TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    💥 1941 Global Command Decision - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
    mapsthedog
    1.0k Posts 21 Posters 1.8m Views 17 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • TheDogT Online
      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 Offline
        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 Offline
          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 Online
            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 Offline
              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 Online
                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 Offline
                  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 Online
                    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 Online
                        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 Offline
                          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 Online
                            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 Offline
                              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 Offline
                                  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 Offline
                                    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 Offline
                                      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 Offline
                                        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
                                          • wc_sumptonW Offline
                                            wc_sumpton
                                            last edited by

                                            @TheDog, @Black_Elk

                                            This is a static Anti-Aircraft gun:
                                            Static Anti-Aircraft gun
                                            But the code indicates that it can move 2 spaces, and be used on offence. Saying that a crew can pack-up, carry farther then they can move unburden, set it up and fire!! Give every infantry crew one to carry!! LoL

                                            Just some laughter!!

                                            Cheers...

                                            TheDogT 1 Reply Last reply Reply Quote 2

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 50
                                            • 51
                                            • 1 / 51
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums