots could be 3 or 4 and I wouldn't bat an eye really, provided it gives Japan and USA/Pacific Allies a reason to contest them hehe.

      OK probably enough rambles for the week. Been having fun though! I got an Axis game going right now that I'm enjoying quite a lot. It's fun to paint the map with marching armies! Good times

      Catch you guys next round
      🙂

      oh also, this is the Axis opener I was trying for in the combat move (non-coms already committed just to show the idea). Thought was to Strafe Tula, take everywhere else, esp Kursk to block to the rail counter. Then just kinda stack up Bryansk with bunkers, and bunker block to hold the soviet armor from punching through Ukraine. Idea for the Western Desert was to give Italy a hit on Cairo for their first turn, to try and trap the fleet. Kinda low cost high reward, could send a second mech but I just htought keep it dicey, bunker up in Libya hehe. For the Western fighters and Kriegsmarine basically calling the subs home and throwing a dd picket forward. Try to set up an exchange and then kill the USSR or British fleet with aircraft. Seemed like an alright plan. We'll have to see how it pans out.
      2023-4-24-1941-Global-Command-Decision G1 Tula strafe.tsvg

      2023-4-24-1941-Global-Command-Decision G1 Tula strafe place.tsvg

      TheDogT 1 Reply Last reply Reply Quote 0
      • TheDogT Offline
        TheDog @Black_Elk
        last edited by TheDog

        @Jason-Green-Lowe
        Tooltips
        Check the tool tips of each unit that you are unsure of what its function is, my tip/help is preceded with a dash. eg.

        • Medium Industrial Complex can produce 3 units per turn
        • Produces 5pu/turn
        • has own Anti-Air defence
        • Rail links to move units 3 territories
        • When captured suffers 2 Raid Damage
        • Can produce Destroyer, Transport, Fighter-Early
        • Can produce Inf-Conscript, Inf-Trained, Inf-Motorized, Armor-Lgt, Artillery, Bunker

        As the 'Factory' capabilities are listed and what the 'targeted' attacks will attack.

        .
        Conscript spamming for the USSR and China are valid tactics, it is what the game is designed to do.

        Bunker as they cost 1pu/turn for upkeep, they are a drain on your PU resources if the TT is not under threat. Again a valid tactic for the USSR and China and to a lesser extent other nations.
        Bunkers are dug in infantry/garrison infantry, see Tooltips.

        Armour. Can also tow/carry slower units (I have expanded the next release tooltips, thanks)

        Submarines
        Currently Air cannot target submarines, but in the next release Bomber-Lgt will be able to target subs.
        Currently only Transport (they are Convoys & include Frigates & Corvettes) & Destroyers can attack Submarines. Again see tooltips

        Territories
        "..., and that the $7 territory should probably be New South Wales, not Brisbane"
        Black Elk has also suggested the same. My original problem was the SZ cut just in the wrong place for the West coast Heavy industry and ship building was nearer to Brisbane TT.
        So as you both say the same and the SZ is a bit iffy, I will switch the PU values in the next release.

        Setup
        After your comments re Bunkers, a lot of the maps major nations 2x Bunkers are now 1x Bunkers, to give the players more PU to spend.

        Thanks for the feedback.

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

        wc_sumptonW 2 Replies Last reply Reply Quote 1
        • wc_sumptonW Online
          wc_sumpton @TheDog
          last edited by

          @thedog @Black_Elk

          Some thoughts:
          Map:
          The war started in mid '39 (Sept. 1), while '41 GCD begins in mid, to late '41. I was thinking that borders, 'territoryOwner' under initialize or 'originalOwner' under attachments, should be rolled back to '39, with the captured territories belonging to "Neturals".
          This would allow for a more flexible timeline for 'cheap' Kamikaze, Conscript type units. i.e. If Japan is wining, why introduce Kamikaze planes, but if they are getting kicked hard, why should they be made to wait. Same for USSR if they are winning, they shouldn't be able to purchase cheap fodder units. Also allow Germany and Italy to purchase conscripts if they are being beaten up.
          Units:
          Speaking of 'Inf-Conscript', all offensive support should be removed (Tank, Artillery). These unit are un-trained, cheap defensive units, so should maintain their defense support.
          Remove 'Flak' from 'Inf-Trained'. Shoulder fired Anti-Air weapons was not very common. Could be replaced with 'Precision' mortar type attack. Also 'Inf-Elite' could be given some type of 'Anti-Tank' attack. Or create 'Inf-Mortat', 'Inf-Anti-Tank'.
          Speaking of new units 'Inf-Gunner', 1-3-1 which gives 1:1 defensive support to Infantry units. (Machine Gun nest were very hard to remove)

          1 Reply Last reply Reply Quote 2
          • wc_sumptonW Online
            wc_sumpton @TheDog
            last edited by wc_sumpton

            @thedog, @Black_Elk

            Unit Support:
            I would use a commonality to support. i.e. Instead of 'Command-Air', 'Command-Fleet', just use 'Command', this way when two HQ units are together, their support is more spread out, unless of course the idea is for some unit to receive compounded support while other may receive none.

            Also breakdown offensive/defensive support. Artillery should just give offensive support. Armor units on the other hand should only give defensive support. When attacking, armor units are in front or infantry, clearing the way, not behind.
            There should be two types of fighters, air superiority (Fighter, P 51 Mustang, Fighter Jet) and ground support (bomber-lgt). The bomber-lgt should be able to support attacking tanks at 1:1, but its 'Dog Fight' airAttack, airDefense should be at the very weakest, 1s across the board.
            Bombers (Bomber, Nuclear-Bomber) should have some type of airAttack. This is the value used during SBR, when the units is intercepted, and no airDefense (I would never use a bomber to intercept). And maybe even some offensive 'Dog Fight' capabilities, or AAstrength, offensive support 1:1 to air superiority units.

