Has Anyone Tried To Make World War I Larry Harris Game?
-
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

-
@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).
-
Well maybe it should be like this.
But the map discussed here does launch when unzipped. And it does not launch when zipped.
-
@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.
-
@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.
-
@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?
-
@tony There is about 10-15 rules that have to be player enforced and are listed in the notes.
-
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..
-
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
-
Germany has no way to get down to Africa at all.
-
Well this game is a start. A two hit tank is kinda cool and you cant buy them till later in the game.
-
@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.
-
The game is a start to more it seems. If someone adds a bit more to it maybe it can be a great game. I suggest add units to buy but leave the rest of the game as is unit wise and production etc. Russia can be taken but it seems as though the Allies have to work a lot harder to conquer Germany. It seems France is more superior than the UK is. I can be wrong about this and also the Central powers have no way to take control of Africa or the seas like the rest of the AA Games made.
-
Germany controlled Moscow but they couldn't produce units there. Interesting!
-
I really don't this map is a good starting point. The only reason this game has any popularity whatsoever in my opinion is that is has the name Larry Harris attached to it. I've played the board game many times and its boring. Once you solve the quesiton of what ratio of infantry/artillery to build its basically just move and roll dice.
The map itself is just awful. The way the territories are drawn deny any kind of a dynamic conflict from happening. Germany and Austria just have an incredible lack of options, the sea zones make naval superiority grossly too strong and flexible compared to land. Even with tons of revisions and house rule ideas tried, the map just doesn't work. Domination, No Man's Land, Great War, or even NWO provide a much better starting point for a WW1 game.
-
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.
Been playing around with the "SpecialMoveDelegate". It seem to be able to simulate this so that a "land unit" can fly over Sea Zones and enemy-controlled territories, but still conquer a territory and load onto a transport without using 'Edit Mode'.
Might make a nice WWII glider mechanism, or helicopter control. Problem is the use of a separate 'Move' delegate for this to work.
Just some thoughts.
Cheers...
-
@tony I believe that Tony was talking about Larry's Harris's rewrite of the AA14 game. This can be found at the Larry Harris Design forum.
This version adds 2 main elements. The first is that every power can collapse by losing some homeland areas. A version of this could be easily implemented, although not Larry's exact rules.
The other major change is that land units can non-combat move 2 areas. There are some workarounds to get this effect, but it would be better if the engine (& AI) supported directly a non-combat move unit property.
There are also some setup changes and Naval bases give extra movement.
When I finish my current conversion project (I am converting all old version scenarios to the current version), I will try implementing something along the line Larry's rules. Instead of the non-combat move of 2, I would allow capitals to boost land moves by 1.
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login