Has Anyone Tried To Make World War I Larry Harris Game?
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@tony I think you have to have a user account there. Here is the map download: 0_1522121550333_world_war_i_1914.zip
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So, to give a serious answer.
Yes, several people have ventured into this quest...
None of them came back alive.This is the inital main referring thread for this map concept development:
http://tripleadev.1671093.n2.nabble.com/World-War-1-year-1914-tp7583022.htmlThat was eventually mostly retaken here:
http://tripleadev.1671093.n2.nabble.com/1914-development-tp7583942.htmlHowever, those are all abandoned projects. But you can read them.
There are also a few other places, and a lot of threads opened about it by users asking for it, but I don't think anything really too important.
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@cernel I didn't mean that others didn't give serious answers.
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@cernel
I don't... (give serious answers)Cheers...
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I downloaded this map from the link you posted but it didn't launch. I got the screen where it has all the countries and such but it didn't launch. I have the game listed as is and also as WWI 1914. Can you make any other suggestions? I think this game would be more balanced from what I have heard.
Thanks
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On https://www.axisandallies.org/forums/index.php?topic=41138.msg1749669#msg1749669 I gave this advice:
Place the unzipped "world_war_i_1914"-folder with all its subfolders inside the "downloadedMaps"-folder of the TripleA installation.
In case you don't know where the "downloadedMaps"-folder is, start TripleA, hit "Engine Preferences" and then "Folders".
After that select "World War I 1914" from the games list.
Note that TripleA does not support the different mechanics introduced with the 1914 game.
Please try that. Good luck

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@panther Actually, people could be able to install that without needing unzipping if it would have been made per norm (not doublefolder). Unzipping is not normally needed for installing maps (in this case it is, because there is 1 folder too much).
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Well maybe it should be like this.
But the map discussed here does launch when unzipped. And it does not launch when zipped.
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@panther Sure. I said just in case you wanted to get back to those that made that map or anyone that wanted to rework it.
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@cernel
Yes, it would work zipped, in case the addition "-master" had been applied to the folder-name "world_war_i_1914" and the zip-file would be "world_war_i_1914-master.zip". -
@panther Yes, that works too. That is actually the new way, due to some GitHub related reasons. But maps still also work the old way. Practically, it works unzipped because, in unzipping it, you extract it from the main folder, not because of the fact of not being anymore zipped itself.
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@cernel
Maybe the map will be brought to Github one day. That would "harmonize" it. -
This map looks really good. I did unzip this game and it worked. Thanks a lot.
So what is missing from this game exactly?
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@tony There is about 10-15 rules that have to be player enforced and are listed in the notes.
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I just got a big and it didn't take all the casualties away from the board after an attack. This game is probably about 70 to 80% done in my opinion. Too bad others couldn't fix this with some technical expertise.
I will look this over, thanks redrum. -
This game could have additional units such as cavalry units added like the original AA Game with artillery and Destroyers..
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There are a few other WW1 games available that have cavalry and other units included. Frankly I think they are much better than Larry Harris's game
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Germany has no way to get down to Africa at all.
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Well this game is a start. A two hit tank is kinda cool and you cant buy them till later in the game.
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@crazyg I didn't want to be negative, but I'm also not too impatient of seeing this game in TA. Maybe a reworked custom versions with also the biggest historical blunders reworked (Berlin closer to Moscow than Paris, etc., etc.), yes.
On the other hand, I think supporting this specific thing would be a general great improvement:
Fighters are a land unit to let them stay in conquered/enemy territory and be able to load on transports, so if you want to fly over a Sea Zone or enemy-controlled territory, use edit mode.
Both the ability to land transport air and the ability to stay in conquered, and, possibly, also giving air the ability to conquer.
This way, by the way, cavalry, if added, can be "air" too. Also think about the applications in term of Dragons or Helicopters, etc..
Not terribly impatient for the game itself, but whatever adds options and stuff a mapmaker can re-mash up is sweet. The aborted making of this game has actually already added up a series of additional options, some of them really helpful, like the phase steps, that have found good use in several custom maps.
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