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

              @wc_sumpton
              HQ Command
              Thanks for the 'Command' heads up, all HQs now just have
              bonusType" value="Command"
              eg. As German HQ-Submarine and Italian HQ-Fleet could combine and give +2, thats not intended.

              airAttack/airDefence
              The PoS2 is not clear. So be be clear for Bombers I should have ?
              <option name="airAttack" value="1"/>
              <option name="airDefense" value="0"/>

              For escorting fighters of bombers ?
              <option name="airAttack" value="2"/>

              For scrambled intercepting Fighters
              <option name="airDefense" value="3"/>

              For Fighters, combining the above ?
              <option name="airAttack" value="2"/>
              <option name="airDefense" value="3"/>

              Conscript/Kamikaze to be produced when home nation/waters is invaded is a good idea, on the TODO list.

              The Inf-Gunner, is a bit like the controversial Bunker and Im also reluctant to add another unit type.

              The rest I will cogitate on.

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

              wc_sumptonW 1 Reply Last reply Reply Quote 2
              • wc_sumptonW Online
                wc_sumpton @TheDog
                last edited by

                @thedog

                airAttack is for the Attacker, the one preforming the SBR, and those units designated as Escorting the attacking bomber.

                airDefense is for the Intercepting units defending against the SBR attack.

                So the bombers, which are preforming an attack, and those units Escorting, should have airAttack value set. Units that can Intercept should have there airDefence set.

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

                  Latest version 80 ready for download from 1st page 1st post

                  Major Changes

                  • Fighter-Early, Fighter, Fighter-Jet, P51-Mustang all -1 Atk air combat & 1pu cheaper, making these units 'defence' for the AI
                  • Bomber-Lgt now 2/1 & Targeted 1/1 v ground/surface, 1pu cheaper, making these units 'attack' for the AI
                  • Air-Transport 7pu, was 6, reduces the probability of the AI buying them
                  • Submarine 6pu, was 8, Submarine-Adv 7pu, was 9, as Bomber-Lgt can now target subs
                  • Free German Subs in the Atlantic now 1 in 10 per SZ per Factory, was 1 in 16, as Bomber-Lgt can now target subs
                  • Many nations reduced their Bunkers to 1, so their upkeep is less give the players more freedom to purchase units (thanks Jason)
                  • Anti-Air unit now 1/2 was 1/1, so better value for pu
                  • HQs Command now as intended (thanks WC Sumpton)
                  • airAttack/airDefence corrected (thanks WC Sumpton)
                  • Germany/Italy tertory PU now matches their factory (thanks Black Elk)

                  WEST

                  • Germany & USSR get extra units in Warsaw & Kazan (Air-Transport, Infantry-Elite) (thanks Black Elk)
                  • Germany every 4th turn gets a free HQ-Submarine but has to escape mainland europe
                  • USSR fleets changed, new Baltic Fleet (thanks Jason)
                    Terrain changes Marsh: Florida, Louisiana
                    Forest: Oregon
                    Desert: Nevada and New Mexico, Baja-Sonora, Chihuahua-Durango
                    Mountains: Colorado, Mexico City (all Black Elk)

                  EAST

                  • Swapped Factories for Brisbane & Sydney, later Industry-Hvy is now for Sydney
                  • Pacific Allies (Dutch East Indies) get 4 more units, 2 Bunkers/Garrison, Inf-Trained & a Destroyer (thanks Jason)
                  • Removed Inf-Motorized from Japan & Pacific-Allies Purchase screens, as both nations did not really use them, like in the west

                  TODO

                  • Balance
                  • Conscript/Kamikaze to be produced when home nation/waters is invaded (thanks WC Sumpton)
                  • Terrain effect icons for each TT (This might get done as skin or not at all)

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

                  wc_sumptonW Jason Green-LoweJ 2 Replies Last reply Reply Quote 3
                  • wc_sumptonW Online
                    wc_sumpton @TheDog
                    last edited by wc_sumpton

                    @thedog, @Black_Elk

                    A different way to do 'Tech Research':
                    First use just 1 '_production', for Britian:

                    <!-- Britain -->
                    <productionFrontier name="production_Britain">
                    	<frontierRules name="buyHQ-Army"/>
                    	<frontierRules name="buyHQ-Fleet"/>
                    	<frontierRules name="buyHQ-Air"/>
                    
                    	<frontierRules name="buyInf-Trained"/>
                    	<frontierRules name="buyInf-Elite"/>
                    	<frontierRules name="buyInf-Motorized"/>
                    	<frontierRules name="buyArmor-Lgt"/>
                    	<frontierRules name="buyArmor-Med"/>
                    
                    	<frontierRules name="buyArtillery"/>
                    	<frontierRules name="buyAnti-Tank"/>
                    	<frontierRules name="buyAnti-Air"/>
                    	<frontierRules name="buyBunker"/>
                    
                    	<frontierRules name="buyDestroyer"/>
                    	<frontierRules name="buyCruiser"/>
                    	<frontierRules name="buyBattleship"/>
                    	<frontierRules name="buyCarrier"/>
                    	<frontierRules name="buySubmarine"/>
                    	<frontierRules name="buyTransport"/>
                    
                    	<frontierRules name="buyFighter"/>
                    	<frontierRules name="buyBomber-Lgt"/>
                    	<frontierRules name="buyBomber"/>
                    	<frontierRules name="buyAir-Transport"/>
                    
                    	<frontierRules name="buyIndustry-Hvy"/>
                    	<frontierRules name="buyIndustry-Med"/>
                    	<frontierRules name="buyIndustry-Lgt"/>
                    	<frontierRules name="buyBase-Camp"/>
                    </productionFrontier>
                    

                    Now for the Carrier-Fleet:
                    Edit Changed on 4/29 to place 'invert' option in its own condition

                    <!-- Britain Carrier-Fleet -->
                    <!-- Has the research been successful -->
                    <attachment name="conditionAttachment_Britain_Research_Carrier-Fleet_Success" attachTo="Britain" javaClass="RulesAttachment" type="player">
                    	<option name="switch" value="false"/>
                    </attachment>
                    <!-- Invert in setting rounds condition is not working so a separate condition is used --> 
                    <attachment name="conditionAttachment_Britain_Research_Carrier-Fleet_Invert" attachTo="Britain" javaClass="RulesAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Carrier-Fleet_Success"/>
                    	<option name="invert" value="true"/> <!-- need to check the inverted condition -->
                    </attachment>
                    <!-- Without successful research, setup when to begin -->
                    <attachment name="conditionAttachment_Britain_Research_Carrier-Fleet" attachTo="Britain" javaClass="RulesAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Carrier-Fleet_Invert"/>
                            <!-- Research begins on round 10, and continues untill successful -->
                    	<option name="rounds" value="10-+"/>
                    </attachment>
                    
                    <!-- Using chance to research -->
                    <attachment name="triggerAttachment_Britain_Research_Carrier-Fleet_Chance" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Carrier-Fleet"/>
                    	<option name="chance" value="1:4"/> <!-- Acts like a Tech roll -->
                    	<option name="chanceIncrementOnFailure" value="1"/> <!-- Increasing chance on next turn -->
                            <!-- If successful change success switch to true -->
                    	<option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Britain_Research_Carrier-Fleet_Success"/>
                    	<option name="playerProperty" value="switch" count="true"/>       
                    	<option name="when" value="before:BritainCombatMove"/>
                    </attachment>
                    
                    <attachment name="triggerAttachment_Britain_Research_Carrier-Fleet" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Carrier-Fleet_Success"/>
                    	<option name="productionRule" value="production_Britain:buyCarrier-Fleet"/>
                    	<!-- Remove replace unit now, or create another chance condition starting at turn 14 -->
                    	<!-- <option name="productionRule" value="production_Britain:-buyCarrier"/> -->
                    	<option name="notification" value="Notify_Britain_Research_1944_2Q"/>
                    	<option name="players" value="$All-Players$"/>
                    	<option name="uses" value ="1"/> <!-- only do this once -->
                    	<option name="when" value="before:BritainPurchase"/>
                    </attachment>
                    

                    The same can be done for the Fighter-Jet:
                    Edit Changed on 4/29 to place 'invert' option in its own condition

                    <!-- Britain Fighter-Jet -->
                    <attachment name="conditionAttachment_Britain_Research_Fighter-Jet_Success" attachTo="Britain" javaClass="RulesAttachment" type="player">
                    	<option name="switch" value="false"/>
                    </attachment>
                    <attachment name="conditionAttachment_Britain_Research_Fighter-Jet_Invert" attachTo="Britain" javaClass="RulesAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter-Jet_Success"/>
                            <option name="invert" value="true"/>
                    </attachment>
                    <attachment name="conditionAttachment_Britain_Research_Fighter-Jet" attachTo="Britain" javaClass="RulesAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter-Jet_Invert"/>
                            <option name="invert" value="true"/>
                    	<option name="rounds" value="11-+"/>
                    </attachment>
                    <attachment name="triggerAttachment_Britain_Research_Fighter-Jet_Chance" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter-Jet"/>
                    	<option name="chance" value="1:4"/> <!-- Acts like a Tech roll -->
                    	<option name="chanceIncrementOnFailure" value="1"/> <!-- Increasing chance on next turn -->
                    	<option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Britain_Research_Fighter-Jet_Success"/>
                    	<option name="playerProperty" value="switch" count="true"/>       
                    	<option name="when" value="before:BritainCombatMove"/>
                    </attachment>
                    <attachment name="triggerAttachment_Britain_Research_Fighter-Jet" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter-Jet_Success"/>
                    	<!-- <option name="productionRule" value="production_Britain:buyFighter-Jet"/> Removed because of conflict with Pacific-Allies -->
                    	<option name="notification" value="Notify_Britain_Research_1944_3Q"/>
                    	<option name="players" value="$All-Players$"/>
                    	<option name="uses" value ="1"/> <!-- only do this once -->
                    	<option name="when" value="before:BritainPurchase"/>
                    </attachment>
                    <!-- Add Fighter-Jet before British Production -->
                    <attachment name="triggerAttachment_Britain_Add_Fighter_Jet" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter_Jet_Success"/>
                    	<option name="productionRule" value="production_Britain:buyFighter-Jet"/>
                    	<option name="when" value="before:BritainPurchase"/>
                    </attachment>
                    <!-- Now remove Fighter-Jet prior to Pacific-Allies procuction -->
                    <attachment name="triggerAttachment_Britain_Remove_Fighter_Jet" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                    	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter_Jet_Success"/>
                    	<option name="productionRule" value="production_Britain:-buyFighter-Jet"/>
                    	<option name="when" value="before:Pacific-AlliesPurchase"/>
                    </attachment>
                    

                    Britian only has these two updates, but more could be added.

