💥 1941 Global Command Decision - Official Thread
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To keep Maintenace to the beginning the upkeep charge will need to be turn on/off:
<attachment name="conditionAttachment_Always_True" attachTo="Germany" javaClass="RulesAttachment" type="player"> <option name="switch" value="true"/> </attachment> <attachment name="triggerAttachment_Reset_PUs" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$All-Air$:$All-Sea$:$All-Move1Land$:$All-Move2Land$:Bunker"/> <!-- "-reset-" is used to empty the list --> <!-- the is no space between "-reset--1" --> <option name="unitProperty" value="createsResourcesList" count="-reset--1:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <attachment name="triggerAttachment_Set_PUs" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$All-Air$:$All-Sea$:$All-Move1Land$:$All-Move2Land$:Bunker"/> <option name="unitProperty" value="createsResourcesList" count="-reset-0:PUs"/> <!-- setting to 0 after the endTurn lets the AI player know that maintenance has been paid --> <option name="when" value="after:Germany0EndTurn"/> <option name="when" value="after:USSR0EndTurn"/> <option name="when" value="after:China0EndTurn"/> <option name="when" value="after:Italy0EndTurn"/> <option name="when" value="after:Britain0EndTurn"/> <option name="when" value="after:Japan0EndTurn"/> <option name="when" value="after:USA0EndTurn"/> <option name="when" value="after:Pacific-Allies0EndTurn"/> </attachment>
The same will need to be done for factories, oil-rigs, and any other unit which generates a positive PU value.
Cheers...
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Very interesting and thanks for the detailed working code, double plus good
Complex but I understood it and the Biggy, catering for the AI with "-reset-0:PUsTo test what you wrote, I turned off all nations bar China gave them 500pu/turn and played as a human. Yes as you said, all charged x2 even then 500pu bonus income from the start screen.
As long as all pu is spent in the purchase/repair phase its not a problem.
However, if a player typically USA or Britain wants to not buy any units for a big spend the following turn their PU saved will be wiped out or partially used, so doing nothing is not an option.
I have two choices
- Cater for charging x2 as you have detailed, including the bonus income. This is complicated to test to ensure I have covered everything.
- Revert to the traditional single EndTurn per player.
For now Im going to cop out and revert to a single EndTurn per player. Which might fix the Unexpected 2.6 error.
Thanks again for the heads up.
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Here you go:
<attachment name="conditionAttachment_Always_True" attachTo="Germany" javaClass="RulesAttachment" type="player"> <option name="switch" value="true"/> </attachment> <attachment name="triggerAttachment_Reset_PUs-1" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$All-Air$:$All-Sea$:$All-Move1Land$:$All-Move2Land$:Bunker"/> <option name="unitProperty" value="createsResourcesList" count="-reset--1:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <attachment name="triggerAttachment_Reset_PUs7" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Industry-Hvy"/> <option name="unitProperty" value="createsResourcesList" count="-reset-7:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <attachment name="triggerAttachment_Reset_PUs5" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Industry-Med"/> <option name="unitProperty" value="createsResourcesList" count="-reset-5:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <attachment name="triggerAttachment_Reset_PUs3" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Industry-Lgt"/> <option name="unitProperty" value="createsResourcesList" count="-reset-3:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <!-- Added while chasing problems can be removed --> <attachment name="triggerAttachment_Reset_PUs2" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Base-Camp"/> <option name="unitProperty" value="createsResourcesList" count="-reset-2:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <attachment name="triggerAttachment_Reset_PUs1" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="Oil-Field:Lend-Lease-Depot"/> <option name="unitProperty" value="createsResourcesList" count="-reset-1:PUs"/> <option name="when" value="before:Germany0EndTurn"/> <option name="when" value="before:USSR0EndTurn"/> <option name="when" value="before:China0EndTurn"/> <option name="when" value="before:Italy0EndTurn"/> <option name="when" value="before:Britain0EndTurn"/> <option name="when" value="before:Japan0EndTurn"/> <option name="when" value="before:USA0EndTurn"/> <option name="when" value="before:Pacific-Allies0EndTurn"/> </attachment> <!-- Only 1 trigger is needed to set to 0 --> <attachment name="triggerAttachment_Set_PUs0" attachTo="Germany" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Always_True"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitType" value="$All-Air$:$All-Sea$:$All-Move1Land$:$All-Move2Land$:Bunker:Industry-Hvy:Industry-Med:Industry-Lgt:Base-Camp:Oil-Field:Lend-Lease-Depot"/> <option name="unitProperty" value="createsResourcesList" count="-reset-0:PUs"/> <option name="when" value="after:Germany0EndTurn"/> <option name="when" value="after:USSR0EndTurn"/> <option name="when" value="after:China0EndTurn"/> <option name="when" value="after:Italy0EndTurn"/> <option name="when" value="after:Britain0EndTurn"/> <option name="when" value="after:Japan0EndTurn"/> <option name="when" value="after:USA0EndTurn"/> <option name="when" value="after:Pacific-Allies0EndTurn"/> </attachment>
Watch the 'Resources' tab when testing. The number in the brackets is the expected income and should read '(+0)'.
