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    The Grand War

    Scheduled Pinned Locked Moved Maps & Mods
    44 Posts 9 Posters 22.6k Views 9 Watching
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    • ElreighE Offline
      Elreigh
      last edited by

      Version 3 Update is out now, changing relief tiles to make territory names stand out less. I've also reduced fighter defense from 4 to 3, after some consideration on balance concerns.

      prastleP 1 Reply Last reply Reply Quote 2
      • prastleP Offline
        prastle Moderators Admin @Elreigh
        last edited by

        @elreigh All bot servers will require a restart to accept your new version. (which I don't mind slowly doing as they empty) Are you planning any more revisions soon?

        If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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        • ElreighE Offline
          Elreigh
          last edited by

          @prastle No I'm not planning on any more revisions at the moment; I'm pretty happy with the way things look at the moment, and I'd like to work on some other projects for the time being.

          Is there a common courtesy standard for releasing versions so they don't mess with all bot servers? When I need to make updates in the future I could stall them out to bundle many into a single version. I would've done so with these changes if I knew it was a hassle for others.

          prastleP 1 Reply Last reply Reply Quote 0
          • prastleP Offline
            prastle Moderators Admin @Elreigh
            last edited by

            @elreigh No hassle we needed an update anyways. I just was mentioning so i could time it with your new stuff as well as frosti's

            If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

            1 Reply Last reply Reply Quote 1
            • ElreighE Offline
              Elreigh
              last edited by Elreigh

              Regarding version numbers, for some reason changing the xml version to "3.0" disables the map in the "Select Map" screen, so until that mystery is solved I'm going to leave the xml version as "1.0"

              EDIT: Scratch that, I was changing the wrong version number in the xml. I've got it working now.

              redrumR 1 Reply Last reply Reply Quote 0
              • FrostionF Offline
                Frostion Admin
                last edited by

                @prastle FYI ... I have no planned updates to any maps right now or in the near future. If I got some time, it will probably be spent on some new map project. All those new maps being developed by other mapmakers inspire me to also make something new 😁

                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

                prastleP 1 Reply Last reply Reply Quote 1
                • prastleP Offline
                  prastle Moderators Admin @Frostion
                  last edited by

                  @frostion kk 🙂

                  If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                  • redrumR Offline
                    redrum Admin @Elreigh
                    last edited by redrum

                    @elreigh Changes look good. Just forgot a small update to the notes: https://github.com/triplea-maps/the_grand_war/pull/1

                    The unmentioned new naval unit images are definitely an improvement as well 🙂

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

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                    • ElreighE Offline
                      Elreigh
                      last edited by

                      @redrum Ah, yeah I forgot to mention that, and I didn't know the pull request had to have the details of my updates in them. I'll be more specific in the future.

                      redrumR 1 Reply Last reply Reply Quote 0
                      • redrumR Offline
                        redrum Admin @Elreigh
                        last edited by redrum

                        @elreigh Oh I meant your post above. You can take a look at merging my pull request if you agree with the notes update 🙂

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

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                        • ElreighE Offline
                          Elreigh
                          last edited by Elreigh

                          @redrum Ah, I thought the "notes" you mentioned was "patch notes." My bad! Yeah, I've confirmed your request. Nice catch, thanks!

                          prastleP 1 Reply Last reply Reply Quote 0
                          • prastleP Offline
                            prastle Moderators Admin @Elreigh
                            last edited by prastle

                            @elreigh @Frostion all bots reloaded with the new updated maps.

                            If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                            • C Offline
                              Cernel Moderators @redrum
                              last edited by

                              @redrum said in The Grand War:

                              @elreigh The version in the XML is the 'real' map version that players would reference and such to version changes you make. The yaml version is just a way so the engine knows for players that already have the map that there is a new version that it should allow them to download.

