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    Iron War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • forthebirdsF Offline
      forthebirds @Black_Elk
      last edited by

      I'm glad that Black Elk got the game to work. This certainly is a work in progress, although, like you I've been working on this for some time and have tweaked it to death.
      I have not tried the bid route , nor have I given an added % to a nation which may be a good idea for sure.
      What I was trying to do was balance the game , to make it somewhat historical and to make it fun. I would say that I gave more weight to balancing the game than the historical part. For example , I made N Mexico allied neutral so that the USA could move troops thru it immediately to get to S. Mexico. I only wanted to tie up the USA for 2 rounds and not 3.
      I agree that the first round has a lot of moving parts but in my mind that allows for a lot of different openings and counter moves. After the first round the game moves much faster.
      I do agree also that Germany & Japan are stronger at the beginning (Rise of the Axis). After all the allies start with a huge advantage in VC.
      I wanted the axis to be strong enough that that allies must work together to beat them.
      Things usually even out about round 4 or 5 when its either sides game.
      I have played where the allies won in VC and other times in PU's.
      The axis usually must win in VC.
      Anyway, I'm open to suggestions and like you I don't want to step on Frostion's toes.
      I'm good at editing but that's about it.:cat_face_with_wry_smile:

      F 1 Reply Last reply Reply Quote 0
      • Black_ElkB Offline
        Black_Elk
        last edited by Black_Elk

        Right on, I did get it working but I noticed almost immediately on G1, that the number of combat rounds in a given battle seems to be capping out much lower. I think it maxed at 5 exchanges between attacker and defender instead of 10. Not sure if that's from moving back to 1.9 engine, but definitely has an effect esp on smaller infantry/art battles.

        With this set up I'd probably do something like this for G1 combat move...

        iron-war-the-master HardAI Allies G1 Combat Move.tsvg

        Then consolidate as much of the fleet together off Iceland as possible, with every sub in range on non com. The balance on Lenigrad I think would have to be G4 timing instead of the G3 timing of vanilla, just from the way France is set up, and the fact that 4 of the steel prob goes to the Graf Zep Carrier instead of all 6 to mass transports. I do that G2 instead, after pulling the whole fleet back to the Channel, and ready to mass transport East on G3. Ukraine balance here favors Germany more than Vanilla, so I'd go for the stomp there then push up the Leningrad VC to join with amphib units on G4 to crack Soviets. G has enough starting air to prop up Iran I'd think if needed, but I'd just gun east I think. For Med the choice between Vichy or Gibraltar is more interesting than vanilla, though the reduced number of combat rounds in a given battle makes those fights risky. Iceland is similar, or any ground fight that's not a blow out in the first couple rounds. Not sure exactly what's going on with that, sometimes even 10 rounds of fighting isn't enough, in battles involving weak attack units like inf or aaguns. But anyhow, I like the strategic choice there. I think taking the swedish steel probably worth sending a fighter or bomber, since G benefits most from early steel to buy transports and move the dudes after conquering France. I'll check it out some more after walking the dog.

        For the save attached above I used tripleA 1.9.0.0.13066 was that the build you used. Maybe the combat round maxing out thing was something from earlier builds and I just didn't notice cause I take forever breaks haha? I'm going to reload and reboot just to make sure its not something else.

        Anyhow, other than the combats cutting short, I think its an interesting set up. I like the idea of each player nation or each player bloc having a clear strategic choice to make on the first turn so it has that kind of push and pull going on. And the added German subs and tweaked opening position definitely throw a new slant on G1 which in Vanilla is kind of scipted for me by now. But yeah I'll give it a run after a run.

        catch ya in a few dude
        best Elk

        ps. something like this maybe I think at the end of the opening turn block. I sent the channel fleet east to prop up the carrier build with the Finnish pocket fleet in the baltic. To converge on channel G2. I like that the Soviets have a transport up north to threaten Norway or shuttle units. Anyhow, will see what the hardAI does with this one when I get back in an hour or so.