Cheers...
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As you have done the work for me, it would be rude not to use your code.However, do you know how to cancel the Bonus Income?
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'Bonus Income'
This one, the right hand column. When I put 500pu against say China, it doubled, once for Resources and once endturn/Turn complete.So how to turn one of them off. Its not a biggy because as long as the player knows, they can halve it.
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Sorry, I don't think there is anything that can be done about the double dip on 'Bonus Income'.
Cheers...
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Had a look at Pact of Steel, so I didnt think so.
Thanks for looking.I have your code working in game, thanks again.
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How happy are you with:
<option name="frontier" value="production_Britain_1944_2Q"/>
could be replaced by with:
<option name="productionRule" value="production_Britain:buyCarrier-Fleet"/>
Cheers...
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It could be replaced.
At design stage I did not have a clear idea of what tech/benefits were going to fit into a year so plumbed for quarters in a year to help build the list of tech.
However using quarters in year implies 4 turns to year, initially that was the idea.
Black Elk and I were throwing ideas around that would break the historic timeline, so what were you thinking?
Using meaningful labels/prompts?
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That's wild, probably my fault for messing with all those income bonus ideas for the HardAI challenge hehe.
I'll admit the practical effect of maintenance cost for me, is to make it pretty hard for me to guess at the production/income totals in a given round. Like I might never even have noticed if WC didn't mention lol, cause it muddies the waters for me and just makes it kinda not worth the effort trying to figure out how much I'm going to collect or end up doling out in maintenance, until the game tells me what's what, and I see the purchase screen back up haha.
I did that quick PU place just to get the numbers somewhere more visible (out from under the bunkers and whatnot) having done so, when I see the numbers displayed I have some thoughts on the production spread...
So for me PUs are best as an abstraction, meaning I wouldn't fret overmuch about trying to make the numbers here fit any sort of real world production to scale (million man hours or whatever for a given spot, cause it never quite works anyway.) That said, I think, ballpark, we might consider some PU adjustments to provide a kinda relative weight for some TTs over others. Or simply to provide more variability in the PU numbers, not just for the play balance but the visual as well. First point would be the relative value of TTs vs the replacement cost of the cheapest fodder unit. If the entry level fodder unit for most nations is 4 PUs (Infantry-Trained) then this basically establishes your foundation. Any TT worth less than 4 PUs and you're dealing with fractions of the Infantry baseline. When the player is determining whether its worth taking a territory or not, and at what cost in TUV risked vs the potential payoff, a TT worth less than the replacement cost of a single unit is only really worth taking if you can destroy enemy TUV in the process, or not lose/expose your own TUV. Basically so that it's at least a wash, and you're not trading at disadvantage. Unless the TT is along a path you want to move anyway, the player may forego an attack to claim low value TTs, and simply bypass or wait for a juicier/lower risk target to present itself. In one sense any TT that has a value, even 1, is worth taking if you can do so at no/low cost in TUV, or no TUV exposed in the process, but I mean more like when the player is trying to decide how to allocate their hitpoints in battle to the greatest effect. How income is collected has an impact here, because if income is collected only for TTs that can be held for a full round, this makes the replacement cost thing even more pronounced. One thing to lose a 4 PU unit to take a 1 PU TT, but another if you don't even get to collect that 1 PU hehe.
