Roger's Scenario Thread
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@rogercooper That looks pretty good if a touch monotone (but maybe can be tweaked enough). Thank you. If you find an other version which may be better, let me know.
The other problem is that, as I plan my map to be 40,000 per 32,000 pixels, it will probably go over the 1 GB limit in GitHub with the relief tiles alone. I wonder if TripleA accepts JPG or other formats than PNG for the relief tiles. Otherwise, I'll have to search for programs to try to reduce the weight of the PNG images.
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@cernel said in Roger's Scenario Thread:
as I plan my map to be 40,000 per 32,000 pixels
I've reconsidered: I'll probably go for 20,000 per 16,000 because it's almost impossible for me to work and save with GIMP at 40,000 per 32,000 with dense images. Even so, that image is just barely big enough, as I've cut a 10,000 per 8,000 portion out of it for the land (in Asia), and it could not have been much bigger than that. Besides, I've not yet decided if I really want to have relief tiles. Relief tiles are depressing when you find something that you want to change on the basic drawing but you have already made them, and that's what is most likely going to happen...
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If you vector draw your baseTiles, then you can easily add a half way version of reliefTiles with Inkscape as here;
https://forums.triplea-game.org/topic/3318/easier-map-making-with-inkscape-reusable-art-assets/8 -
@thedog The basic map (not the details) is currently raster 10,000 per 8,000, but I intend to vector it to then scale it to 20,000 per 16,000, and thereafter finalize the details (comprising the relief tiles) which I'm already making at that scale. However, beside this, I don't see a reason not to go back to raster after the scaling because it's not like TripleA supports vector images anyway, so why make the details as vectors instead of raster? Bear in mind that I've never worked on any vector graphics at all.
Are you saying that vector Inkscape is faster and lighter on the memory requirements while working on images than raster GIMP? The raster image which should eventually become the relief tiles is currently a PNG of 631 MB and working on it and saving it with GIMP is quite a slow process.
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I had never done any raster or vector work until recently, people on these forums said I should use raster for baseTiles, I had mixed results.
Then I tried Inkscape and found my brain can pickup how to work it.
As vectors are objects its easy to pick all or part of the "image" and resize or stretch them.
In my opinion
- Vector is the best way to draw baseTiles
- Raster is the best way to draw reliefTiles
- But if you have no graphic talent, like me, then Vector based reliefTiles can produce a reasonable version, with probably a saving in size, due to the way it stores its data. This method will have both a vector save and a raster export. Also if the baseTiles change its easy to change the matching layer of the reliefTiles to overlay it.
Regarding learning Inkscape it took me less than a month to learn the basics, as can be seen from the thread date stamps.
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Name 2020
Description An alternate history where Europe and a Canadian-led alliance face Russia & China on the Revised map.
https://axisandallies.fandom.com/wiki/2020
Good Points
- Easy to understand rules
Bad Points
- Too few fronts. With Japan indefensible, the game quickly becomes a shoving match in Europe.
- Favors the "Axis" strongly. Once the Pacific falls to China, the Axis has an income and geographical advantage and will shove the Europeans out of Germany to win.
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Name Twelve Clans
Description The Sengoku period
https://axisandallies.fandom.com/wiki/Twelve_Clans
Good Points- Interesting vassalage system avoids the problems of free for all play and feels historical
- Nice unit art
- Interesting unit abilities
Bad Points
- Stacks can get really big.
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Name New World Order Variants - Neutrals Assigned
Description World War in Europe starting in 1939, with the neutral countries assigned to each alliance but unable to leave their homelands.
https://axisandallies.fandom.com/wiki/New_World_Order_Variant_-_Neutrals_Assigned
Good Points
- Interesting unit mix
- Fighting all over the map
Bad Points
- AI gets confused by the active neutrals
- Once France falls, it is hard for the Allies to reg
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Name TC Blitzkrieg
Description Action on symmetrical map
https://axisandallies.fandom.com/wiki/TC.BLITZKRIEG
Good Points
- An interesting selection of units
Bad Points
- Connection glitches
- Symmetrical start limits possibilities
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Name Wolfy's 1939
Description World War 2 in 1939 on the Big World Map with many neutral areas
https://axisandallies.fandom.com/wiki/Wolfy's_1939,First_Strike
Good Points
- The neutral areas have some interesting effects on play.
Bad Points
- Like most Big World scenarios, the Allied income advantage is not enough to overcome Russia's isolation.
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Name World War I 1914
Description TripleA port of the Axis & Allies World Ware One game
https://axisandallies.fandom.com/wiki/World_War_I_1914
Good Points
- A reasonably good port of the boardgame
- One round limit on ground combat gives that WW1 feel
- Plays fairly quickly in TripleA
Bad Points
- The AI has trouble with the one round combat limit
- The ability of the British to build without limit in India seriously imbalances the game.
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@rogercooper Do you think it's a bad point for Berlin to be closer to Moscow than Paris?
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@schulz said in Roger's Scenario Thread:
@rogercooper Do you think it's a bad point for Berlin to be closer to Moscow than Paris?
There is so much geographic distortion in A&A games, that I sometimes fail to point it out. Another problem with AA14 is that you can only build in capitals. Except in 1914, Moscow was not the capital of Russia.
Nonetheless, it a fun scenario to play and despite its problems, it does feel like WW1.
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the map orientation makes it unplayable for me. I know thats the oob style but I don't like it
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Name 1941-Cristaldi
Description World War 2 in 1941
https://axisandallies.fandom.com/wiki/1941-Cristaldi
Good Points
- An interesting variety of units
- Some interesting country-specific units
Bad Points
- As is usual, the Russians have a hard time
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Name Ultimate P Talibush Mod
Description World War 2 on a large map
https://axisandallies.fandom.com/wiki/Ultimate_P_Talibush_Mod
Good Points- Reasonably balanced
- Low luck speeds up play
- Conflict all over the map**
Bad Points
- A lot of ahistorical stuff on map
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Name Tiberian Conquest EU
Description SciFi warfare in Europe
https://axisandallies.fandom.com/wiki/Tiberian_Conquest_EU
Good Points
- Interesting unit art
Bad Points
- Units don't fit in the areas, making the game hard to play
- No victory conditions
- Too many units, mostly overpriced
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Name 41 Oztea SBR Militia
Description World War 2 Global with better balance and militia
https://axisandallies.fandom.com/wiki/41_Oztea_SBR_Militia
Good Points
- Better balanced than the original game
Bad Points
- The militia unit is overpriced and has little effect on the game.
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Name 270BC
Description The Mediterranean in 270 BCGood Points
- Colorful unit graphics
- Conflict all over the map
Bad Points
- Low movement allowances makes the game less dynamic
- Rome has a substantial advantage
- No victory conditions
- Unlimited army building does not feel very ancient