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    Iron War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • Black_ElkB Offline
      Black_Elk
      last edited by Black_Elk

      Yeah in the last game it came up more than once, on account of the extensive naval build up hehe. Went 25 rounds to invasion USA, just nuclear winter forever...

      0_1542524813641_elk vs hardAI Allies 150 Japan round 25.tsvg

      I think the option to move fighters onboard ala classic is an entertaining throwback, but it makes the carrier placement out of the right coastal territory pretty significant.

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      • Black_ElkB Offline
        Black_Elk
        last edited by Black_Elk

        Aden might also be interesting for a +5. It would give British colonies a fall back point, or maybe more of a way to coordinate with British-India. Egypt is a struggle. Esp if the Near East Axis get a buff, so that Russia can't slam them so hard initially. Thing is for play balance its probably British-Colonies or British-India that need to be taking on the middle east income/oil moreso than Russia, but right now only Russia has the juice to come at them with the mobile units out of Aktobe. Wondering if Punjab or Bengal might be more interesting for the +5 as opposed to Nepal?

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        • redrumR Offline
          redrum Admin @Frostion
          last edited by

          @Frostion @Black_Elk Given that I think that carrier rule is outdated and shouldn't really be used, its pretty low on the list to add a prompt like that.

          @Black_Elk I tend to agree that a few more +5 spots would probably help the map. Regarding Nepal, I think Punjab is too close to Afghanistan and Bengal is too easy for Axis to capture. The one benefit of Nepal is that if India is captured by sea then it could be used as a land locked factory to try to hold northern India.

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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          • FrostionF Offline
            Frostion Admin
            last edited by

            @redrum @Black_Elk
            After following your match I have prepared a slightly updated new version of Iron War. If you are going to go head to head again, you could use this version. Among other changes, Darwin is now a capturable spot that can hold a factory. I see this as fitting since it could both simulate an good potential landing area / beach head for a Japanese invasion of Australia, and at the same time the 5 PUs shows the town’s military importance for the Allies during WW2. https://en.wikipedia.org/wiki/Bombing_of_Darwin
            At the same time I have lowered som other ANZAC territory PUs, so to not affect the map’s overall PU balance. Before doing something like this I would really like to hear from you guys about which alliance the map currently favours PU-wise.

            There are no revolutionary game changers in the update 😉 Just smaller fixes, and they seems to be leaning pro-axis. Here is the XML. I will probably also update the downloadable map at github with this same XML, especially if you also approve of the changes and start a new match.

            Iron War Version 0.2.7 changes:
            • Airfields no longer give +1 move to aircraft.
            • "Units Can Load In Hostile Sea Zones" is now "true".
            • Hebrides no longer has a land connection to Scotland.
            • Lake Ladoga, Lake Onega, Lake Ontario and Lake Erie are now impassible land territories, so naval placements in these territories are no longer possible. (This does not affect air moves as there was never any tactical advantage in flying over them anyway.)
            • Darwin is now a 5 PUs territory, not 2. (Factory placement is now possible here.)
            • Melbourne is now a 3 PUs territory, not 5.
            • North Queensland is now a 2 PUs territory, not 3.

            0_1542655461029_0.2.7-XML.zip

            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

            redrumR 1 Reply Last reply Reply Quote 2
            • redrumR Offline
              redrum Admin @Frostion
              last edited by

              @Frostion Those changes look good to me and definitely are a bit pro-Axis (though IMO Allies are OP in 0.2.6 so that's ok). I'm fine updating to use those for our next game. I'm holding back most of my feedback til I play both sides as don't want to be biased having only played Axis.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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              • FrostionF Offline
                Frostion Admin
                last edited by Frostion

                @Cernel
                On the world map of Iron War I am mostly satisfied with the names, and they are mostly taken from WW2 era maps. And yes, there is no single system in use like “only territory names”, “only city names” etc. It is a mix of names consisting of relevant, important, well know places, and there is NO emphasis on “localization” of names. On the contrary, it is probably WW2 era Anglo-Saxon naming (mostly). Though I have not named places like "Ryojun" as "Port Arthur" or its Chineese name. Some places I have taken into account who actually controlled the area at the time.

                In the case of Canada, some territories have been named after the only settlements in the area. When that is said, there is a potential for name changing some of the territories in Canada. I am more satisfied with the current USA territory naming. I like that the large states have their own names, and I like short names like “USA Central” over your proposed “Southern North Central USA” and also “Gulf Coast” over “Eastern South Central USA”.

                “Fort Norman” is names so because of the Oil refineries in Yukon. It was the only place of real importance and also the reason why there is an oil barrel placed in the territory. Players maybe think “why is there an oil barrel placed here”. The name Fort Norman (or Norman Wells) gives the player a hint, and the player is free to investigate. (From Wiki: ”Imperial Oil, a major employer in the town, was established in the area in 1937 with a refinery built in 1939. During the Second World War, Norman Wells was deemed important as a source of oil for military operations in Alaska and the Yukon.”) It was important enough to be the only place marked on the maps I have available.