                    Cheers...

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

                      lol, more will be added 😀

                      I had started to attempt to put the code together for Conscripts, it was not working, but you have given me so much more. :thumbs_up:

                      And it even has random turns for tech.

                      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 2
                      • Jason Green-LoweJ Offline
                        Jason Green-Lowe @TheDog
                        last edited by

                        @thedog Sounds good to me! Looking forward to giving it another try, although it might be a while; juggling lots of projects right now.

                        TheDogT 1 Reply Last reply Reply Quote 1
                        • TheDogT Offline
                          TheDog @Jason Green-Lowe
                          last edited by

                          As and when, we are just happy for the feedback and engagement to make it better.

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

                          wc_sumptonW 2 Replies Last reply Reply Quote 3
                          • wc_sumptonW Online
                            wc_sumpton @TheDog
                            last edited by

                            @thedog, @Black_Elk

                            If I'm reading it correctly, the Pacific-Allies receive the British Production with the Carrier-Fleet, but not the Fighter-Jet:

                            <attachment name="triggerAttachment_Britain_Research_Fighter-Jet" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                            	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter-Jet_Success"/>
                            	<!-- <option name="productionRule" value="production_Britain:buyFighter-Jet"/> -- Need to remove this line -->
                            	<option name="notification" value="Notify_Britain_Research_1944_3Q"/>
                            	<option name="players" value="$All-Players$"/>
                            	<option name="uses" value ="1"/> <!-- only do this once -->
                            	<option name="when" value="before:BritainPurchase"/>
                            </attachment>
                            <!-- New attachments to add/remove Fighter-Jet -->
                            <!-- Add before British Production -->
                            <attachment name="triggerAttachment_Britain_Add_Fighter-Jet" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                            	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter-Jet_Success"/>
                            	<option name="productionRule" value="production_Britain:buyFighter-Jet"/>
                            	<option name="when" value="before:BritainPurchase"/>
                            </attachment>
                            <!-- Now remove Fighter-Jet prior to Pacific-Allies procuction -->
                            <attachment name="triggerAttachment_Britain_Remove_Fighter-Jet" attachTo="Britain" javaClass="TriggerAttachment" type="player">
                            	<option name="conditions" value="conditionAttachment_Britain_Research_Fighter-Jet_Success"/>
                            	<option name="productionRule" value="production_Britain:-buyFighter-Jet"/>
                            	<option name="when" value="before:Pacific-AlliesPurchase"/>
                            </attachment>
                            

                            Will talk about the German's V-2 rocket, and Japan's Kamikaze-Plane later.

                            Cheers...

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

                              Correct.
                              Not historically correct, if not, they are bit mundane.

                              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
                              • wc_sumptonW Online
                                wc_sumpton @TheDog
                                last edited by wc_sumpton

                                @thedog, @Black_Elk

                                The German's V-2 rocket can only be started after the completion of the V-1 (I would split up the V-1 and me262):

                                <attachment name="conditionAttachment_German_Research_V-2_Success" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                	<option name="switch" value="true"/> <!-- This time leave this switch 'true' -->
                                </attachment>
                                <!-- Do not need a when to start condition, V-2 starts after V-1 completion -->
                                
                                <attachment name="triggerAttachment_German_Research_V-2_Chance" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                	<option name="conditions" value="conditionAttachment_German_Research_V-1_Success"/> <!-- Tells when V-1 completed -->
                                	<option name="conditions" value="conditionAttachment_German_Research_V-2_Success"/>
                                	<option name="chance" value="1:4"/> <!-- Acts like a Tech roll -->
                                	<option name="chanceIncrementOnFailure" value="1"/> <!-- Increasing chance on next turn -->
                                	<option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_German_Research_V-2_Success"/>
                                	<option name="playerProperty" value="switch" count="false"/> <!-- was left a true, now change to false -->
                                	<option name="when" value="before:GermanCombatMove"/>
                                </attachment>
                                
                                <attachment name="triggerAttachment_German_Research_V-2" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                	<option name="conditions" value="conditionAttachment_German_Research_V-2_Success"/>
                                        <option name="invert" value="true"/> <!-- change the switch about so check for the inverse -->
                                	<option name="productionRule" value="production_German:buyV-2"/>
                                	<option name="notification" value="Notify_Germany_Research_1944_4Q"/>
                                	<option name="players" value="$All-Players$"/>
                                	<option name="uses" value ="1"/> <!-- only do this once -->
                                	<option name="when" value="beforeGermanPurchase"/>
                                </attachment>
                                

                                So this will set the V-2 to only begin after the V-1 completion.

                                Cheers...

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

                                  I'm on board with all these suggestions 🙂

                                  I was running experiments for the relief. Right now it's around 90mb when I reconstruct from the reliefTiles folder. If I desaturate the ocean sea zones and reduce their opacity I can get this down to just shy of 70mb. This would allow the player a bit more control over the color blue that displays in-game by modifying the blue in the baseline, while still preserving the basic blue-ish/white glow effect of the border. Looks like this with the current default baseTile colors...

                                  263a4468-b55b-487e-b041-5fb7828dbadd-image.png

                                  If I desaturate the entire image the relief would then be down to about 35mb. This would allow the player to change the ocean to any color (doesn't necessarily need to be a blue) but will also show land more evenly colored over. A little washed out basically, since only the color-value information would come through from the under terrain. It's more pastel compared to the current cause the vibrancy is only coming from the national hex. Essentially color there would be more true to the assigned national Hexes, since the only thing that's really changing within the relief is the value (brightness/darkness) within that defined color range. The difference is subtle, but still noticeable for me. It will adjust how the national hues present in some spots, particularly for Germany, which becomes more of a uniform gray. Looks like this...

                                  9f16dc68-8355-4e5a-8d47-b6debf5095f5-image.png

                                  Basically in both of those what I did was to make the sea zone tiles a midtone gray, and then put that portion of the relief at 60% opacity, so 40% of whatever the base color is will show through. The user can then control the exact hue of the ocean by just paintbucketing a chosen color into the baseline image, running it through the baseTiles breaker, and then the relief would show that color/color range. Gives the user a way to tweak the ocean color on the fly that way. Not as easy as changing Hex colors for the national ownership on land in the map.props, but gives at least some flexibility. All I lost in the process was the lighthouse beacon color really, cause those went ghost, though I could add those back in pretty easily. Like just pasting the graphic over again I guess. Probably only a few kb for that. For me the full bw is a bit too slate, so I think it's kinda worth the extra 30mb for just a hint of the color there, but for people who like a pastel that's pretty easy. Like just make it grayscale and running it back through hehe. Mostly it's the color information in the land/ocean relief that takes up the most space, and the blue is about a third of that or more, so got a pretty good savings just from that.

                                  Anyhow, just thought I'd share real quick in case that idea seems cool for a space saver. Not sure which people prefer. I'm pretty used to running the relief tilebreaker in the map creator tools, but might not be super intuitive. Still if players like to customize and change colors around, I still think would be nice to have some way for the end user to modify the blue. Just cause it's the only thing that can't be quickly tweaked by assigning new Hexes in the map.properties.

                                  https://www.dropbox.com/s/s6zqwaraslute38/relief_map_sz_bw.png?dl=0

                                  https://www.dropbox.com/s/o5iqtfbd57r8w83/relief_map_full_bw.png?dl=0

                                  wc_sumptonW 1 Reply Last reply Reply Quote 2
                                  • wc_sumptonW Online
                                    wc_sumpton @Black_Elk
                                    last edited by wc_sumpton

                                    @TheDog, @black_elk

                                    Japan's Kamikaze-Plane, like the Inf-Conscripted, are units designed to give a losing player a chance to swing the game. Kamikaze-Planes should only be developed/deployed when an invading fleet remains within The Empire's territorial waters after Japan's combat phase. Fleet size could be 7 or more surface warships, and territorial waters are the zones Japan owns at the start of the game.

                                    <!-- Check for invading fleet, 7 surface warships within Japan's territorial waters -->
                                    <attachment name="conditionAttachment_Fleet_Invading_Japan_7in1" attachTo="Japan" javaClass="RulesAttachment" type="player">
                                            <!-- One originally owned sea zones -->
                                    	<option name="enemyPresenceTerritories" value="original" count="1"/>
                                            <!-- 7 surface warships -->
                                            <option name="unitPresence" value="Destroyer:Cruiser:Battleship:Carrier:Carrier-Fleet" count="7"/>
                                    </attachment>
                                    <!-- Might also want to check for a split up fleet 3 in 2 -->
                                    <attachment name="conditionAttachment_Fleet_Invading_Japan_3in2" attachTo="Japan" javaClass="RulesAttachment" type="player">
                                            <!-- Two originally owned sea zones -->
                                    	<option name="enemyPresenceTerritories" value="original" count="2"/>
                                            <!-- 3 surface warships -->
                                            <option name="unitPresence" value="Destroyer:Cruiser:Battleship:Carrier:Carrier-Fleet" count="3"/>
                                    </attachment>
                                    <!-- Are fleets invading Japan -->
                                    <attachment name="conditionAttachment_Fleets_Invading_Japan" attachTo="Japan" javaClass="RulesAttachment" type="player">
                                    	<option name="conditions" value="conditionAttachment_Fleet_Invading_Japan_7in1:conditionAttachment_Fleet_Invading_Japan_3in2"/>
                                             <option name="conditionType" value="OR"/>
                                    </attachment>
                                    

                                    Now that the 'when' is done, state development:

