Crazy Europe: House of Habsburg
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@CrazyG
I think to have the 'Neutral' receive the castle bonus you have to put 'Neutral' in with the list of players.Cheers...
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PR to fix battle calc HP display to not include infra units: https://github.com/triplea-game/triplea/pull/3364

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@redrum I think this is a good change, as the generic "HP" should just tell the normal ones, but I want to point out that infrastructure hitpoints, also them having more than 1 each, is not pointless, as they can still be hit by AA attacks (I'm actually making a map in which there are 2 hitpoints infrastructures that can be hit by AA attacks).
For example, in the case of this map, you could have cannons that are infrastructures but are also able to AA attack each other (each cannon has AA attacks against enemy cannons), representing counter-battery fire and artillery dominance (it works fine, and it would be fairly realistic).
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@crazyg Can't wait for more of the up dates to your creation. the game has transformed a great deal already from the original release.
Keep up the great work.
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I pushed an update yesterday that had those extra connections removed, as well as the couple of image updates I forgot. However the download isn't working, I can't figure out why. I'll investigate more after work today.
Next steps are balancing suggestions. I will also update the PU place file at some point.
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@crazyg If, by unable to download, you maybe mean that you didn't see the percentage progress on download, that is just a thing that happens for newly updated or uploaded maps (a GitHub related limit).
It is not stuck: it still downloads, you just don't get the progress info, and have simply to wait till it's done.
It worked for me.Capturable emplacements (pillboxes, castles...), capturable artillery and a very simple upkeep system are all things I always suggested / promoted, so it is sweet to see so many dynamics I like in a map (tho I've not played it yet).
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@crazyg Looks good CG.
I will continue to look for connections as soon as I have the chance.
The preview picture in the Download screen might be a little over kill.

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@cernel
Please do give some feedback on the maintenance system. I expect it needs fine tuning -
@crazyg I'm in the lobby atm, but there are 13 people in total. Duno if you have time to play now.
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@general_zod said in Crazy Europe: House of Habsburg:
Just a side note the map looks great zoomed in. But for those who like to play zoomed out further. I suggest checking "show map blends" in addition to "show map details". This setting will give cleaner looking borders from a zoomed out perspective, imo.
Just a reminder regarding zoomed out map image 70% or further. Try changing the settings" view->draw map border on top->low" versus medium or high. This gives a crisper border.
Example 70% with medium.

Example 70% with low.

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I like that setting Zod.
Have you played more games/ have any feedback?Just an update for everyone, technology is being added to this map. I think its going to help shake things up
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Nope, I had no luck getting a game going this past weekend.
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Here is a sneak peak of a very delayed update. I found some missing connections, and I'm adding technologies to the map. These should help speed the game up (especially March). See below
March~ pikemen and muskets have 2 movement in the noncombat move phase only
Horseshoes~ knights have 3 movement in NC only
Horsedrawn Artillery~ artillery have 2 movement in NC onlyAccurateCannons~ cannons have +1 attack
HeavyCannons~ cannons roll 3 dice but have -1 attack
Hussars~ knights have +1 attackSailing~ navies get +1 movement in NC only
Naval Cannons~ Navies have +1 attack
Ship of the Line~ Navies have +1 defenseQuick question in case anyone else has tried this, what is the easiest way to give units +1 movement only in the noncombat move phase in a way that can be activated by tech?
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@crazyg
In Invasion USA, the Air units do something like this. Basically the movement for each unit has to be set prior to each combatMovement:<attachment name="triggerAttachmentEasternHumanBomber4CM" attachTo="Western" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachmentEasternHumanPlayer"/> <option name="unitType" value="bomber"/> <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/> <option name="unitProperty" value="movement" count="4"/> <option name="when" value="before:westernCombatMove"/> <option name="when" value="before:easternCombatMove"/> <option name="when" value="before:southernCombatMove"/> <option name="when" value="before:northernCombatMove"/> <option name="when" value="before:americanCombatMove"/> </attachment>You can add different units to the trigger as long as all unit have the same movement setting.
Then you would use the same type of trigger to set the non-combat movement of those unit if the condition for that player is true. I would use a switch type condition which would be set by a tech by the player.
I hope this is helpful.
Cheers...
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@wc_sumpton
I tried this way, but it doesn't seem to work for land units (it does work for air). If changing the movement of land units, it just doesn't change the movement. I found a way to do it by having the units give themselves bonus movement<option name="givesMovement" value="1:Pikemen"/> -
@crazyg I assume you are just going to trigger that attachment during NCM moves.
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@hepps
Nothing else uses bonus movement, so I can just take it away from the combat move phase and add it to the NC phase using step properties -
@crazyg
No problem. I used it for air unit so never tried it with land units.Cheers...
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@CrazyG
If you leave the givesMovement as a unit property set to 1 then all units will receive this bonus. I thought you wanted to give it as a tech? You would still need triggers to increase/decrease the value only for those players that have the tech. Why would you use the step properties?Just wondering...
Cheers...
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@wc_sumpton
Yea I'm turning it on and off every turn using a trigger. Its the simplest way that I found.The other way would be to make FrenchPikemen and OttomanPikemen different units (like in TWW), but the other method seemed like less work.
I wanted to make it so that a land unit which fights this turn doesn't get to move again, and givesMovement does that.
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