                “Calgary” is also named for the oil barrels located on the map. Turner Valley / Calgary was a small Canadian “oil capital” during ww2.

                “Victoria” should probably have a name change to “Vancouver”, as it probably was a bigger ship producer in WW2 (even thought Victoria also had shipyards). In iron War the territory is a 5PU territory, meaning that it is a potential factory placement spot.

                “Saskatchewan” should perhaps be renamed “Winnipeg”, as it was the largest city there in WW2.

                “Wabakimi” should maybe be renamed “Port Arthur”, as it was the area’s most important place at the time.

                Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                redrumR C 2 Replies Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @Frostion
                  last edited by

                  @Frostion I think most of the names are actually pretty good. Only thing that irks me is not seeing Poland as a territory on the map. I also much prefer the names being displayed on the map so its easier to see and refer to territories.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                  • FrostionF Offline
                    Frostion Admin
                    last edited by

                    @redrum Well, “Poland” being named “East Prussia” is perhaps an example of a name based on who controlled the territory at the time. I guess a lot of inhabitants of “Transjordan”, “French Indochina” etc. feel that their territories have been given strange names also 😮

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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                    • C Offline
                      Cernel Moderators @Frostion
                      last edited by

                      @Frostion So, I know that you (already told me that you) don't have primary focus on historicity; so chances are that you already know what I'm going to say (I infer it also from the fact that you said "small Canadian "oil capital" during WW2"), and decided otherwise, for gameplay reasons, but, since the matter got opened, just fyi, Canada was a small oil producer. In 1939 Canada produced 997 Gg of oil, while Venezuela produced 30,534 Gg, and the US of America produced 171,053 Gg.
                      So, assuming the ratios being constant from 1939 onwards, if you give 8 Fuel-Barrels to Canada, in total, then you should put about 250 Fuel-Barrels in Venezuela. 1940 shares are fairly similar, but Venezuela goes down some (used 1939 for reliability).
                      Looking at the game, having between 200 and 300 Fuel-Barrels in total, if one would want to be historical, I think Canada could have only 1 Fuel-Barrel (in Calgary), as that Dominion gave the 0.35% of the world's oil in 1939.

                      But I see that probably the ratios have been adjusted mainly on gameplay motivations, since Romania gets more oil than Caucasus, and Italy gets as much oil as all the Dutch East Indies (realistically here Italy would have 0 oil, or 1 in Albania, if Romania is 15).

                      Plus I don't know most of the oil productions after 1940; so it could be that Canada's oil surged at some point, as I see it was over 1% of the world in 1951.

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                      • Black_ElkB Offline
                        Black_Elk
                        last edited by Black_Elk

                        I don't see a good way to model real world resources or production capacity historically in a way that would be accurate while still maintaining gameplay interest. In A&A the attempt to hold onto IPCs as strictly corresponding to real-world manpower/production capacity usually just resulted in less dynamic play patterns. The best you can do is try to give a little nod to areas that were major production or resource centers, but trying to be in anyway exact about the numbers is tough because it would immediately disadvantage the Axis team out of any real shot. So I think the gameplay kinda has to take primacy, suspending disbelief when necessary. I think a historical play pattern (with the appropriate regions being contested, or in-game battles occurring in territories where historical battles took place) is more important than trying to model the historical economy or distribution of resources. So for example, as long as the German player has an incentive to go after Caucasus for the oil, and Russia has an incentive to stop them, then the exact numbers they are fighting over seems less important to me than the fact that at least they are fighting there haha. I think the harder area is usually the Pacific, where you'd like to get Japan and the Allies doing the tango in the East/South Pacific, with some island hopping instead of the traditional center crush, but historically that contest wasn't driven as much by resources/production as it was logistics (for air bases or naval supplies lines and such.) I think in that case, its important to think of the PUs as abstract, so you can justify making some of those islands contested targets. Okinawa I think would be a good candidate.

                        For the overall balance by teams, think the last build of the map is probably Allied advantage in some areas (like Africa/Middle east) and Axis advantage in others (like vs India, and the minor Pacific powers.) Losing the British fleet out the gate was a goof on my part in the first game with redrum, otherwise I think you'd see a more serious press vs Germany/Italy.