                                    <!-- Japan Kamikaze-Plane -->
                                    <attachment name="conditionAttachment_Japan_Kamikaze-Plane_Success" attachTo="Japan" javaClass="RulesAttachment" type="player">
                                    	<option name="switch" value="false"/>
                                    </attachment>
                                    <attachment name="conditionAttachment_Japan_Kamikaze-Plane_Invert" attachTo="Japan" javaClass="RulesAttachment" type="player">
                                    	<option name="conditions" value="conditionAttachment_Japan_Kamikaze-Plane_Success"/>
                                    	<option name="invert" value="true"/>
                                    </attachment>
                                    <attachment name="conditionAttachment_Japan_Research_Kamikaze-Plane" attachTo="Japan" javaClass="RulesAttachment" type="player">
                                    	<option name="conditions" value="conditionAttachment_Japan_Research_Kamikaze-Plane_Invert"/>
                                            <!-- The soonest development may start -->
                                    	<option name="rounds" value="11-+"/>
                                    </attachment>
                                    <attachment name="triggerAttachment_Japan_Research_Kamikaze-Plane_Chance" attachTo="Japan" javaClass="TriggerAttachment" type="player">
                                            <!-- Research can start and stop depending on the following condition -->
                                    	<option name="conditions" value="conditionAttachment_Fleets_Invading_Japan"/>
                                    	<option name="conditions" value="conditionAttachment_Japan_Research_Kamikaze-Plane"/>
                                    	<option name="chance" value="1:4"/>
                                    	<option name="chanceIncrementOnFailure" value="1"/>
                                    	<option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Japan_Kamikaze-Plane_Success"/>
                                    	<option name="playerProperty" value="switch" count="true"/>
                                            <!-- The Emperor wants to give his fleets a chance to diminish the invading threat -->
                                    	<option name="when" value="after:Japan:Combat"/>
                                    </attachment>
                                    <attachment name="triggerAttachment_Japan_Research_Kamikaze-Plane" attachTo="Japan" javaClass="TriggerAttachment" type="player">
                                    	<option name="conditions" value="conditionAttachment_Japan_Research_Kamikaze-Plane_Success"/>
                                    	<option name="notification" value="Notify_Japan_Research_Kamikaze-Plane"/>
                                    	<option name="players" value="$All-Players$"/>
                                    	<option name="uses" value="1"/>
                                    	<option name="when" value="before:JapanPurchase"/>
                                    </attachment>
                                    <!-- Add before Japan Production -->
                                    <attachment name="triggerAttachment_Japan_Add_Kamikaze-Plane" attachTo="Japan" javaClass="TriggerAttachment" type="player">
                                            <!-- Only add if there is an invading fleet -->
                                    	<option name="conditions" value="conditionAttachment_Fleets_Invading_Japan"/>
                                    	<option name="conditions" value="conditionAttachment_Japan_Research_Kamikaze-Plane_Success"/>
                                    	<option name="productionRule" value="production_Japan:buyKamikaze-Plane"/>
                                    	<option name="when" value="before:JapanPurchase"/>
                                    </attachment>
                                    <!-- Alway remove the Kamikaze-Plane because conditions will merit when to purchase -->
                                    <attachment name="triggerAttachment_Japan_Remove_Kamikaze-Plane" attachTo="Japan" javaClass="TriggerAttachment" type="player">
                                    	<option name="conditions" value="conditionAttachment_Japan_Research_Kamikaze-Plane_Success"/>
                                    	<option name="productionRule" value="production_Japan:-buyKamikaze-Plane"/>
                                            <!-- can be done anytime before purchase -->
                                    	<option name="when" value="after:JapanCombat"/>
                                    </attachment>
                                    

                                    Inf-Conscript is done in about the same way, but would use 'directOwnershipTerritories' and 'controlledNoWater'.

                                    Cheers...

                                    1 Reply Last reply Reply Quote 1
                                    • wc_sumptonW Online
                                      wc_sumpton
                                      last edited by wc_sumpton

                                      @TheDog, @Black_Elk

                                      Using the new research, Germany's Submarine-Adv, and Submarine placements would look like:

                                      <!-- Germany Player & AI Submarine  - these subs are free, but must have a Industry-Hvy in specific territory -->
                                      <!-- Germany Submarine-Adv switches -->
                                      <attachment name="conditionAttachment_Germany_Research_Submarine-Adv_Success" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                      	<option name="switch" value="false"/>
                                      </attachment>
                                      
                                      <attachment name="conditionAttachment_Germany_Research_Submarine-Adv_Invert" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Success"/>
                                      	<option name="invert" value="true"/>	<!-- need to check the inverted condition -->
                                      </attachment>
                                      
                                      <!-- Check for Industry-Hvy in Hamburg-Lower Saxony -->
                                      <attachment name="conditionAttachment_NationalTheme_Germany-2-Ham" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                      	<option name="directPresenceTerritories" value="Hamburg-Lower Saxony" count="1"/>
                                      	<option name="unitPresence" value="Industry-Hvy" count="1"/>
                                      	<option name="rounds" value="2-+"/>
                                      </attachment>
                                      
                                      <!-- Submarine placement chance -->
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2-Ham_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Ham"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Invert"/> <!-- If true, Submarine-Adv research not completed -->
                                      	<option name="placement" value="@SubmarineSZ@:Submarine" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      <!-- Submarine-Adv placement chance -->
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2Adv-Ham_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Ham"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Success"/> <!-- If true, Submarine-Adv research completed -->
                                      	<option name="placement" value="@SubmarineSZ@:Submarine-Adv" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      
                                      <attachment name="conditionAttachment_NationalTheme_Germany-2-Mec" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                      	<option name="directPresenceTerritories" value="Meckleburg" count="1"/>
                                      	<option name="unitPresence" value="Industry-Hvy" count="1"/>
                                      	<option name="rounds" value="2-+"/>
                                      </attachment>
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2-Mec_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Mec"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Invert"/>
                                      	<option name="placement" value="@SubmarineSZ@:Submarine" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2Adv-Mec_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Mec"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Success"/>
                                      	<option name="placement" value="@SubmarineSZ@:Submarine-Adv" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      
                                      <attachment name="conditionAttachment_NationalTheme_Germany-2-Pom" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                      	<option name="directPresenceTerritories" value="Pomerania" count="1"/>
                                      	<option name="unitPresence" value="Industry-Hvy" count="1"/>
                                      	<option name="rounds" value="2-+"/>
                                      </attachment>
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2-Pom_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Pom"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Invert"/>
                                      	<option name="placement" value="@SubmarineSZ@:Submarine" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2Adv-Pom_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Pom"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Success"/>
                                      	<option name="placement" value="@SubmarineSZ@:Submarine-Adv" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      
                                      <attachment name="conditionAttachment_NationalTheme_Germany-2-Kon" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                      	<option name="directPresenceTerritories" value="Konigsberg-E.Prussia" count="1"/>
                                      	<option name="unitPresence" value="Industry-Hvy" count="1"/>
                                      	<option name="rounds" value="2-+"/>
                                      </attachment>
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2-Kon_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Kon"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Invert"/>
                                      	<option name="placement" value="@SubmarineSZ@:Submarine" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      <attachment foreach="$SubmarineSZ$" name="triggerAttachment_Germany-2Adv-Kon_@SubmarineSZ@" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_NationalTheme_Germany-2-Kon"/>
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Success"/>
                                      	<option name="placement" value="@SubmarineSZ@:Submarine-Adv" count="1"/>
                                      	<option name="players" value="Germany"/>
                                      	<option name="chance" value="1:10"/>
                                      	<option name="when" value="after:GermanyEndTurn"/>
                                      </attachment>
                                      <!-- END Player & AI these subs are free, but must have a Industry-Hvy in specific territory -->
                                      

