Global Dominance
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@hepps Now that may cross a line, hehe.
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@general_zod I know... I went from advocating for political correctness... to being completely incorrect in the span of a heartbeat.

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So pumped for this map/scenario. Well done for everyone involved. Any chance this version will be playable PvE as opposed to just PvP?
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@rosw04 0% <---> -10% chance of this being playable against the AI.
100% it will PVP.
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@hepps Geez, you don't even give me like a 0.0001% chance of making the AI be able to play it? No faith at all...
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@redrum Sorry I was going on the basis of some of our previous conversations....
What should the percentages be then? 0% to 0.01%?

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@hepps Depends if I get an advanced copy as how can I program the AI without having the map...
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@redrum I thought you were that good. Sorry.
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@hepps i downvoted your post
i give red at least 10% chance 
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@prastle I upvoted your post because you are such a positive person.

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With work on HOH winding down.... work on GD has recommenced.
It is with great satisfaction that I announce that the map is now completed in its entirety.
Here is a look at it at 3% resolution.

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Not big enough, hehe

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@general_zod I'd have gone bigger.... but this is the max size the drawing program will draw on my system.

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@general_zod Just wait til you try and zoom out on this map.... you are never going to see enough of the map Mr. Zod.

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@hepps I know, we will need a new spy satellite view.

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Perhaps heat signatures.

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There sure is a lot of sea territories. How many moves do ships have? More than the land units?
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@frostion Variety of factors go into naval movement. Needless to say the math has long since been worked out.
Much like land and air units...different naval units have different movement values. On top of which there are shipping lanes that offer faster travel. Fighting for naval supremacy will be a much bigger deal in this game than in any other. And due to the different aspects of how it works.... there will be different strategies available to ensure you are winning how you need to win. The individual battles will be more significant than sheer TUV. Just because you can't dominate an opponent... doesn't mean you can't disrupt their maneuvers.
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@hepps Given the size, do you have a sense of how long each turn would represent? Thinking something like 1 month? Just curious.
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Not supposed to be the one answering such questions (and I think most TripleA maps just don't make timeline assumptions (maybe it is the case here too)), but my take, assuming no Risk style things (in which you can battle in a territory, then moving on battling in another), at these dimensions, 1 round can be no more than half a month (about 2 weeks).
Talking in term of rounds, not turns. It doesn't really make sense to relate time to turns, like Civil War does, even in the case you have only 2 turns per round.
Otherwise, if you look at the frontier changes, like in the aftermath of Stalingrad until the stabilization because of the mud season, you would be just unable to re-create the timeline, at anything more than 2 weeks per round or so.
I remember I had a conversation with @Hepps on this matter, in lobby, as I was pointing out that 1 Carrier should take 36 turns to build and a battleship more than 48 (like about 60 rounds).p.s.: A map like this would be just impossible to handle as an image on which to build relief by any personal computers at 32 bit (just over 10 years ago), and even now I can see @Hepps must have a fair bit of RAM, if he is relief-working on it with no lag.
Definitely, general human progress is taking TripleA by hand, as I believe a map like this would be just outright impossible to make (and most likely to play, as well) with the technology we had, for personal use, 15 years ago or more (when TripleA started existing).
If I can make a guess, I assume @Hepps got at least 32GB RAM?
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