                        In choosing a target I think its gotta be easier for the Allies to coordinate on the European side of the board than it is on the Pacific side, (right now it feels like USA only has enough PUs to go seriously in one direction.) I guess whether India survives or not probably has to do with how successful Russia is vs the Near East, or whether Iraq/Iran can clip the British-India starting transport (since I don't think they have any real shot defending against a press from 2 directions overland while still covering the amphibious threat). They definitely feel like a lone soldier with a big bright target painted on their back. I'm not sure how much French-Colonies/Anzac/KNIL can do to help prop them up and the USA is pretty far away, so I think it's kind down to Russia to cover their rear.

                        I think you could up the starting income/resources for most nations by a pretty considerable amount and it would not be overly distorting, so long as there is parity between the two main teams. Right now I feel like most nations are just too cash strapped to have many interesting build options, so I would suggest picking a reasonable amount and upping it for everyone across the board. Every faction should have some variety to their build options on the first turn, but right now most of the smaller nations barely have enough to field a couple infantry hitpoints initially, and after that, a lot of times they are left with a remainder that can't be spent for several rounds.

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                        • Black_ElkB Offline
                          Black_Elk
                          last edited by Black_Elk

                          Just to elaborate on the remainder issue. Lets say you have a smaller nation (land focused) that ends up with a remainder somewhere between 1-7 with no steel to spare, after they buy an infantry unit or two. Basically you often have to save the remaining cash for next round sometimes like a third of your total, since there isn't anything to spend it on.

                          I think that's where the aid phase should come into play. Everyone should have an option to send like 5 PUs to someone else, (ideally 2 nations so there is a strategic dimension to the choice) that way the remainder can be put to work. Maybe it makes sense to have a spread...

                          Send 2 PU
                          Send 3 PUs
                          Send 5 PUs

                          I think something like that would solve the purchasing issue for most nations. The goal then would be to shuffle the pocket change around, to try and get the remainder somewhere that it can be spent in the current round. The larger nations don't suffer from this issue as much because they have larger totals and thus more ways to work out the purchase remainder, but for the smaller nations its a constant dilemma.

                          C 1 Reply Last reply Reply Quote 0
                          • C Offline
                            Cernel Moderators @Black_Elk
                            last edited by

                            @Black_Elk This would be a feature request, but a way to mostly solve this long standing distortion (and realistic nonsense) of deciding your purchase on how you can puzzle out the options, so to use more (possibly all) of your resources (that it is not really fun or interesting, especially in the moment you may want to lose a lot of time in forecasting what will be your future resources, and save now to buy what you want tomorrow (very tiresome, and very annoying if you end up short of 1 PUs on what you need, for not having calculated it correctly or at all)), could be that you can buy undercost for a chance of getting what you want, with the possibility of going in deficit (under 0 PUs or whatever). For example, if something costs 10, you can spend 6 and roll on a 60% to get it or not. If you get it, you actually spend 10, possibly going at -4 if you spend all you had. If you don't get it, you get back the 6 you spent (for either spending it the next turn or financing other partial purchases that may have succeeded, at the same time). On the long run, beside being killed while having a passive (and of course the opponent should not capture negative PUs!), there are no bonus or malus, as you always need to spend the full amount, eventually. Of course, it may be opportune limiting it to spending like at least half the value or so (roll at 50% or more only).

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                            • C Offline
                              Cernel Moderators @redrum
                              last edited by Cernel

                              @redrum My preference would actually be no names default but a quick key for showing them up for a limited time, like when highlighting units.

                              I mean only for the maps that decide to hide all or some of them. The maps having all land and sea zones displayed would not have the key (but that's rare, as almost all maps hide the sea zone names), and anyways that key would change nothing for what is displayed permanently (for example, using it in WAW would add only the sea zone names for a few seconds). Then there would be the problem of those maps that have names in the graphic, practically getting duplication, but that is not really supposed to be the way (tho doing it with the territory_names folder is far from handy).

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                              • FrostionF Offline
                                Frostion Admin
                                last edited by Frostion

                                @Black_Elk There is no version 0.2.7 download from github/ingame. For the latest few changes you will have to download the XML in zip in post 442.

                                Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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

                                  Yeah I was messing about with 0.2.7 just now vs Hard AI Axis at 125%, using the stable build. I think its looking good so far. I like the tweaks to the airbase (makes the greenland thing the obvious choice again) and I think Australia might be more interesting now, at least more tempting for Japan. Still think something for the Near East would be helpful though. I feel like that area is kinda do or die for whoever comes out on top. Anyhow, the Germans are pressing pretty hard, I gave them the script and then let the machine take over. They took a nice hit on Leningrad to open things up for their team, but Allies are neck deep in the oil hehe

                                  0_1542702812380_elk vs hardAI Axis 125 German open 1 British India round 4.tsvg

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                                  • redrumR Offline
                                    redrum Admin @Frostion
                                    last edited by

                                    @Frostion Oh, one UI thing that would be good to improve is the minimap settings. TWW and BFA added customization settings and it makes the minimap much more useful. Here are the settings you can use: https://forums.triplea-game.org/topic/887/mini-me-map-options

                                    You probably want something close to what TWW uses: https://github.com/triplea-maps/total_world_war/blob/master/map/map.properties

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                    • FrostionF Offline
                                      Frostion Admin
                                      last edited by

                                      @redrum I will take a look at how TWW minimap looks in Iron War. Maybe it will improve. But I am kind of a traditionalist, and I like the simplicity of a plain white line border highlight, just like in the minimaps of Warcraft 3, StarCraft, Company of Heroes and Age of Empires.