                                      Research

                                      <!-- Submarine-Adv switches moved to Submarine placement chance -->
                                      <!-- Without successful research, setup when to begin -->
                                      <attachment name="conditionAttachment_Germany_Research_Submarine-Adv" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Invert"/>
                                      	<option name="rounds" value="7-+"/>	<!-- 7 Research begins on round 7, and continues untill successful -->
                                      </attachment>
                                      
                                      <!-- Using chance to research -->
                                      <attachment name="triggerAttachment_Germany_Research_Submarine-Adv_Chance" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv"/>
                                      	<option name="chance" value="1:4"/> <!-- Acts like a Tech roll -->
                                      	<option name="chanceIncrementOnFailure" value="1"/> <!-- Increasing chance on next turn -->
                                      	<option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Germany_Research_Submarine-Adv_Success"/>
                                      	<option name="playerProperty" value="switch" count="true"/>	<!-- If successful change success switch to true -->
                                      	<option name="when" value="before:GermanyCombatMove"/>
                                      </attachment>
                                      
                                      <attachment name="triggerAttachment_Germany_Research_Submarine-Adv" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                      	<option name="conditions" value="conditionAttachment_Germany_Research_Submarine-Adv_Success"/>
                                      	<option name="productionRule" value="production_Germany:buySubmarine-Adv"/>	
                                      	<option name="productionRule" value="production_Germany:-buySubmarine"/> 		<!-- replaced by Submarine-Adv -->
                                      	<option name="notification" value="Notify_Germany_Research_Submarine-Adv"/>
                                      	<option name="players" value="$All-Players$"/>
                                      	<option name="uses" value="1"/> <!-- only do this once -->
                                      	<option name="when" value="before:GermanyPurchase"/>
                                      </attachment>
                                      

                                      Cheers...

                                      1 Reply Last reply Reply Quote 2
                                      • wc_sumptonW Online
                                        wc_sumpton
                                        last edited by

                                        @TheDog, @Black_Elk

                                        Using the new research, I have been backing up the chance to start the research by one round. Because Germany's Armor-Hvy started on round 2, backing up to round 1 means that there is no check on when to begin the research:

                                        <!-- Germany Armor-Hvy -->
                                        <attachment name="conditionAttachment_Germany_Research_Armor-Hvy_Success" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                        	<option name="switch" value="false"/>
                                        </attachment>
                                        
                                        <attachment name="conditionAttachment_Germany_Research_Armor-Hvy_Invert" attachTo="Germany" javaClass="RulesAttachment" type="player">
                                        	<option name="conditions" value="conditionAttachment_Germany_Research_Armor-Hvy_Success"/>
                                        	<option name="invert" value="true"/>	<!-- need to check the inverted condition -->
                                        </attachment>
                                        
                                        <!-- Using chance to research no round check since research begins on round 1 -->
                                        <attachment name="triggerAttachment_Germany_Research_Armor-Hvy_Chance" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                        	<option name="conditions" value="conditionAttachment_Germany_Research_Armor-Hvy_Invert"/> <!-- This tell when to start and stop the research -->
                                        	<option name="chance" value="1:4"/> <!-- Acts like a Tech roll -->
                                        	<option name="chanceIncrementOnFailure" value="1"/> <!-- Increasing chance on next turn -->
                                        	<option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Germany_Research_Armor-Hvy_Success"/>
                                        	<option name="playerProperty" value="switch" count="true"/>	<!-- If successful change success switch to true -->
                                        	<option name="when" value="before:GermanyCombatMove"/>
                                        </attachment>
                                        
                                        <attachment name="triggerAttachment_Germany_Research_Armor-Hvy" attachTo="Germany" javaClass="TriggerAttachment" type="player">
                                        	<option name="conditions" value="conditionAttachment_Germany_Research_Armor-Hvy_Success"/>
                                        	<option name="productionRule" value="production_Germany:buyArmor-Hvy"/>	
                                        	<option name="productionRule" value="production_Germany:-buyArmor-Lgt"/> 		<!-- replaced by Armor-Hvy -->
                                        	<option name="notification" value="Notify_Germany_Research_Armor-Hvy"/>
                                        	<option name="players" value="$All-Players$"/>
                                        	<option name="uses" value="1"/> <!-- only do this once -->
                                        	<option name="when" value="before:GermanyPurchase"/>
                                        </attachment>
                                        

                                        Thus less code, and easier to debug!!

                                        Cheers...