        iron-war-the-master HardAI Allies Finland Placement.tsvg

        forthebirdsF 2 Replies Last reply Reply Quote 0
        • F Offline
          ff03k64 @forthebirds
          last edited by

          @forthebirds what about instead of making places like the central US conquerable to simulate them mobilizing, you make the value of their territories go up each of the first few turns?

          forthebirdsF 1 Reply Last reply Reply Quote 0
          • forthebirdsF Offline
            forthebirds @ff03k64
            last edited by

            That's a great idea but I'm unfortunately not capable of pulling that off.:downcast_face_with_sweat:

            1 Reply Last reply Reply Quote 0
            • forthebirdsF Offline
              forthebirds @Black_Elk
              last edited by

              I changed the number of battles to 4 for land & 3 at sea.
              I really like the possibility of a stalemate. which allows the other player to counterattack or you should plan to attack with overwhelming odds.
              sorry that I didn't spell that out.

              1 Reply Last reply Reply Quote 0
              • forthebirdsF Offline
                forthebirds @Black_Elk
                last edited by

                @Black_Elk
                I like your opening moves. You do seem a little conservative with Germany's subs which may be a good idea. I like to attack right away because their attack value is greater than on defense. Also you can bomb Great Brit, but against the computer I would only use 1 bomber to keep it fair. AI doesn't defend with aircraft.
                If it was pvp I would go at them with both bombers and hope to destroy the factory.🙄
                With Finland , on the opener I like to go all in into E. Finland to force Leningrad away from Germany.
                Then, when they do build up, I duck back to Finland and hope I can survive.

                1 Reply Last reply Reply Quote 0
                • wc_sumptonW Offline
                  wc_sumpton
                  last edited by

                  @forthebirds

                  Change the production of a territory like this:

                  <attachment name="conditionAttachmentUSARound2" attachTo="USA" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                     <option name="rounds" value="2"/>
                  </attachment>
                  
                  <attachment name="triggerAttachmentUSAMidwestPUsTo4" attachTo="USA" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                     <option name="conditions" value="conditionAttachmentUSARound2"/>
                     <option name="territories" value="USA Midwest"/>
                     <option name="territoryAttachmentName" value="TerritoryAttachment"/>
                     <option name="territoryProperty" value="production" count="4"/>
                     <option name="when" value="after:USAEndTurn"/>
                     <option name="uses" value="1"/>
                  </attachment>
                  

                  Cheers...

                  forthebirdsF 1 Reply Last reply Reply Quote 2
                  • forthebirdsF Offline
                    forthebirds @wc_sumpton
                    last edited by

                    @wc_sumpton
                    Thanks. I appreciate the info very much.

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

                      Ah that makes sense now if it was reset to be lower for a purpose. Just got back a second ago. I'll for sure give it a full game for each side to see what you've cooked up.

                      @ff03k64 I was kinda thinking something along those lines as well. For a map at this scale I think it can definitely support a larger economy or larger forces that develop over time, whereas usually A&A kind of frontloads the action by having larger starting forces that are harder to replace and kind of determine what can be done.

                      The vanilla game here is also a little different in that the starting cash and resources don't necessarily match the actual production or resources controlled (here its larger) but I also like that as the simplest way to establish a play balance if one side or the other is overpowered. I like a map where the production value written on the map shapes the play (moreso than like objective bonuses, which is another way money can come into play in AA50 or G40 but I prefer just territory values since that can be read at a glance.) The gold spot visual in this map is also nice to indicate where the +5 spots are.

                      One thing I think would be nice though is if the capital territories and major VC territories where more in balance with each other. I feel like 30 PUs should be the ceiling and anything more just pushed out to surrounding territories or more +5 spots adjacent. I think the floor should be 20 PUs for a capital whereas in vanilla its 10 PUs and sometimes lower. All the ultra high value spots are Axis capitals so I think you could break off a 20 here and there and spread it out a bit for the key core territories. But basically a few more +5 scattered about.

                      For neutrals, if the idea is to do quick sweeps in the opener, I'd say just make em true neutral but empty of units so they can be blitzed through. Especially for spots corresponding to countries that later declared war, or basically most of North America could work that way under the aegis either of USA, Britain, or Brazil depending on who goes where. But anyway I think it could be handled with fewer combats in some spots like that, whereas for territories that were really like Neutral Neutral because of geography or political alignment 1939-45, those I would have large Neutral forces, but lower values (no +5s and such to make them big targets.) Bosporus I think is problematic because canal control is so critical, and Spain kind of builds of Gibraltar in a similar way. But yeah, having more to kind of create that build of momentum for USA is cool.

                      I'm going to charge ahead vs Soviets now and see how it shakes out.

                      @wc_sumpton for sure! Nice
                      I think a lot of interesting things could be accomplished with just production tweaks and adjustments to neutrals

                      forthebirdsF 1 Reply Last reply Reply Quote 0
                      • forthebirdsF Offline
                        forthebirds @Black_Elk
                        last edited by

                        @Black_Elk
                        If you notice I had to make Switzerland have 40 neutral infantry because Germany kept attacking it at a heavy loss of units! I just didn't want Switzerland overtaken so that's what I did. Now they leave it alone, finally!!

                        F 1 Reply Last reply Reply Quote 0
                        • F Offline
                          ff03k64 @forthebirds
                          last edited by

                          @forthebirds you could just make it impassable

                          forthebirdsF 1 Reply Last reply Reply Quote 0
                          • forthebirdsF Offline
                            forthebirds @ff03k64
                            last edited by

                            @ff03k64
                            I hate to sound really stupid but I 'm good at editing and that's about it. :disappointed_face:

                            F 1 Reply Last reply Reply Quote 0
                            • Black_ElkB Offline
                              Black_Elk
                              last edited by Black_Elk

                              haha yeah I did notice. So far the play pattern is pretty cool, I like a beefier British Colonies. Still think the Brit play block would be nice to have altogether at a go with UK and Brit colonies after Italy. Adding impassible neutrals I also like if the idea is to totally lock off some stuff from ever happening. The Black Sea might actually be more interesting under those conditions, but its also kind of fun to allow for some things to be possible, just really expensive, and maybe not worth the investment unless doing like a showboat to stomp the machine hehe, which is fun on maps like these.

                              Took me a while to parse Germany, since they got a lot of units in hidden away spots, but yeah the fuel is the major thing I think and getting a big bunch of german transports next round. This was the HardAIs response to G opener. Looking over Italy's start now
                              iron-war-the-master HardAI Allies Italy 1 combat move.tsvg

                              The editor and edit mode is a cool feature of tripleA. I like how much you were able to get done just messing with the game save. Editing the xml isn't super hard, but doing a mod of the map is kind of more involved esp if competing with the vanilla one. Still I think this map is pretty rad, so I like the tweaks. Gives me something to do on an otherwise boring night inside. Everything is on fire out here wild west. Just bombing with air filters and tripleA to keep preoccupied. Catch ya in a few

                              ps. just noticed that there is still an issue on this map with placing fighters on carriers. It occurs when more than 1 coastal factory borders the same sea zone. I think the carriers on this map would be better under v3 placement rules, instead of revised placement rules. Anyhow you can see here with the Libya fighters unable to move them onto deck during Italy's placement phase.

                              iron-war-the-master HardAI Allies Italy placement.tsvg

                              Taking a look now at Japan
                              iron-war-the-master HardAI Allies Japan1 Combat Move.tsvg

                              forthebirdsF 1 Reply Last reply Reply Quote 0
                              • F Offline
                                ff03k64 @forthebirds
                                last edited by

                                @forthebirds said in Iron War - Official Thread:

                                @ff03k64
                                I hate to sound really stupid but I 'm good at editing and that's about it. :disappointed_face:

                                You might be surprised how easy some of these changes are. Impassable would just be adding one line. Putting units in a territory would be a single other line. And there are a number of knowledgeable people here willing to help.

                                forthebirdsF 1 Reply Last reply Reply Quote 2
                                • forthebirdsF Offline
                                  forthebirds @ff03k64
                                  last edited by

                                  @ff03k64
                                  Thanks, I appreciate the encouragement.

                                  1 Reply Last reply Reply Quote 1
                                  • forthebirdsF Offline
                                    forthebirds @Black_Elk
                                    last edited by

                                    @Black_Elk
                                    Great moves with Italy taking Egypt. I had noticed that it looked weak. Also noticed that you took Gibraltar. That should help a lot.
                                    As far as the fighters not landing, I think its a glitch somehow. I did notice that when fuel runs out some planes move first to wear carriers should be but they can't get there.
                                    Hope that you're having fun. I'm on the east coast waiting for Sally to give us a deluge.

                                    I'll see how you're doing tomorrow. Stay safe.

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

                                      Oh man I just heard about that when I was making dinner. I'm hoping for rain over here but not like that, damn. Hopefully it doesn't hit too crazy down there!

                                      I just did a quick survey for Japan, thinking maybe something like this for the opener... To set up for Sumatra slam J2. I like the set up on Pearl and how China is stronger. I went with a hit on the battleships here. The neutral impasse above Manchuria and no starting factory takes some of the pressure of J on that front. Seemed to do the trick on me anyway J1 as a deterrent. I'd see it as basically emulating the NAP by defusing the border clash there with a demilitarized zone between em, but seems to remain at Japan's prerogative whether or not to war against Russia since soviets are positioned more for defense. Will see how it cracks off up there, but I focused south using my vanilla attack pattern just with a bit more heat from the added transports to punk French colonies hehe. I like the set up on pearl since it forces a bit of a choice there with the carrier based aircraft.

                                      iron-war-the-master HardAI Allies Japan1 Combat.tsvg

                                      Not too shabby I was able to move most of the fleet where I wanted it to be on non com, save 1 sub in home waters. Figured to let Thailand handle Singapore and Hanoi. I debated on moving their pocket fleet to converge with Japan but ended up just leaving it in place to save the fuel hehe.

                                      iron-war-the-master HardAI Allies Thailand Placement.tsvg

                                      USA turn block just moved. AI China clapped back pretty hard from Chungking against the Japanese forward stack which was nice to see. That second flying Tiger making the difference for them haha. Nice touch! I think it went suicide squad though, which is something I've seen the AI do on this map occasionally esp with air transports. Same happens in vanilla, I think you may be right about it somehow doing with carrier fuel shortage contributing to the crashes at sea. But anyhow, they got a solid kill so I guess they figured it was worth it hehe.

                                      This is what it looks like G2. USA I think did the continental expansion move as intended, since they got all the lower 48 under control out the first round. I still think it'd be cool to see them sprawl over like all of central america and some of south america or the various caribbean islands on their way to full strength in early rounds. But on the whole the first round was pretty fun. New spin on the game for sure. I'll play it out later tonight and post anything interesting. Catch ya tomorrow if you're around.

                                      iron-war-the-master HardAI Allies G2 Combat Move.tsvg
                                      iron-war-the-master HardAI Allies Italy2 Combat Move.tsvg
                                      iron-war-the-master HardAI Allies Japan2 Combat Move.tsvg
                                      iron-war-the-master HardAI Allies G3 Combat Move.tsvg
                                      iron-war-the-master HardAI Allies Italy3 Combat Move.tsvg
                                      iron-war-the-master HardAI Allies Japan3 Combat Move.tsvg
                                      iron-war-the-master HardAI Allies G4 Combat Move.tsvg

                                      Got the take on India J3, but now to see if Germany has enough fuel and enough heat for the G4 timing on Stalingrad hehe. Best of luck HardAI!