I would consider the following...
Raise the production requirements for building Industry-Lgt from 3 to 5, and then raise the value of those starting factory TTs to match. This will allow you a lot more flexibility at the low end of the production spread to have many more spots worth 1-4 before you have to worry about factory spams.
Raise the production requirements for Industry-Med from 5 to 9 PUs.
At the high end consider raising the value of Industry-Hvy TTs from 9-10 PUs (which is the current ceiling) to something like 13+ PUs. This would be for highest value prestige targets, say a Washington DC, Berlin or a Tokyo. Basically so the TT values in terms of replacement cost in fodder units can go more like this...
Industry-Lgt = 1 PU over the replacement cost of x1 trained inf
Industry-Med= 1 PU over the replacement cost of x2 trained inf
Industry-Hvy= 1 pu of the replacement cost of x3 trained infThe goal here is to get you a bit more of a spread between values, by going up in increments of 4 before you get to the next level-up in terms of production expansion capability.
Since we have many ways to adjust income independent of the production spread itself (the TT values on the map) I think this would give you more flexibility. Also, since the factories generate money over time (this is novel and I like it a lot) having those higher PU requirements to build them get's you a somewhat more even split.
When assigning the values, I'd consider having the Factory type always match the TT value. So right now there are places, particularly in central Europe, where the TT value is high enough to support an Industry-Hvy, but where we see a Industry-Med on the tile. As a player this means there is less incentive to bomb or destroy those factories, because if you do, the opponent can replace them with a more powerful version which generates more income. Sure this still comes at a cost of having to buy it in the purchase, but since the production is relatively low (only 2, 3 or 4 units placed per factory tile) that extra slot can make a big difference when mustering hitpoints. Same deal for a spot like Hawaii, which has an Industry-Lgt in the current, but where the PU value of the TT could support an Industry-Med. Basically just trying to get it so the Factory images displayed on the map at the start are a shorthand for the PU value of the TTs they're sitting on top of.
I think two things which are best when they're left highly abstract/flexible are the money and the sense of progression of time. In general I'm a little wary of timelines, or trying to break the game into years or seasons.
If you establish a timeline, then the player will expect certain things to happen in game-time, according to when they occurred in the historical war. Not just for the start date, but throughout. This can be hard to nail down, like to hit the right 'story' beats in the playpattern. I prefer it when the player can create this narrative sense for themselves, just based on what's happening on the actual board. Example, if the USA is landing in North Africa, you can say 'OK basically 1942 now" without really needing the game to tap you on the shoulder an remind you of the date. Similarly for tech, as long as it follows a kind of progression/sequence that makes sense, I'd avoid attaching a timeline to it. Since we need a way to tell the player that such and such will happen as a scripted event/unlock, I definitely prefer terminology that's as vague/adaptive as possible. The idea here is that you can always consider your endgame to be 1945, whether that end comes in round 8 or round 12 or round whatever. The player I think should have a bit of freedom to play a long game, without necessarily feeling like they're playing into the 1950s if that makes sense.
Instead, we're pretty good at playing with time and filling in the gaps, or imagining that a given year has been expanded into multiple rounds, or contracted into a single round, just depending on what's happening with the playpattern.
Anyhow, just my thoughts on that. If you can keep it kinda stretchy and loose, I think this is just more satisfying as the player. As opposed to something like round 8 = June 1944 and "why haven't you done your D-Day yet?" heheh You know what I mean. If you keep it like Las Vegas with no clock, then the player can suspend disbelief however they see fit.
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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.tsvg2023-4-24-1941-Global-Command-Decision G1 Tula strafe place.tsvg
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@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.
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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 tooltipsTerritories
"..., 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.
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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) -
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. -
@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.
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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.
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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)
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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...
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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.
And it even has random turns for tech.