                                        1 Reply Last reply Reply Quote 2
                                        • wc_sumptonW Online
                                          wc_sumpton
                                          last edited by

                                          @TheDog, @Black_Elk

                                          Question about order of battle. On the European side Germany goes first, as the major aggressor, this is good. Which is followed by USSR, and the British, with Italy stuck between them as support for Germany.

                                          On the Pacific side, China goes first, forcing Japan, which should be the Pacific's side major aggressor, to defending and countering. Japan should go first. China can do very little to aid USA or the Pacific-Allies. So even if it looks lopsided, 3 allied players going together, I think it plays out fairer for the Japanese.

                                          Sometime, while testing and playing as the 'British', I receive the notice: "Britain and their allies are close to victory what shall we do?" on the first turn.

                                          Just some thoughts.

                                          Cheers...

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

                                            OK so I threw this together for the territories that have a terrain effect going on. I reduced the icons to 36px so they would display around the size of the VC star. Just tried to keep them all sorta near the top of the tiles, trying to dance around the current place and pu_place where I could. It's not prescriptive, I just put down what was already there so it would be easier to parse at a glance. I did these on a separate layer so it would be easier to make adjustments or substitutions.

                                            Here they are isolated on a transparency layer at the same dimensions as the map, but just by themselves...

                                            https://www.dropbox.com/s/xqab13jcimkuf0y/terrain_icon36px_layer.png?dl=0

                                            Here they are added to the relief...

                                            https://www.dropbox.com/s/x4doyrbu047y0mx/relief_map_sz_bw_with_terrain_icons.png?dl=0

                                            Looks like this...

                                            1e07f935-6bc6-4373-9789-4c69da841afe-image.png

                                            90fc4403-7fb8-41f5-a8df-31dd82401229-image.png

                                            704db1d3-37ae-4a22-8af0-12cafdc3bd54-image.png

                                            874a90cf-b479-4e6f-aa63-e0fd4586b54e-image.png

                                            To move em around you can just cut/paste and drag, then merge the layer with the relief image. For a visual, this would probably be cool to have as toggle where the player can option them on/off via a skin. Probably would make sense to display the pu_place directly below them or something along those lines, but just wanted to get stuff laid down.

                                            Couple thoughts suggestions... Right now there are some gaps (Eastern Front, Coastal France, North Africa, Central Asia etc) where there are only a couple TTs that have terrain effect, and other regions (Central Europe, the Americas, West Africa, Southeast Asia etc) where there are many terrain effect TTs concentrated together. Might make sense to add a few more to kinda fill out those areas. Some effects like Marsh and Desert have only a few active tiles, others like Forest, Urban have many tiles. I think you could add some desert spots for the Gobi and many tiles in the Mid-East or North Africa. Marsh is more complicated cause the effect is very extreme, but probably anywhere at a low elevation with a river mouth flood plane could work maybe? Perhaps some of the jungle/forest spots you have might get switched out for marsh for variety. Urban is probably the most abstract, and there are quite a few, so that might be another way to mix it up. Right now they seem to be pretty much everywhere that starts with an Industry-Hvy, though I did spot a couple exceptions. For neutral TTs there are some regions that have a quite a few, but I think these tiles would be mostly inactive so might be worth considering how they are distributed. I think for a neutral TT to enter play, that'd be fine, but there's not much incentive if the TTs have no or low values. I don't know how the terrain effects play with just the bunkers (no standing army to complement them), but if there's a malus to the attacker that's a pretty strong disincentive. With large enough armies during the endgame even 9 bunkers could probably be overcome, like if players are cruising around with 20 tanks or whatever hehe. I'd say for neutrals, if we want them in play, might make sense to fiddle with the forces/PU values or some areas. I've seen the AI go after them on occasion, though pretty rarely, which seems fine, but some spots are much more attractive. like Konduz, since they can open up a front. So might make sense to add something there. Another option might be to just give every tile a terrain effect, though in that case I'd maybe consider dialing down the effect to be less pronounced. I still think movement restrictions have a much greater impact than att/def adjustments by unit type. As I recall, Forest was the default initially, so there might be some holdovers there? Many of the pacific islands have forest in the current. I wasn't sure, so just put down everything I saw that was there. I figure it'd be easier to swap or delete where needed once you got a visual going.

                                            Oh and here are the icons shrunk down to 36.

                                            68666e7f-34ce-45c7-901b-dbbd94abd2d8-image.png
                                            a891c116-7d3c-4562-b033-f2d53e5a0306-image.png
                                            ee38d7f2-7b19-4143-ac50-a44c4ecdbdfa-image.png
                                            87db87b0-ab0e-4ebd-a40f-80579abe259a-image.png
                                            f5999092-0efc-4378-afd5-15f7cf1e7bf3-image.png
                                            0bc6eac9-9879-44f5-90f1-536fbf877d34-image.png

                                            I agree about the Japanese turn order. I would say switching the position of Pacific Allies and China in the turn order sequence would probably be the best approach. Even if it messes up the current balance. Having USSR control Pacific Allies and USA control China I think would be largely similar. It would probably be more entertaining for the USSR player as well, since then they could have a little naval play going on during their turn block. Pacific Allies would present a different challenge for the team, but they would be more useful in a can opening role with that sort of sequence.

                                            Oh one last thing I caught, there is a land connection between Corregidor and Manila-Luzon in the current which probably should be removed for consistency with other spots in the neighborhood.

                                            Anyhow, hopefully it helps. Let me know if I missed anything, or if you want to make a tweak somewhere.

                                            Catch ya next round! 🙂

                                            TheDogT 1 Reply Last reply Reply Quote 1

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