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    Mega New Elk WIP

    Scheduled Pinned Locked Moved Maps & Mods
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    • B Online
      beelee @wc_sumpton
      last edited by beelee

      @wc_sumpton

      Right Arm RightArm.png

      I copied the xml and added it. Game fired up fine 🙂 I'm gonna go through Elk's latest additions and make sure I have the right ones, then I'll update everything to git.

      Edit
      Uploaded to git. I'm not real confident I have the right stuff. wc's xml is there and I renamed it to 1.327 now. There's ane extra xml when you open "map". It's 1.32. I thought I had deleted it but it's still there.
      So, it can be deleted. It may have been a backup for Victory's changes.

      The test setup xml in "games' may have been related to those too. I can't remember. It looks different than a normal xml. Anyway, I left it for now.

      @Black_Elk can you dl from git and check and see if I got the right stuff. I didn't add the blends one yet but I still have it.

      @VictoryFirst can you check and see if that looks right for your placements ? From what I remember they are.

      At 50%

      Screenshot from 2025-02-13 04-30-13.png

      Screenshot from 2025-02-13 04-32-16.png

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

        @beelee

        Looked good to me. It's easy to set the blue or how light the land goes when blended via the base, so we can always tinker with that later. I'm sure right now the set up is mostly experimental and only just taking shape.

        As I recall, if using the Export xml (beta) feature, it will save that xml into the main tripleA folder of the directory next to downloaded maps and saved games, unless the user clicks a different location. So probably if there was an extra xml somewhere or a backup that seemed reduntant might have been from experimenting with that feature.

        Once the production values are established, should be easy to tweak the starting unit set up just by tooling around in edit mode and then saving out the adjustments in various drafts till it looks/feels right.

        For example, I just messed around adding a couple ships to the Regia marina and to set up a little 3 point focus for the Brits, with NBs and Gibraltar, Malta and Suez then saving it out via edit mode. Seems to work nicely and fairly convenient.

        Screenshot 2025-02-14 002206.png

        PU place is a little off in many places like you noted before. Also a couple labels may have clips, Pinsk still mispelled Prinsk etc. I think a nice convention would be to have the quick click spot for each tile right on top of the PU graphic and then to avoid having a unit place in that spot. Idea being that the player knows exactly where to click the tile if they want to bring up the full list of units quickly rather than an individual unit selection. Otherwise sometimes it can be tough for some of the smaller spots to bring up the list. Just anticipating that a spot like Malta might need an obvious click spot to bring up the unit list, since it's likely to use an overflow line with anything there.

        Anyhow sorta tit for tat I think once the PU values are all sorted, to add in TUV, and highball those for Axis a bit for parity by sides. Then see where it falls in the totals. I think to make up the difference income can go into convoys Europe 2000 style and that's an easy way to even things out. Once the totals are more or less in place for starting production, it probably makes sense to just add a few extra PUs here and then until we get some nice round numbers so it's simple for the player to parse the stats screen in the opener. Like to ballpark the smaller powers so they're viable, and then sorta build out the larger factions till you get the desired opener for the start date. I think should be straight forward enough to develop two start dates simultaneously and just keep a couple draft xmls, maybe by year or season. Whatever makes sense or seems entertaining.

        Nice work!

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

          ps. Just realized I forgot to attach the xml lol

          xml_2025_02_14_Mega New Elk_wip.xml

          Basically I just went around the board adding in a couple bases and some naval/air units for the Brits to keep the ball rolling.

          It's debatable whether every spot really needs an AB or NB, depends on the purchasing power of the player over the course of the game, but one would expect players might add to what's available at the start. I think it makes sense though for some thematic spots to get a vibe going. For example to have the Air transits across the Atlantic out of Canada north towards UK, or fighters sent from West Africa towards Suez, I think those could be represented by ABs. Malta I think it makes sense to have an NB there for the Brits since it was such a linchpin. Axis main prob was that they didn't have sufficient capacity at their North African ports (for example in Tripoli) to fully resupply their forces. So for places like that might make more sense to leave spots light on infrastructure and if the player opts to, they'd have to invest a bit to set that up.

