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    North Africa - TripleA Module

    Scheduled Pinned Locked Moved Maps & Mods
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    • wc_sumptonW Offline
      wc_sumpton
      last edited by

      @VictoryFirst, @DoManMacgee

      Have an idea about landmines. The mine territories should be split between the adjoining territories. If you control the territory, either by ownership or the presents of units, you control the mine territories that belong to that territory. 1 mine can then be placed in the territory, then during combat movement they can be given one movement to be moved to the mine territory. Mines already in a mine territory cannot be moved. Movement into a mine territory cost 0 points except for mines. So, movement would be through your mine territory to the next territory's mine territory then into the new territory, but at a cost of 1 movement point.

      Thoughts.

      Cheers...

      P.S. If the map is redone, the missing line between Yugoslavia and Greece can be added.

      Cheers...

      DoManMacgeeD 1 Reply Last reply Reply Quote 4
      • DoManMacgeeD Offline
        DoManMacgee @wc_sumpton
        last edited by

        @wc_sumpton said in North Africa - TripleA Module:

        @VictoryFirst, @DoManMacgee

        If you control the territory, either by ownership or the presents of units, you control the mine territories that belong to that territory.

        That is what we are currently using the circles on the map for, or were you suggesting something like having the entire border strip be a territory instead so crossing units must pass the mine?

        1 Reply Last reply Reply Quote 3
        • wc_sumptonW Offline
          wc_sumpton
          last edited by

          @VictoryFirst, @DoManMacgee

          To stop air units from landing on a territory, create a relationship that is allied to both teams:

          <attachment name="relationshipTypeAttachment" attachTo="AlliedToAll" javaClass="RelationshipTypeAttachment" type="relationship">
            <option name="archeType" value="allied"/>
            <option name="canMoveLandUnitsOverOwnedLand" value="true"/>
            <option name="canMoveAirUnitsOverOwnedLand" value="true"/>
            <option name="canLandAirUnitsOnOwnedLand" value="false"/> <!-- this will prevent the landing of air units -->
            <option name="alliancesCanChainTogether" value="false"/>
            <option name="isDefaultWarPosition" value="false"/>
            <option name="canTakeOverOwnedTerritory" value="false"/>
            <option name="givesBackOriginalTerritories" value="true"/>
            <option name="canMoveIntoDuringCombatMove" value="true"/>
            <option name="canMoveThroughCanals" value="true"/>
            <option name="rocketsCanFlyOver" value="true"/>
          </attachment>
          

          Assign one player the control of all "neutral" territories and then assign this relationship.

          Cheers...

          1 Reply Last reply Reply Quote 5
          • DoManMacgeeD Offline
            DoManMacgee
            last edited by

            Would anyone like access to the github for this project? I was working on a good chunk of the XML code up to this point but I have become extremely busy with my IRL job and cannot continue for the time being.

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

              @domanmacgee

              Could the XML be posted here, or has GitHub been updated?

              Cheers...

              VictoryFirstV 1 Reply Last reply Reply Quote 1
              • VictoryFirstV Offline
                VictoryFirst @wc_sumpton
                last edited by

                @wc_sumpton The XML in the github is the most up-to-date, link to download can be found in the first post of this thread.

                @DoManMacgee I have the same thing, all those games I'm playing on the forums take all of my free time. Maybe I can take a look at it again this Friday or Sunday.

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

                  Prof of concept only, this xml is not game ready.

                  Units in this xml have been capitalized, "infantry" is "Infantry", also they have been normalized, "matilda" is "LightArmor". The unit:

                    <unitList>
                      <unit name="Infantry"/>
                      <unit name="FrenchInfantry"/>
                      <unit name="Artillery"/>
                      <unit name="AntiTankGun"/>
                      <unit name="AntiAircraftArtillery"/>
                      <unit name="Halftrack"/>
                      <unit name="Scoutcar"/>
                      <unit name="LightArmor"/> <!-- Represents British/Italian/French Armor -->
                      <unit name="Armor"/> <!-- Represents American/British Sherman/German Armor -->
                      <unit name="HeavyArmor"/> <!-- Represents German Tiger Armor -->
                      <unit name="Truck"/>
                      <unit name="Fighter"/>
                      <unit name="Bomber"/>
                      <unit name="Battleship"/>
                      <unit name="Destroyer"/>
                      <unit name="Submarine"/>
                      <unit name="Harbor"/>
                      <unit name="Supply"/>
                      <unit name="5Supply"/>
                      <unit name="Landmine"/>
                      <unit name="Seamine"/>
                      <unit name="ControlMarker"/> <!-- Not used as of now -->
                      <unit name="Convoy"/> <!-- Not used as of now -->
                      <unit name="AdvanceConvoy"/> <!-- Not used as of now -->
                    </unitList>
                  

                  There are no required capitals, they are created/removed to put the game board in a location for gameplay. British player starts in the lower right corner, to place units in these three territories. Supplies can be bought in 5-unit stacks, but once placed will convert back to single units.

                  There is only a single purchase for each player but there are two placement phases so unplaced units will survive, even between turns.

                  All movement is conducted through mine zones, which should cost zero movement.

                  RommelScenario.xml

                  Again, use with caution.

                  Cheers...

                  1 Reply Last reply Reply Quote 3
                  • VictoryFirstV Offline
                    VictoryFirst
                    last edited by VictoryFirst

                    @wc_sumpton

                    This North Africa module has been upgraded considerably. Would you like to check it out? Maybe you have some ideas to improve it even more 🙂 To download it, click on the github link in the first post of this thread

                    By the way, on a different note, I did notice your further improvements to my D-Day module, although I haven't had the time to take a deep look at it or even react to it. No worries, I will do that later this week!

                    RogerCooperR wc_sumptonW 2 Replies Last reply Reply Quote 1
                    • RogerCooperR Offline
                      RogerCooper @VictoryFirst
                      last edited by

                      @victoryfirst There is no github link in the first post.

                      1 Reply Last reply Reply Quote 0
                      • VictoryFirstV Offline
                        VictoryFirst
                        last edited by VictoryFirst

                        @RogerCooper

                        There is no github link in the first post.

                        It should be on top, second line!

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

                          @victoryfirst said in North Africa - TripleA Module:

                          This North Africa module has been upgraded considerably. Would you like to check it out? Maybe you have some ideas to improve it even more

                          Wow looks really good. Give me a day or two, as I have been busy with @RogerCooper's East & West.

                          Cheers...

                          1 Reply Last reply Reply Quote 2

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