<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Jurassic v2.0]]></title><description><![CDATA[<p dir="auto">Long, long ago (over a decade), I unleashed dinosaurs on TripleA.  Now, their evolution begins!</p>
<pre><code>http://john.gregorek.com/Games/jurassic-master.zip
</code></pre>
<p dir="auto">Evolution is nothing more than a successful mutation that was able to survive.  Happens constantly from natural forces, interactions and hallucinogens.  Enter the mushroom.  Yeah, that's right.  Mushrooms have made it to TripleA.  Birnbaum makes birds faster (+1 movement).  Psathyres affects fish the same way.  Big twoHit monsters gain bestOfDoubleDice from Squarrosa, which only gives firstStrike to the Briars.  Call them urchins if you like.  They make a formidable fort wall.  Still others only affect the smaller jungle dinosaurs with strength (Prototaxi +2 attack) and durability (Armillari +2 defense).  The Purchase Menu is organized to highlight these interactions.  Jurassic uses twelve sided dice and territory effects change (a/d/m) parameters.  The Menu shows best stats and Notes report declines.</p>
<p dir="auto"><img src="/assets/uploads/files/1775484206697-jurassicproductionmenu-resized.png" alt="jurassicProductionMenu.png" class="img-responsive img-markdown" /></p>
<p dir="auto">Mutations typically dont last.  The affects of these shrooms wear-off after just four rounds; but they can be re-bought, even stacked.  The purple dinos, Diplodocus and Parasaurolophus, are healers to all twoHit dinos; however, Parasaurs dont heal Diplos and Tylosaurs.  (Currently one in a clan heals everyone; although, the code restricts healings to just four.  Maybe someone can point out what went wrong.)</p>
<p dir="auto">Dimorphodon remains a nuisance creature from Tithonia and is affected by many types of shrooms.  Paired with Briars, it can almost survive.  (The player selection menu is organized with the easiest at the bottom.)  Shrooms can be placed anywhere, but are immediately harvested with four added to the player's capital.  This way everyone knows what everyone has.  Each round removes one until gone and the affect removed.  Shrooms are coveted and offer a maximum (12) defense.  Only one of each type can be purchased per round.</p>
<p dir="auto">The Map was bleeding color and has been de-saturated 25% to help the Units standout.  Neighborhood boundaries around cities and regions were added, offering bonus PUs if occupied along with capital.  Invaders only receive half.  Units were resized, recolored, and received shadows.</p>
<p dir="auto">Jurassic 3.0 is under development.  Post comments here for both this 2.0 release and the development ideas for 3.0 that follow.  Who ever governs the Map Repository, please clobber the old with this new.</p>
<p dir="auto">DEVELOPMENT IDEAS</p>
<ol>
<li>How to drop random items on random territories?  Jurassic is completely scripted, so triggers per territory using CHANCE could be employed to drop items, but gets ugly for weather events.  Has anyone tried this?  Any available example maps?</li>
<li>How to pick up dropped items?  If only dropped by Neutral in Neutral territories, then they could get flagged as Infrastructure that changes Ownership, but I want them to turn into PUs when captured.  If dumped on Player owned territories, collection is still required; either with Unit Presence in the territory or trafficking into.  This creates a farming environment; foresters... hunter/gatherers...</li>
<li>Can new territory connections be made during the game as part of game play?  Dinosaurs like to dig and some might mine resources while others burrow across the board, making a super highway or just get under/passed those viscous Briars.  Maybe weak points designed into the map that are blocked until triggered by certain Units.  A 3D thing on a 2D map but could be done via deep fissures allowing view and partial side interactions/effects/triggers along with cross traffic over top due to territory connections.</li>
</ol>
]]></description><link>https://forums.triplea-game.org/topic/4296/jurassic-v2-0</link><generator>RSS for Node</generator><lastBuildDate>Mon, 06 Apr 2026 20:56:29 GMT</lastBuildDate><atom:link href="https://forums.triplea-game.org/topic/4296.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 06 Apr 2026 15:15:01 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Jurassic v2.0 on Mon, 06 Apr 2026 18:05:27 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="https://forums.triplea-game.org/uid/6231">@gregorek</a></p>
<ol>
<li>
<p dir="auto">Shogun Advanced has random territories and random drops called Kami/Spirits/Fate.  1888 has random territories.<br />
Random Territories uses Territories <strong>Are Assigned Randomly</strong><br />
Random drops needs another neutral/none player and isConstruct to help distribute the Random drops</p>
</li>
<li>
<p dir="auto">1941 Global Command Decision does do weather but it is not random.</p>
</li>
<li>
<p dir="auto">You need a Neutral/none player and yes infrastructure is the main way to do this.  However there are exceptions.<br />
The Drops can be /turn or can be one off loot.  The one off loot needs an end of turn trigger to remove the drop/kami.</p>
</li>
<li>
<p dir="auto">Shogun has blocked mountain passes, are variant could be, make them destructible/units, so you attack them to make the pass useable/passable.</p>
</li>
</ol>
<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="https://forums.triplea-game.org/uid/204">@wc_sumpton</a> might have more ideas.</p>
]]></description><link>https://forums.triplea-game.org/post/76539</link><guid isPermaLink="true">https://forums.triplea-game.org/post/76539</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Mon, 06 Apr 2026 18:05:27 GMT</pubDate></item></channel></rss>