          I think for first round combats, it can be helpful to use Transports or the Transport/DD combo, since DDs alone aren't necessarily top targets, but a transport is almost always worth trying to shut down. I just lowballed figuring more could be added once we got some pocket forces going, add in a carrier or two later maybe depending on what the Axis end up with. Didn't want to get too ahead of myself in case Victory had laid down some more stuff in the interim hehe.

          Anyhow, just for a gist, that's where I got before the power went out earlier... I added WIP to the end for 'work in progress' since that's clearly the deal 🙂

          Probably there are quite a few different approaches for how to set up the Commonwealth and the Allies.

          Freedom_shall_prevail!_-DPLA-_b0c9b437727d3a683688c8a4860772b5.jpg

          I think what I would try to achieve is just a general thrust where the first round combats suggest the main timeline of the opener. For example to avoid a big round 1 Naval attack by Britain vs Japan at Sumatra which we see on some boards, since that never really happened. Instead a situation where they pull back towards Ceylon, which is what did happen hehe. I think it's probably helpful to use DD blockers to limit Japan's range for a J2 set up on India. Or at least to force some fighting and a stall at Singapore, so Britain has a chance to regroup. Also I think for anything like that to keep the KJF type press in mind, where we probably don't want the Allies going too insane in the first round for a Japan stomp type thing. But yeah probably much is up in the air, or floating around and subject to change.

          Black_ElkB 1 Reply Last reply Reply Quote 4
          • Black_ElkB Offline
            Black_Elk @Black_Elk
            last edited by

            OK I was able to reduce the size of the relief down to about 69 mb using a series of grays.

            The difference between mixing 2 blues in full color, and mixing a 1 blue with gray cuts the file size in half, down from about 120 mb. I think it's probably serviceable for a match closer to the UHD vibe. Or for now while it's still being worked up. The hue of the blue can be controlled from the base with a single color edit. So we can do a simple value change easily that way, or make adjustments at the very end when I drop the lakes on top.
            Here are the Relief_Tiles if you guys like it lighter footprint on the file size.

            https://drive.google.com/file/d/1mgPTmrBkbfPKCq_lWJxNEP3BpdVzqVxR/view?usp=sharing

            Looks like so for the quick view

            gloss_map_from_grays_tiny.png

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

              Did a quick strongarm for the color grading to get it closer. I think it's in the range now for sure. Extended Dutch harbor a bit to more closely match the UHD. Here's a quick update for the tiles and new base/polys for that. You can ditch the older base if you like so we don't mix em up, I'll use this one going forward since it keys up the blue. You can just replace the base tiles, relief tiles and polygons.txt and should be good to go.

              https://drive.google.com/file/d/1lozx7HCKZHIewSVtarDyTKxsQJsFByZE/view?usp=sharing

              For the relief I just cranked the brightness and saturation like 10% as that last step to get in line with the UHD G40 look. Pretty close, last element I think was just adding a tiny bit of noise to the sea zones to get a little more contrast there, but that's a pretty easy edit to isolate only the sea zones for a tiny bit more texture, which will create a slightly darker value like we see in the other one, but scattered using that cloud effect. The hue on the blue is very close though, I handled that through an edit to the baseTiles color. Didn't do any base fancy for the blends this round, since I just wanted to match that blue or get a bit closer first, so when I insert the smaller lakes the colors there will be ok. Pretty close though. Let me know if that seems ok for now.

              Looks like this at the moment... pretty subtle compared to the last iteration, but closer to what I had going for the Global, which used a bit more blue and bit less cyan.

              mega color grade small.png

              Catch ya next round!

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

                @black_elk

                sweet I should be able to upload it to git today

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

                  @beelee Right on!