                              You are the owner of the project, so you can set the definitions for it, but this definition alone is simply not possible, based on what I understand the definition of "map" is. Since a map is the entire "map" folder (so, the skin plus the games), you can have multiple games for a same map, each one with a different version, obviously. Hence, the XML/game version simply can't version the map, as being potentially not unique.
                              As now, there is no way to version a map, while it would be advisable there is, not only for maps offering multiple games, but also because if a mapmaker just changes something in the skin (like you change a player colour and nothing else, or just make new images for the "Carrier", or whatever), it doesn't make sense (to me) reversioning an untouched XML. I'm really not going to upgrade an xml version if the xml is the same, and I just changed something minor in the skin, and (to avoid having different maps without versioning differentiation, which I like to avoid) my "solution" currently is just holding off on any skin changes until some xml changes are made, but this is a lame solution that kind of works only for single game maps.
                              For example, if we just take the New World Order map and make new "Carrier" images, because somebody thinks they look too similar to the battleships, it would be bad to increase the version of the game, as that would be telling that we have made changes to New World Order, while we have not. It would be actually good leaving New World Order, as a game, having the exactly same version, and referencing somewhere else skin-only changes. Or we could also simply swap one of its mapskins to be the current original one; also this should not cause and upgrading of the game's version, in my opinion.
                              In absence of an actual map versioning, it is unsurprising mapmakers will think about the download version as being the map version, as that is actually the closest thing to a map versioning you currently have. Also, that is an endless source of confusion for users, because they see a version number when they download and another version number when they look at the game, and don't understand why is that (had a few cases of users asking me if they downloaded correctly).
                              My suggestion would be having a map version, in "map.properties", additionally to the game (or games) version (or versions) in the xml inside the "games" folder. Then (still just my suggestions), the mapmakers should be instructed to always upgrade the version in map.properties each time any changes inside the "map" folder are made (also if only the xml are), while, on the other hand, upgrade the games versions only in case of changes for the respective xml only. Then, to make all clear to the users, in the "Select a Game" windows they would be told, for each game, its version and what map that game is using and the current version of that map. Once this is done, then I would advise the download version actually equalling the map version. I believe this would cut confusion, and cover all needs. Just a suggestion, since I believe this issue has been ever present in TripleA (also in the old depot there was this dualism between download versions and games versions, and mapmakers tended to just have the download versions being the same as their games' versions, at least for single game maps, but I don't believe this was deliberate, or at least I've never seen it documented anywhere (not sure, we would need asking Veqryn)).

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

                                @cernel Under my suggestions, mapmakers that prefer having a single version per each game and map, can just assure keeping the version in map.properties the same as the xml version.

                                1 Reply Last reply Reply Quote 0
                                • D Offline
                                  Dean
                                  last edited by

                                  yo this is literally the best mod i have ever seen on this website for this game.

                                  approved by the caliphate

                                  • signed, Creator of Meijou
                                  1 Reply Last reply Reply Quote 0
                                  • L Offline
                                    Lord Bevan
                                    last edited by Lord Bevan

                                    I cannot play this map since it has been released. I was hoping that it will be fixed in time but it is not.

                                    SAXParseException: game: The Grand War Free for All, line: 659, column: 85, error: Attribute "defaultType" must be declared for element type "player".
                                    SAXParseException: game: The Grand War Free for All, line: 659, column: 85, error: Attribute "isHidden" must be declared for element type "player".

                                    1 Reply Last reply Reply Quote 0
                                    • jkprinceJ Offline
                                      jkprince
                                      last edited by

                                      6 years later, this mod is still great and I believe deserves to be moved up at least to the "good quality" section from where it sits in experimental. I might make a house rules mod for this as practice-

                                      One thing I notice is that Mazdak is almost always the first nation to drop in each game, at least when it is played by AI. IMO, its cultist underpinnings should be represented ingame thru a system that's in mechanically between the Chinese Underground and Grand Armee ones.
                                      Rn, the possibility of Mazdak taking Arcadia is a pipe dream if you're not playing as them.
                                      If I make an upgrade mod for this, I will add a "Global Mazdakism" territory, impassable like Grands. Unlike Grands, it is not their capital, and does not have any IPC value, so they can still be eliminated. However, also unlike Grands, it has a factory in it.

                                      As Mazdak takes more territories, they gain additional locations to which they can deploy units out of their Global Mazdakism pool.
                                      Mazdak only: Can deploy to Mazdak and Aksum

                                      Control =>3/5 of (Aksum, Sudan, Arcadian Congo, Zimbabwe, Korean Congo): Add deploy to Hedjaz and Sudan, free units in Hedjaz and Mazdak

                                      Control =>3/5 of (Khemet, Palestine, Hedjaz, Agrot Republic, Madagascar): Add deploy to Makan and Sumatra and adds some free units in both

                                      Control capital Arcadia: Adds free armies and PUs and declares war against everyone (existing rule). Adds deploy to Bengal and Burma. Adds a Motor Pool building into the Global Mazdakism pool, to speed up infantry exit.

                                      Control =>3/5 of (Bengal, Burma, Sumatra, Dravidia S.R, Arcadia): Adds a free nuke into the pool territory, for use anywhere, no tech required. Adds a few more free units.

                                      First time you capture any nation's capital other than Arcadia's: Also adds a free nuke into the pool territory. Gives a bonus free tech token.

                                      ...
                                      Apart from Mazdak, some other nation ideas (possibly only for when controlled by AI):

                                      India / SUFFER gets a single free volunteer added to "Volunteers 5" at their turn end for as long as they don't control all of their original territories.

                                      GRANDS gets a single Infantry added per turn to their Grand Armee pool as long as they are on Total War (i.e losing)

                                      China gets an extra Refinery in Yunnan, to help their Fuel budget. It's removed if the territory is lost, and not returned when regained

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