                                      Snagged it! haha
                                      iron-war-the-master HardAI Allies Finland 4 Placement.tsvg

                                      Probably Axis are cruising from this point, but might give it a few more rounds before switching sides. So far so good though. Its pretty entertaining on the Axis side fuel running dry is a major consideration for fleet movement, but I just opted to sacrifice the subs and hold Rommel back off North Africa drives just to make sure both bombers could reach in the Leningrad attack. I suspect Allies will probably more tricky. Might dive into that tomorrow.
                                      Have a good night

                                      Best Elk

                                      ps. 20 VCs at the close of the 4th for team Axis. I'll try team Allies next to see how it looks from the other side.
                                      iron-war-the-master HardAI Allies G5 Combat Move.tsvg

                                      I haven't seen any production expansion from the computer yet, even using the older build. Unless I missed one somewhere. Maybe going up against AI Japan would tell us whether or not they ever will buy a factory. Its still hard for me to tell whether the Axis advantage here is stronger than the og, but they felt pretty buff by comparison.

                                      I tend to feel as Mora said below that the side that needs more to work for a buff is probably Allies. Though the Allied Atlantic fleets are definitely improved here over Vanilla, Axis fleets are also pretty mighty, so not sure its really an offset. I'll have to take a peak switching teams to see, but that was first impression.

                                      If trying for an xml type edit with adjustments to turn order or map territory values, I'd probably look at going a bit more incremental with some of the changes, but definitely including some of the ideas presented in the edit mod that forthebirds posted today would be fun. Adds some spice to the pot haha

                                      M forthebirdsF 2 Replies Last reply Reply Quote 0
                                      • M Offline
                                        Mora @Black_Elk
                                        last edited by

                                        If in this last iteration Axis is stronger, then I am reluctant to try it vs. AI. Axis are my prefered side and I don't wish it to become too easy. Is there a recommended map to start from, besides the Vanilla? Let's say with some fuel issues addressed. And I have another question: is AI purchasing any factories in Iron War?

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

                                          @Mora here is version you might like. I made it a little while back, saved out using the latest stable of tripleA 2.2.20. Its a simple edit mode savegame, so that it could be launched without having to mod the map files. I made it basically as a template to see how the map would balance without Pro-Side neutrals, and trying to give the AI enough fuel to be competitive. I just touched it up right now, so it should work with the current stable.

                                          Iron-War neutrals + fuel mod.tsvg

                                          Would be curious to hear what you think?

                                          There are no income modifiers, and no significant changes to the starting units, except that here all neutrals are handled the same way (ie true neutral, attack-able by either side) and there are only two types of those generally speaking, either empty or stacked.

                                          1. If the territory was a belligerent at some point later in the war, then it is simply emptied of starting units here. for a walk-in. First come first served.
                                          2. If the territory was historically neutral throughout most of the war till 1945 (Sweden, Switz, Turkey etc) then it has 10 neutral armies on it (or a 10 stack close by) to reflect the status of that larger region as non belligerent and to preserve some of those geographical choke points.

                                          So countries that entered the war at some point later on can be activated in game simply by moving a unit into that territory to claim ownership here. Those territories that did not enter the war however, have more of a roadblock thing going with a nod to that reality. I at least tried to put a 10 stack for each general region that was truly neutral like that. Sure sometimes the computer may still attack these spots at disadvantage, but for the most part it preserves a more historical WW2 look to the map spread I think. For the truly true neutrals, if there was a starting resource like oil or steel in their spot, I moved it to an adjacent space that made sense. I just wanted something uniform and simple, and so I liked how that felt rounded out with the 10s where it made sense. I think its easier to read the map at a glance this way, and thus to quickly determine which of these passive neutral areas is meant to be seriously in play, without complicating it overmuch.

                                          The simple neutrality scheme here is meant to suggest something a bit more like this over the long haul...