                  I wasn't sure on the export xml feature after using edit mode. I thought it might be a grab and go sort of deal like basically just keeping a backup and then renaming the file to match the game name. But I think there must be some sort of extra step either after saving out the file or lines maybe need the edit in the xml for it to launch properly after making draft type edit. Anyway, I'm not the xml wizard there, so it might be super obvious and just over my head, but at least the map Tiles I sorta know my ropes hehe.

                  Random other ideas...

                  VCs - I think somewhere between 30 and 36 Victory Cities would probably be optimal, starting with the 19 from Global so it's familiar, but then adding like a dozen or so more to get a spread. For these I would try to located them in contested spots of the map for the push/pull and to drive the play pattern in the active theaters. So for the campaigns in North Africa or the Central Pacific, to incorporate more VCs in the hotspots where memorable battles occurred, or for the 'reliving' WW2 fantasy, that those beats would be sorta baked in.

                  A name - Since more VCs would then be part of the theme, and Victory helped, maybe having Victory somewhere in the title would be fun? I was just imagine that the V for Victory shaped graphics I have chilling in random folders might get put to use.

                  NAP - I think a solution to the Japan/USSR front that uses a kind of hard limit on when they can engage each other directly is pretty good. Since the scenario uses the more Oztea style total war start there is no politics, but this might be introduced in a more limited way towards the end, to handle the whole Japan vs Soviets thing. Similarly the choice for handling Neutrals. Global has a zero sum approach, where the downside for the aggressor is to have the other Neutrals join the opposing team. I think a more simplistic attackable neutral, or no pass neutral, is easier to work with. For places like Brazil and Mexico/Central America etc or those spots which joined team Allies in 42/43 I think a simple walk-in situation to claim the empty neutral territory would work. There are almost no Pro-Axis TTs that would have joined the fray after the intended start date, so the pro-side mechanic of G40 is sorta overworked for this one. No real need to simulate the politicking that went down the way things were set up in the 1940 scenarios. Although it might be helpful for that to simply follow the 1940 rubric, to allow for 1940 scenario here at some point.

                  Tech Progression - using the Token system of v3, or a progressive tech development similar to NML but given a 1940s flare. I think this could come later on, but I like the idea of using the Token system as opposed to the all or nothing tech rolls where it's like sudden death, or tech just gets ignored etc. Which would be common I think for the more standard Global, like unless peeps are using HRs to spice it up, that many will end up no-tech cause it's so wild. Whereas a progressive tech scheme using the Tokens of v3 is a bit more predictable so I think it might be more popular provided it's more staged in, or where the return on the investment isn't quite as lopsided or random. More build as we go, rather than endgame hail mary shot, if that makes sense. Again we got quite a few graphics to use for that, so hopefully covers some options that would be familiar from the older boards.

                  Convoys- To add new Sea Zones by adding new line divisions, that is pretty straight forward, although it is possible this may not be needed provided the balance of forces and production gives a play pattern that feels ok for the start date. I think there are enough intermediate or transit sea zones where we could set up say a dozen or so convoy lanes (where income is attached to the sea zone similar to the implementation in A&A Europe/Pacific 2000, denying cash to the opponent basically) as opposed to the standard G40 convoys which require the player to count coastal production to calc. I think they're just easier to work with, especially for something at this scale.

                  Otherwise I think the basics are more or less in place, or at least once we get the Place sorted hehe. Good looking out dude! Catch ya in a few

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

                    @black_elk

                    I'm at 12 zoom here. Can still make out the lines, although some fading. I still need to look up what i'm on for the 1440 1080 stuff. Forgot how to do it lol

                    I'll look it up

                    Screenshot from 2025-02-20 14-49-09.png

                    I'll start crunching through the xml and see if I can get it sorted. I'll wait and do git after it's dialed.

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

                      @beelee said in Mega New Elk:

                      I'll start crunching through the xml and see if I can get it sorted. I'll wait and do git after it's dialed.