                                      Good luck with the Allies 😃 Go and force some liberty and freedom upon those authoritarian Axis troublemakers 😁

                                      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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                                      • redrumR Offline
                                        redrum Admin @Frostion
                                        last edited by

                                        @Frostion Leaving the simple white viewer box is probably fine. I was getting more at the unit square size being decreased and maybe a bit of saturation for the territories. It also might be a good idea to make the sea color a bit lighter for the minimap so units contrast a bit more.

                                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                                        • Black_ElkB Offline
                                          Black_Elk
                                          last edited by Black_Elk

                                          OK so for a German opener that puts as much support to the Middle East as possible, maybe something like this...?

                                          0_1543008653010_Axis opener max Iran support.tsvg

                                          A reasonably successful result in the Ukraine battle (9-10 units remaining on average) then landing the aircraft in Balkans. Flying them over to Iran on G2 for the extra defensive pips. I guess if you really wanted, by sacrificing another mech or inf unit instead of the air-transport you could grab an additional hitpoint, depending on how the first round of combat goes, but the Ukraine fight is kinda narrow.

                                          I don't know what the best build would be for this kind of play. Spending 20 on aid to Iraq/Iran has me feeling that it might be a little hard to justify the factory in East Prussia during the first round (maybe better to wait till G2?). I kinda feel like transport capacity might be a better use of the cash, so you can shift units from Western Europe back over to the Russian front as quickly as possible, while still giving the fleet a bit more coverage in subsequent rounds. Not sure if its worth taking Benelux for the SS/3 PUs, but I opted not to in this example.

                                          Ideally Balkans clears the Russian black sea cruiser on their opening turn, or failing that Germany just risks the fly over to Iran on G2. Enough to deter the Russian attack for another round? Its a pretty large initial commitment... 20 PU's in direct aid, and 70 more in starting aircraft TUV. I suppose if Russia doesn't come heavy, you can always leave the fighters in Europe. Sort of telegraphs Axis intentions, but its really all I got right now for the Iran situation.

                                          If the Italian transport in Mombasa sea zone survives, and isn't blocked by the British-Colonies fleet in the Gulf of Aden sea zone, then you could get 3 Italian hitpoints to Iran as well, but that seem pretty unlikely. For some reason I thought Italy had an option to send direct aid as well, but not the case. So I think it's kind of up to Germany if the Iran stack is going to hold vs an initial Russian press.

                                          Is this sort of what you had in mind Frostion?

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                                          • Black_ElkB Offline
                                            Black_Elk
                                            last edited by Black_Elk

                                            Looking at it further, I don't think Iraq can afford to go all in on the Iran defense without dropping below 50/50 vs a British-Colonies push out of Transjordan. Seems like even with the 10 PUs in aid from G, and 2 Italian fighters supporting, they'd still need to leave behind like 3 hitpoints or risk getting totally blasted by British-Colonies.

                                            If Russia buys another transport for the Caspian (and Iran can't do much to stop the blitz out of Aktobe), things could get dicey. Depends if the Russians drop their fighter down in range, or if they buy any attack aircraft at Stalingrad.

                                            Looking at a likely force in Iran of something like...

                                            11 Inf, 1 artillery, 1 aagun, 3 light tanks, 1 medium tank, 4 fighters and a bomber at the end of G2.

                                            I think Russia can still beat that if they make a Caspian transport buy, shift some units from central Russia down to fill the transports, leaving a slot or two open at Stalingrad to build dive bombers. If they buy a second transport Russia has something like... 17 inf, 1 aa, 4 mobile art, 3 mech, 1 fighter available in the area.

                                            Iran can deal with that, but depending on what sort of build the Soviets make in the Caspian, sometimes just a single extra Russian dive bomber is enough to push it over 50%. 2 dive bombers can get it up to 85% odds to the attacker. Or Russia could conceivably buy a 3rd transport. Least if I'm punching the numbers into the calc correctly, seems like Iran has no chance without German air, and a pretty tough time even with it. Taking Western Turkistan to block the mobile units from Aktobe might be a requirement for Iran to survive. But I'm not sure then what the likely spread would be if Iran peels off units for that, since Russia can still deliver a lot onto the Iran factory tile.

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