Global Dominance
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Working on the last nation. Fortunately (as long as Red doesn't get too excited ) there are far fewer units left to design than I had for other nations (since so many of the Allied units are the same as the American designs).
Here is a sneak peak at the Americans special talent...
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@hepps SUPER CARRIERS! WOOT!
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@prastle Well the Essex Class won't necessarily be a "super" carrier... just a unique unit to the Americans.
Still working out the specifics of its abilities.
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One more down... the F15 reporter. The Americans can now do recon.
And before it is asked...yes recon and normal fighters can land on carriers.
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American Commanders are ready to lead their troops on the land sea and air.
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@hepps How is Global Dom coming? Any new screenshots to share
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@ghostronin Well to be honest with all of the graphics done much of the work is no longer visual.
Also I have been playing a little bit more now instead of spending all my time just designing.
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@hepps Who said anything about map screenshots? I want XML screenshots!
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lol, you guys still think this map will ever be released?
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@ghostronin alright here is one more area I am willing to showcase in detail.
this is just the basic outline I used for mapping out the economic situation. So it is missing: Terrain, Units, shading details, etc. etc.
Hopefully this will hold you over.
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@wirkey said in Global Dominance:
lol, you guys still think this map will ever be released?
Your lack of faith is disheartening.
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@hepps I am officially sated...for now:) Thanks for the update!
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@hepps my heart was broken once to much
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@hepps And the XML screenshot?
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@redrum Here you go...
<?xml version="1.0"?>
<!DOCTYPE game SYSTEM "game.dtd">
<game>
<info name="Global Dominance: A world in Conflict" version="1.0.0.0"/>
<loader javaClass="games.strategy.triplea.TripleA"/>
<triplea minimumVersion="1.8"/>
<diceSides value="12"/>
<map> -
@hepps Oh looks like a good start. Though should probably capitalize the "w" in world and make minimum version 1.9
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Given the large map and the span of turns it should take for a meaningful representation of the war I throw here a bundle of suggestions.
More unit tiers of some type. Like 3 fighters plus jet fighters. TWW in comparison has the base, the improved tech and then the advanced unit. I'd simply make the 'improved' a new type of unit instead of boosting all the existing fighters. I see it as like (hurrican > spitfire > typhoon, or Bf109 > FW190 > TA152 type of thing). That can be done for planes, tanks, and in general costy units.
Garrison troops. 0 moving infantry that can be moved only like the AAs, by trucks and trains. Helps a lot to balance quiet sectors and not have the Allies have an early landing start in the first turns - that in TWW is completely ahistorical - or the overly active Chinese army.
Not having Finland 'winterized' on turn1. Most of Axis troops there if not all of them (Germans included) had winter warfare equipment or were trained for - especially Finns. They should be able to move and the like OR if frozen the Soviets should not be able to make progress in the Finnish sector.
Japan Surprise Bonus - add some 'Kamikaze' units that can boost Japanese attack / soak losses in turn1, with some rule (via document) that can only be used vs UK and USA. That should help to mirror the fact the W.Allies suffered the brunt of the sudden attack.
Coastal defence boats. I am not sure how you plan to handle them - but they could have like 0 movement by default and gain a +2 from ports or so? Or remain at 0 movement to defend the coasts where they're placed in (Think of torpedo boats, coastal gunships, monitors, and the like). It would also be nice to evaluate some 'airfield' alike movement bonus for ships in general.
Doctrines technologies. Some troops can start with determined stats and simply being boosted up via techs to mirror warfare preparations. Ideally as manpower is added, in the grand scope there can also be the significant difference of quantity vs quality. Like - basic infantry can be 1-1-1 (attack - defence - movement) and through various techs (Infantry Tech I, Infantry Tech II, etc - be it a mix of improved equipment, training, doctrine) they ramp up to 1 - 2 - 1, then 2 - 2 - 1, then 2 - 3 - 1 and so forth.
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@shonn said in Global Dominance:
Given the large map and the span of turns it should take for a meaningful representation of the war I throw here a bundle of suggestions.
More unit tiers of some type. Like 3 fighters plus jet fighters. TWW in comparison has the base, the improved tech and then the advanced unit. I'd simply make the 'improved' a new type of unit instead of boosting all the existing fighters. I see it as like (hurrican > spitfire > typhoon, or Bf109 > FW190 > TA152 type of thing). That can be done for planes, tanks, and in general costy units.
I am not planning on adding any new tiers nor new intermediate (improved) unit types. While I would love a system where there were a cost to up-grade each existing unit that becomes "improved" when it ends its turn at an Aircraft Facility (for aircraft) or a Factory (for mechanical units)... there is not really a clean way to do that currently. Simply adding that to the purchase window would make for an even more daunting end of turn process.
Garrison troops. 0 moving infantry that can be moved only like the AAs, by trucks and trains. Helps a lot to balance quiet sectors and not have the Allies have an early landing start in the first turns - that in TWW is completely ahistorical - or the overly active Chinese army.
I toyed with this idea, but abandoned it. Does not mean it may not be resurrected... but at this point I did not see the value in the design.
Not having Finland 'winterized' on turn1. Most of Axis troops there if not all of them (Germans included) had winter warfare equipment or were trained for - especially Finns. They should be able to move and the like OR if frozen the Soviets should not be able to make progress in the Finnish sector.
Lots of things are different in GD. Though I really don't know in how many games the Russians are "active" on turn 1 in Finland.
Japan Surprise Bonus - add some 'Kamikaze' units that can boost Japanese attack / soak losses in turn1, with some rule (via document) that can only be used vs UK and USA. That should help to mirror the fact the W.Allies suffered the brunt of the sudden attack.
There will be no Kamikaze type units. There are some interesting new features for the J1 turn. Guess you will just have to wait and see.
Coastal defence boats. I am not sure how you plan to handle them - but they could have like 0 movement by default and gain a +2 from ports or so? Or remain at 0 movement to defend the coasts where they're placed in (Think of torpedo boats, coastal gunships, monitors, and the like). It would also be nice to evaluate some 'airfield' alike movement bonus for ships in general.
Lots of things going on in the naval warfare aspect. But there will not be any representation for small coastal vessels. In all games I have tried where they have added tiny combat vessels, they just become cheap fodder stacks. They just ruin naval combat in the same way that attacking with 2 aircraft carriers, 4 planes and 16 Sea Transports ruins a game.
However, what I will say is naval movement is FAR more dynamic and that there are many new features that will make the experience very different.
Doctrines technologies. Some troops can start with determined stats and simply being boosted up via techs to mirror warfare preparations. Ideally as manpower is added, in the grand scope there can also be the significant difference of quantity vs quality. Like - basic infantry can be 1-1-1 (attack - defence - movement) and through various techs (Infantry Tech I, Infantry Tech II, etc - be it a mix of improved equipment, training, doctrine) they ramp up to 1 - 2 - 1, then 2 - 2 - 1, then 2 - 3 - 1 and so forth.
There are considerable changes to how the different Infantry groups operate and improve. All will be revealed in time.
Thanks for the suggestions.
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Here is the disposition of American troops defending the Philippines as of December.