                      What's the problem with the xml?

                      Cheers...

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

                        @wc_sumpton

                        I think it was an error along the lines of "cannot find delegate" when attempting to launch.

                        Not for the xml you provided, but rather when using the "export xml" feature afterwards, like trying to save out a new xml from that, after adjusting starting units and such via Edit Mode. The one I attached the other day, couldn't get it fire back up. I figured it was probably something to do with the export xml feature when using the pre-release maybe, but then I'm sorta clueless. I didn't want to dive back in there, in case it somehow borked the game file that was working, cause the one you sent loaded up fine until I did the Export thing after Edit Mode hehe

                        wc_sumptonW 2 Replies Last reply Reply Quote 2
                        • wc_sumptonW Offline
                          wc_sumpton @Black_Elk
                          last edited by

                          @black_elk

                          Ahh... An exported xml cannot be used as its structure is different. If you are exporting to change a 'starting' set up, you should copy the <unitInitialize> (and <ownerInitialize> if you changed territory ownership), and replace those sections in the original xml. Trying to reformat an exported can be very confusing and time consuming.

                          If you are still having problems post the XML and I'll see if I can help.

                          Cheers...

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

                            @black_elk

                            Maybe this is what you are looking for:
                            mega_new_elk.xml

                            The unitInitialize section can be sorted later by player, but this is just a quick fix.

                            Cheers...

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

                              @wc_sumpton Sweet! Thanks dude

                              Aha that all makes sense!

                              In that case I think it'll be easier to just draft in edit mode via gamesaves for riffing around, and the xml produced can be used as just like a reference or to copy over just the parts with the starting units or whatever once it's dialed. I just didn't want to mess up the actual file while messing around. Edit mode is fun cause we can place and then immediately run mock combats, edit remove/change whatever more on the fly. 🙂

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

                                @black_elk

                                I've used the export function to find problems with "foreach" loops, so I done my digging through that file. LOL, if you are having any more issues, just give me a call.

                                Cheers...

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

                                  @wc_sumpton

                                  ahh yea now I remember what it was. Thanks for updating that 🙂

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

                                    @wc_sumpton said in Mega New Elk:

                                    The unitInitialize section can be sorted later by player, but this is just a quick fix.

                                    that's right. I remember it just kinda through the new stuff in a blob. I always went through and organized by player as you said. Takes some time but well worth it obviously 🙂

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

                                      @beelee

                                      Why France? Nothing against the French but this is a WWII map. If the start date is middle to late '40s, Paris is already under German's control. Anything earlier and Germany should be able to sack France by the end of their first or second turn. France (Free France) should be given some territories in Africa and France, use purchaseNoPU, endTurnNoPU and play during Britain's turn like UK_Pacific.

                                      The same can be said about China (again nothing against the Chinese), but their roll should be included with Russia.

                                      Just some thoughts.

                                      Cheers...

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

                                        @beelee said in Mega New Elk:

                                        that's right. I remember it just kinda through the new stuff in a blob. I always went through and organized by player as you said. Takes some time but well worth it obviously

                                        Wouldn't attempt this until all the setup's been finalized. Otherwise you'll be driving it over and over again.

                                        Cheers...

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

                                          @wc_sumpton said in Mega New Elk:

                                          again nothing against the Chinese

                                          oh I have plenty against em 🙂

                                          Yea, still early stages here. Originally this was gonna be G 40 on the mega map. Will see where we end up. 🙂 Will nix those if needed and add a separate xml. Put it in a folder like the blends are now in for baseTiles.

                                          Won't show up as a game that way but people can have a starting point if they wanna mod it. We'll see how much space that will all eat up. If need be, can always make a separate repo and throw it in there.

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

                                            @wc_sumpton said in Mega New Elk:

                                            Wouldn't attempt this until all the setup's been finalized. Otherwise you'll be driving it over and over again.

                                            yes good point 🙂

                                            1 Reply Last reply Reply Quote 2

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