                                          https://en.wikipedia.org/wiki/World_War_II_by_country

                                          You can see in the map and lists of that wiki how the neutrality situation of the war broke down by nation/region over the course of the war. Most of the globe was at war by the end, but with a couple notable exceptions here and there. Those are the spots that have the larger neutral stacks in this mod, the rest are empty for simplicity.

                                          Each faction also has either 3, 6, or 12 added fuel barrels from the start (the green synths that can be destroyed) in various locations, depending on the size of the faction and their number of starting units. So the big nations each have a dozen barrels, the mid sized nations have half a dozen barrels, and the tiny factions each have 3 barrels. These are distributed in some areas to be safe fuel, and in other areas to be contested as a way to make certain islands or regions more significant to the playpattern. The idea was to provide enough fuel to maneuver into the mid game as either side, but still running dry towards the end.

                                          In this one Germany does control Denmark from the start so that is a key difference. 1 German transport was removed as an offset for a start date is imagined as April 1940. But otherwise beyond that, the neutrals and the added green barrels, its like Vanilla for the rest of the unit set up pretty much. For a harder challenge with either side you can add income modifiers from the launch screen, but I think the computer actually plays pretty well just with the extra fuel.

                                          If giving the Allies a buff, I would probably suggest another USA starting transport, or giving China a second fighter, or a few of the ideas that seemed to work well in the mod forthebirds posted earlier. But this one is pretty much the vanilla just with the neutral tweaks and the fuel stuff. And Denmark of course, mainly since the AI plays so horribly when those straits are closed, but also cause it seemed to fit for the start date from the game notes.

                                          I think it would be cool to work off something like this but actually change some territory PU values, or to have the turn order adjusted so all the Brit factions move together but that'd have to be done in the map files with a map mod. I also like some of the other ideas showcased in forthebirds mod for a different balance of forces between the various starting armies and fleets. The one I made was less ambitious in that regard, I mainly just wanted to handle some of the probs I saw with neutrals and fuel shortages. But I dig the idea of combing it over and beefing it up a bit for a new slant too hehe

                                          Best Elk

                                          1920px-Map_of_participants_in_World_War_II.svg.png
                                          Allies before the attack on Pearl Harbor, Allies that joined after Pearl Harbor, Axis powers, Neutral powers

                                          Map of Participants in World War II:

                                          (Dark Green) Allies before the Japanese attack on Pearl Harbor, including colonies and occupied countries. Dark green diamonds represent countries that initially were neutral but during the war were annexed by the USSR.

                                          (Light Green) Allied countries that entered the war after the attack on Pearl Harbor. Light green diamonds represent countries that later in the war changed from the Axis to the Allies.

                                          (Light Blue) Axis Powers and their colonies or countries that had to choose a side in order to stay independent. Light blue diamonds represent countries either being conquered by the Axis Powers, becoming puppets of those (Vichy France and several French colonies).

                                          (Gray) Neutral countries during WWII. Circles represent city-states or geographically small countries.

                                          1 Reply Last reply Reply Quote 1
                                          • forthebirdsF Offline
                                            forthebirds @Black_Elk
                                            last edited by

                                            @Black_Elk
                                            Wow! That was a quick victory! You developed quite a German navy. I did notice that the AI did build some factories but one huge blunder that it made was that the FR Colonies built a factory in FR Guiana rd 2 instead of FR India which India needs badly.
                                            Personally, I never saw this happen before. Usually it builds a factory in Fr. India rd 1 because it seems to know that Fr. Indo China is doomed. I have found that a small change can have big consequences. Perhaps a factory should be placed in Fr. India from the start. I also have never seen the AI leave Egypt so weak on rd 1.
                                            That is curious to me. Perhaps it needs to be bolstered some more. Anyway, I appreciate you trying this setup and look forward to suggestions on improving it.
                                            Stay safe.

                                            1 Reply Last reply Reply Quote 1

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